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authorJoel Challis <git@zvecr.com>2023-11-26 18:36:45 +0000
committerGitHub <noreply@github.com>2023-11-27 05:36:45 +1100
commit1ed03f498fa204178c2696c510ac6a2cd8524e2d (patch)
treeb97c1f983b7e4b57c007d0feedadd3ad3e39062b /users/snowe
parent4908d4b1ca260efecf3613e6517aa3a6f2034876 (diff)
Remove userspace keymaps (#22544)
Diffstat (limited to 'users/snowe')
-rw-r--r--users/snowe/luna.c229
-rw-r--r--users/snowe/luna.h31
-rw-r--r--users/snowe/ocean_dream.c556
-rw-r--r--users/snowe/ocean_dream.h103
-rw-r--r--users/snowe/oled_setup.c146
-rw-r--r--users/snowe/oled_setup.h30
-rw-r--r--users/snowe/readme.md10
-rw-r--r--users/snowe/readme_ocean_dream.md258
-rw-r--r--users/snowe/rules.mk27
-rw-r--r--users/snowe/snowe.h42
-rw-r--r--users/snowe/wrappers.h92
11 files changed, 0 insertions, 1524 deletions
diff --git a/users/snowe/luna.c b/users/snowe/luna.c
deleted file mode 100644
index 4653abfaeb..0000000000
--- a/users/snowe/luna.c
+++ /dev/null
@@ -1,229 +0,0 @@
-/*
- * Copyright 2021 QMK Community
- * Copyright 2021 Tyler Thrailkill (@snowe/@snowe2010) <tyler.b.thrailkill@gmail.com>
- *
- * This program is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 2 of the License, or
- * (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program. If not, see <http://www.gnu.org/licenses/>.
-*/
-
-#include "quantum.h"
-#include "luna.h"
-
-// KEYBOARD PET START
-
-// settings
-#define MIN_WALK_SPEED 10
-#define MIN_RUN_SPEED 40
-
-// advanced settings
-#define ANIM_FRAME_DURATION 200 // how long each frame lasts in ms
-#define ANIM_SIZE 96 // number of bytes in array. If you change sprites, minimize for adequate firmware size. max is 1024
-
-bool isSneaking = false;
-bool isJumping = false;
-bool showedJump = true;
-
-// status variables
-int current_wpm = 0;
-led_t led_usb_state = {
- .num_lock = false,
- .caps_lock = false,
- .scroll_lock = false
-};
-
-// current frame
-uint8_t current_frame = 0;
-
-// timers
-uint32_t anim_timer = 0;
-uint32_t anim_sleep = 0;
-
-// logic
-void render_luna(int LUNA_X, int LUNA_Y) {
-
- // Sit
- static const char PROGMEM sit[2][ANIM_SIZE] = {
- // 'sit1', 32x22px
- {
- 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x1c,
- 0x02, 0x05, 0x02, 0x24, 0x04, 0x04, 0x02, 0xa9, 0x1e, 0xe0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x10, 0x08, 0x68, 0x10, 0x08, 0x04, 0x03, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x06, 0x82, 0x7c, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x04, 0x0c, 0x10, 0x10, 0x20, 0x20, 0x20, 0x28,
- 0x3e, 0x1c, 0x20, 0x20, 0x3e, 0x0f, 0x11, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
- },
-
- // 'sit2', 32x22px
- {
- 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x1c,
- 0x02, 0x05, 0x02, 0x24, 0x04, 0x04, 0x02, 0xa9, 0x1e, 0xe0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x90, 0x08, 0x18, 0x60, 0x10, 0x08, 0x04, 0x03, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x0e, 0x82, 0x7c, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x04, 0x0c, 0x10, 0x10, 0x20, 0x20, 0x20, 0x28,
- 0x3e, 0x1c, 0x20, 0x20, 0x3e, 0x0f, 0x11, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
- }
- };
-
- // Walk
- static const char PROGMEM walk[2][ANIM_SIZE] = {
- // 'walk1', 32x22px
- {
- 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x40, 0x20, 0x10, 0x90, 0x90, 0x90, 0xa0, 0xc0, 0x80, 0x80,
- 0x80, 0x70, 0x08, 0x14, 0x08, 0x90, 0x10, 0x10, 0x08, 0xa4, 0x78, 0x80, 0x00, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x00, 0x07, 0x08, 0xfc, 0x01, 0x00, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00,
- 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0x18, 0xea, 0x10, 0x0f, 0x00, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x1c, 0x20, 0x20, 0x3c, 0x0f, 0x11, 0x1f, 0x03,
- 0x06, 0x18, 0x20, 0x20, 0x3c, 0x0c, 0x12, 0x1e, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
- },
-
- // 'walk2', 32x22px
- {
- 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x40, 0x20, 0x20, 0x20, 0x40, 0x80, 0x00, 0x00, 0x00,
- 0x00, 0xe0, 0x10, 0x28, 0x10, 0x20, 0x20, 0x20, 0x10, 0x48, 0xf0, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x20, 0xf8, 0x02, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01,
- 0x03, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x10, 0x30, 0xd5, 0x20, 0x1f, 0x00, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3f, 0x20, 0x30, 0x0c, 0x02, 0x05, 0x09, 0x12, 0x1e,
- 0x02, 0x1c, 0x14, 0x08, 0x10, 0x20, 0x2c, 0x32, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
- }
- };
-
- // Run
- static const char PROGMEM run[2][ANIM_SIZE] = {
- // 'run1', 32x22px
- {
- 0x00, 0x00, 0x00, 0x00, 0xe0, 0x10, 0x08, 0x08, 0xc8, 0xb0, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80,
- 0x80, 0x40, 0x40, 0x3c, 0x14, 0x04, 0x08, 0x90, 0x18, 0x04, 0x08, 0xb0, 0x40, 0x80, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0xc4, 0xa4, 0xfc, 0x00, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0xc8, 0x58, 0x28, 0x2a, 0x10, 0x0f, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x00, 0x0e, 0x09, 0x04, 0x04, 0x04, 0x04, 0x02, 0x03, 0x02, 0x01, 0x01,
- 0x02, 0x02, 0x04, 0x08, 0x10, 0x26, 0x2b, 0x32, 0x04, 0x05, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00,
- },
-
- // 'run2', 32x22px
- {
- 0x00, 0x00, 0x00, 0xe0, 0x10, 0x10, 0xf0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80,
- 0x80, 0x80, 0x78, 0x28, 0x08, 0x10, 0x20, 0x30, 0x08, 0x10, 0x20, 0x40, 0x80, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x03, 0x04, 0x08, 0x10, 0x11, 0xf9, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x10, 0xb0, 0x50, 0x55, 0x20, 0x1f, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x0c, 0x10, 0x20, 0x28, 0x37,
- 0x02, 0x1e, 0x20, 0x20, 0x18, 0x0c, 0x14, 0x1e, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
- }
- };
-
- // Bark
- static const char PROGMEM bark[2][ANIM_SIZE] = {
- // 'bark1', 32x22px
- {
- 0x00, 0xc0, 0x20, 0x10, 0xd0, 0x30, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x80, 0x40,
- 0x3c, 0x14, 0x04, 0x08, 0x90, 0x18, 0x04, 0x08, 0xb0, 0x40, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0x00, 0x03, 0x04, 0x08, 0x10, 0x11, 0xf9, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x80, 0xc8, 0x48, 0x28, 0x2a, 0x10, 0x0f, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x0c, 0x10, 0x20, 0x28, 0x37, 0x02, 0x02,
- 0x04, 0x08, 0x10, 0x26, 0x2b, 0x32, 0x04, 0x05, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
- },
-
- // 'bark2', 32x22px
- {
- 0x00, 0xe0, 0x10, 0x10, 0xf0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x80, 0x40,
- 0x40, 0x2c, 0x14, 0x04, 0x08, 0x90, 0x18, 0x04, 0x08, 0xb0, 0x40, 0x80, 0x00, 0x00, 0x00, 0x00,
- 0x00, 0x03, 0x04, 0x08, 0x10, 0x11, 0xf9, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0xc0, 0x48, 0x28, 0x2a, 0x10, 0x0f, 0x20, 0x4a, 0x09, 0x10,
- 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x0c, 0x10, 0x20, 0x28, 0x37, 0x02, 0x02,
- 0x04, 0x08, 0x10, 0x26, 0x2b, 0x32, 0x04, 0x05, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
- }
- };
-
- // Sneak
- static const char PROGMEM sneak[2][ANIM_SIZE] = {
- // 'sneak1', 32x22px
- {
- 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x40, 0x40, 0x40, 0x40, 0x80, 0x00, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0xc0, 0x40, 0x40, 0x80, 0x00, 0x80, 0x40, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x1e, 0x21, 0xf0, 0x04, 0x02, 0x02, 0x02, 0x02, 0x03, 0x02, 0x02, 0x04,
- 0x04, 0x04, 0x03, 0x01, 0x00, 0x00, 0x09, 0x01, 0x80, 0x80, 0xab, 0x04, 0xf8, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x1c, 0x20, 0x20, 0x3c, 0x0f, 0x11, 0x1f, 0x02, 0x06,
- 0x18, 0x20, 0x20, 0x38, 0x08, 0x10, 0x18, 0x04, 0x04, 0x02, 0x02, 0x01, 0x00, 0x00, 0x00, 0x00,
- },
-
- // 'sneak2', 32x22px
- {
- 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x40, 0x40, 0x40, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0xe0, 0xa0, 0x20, 0x40, 0x80, 0xc0, 0x20, 0x40, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x3e, 0x41, 0xf0, 0x04, 0x02, 0x02, 0x02, 0x03, 0x02, 0x02, 0x02, 0x04,
- 0x04, 0x02, 0x01, 0x00, 0x00, 0x00, 0x04, 0x00, 0x40, 0x40, 0x55, 0x82, 0x7c, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3f, 0x20, 0x30, 0x0c, 0x02, 0x05, 0x09, 0x12, 0x1e, 0x04,
- 0x18, 0x10, 0x08, 0x10, 0x20, 0x28, 0x34, 0x06, 0x02, 0x01, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00,
- }
- };
-
- // animation
- void animation_phase(void) {
-
- // jump
- if (isJumping || !showedJump) {
-
- // clear
- oled_set_cursor(LUNA_X,LUNA_Y +2);
- oled_write(" ", false);
-
- oled_set_cursor(LUNA_X,LUNA_Y -1);
-
- showedJump = true;
- } else {
-
- // clear
- oled_set_cursor(LUNA_X,LUNA_Y -1);
- oled_write(" ", false);
-
- oled_set_cursor(LUNA_X,LUNA_Y);
- }
-
- // switch frame
- current_frame = (current_frame + 1) % 2;
-
- // current status
- if(led_usb_state.caps_lock) {
- oled_write_raw_P(bark[abs(1 - current_frame)], ANIM_SIZE);
-
- } else if(isSneaking) {
- oled_write_raw_P(sneak[abs(1 - current_frame)], ANIM_SIZE);
-
- } else if(current_wpm <= MIN_WALK_SPEED) {
- oled_write_raw_P(sit[abs(1 - current_frame)], ANIM_SIZE);
-
- } else if(current_wpm <= MIN_RUN_SPEED) {
- oled_write_raw_P(walk[abs(1 - current_frame)], ANIM_SIZE);
-
- } else {
- oled_write_raw_P(run[abs(1 - current_frame)], ANIM_SIZE);
- }
- }
-
- // animation timer
- if(timer_elapsed32(anim_timer) > ANIM_FRAME_DURATION) {
- anim_timer = timer_read32();
- current_wpm = get_current_wpm();
- animation_phase();
- }
-
- // this fixes the screen on and off bug
- if (current_wpm > 0) {
- oled_on();
- anim_sleep = timer_read32();
- } else if(timer_elapsed32(anim_sleep) > OLED_TIMEOUT) {
- oled_off();
- }
-
-}
-
-// KEYBOARD PET END \ No newline at end of file
diff --git a/users/snowe/luna.h b/users/snowe/luna.h
deleted file mode 100644
index c96d7a12df..0000000000
--- a/users/snowe/luna.h
+++ /dev/null
@@ -1,31 +0,0 @@
-/*
- * Copyright 2021 QMK Community
- * Copyright 2021 Tyler Thrailkill (@snowe/@snowe2010) <tyler.b.thrailkill@gmail.com>
- *
- * This program is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 2 of the License, or
- * (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program. If not, see <http://www.gnu.org/licenses/>.
-*/
-
-#pragma once
-
-extern bool isSneaking;
-extern bool isJumping;
-extern bool showedJump;
-
-// status variables
-extern led_t led_usb_state;
-//extern int current_wpm;
-
-
-void render_luna(int LUNA_X, int LUNA_Y);
-
diff --git a/users/snowe/ocean_dream.c b/users/snowe/ocean_dream.c
deleted file mode 100644
index bd95ea16f8..0000000000
--- a/users/snowe/ocean_dream.c
+++ /dev/null
@@ -1,556 +0,0 @@
-/*
- * Copyright 2021 Tyler Thrailkill (@snowe/@snowe2010) <tyler.b.thrailkill@gmail.com>
- *
- * This program is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 2 of the License, or
- * (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
-
-#include "ocean_dream.h"
-#include "quantum.h"
-#include "print.h"
-
-// Calculated Parameters
-#define TWINKLE_PROBABILITY_MODULATOR 100 / TWINKLE_PROBABILITY // CALCULATED: Don't Touch
-#define TOTAL_STARS STARS_PER_LINE *NUMBER_OF_STAR_LINES // CALCULATED: Don't Touch
-#define OCEAN_ANIMATION_MODULATOR NUMBER_OF_FRAMES / OCEAN_ANIMATION_SPEED // CALCULATED: Don't Touch
-#define SHOOTING_STAR_ANIMATION_MODULATOR NUMBER_OF_FRAMES / SHOOTING_STAR_ANIMATION_SPEED // CALCULATED: Don't Touch
-#define STAR_ANIMATION_MODULATOR NUMBER_OF_FRAMES / STAR_ANIMATION_SPEED // CALCULATED: Don't Touch
-
-uint8_t animation_counter = 0; // global animation counter.
-bool is_calm = false;
-uint32_t starry_night_anim_timer = 0;
-uint32_t starry_night_anim_sleep = 0;
-static int current_wpm = 0;
-
-static uint8_t increment_counter(uint8_t counter, uint8_t max) {
- counter++;
- if (counter >= max) {
- return 0;
- } else {
- return counter;
- }
-}
-
-#ifdef ENABLE_WAVE
-static uint8_t decrement_counter(uint8_t counter, uint8_t max) {
- counter--;
- if (counter < 0 || counter > max) {
- return max;
- } else {
- return counter;
- }
-}
-#endif
-
-#ifdef ENABLE_MOON // region
-# ifndef STATIC_MOON
-uint8_t moon_animation_frame = 0; // keeps track of current moon frame
-uint16_t moon_animation_counter = 0; // counts how many frames to wait before animating moon to next frame
-# endif
-
-# ifdef STATIC_MOON
-static const char PROGMEM moon[6] = {
- 0x18, 0x7E, 0xFF, 0xC3, 0x81, 0x81,
-};
-# endif
-
-# ifndef STATIC_MOON
-static const char PROGMEM moon_animation[14][8] = {
- // clang-format off
- { 0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C, },
- { 0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xFF, 0x42, 0x00, },
- { 0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xC3, 0x00, 0x00, },
- { 0x3C, 0x7E, 0xFF, 0xFF, 0xC3, 0x81, 0x00, 0x00, },
- { 0x3C, 0x7E, 0xFF, 0xC3, 0x81, 0x00, 0x00, 0x00, },
- { 0x3C, 0x7E, 0xC3, 0x81, 0x81, 0x00, 0x00, 0x00, },
- { 0x3C, 0x42, 0x81, 0x81, 0x00, 0x00, 0x00, 0x00, },
- { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, },
- { 0x00, 0x00, 0x00, 0x00, 0x81, 0x81, 0x42, 0x3C, },
- { 0x00, 0x00, 0x00, 0x81, 0x81, 0xC3, 0x7E, 0x3C, },
- { 0x00, 0x00, 0x00, 0x81, 0xC3, 0xFF, 0x7E, 0x3C, },
- { 0x00, 0x00, 0x81, 0xC3, 0xFF, 0xFF, 0x7E, 0x3C, },
- { 0x00, 0x00, 0xC3, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C, },
- { 0x00, 0x42, 0xFF, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C, },
- // clang-format on
-};
-# endif
-
-static void draw_moon(void) {
-# ifdef STATIC_MOON
- oled_set_cursor(MOON_COLUMN, MOON_LINE);
- oled_write_raw_P(moon, 6);
-# endif
-# ifndef STATIC_MOON
- moon_animation_counter = increment_counter(moon_animation_counter, ANIMATE_MOON_EVERY_N_FRAMES);
- if (moon_animation_counter == 0) {
- moon_animation_frame = increment_counter(moon_animation_frame, 14);
- oled_set_cursor(MOON_COLUMN, MOON_LINE);
- oled_write_raw_P(moon_animation[moon_animation_frame], 8);
- }
-# endif
-}
-#endif // endregion
-
-#ifdef ENABLE_WAVE // region
-uint8_t starry_night_wave_frame_width_counter = 31;
-uint8_t rough_waves_frame_counter = 0;
-
-// clang-format off
-static const char PROGMEM ocean_top[8][32] = {
- // still ocean
- {
- 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
- 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
- 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
- 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
- },
- // small ripples
- {
- 0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
- 0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
- 0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
- 0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
- },
- // level 2 ripples
- {
- 0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40,
- 0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40,
- 0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40,
- 0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40,
- },
- // level 3 waves
- {
- 0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40,
- 0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40,
- 0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40,
- 0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40,
- },
- {
- 0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40,
- 0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40,
- 0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40,
- 0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40,
- },
- {
- 0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60,
- 0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60,
- 0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60,
- 0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60,
- },
-};
-static const char PROGMEM ocean_bottom[8][32] = {
- // still ocean
- {
- 0x00, 0x40, 0x40, 0x41, 0x01, 0x01, 0x01, 0x21,
- 0x20, 0x00, 0x00, 0x04, 0x04, 0x04, 0x04, 0x44,
- 0x44, 0x40, 0x40, 0x00, 0x00, 0x08, 0x08, 0x00,
- 0x01, 0x01, 0x01, 0x00, 0x40, 0x40, 0x00, 0x00,
- },
- // small ripples
- {
- 0x00, 0x00, 0x40, 0x40, 0x01, 0x01, 0x01, 0x20,
- 0x20, 0x00, 0x00, 0x00, 0x04, 0x04, 0x04, 0x04,
- 0x40, 0x40, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00,
- 0x00, 0x01, 0x01, 0x00, 0x00, 0x40, 0x00, 0x00,
- },
- // level 2 ripples
- {
- 0x00, 0x00, 0x40, 0x40, 0x01, 0x01, 0x01, 0x20,
- 0x20, 0x00, 0x00, 0x00, 0x04, 0x04, 0x04, 0x04,
- 0x40, 0x40, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00,
- 0x00, 0x01, 0x01, 0x00, 0x00, 0x40, 0x00, 0x00,
- },
- // level 3 waves
- {
- 0x00, 0x40, 0x40, 0x42, 0x42, 0x03, 0x11, 0x11,
- 0x20, 0x20, 0x00, 0x00, 0x08, 0x0C, 0x0C, 0x04,
- 0x05, 0x41, 0x41, 0x21, 0x20, 0x00, 0x00, 0x08,
- 0x0A, 0x0A, 0x0B, 0x41, 0x41, 0x41, 0x41, 0x00,
- },
- {
- 0x10, 0x10, 0x00, 0x80, 0x84, 0xC4, 0x02, 0x06,
- 0x84, 0x44, 0xC0, 0x80, 0x80, 0x20, 0x20, 0x10,
- 0x08, 0x12, 0x91, 0x81, 0x42, 0x40, 0x00, 0x00,
- 0x10, 0x12, 0x22, 0x22, 0x24, 0x04, 0x84, 0x80,
- },
- {
- 0x08, 0x80, 0x80, 0x82, 0x82, 0x03, 0x21, 0x21,
- 0x10, 0x10, 0x00, 0x00, 0x04, 0x04, 0x0C, 0x08,
- 0x09, 0x41, 0x42, 0x22, 0x20, 0x00, 0x00, 0x08,
- 0x0A, 0x0A, 0x0B, 0x41, 0x43, 0x42, 0x42, 0x00,
- },
-};
-// clang-format on
-
-static void animate_waves(void) {
- starry_night_wave_frame_width_counter = decrement_counter(starry_night_wave_frame_width_counter, WIDTH - 1); // only 3 frames for last wave type
- rough_waves_frame_counter = increment_counter(rough_waves_frame_counter, 3); // only 3 frames for last wave type
-
- void draw_ocean(uint8_t frame, uint16_t offset, uint8_t byte_index) {
- oled_write_raw_byte(pgm_read_byte(ocean_top[frame] + byte_index), offset);
- oled_write_raw_byte(pgm_read_byte(ocean_bottom[frame] + byte_index), offset + WIDTH);
- }
-
- for (int i = 0; i < WIDTH; ++i) {
- uint16_t offset = OCEAN_LINE * WIDTH + i;
- uint8_t byte_index = starry_night_wave_frame_width_counter + i;
- if (byte_index >= WIDTH) {
- byte_index = byte_index - WIDTH;
- }
- if (is_calm || current_wpm <= WAVE_CALM) {
- draw_ocean(0, offset, byte_index);
- } else if (current_wpm <= WAVE_HEAVY_STORM) {
- draw_ocean(1, offset, byte_index);
- } else if (current_wpm <= WAVE_HURRICANE) {
- draw_ocean(2, offset, byte_index);
- } else {
- draw_ocean(3 + rough_waves_frame_counter, offset, byte_index);
- }
- }
-}
-#endif // endregion
-
-#ifdef ENABLE_ISLAND // region
-uint8_t island_frame_1 = 0;
-
-// clang-format off
-// only use 46 bytes (first 18 are blank, so we don't write them, makes it smaller and we can see the shooting stars properly!)
-
-// To save space and allow the shooting stars to be seen, only draw the tree on every frame.
-// Tree is only 14bytes wide so we save 108 bytes on just the first row. Second row, the
-// first 18 bytes is always the same piece of land, so only store that once, which saves 90 bytes
-static const char PROGMEM islandRightTop[6][14] = {
- {0x84, 0xEC, 0x6C, 0x3C, 0xF8, 0xFE, 0x3F, 0x6B, 0xDB, 0xB9, 0x30, 0x40, 0x00, 0x00,},
- {0x80, 0xC3, 0xEE, 0x7C, 0xB8, 0xFC, 0xFE, 0x6F, 0xDB, 0x9B, 0xB2, 0x30, 0x00, 0x00,},
- {0x00, 0xC0, 0xEE, 0x7F, 0x3D, 0xF8, 0xFC, 0x7E, 0x57, 0xDB, 0xDB, 0x8A, 0x00, 0x00,},
- {0x00, 0xC0, 0xE6, 0x7F, 0x3B, 0xF9, 0xFC, 0xFC, 0xB6, 0xB3, 0x33, 0x61, 0x00, 0x00,},
- {0x00, 0x00, 0x00, 0x00, 0x80, 0xEE, 0xFF, 0xFB, 0xF9, 0xFC, 0xDE, 0xB6, 0xB6, 0x24,},
- {0x00, 0x00, 0x00, 0x00, 0xC0, 0xEE, 0xFE, 0xFF, 0xFB, 0xFD, 0xEE, 0xB6, 0xB6, 0x92,},
-};
-static const char PROGMEM islandRightBottom[6][14] = {
- {0x41, 0x40, 0x60, 0x3E, 0x3F, 0x23, 0x20, 0x60, 0x41, 0x43, 0x40, 0x40, 0x40, 0x80,},
- {0x40, 0x41, 0x60, 0x3E, 0x3F, 0x23, 0x20, 0x60, 0x40, 0x40, 0x41, 0x41, 0x40, 0x80,},
- {0x40, 0x40, 0x61, 0x3D, 0x3F, 0x27, 0x21, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x80,},
- {0x40, 0x43, 0x61, 0x3C, 0x3F, 0x27, 0x21, 0x60, 0x41, 0x43, 0x43, 0x42, 0x40, 0x80,},
- {0x40, 0x40, 0x60, 0x3C, 0x3F, 0x27, 0x23, 0x63, 0x44, 0x40, 0x41, 0x41, 0x41, 0x81,},
- {0x40, 0x40, 0x60, 0x3C, 0x3F, 0x27, 0x23, 0x63, 0x42, 0x42, 0x41, 0x41, 0x41, 0x80,},
-};
-static const char PROGMEM islandLeft[18] = {
- 0x80, 0x40, 0x40, 0x40, 0x40, 0x60,
- 0x20, 0x20, 0x20, 0x20, 0x20, 0x20,
- 0x20, 0x20, 0x20, 0x60, 0x40, 0x40,
-};
-// clang-format on
-
-static void animate_island(void) {
- if (animation_counter == 0) {
- island_frame_1 = increment_counter(island_frame_1, 2);
- }
-
- void draw_island_parts(uint8_t frame) {
- oled_set_cursor(ISLAND_COLUMN + 3, ISLAND_LINE);
- oled_write_raw_P(islandRightTop[frame], 14);
- oled_set_cursor(ISLAND_COLUMN + 0, ISLAND_LINE + 1);
- oled_write_raw_P(islandLeft, 18);
- oled_set_cursor(ISLAND_COLUMN + 3, ISLAND_LINE + 1);
- oled_write_raw_P(islandRightBottom[frame], 14);
- }
-
- if (is_calm || current_wpm < ISLAND_CALM) {
- draw_island_parts(0);
- } else if (current_wpm >= ISLAND_CALM && current_wpm < ISLAND_HEAVY_STORM) {
- draw_island_parts(island_frame_1 + 1);
- } else if (current_wpm >= ISLAND_HEAVY_STORM && current_wpm < ISLAND_HURRICANE) {
- draw_island_parts(island_frame_1 + 2);
- } else {
- draw_island_parts(island_frame_1 + 4);
- }
-}
-#endif // endregion
-
-#ifdef ENABLE_STARS // region
-bool stars_setup = false; // only setup stars once, then we just twinkle them
-struct Coordinate {
- int x;
- int y;
- bool exists;
-};
-
-struct Coordinate stars[TOTAL_STARS]; // tracks all stars/coordinates
-
-/**
- * Setup all the initial stars on the screen
- * This function divides the screen into regions based on STARS_PER_LINE and NUMBER_OF_STAR_LINES
- * where each line is made up of 8x8 pixel groups, that are populated by a single star.
- *
- * Not sure how this function will work with larger or smaller screens.
- * It should be fine, as long as the screen width is a multiple of 8
- */
-static void setup_stars(void) {
- // For every line, split the line into STARS_PER_LINE, find a random point in that region, and turn the pixel on
- // 36% probability it will not be added
- // (said another way, 80% chance it will start out lit in the x direction, then 80% chance it will start out lit in the y direction = 64% probability it will start out lit at all)
- for (int line = 0; line < NUMBER_OF_STAR_LINES; ++line) {
- for (int column_group = 0; column_group < STARS_PER_LINE; ++column_group) {
- uint8_t rand_column = rand() % 10;
- uint8_t rand_row = rand() % 10;
- if (rand_column < 8 && rand_row < 8) {
- int column_adder = column_group * 8;
- int line_adder = line * 8;
- int x = rand_column + column_adder;
- int y = rand_row + line_adder;
- oled_write_pixel(x, y, true);
- stars[column_group + (line * STARS_PER_LINE)].x = x;
- stars[column_group + (line * STARS_PER_LINE)].y = y;
- stars[column_group + (line * STARS_PER_LINE)].exists = true;
- } else {
- stars[column_group + (line * STARS_PER_LINE)].exists = false;
- }
- }
- }
- stars_setup = true;
-}
-
-/**
- * Twinkle the stars (move them one pixel in any direction) with a probability of 50% to twinkle any given star
- */
-static void twinkle_stars(void) {
- for (int line = 0; line < NUMBER_OF_STAR_LINES; ++line) {
- for (int column_group = 0; column_group < STARS_PER_LINE; ++column_group) {
- struct Coordinate star = stars[column_group + (line * STARS_PER_LINE)];
-
- // skip stars that were never added
- if (!star.exists) {
- continue;
- }
- if (rand() % TWINKLE_PROBABILITY_MODULATOR == 0) {
- oled_write_pixel(star.x, star.y, false); // black out pixel
-
- // don't allow stars to leave their own region
- if (star.x == (column_group * 8)) { // star is the farthest left it can go in its region
- star.x++; // move it right immediately
- } else if (star.x == (((column_group + 1) * 8) - 1)) { // star is farthest right it can go in its region
- star.x--; // move it left immediately
- }
- if (star.y == (line * 8)) { // star is the farthest up it can go in its region
- star.y++; // move it down immediately
- } else if (star.y == (((line + 1) * 8) - 1)) { // star is farthest down it can go in its region
- star.y--; // move it up immediately
- }
-
- // now decide direction
- int new_x;
- int x_choice = rand() % 3;
- if (x_choice == 0) {
- new_x = star.x - 1;
- } else if (x_choice == 1) {
- new_x = star.x + 1;
- } else {
- new_x = star.x;
- }
-
- int new_y;
- int y_choice = rand() % 3;
- if (y_choice == 0) {
- new_y = star.y - 1;
- } else if (y_choice == 1) {
- new_y = star.y + 1;
- } else {
- new_y = star.y;
- }
-
- star.x = new_x;
- star.y = new_y;
- oled_write_pixel(new_x, new_y, true);
- }
-
- stars[column_group + (line * STARS_PER_LINE)] = star;
- }
- }
-}
-
-/**
- * Setup the stars and then animate them on subsequent frames
- */
-static void animate_stars(void) {
- if (!stars_setup) {
- setup_stars();
- } else {
- twinkle_stars();
- }
-}
-#endif // endregion
-
-#ifdef ENABLE_SHOOTING_STARS // region
-bool shooting_stars_setup = false; // only setup shooting stars array once with defaults
-
-struct ShootingStar {
- int x_1;
- int y_1;
- int x_2;
- int y_2;
- bool running;
- int frame;
- int delay;
-};
-
-struct ShootingStar shooting_stars[MAX_NUMBER_OF_SHOOTING_STARS]; // tracks all the shooting stars
-
-static void setup_shooting_star(struct ShootingStar *shooting_star) {
- int column_to_start = rand() % (WIDTH / 2);
- int row_to_start = rand() % (HEIGHT - 48); // shooting_stars travel diagonally 1 down, 1 across. So the lowest a shooting_star can start and not 'hit' the ocean is 32 above the ocean.
-
- shooting_star->x_1 = column_to_start;
- shooting_star->y_1 = row_to_start;
- shooting_star->x_2 = column_to_start + 1;
- shooting_star->y_2 = row_to_start + 1;
- shooting_star->running = true;
- shooting_star->frame++;
- shooting_star->delay = rand() % SHOOTING_STAR_DELAY;
-}
-
-static void move_shooting_star(struct ShootingStar *shooting_star) {
- oled_write_pixel(shooting_star->x_1, shooting_star->y_1, false);
- oled_write_pixel(shooting_star->x_2, shooting_star->y_2, false);
-
- shooting_star->x_1++;
- shooting_star->y_1++;
- shooting_star->x_2++;
- shooting_star->y_2++;
- shooting_star->frame++;
-
- oled_write_pixel(shooting_star->x_1, shooting_star->y_1, true);
- oled_write_pixel(shooting_star->x_2, shooting_star->y_2, true);
-}
-
-static void finish_shooting_star(struct ShootingStar *shooting_star) {
- oled_write_pixel(shooting_star->x_1, shooting_star->y_1, false);
- oled_write_pixel(shooting_star->x_2, shooting_star->y_2, false);
- shooting_star->running = false;
- shooting_star->frame = 0;
-}
-
-static void animate_shooting_star(struct ShootingStar *shooting_star) {
- if (shooting_star->frame > SHOOTING_STAR_FRAMES) {
- finish_shooting_star(shooting_star);
- return;
- } else if (!shooting_star->running) {
- setup_shooting_star(shooting_star);
- } else {
- if (shooting_star->delay == 0) {
- move_shooting_star(shooting_star);
- } else {
- shooting_star->delay--;
- }
- }
-}
-
-static void animate_shooting_stars(void) {
- if (is_calm) {
- return;
- }
- if (!shooting_stars_setup) {
- for (int i = 0; i < MAX_NUMBER_OF_SHOOTING_STARS; ++i) {
- shooting_stars[i].running = false;
- }
- shooting_stars_setup = true;
- }
- /**
- * Fixes issue with stars that were falling _while_ the
- * wpm dropped below the condition for them to keep falling
- */
- void end_extra_stars(uint8_t starting_index) {
- for (int shooting_star_index = starting_index; shooting_star_index < MAX_NUMBER_OF_SHOOTING_STARS; ++shooting_star_index) {
- struct ShootingStar shooting_star = shooting_stars[shooting_star_index];
- if (shooting_star.running) {
- finish_shooting_star(&shooting_star);
- shooting_stars[shooting_star_index] = shooting_star;
- }
- }
- }
-
- int number_of_shooting_stars = current_wpm / SHOOTING_STAR_WPM_INCREMENT;
- number_of_shooting_stars = (number_of_shooting_stars > MAX_NUMBER_OF_SHOOTING_STARS) ? MAX_NUMBER_OF_SHOOTING_STARS : number_of_shooting_stars;
-
- if (number_of_shooting_stars == 0) {
- // make sure all shooting_stars are ended
- end_extra_stars(0);
- } else {
- for (int shooting_star_index = 0; shooting_star_index < number_of_shooting_stars; ++shooting_star_index) {
- struct ShootingStar shooting_star = shooting_stars[shooting_star_index];
- animate_shooting_star(&shooting_star);
- shooting_stars[shooting_star_index] = shooting_star;
- }
- end_extra_stars(number_of_shooting_stars);
- }
-}
-#endif // endregion
-
-/**
- * Main rendering function
- *
- * Calls all different animations at different rates
- */
-void render_stars(void) {
- current_wpm = get_current_wpm();
-
- void render_stars_anim(void) {
-#ifdef ENABLE_ISLAND
- animate_island();
-#endif
-
-#ifdef ENABLE_SHOOTING_STARS
- if (animation_counter % SHOOTING_STAR_ANIMATION_MODULATOR == 0) {
- animate_shooting_stars();
- }
-#endif
-
-#ifdef ENABLE_STARS
- // TODO offsetting the star animation from the wave animation would look better,
- // but if I do that, then the stars appear in the water because
- // the ocean animation has to wait a bunch of frames to overwrite it.
- // Possible solutions:
- // 1. Only draw stars to the top of the island/ocean.
- // 2. Draw ocean every frame, only move ocean on frames matching modulus
- // Problems:
- // 1. What if someone wants to move the island up a bit, or they want to have the stars reflect in the water?
- // 2. More cpu intensive. And I'm already running out of cpu as it is...
- if (animation_counter % STAR_ANIMATION_MODULATOR == 0) {
- animate_stars();
- }
-#endif
-
-#ifdef ENABLE_WAVE
- if (animation_counter % OCEAN_ANIMATION_MODULATOR == 0) {
- animate_waves();
- }
-#endif
-
-#ifdef ENABLE_MOON
- draw_moon();
-#endif
-
- animation_counter = increment_counter(animation_counter, NUMBER_OF_FRAMES);
- }
-
-
- // Turn screen on/off based on typing and timeout
- if (current_wpm > 0 && timer_elapsed32(starry_night_anim_timer) > STARRY_NIGHT_ANIM_FRAME_DURATION) {
- starry_night_anim_timer = timer_read32();
- oled_on();
- render_stars_anim();
- starry_night_anim_sleep = timer_read32();
- } else if (timer_elapsed32(starry_night_anim_sleep) > OLED_TIMEOUT) {
- oled_off();
- }
-}
diff --git a/users/snowe/ocean_dream.h b/users/snowe/ocean_dream.h
deleted file mode 100644
index 57e0b91557..0000000000
--- a/users/snowe/ocean_dream.h
+++ /dev/null
@@ -1,103 +0,0 @@
-/*
- * Copyright 2021 Tyler Thrailkill (@snowe/@snowe2010) <tyler.b.thrailkill@gmail.com>
- *
- * This program is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 2 of the License, or
- * (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
-
-#pragma once
-#include "quantum.h"
-
-/**
- * Features:
- * You can turn on and off features in this section
- */
-//#define ENABLE_MOON // Uses 182 bytes
-#define ENABLE_WAVE // Uses 844 bytes
-#define ENABLE_SHOOTING_STARS // Uses 872 bytes
-#define ENABLE_ISLAND
-#define ENABLE_STARS // Uses 606 bytes
-
-/**
- * Global Settings
- */
-#define STARRY_NIGHT_ANIM_FRAME_DURATION 30 // how long each frame lasts in ms
-#define NUMBER_OF_FRAMES 20 // Self explanatory. Probably shouldn't touch this, not sure how stuff will work if it's changed. If changed should be multiple of 1, 2, 3, 4, and 5
-#define WIDTH OLED_DISPLAY_HEIGHT // for vertical displays
-#define HEIGHT OLED_DISPLAY_WIDTH // for vertical displays
-
-/**
- * Moon Parameters
- */
-#define MOON_LINE 4 // the line you want the moon to appear at
-#define MOON_COLUMN 4 // the column you want the moon to appear at
-//#define STATIC_MOON // uncomment this to make the moon a static image, no animation
-#ifndef STATIC_MOON
-# define ANIMATE_MOON_EVERY_N_FRAMES 100 // animate the moon every n frames
-#endif
-
-/**
- * Wave Parameters
- */
-#define OCEAN_LINE 14 // Line you want to render the ocean starting at (best at oled_max_lines() - 2)
-#define WAVE_CALM 20 // render calm ocean under this WPM and ripple ocean at this WPM
-#define WAVE_HEAVY_STORM 40 // render medium ocean at this WPM
-#define WAVE_HURRICANE 60 // render heavy waves above this WPM
-// What number of frames you want to animate the ocean at.
-// Should be equal to or smaller than NUMBER_OF_FRAMES, e.g. 30, would animate on every other frame, 20, every third frame, etc
-// Don't set equal to 0.
-#define OCEAN_ANIMATION_SPEED 1
-
-/**
- * Shooting Star Parameters
- */
-#define SHOOTING_STAR_DELAY 12 // delay modulus for time between shooting stars. Decides number of frames to delay, e.g. 12 means 0-11 frames of delay between each shooting star
-#define SHOOTING_STAR_FRAMES 16 // how many 2 pixel frames per shooting star. Increment this for longer shooting stars
-#define MAX_NUMBER_OF_SHOOTING_STARS 12 // maximum number of shooting stars that can be on screen at the same time
-#define SHOOTING_STAR_WPM_INCREMENT 10 // every n WPM increase, add an extra star, up to MAX_NUMBER_OF_SHOOTING_STARS, e.g. an increment of 5 would result in 1 shooting star at 5-9wpm, 2 at 10-14, etc.
-// What number of frames you want to animate the shooting stars at.
-// Should be equal to or smaller than NUMBER_OF_FRAMES, e.g. 30, would animate on every other frame, 20, every third frame, etc
-// Don't set equal to 0.
-#define SHOOTING_STAR_ANIMATION_SPEED 30
-
-/**
- * Star Parameters
- */
-#define STARS_PER_LINE 4 // number of stars per line (for a display that is 128x32, this would be 4 stars spread out evenly over the 32byte width, one every 8 bytes)
-#define NUMBER_OF_STAR_LINES 16 // number of lines to fill up with stars (for a display that is 128x32, 16 bytes are filled with the ocean animation, so that leaves 112 pixels left over. The number of lines depends on your OLED_FONT_HEIGHT)
-#define TWINKLE_PROBABILITY 25 // probability that any star twinkles on a given frame
-// What number of frames you want to animate the stars at.
-// Should be equal to or smaller than NUMBER_OF_FRAMES, e.g. 20, would animate on every frame, 10, every other frame, etc
-// Don't set equal to 0.
-#define STAR_ANIMATION_SPEED 1
-
-/**
- * Island Parameters
- */
-#define ISLAND_LINE 12 // line that the island starts at. Island is 2 lines tall
-#define ISLAND_COLUMN 0 // column that the island starts at
-#define ISLAND_CALM 20 // WPM at which the palm tree calmly moves
-#define ISLAND_HEAVY_STORM 40 // WPM at which the heavy storm occurs
-#define ISLAND_HURRICANE 60 // WPM at which THE HURRICANE STARTS
-
-/*
- * DON'T TOUCH
- */
-
-extern bool is_calm;
-
-// timers
-extern uint32_t starry_night_anim_timer;
-extern uint32_t starry_night_anim_sleep;
-
-void render_stars(void);
diff --git a/users/snowe/oled_setup.c b/users/snowe/oled_setup.c
deleted file mode 100644
index be54d9f558..0000000000
--- a/users/snowe/oled_setup.c
+++ /dev/null
@@ -1,146 +0,0 @@
-/*
- * Copyright QMK Community
- * Copyright 2021 Tyler Thrailkill (@snowe/@snowe2010) <tyler.b.thrailkill@gmail.com>
- *
- * This program is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 2 of the License, or
- * (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
-
-#ifdef OLED_ENABLE
-
-# include QMK_KEYBOARD_H
-# include "quantum.h"
-# include "snowe.h"
-
-# include <stdio.h> // for keylog?
-
-oled_rotation_t oled_init_user(oled_rotation_t rotation) {
- if (!is_keyboard_master()) {
- return OLED_ROTATION_270; // flips the display 180 degrees if offhand
- }
- return OLED_ROTATION_270;
-}
-
-# define L_BASE 0
-# define L_GAME 2
-# define L_LOWER 4
-# define L_RAISE 6
-# define L_ADJUST 8
-
-void oled_render_layer_state(void) {
- oled_write_P(PSTR("Layer"), false);
- switch (layer_state) {
- case L_BASE:
- oled_write_ln_P(PSTR("Main"), false);
- break;
- case L_GAME:
- oled_write_ln_P(PSTR("Game"), false);
- break;
- case L_LOWER:
- oled_write_ln_P(PSTR("Bot"), false);
- break;
- case L_RAISE:
- oled_write_ln_P(PSTR("Top"), false);
- break;
-// case L_ADJUST:
-// case L_ADJUST | L_LOWER:
-// case L_ADJUST | L_RAISE:
-// case L_ADJUST | L_LOWER | L_RAISE:
-// oled_write_ln_P(PSTR("Comb"), false);
-// break;
- }
-}
-
-char keylog_str[24] = {};
-
-const char code_to_name[60] = {
- ' ', ' ', ' ', ' ', 'a', 'b', 'c', 'd', 'e', 'f',
- 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p',
- 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z',
- '1', '2', '3', '4', '5', '6', '7', '8', '9', '0',
- 'R', 'E', 'B', 'T', '_', '-', '=', '[', ']', '\\',
- '#', ';', '\'', '`', ',', '.', '/', ' ', ' ', ' '};
-
-void set_keylog(uint16_t keycode, keyrecord_t *record) {
- char name = ' ';
- if ((keycode >= QK_MOD_TAP && keycode <= QK_MOD_TAP_MAX) || (keycode >= QK_LAYER_TAP && keycode <= QK_LAYER_TAP_MAX)) {
- keycode = keycode & 0xFF;
- }
- if (keycode < 60) {
- name = code_to_name[keycode];
- }
-
- // update keylog
- snprintf(keylog_str, sizeof(keylog_str), "%dx%d, k%2d : %c", record->event.key.row, record->event.key.col, keycode, name);
-}
-
-void oled_render_keylog(void) { oled_write(keylog_str, false); }
-
-// void render_bootmagic_status(bool status) {
-// /* Show Ctrl-Gui Swap options */
-// static const char PROGMEM logo[][2][3] = {
-// {{0x97, 0x98, 0}, {0xb7, 0xb8, 0}},
-// {{0x95, 0x96, 0}, {0xb5, 0xb6, 0}},
-// };
-// if (status) {
-// oled_write_ln_P(logo[0][0], false);
-// oled_write_ln_P(logo[0][1], false);
-// } else {
-// oled_write_ln_P(logo[1][0], false);
-// oled_write_ln_P(logo[1][1], false);
-// }
-//}
-void render_bootmagic_status(void) {
- /* Show Ctrl-Gui Swap options */
- static const char PROGMEM logo[][2][3] = {
- {{0x97, 0x98, 0}, {0xb7, 0xb8, 0}},
- {{0x95, 0x96, 0}, {0xb5, 0xb6, 0}},
- };
- oled_write_P(PSTR("BTMGK"), false);
- oled_write_P(PSTR(""), false);
- if (!keymap_config.swap_lctl_lgui) {
- oled_write_P(logo[1][0], false);
- oled_write_P(PSTR(" "), false);
- oled_write_P(logo[1][1], false);
- } else {
- oled_write_P(logo[0][0], false);
- oled_write_P(PSTR(" "), false);
- oled_write_P(logo[0][1], false);
- }
- oled_write_P(PSTR(" NKRO "), keymap_config.nkro);
- oled_write_P(PSTR("WPM: "), false);
-
- char wpm[6];
- itoa(get_current_wpm(), wpm, 10);
- oled_write_ln(wpm, false);
-}
-
-bool oled_task_user(void) {
- if (is_keyboard_master()) {
- oled_render_layer_state();
- oled_render_keylog();
- render_bootmagic_status();
-
-# ifdef LUNA_ENABLE
- led_usb_state = host_keyboard_led_state();
- render_luna(0, 13);
-# endif
- } else {
-# ifdef OCEAN_DREAM_ENABLE
- render_stars();
-# endif
- }
- return false;
-}
-
-#endif // OLED_ENABLE
diff --git a/users/snowe/oled_setup.h b/users/snowe/oled_setup.h
deleted file mode 100644
index 7281dcd766..0000000000
--- a/users/snowe/oled_setup.h
+++ /dev/null
@@ -1,30 +0,0 @@
-/*
- * Copyright 2021 Tyler Thrailkill (@snowe/@snowe2010) <tyler.b.thrailkill@gmail.com>
- *
- * This program is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 2 of the License, or
- * (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
-
-#pragma once
-
-#include "quantum.h"
-#ifdef OLED_ENABLE
-# include "oled_driver.h"
-# define OLED_RENDER_WPM_COUNTER " WPM: "
-#endif
-#ifdef LUNA_ENABLE
-# include "luna.h"
-#endif
-#ifdef OCEAN_DREAM_ENABLE
-# include "ocean_dream.h"
-#endif
diff --git a/users/snowe/readme.md b/users/snowe/readme.md
deleted file mode 100644
index ff45c9df29..0000000000
--- a/users/snowe/readme.md
+++ /dev/null
@@ -1,10 +0,0 @@
-# Welcome
-
-Welcome to my userspace.
-
-There's nothing really outstanding here, except the [Ocean Dream](readme_ocean_dream.md)
-animation I made.
-
-A lot of the code for my wrappers/keymaps came from other users.
-
-I will probably update this with more in-depth information later.
diff --git a/users/snowe/readme_ocean_dream.md b/users/snowe/readme_ocean_dream.md
deleted file mode 100644
index fd6de1bca7..0000000000
--- a/users/snowe/readme_ocean_dream.md
+++ /dev/null
@@ -1,258 +0,0 @@
-# Ocean Dream
-
-Tapping away at your IMX Corne with Box Jades, you feel yourself
-drifting off, into a soundscape of waves and rustling leaves.
-You open your eyes only to find yourself in an _Ocean Dream_.
-
-Introducing, **Ocean Dream**, an animation for keyboards with tall OLED
-screens. Built for 128x32 screens, this animation should work for 128x64
-at least, though it hasn't been tested there.
-
-Completely customizable, you can change everything about the animation,
-from the number of falling stars, to how likely a star is to twinkle, and
-even if the moon has phases or not.
-
-# Installation
-
-Installation is easy.
-
-1. Add `ocean.h` and `ocean.c` to your keyboard folder or userspace.
-2. In your `keymap.c` or wherever you handle your oled code, add
-```c
-# ifdef OCEAN_DREAM_ENABLE
- render_stars();
-# endif
-```
-to `oled_task_user(void)`, where you would like (see [my keymap](../../keyboards/crkbd/keymaps/snowe/keymap.c) for an example)
-3. In your `keymap.c` or wherever you handle your process_record code,
- add an event that sets `is_calm` when you press `ctrl`
-```c
-bool process_record_user(uint16_t keycode, keyrecord_t *record) {
- switch (keycode) {
- case KC_LCTL:
- case KC_RCTL:
-#ifdef OCEAN_DREAM_ENABLE
- is_calm = (record->event.pressed) ? true : false;
-#endif
- break;
- }
- return true;
-}
-```
-4. In your `rules.mk` to make it easier to turn the animation on/off, add
-```makefile
-ifeq ($(strip $(OLED_ENABLE)), yes)
- #... your code here...
-
- ifdef OCEAN_DREAM_ENABLE
- ifeq ($(strip $(OCEAN_DREAM_ENABLE)), yes)
- SRC += ocean_dream.c
- OPT_DEFS += -DOCEAN_DREAM_ENABLE
- endif
- endif
- ifndef OCEAN_DREAM_ENABLE
- SRC += ocean_dream.c
- OPT_DEFS += -DOCEAN_DREAM_ENABLE
- endif
-endif
-```
-
-You're done! Now you can enable **Ocean Dream** by simply turning on the OLED feature
-```makefile
-OLED_ENABLE = yes
-```
-
-And if you want to disable it without turning off the OLED Driver you can simply set
-```makefile
-OCEAN_DREAM_ENABLE = no
-```
-
-# Settings
-
-**Ocean Dream** comes with several different animations, all individually configurable:
-
-* 🌌 Stars that twinkle
-* 🌠 Meteor showers that get more vibrant the faster you type
-* 🌊 Waves that get rougher the faster you type
-* 🏝 An island with a palm tree that blows in the wind the faster you type
-* 🌗 A moon that goes through the moon phases (or not, your choice!)
-
-Each feature can be individually turned on and off, with a simple `#define`.
-
-You can see all the options and more documentation by looking at `ocean_dream.h`.
-
-All options come enabled by default.
-
-## Global Flags:
-
-### Toggles:
-
-You can toggle on/off any features using these flags:
-
-* `ENABLE_MOON` // Uses 182 bytes
-* `ENABLE_WAVE` // Uses 844 bytes
-* `ENABLE_SHOOTING_STARS` // Uses 872 bytes
-* `ENABLE_ISLAND`
-* `ENABLE_STARS` // Uses 606 bytes
-
-### Global Configuration:
-
-* `STARRY_NIGHT_ANIM_FRAME_DURATION` - configures how long each frame lasts in ms
-* `NUMBER_OF_FRAMES` - configures the number of frames that constitute a single 'round trip' of animation.
- Enables keeping animations in sync/timed with each other.
- Probably shouldn't touch this, not sure how stuff will work if it's changed.
- If changed should probably be multiple of 1, 2, 3, 4, and 5
-* `WIDTH` - for vertical displays, configures the width (the shortest measurement of your display). defaults to `OLED_DISPLAY_HEIGHT`
-* `HEIGHT` - for vertical displays, configures the height (the longest measurement of your display). defaults to `OLED_DISPLAY_WIDTH`
-
-## Stars
-
-### Description
-
-The 🌌 stars animation is a background of slowly twinkling stars.
-The stars are built on a grid of sorts, where each cell of the grid
-is 8x8 pixels with 1 star per cell. There is a probability of any
-star twinkling on any given frame, decided by the corresponding flags.
-
-### Flags
-
-Enabled with the `#define ENABLE_STARS` directive.
-
-The stars come with several configuration options:
-
-* `STARS_PER_LINE` - configures the number of stars per line. Defaulting to 4, this would
- mean that you have 4 stars across each line (8x32 on a 128x32 display), where each star
- is in a 8x8 grid
-* `NUMBER_OF_STAR_LINES` - configures the number of lines to fill up with stars.
- Defaults to 16, filling the whole display.
-* `TWINKLE_PROBABILITY` - configures the probability of a star twinkling on a given frame.
-* `STAR_ANIMATION_SPEED` - configures the number of frames you want to animate the star at.
- Must be equal to or lower than `NUMBER_OF_FRAMES`.
- Example:
- ```c
- #define NUMBER_OF_FRAMES 20
- #define STAR_ANIMATION_SPEED 5
- ```
- would result in the star animation happening every 4 frames. 20 would result in every frame,
- 1 would be once every 20 frames. This essentially changes how fast stars will twinkle, but
- does not change the probability of the stars twinkling.
-
-## Moon
-
-### Description
-
-The 🌗 moon animation is an 8x8 animation of a moon, or, if you are running out of program memory, you
-can set it to just a static crescent moon, with no animation.
-
-### Flags
-
-Enabled with the `#define ENABLE_MOON` directive.
-
-The moon comes with only a few configuration options:
-
-* `STATIC_MOON` - include this directive if you want your moon to have no animation. It will simply be a static crescent
- moon, only taking up 6 bytes of space. If you do not include this directive, then the moon will have an animation.
- The default is a moon with animation.
-* `MOON_LINE` - defines the line that the moon sits on. Default is `4`. (see [reference](#reference))
-* `MOON_COLUMN` - defines the column that the moon sits at. Default is `4`. (see [reference](#reference))
-* `ANIMATE_MOON_EVERY_N_FRAMES` - only enabled when `STATIC_MOON` is disabled, this affects how often the moon changes phases.
- Example:
- ```c
- #define STARRY_NIGHT_ANIM_FRAME_DURATION 30
- #ifndef STATIC_MOON
- # define ANIMATE_MOON_EVERY_N_FRAMES 100
- #endif
- ```
- would result in the moon changing phases every 3000ms, or every 3 seconds.
-
-## Ocean
-
-### Description
-
-The 🌊 ocean animation is a full width animation of ocean waves, where the waves get rougher the faster you type.
-You can configure the boundaries for each degree of _wave ferocity_ as well as how fast the ocean/waves move.
-
-### Flags
-
-* `OCEAN_LINE` - where to render the ocean at. Defaults to `14`. (see [reference](#reference))
-* `OCEAN_ANIMATION_SPEED` - configures the number of frames you want to animate the ocean at.
- Must be equal to or lower than `NUMBER_OF_FRAMES`.
- Example:
- ```c
- #define NUMBER_OF_FRAMES 20
- #define OCEAN_ANIMATION_SPEED 5
- ```
- would result in the ocean animation happening every 4 frames. 20 would result in every frame,
- 1 would be once every 20 frames. This essentially changes how fast the waves will move.
-* `WAVE_CALM` - Defines the WPM at which the _Wave Ferocity_ kicks up.
- At any WPM between `WAVE_CALM` and `WAVE_HEAVY_STORM`, the waves will be just tiny ripples.
-* `WAVE_HEAVY_STORM` - Defines the WPM at which the _Wave Ferocity_ kicks up to medium.
- At any WPM between `WAVE_HEAVY_STORM` and `WAVE_HURRICANE`, the waves will be medium sized waves.
-* `WAVE_HURRICANE` - Defines the WPM at which the _Wave Ferocity_ kicks up to the last notch.
- At any WPM above `WAVE_HURRICANE`, the waves will be torrential.
-
-## Shooting Stars
-
-The 🌠 shooting star animation is a full screen animation that renders a meteor shower based on your typing speed. The
-faster you type, the more shooting stars there are!
-
-You can configure many parts of the shooting stars, from shower size, to speed, to length of each trail, to how spaced
-out they are.
-
-Note: Each frame of a shooting star is only 2 pixels in length. This is a design decision, and could probably be changed
-with a decent amount of work, but was chosen for looks and memory constraints.
-
-### Flags
-
-* `SHOOTING_STAR_DELAY` - Decides number of frames to delay, based on modulus, e.g. 12 means 0-11 frames of delay between each shooting star
-* `SHOOTING_STAR_FRAMES` - how long each shooting star will be. A size of `16` will result in shooting stars that are 32 pixels long
-* `MAX_NUMBER_OF_SHOOTING_STARS` - maximum number of shooting stars that can be on screen at the same time
-* `SHOOTING_STAR_WPM_INCREMENT` - every n WPM increase, add an extra star, up to MAX_NUMBER_OF_SHOOTING_STARS
- Example: an increment of 5 would result in 1 shooting star at 5-9wpm, 2 at 10-14, etc.
-* `SHOOTING_STAR_ANIMATION_SPEED` - configures the number of frames you want to animate the shooting stars at.
- Must be equal to or lower than `NUMBER_OF_FRAMES`.
- Example:
- ```c
- #define NUMBER_OF_FRAMES 20
- #define SHOOTING_STAR_ANIMATION_SPEED 5
- ```
- would result in the shooting star animation happening every 4 frames. 20 would result in every frame,
- 1 would be once every 20 frames. This essentially changes how fast the stars move through the sky.
-
-
-## Island
-
-The 🏝 island animation is a 32w x 16h animation of a small island with a single palm tree blowing in the wind. The faster
-you type the harder the palm tree blows in the wind!
-
-Since this animation has significant black space to the left side of the tree, certain design decisions were made to allow the
-shooting stars to still show up in the sky there. This animation should work on any size screen >=32 pixels wide, and you
-can place it anywhere on the screen, but above the ocean is recommended.
-
-### Flags
-
-* `ISLAND_LINE` - where to render the island at. Defaults to `12`. The island is 2 lines tall. (see [reference](#reference))
-* `ISLAND_COLUMN` - where to render the island at. Defaults to `0`. The island is 32 pixels wide. (see [reference](#reference))
-* `ISLAND_CALM` - Defines the WPM at which the _Storm Ferocity_ kicks up.
- At any WPM between `ISLAND_CALM` and `ISLAND_HEAVY_STORM`, the palm tree will just calmly blow in the wind.
-* `ISLAND_HEAVY_STORM` - Defines the WPM at which the _Storm Ferocity_ kicks up.
- At any WPM between `ISLAND_HEAVY_STORM` and `ISLAND_HURRICANE`, the palm tree will be blowing hard in the wind
-* `ISLAND_HURRICANE` - Defines the WPM at which the _Storm Ferocity_ kicks up.
- At any WPM above `ISLAND_HURRICANE`, the palm tree will almost be torn from its roots!
-
-
-# Reference
-
-Any reference to `_LINE` or `COLUMN` refers to setting a cursor position using `oled_set_cursor()`, which uses
-`OLED_FONT_WIDTH` and `OLED_FONT_HEIGHT` internally.
-This will be the top-leftmost pixel of the image, so `_LINE 1` would start at the 9th pixel down and `_COLUMN 1`
-would be the 7th pixel to the right, starting from the topleftmost pixel on the screen.
-
-This code has been untested with different font heights/widths, so you might have to adjust a bit to make it work if you
-have modified those values.
-
-# ToDo
-
-- [ ] don't require `is_calm` as a keyboard event. Not sure if the code will work without it currently.
-- [ ] make all the stars twinkle brightly based on keypresses rather than timed. Not just a movement twinkle, but a larger
- 'full' twinkle, where the star actually gets bigger. This will be quite difficult, thus is left out of the v1.
diff --git a/users/snowe/rules.mk b/users/snowe/rules.mk
deleted file mode 100644
index f188c90229..0000000000
--- a/users/snowe/rules.mk
+++ /dev/null
@@ -1,27 +0,0 @@
-
-
-ifeq ($(strip $(OLED_ENABLE)), yes)
- SRC += oled_setup.c
-
- ifdef OCEAN_DREAM_ENABLE
- ifeq ($(strip $(OCEAN_DREAM_ENABLE)), yes)
- SRC += ocean_dream.c
- OPT_DEFS += -DOCEAN_DREAM_ENABLE
- endif
- endif
- ifndef OCEAN_DREAM_ENABLE
- SRC += ocean_dream.c
- OPT_DEFS += -DOCEAN_DREAM_ENABLE
- endif
-
- ifdef LUNA_ENABLE
- ifeq ($(strip $(LUNA_ENABLE)), yes)
- SRC += luna.c
- OPT_DEFS += -DLUNA_ENABLE
- endif
- endif
- ifndef LUNA_ENABLE
- SRC += luna.c
- OPT_DEFS += -DLUNA_ENABLE
- endif
-endif
diff --git a/users/snowe/snowe.h b/users/snowe/snowe.h
deleted file mode 100644
index caba9d21bc..0000000000
--- a/users/snowe/snowe.h
+++ /dev/null
@@ -1,42 +0,0 @@
-/*
-Copyright 2021 Tyler Thrailkill <@snowe/@snowe2010>
-
-This program is free software: you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation, either version 2 of the License, or
-(at your option) any later version.
-
-This program is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with this program. If not, see <http://www.gnu.org/licenses/>.
-*/
-
-
-#pragma once
-#include QMK_KEYBOARD_H
-
-#ifndef QMK_FIRMWARE_SNOWE_H
-# define QMK_FIRMWARE_SNOWE_H ;
-#endif // QMK_FIRMWARE_SNOWE_H
-
-#include "wrappers.h"
-#include "keycode_aliases.h"
-
-#undef PERMISSIVE_HOLD
-
-//#if defined(RGBLIGHT_ENABLE)
-//# include "rgb_stuff.h"
-//#endif
-//#if defined(RGB_MATRIX_ENABLE)
-//# include "rgb_matrix_stuff.h"
-//#endif
-#ifdef OLED_ENABLE
-# include "oled_setup.h"
-#endif
-
-
-enum layers { _MAIN, _GAMING, _LOWER, _UPPER, _ADJUST };
diff --git a/users/snowe/wrappers.h b/users/snowe/wrappers.h
deleted file mode 100644
index cf32a345c5..0000000000
--- a/users/snowe/wrappers.h
+++ /dev/null
@@ -1,92 +0,0 @@
-/* Copyright 2020 Christopher Courtney, aka Drashna Jael're (@drashna) <drashna@live.com>
- * 2021 Tyler Thrailkill (@snowe/@snowe2010) <tyler.b.thrailkill@gmail.com>
- *
- * This program is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 2 of the License, or
- * (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
-
-#pragma once
-#include "snowe.h"
-
-/*
-Since our quirky block definitions are basically a list of comma separated
-arguments, we need a wrapper in order for these definitions to be
-expanded before being used as arguments to the LAYOUT_xxx macro.
-*/
-#if (!defined(LAYOUT) && defined(KEYMAP))
-# define LAYOUT KEYMAP
-#endif
-
-//#define LAYOUT_ergodox_wrapper(...) LAYOUT_ergodox(__VA_ARGS__)
-//#define LAYOUT_ergodox_pretty_wrapper(...) LAYOUT_ergodox_pretty(__VA_ARGS__)
-#define KEYMAP_wrapper(...) LAYOUT(__VA_ARGS__)
-#define LAYOUT_wrapper(...) LAYOUT(__VA_ARGS__)
-//#define LAYOUT_ortho_4x12_wrapper(...) LAYOUT_ortho_4x12(__VA_ARGS__)
-//#define LAYOUT_ortho_5x12_wrapper(...) LAYOUT_ortho_5x12(__VA_ARGS__)
-//#define LAYOUT_gergo_wrapper(...) LAYOUT_gergo(__VA_ARGS__)
-
-/*
-Blocks for each of the four major keyboard layouts
-Organized so we can quickly adapt and modify all of them
-at once, rather than for each keyboard, one at a time.
-And this allows for much cleaner blocks in the keymaps.
-For instance Tap/Hold for Control on all of the layouts
-
-NOTE: These are all the same length. If you do a search/replace
- then you need to add/remove underscores to keep the
- lengths consistent.
-*/
-
-#define _________________QWERTY_L1_________________ KC_Q, KC_W, KC_E, KC_R, KC_T
-#define _________________QWERTY_L2_________________ KC_A, KC_S, KC_D, KC_F, KC_G
-#define _________________QWERTY_L3_________________ KC_Z, KC_X, KC_C, KC_V, KC_B
-
-#define _________________QWERTY_R1_________________ KC_Y, KC_U, KC_I, KC_O, KC_P
-#define _________________QWERTY_R2_________________ KC_H, KC_J, KC_K, KC_L, KC_SCLN
-#define _________________QWERTY_R3_________________ KC_N, KC_M, KC_COMM, KC_DOT, KC_SLASH
-
-
-#define ________________NUMBER_LEFT________________ KC_1, KC_2, KC_3, KC_4, KC_5
-#define ________________NUMBER_RIGHT_______________ KC_6, KC_7, KC_8, KC_9, KC_0
-//#define ________________NUMBER_RIGHT_______________ KC_6, KC_7, TD(TD_8_UP), KC_9, KC_0
-#define _________________FUNC_LEFT_________________ KC_F1, KC_F2, KC_F3, KC_F4, KC_F5
-#define _________________FUNC_RIGHT________________ KC_F6, KC_F7, KC_F8, KC_F9, KC_F10
-
-#define ___________________BLANK___________________ _______, _______, _______, _______, _______
-
-
-#define _________________LOWER_L1__________________ KC_EXLM, KC_AT, KC_HASH, KC_DLR, KC_PERC
-#define _________________LOWER_L2__________________ _________________FUNC_LEFT_________________
-#define _________________LOWER_L3__________________ _________________FUNC_RIGHT________________
-
-#define _________________LOWER_R1__________________ KC_CIRC, KC_AMPR, KC_ASTR, KC_LPRN, KC_RPRN
-#define _________________LOWER_R2__________________ _______, KC_UNDS, KC_PLUS, KC_LCBR, KC_RCBR
-#define _________________LOWER_R3__________________ _______, KC_LEFT, KC_UP , KC_DOWN, KC_RGHT
-
-
-#define _________________RAISE_L1__________________ ________________NUMBER_LEFT________________
-#define _________________RAISE_L2__________________ _______, KC_MINS, KC_EQL, KC_LBRC, KC_RBRC
-#define _________________RAISE_L3__________________ ___________________BLANK___________________
-
-#define _________________RAISE_R1__________________ ________________NUMBER_RIGHT_______________
-#define _________________RAISE_R2__________________ KC_LEFT, KC_DOWN, KC_UP, KC_RGHT, _______
-#define _________________RAISE_R3__________________ _______, KC_HOME, KC_PGDN, KC_PGUP, KC_END
-
-
-
-#define _________________ADJUST_L1_________________ RGB_MOD, RGB_HUI, RGB_SAI, RGB_VAI, RGB_TOG
-#define _________________ADJUST_L2_________________ MU_TOGG, TG(_GAMING), AU_ON, AU_OFF, AG_NORM
-#define _________________ADJUST_L3_________________ RGB_RMOD,RGB_HUD,RGB_SAD, RGB_VAD, _______
-#define _________________ADJUST_R1_________________ _______, _______, _______, _______, _______
-#define _________________ADJUST_R2_________________ KC_RESET,CG_TOGG, _______, _______, _______
-#define _________________ADJUST_R3_________________ _______, KC_MNXT, KC_VOLU, KC_VOLD, KC_MPLY