From 1ed03f498fa204178c2696c510ac6a2cd8524e2d Mon Sep 17 00:00:00 2001 From: Joel Challis Date: Sun, 26 Nov 2023 18:36:45 +0000 Subject: Remove userspace keymaps (#22544) --- users/snowe/readme_ocean_dream.md | 258 -------------------------------------- 1 file changed, 258 deletions(-) delete mode 100644 users/snowe/readme_ocean_dream.md (limited to 'users/snowe/readme_ocean_dream.md') 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. -- cgit v1.2.3