|
|
|
@ -73,6 +73,14 @@ static const uint8_t image_data_lcd_logo[512] = {
|
|
|
|
|
static const uint32_t logo_background_color = LCD_COLOR(0x00, 0x00, 0xFF);
|
|
|
|
|
static const uint32_t initial_color = LCD_COLOR(0, 0, 0);
|
|
|
|
|
|
|
|
|
|
typedef enum {
|
|
|
|
|
LCD_STATE_INITIAL,
|
|
|
|
|
LCD_STATE_LAYER_BITMAP,
|
|
|
|
|
LCD_STATE_BITMAP_AND_LEDS,
|
|
|
|
|
} lcd_state_t;
|
|
|
|
|
|
|
|
|
|
static lcd_state_t lcd_state = LCD_STATE_INITIAL;
|
|
|
|
|
|
|
|
|
|
bool display_logo(keyframe_animation_t* animation, visualizer_state_t* state) {
|
|
|
|
|
(void)state;
|
|
|
|
|
(void)animation;
|
|
|
|
@ -122,11 +130,18 @@ static keyframe_animation_t color_animation = {
|
|
|
|
|
|
|
|
|
|
// The LCD animation alternates between the layer name display and a
|
|
|
|
|
// bitmap that displays all active layers
|
|
|
|
|
static keyframe_animation_t lcd_animation = {
|
|
|
|
|
static keyframe_animation_t lcd_bitmap_animation = {
|
|
|
|
|
.num_frames = 1,
|
|
|
|
|
.loop = false,
|
|
|
|
|
.frame_lengths = {gfxMillisecondsToTicks(0)},
|
|
|
|
|
.frame_functions = {keyframe_display_layer_bitmap},
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
static keyframe_animation_t lcd_bitmap_leds_animation = {
|
|
|
|
|
.num_frames = 2,
|
|
|
|
|
.loop = true,
|
|
|
|
|
.frame_lengths = {gfxMillisecondsToTicks(2000), gfxMillisecondsToTicks(2000)},
|
|
|
|
|
.frame_functions = {keyframe_display_layer_text, keyframe_display_layer_bitmap},
|
|
|
|
|
.frame_functions = {keyframe_display_layer_bitmap, keyframe_display_led_states},
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
static keyframe_animation_t suspend_animation = {
|
|
|
|
@ -158,38 +173,50 @@ void initialize_user_visualizer(visualizer_state_t* state) {
|
|
|
|
|
lcd_backlight_brightness(130);
|
|
|
|
|
state->current_lcd_color = initial_color;
|
|
|
|
|
state->target_lcd_color = logo_background_color;
|
|
|
|
|
lcd_state = LCD_STATE_INITIAL;
|
|
|
|
|
start_keyframe_animation(&startup_animation);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void update_user_visualizer_state(visualizer_state_t* state) {
|
|
|
|
|
// Add more tests, change the colors and layer texts here
|
|
|
|
|
// Usually you want to check the high bits (higher layers first)
|
|
|
|
|
// because that's the order layers are processed for keypresses
|
|
|
|
|
// You can for check for example:
|
|
|
|
|
// state->status.layer
|
|
|
|
|
// state->status.default_layer
|
|
|
|
|
// state->status.leds (see led.h for available statuses)
|
|
|
|
|
if (state->status.layer & 0x8) {
|
|
|
|
|
state->target_lcd_color = LCD_COLOR(0xC0, 0xB0, 0xFF);
|
|
|
|
|
state->layer_text = "Numpad";
|
|
|
|
|
void update_user_visualizer_state(visualizer_state_t* state, visualizer_keyboard_status_t prev_status) {
|
|
|
|
|
// Check the status here to start and stop animations
|
|
|
|
|
// You might have to save some state, like the current animation here so that you can start the right
|
|
|
|
|
// This function is called every time the status changes
|
|
|
|
|
|
|
|
|
|
// NOTE that this is called from the visualizer thread, so don't access anything else outside the status
|
|
|
|
|
// This is also important because the slave won't have access to the active layer for example outside the
|
|
|
|
|
// status.
|
|
|
|
|
|
|
|
|
|
if (lcd_state == LCD_STATE_INITIAL) {
|
|
|
|
|
state->target_lcd_color = LCD_COLOR(0x40, 0xB0, 0xFF);
|
|
|
|
|
start_keyframe_animation(&color_animation);
|
|
|
|
|
}
|
|
|
|
|
else if (state->status.layer & 0x4) {
|
|
|
|
|
state->target_lcd_color = LCD_COLOR(0, 0xB0, 0xFF);
|
|
|
|
|
state->layer_text = "KBD functions";
|
|
|
|
|
|
|
|
|
|
if (state->status.leds) {
|
|
|
|
|
if (lcd_state != LCD_STATE_BITMAP_AND_LEDS ||
|
|
|
|
|
state->status.leds != prev_status.leds ||
|
|
|
|
|
state->status.layer != prev_status.layer ||
|
|
|
|
|
state->status.default_layer != prev_status.default_layer) {
|
|
|
|
|
|
|
|
|
|
// NOTE: that it doesn't matter if the animation isn't playing, stop will do nothing in that case
|
|
|
|
|
stop_keyframe_animation(&lcd_bitmap_animation);
|
|
|
|
|
|
|
|
|
|
lcd_state = LCD_STATE_BITMAP_AND_LEDS;
|
|
|
|
|
// For information:
|
|
|
|
|
// The logic in this function makes sure that this doesn't happen, but if you call start on an
|
|
|
|
|
// animation that is already playing it will be restarted.
|
|
|
|
|
start_keyframe_animation(&lcd_bitmap_leds_animation);
|
|
|
|
|
}
|
|
|
|
|
else if (state->status.layer & 0x2) {
|
|
|
|
|
state->target_lcd_color = LCD_COLOR(0x80, 0xB0, 0xFF);
|
|
|
|
|
state->layer_text = "Function keys";
|
|
|
|
|
} else {
|
|
|
|
|
if (lcd_state != LCD_STATE_LAYER_BITMAP ||
|
|
|
|
|
state->status.layer != prev_status.layer ||
|
|
|
|
|
state->status.default_layer != prev_status.default_layer) {
|
|
|
|
|
|
|
|
|
|
stop_keyframe_animation(&lcd_bitmap_leds_animation);
|
|
|
|
|
|
|
|
|
|
lcd_state = LCD_STATE_LAYER_BITMAP;
|
|
|
|
|
start_keyframe_animation(&lcd_bitmap_animation);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
state->target_lcd_color = LCD_COLOR(0x40, 0xB0, 0xFF);
|
|
|
|
|
state->layer_text = "Default";
|
|
|
|
|
}
|
|
|
|
|
// You can also stop existing animations, and start your custom ones here
|
|
|
|
|
// remember that you should normally have only one animation for the LCD
|
|
|
|
|
// and one for the background. But you can also combine them if you want.
|
|
|
|
|
start_keyframe_animation(&lcd_animation);
|
|
|
|
|
start_keyframe_animation(&color_animation);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void user_visualizer_suspend(visualizer_state_t* state) {
|
|
|
|
@ -203,5 +230,6 @@ void user_visualizer_suspend(visualizer_state_t* state) {
|
|
|
|
|
void user_visualizer_resume(visualizer_state_t* state) {
|
|
|
|
|
state->current_lcd_color = initial_color;
|
|
|
|
|
state->target_lcd_color = logo_background_color;
|
|
|
|
|
lcd_state = LCD_STATE_INITIAL;
|
|
|
|
|
start_keyframe_animation(&resume_animation);
|
|
|
|
|
}
|
|
|
|
|