/* Copyright 2015-2017 Christon DeWan * * 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 RGBLIGHT_ENABLE #include <math.h> #include "rgblight.h" #include "color.h" #include "fancylighting.h" __attribute__ ((weak)) void matrix_scan_keymap(void) { // override me, if you want. return; } #define ABSDIFF(a,b) ((a)>(b)?(a)-(b):(b)-(a)) #define FADE_BACK_TIME 500 #define BREATH_FIRE_TIME 1000 #define ANIMATION_STEP_INTERVAL 20 #if RGBLED_NUM >= 2 #define POWER_KEY_OFFSET (RGBLED_NUM / 2) #define SPACE_OFFSET_MAX (RGBLED_NUM / 2) #else #define POWER_KEY_OFFSET 1 #define SPACE_OFFSET_MAX 1 #endif uint16_t effect_start_timer = 0; uint8_t user_rgb_mode = 0; LED_TYPE shadowed_led[RGBLED_NUM] = {{0}}; void start_firey_return(void) { user_rgb_mode = BREATH_FIRE; effect_start_timer = timer_read(); for(uint8_t i = 0; i < RGBLED_NUM; i++) { shadowed_led[i] = led[i]; } } /** 0---max * [___] * [__/] * [_/\] * [/\_] * [\__] * [___] **/ void set_color_for_offsets(uint16_t time_offset, uint16_t space_offset, uint8_t idx) { float time_progress = (float)time_offset / BREATH_FIRE_TIME; float space_progress = (float)space_offset / SPACE_OFFSET_MAX; float progress = time_progress * 5.0 - space_progress; if(progress > 1.0) { progress -= 1.0; progress /= 4.0; progress = 1.0 - progress; } progress = fmax(0.0,progress); progress *= progress; // squared! float alpha = (time_progress + 0.1) * 7.0 - space_progress; alpha = fmin(1.0, alpha*alpha); LED_TYPE px[1] = {{0}}; sethsv((uint16_t)(fmod(time_progress * 1.5 + space_progress,1.0)*360), 255, (uint8_t)(progress*255),&px[0]); led[idx].r = alpha * px[0].r + ( 1.0 - alpha) * shadowed_led[idx].r; led[idx].g = alpha * px[0].g + ( 1.0 - alpha) * shadowed_led[idx].g; led[idx].b = alpha * px[0].b + ( 1.0 - alpha) * shadowed_led[idx].b; } /** * It's actually a rainbow: a fire curve didn't really look right. * it's still cool, though! */ void rgb_mode_breath_fire(void) { static uint16_t last_timer = 0; if(!last_timer) last_timer = timer_read(); uint16_t this_timer = timer_read(); // too soon. don't spam updates if(this_timer - last_timer < ANIMATION_STEP_INTERVAL) return; uint16_t elapsed = this_timer - effect_start_timer; last_timer = this_timer; if(elapsed >= BREATH_FIRE_TIME) { // complete user_rgb_mode = FADE_BACK; effect_start_timer = this_timer; } else { // linear fade for(uint16_t i = 0; i < RGBLED_NUM; i++) { uint16_t space_offset = ABSDIFF(i,POWER_KEY_OFFSET); if(space_offset > SPACE_OFFSET_MAX) space_offset = RGBLED_NUM - space_offset; set_color_for_offsets(elapsed, space_offset, i); } rgblight_set(); } } void rgb_mode_fade_back(void) { static uint16_t last_timer = 0; if(!last_timer) last_timer = timer_read(); uint16_t this_timer = timer_read(); // too soon. don't spam updates if(this_timer - last_timer < ANIMATION_STEP_INTERVAL) return; uint16_t elapsed = this_timer - effect_start_timer; last_timer = this_timer; float progress = (float)elapsed / FADE_BACK_TIME; progress = fmin(1.0,progress); for(uint8_t i = 0; i < RGBLED_NUM; i++) { led[i].r = shadowed_led[i].r * progress; led[i].g = shadowed_led[i].g * progress; led[i].b = shadowed_led[i].b * progress; } rgblight_set(); if(elapsed >= FADE_BACK_TIME) user_rgb_mode = 0; } /** called when layer state or vstate has changed */ __attribute__ ((weak)) void set_state_leds(void) { return; } void matrix_scan_user(void) { static uint32_t last_layer = 0; static uint32_t last_vstate = 0; if(last_layer != layer_state || last_vstate != vstate) set_state_leds(); last_layer = layer_state; last_vstate = vstate; switch (user_rgb_mode) { case BREATH_FIRE: rgb_mode_breath_fire(); break; case FADE_BACK: rgb_mode_fade_back(); break; } matrix_scan_keymap(); } #else void start_firey_return(void) {} #endif