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https://github.com/qmk/qmk_firmware
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9d915ed051
* Update edvorakjp layouts * swap master hand * update tapping_term
72 lines
2.3 KiB
C
72 lines
2.3 KiB
C
#include <string.h>
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#include "oled.h"
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static void render_logo(struct CharacterMatrix *matrix) {
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static char logo[] = {
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0x80,0x81,0x82,0x83,0x84,0x85,0x86,0x87,0x88,0x89,0x8a,0x8b,0x8c,0x8d,0x8e,0x8f,0x90,0x91,0x92,0x93,0x94,
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0xa0,0xa1,0xa2,0xa3,0xa4,0xa5,0xa6,0xa7,0xa8,0xa9,0xaa,0xab,0xac,0xad,0xae,0xaf,0xb0,0xb1,0xb2,0xb3,0xb4,
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0xc0,0xc1,0xc2,0xc3,0xc4,0xc5,0xc6,0xc7,0xc8,0xc9,0xca,0xcb,0xcc,0xcd,0xce,0xcf,0xd0,0xd1,0xd2,0xd3,0xd4,
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0};
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matrix_write(matrix, logo);
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}
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void matrix_update(struct CharacterMatrix *dest,
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const struct CharacterMatrix *source) {
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if (memcmp(dest->display, source->display, sizeof(dest->display))) {
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memcpy(dest->display, source->display, sizeof(dest->display));
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dest->dirty = true;
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}
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}
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void render_status(struct CharacterMatrix *matrix) {
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// Render to mode icon
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static char logo[][2][3] = {{{0x95,0x96,0},{0xb5,0xb6,0}},{{0x97,0x98,0},{0xb7,0xb8,0}}};
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int mode_number = get_enable_kc_lang() ? 0 : 1;
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matrix_write(matrix, logo[mode_number][0]);
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matrix_write(matrix, "\n");
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matrix_write(matrix, logo[mode_number][1]);
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// Define layers here, Have not worked out how to have text displayed for each layer. Copy down the number you see and add a case for it below
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char buf[40];
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snprintf(buf,sizeof(buf), "Undef-%ld", layer_state);
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matrix_write_P(matrix, PSTR("\nLayer: "));
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switch (biton32(layer_state)) {
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case L_BASE:
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matrix_write_P(matrix, PSTR("Default"));
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break;
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case _RAISE:
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matrix_write_P(matrix, PSTR("Raise"));
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break;
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case _LOWER:
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matrix_write_P(matrix, PSTR("Lower"));
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break;
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default:
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matrix_write(matrix, buf);
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}
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// Host Keyboard LED Status
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char led[40];
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snprintf(led, sizeof(led), "\n%s %s %s",
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(host_keyboard_leds() & (1<<USB_LED_NUM_LOCK)) ? "NMLK" : " ",
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(host_keyboard_leds() & (1<<USB_LED_CAPS_LOCK)) ? "CAPS" : " ",
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(host_keyboard_leds() & (1<<USB_LED_SCROLL_LOCK)) ? "SCLK" : " ");
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matrix_write(matrix, led);
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}
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void iota_gfx_task_user(void) {
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struct CharacterMatrix matrix;
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#if DEBUG_TO_SCREEN
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if (debug_enable) { return; }
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#endif
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matrix_clear(&matrix);
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if (is_master) {
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render_status(&matrix);
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} else {
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render_logo(&matrix);
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}
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matrix_update(&display, &matrix);
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}
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