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4a15eb593d
* Add snowe keymap/userspace & Ocean Dream animation * Add snowe userspace with keymap wrappers and two animations * Add crkbd keymap * Add Ocean Dream animation, a cool full screen animation with: * * twinkling stars * * meteor showers * * ocean waves * * island with palm tree * * moon with phases * Disable Luna so travis build succeeds. * Add more copyrights * Add pragma once to keycode_aliases.h Co-authored-by: Drashna Jaelre <drashna@live.com> Co-authored-by: Drashna Jaelre <drashna@live.com>
103 lines
4.6 KiB
C
103 lines
4.6 KiB
C
/*
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* Copyright 2021 Tyler Thrailkill (@snowe/@snowe2010) <tyler.b.thrailkill@gmail.com>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "quantum.h"
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/**
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* Features:
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* You can turn on and off features in this section
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*/
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#define ENABLE_MOON // Uses 182 bytes
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#define ENABLE_WAVE // Uses 844 bytes
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#define ENABLE_SHOOTING_STARS // Uses 872 bytes
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#define ENABLE_ISLAND
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#define ENABLE_STARS // Uses 606 bytes
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/**
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* Global Settings
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*/
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#define STARRY_NIGHT_ANIM_FRAME_DURATION 30 // how long each frame lasts in ms
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#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
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#define WIDTH OLED_DISPLAY_HEIGHT // for vertical displays
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#define HEIGHT OLED_DISPLAY_WIDTH // for vertical displays
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/**
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* Moon Parameters
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*/
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#define MOON_LINE 4 // the line you want the moon to appear at
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#define MOON_COLUMN 4 // the column you want the moon to appear at
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//#define STATIC_MOON // uncomment this to make the moon a static image, no animation
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#ifndef STATIC_MOON
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# define ANIMATE_MOON_EVERY_N_FRAMES 100 // animate the moon every n frames
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#endif
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/**
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* Wave Parameters
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*/
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#define OCEAN_LINE 14 // Line you want to render the ocean starting at (best at oled_max_lines() - 2)
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#define WAVE_CALM 20 // render calm ocean under this WPM and ripple ocean at this WPM
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#define WAVE_HEAVY_STORM 40 // render medium ocean at this WPM
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#define WAVE_HURRICANE 60 // render heavy waves above this WPM
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// What number of frames you want to animate the ocean at.
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// Should be equal to or smaller than NUMBER_OF_FRAMES, e.g. 30, would animate on every other frame, 20, every third frame, etc
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// Don't set equal to 0.
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#define OCEAN_ANIMATION_SPEED 1
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/**
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* Shooting Star Parameters
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*/
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#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
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#define SHOOTING_STAR_FRAMES 16 // how many 2 pixel frames per shooting star. Increment this for longer shooting stars
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#define MAX_NUMBER_OF_SHOOTING_STARS 12 // maximum number of shooting stars that can be on screen at the same time
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#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.
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// What number of frames you want to animate the shooting stars at.
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// Should be equal to or smaller than NUMBER_OF_FRAMES, e.g. 30, would animate on every other frame, 20, every third frame, etc
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// Don't set equal to 0.
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#define SHOOTING_STAR_ANIMATION_SPEED 30
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/**
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* Star Parameters
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*/
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#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)
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#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)
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#define TWINKLE_PROBABILITY 25 // probability that any star twinkles on a given frame
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// What number of frames you want to animate the stars at.
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// Should be equal to or smaller than NUMBER_OF_FRAMES, e.g. 20, would animate on every frame, 10, every other frame, etc
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// Don't set equal to 0.
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#define STAR_ANIMATION_SPEED 1
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/**
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* Island Parameters
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*/
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#define ISLAND_LINE 12 // line that the island starts at. Island is 2 lines tall
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#define ISLAND_COLUMN 0 // column that the island starts at
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#define ISLAND_CALM 20 // WPM at which the palm tree calmly moves
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#define ISLAND_HEAVY_STORM 40 // WPM at which the heavy storm occurs
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#define ISLAND_HURRICANE 60 // WPM at which THE HURRICANE STARTS
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/*
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* DON'T TOUCH
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*/
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extern bool is_calm;
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// timers
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extern uint32_t starry_night_anim_timer;
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extern uint32_t starry_night_anim_sleep;
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void render_stars(void);
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