c5ffd182c8
* 🎉 Building simple flasher * 🎉 Flashing works * 🎨 Cleaning up * 🐛 Being more specific with board identity * 🐛 Flashing correct keymap * 🎉 Adding keymap * ✨ Updating keymap * 🚨 RGB * ⏪ Revert "🚨 RGB" This reverts commit 9ceabfb267f8daedaad929231229c703abc12ec4. * ✨ Improvements to flasher * ✨ Layout tweaks * 💄 Messing around with LCD * 💄 Enabling LCD backlight matching * 🔧 Updating layout * 🐛 Fixing console logging * 🎨 Cleaning up indentation * 🔧 Adding editorconfig * ✨ Adding game layer * 💄 Changing numpad layout * ✨🔥 redoing entire layout It's now more similar to the Planck default layout * ✨ add workman and dvorak layouts * 🐛 fix numpad * 🐛 fix layer orders * 🐛 fix layer toggling * 🐛 fix tri-layer switching * 🐛 fix LCD colors for adjustment layers * 🔥 remove old flasher project * 🔥 remove simple_visualizer * 💄 update LCD colors * 📝 fix layout comments * 💄 swapping 2u buttons * 🔥🔧 removing editorconfig * 🚨 using 2 spaces * 📝 add README * ⏪ Revert "💄 Enabling LCD backlight matching" This reverts commit 51577903dfdc9fea5d33e9ab8cfa9b854e7ae19e. * ⏪ Revert "💄 Messing around with LCD" This reverts commit fdd9acdae514a3e0e4a7153225053680744980e5. * 🐛 fix thumb inconsistency in QWERTY * 🐛 fix media keys * ✨ add F# shortcuts to vertical 1.5u buttons * ✨ hold enter for RShift * ✨ hold for numpad * 🎨 remove unnecessary breaks * 🎨 reoganizing layers * ✨ add Colmak layer * 🚧🔧 add basic config * ✨ use more standard numpad layout * 💄 change layer orders * ✨ add caps lock on adjust layer * 🔥 disable space cadet * 📝 update README * 🔨 use userspace config * 🎨 clean up a bit * 🐛 undefine tapping toggle from base config * 🔨 rename LED functions * 💩 someone commited Windows line endings * ✨ left hand thumb is space * ♻️ extract layers def to new file * 🔥 remove unnecessary hooks * ✨💄 set LCD text and color by layer * 💄 update keymap removing layer buttons that I don't really use * ✨ set backlight to full brightness on boot * 🔥 remove unnecessary includes
80 lines
2.7 KiB
C
80 lines
2.7 KiB
C
/*
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Copyright 2017 Fred Sundvik
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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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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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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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#include "./simple_visualizer.h"
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#include "util.h"
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#include "layers.h"
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// This function should be implemented by the keymap visualizer
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// Don't change anything else than state->target_lcd_color and state->layer_text as that's the only thing
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// that the simple_visualizer assumes that you are updating
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// Also make sure that the buffer passed to state->layer_text remains valid until the previous animation is
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// stopped. This can be done by either double buffering it or by using constant strings
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static void get_visualizer_layer_and_color(visualizer_state_t* state) {
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switch(biton32(default_layer_state)) {
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case _QWERTY:
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state->layer_text = "QWERTY";
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state->target_lcd_color = LCD_COLOR(0, 255, 128);
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break;
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case _WORKMAN:
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state->layer_text = "Workman";
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state->target_lcd_color = LCD_COLOR(80, 255, 128);
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break;
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case _DVORAK:
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state->layer_text = "Dvorak";
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state->target_lcd_color = LCD_COLOR(194, 255, 128);
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break;
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case _COLEMAK:
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state->layer_text = "Colemak";
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state->target_lcd_color = LCD_COLOR(18, 255, 128);
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break;
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}
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switch(biton32(state->status.layer)) {
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case _LOWER:
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state->layer_text = "Lower";
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state->target_lcd_color = LCD_COLOR(141, 255, 255);
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break;
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case _RAISE:
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state->layer_text = "Raise";
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state->target_lcd_color = LCD_COLOR(18, 255, 255);
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break;
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case _ADJUST:
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state->layer_text = "Adjust";
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state->target_lcd_color = LCD_COLOR(194, 255, 255);
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break;
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case _NUM:
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state->layer_text = "Numpad";
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state->target_lcd_color = LCD_COLOR(80, 255, 255);
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break;
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case _MOUSE:
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state->layer_text = "Mouse";
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state->target_lcd_color = LCD_COLOR(300, 255, 255);
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break;
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case _GAME:
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state->layer_text = "Game";
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state->target_lcd_color = LCD_COLOR(300, 255, 255);
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break;
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case _QWERTY: case _WORKMAN: case _DVORAK: case _COLEMAK:
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break;
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default:
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state->layer_text = "NONE";
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state->target_lcd_color = LCD_COLOR(0, 255, 255);
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break;
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}
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}
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