* include variables and .h files as pp directives * start layout compilation * split ergodoxes up * don't compile all layouts for everything * might seg fault * reset layouts variable * actually reset layouts * include rules.mk instead * remove includes from rules.mk * update variable setting * load visualizer from path * adds some more examples * adds more layouts * more boards added * more boards added * adds documentation for layouts * use lowercase names for LAYOUT_ * add layout.json files for each layout * add community folder, default keymaps for layouts * touch-up default layouts * touch-up layouts, some keyboard rules.mk * update documentation for layouts * fix up serial/i2c switches
		
			
				
	
	
		
			34 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			34 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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| Note: this is a modified copy of ../default/visualizer.c, originally licensed GPL.
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| */
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| 
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| #include "simple_visualizer.h"
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| 
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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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|     uint8_t saturation = 60;
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|     if (state->status.leds & (1u << USB_LED_CAPS_LOCK)) {
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|         saturation = 255;
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|     }
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|     if (state->status.layer & 0x10) {
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|         state->target_lcd_color = LCD_COLOR(140, 100, 60);
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|         state->layer_text = "Movement";
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|     } else if (state->status.layer & 0x8) {
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|         state->target_lcd_color = LCD_COLOR(0, saturation, 0xFF);
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|         state->layer_text = "Media";
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|     } else if (state->status.layer & 0x4) {
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|         state->target_lcd_color = LCD_COLOR(168, saturation, 0xFF);
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|         state->layer_text = "Symbol";
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|     } else if (state->status.layer & 0x2) {
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|         state->target_lcd_color = LCD_COLOR(216, 90, 0xFF);
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|         state->layer_text = "Code";
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|     } else {
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|         state->target_lcd_color = LCD_COLOR(84, saturation, 0xFF);
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|         state->layer_text = "Default";
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|     }
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| }
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