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qmk_firmware/visualizer.h

121 lines
4.6 KiB
C

/*
The MIT License (MIT)
Copyright (c) 2016 Fred Sundvik
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#ifndef VISUALIZER_H
#define VISUALIZER_H
#include <stdlib.h>
#include <stdint.h>
#include <stdbool.h>
#ifdef LCD_ENABLE
#include "gfx.h"
#endif
#ifdef LCD_BACKLIGHT_ENABLE
#include "lcd_backlight.h"
#endif
// This need to be called once at the start
void visualizer_init(void);
// This should be called before every matrix scan
void visualizer_set_state(uint32_t default_state, uint32_t state, uint32_t leds);
// If you need support for more than 8 keyframes per animation, you can change this
#define MAX_VISUALIZER_KEY_FRAMES 8
struct keyframe_animation_t;
typedef struct {
uint32_t layer;
uint32_t default_layer;
uint32_t leds; // See led.h for available statuses
} visualizer_keyboard_status_t;
// The state struct is used by the various keyframe functions
// It's also used for setting the LCD color and layer text
// from the user customized code
typedef struct visualizer_state_t {
// The user code should primarily be modifying these
uint32_t target_lcd_color;
const char* layer_text;
// The user visualizer(and animation functions) can read these
visualizer_keyboard_status_t status;
// These are used by the animation functions
uint32_t current_lcd_color;
uint32_t prev_lcd_color;
#ifdef LCD_ENABLE
font_t font_fixed5x8;
font_t font_dejavusansbold12;
#endif
} visualizer_state_t;
// Any custom keyframe function should have this signature
// return true to get continuous updates, otherwise you will only get one
// update per frame
typedef bool (*frame_func)(struct keyframe_animation_t*, visualizer_state_t*);
// Represents a keyframe animation, so fields are internal to the system
// while others are meant to be initialized by the user code
typedef struct keyframe_animation_t {
// These should be initialized
int num_frames;
bool loop;
int frame_lengths[MAX_VISUALIZER_KEY_FRAMES];
frame_func frame_functions[MAX_VISUALIZER_KEY_FRAMES];
// Used internally by the system, and can also be read by
// keyframe update functions
int current_frame;
int time_left_in_frame;
bool need_update;
} keyframe_animation_t;
void start_keyframe_animation(keyframe_animation_t* animation);
void stop_keyframe_animation(keyframe_animation_t* animation);
// Some predefined keyframe functions that can be used by the user code
// Does nothing, useful for adding delays
bool keyframe_no_operation(keyframe_animation_t* animation, visualizer_state_t* state);
// Animates the LCD backlight color between the current color and the target color (of the state)
bool keyframe_animate_backlight_color(keyframe_animation_t* animation, visualizer_state_t* state);
// Sets the backlight color to the target color
bool keyframe_set_backlight_color(keyframe_animation_t* animation, visualizer_state_t* state);
// Displays the layer text centered vertically on the screen
bool keyframe_display_layer_text(keyframe_animation_t* animation, visualizer_state_t* state);
// Displays a bitmap (0/1) of all the currently active layers
bool keyframe_display_layer_bitmap(keyframe_animation_t* animation, visualizer_state_t* state);
// Call this once, when the initial animation has finished, alternatively you can call it
// directly from the initalize_user_visualizer function (the animation can be null)
bool user_visualizer_inited(keyframe_animation_t* animation, visualizer_state_t* state);
// These two functions have to be implemented by the user
void initialize_user_visualizer(visualizer_state_t* state);
void update_user_visualizer_state(visualizer_state_t* state);
#endif /* VISUALIZER_H */