b8a9de206d
Co-authored-by: Drashna Jaelre <drashna@live.com>
111 lines
3.6 KiB
C++
111 lines
3.6 KiB
C++
RGB_MATRIX_EFFECT(SINGLE_COLOR_RAINDROPS)
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RGB_MATRIX_EFFECT(STATIC_GAME_MODE)
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#ifdef RGB_MATRIX_CUSTOM_EFFECT_IMPLS
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/* This effect has been partially derived from quantum/rgb_matrix/animations/pixel_rain_anim.h and raindrops_anim.h
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It sets random LEDs to matrix color (with very slight hue variation) but random intensity */
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static bool SINGLE_COLOR_RAINDROPS(effect_params_t* params) {
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static uint32_t wait_timer = 0;
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// interval function and timing in general taken from pixel rain animation
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inline uint32_t interval(void) {
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return 500 / scale16by8(qadd8(rgb_matrix_config.speed, 16), 16);
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}
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void single_color_raindrops_set_color(uint8_t i, effect_params_t * params) {
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if (!HAS_ANY_FLAGS(g_led_config.flags[i], params->flags)) {
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return;
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}
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// Take matrix color, add between -5 and +5 to hue, random brightness between 0 and val, set to 0 if val between 0 and 5, then write to LED
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HSV hsv = rgb_matrix_get_hsv();
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hsv.h = rgb_matrix_get_hue() - 2 + random8() % 5;
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hsv.v = random8() % rgb_matrix_get_val();
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if (hsv.v < 5) {
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hsv.v = 0;
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}
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RGB rgb = rgb_matrix_hsv_to_rgb(hsv);
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rgb_matrix_set_color(i, rgb.r, rgb.g, rgb.b);
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wait_timer = g_rgb_timer + interval();
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}
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RGB_MATRIX_USE_LIMITS(led_min, led_max);
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if (!params->init) {
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if (g_rgb_timer > wait_timer) {
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single_color_raindrops_set_color(mod8(random8(), RGB_MATRIX_LED_COUNT), params);
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}
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} else {
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for (int i = led_min; i < led_max; i++) {
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single_color_raindrops_set_color(i, params);
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}
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}
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return rgb_matrix_check_finished_leds(led_max);
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}
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/* This "effect" is a workaround to fix long matrix scan pauses caused by i2c communication.
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When enabled, it writes all relevant LEDs once to static colors, then halts LED refreshes until a different animation is selcted. */
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bool STATIC_GAME_MODE(effect_params_t* params) {
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void game_mode_set_color(int i, effect_params_t* params) {
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if (!HAS_ANY_FLAGS(g_led_config.flags[i], params->flags)) {
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return;
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}
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HSV hsv = rgb_matrix_get_hsv();
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switch (i) {
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case W_LED_INDEX:
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case A_LED_INDEX:
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case S_LED_INDEX:
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case D_LED_INDEX:
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case M_LED_INDEX:
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case K_LED_INDEX:
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case O_LED_INDEX:
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case P_LED_INDEX:
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case NUM_0_LED_INDEX:
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case SLSH_LED_INDEX:
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break;
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case SCLN_LED_INDEX:
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case ANV_A_LED_INDEX:
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case ANV_N_LED_INDEX:
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case ANV_V_LED_INDEX:
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case ANV_I_LED_INDEX:
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case ANV_L_LED_INDEX:
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hsv.s = 255;
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hsv.h = rgb_matrix_get_hue()+30;
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break;
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case NUM_1_LED_INDEX:
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case NUM_2_LED_INDEX:
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case NUM_3_LED_INDEX:
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case NUM_4_LED_INDEX:
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case NUM_5_LED_INDEX:
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hsv.s = 255;
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hsv.h = rgb_matrix_get_hue()+30;
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hsv.v = rgb_matrix_get_val()*2/3;
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break;
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default:
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hsv.v = 0;
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break;
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}
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RGB rgb = hsv_to_rgb(hsv);
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rgb_matrix_set_color(i, rgb.r, rgb.g, rgb.b);
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}
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RGB_MATRIX_USE_LIMITS(led_min, led_max);
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if (!params->init) {
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// Do not update LEDs after initial blanking
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} else {
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for (int i = led_min; i < led_max; i++) {
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game_mode_set_color(i, params);
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}
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}
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return rgb_matrix_check_finished_leds(led_max);
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}
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#endif // RGB_MATRIX_CUSTOM_EFFECT_IMPLS
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