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/* Copyright 2017 Fred Sundvik
 *
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program.  If not, see <http://www.gnu.org/licenses/>.
 */

#if defined(VISUALIZER_ENABLE)

#    include "default_animations.h"
#    include "visualizer.h"
#    ifdef LCD_ENABLE
#        include "lcd_keyframes.h"
#    endif
#    ifdef LCD_BACKLIGHT_ENABLE
#        include "lcd_backlight_keyframes.h"
#    endif

#    ifdef BACKLIGHT_ENABLE
#        include "led_backlight_keyframes.h"
#    endif

#    include "visualizer_keyframes.h"

#    if defined(LCD_ENABLE) || defined(LCD_BACKLIGHT_ENABLE) || defined(BACKLIGHT_ENABLE)

static bool keyframe_enable(keyframe_animation_t* animation, visualizer_state_t* state) {
#        ifdef LCD_ENABLE
    lcd_keyframe_enable(animation, state);
#        endif
#        ifdef LCD_BACKLIGHT_ENABLE
    lcd_backlight_keyframe_enable(animation, state);
#        endif
#        ifdef BACKLIGHT_ENABLE
    led_backlight_keyframe_enable(animation, state);
#        endif
    return false;
}

static bool keyframe_disable(keyframe_animation_t* animation, visualizer_state_t* state) {
#        ifdef LCD_ENABLE
    lcd_keyframe_disable(animation, state);
#        endif
#        ifdef LCD_BACKLIGHT_ENABLE
    lcd_backlight_keyframe_disable(animation, state);
#        endif
#        ifdef BACKLIGHT_ENABLE
    led_backlight_keyframe_disable(animation, state);
#        endif
    return false;
}

static bool keyframe_fade_in(keyframe_animation_t* animation, visualizer_state_t* state) {
    bool ret = false;
#        ifdef LCD_BACKLIGHT_ENABLE
    ret |= lcd_backlight_keyframe_animate_color(animation, state);
#        endif
#        ifdef BACKLIGHT_ENABLE
    ret |= led_backlight_keyframe_fade_in_all(animation, state);
#        endif
    return ret;
}

static bool keyframe_fade_out(keyframe_animation_t* animation, visualizer_state_t* state) {
    bool ret = false;
#        ifdef LCD_BACKLIGHT_ENABLE
    ret |= lcd_backlight_keyframe_animate_color(animation, state);
#        endif
#        ifdef BACKLIGHT_ENABLE
    ret |= led_backlight_keyframe_fade_out_all(animation, state);
#        endif
    return ret;
}

// Don't worry, if the startup animation is long, you can use the keyboard like normal
// during that time
keyframe_animation_t default_startup_animation = {
#        if LCD_ENABLE
    .num_frames = 3,
#        else
    .num_frames = 2,
#        endif
    .loop          = false,
    .frame_lengths = {0,
#        if LCD_ENABLE
                      0,
#        endif
                      gfxMillisecondsToTicks(5000)},
    .frame_functions =
        {
            keyframe_enable,
#        if LCD_ENABLE
            lcd_keyframe_draw_logo,
#        endif
            keyframe_fade_in,
        },
};

keyframe_animation_t default_suspend_animation = {
#        if LCD_ENABLE
    .num_frames = 3,
#        else
    .num_frames = 2,
#        endif
    .loop = false,
    .frame_lengths =
        {
#        if LCD_ENABLE
            0,
#        endif
            gfxMillisecondsToTicks(1000), 0},
    .frame_functions =
        {
#        if LCD_ENABLE
            lcd_keyframe_display_layer_text,
#        endif
            keyframe_fade_out,
            keyframe_disable,
        },
};
#    endif

#    if defined(BACKLIGHT_ENABLE)
#        define CROSSFADE_TIME 1000
#        define GRADIENT_TIME 3000

keyframe_animation_t led_test_animation = {
    .num_frames = 14,
    .loop       = true,
    .frame_lengths =
        {
            gfxMillisecondsToTicks(1000),            // fade in
            gfxMillisecondsToTicks(1000),            // no op (leds on)
            gfxMillisecondsToTicks(1000),            // fade out
            gfxMillisecondsToTicks(CROSSFADE_TIME),  // crossfade
            gfxMillisecondsToTicks(GRADIENT_TIME),   // left to rigt (outside in)
            gfxMillisecondsToTicks(CROSSFADE_TIME),  // crossfade
            gfxMillisecondsToTicks(GRADIENT_TIME),   // top_to_bottom
            0,                                       // mirror leds
            gfxMillisecondsToTicks(CROSSFADE_TIME),  // crossfade
            gfxMillisecondsToTicks(GRADIENT_TIME),   // left_to_right (mirrored, so inside out)
            gfxMillisecondsToTicks(CROSSFADE_TIME),  // crossfade
            gfxMillisecondsToTicks(GRADIENT_TIME),   // top_to_bottom
            0,                                       // normal leds
            gfxMillisecondsToTicks(CROSSFADE_TIME),  // crossfade

        },
    .frame_functions =
        {
            led_backlight_keyframe_fade_in_all,
            keyframe_no_operation,
            led_backlight_keyframe_fade_out_all,
            led_backlight_keyframe_crossfade,
            led_backlight_keyframe_left_to_right_gradient,
            led_backlight_keyframe_crossfade,
            led_backlight_keyframe_top_to_bottom_gradient,
            led_backlight_keyframe_mirror_orientation,
            led_backlight_keyframe_crossfade,
            led_backlight_keyframe_left_to_right_gradient,
            led_backlight_keyframe_crossfade,
            led_backlight_keyframe_top_to_bottom_gradient,
            led_backlight_keyframe_normal_orientation,
            led_backlight_keyframe_crossfade,
        },
};
#    endif

#endif