3892829d74
* cherrypicking file changes just for updates * removed unused heat foo * avoid defining own min/max * add license * formatting
167 lines
4.4 KiB
C
167 lines
4.4 KiB
C
/* Copyright 2015-2017 Christon DeWan
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*
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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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*
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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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*
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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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#ifdef RGBLIGHT_ENABLE
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#include <math.h>
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#include "rgblight.h"
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#include "color.h"
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#include "fancylighting.h"
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__attribute__ ((weak))
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void matrix_scan_keymap(void) {
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// override me, if you want.
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return;
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}
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#define ABSDIFF(a,b) ((a)>(b)?(a)-(b):(b)-(a))
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#define FADE_BACK_TIME 500
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#define BREATH_FIRE_TIME 1000
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#define ANIMATION_STEP_INTERVAL 20
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#define POWER_KEY_OFFSET (RGBLED_NUM / 2)
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#define SPACE_OFFSET_MAX (RGBLED_NUM / 2)
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uint16_t effect_start_timer = 0;
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uint8_t user_rgb_mode = 0;
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LED_TYPE shadowed_led[RGBLED_NUM] = {0};
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void start_firey_return(void) {
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user_rgb_mode = BREATH_FIRE;
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effect_start_timer = timer_read();
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for(uint8_t i = 0; i < RGBLED_NUM; i++) {
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shadowed_led[i] = led[i];
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}
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}
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/** 0---max
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* [___]
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* [__/]
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* [_/\]
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* [/\_]
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* [\__]
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* [___]
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**/
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void set_color_for_offsets(uint16_t time_offset, uint16_t space_offset, uint8_t idx) {
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float time_progress = (float)time_offset / BREATH_FIRE_TIME;
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float space_progress = (float)space_offset / SPACE_OFFSET_MAX;
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float progress = time_progress * 5.0 - space_progress;
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if(progress > 1.0) {
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progress -= 1.0;
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progress /= 4.0;
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progress = 1.0 - progress;
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}
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progress = fmax(0.0,progress);
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progress *= progress; // squared!
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float alpha = (time_progress + 0.1) * 7.0 - space_progress;
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alpha = fmin(1.0, alpha*alpha);
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LED_TYPE px[1] = {0};
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sethsv((uint16_t)(fmod(time_progress * 1.5 + space_progress,1.0)*360), 255, (uint8_t)(progress*255),&px[0]);
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led[idx].r = alpha * px[0].r + ( 1.0 - alpha) * shadowed_led[idx].r;
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led[idx].g = alpha * px[0].g + ( 1.0 - alpha) * shadowed_led[idx].g;
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led[idx].b = alpha * px[0].b + ( 1.0 - alpha) * shadowed_led[idx].b;
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}
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/**
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* It's actually a rainbow: a fire curve didn't really look right.
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* it's still cool, though!
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*/
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void rgb_mode_breath_fire(void) {
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static uint16_t last_timer = 0;
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if(!last_timer) last_timer = timer_read();
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uint16_t this_timer = timer_read();
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// too soon. don't spam updates
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if(this_timer - last_timer < ANIMATION_STEP_INTERVAL) return;
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uint16_t elapsed = this_timer - effect_start_timer;
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last_timer = this_timer;
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if(elapsed >= BREATH_FIRE_TIME) {
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// complete
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user_rgb_mode = FADE_BACK;
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effect_start_timer = this_timer;
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} else {
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// linear fade
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for(uint16_t i = 0; i < RGBLED_NUM; i++) {
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uint16_t space_offset = ABSDIFF(i,POWER_KEY_OFFSET);
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if(space_offset > SPACE_OFFSET_MAX) space_offset = RGBLED_NUM - space_offset;
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set_color_for_offsets(elapsed, space_offset, i);
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}
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rgblight_set();
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}
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}
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void rgb_mode_fade_back(void) {
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static uint16_t last_timer = 0;
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if(!last_timer) last_timer = timer_read();
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uint16_t this_timer = timer_read();
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// too soon. don't spam updates
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if(this_timer - last_timer < ANIMATION_STEP_INTERVAL) return;
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uint16_t elapsed = this_timer - effect_start_timer;
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last_timer = this_timer;
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float progress = (float)elapsed / FADE_BACK_TIME;
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progress = fmin(1.0,progress);
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for(uint8_t i = 0; i < RGBLED_NUM; i++) {
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led[i].r = shadowed_led[i].r * progress;
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led[i].g = shadowed_led[i].g * progress;
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led[i].b = shadowed_led[i].b * progress;
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}
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rgblight_set();
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if(elapsed >= FADE_BACK_TIME) user_rgb_mode = 0;
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}
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/** called when layer state or vstate has changed */
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__attribute__ ((weak))
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void set_state_leds(void) {
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return;
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}
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void matrix_scan_user(void) {
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static uint32_t last_layer = 0;
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static uint32_t last_vstate = 0;
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if(last_layer != layer_state || last_vstate != vstate) set_state_leds();
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last_layer = layer_state;
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last_vstate = vstate;
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switch (user_rgb_mode) {
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case BREATH_FIRE:
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rgb_mode_breath_fire();
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break;
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case FADE_BACK:
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rgb_mode_fade_back();
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break;
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}
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matrix_scan_keymap();
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}
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#else
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void start_firey_return(void) {}
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#endif
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