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authorTyler Thrailkill <tylerbthrailkill@gmail.com>2021-06-23 20:21:40 -0600
committerGitHub <noreply@github.com>2021-06-24 12:21:40 +1000
commit4a15eb593d0d1447bf9bca87ef966f84b8077a4f (patch)
tree8b4bf29238334d71eca22d4687451f8c0430dab4 /users/snowe/ocean_dream.h
parent6e1ed1c9d3f083e7dbb7b17375e437963cd70771 (diff)
snowe keymap/userspace and Ocean Dream animation (#12477)
* Add snowe keymap/userspace & Ocean Dream animation * Add snowe userspace with keymap wrappers and two animations * Add crkbd keymap * Add Ocean Dream animation, a cool full screen animation with: * * twinkling stars * * meteor showers * * ocean waves * * island with palm tree * * moon with phases * Disable Luna so travis build succeeds. * Add more copyrights * Add pragma once to keycode_aliases.h Co-authored-by: Drashna Jaelre <drashna@live.com> Co-authored-by: Drashna Jaelre <drashna@live.com>
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+/*
+ * Copyright 2021 Tyler Thrailkill (@snowe/@snowe2010) <tyler.b.thrailkill@gmail.com>
+ *
+ * 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/>.
+ */
+
+#pragma once
+#include "quantum.h"
+
+/**
+ * Features:
+ * You can turn on and off features in this section
+ */
+#define ENABLE_MOON // Uses 182 bytes
+#define ENABLE_WAVE // Uses 844 bytes
+#define ENABLE_SHOOTING_STARS // Uses 872 bytes
+#define ENABLE_ISLAND
+#define ENABLE_STARS // Uses 606 bytes
+
+/**
+ * Global Settings
+ */
+#define STARRY_NIGHT_ANIM_FRAME_DURATION 30 // how long each frame lasts in ms
+#define NUMBER_OF_FRAMES 20 // Self explanatory. Probably shouldn't touch this, not sure how stuff will work if it's changed. If changed should be multiple of 1, 2, 3, 4, and 5
+#define WIDTH OLED_DISPLAY_HEIGHT // for vertical displays
+#define HEIGHT OLED_DISPLAY_WIDTH // for vertical displays
+
+/**
+ * Moon Parameters
+ */
+#define MOON_LINE 4 // the line you want the moon to appear at
+#define MOON_COLUMN 4 // the column you want the moon to appear at
+//#define STATIC_MOON // uncomment this to make the moon a static image, no animation
+#ifndef STATIC_MOON
+# define ANIMATE_MOON_EVERY_N_FRAMES 100 // animate the moon every n frames
+#endif
+
+/**
+ * Wave Parameters
+ */
+#define OCEAN_LINE 14 // Line you want to render the ocean starting at (best at oled_max_lines() - 2)
+#define WAVE_CALM 20 // render calm ocean under this WPM and ripple ocean at this WPM
+#define WAVE_HEAVY_STORM 40 // render medium ocean at this WPM
+#define WAVE_HURRICANE 60 // render heavy waves above this WPM
+// What number of frames you want to animate the ocean at.
+// Should be equal to or smaller than NUMBER_OF_FRAMES, e.g. 30, would animate on every other frame, 20, every third frame, etc
+// Don't set equal to 0.
+#define OCEAN_ANIMATION_SPEED 1
+
+/**
+ * Shooting Star Parameters
+ */
+#define SHOOTING_STAR_DELAY 12 // delay modulus for time between shooting stars. Decides number of frames to delay, e.g. 12 means 0-11 frames of delay between each shooting star
+#define SHOOTING_STAR_FRAMES 16 // how many 2 pixel frames per shooting star. Increment this for longer shooting stars
+#define MAX_NUMBER_OF_SHOOTING_STARS 12 // maximum number of shooting stars that can be on screen at the same time
+#define SHOOTING_STAR_WPM_INCREMENT 10 // every n WPM increase, add an extra star, up to MAX_NUMBER_OF_SHOOTING_STARS, e.g. an increment of 5 would result in 1 shooting star at 5-9wpm, 2 at 10-14, etc.
+// What number of frames you want to animate the shooting stars at.
+// Should be equal to or smaller than NUMBER_OF_FRAMES, e.g. 30, would animate on every other frame, 20, every third frame, etc
+// Don't set equal to 0.
+#define SHOOTING_STAR_ANIMATION_SPEED 30
+
+/**
+ * Star Parameters
+ */
+#define STARS_PER_LINE 4 // number of stars per line (for a display that is 128x32, this would be 4 stars spread out evenly over the 32byte width, one every 8 bytes)
+#define NUMBER_OF_STAR_LINES 16 // number of lines to fill up with stars (for a display that is 128x32, 16 bytes are filled with the ocean animation, so that leaves 112 pixels left over. The number of lines depends on your OLED_FONT_HEIGHT)
+#define TWINKLE_PROBABILITY 25 // probability that any star twinkles on a given frame
+// What number of frames you want to animate the stars at.
+// Should be equal to or smaller than NUMBER_OF_FRAMES, e.g. 20, would animate on every frame, 10, every other frame, etc
+// Don't set equal to 0.
+#define STAR_ANIMATION_SPEED 1
+
+/**
+ * Island Parameters
+ */
+#define ISLAND_LINE 12 // line that the island starts at. Island is 2 lines tall
+#define ISLAND_COLUMN 0 // column that the island starts at
+#define ISLAND_CALM 20 // WPM at which the palm tree calmly moves
+#define ISLAND_HEAVY_STORM 40 // WPM at which the heavy storm occurs
+#define ISLAND_HURRICANE 60 // WPM at which THE HURRICANE STARTS
+
+/*
+ * DON'T TOUCH
+ */
+
+extern bool is_calm;
+
+// timers
+extern uint32_t starry_night_anim_timer;
+extern uint32_t starry_night_anim_sleep;
+
+void render_stars(void);