diff options
author | QMK Bot <hello@qmk.fm> | 2021-06-24 02:22:11 +0000 |
---|---|---|
committer | QMK Bot <hello@qmk.fm> | 2021-06-24 02:22:11 +0000 |
commit | b69fa51ec39d2825067b11f065ff8e59e41d8dc9 (patch) | |
tree | c36f3c63b8472a1f5b951cc9e2e5a03df1532fee /users/snowe/readme_ocean_dream.md | |
parent | 1ea01765e19bf84b9a09954443b7d64be2bec0c7 (diff) | |
parent | 909d9c228fb03750170aa7ca49ea10d08a6e1113 (diff) |
Merge remote-tracking branch 'origin/master' into develop
Diffstat (limited to 'users/snowe/readme_ocean_dream.md')
-rw-r--r-- | users/snowe/readme_ocean_dream.md | 258 |
1 files changed, 258 insertions, 0 deletions
diff --git a/users/snowe/readme_ocean_dream.md b/users/snowe/readme_ocean_dream.md new file mode 100644 index 0000000000..ca15dd47cd --- /dev/null +++ b/users/snowe/readme_ocean_dream.md @@ -0,0 +1,258 @@ +# Ocean Dream + +Tapping away at your IMX Corne with Box Jades, you feel yourself +drifting off, into a soundscape of waves and rustling leaves. +You open your eyes only to find yourself in an _Ocean Dream_. + +Introducing, **Ocean Dream**, an animation for keyboards with tall OLED +screens. Built for 128x32 screens, this animation should work for 128x64 +at least, though it hasn't been tested there. + +Completely customizable, you can change everything about the animation, +from the number of falling stars, to how likely a star is to twinkle, and +even if the moon has phases or not. + +# Installation + +Installation is easy. + +1. Add `ocean.h` and `ocean.c` to your keyboard folder or userspace. +2. In your `keymap.c` or wherever you handle your oled code, add +```c +# ifdef OCEAN_DREAM_ENABLE + render_stars(); +# endif +``` +to `oled_task_user(void)`, where you would like (see [my keymap](../../keyboards/crkbd/keymaps/snowe/keymap.c) for an example) +3. In your `keymap.c` or wherever you handle your process_record code, + add an event that sets `is_calm` when you press `ctrl` +```c +bool process_record_user(uint16_t keycode, keyrecord_t *record) { + switch (keycode) { + case KC_LCTL: + case KC_RCTL: +#ifdef OCEAN_DREAM_ENABLE + is_calm = (record->event.pressed) ? true : false; +#endif + break; + } + return true; +} +``` +4. In your `rules.mk` to make it easier to turn the animation on/off, add +```makefile +ifeq ($(strip $(OLED_DRIVER_ENABLE)), yes) + #... your code here... + + ifdef OCEAN_DREAM_ENABLE + ifeq ($(strip $(OCEAN_DREAM_ENABLE)), yes) + SRC += ocean_dream.c + OPT_DEFS += -DOCEAN_DREAM_ENABLE + endif + endif + ifndef OCEAN_DREAM_ENABLE + SRC += ocean_dream.c + OPT_DEFS += -DOCEAN_DREAM_ENABLE + endif +endif +``` + +You're done! Now you can enable **Ocean Dream** by simply turning on the OLED feature +```makefile +OLED_DRIVER_ENABLE = yes +``` + +And if you want to disable it without turning off the OLED Driver you can simply set +```makefile +OCEAN_DREAM_ENABLE = no +``` + +# Settings + +**Ocean Dream** comes with several different animations, all individually configurable: + +* 🌌 Stars that twinkle +* 🌠 Meteor showers that get more vibrant the faster you type +* 🌊 Waves that get rougher the faster you type +* 🏝 An island with a palm tree that blows in the wind the faster you type +* 🌗 A moon that goes through the moon phases (or not, your choice!) + +Each feature can be individually turned on and off, with a simple `#define`. + +You can see all the options and more documentation by looking at `ocean_dream.h`. + +All options come enabled by default. + +## Global Flags: + +### Toggles: + +You can toggle on/off any features using these flags: + +* `ENABLE_MOON` // Uses 182 bytes +* `ENABLE_WAVE` // Uses 844 bytes +* `ENABLE_SHOOTING_STARS` // Uses 872 bytes +* `ENABLE_ISLAND` +* `ENABLE_STARS` // Uses 606 bytes + +### Global Configuration: + +* `STARRY_NIGHT_ANIM_FRAME_DURATION` - configures how long each frame lasts in ms +* `NUMBER_OF_FRAMES` - configures the number of frames that constitute a single 'round trip' of animation. + Enables keeping animations in sync/timed with each other. + Probably shouldn't touch this, not sure how stuff will work if it's changed. + If changed should probably be multiple of 1, 2, 3, 4, and 5 +* `WIDTH` - for vertical displays, configures the width (the shortest measurement of your display). defaults to `OLED_DISPLAY_HEIGHT` +* `HEIGHT` - for vertical displays, configures the height (the longest measurement of your display). defaults to `OLED_DISPLAY_WIDTH` + +## Stars + +### Description + +The 🌌 stars animation is a background of slowly twinkling stars. +The stars are built on a grid of sorts, where each cell of the grid +is 8x8 pixels with 1 star per cell. There is a probability of any +star twinkling on any given frame, decided by the corresponding flags. + +### Flags + +Enabled with the `#define ENABLE_STARS` directive. + +The stars come with several configuration options: + +* `STARS_PER_LINE` - configures the number of stars per line. Defaulting to 4, this would + mean that you have 4 stars across each line (8x32 on a 128x32 display), where each star + is in a 8x8 grid +* `NUMBER_OF_STAR_LINES` - configures the number of lines to fill up with stars. + Defaults to 16, filling the whole display. +* `TWINKLE_PROBABILITY` - configures the probability of a star twinkling on a given frame. +* `STAR_ANIMATION_SPEED` - configures the number of frames you want to animate the star at. + Must be equal to or lower than `NUMBER_OF_FRAMES`. + Example: + ```c + #define NUMBER_OF_FRAMES 20 + #define STAR_ANIMATION_SPEED 5 + ``` + would result in the star animation happening every 4 frames. 20 would result in every frame, + 1 would be once every 20 frames. This essentially changes how fast stars will twinkle, but + does not change the probability of the stars twinkling. + +## Moon + +### Description + +The 🌗 moon animation is an 8x8 animation of a moon, or, if you are running out of program memory, you +can set it to just a static crescent moon, with no animation. + +### Flags + +Enabled with the `#define ENABLE_MOON` directive. + +The moon comes with only a few configuration options: + +* `STATIC_MOON` - include this directive if you want your moon to have no animation. It will simply be a static crescent + moon, only taking up 6 bytes of space. If you do not include this directive, then the moon will have an animation. + The default is a moon with animation. +* `MOON_LINE` - defines the line that the moon sits on. Default is `4`. (see [reference](#reference)) +* `MOON_COLUMN` - defines the column that the moon sits at. Default is `4`. (see [reference](#reference)) +* `ANIMATE_MOON_EVERY_N_FRAMES` - only enabled when `STATIC_MOON` is disabled, this affects how often the moon changes phases. + Example: + ```c + #define STARRY_NIGHT_ANIM_FRAME_DURATION 30 + #ifndef STATIC_MOON + # define ANIMATE_MOON_EVERY_N_FRAMES 100 + #endif + ``` + would result in the moon changing phases every 3000ms, or every 3 seconds. + +## Ocean + +### Description + +The 🌊 ocean animation is a full width animation of ocean waves, where the waves get rougher the faster you type. +You can configure the boundaries for each degree of _wave ferocity_ as well as how fast the ocean/waves move. + +### Flags + +* `OCEAN_LINE` - where to render the ocean at. Defaults to `14`. (see [reference](#reference)) +* `OCEAN_ANIMATION_SPEED` - configures the number of frames you want to animate the ocean at. + Must be equal to or lower than `NUMBER_OF_FRAMES`. + Example: + ```c + #define NUMBER_OF_FRAMES 20 + #define OCEAN_ANIMATION_SPEED 5 + ``` + would result in the ocean animation happening every 4 frames. 20 would result in every frame, + 1 would be once every 20 frames. This essentially changes how fast the waves will move. +* `WAVE_CALM` - Defines the WPM at which the _Wave Ferocity_ kicks up. + At any WPM between `WAVE_CALM` and `WAVE_HEAVY_STORM`, the waves will be just tiny ripples. +* `WAVE_HEAVY_STORM` - Defines the WPM at which the _Wave Ferocity_ kicks up to medium. + At any WPM between `WAVE_HEAVY_STORM` and `WAVE_HURRICANE`, the waves will be medium sized waves. +* `WAVE_HURRICANE` - Defines the WPM at which the _Wave Ferocity_ kicks up to the last notch. + At any WPM above `WAVE_HURRICANE`, the waves will be torrential. + +## Shooting Stars + +The 🌠 shooting star animation is a full screen animation that renders a meteor shower based on your typing speed. The +faster you type, the more shooting stars there are! + +You can configure many parts of the shooting stars, from shower size, to speed, to length of each trail, to how spaced +out they are. + +Note: Each frame of a shooting star is only 2 pixels in length. This is a design decision, and could probably be changed +with a decent amount of work, but was chosen for looks and memory constraints. + +### Flags + +* `SHOOTING_STAR_DELAY` - Decides number of frames to delay, based on modulus, e.g. 12 means 0-11 frames of delay between each shooting star +* `SHOOTING_STAR_FRAMES` - how long each shooting star will be. A size of `16` will result in shooting stars that are 32 pixels long +* `MAX_NUMBER_OF_SHOOTING_STARS` - maximum number of shooting stars that can be on screen at the same time +* `SHOOTING_STAR_WPM_INCREMENT` - every n WPM increase, add an extra star, up to MAX_NUMBER_OF_SHOOTING_STARS + Example: an increment of 5 would result in 1 shooting star at 5-9wpm, 2 at 10-14, etc. +* `SHOOTING_STAR_ANIMATION_SPEED` - configures the number of frames you want to animate the shooting stars at. + Must be equal to or lower than `NUMBER_OF_FRAMES`. + Example: + ```c + #define NUMBER_OF_FRAMES 20 + #define SHOOTING_STAR_ANIMATION_SPEED 5 + ``` + would result in the shooting star animation happening every 4 frames. 20 would result in every frame, + 1 would be once every 20 frames. This essentially changes how fast the stars move through the sky. + + +## Island + +The 🏝 island animation is a 32w x 16h animation of a small island with a single palm tree blowing in the wind. The faster +you type the harder the palm tree blows in the wind! + +Since this animation has significant black space to the left side of the tree, certain design decisions were made to allow the +shooting stars to still show up in the sky there. This animation should work on any size screen >=32 pixels wide, and you +can place it anywhere on the screen, but above the ocean is recommended. + +### Flags + +* `ISLAND_LINE` - where to render the island at. Defaults to `12`. The island is 2 lines tall. (see [reference](#reference)) +* `ISLAND_COLUMN` - where to render the island at. Defaults to `0`. The island is 32 pixels wide. (see [reference](#reference)) +* `ISLAND_CALM` - Defines the WPM at which the _Storm Ferocity_ kicks up. + At any WPM between `ISLAND_CALM` and `ISLAND_HEAVY_STORM`, the palm tree will just calmly blow in the wind. +* `ISLAND_HEAVY_STORM` - Defines the WPM at which the _Storm Ferocity_ kicks up. + At any WPM between `ISLAND_HEAVY_STORM` and `ISLAND_HURRICANE`, the palm tree will be blowing hard in the wind +* `ISLAND_HURRICANE` - Defines the WPM at which the _Storm Ferocity_ kicks up. + At any WPM above `ISLAND_HURRICANE`, the palm tree will almost be torn from its roots! + + +# Reference + +Any reference to `_LINE` or `COLUMN` refers to setting a cursor position using `oled_set_cursor()`, which uses +`OLED_FONT_WIDTH` and `OLED_FONT_HEIGHT` internally. +This will be the top-leftmost pixel of the image, so `_LINE 1` would start at the 9th pixel down and `_COLUMN 1` +would be the 7th pixel to the right, starting from the topleftmost pixel on the screen. + +This code has been untested with different font heights/widths, so you might have to adjust a bit to make it work if you +have modified those values. + +# ToDo + +- [ ] don't require `is_calm` as a keyboard event. Not sure if the code will work without it currently. +- [ ] make all the stars twinkle brightly based on keypresses rather than timed. Not just a movement twinkle, but a larger + 'full' twinkle, where the star actually gets bigger. This will be quite difficult, thus is left out of the v1. |