Make digital rain RGB matrix effect #define configurable.
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4 changed files with 9 additions and 2 deletions
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@ -140,6 +140,7 @@ These are the effects that are currently available:
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RGB_MATRIX_RAINBOW_PINWHEELS,
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RGB_MATRIX_RAINBOW_MOVING_CHEVRON,
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RGB_MATRIX_JELLYBEAN_RAINDROPS,
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RGB_MATRIX_DIGITAL_RAIN,
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#ifdef RGB_MATRIX_KEYPRESSES
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RGB_MATRIX_SOLID_REACTIVE,
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RGB_MATRIX_SPLASH,
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@ -1,5 +1,6 @@
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#pragma once
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#define RGB_DIGITAL_RAIN_DROPS 18
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#define USB_MAX_POWER_CONSUMPTION 100
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#define ONESHOT_TAP_TOGGLE 2
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#define ONESHOT_TIMEOUT 3000
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@ -1,5 +1,6 @@
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#pragma once
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#define RGB_DIGITAL_RAIN_DROPS 24
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#define USB_MAX_POWER_CONSUMPTION 100
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#define ONESHOT_TAP_TOGGLE 2
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#define ONESHOT_TIMEOUT 3000
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@ -50,6 +50,11 @@ rgb_config_t rgb_matrix_config;
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#define RGB_MATRIX_MAXIMUM_BRIGHTNESS 255
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#endif
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#ifndef RGB_DIGITAL_RAIN_DROPS
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// lower the number for denser effect/wider keyboard
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#define RGB_DIGITAL_RAIN_DROPS 24
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#endif
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bool g_suspend_state = false;
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// Global tick at 20 Hz
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@ -466,7 +471,6 @@ void rgb_matrix_jellybean_raindrops( bool initialize ) {
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void rgb_matrix_digital_rain( const bool initialize ) {
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// algorithm ported from https://github.com/tremby/Kaleidoscope-LEDEffect-DigitalRain
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const uint8_t drop_ticks = 28;
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const uint8_t new_drop_probability = 24;
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const uint8_t pure_green_intensity = 0xd0;
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const uint8_t max_brightness_boost = 0xc0;
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const uint8_t max_intensity = 0xff;
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@ -481,7 +485,7 @@ void rgb_matrix_digital_rain( const bool initialize ) {
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}
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for (uint8_t col = 0; col < MATRIX_COLS; col++) {
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for (uint8_t row = 0; row < MATRIX_ROWS; row++) {
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if (row == 0 && drop == 0 && rand() < RAND_MAX / new_drop_probability) {
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if (row == 0 && drop == 0 && rand() < RAND_MAX / RGB_DIGITAL_RAIN_DROPS) {
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// top row, pixels have just fallen and we're
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// making a new rain drop in this column
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map[col][row] = max_intensity;
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