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Merge remote-tracking branch 'origin/master' into develop

This commit is contained in:
QMK Bot 2022-02-04 18:56:47 +00:00
commit f2384d062b
4 changed files with 55 additions and 0 deletions

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@ -455,6 +455,7 @@ enum rgb_matrix_effects {
RGB_MATRIX_HUE_PENDULUM, // Hue shifts up a slight ammount in a wave to the right, then back to the left RGB_MATRIX_HUE_PENDULUM, // Hue shifts up a slight ammount in a wave to the right, then back to the left
RGB_MATRIX_HUE_WAVE, // Hue shifts up a slight ammount and then back down in a wave to the right RGB_MATRIX_HUE_WAVE, // Hue shifts up a slight ammount and then back down in a wave to the right
RGB_MATRIX_PIXEL_FRACTAL, // Single hue fractal filled keys pulsing horizontally out to edges RGB_MATRIX_PIXEL_FRACTAL, // Single hue fractal filled keys pulsing horizontally out to edges
RGB_MATRIX_PIXEL_FLOW, // Pulsing RGB flow along LED wiring with random hues
RGB_MATRIX_PIXEL_RAIN, // Randomly light keys with random hues RGB_MATRIX_PIXEL_RAIN, // Randomly light keys with random hues
#if define(RGB_MATRIX_FRAMEBUFFER_EFFECTS) #if define(RGB_MATRIX_FRAMEBUFFER_EFFECTS)
RGB_MATRIX_TYPING_HEATMAP, // How hot is your WPM! RGB_MATRIX_TYPING_HEATMAP, // How hot is your WPM!
@ -510,6 +511,7 @@ You can enable a single effect by defining `ENABLE_[EFFECT_NAME]` in your `confi
|`#define ENABLE_RGB_MATRIX_HUE_PENDULUM` |Enables `RGB_MATRIX_HUE_PENDULUM` | |`#define ENABLE_RGB_MATRIX_HUE_PENDULUM` |Enables `RGB_MATRIX_HUE_PENDULUM` |
|`#define ENABLE_RGB_MATRIX_HUE_WAVE` |Enables `RGB_MATRIX_HUE_WAVE ` | |`#define ENABLE_RGB_MATRIX_HUE_WAVE` |Enables `RGB_MATRIX_HUE_WAVE ` |
|`#define ENABLE_RGB_MATRIX_PIXEL_FRACTAL` |Enables `RGB_MATRIX_PIXEL_FRACTAL` | |`#define ENABLE_RGB_MATRIX_PIXEL_FRACTAL` |Enables `RGB_MATRIX_PIXEL_FRACTAL` |
|`#define ENABLE_RGB_MATRIX_PIXEL_FLOW` |Enables `RGB_MATRIX_PIXEL_FLOW` |
|`#define ENABLE_RGB_MATRIX_PIXEL_RAIN` |Enables `RGB_MATRIX_PIXEL_RAIN` | |`#define ENABLE_RGB_MATRIX_PIXEL_RAIN` |Enables `RGB_MATRIX_PIXEL_RAIN` |
?> These modes don't require any additional defines. ?> These modes don't require any additional defines.

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@ -147,6 +147,7 @@ For RGB Matrix, these need to be explicitly enabled as well. To disable any that
#undef ENABLE_RGB_MATRIX_HUE_PENDULUM #undef ENABLE_RGB_MATRIX_HUE_PENDULUM
#undef ENABLE_RGB_MATRIX_HUE_WAVE #undef ENABLE_RGB_MATRIX_HUE_WAVE
#undef ENABLE_RGB_MATRIX_PIXEL_FRACTAL #undef ENABLE_RGB_MATRIX_PIXEL_FRACTAL
#undef ENABLE_RGB_MATRIX_PIXEL_FLOW
#undef ENABLE_RGB_MATRIX_PIXEL_RAIN #undef ENABLE_RGB_MATRIX_PIXEL_RAIN
#undef ENABLE_RGB_MATRIX_TYPING_HEATMAP #undef ENABLE_RGB_MATRIX_TYPING_HEATMAP

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@ -0,0 +1,51 @@
// Copyright 2022 @filterpaper
// SPDX-License-Identifier: GPL-2.0+
#ifdef ENABLE_RGB_MATRIX_PIXEL_FLOW
RGB_MATRIX_EFFECT(PIXEL_FLOW)
# ifdef RGB_MATRIX_CUSTOM_EFFECT_IMPLS
static bool PIXEL_FLOW(effect_params_t* params) {
// LED state array
static RGB led[DRIVER_LED_TOTAL];
static uint32_t wait_timer = 0;
if (wait_timer > g_rgb_timer) {
return false;
}
inline uint32_t interval(void) {
return 3000 / scale16by8(qadd8(rgb_matrix_config.speed, 16), 16);
}
if (params->init) {
// Clear LEDs and fill the state array
rgb_matrix_set_color_all(0, 0, 0);
for (uint8_t j = 0; j < DRIVER_LED_TOTAL; ++j) {
led[j] = (random8() & 2) ? (RGB){0,0,0} : hsv_to_rgb((HSV){random8(), qadd8(random8() >> 1, 127), rgb_matrix_config.hsv.v});
}
}
RGB_MATRIX_USE_LIMITS(led_min, led_max);
// Light LEDs based on state array
for (uint8_t i = led_min; i < led_max; ++i) {
RGB_MATRIX_TEST_LED_FLAGS();
rgb_matrix_set_color(i, led[i].r, led[i].g, led[i].b);
}
if (!rgb_matrix_check_finished_leds(led_max)) {
// Shift LED state forward
for (uint8_t j = 0; j < led_max-1; ++j) {
led[j] = led[j+1];
}
// Fill last LED
led[led_max-1] = (random8() & 2) ? (RGB){0,0,0} : hsv_to_rgb((HSV){random8(), qadd8(random8() >> 1, 127), rgb_matrix_config.hsv.v});
// Set pulse timer
wait_timer = g_rgb_timer + interval();
}
return rgb_matrix_check_finished_leds(led_max);
}
# endif // RGB_MATRIX_CUSTOM_EFFECT_IMPLS
#endif // ENABLE_RGB_MATRIX_PIXEL_FLOW

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@ -27,6 +27,7 @@
#include "hue_pendulum_anim.h" #include "hue_pendulum_anim.h"
#include "hue_wave_anim.h" #include "hue_wave_anim.h"
#include "pixel_rain_anim.h" #include "pixel_rain_anim.h"
#include "pixel_flow_anim.h"
#include "pixel_fractal_anim.h" #include "pixel_fractal_anim.h"
#include "typing_heatmap_anim.h" #include "typing_heatmap_anim.h"
#include "digital_rain_anim.h" #include "digital_rain_anim.h"