qmk_firmware/keyboards/ergodox_infinity/keymaps/dudeofawesome/visualizer.c
Louis Orleans c5ffd182c8 [Keymap] update my keymap for Infinity Ergodox (#6864)
* 🎉 Building simple flasher

* 🎉 Flashing works

* 🎨 Cleaning up

* 🐛 Being more specific with board identity

* 🐛 Flashing correct keymap

* 🎉 Adding keymap

*  Updating keymap

* 🚨 RGB

*  Revert "🚨 RGB"

This reverts commit 9ceabfb267f8daedaad929231229c703abc12ec4.

*  Improvements to flasher

*  Layout tweaks

* 💄 Messing around with LCD

* 💄 Enabling LCD backlight matching

* 🔧 Updating layout

* 🐛 Fixing console logging

* 🎨 Cleaning up indentation

* 🔧 Adding editorconfig

*  Adding game layer

* 💄 Changing numpad layout

* 🔥 redoing entire layout

It's now more similar to the Planck default layout

*  add workman and dvorak layouts

* 🐛 fix numpad

* 🐛 fix layer orders

* 🐛 fix layer toggling

* 🐛 fix tri-layer switching

* 🐛 fix LCD colors for adjustment layers

* 🔥 remove old flasher project

* 🔥 remove simple_visualizer

* 💄 update LCD colors

* 📝 fix layout comments

* 💄  swapping 2u buttons

* 🔥🔧 removing editorconfig

* 🚨 using 2 spaces

* 📝 add README

*  Revert "💄 Enabling LCD backlight matching"

This reverts commit 51577903dfdc9fea5d33e9ab8cfa9b854e7ae19e.

*  Revert "💄 Messing around with LCD"

This reverts commit fdd9acdae514a3e0e4a7153225053680744980e5.

* 🐛 fix thumb inconsistency in QWERTY

* 🐛 fix media keys

*  add F# shortcuts to vertical 1.5u buttons

*  hold enter for RShift

*  hold for numpad

* 🎨 remove unnecessary breaks

* 🎨 reoganizing layers

*  add Colmak layer

* 🚧🔧 add basic config

*  use more standard numpad layout

* 💄 change layer orders

*  add caps lock on adjust layer

* 🔥 disable space cadet

* 📝 update README

* 🔨 use userspace config

* 🎨 clean up a bit

* 🐛 undefine tapping toggle from base config

* 🔨 rename LED functions

* 💩 someone commited Windows line endings

*  left hand thumb is space

* ♻️ extract layers def to new file

* 🔥 remove unnecessary hooks

* 💄 set LCD text and color by layer

* 💄 update keymap

removing layer buttons that I don't really use

*  set backlight to full brightness on boot

* 🔥 remove unnecessary includes
2019-10-04 20:32:52 -07:00

80 lines
2.7 KiB
C

/*
Copyright 2017 Fred Sundvik
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/>.
*/
#include "./simple_visualizer.h"
#include "util.h"
#include "layers.h"
// This function should be implemented by the keymap visualizer
// Don't change anything else than state->target_lcd_color and state->layer_text as that's the only thing
// that the simple_visualizer assumes that you are updating
// Also make sure that the buffer passed to state->layer_text remains valid until the previous animation is
// stopped. This can be done by either double buffering it or by using constant strings
static void get_visualizer_layer_and_color(visualizer_state_t* state) {
switch(biton32(default_layer_state)) {
case _QWERTY:
state->layer_text = "QWERTY";
state->target_lcd_color = LCD_COLOR(0, 255, 128);
break;
case _WORKMAN:
state->layer_text = "Workman";
state->target_lcd_color = LCD_COLOR(80, 255, 128);
break;
case _DVORAK:
state->layer_text = "Dvorak";
state->target_lcd_color = LCD_COLOR(194, 255, 128);
break;
case _COLEMAK:
state->layer_text = "Colemak";
state->target_lcd_color = LCD_COLOR(18, 255, 128);
break;
}
switch(biton32(state->status.layer)) {
case _LOWER:
state->layer_text = "Lower";
state->target_lcd_color = LCD_COLOR(141, 255, 255);
break;
case _RAISE:
state->layer_text = "Raise";
state->target_lcd_color = LCD_COLOR(18, 255, 255);
break;
case _ADJUST:
state->layer_text = "Adjust";
state->target_lcd_color = LCD_COLOR(194, 255, 255);
break;
case _NUM:
state->layer_text = "Numpad";
state->target_lcd_color = LCD_COLOR(80, 255, 255);
break;
case _MOUSE:
state->layer_text = "Mouse";
state->target_lcd_color = LCD_COLOR(300, 255, 255);
break;
case _GAME:
state->layer_text = "Game";
state->target_lcd_color = LCD_COLOR(300, 255, 255);
break;
case _QWERTY: case _WORKMAN: case _DVORAK: case _COLEMAK:
break;
default:
state->layer_text = "NONE";
state->target_lcd_color = LCD_COLOR(0, 255, 255);
break;
}
}