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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							|  | @ -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. | ||||
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	 Tyler Thrailkill
						Tyler Thrailkill