 4e1c5887c5
			
		
	
	
		4e1c5887c5
		
			
		
	
	
	
	
		
			
			* add docs * core changes * update keyboards to new OLED * updated users to new OLED * update layouts to new OLED * fixup docs * drashna's suggestion * fix up docs * new keyboards with oled * core split changes * remaining keyboard files * Fix The Helix keyboards oled options * reflect develop Co-authored-by: Drashna Jaelre <drashna@live.com> Co-authored-by: mtei <2170248+mtei@users.noreply.github.com>
		
			
				
	
	
		
			259 lines
		
	
	
	
		
			11 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
			
		
		
	
	
			259 lines
		
	
	
	
		
			11 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
| # Ocean Dream
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| 
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| Tapping away at your IMX Corne with Box Jades, you feel yourself
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| drifting off, into a soundscape of waves and rustling leaves.
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| You open your eyes only to find yourself in an _Ocean Dream_.
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| 
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| Introducing, **Ocean Dream**, an animation for keyboards with tall OLED 
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| screens. Built for 128x32 screens, this animation should work for 128x64
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| at least, though it hasn't been tested there. 
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| 
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| Completely customizable, you can change everything about the animation, 
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| from the number of falling stars, to how likely a star is to twinkle, and 
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| even if the moon has phases or not.
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| 
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| # Installation
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| 
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| Installation is easy.
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| 
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| 1. Add `ocean.h` and `ocean.c` to your keyboard folder or userspace.
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| 2. In your `keymap.c` or wherever you handle your oled code, add
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| ```c
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| #    ifdef OCEAN_DREAM_ENABLE
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|         render_stars();
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| #    endif
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| ```
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| to `oled_task_user(void)`, where you would like (see [my keymap](../../keyboards/crkbd/keymaps/snowe/keymap.c) for an example)
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| 3. In your `keymap.c` or wherever you handle your process_record code, 
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|    add an event that sets `is_calm` when you press `ctrl`
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| ```c
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| bool process_record_user(uint16_t keycode, keyrecord_t *record) {
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|     switch (keycode) {
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|         case KC_LCTL:
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|         case KC_RCTL:
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| #ifdef OCEAN_DREAM_ENABLE
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|             is_calm = (record->event.pressed) ? true : false;
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| #endif
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|             break;
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|     }
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|     return true;
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| }
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| ```
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| 4. In your `rules.mk` to make it easier to turn the animation on/off, add
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| ```makefile
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| ifeq ($(strip $(OLED_ENABLE)), yes)
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|     #... your code here...
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| 
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|     ifdef OCEAN_DREAM_ENABLE
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|         ifeq ($(strip $(OCEAN_DREAM_ENABLE)), yes)
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|             SRC += ocean_dream.c
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|             OPT_DEFS += -DOCEAN_DREAM_ENABLE
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|         endif
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|     endif
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|     ifndef OCEAN_DREAM_ENABLE
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|         SRC += ocean_dream.c
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|         OPT_DEFS += -DOCEAN_DREAM_ENABLE
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|     endif
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| endif
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| ```
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| 
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| You're done! Now you can enable **Ocean Dream** by simply turning on the OLED feature
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| ```makefile
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| OLED_ENABLE = yes
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| OLED_DRIVER = SSD1306
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| ```
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| 
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| And if you want to disable it without turning off the OLED Driver you can simply set 
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| ```makefile
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| OCEAN_DREAM_ENABLE = no
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| ```
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| 
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| # Settings
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| 
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| **Ocean Dream** comes with several different animations, all individually configurable:
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| 
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| * 🌌 Stars that twinkle
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| * 🌠 Meteor showers that get more vibrant the faster you type
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| * 🌊 Waves that get rougher the faster you type
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| * 🏝 An island with a palm tree that blows in the wind the faster you type
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| * 🌗 A moon that goes through the moon phases (or not, your choice!)
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| 
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| Each feature can be individually turned on and off, with a simple `#define`. 
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| 
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| You can see all the options and more documentation by looking at `ocean_dream.h`.
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| 
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| All options come enabled by default.
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| 
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| ## Global Flags:
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| 
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| ### Toggles:
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| 
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| You can toggle on/off any features using these flags:
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| 
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| * `ENABLE_MOON`            // Uses 182 bytes
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| * `ENABLE_WAVE`            // Uses 844 bytes
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| * `ENABLE_SHOOTING_STARS`  // Uses 872 bytes
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| * `ENABLE_ISLAND`
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| * `ENABLE_STARS`  // Uses 606 bytes
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| 
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| ### Global Configuration:
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| 
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| * `STARRY_NIGHT_ANIM_FRAME_DURATION` - configures how long each frame lasts in ms
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| * `NUMBER_OF_FRAMES` - configures the number of frames that constitute a single 'round trip' of animation. 
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|   Enables keeping animations in sync/timed with each other. 
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|   Probably shouldn't touch this, not sure how stuff will work if it's changed. 
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|   If changed should probably be multiple of 1, 2, 3, 4, and 5
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| * `WIDTH` - for vertical displays, configures the width (the shortest measurement of your display). defaults to `OLED_DISPLAY_HEIGHT` 
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| * `HEIGHT` - for vertical displays, configures the height (the longest measurement of your display). defaults to `OLED_DISPLAY_WIDTH`
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| 
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| ## Stars
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| 
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| ### Description
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| 
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| The 🌌 stars animation is a background of slowly twinkling stars. 
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| The stars are built on a grid of sorts, where each cell of the grid
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| is 8x8 pixels with 1 star per cell. There is a probability of any 
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| star twinkling on any given frame, decided by the corresponding flags.
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| 
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| ### Flags
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| 
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| Enabled with the `#define ENABLE_STARS` directive.
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| 
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| The stars come with several configuration options:
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| 
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| * `STARS_PER_LINE` - configures the number of stars per line. Defaulting to 4, this would
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|   mean that you have 4 stars across each line (8x32 on a 128x32 display), where each star 
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|   is in a 8x8 grid
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| * `NUMBER_OF_STAR_LINES` - configures the number of lines to fill up with stars. 
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|   Defaults to 16, filling the whole display.
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| * `TWINKLE_PROBABILITY` - configures the probability of a star twinkling on a given frame.
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| * `STAR_ANIMATION_SPEED` - configures the number of frames you want to animate the star at. 
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|   Must be equal to or lower than `NUMBER_OF_FRAMES`. 
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|   Example: 
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|   ```c
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|     #define NUMBER_OF_FRAMES 20
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|     #define STAR_ANIMATION_SPEED 5
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|   ```
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|   would result in the star animation happening every 4 frames. 20 would result in every frame, 
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|   1 would be once every 20 frames. This essentially changes how fast stars will twinkle, but 
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|   does not change the probability of the stars twinkling. 
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| 
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| ## Moon
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| 
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| ### Description
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| 
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| The 🌗 moon animation is an 8x8 animation of a moon, or, if you are running out of program memory, you 
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| can set it to just a static crescent moon, with no animation. 
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| 
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| ### Flags
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| 
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| Enabled with the `#define ENABLE_MOON` directive.
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| 
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| The moon comes with only a few configuration options:
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| 
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| * `STATIC_MOON` - include this directive if you want your moon to have no animation. It will simply be a static crescent 
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|   moon, only taking up 6 bytes of space. If you do not include this directive, then the moon will have an animation. 
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|   The default is a moon with animation.
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| * `MOON_LINE` - defines the line that the moon sits on. Default is `4`. (see [reference](#reference))
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| * `MOON_COLUMN` - defines the column that the moon sits at. Default is `4`. (see [reference](#reference))
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| * `ANIMATE_MOON_EVERY_N_FRAMES` - only enabled when `STATIC_MOON` is disabled, this affects how often the moon changes phases. 
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|   Example: 
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|   ```c
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|   #define STARRY_NIGHT_ANIM_FRAME_DURATION 30
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|   #ifndef STATIC_MOON
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|   #    define ANIMATE_MOON_EVERY_N_FRAMES 100  
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|   #endif
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|   ```
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|   would result in the moon changing phases every 3000ms, or every 3 seconds.
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| 
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| ## Ocean
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| 
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| ### Description
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| 
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| The 🌊 ocean animation is a full width animation of ocean waves, where the waves get rougher the faster you type. 
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| You can configure the boundaries for each degree of _wave ferocity_ as well as how fast the ocean/waves move.
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| 
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| ### Flags
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| 
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| * `OCEAN_LINE` - where to render the ocean at. Defaults to `14`. (see [reference](#reference))
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| * `OCEAN_ANIMATION_SPEED` - configures the number of frames you want to animate the ocean at.
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|   Must be equal to or lower than `NUMBER_OF_FRAMES`.
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|   Example:
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|   ```c
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|     #define NUMBER_OF_FRAMES 20
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|     #define OCEAN_ANIMATION_SPEED 5
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|   ```
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|   would result in the ocean animation happening every 4 frames. 20 would result in every frame,
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|   1 would be once every 20 frames. This essentially changes how fast the waves will move.
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| * `WAVE_CALM` - Defines the WPM at which the _Wave Ferocity_ kicks up. 
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|   At any WPM between `WAVE_CALM` and `WAVE_HEAVY_STORM`, the waves will be just tiny ripples.
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| * `WAVE_HEAVY_STORM` - Defines the WPM at which the _Wave Ferocity_ kicks up to medium. 
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|   At any WPM between `WAVE_HEAVY_STORM` and `WAVE_HURRICANE`, the waves will be medium sized waves.
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| * `WAVE_HURRICANE` - Defines the WPM at which the _Wave Ferocity_ kicks up to the last notch. 
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|   At any WPM above `WAVE_HURRICANE`, the waves will be torrential.
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| 
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| ## Shooting Stars
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| 
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| The 🌠 shooting star animation is a full screen animation that renders a meteor shower based on your typing speed. The
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| faster you type, the more shooting stars there are!
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| 
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| You can configure many parts of the shooting stars, from shower size, to speed, to length of each trail, to how spaced 
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| out they are.
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| 
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| Note: Each frame of a shooting star is only 2 pixels in length. This is a design decision, and could probably be changed 
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| with a decent amount of work, but was chosen for looks and memory constraints. 
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| 
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| ### Flags
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| 
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| * `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
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| * `SHOOTING_STAR_FRAMES` - how long each shooting star will be. A size of `16` will result in shooting stars that are 32 pixels long 
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| * `MAX_NUMBER_OF_SHOOTING_STARS` - maximum number of shooting stars that can be on screen at the same time
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| * `SHOOTING_STAR_WPM_INCREMENT` - every n WPM increase, add an extra star, up to MAX_NUMBER_OF_SHOOTING_STARS
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|   Example: an increment of 5 would result in 1 shooting star at 5-9wpm, 2 at 10-14, etc.
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| * `SHOOTING_STAR_ANIMATION_SPEED` - configures the number of frames you want to animate the shooting stars at.
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|   Must be equal to or lower than `NUMBER_OF_FRAMES`.
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|   Example:
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|   ```c
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|     #define NUMBER_OF_FRAMES 20
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|     #define SHOOTING_STAR_ANIMATION_SPEED 5
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|   ```
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|   would result in the shooting star animation happening every 4 frames. 20 would result in every frame,
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|   1 would be once every 20 frames. This essentially changes how fast the stars move through the sky.
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| 
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| 
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| ## Island
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| 
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| The 🏝 island animation is a 32w x 16h animation of a small island with a single palm tree blowing in the wind. The faster
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| you type the harder the palm tree blows in the wind!
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| 
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| Since this animation has significant black space to the left side of the tree, certain design decisions were made to allow the 
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| shooting stars to still show up in the sky there. This animation should work on any size screen >=32 pixels wide, and you 
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| can place it anywhere on the screen, but above the ocean is recommended. 
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| 
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| ### Flags
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| 
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| * `ISLAND_LINE` - where to render the island at. Defaults to `12`. The island is 2 lines tall. (see [reference](#reference))
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| * `ISLAND_COLUMN` - where to render the island at. Defaults to `0`. The island is 32 pixels wide. (see [reference](#reference))
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| * `ISLAND_CALM` - Defines the WPM at which the _Storm Ferocity_ kicks up.
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|   At any WPM between `ISLAND_CALM` and `ISLAND_HEAVY_STORM`, the palm tree will just calmly blow in the wind.
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| * `ISLAND_HEAVY_STORM` - Defines the WPM at which the _Storm Ferocity_ kicks up.
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|   At any WPM between `ISLAND_HEAVY_STORM` and `ISLAND_HURRICANE`, the palm tree will be blowing hard in the wind
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| * `ISLAND_HURRICANE` - Defines the WPM at which the _Storm Ferocity_ kicks up.
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|   At any WPM above `ISLAND_HURRICANE`, the palm tree will almost be torn from its roots!
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| 
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| 
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| # Reference
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| 
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| Any reference to `_LINE` or `COLUMN` refers to setting a cursor position using `oled_set_cursor()`, which uses 
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| `OLED_FONT_WIDTH` and `OLED_FONT_HEIGHT` internally.  
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| This will be the top-leftmost pixel of the image, so `_LINE 1` would start at the 9th pixel down and `_COLUMN 1` 
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| would be the 7th pixel to the right, starting from the topleftmost pixel on the screen.
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| 
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| This code has been untested with different font heights/widths, so you might have to adjust a bit to make it work if you 
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| have modified those values.
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| 
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| # ToDo
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| 
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| - [ ] don't require `is_calm` as a keyboard event. Not sure if the code will work without it currently.
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| - [ ] make all the stars twinkle brightly based on keypresses rather than timed. Not just a movement twinkle, but a larger
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|      'full' twinkle, where the star actually gets bigger. This will be quite difficult, thus is left out of the v1.
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