From 4a15eb593d0d1447bf9bca87ef966f84b8077a4f Mon Sep 17 00:00:00 2001 From: Tyler Thrailkill Date: Wed, 23 Jun 2021 20:21:40 -0600 Subject: 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 Co-authored-by: Drashna Jaelre --- users/snowe/luna.c | 229 ++++++++++++++++ users/snowe/luna.h | 31 +++ users/snowe/ocean_dream.c | 555 ++++++++++++++++++++++++++++++++++++++ users/snowe/ocean_dream.h | 103 +++++++ users/snowe/oled_setup.c | 141 ++++++++++ users/snowe/oled_setup.h | 30 +++ users/snowe/readme.md | 10 + users/snowe/readme_ocean_dream.md | 258 ++++++++++++++++++ users/snowe/rules.mk | 27 ++ users/snowe/snowe.h | 43 +++ users/snowe/wrappers.h | 92 +++++++ 11 files changed, 1519 insertions(+) create mode 100644 users/snowe/luna.c create mode 100644 users/snowe/luna.h create mode 100644 users/snowe/ocean_dream.c create mode 100644 users/snowe/ocean_dream.h create mode 100644 users/snowe/oled_setup.c create mode 100644 users/snowe/oled_setup.h create mode 100644 users/snowe/readme.md create mode 100644 users/snowe/readme_ocean_dream.md create mode 100644 users/snowe/rules.mk create mode 100644 users/snowe/snowe.h create mode 100644 users/snowe/wrappers.h (limited to 'users/snowe') diff --git a/users/snowe/luna.c b/users/snowe/luna.c new file mode 100644 index 0000000000..4653abfaeb --- /dev/null +++ b/users/snowe/luna.c @@ -0,0 +1,229 @@ +/* + * Copyright 2021 QMK Community + * Copyright 2021 Tyler Thrailkill (@snowe/@snowe2010) + * + * 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 . +*/ + +#include "quantum.h" +#include "luna.h" + +// KEYBOARD PET START + +// settings +#define MIN_WALK_SPEED 10 +#define MIN_RUN_SPEED 40 + +// advanced settings +#define ANIM_FRAME_DURATION 200 // how long each frame lasts in ms +#define ANIM_SIZE 96 // number of bytes in array. If you change sprites, minimize for adequate firmware size. max is 1024 + +bool isSneaking = false; +bool isJumping = false; +bool showedJump = true; + +// status variables +int current_wpm = 0; +led_t led_usb_state = { + .num_lock = false, + .caps_lock = false, + .scroll_lock = false +}; + +// current frame +uint8_t current_frame = 0; + +// timers +uint32_t anim_timer = 0; +uint32_t anim_sleep = 0; + +// logic +void render_luna(int LUNA_X, int LUNA_Y) { + + // Sit + static const char PROGMEM sit[2][ANIM_SIZE] = { + // 'sit1', 32x22px + { + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x1c, + 0x02, 0x05, 0x02, 0x24, 0x04, 0x04, 0x02, 0xa9, 0x1e, 0xe0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x10, 0x08, 0x68, 0x10, 0x08, 0x04, 0x03, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x06, 0x82, 0x7c, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x04, 0x0c, 0x10, 0x10, 0x20, 0x20, 0x20, 0x28, + 0x3e, 0x1c, 0x20, 0x20, 0x3e, 0x0f, 0x11, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + }, + + // 'sit2', 32x22px + { + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x1c, + 0x02, 0x05, 0x02, 0x24, 0x04, 0x04, 0x02, 0xa9, 0x1e, 0xe0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x90, 0x08, 0x18, 0x60, 0x10, 0x08, 0x04, 0x03, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x0e, 0x82, 0x7c, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x04, 0x0c, 0x10, 0x10, 0x20, 0x20, 0x20, 0x28, + 0x3e, 0x1c, 0x20, 0x20, 0x3e, 0x0f, 0x11, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 + } + }; + + // Walk + static const char PROGMEM walk[2][ANIM_SIZE] = { + // 'walk1', 32x22px + { + 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x40, 0x20, 0x10, 0x90, 0x90, 0x90, 0xa0, 0xc0, 0x80, 0x80, + 0x80, 0x70, 0x08, 0x14, 0x08, 0x90, 0x10, 0x10, 0x08, 0xa4, 0x78, 0x80, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x07, 0x08, 0xfc, 0x01, 0x00, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0x18, 0xea, 0x10, 0x0f, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x1c, 0x20, 0x20, 0x3c, 0x0f, 0x11, 0x1f, 0x03, + 0x06, 0x18, 0x20, 0x20, 0x3c, 0x0c, 0x12, 0x1e, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + }, + + // 'walk2', 32x22px + { + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x40, 0x20, 0x20, 0x20, 0x40, 0x80, 0x00, 0x00, 0x00, + 0x00, 0xe0, 0x10, 0x28, 0x10, 0x20, 0x20, 0x20, 0x10, 0x48, 0xf0, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x20, 0xf8, 0x02, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, + 0x03, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x10, 0x30, 0xd5, 0x20, 0x1f, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3f, 0x20, 0x30, 0x0c, 0x02, 0x05, 0x09, 0x12, 0x1e, + 0x02, 0x1c, 0x14, 0x08, 0x10, 0x20, 0x2c, 0x32, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + } + }; + + // Run + static const char PROGMEM run[2][ANIM_SIZE] = { + // 'run1', 32x22px + { + 0x00, 0x00, 0x00, 0x00, 0xe0, 0x10, 0x08, 0x08, 0xc8, 0xb0, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, + 0x80, 0x40, 0x40, 0x3c, 0x14, 0x04, 0x08, 0x90, 0x18, 0x04, 0x08, 0xb0, 0x40, 0x80, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0xc4, 0xa4, 0xfc, 0x00, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0xc8, 0x58, 0x28, 0x2a, 0x10, 0x0f, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x0e, 0x09, 0x04, 0x04, 0x04, 0x04, 0x02, 0x03, 0x02, 0x01, 0x01, + 0x02, 0x02, 0x04, 0x08, 0x10, 0x26, 0x2b, 0x32, 0x04, 0x05, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00, + }, + + // 'run2', 32x22px + { + 0x00, 0x00, 0x00, 0xe0, 0x10, 0x10, 0xf0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, + 0x80, 0x80, 0x78, 0x28, 0x08, 0x10, 0x20, 0x30, 0x08, 0x10, 0x20, 0x40, 0x80, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x03, 0x04, 0x08, 0x10, 0x11, 0xf9, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x10, 0xb0, 0x50, 0x55, 0x20, 0x1f, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x0c, 0x10, 0x20, 0x28, 0x37, + 0x02, 0x1e, 0x20, 0x20, 0x18, 0x0c, 0x14, 0x1e, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + } + }; + + // Bark + static const char PROGMEM bark[2][ANIM_SIZE] = { + // 'bark1', 32x22px + { + 0x00, 0xc0, 0x20, 0x10, 0xd0, 0x30, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x80, 0x40, + 0x3c, 0x14, 0x04, 0x08, 0x90, 0x18, 0x04, 0x08, 0xb0, 0x40, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x03, 0x04, 0x08, 0x10, 0x11, 0xf9, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x80, 0xc8, 0x48, 0x28, 0x2a, 0x10, 0x0f, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x0c, 0x10, 0x20, 0x28, 0x37, 0x02, 0x02, + 0x04, 0x08, 0x10, 0x26, 0x2b, 0x32, 0x04, 0x05, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + }, + + // 'bark2', 32x22px + { + 0x00, 0xe0, 0x10, 0x10, 0xf0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x80, 0x40, + 0x40, 0x2c, 0x14, 0x04, 0x08, 0x90, 0x18, 0x04, 0x08, 0xb0, 0x40, 0x80, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x03, 0x04, 0x08, 0x10, 0x11, 0xf9, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0xc0, 0x48, 0x28, 0x2a, 0x10, 0x0f, 0x20, 0x4a, 0x09, 0x10, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x0c, 0x10, 0x20, 0x28, 0x37, 0x02, 0x02, + 0x04, 0x08, 0x10, 0x26, 0x2b, 0x32, 0x04, 0x05, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + } + }; + + // Sneak + static const char PROGMEM sneak[2][ANIM_SIZE] = { + // 'sneak1', 32x22px + { + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x40, 0x40, 0x40, 0x40, 0x80, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0xc0, 0x40, 0x40, 0x80, 0x00, 0x80, 0x40, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x1e, 0x21, 0xf0, 0x04, 0x02, 0x02, 0x02, 0x02, 0x03, 0x02, 0x02, 0x04, + 0x04, 0x04, 0x03, 0x01, 0x00, 0x00, 0x09, 0x01, 0x80, 0x80, 0xab, 0x04, 0xf8, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x1c, 0x20, 0x20, 0x3c, 0x0f, 0x11, 0x1f, 0x02, 0x06, + 0x18, 0x20, 0x20, 0x38, 0x08, 0x10, 0x18, 0x04, 0x04, 0x02, 0x02, 0x01, 0x00, 0x00, 0x00, 0x00, + }, + + // 'sneak2', 32x22px + { + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x40, 0x40, 0x40, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0xe0, 0xa0, 0x20, 0x40, 0x80, 0xc0, 0x20, 0x40, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x3e, 0x41, 0xf0, 0x04, 0x02, 0x02, 0x02, 0x03, 0x02, 0x02, 0x02, 0x04, + 0x04, 0x02, 0x01, 0x00, 0x00, 0x00, 0x04, 0x00, 0x40, 0x40, 0x55, 0x82, 0x7c, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3f, 0x20, 0x30, 0x0c, 0x02, 0x05, 0x09, 0x12, 0x1e, 0x04, + 0x18, 0x10, 0x08, 0x10, 0x20, 0x28, 0x34, 0x06, 0x02, 0x01, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, + } + }; + + // animation + void animation_phase(void) { + + // jump + if (isJumping || !showedJump) { + + // clear + oled_set_cursor(LUNA_X,LUNA_Y +2); + oled_write(" ", false); + + oled_set_cursor(LUNA_X,LUNA_Y -1); + + showedJump = true; + } else { + + // clear + oled_set_cursor(LUNA_X,LUNA_Y -1); + oled_write(" ", false); + + oled_set_cursor(LUNA_X,LUNA_Y); + } + + // switch frame + current_frame = (current_frame + 1) % 2; + + // current status + if(led_usb_state.caps_lock) { + oled_write_raw_P(bark[abs(1 - current_frame)], ANIM_SIZE); + + } else if(isSneaking) { + oled_write_raw_P(sneak[abs(1 - current_frame)], ANIM_SIZE); + + } else if(current_wpm <= MIN_WALK_SPEED) { + oled_write_raw_P(sit[abs(1 - current_frame)], ANIM_SIZE); + + } else if(current_wpm <= MIN_RUN_SPEED) { + oled_write_raw_P(walk[abs(1 - current_frame)], ANIM_SIZE); + + } else { + oled_write_raw_P(run[abs(1 - current_frame)], ANIM_SIZE); + } + } + + // animation timer + if(timer_elapsed32(anim_timer) > ANIM_FRAME_DURATION) { + anim_timer = timer_read32(); + current_wpm = get_current_wpm(); + animation_phase(); + } + + // this fixes the screen on and off bug + if (current_wpm > 0) { + oled_on(); + anim_sleep = timer_read32(); + } else if(timer_elapsed32(anim_sleep) > OLED_TIMEOUT) { + oled_off(); + } + +} + +// KEYBOARD PET END \ No newline at end of file diff --git a/users/snowe/luna.h b/users/snowe/luna.h new file mode 100644 index 0000000000..c96d7a12df --- /dev/null +++ b/users/snowe/luna.h @@ -0,0 +1,31 @@ +/* + * Copyright 2021 QMK Community + * Copyright 2021 Tyler Thrailkill (@snowe/@snowe2010) + * + * 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 . +*/ + +#pragma once + +extern bool isSneaking; +extern bool isJumping; +extern bool showedJump; + +// status variables +extern led_t led_usb_state; +//extern int current_wpm; + + +void render_luna(int LUNA_X, int LUNA_Y); + diff --git a/users/snowe/ocean_dream.c b/users/snowe/ocean_dream.c new file mode 100644 index 0000000000..2f372628da --- /dev/null +++ b/users/snowe/ocean_dream.c @@ -0,0 +1,555 @@ +/* + * Copyright 2021 Tyler Thrailkill (@snowe/@snowe2010) + * + * 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 . + */ + +#include "ocean_dream.h" +#include "quantum.h" +#include "print.h" + +// Calculated Parameters +#define TWINKLE_PROBABILITY_MODULATOR 100 / TWINKLE_PROBABILITY // CALCULATED: Don't Touch +#define TOTAL_STARS STARS_PER_LINE *NUMBER_OF_STAR_LINES // CALCULATED: Don't Touch +#define OCEAN_ANIMATION_MODULATOR NUMBER_OF_FRAMES / OCEAN_ANIMATION_SPEED // CALCULATED: Don't Touch +#define SHOOTING_STAR_ANIMATION_MODULATOR NUMBER_OF_FRAMES / SHOOTING_STAR_ANIMATION_SPEED // CALCULATED: Don't Touch +#define STAR_ANIMATION_MODULATOR NUMBER_OF_FRAMES / STAR_ANIMATION_SPEED // CALCULATED: Don't Touch + +uint8_t animation_counter = 0; // global animation counter. +bool is_calm = false; +uint32_t starry_night_anim_timer = 0; +uint32_t starry_night_anim_sleep = 0; +static int current_wpm = 0; + +static uint8_t increment_counter(uint8_t counter, uint8_t max) { + counter++; + if (counter >= max) { + return 0; + } else { + return counter; + } +} + +#ifdef ENABLE_WAVE +static uint8_t decrement_counter(uint8_t counter, uint8_t max) { + counter--; + if (counter < 0 || counter > max) { + return max; + } else { + return counter; + } +} +#endif + +#ifdef ENABLE_MOON // region +# ifndef STATIC_MOON +uint8_t moon_animation_frame = 0; // keeps track of current moon frame +uint16_t moon_animation_counter = 0; // counts how many frames to wait before animating moon to next frame +# endif + +# ifdef STATIC_MOON +static const char PROGMEM moon[6] = { + 0x18, 0x7E, 0xFF, 0xC3, 0x81, 0x81, +}; +# endif + +# ifndef STATIC_MOON +static const char PROGMEM moon_animation[14][8] = { + // clang-format off + { 0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C, }, + { 0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xFF, 0x42, 0x00, }, + { 0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xC3, 0x00, 0x00, }, + { 0x3C, 0x7E, 0xFF, 0xFF, 0xC3, 0x81, 0x00, 0x00, }, + { 0x3C, 0x7E, 0xFF, 0xC3, 0x81, 0x00, 0x00, 0x00, }, + { 0x3C, 0x7E, 0xC3, 0x81, 0x81, 0x00, 0x00, 0x00, }, + { 0x3C, 0x42, 0x81, 0x81, 0x00, 0x00, 0x00, 0x00, }, + { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, }, + { 0x00, 0x00, 0x00, 0x00, 0x81, 0x81, 0x42, 0x3C, }, + { 0x00, 0x00, 0x00, 0x81, 0x81, 0xC3, 0x7E, 0x3C, }, + { 0x00, 0x00, 0x00, 0x81, 0xC3, 0xFF, 0x7E, 0x3C, }, + { 0x00, 0x00, 0x81, 0xC3, 0xFF, 0xFF, 0x7E, 0x3C, }, + { 0x00, 0x00, 0xC3, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C, }, + { 0x00, 0x42, 0xFF, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C, }, + // clang-format on +}; +# endif + +static void draw_moon(void) { +# ifdef STATIC_MOON + oled_set_cursor(MOON_COLUMN, MOON_LINE); + oled_write_raw_P(moon, 6); +# endif +# ifndef STATIC_MOON + moon_animation_counter = increment_counter(moon_animation_counter, ANIMATE_MOON_EVERY_N_FRAMES); + if (moon_animation_counter == 0) { + moon_animation_frame = increment_counter(moon_animation_frame, 14); + oled_set_cursor(MOON_COLUMN, MOON_LINE); + oled_write_raw_P(moon_animation[moon_animation_frame], 8); + } +# endif +} +#endif // endregion + +#ifdef ENABLE_WAVE // region +uint8_t starry_night_wave_frame_width_counter = 31; +uint8_t rough_waves_frame_counter = 0; + +// clang-format off +static const char PROGMEM ocean_top[8][32] = { + // still ocean + { + 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, + 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, + 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, + 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, + }, + // small ripples + { + 0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, + 0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, + 0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, + 0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, + }, + // level 2 ripples + { + 0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40, + 0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40, + 0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40, + 0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40, + }, + // level 3 waves + { + 0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40, + 0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40, + 0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40, + 0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40, + }, + { + 0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40, + 0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40, + 0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40, + 0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40, + }, + { + 0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60, + 0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60, + 0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60, + 0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60, + }, +}; +static const char PROGMEM ocean_bottom[8][32] = { + // still ocean + { + 0x00, 0x40, 0x40, 0x41, 0x01, 0x01, 0x01, 0x21, + 0x20, 0x00, 0x00, 0x04, 0x04, 0x04, 0x04, 0x44, + 0x44, 0x40, 0x40, 0x00, 0x00, 0x08, 0x08, 0x00, + 0x01, 0x01, 0x01, 0x00, 0x40, 0x40, 0x00, 0x00, + }, + // small ripples + { + 0x00, 0x00, 0x40, 0x40, 0x01, 0x01, 0x01, 0x20, + 0x20, 0x00, 0x00, 0x00, 0x04, 0x04, 0x04, 0x04, + 0x40, 0x40, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00, + 0x00, 0x01, 0x01, 0x00, 0x00, 0x40, 0x00, 0x00, + }, + // level 2 ripples + { + 0x00, 0x00, 0x40, 0x40, 0x01, 0x01, 0x01, 0x20, + 0x20, 0x00, 0x00, 0x00, 0x04, 0x04, 0x04, 0x04, + 0x40, 0x40, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00, + 0x00, 0x01, 0x01, 0x00, 0x00, 0x40, 0x00, 0x00, + }, + // level 3 waves + { + 0x00, 0x40, 0x40, 0x42, 0x42, 0x03, 0x11, 0x11, + 0x20, 0x20, 0x00, 0x00, 0x08, 0x0C, 0x0C, 0x04, + 0x05, 0x41, 0x41, 0x21, 0x20, 0x00, 0x00, 0x08, + 0x0A, 0x0A, 0x0B, 0x41, 0x41, 0x41, 0x41, 0x00, + }, + { + 0x10, 0x10, 0x00, 0x80, 0x84, 0xC4, 0x02, 0x06, + 0x84, 0x44, 0xC0, 0x80, 0x80, 0x20, 0x20, 0x10, + 0x08, 0x12, 0x91, 0x81, 0x42, 0x40, 0x00, 0x00, + 0x10, 0x12, 0x22, 0x22, 0x24, 0x04, 0x84, 0x80, + }, + { + 0x08, 0x80, 0x80, 0x82, 0x82, 0x03, 0x21, 0x21, + 0x10, 0x10, 0x00, 0x00, 0x04, 0x04, 0x0C, 0x08, + 0x09, 0x41, 0x42, 0x22, 0x20, 0x00, 0x00, 0x08, + 0x0A, 0x0A, 0x0B, 0x41, 0x43, 0x42, 0x42, 0x00, + }, +}; +// clang-format on + +static void animate_waves(void) { + starry_night_wave_frame_width_counter = decrement_counter(starry_night_wave_frame_width_counter, WIDTH - 1); // only 3 frames for last wave type + rough_waves_frame_counter = increment_counter(rough_waves_frame_counter, 3); // only 3 frames for last wave type + + void draw_ocean(uint8_t frame, uint16_t offset, uint8_t byte_index) { + oled_write_raw_byte(pgm_read_byte(ocean_top[frame] + byte_index), offset); + oled_write_raw_byte(pgm_read_byte(ocean_bottom[frame] + byte_index), offset + WIDTH); + } + + for (int i = 0; i < WIDTH; ++i) { + uint16_t offset = OCEAN_LINE * WIDTH + i; + uint8_t byte_index = starry_night_wave_frame_width_counter + i; + if (byte_index >= WIDTH) { + byte_index = byte_index - WIDTH; + } + if (is_calm || current_wpm <= WAVE_CALM) { + draw_ocean(0, offset, byte_index); + } else if (current_wpm <= WAVE_HEAVY_STORM) { + draw_ocean(1, offset, byte_index); + } else if (current_wpm <= WAVE_HURRICANE) { + draw_ocean(2, offset, byte_index); + } else { + draw_ocean(3 + rough_waves_frame_counter, offset, byte_index); + } + } +} +#endif // endregion + +#ifdef ENABLE_ISLAND // region +uint8_t island_frame_1 = 0; + +// clang-format off +// only use 46 bytes (first 18 are blank, so we don't write them, makes it smaller and we can see the shooting stars properly!) + +// To save space and allow the shooting stars to be seen, only draw the tree on every frame. +// Tree is only 14bytes wide so we save 108 bytes on just the first row. Second row, the +// first 18 bytes is always the same piece of land, so only store that once, which saves 90 bytes +static const char PROGMEM islandRightTop[6][14] = { + {0x84, 0xEC, 0x6C, 0x3C, 0xF8, 0xFE, 0x3F, 0x6B, 0xDB, 0xB9, 0x30, 0x40, 0x00, 0x00,}, + {0x80, 0xC3, 0xEE, 0x7C, 0xB8, 0xFC, 0xFE, 0x6F, 0xDB, 0x9B, 0xB2, 0x30, 0x00, 0x00,}, + {0x00, 0xC0, 0xEE, 0x7F, 0x3D, 0xF8, 0xFC, 0x7E, 0x57, 0xDB, 0xDB, 0x8A, 0x00, 0x00,}, + {0x00, 0xC0, 0xE6, 0x7F, 0x3B, 0xF9, 0xFC, 0xFC, 0xB6, 0xB3, 0x33, 0x61, 0x00, 0x00,}, + {0x00, 0x00, 0x00, 0x00, 0x80, 0xEE, 0xFF, 0xFB, 0xF9, 0xFC, 0xDE, 0xB6, 0xB6, 0x24,}, + {0x00, 0x00, 0x00, 0x00, 0xC0, 0xEE, 0xFE, 0xFF, 0xFB, 0xFD, 0xEE, 0xB6, 0xB6, 0x92,}, +}; +static const char PROGMEM islandRightBottom[6][14] = { + {0x41, 0x40, 0x60, 0x3E, 0x3F, 0x23, 0x20, 0x60, 0x41, 0x43, 0x40, 0x40, 0x40, 0x80,}, + {0x40, 0x41, 0x60, 0x3E, 0x3F, 0x23, 0x20, 0x60, 0x40, 0x40, 0x41, 0x41, 0x40, 0x80,}, + {0x40, 0x40, 0x61, 0x3D, 0x3F, 0x27, 0x21, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x80,}, + {0x40, 0x43, 0x61, 0x3C, 0x3F, 0x27, 0x21, 0x60, 0x41, 0x43, 0x43, 0x42, 0x40, 0x80,}, + {0x40, 0x40, 0x60, 0x3C, 0x3F, 0x27, 0x23, 0x63, 0x44, 0x40, 0x41, 0x41, 0x41, 0x81,}, + {0x40, 0x40, 0x60, 0x3C, 0x3F, 0x27, 0x23, 0x63, 0x42, 0x42, 0x41, 0x41, 0x41, 0x80,}, +}; +static const char PROGMEM islandLeft[18] = { + 0x80, 0x40, 0x40, 0x40, 0x40, 0x60, + 0x20, 0x20, 0x20, 0x20, 0x20, 0x20, + 0x20, 0x20, 0x20, 0x60, 0x40, 0x40, +}; +// clang-format on + +static void animate_island(void) { + if (animation_counter == 0) { + island_frame_1 = increment_counter(island_frame_1, 2); + } + + void draw_island_parts(uint8_t frame) { + oled_set_cursor(ISLAND_COLUMN + 3, ISLAND_LINE); + oled_write_raw_P(islandRightTop[frame], 14); + oled_set_cursor(ISLAND_COLUMN + 0, ISLAND_LINE + 1); + oled_write_raw_P(islandLeft, 18); + oled_set_cursor(ISLAND_COLUMN + 3, ISLAND_LINE + 1); + oled_write_raw_P(islandRightBottom[frame], 14); + } + + if (is_calm || current_wpm < ISLAND_CALM) { + draw_island_parts(0); + } else if (current_wpm >= ISLAND_CALM && current_wpm < ISLAND_HEAVY_STORM) { + draw_island_parts(island_frame_1 + 1); + } else if (current_wpm >= ISLAND_HEAVY_STORM && current_wpm < ISLAND_HURRICANE) { + draw_island_parts(island_frame_1 + 2); + } else { + draw_island_parts(island_frame_1 + 4); + } +} +#endif // endregion + +#ifdef ENABLE_STARS // region +bool stars_setup = false; // only setup stars once, then we just twinkle them +struct Coordinate { + int x; + int y; + bool exists; +}; + +struct Coordinate stars[TOTAL_STARS]; // tracks all stars/coordinates + +/** + * Setup all the initial stars on the screen + * This function divides the screen into regions based on STARS_PER_LINE and NUMBER_OF_STAR_LINES + * where each line is made up of 8x8 pixel groups, that are populated by a single star. + * + * Not sure how this function will work with larger or smaller screens. + * It should be fine, as long as the screen width is a multiple of 8 + */ +static void setup_stars(void) { + // For every line, split the line into STARS_PER_LINE, find a random point in that region, and turn the pixel on + // 36% probability it will not be added + // (said another way, 80% chance it will start out lit in the x direction, then 80% chance it will start out lit in the y direction = 64% probability it will start out lit at all) + for (int line = 0; line < NUMBER_OF_STAR_LINES; ++line) { + for (int column_group = 0; column_group < STARS_PER_LINE; ++column_group) { + uint8_t rand_column = rand() % 10; + uint8_t rand_row = rand() % 10; + if (rand_column < 8 && rand_row < 8) { + int column_adder = column_group * 8; + int line_adder = line * 8; + int x = rand_column + column_adder; + int y = rand_row + line_adder; + oled_write_pixel(x, y, true); + stars[column_group + (line * STARS_PER_LINE)].x = x; + stars[column_group + (line * STARS_PER_LINE)].y = y; + stars[column_group + (line * STARS_PER_LINE)].exists = true; + } else { + stars[column_group + (line * STARS_PER_LINE)].exists = false; + } + } + } + stars_setup = true; +} + +/** + * Twinkle the stars (move them one pixel in any direction) with a probability of 50% to twinkle any given star + */ +static void twinkle_stars(void) { + for (int line = 0; line < NUMBER_OF_STAR_LINES; ++line) { + for (int column_group = 0; column_group < STARS_PER_LINE; ++column_group) { + struct Coordinate star = stars[column_group + (line * STARS_PER_LINE)]; + + // skip stars that were never added + if (!star.exists) { + continue; + } + if (rand() % TWINKLE_PROBABILITY_MODULATOR == 0) { + oled_write_pixel(star.x, star.y, false); // black out pixel + + // don't allow stars to leave their own region + if (star.x == (column_group * 8)) { // star is the farthest left it can go in its region + star.x++; // move it right immediately + } else if (star.x == (((column_group + 1) * 8) - 1)) { // star is farthest right it can go in its region + star.x--; // move it left immediately + } + if (star.y == (line * 8)) { // star is the farthest up it can go in its region + star.y++; // move it down immediately + } else if (star.y == (((line + 1) * 8) - 1)) { // star is farthest down it can go in its region + star.y--; // move it up immediately + } + + // now decide direction + int new_x; + int x_choice = rand() % 3; + if (x_choice == 0) { + new_x = star.x - 1; + } else if (x_choice == 1) { + new_x = star.x + 1; + } else { + new_x = star.x; + } + + int new_y; + int y_choice = rand() % 3; + if (y_choice == 0) { + new_y = star.y - 1; + } else if (y_choice == 1) { + new_y = star.y + 1; + } else { + new_y = star.y; + } + + star.x = new_x; + star.y = new_y; + oled_write_pixel(new_x, new_y, true); + } + + stars[column_group + (line * STARS_PER_LINE)] = star; + } + } +} + +/** + * Setup the stars and then animate them on subsequent frames + */ +static void animate_stars(void) { + if (!stars_setup) { + setup_stars(); + } else { + twinkle_stars(); + } +} +#endif // endregion + +#ifdef ENABLE_SHOOTING_STARS // region +bool shooting_stars_setup = false; // only setup shooting stars array once with defaults + +struct ShootingStar { + int x_1; + int y_1; + int x_2; + int y_2; + bool running; + int frame; + int delay; +}; + +struct ShootingStar shooting_stars[MAX_NUMBER_OF_SHOOTING_STARS]; // tracks all the shooting stars + +static void setup_shooting_star(struct ShootingStar *shooting_star) { + int column_to_start = rand() % (WIDTH / 2); + int row_to_start = rand() % (HEIGHT - 48); // shooting_stars travel diagonally 1 down, 1 across. So the lowest a shooting_star can start and not 'hit' the ocean is 32 above the ocean. + + shooting_star->x_1 = column_to_start; + shooting_star->y_1 = row_to_start; + shooting_star->x_2 = column_to_start + 1; + shooting_star->y_2 = row_to_start + 1; + shooting_star->running = true; + shooting_star->frame++; + shooting_star->delay = rand() % SHOOTING_STAR_DELAY; +} + +static void move_shooting_star(struct ShootingStar *shooting_star) { + oled_write_pixel(shooting_star->x_1, shooting_star->y_1, false); + oled_write_pixel(shooting_star->x_2, shooting_star->y_2, false); + + shooting_star->x_1++; + shooting_star->y_1++; + shooting_star->x_2++; + shooting_star->y_2++; + shooting_star->frame++; + + oled_write_pixel(shooting_star->x_1, shooting_star->y_1, true); + oled_write_pixel(shooting_star->x_2, shooting_star->y_2, true); +} + +static void finish_shooting_star(struct ShootingStar *shooting_star) { + oled_write_pixel(shooting_star->x_1, shooting_star->y_1, false); + oled_write_pixel(shooting_star->x_2, shooting_star->y_2, false); + shooting_star->running = false; + shooting_star->frame = 0; +} + +static void animate_shooting_star(struct ShootingStar *shooting_star) { + if (shooting_star->frame > SHOOTING_STAR_FRAMES) { + finish_shooting_star(shooting_star); + return; + } else if (!shooting_star->running) { + setup_shooting_star(shooting_star); + } else { + if (shooting_star->delay == 0) { + move_shooting_star(shooting_star); + } else { + shooting_star->delay--; + } + } +} + +static void animate_shooting_stars(void) { + if (is_calm) { + return; + } + if (!shooting_stars_setup) { + for (int i = 0; i < MAX_NUMBER_OF_SHOOTING_STARS; ++i) { + shooting_stars[i].running = false; + } + shooting_stars_setup = true; + } + /** + * Fixes issue with stars that were falling _while_ the + * wpm dropped below the condition for them to keep falling + */ + void end_extra_stars(uint8_t starting_index) { + for (int shooting_star_index = starting_index; shooting_star_index < MAX_NUMBER_OF_SHOOTING_STARS; ++shooting_star_index) { + struct ShootingStar shooting_star = shooting_stars[shooting_star_index]; + if (shooting_star.running) { + finish_shooting_star(&shooting_star); + shooting_stars[shooting_star_index] = shooting_star; + } + } + } + + int number_of_shooting_stars = current_wpm / SHOOTING_STAR_WPM_INCREMENT; + number_of_shooting_stars = (number_of_shooting_stars > MAX_NUMBER_OF_SHOOTING_STARS) ? MAX_NUMBER_OF_SHOOTING_STARS : number_of_shooting_stars; + + if (number_of_shooting_stars == 0) { + // make sure all shooting_stars are ended + end_extra_stars(0); + } else { + for (int shooting_star_index = 0; shooting_star_index < number_of_shooting_stars; ++shooting_star_index) { + struct ShootingStar shooting_star = shooting_stars[shooting_star_index]; + animate_shooting_star(&shooting_star); + shooting_stars[shooting_star_index] = shooting_star; + } + end_extra_stars(number_of_shooting_stars); + } +} +#endif // endregion + +/** + * Main rendering function + * + * Calls all different animations at different rates + */ +void render_stars(void) { + // // animation timer + if (timer_elapsed32(starry_night_anim_timer) > STARRY_NIGHT_ANIM_FRAME_DURATION) { + starry_night_anim_timer = timer_read32(); + current_wpm = get_current_wpm(); + +#ifdef ENABLE_ISLAND + animate_island(); +#endif + +#ifdef ENABLE_SHOOTING_STARS + if (animation_counter % SHOOTING_STAR_ANIMATION_MODULATOR == 0) { + animate_shooting_stars(); + } +#endif + +#ifdef ENABLE_STARS + // TODO offsetting the star animation from the wave animation would look better, + // but if I do that, then the stars appear in the water because + // the ocean animation has to wait a bunch of frames to overwrite it. + // Possible solutions: + // 1. Only draw stars to the top of the island/ocean. + // 2. Draw ocean every frame, only move ocean on frames matching modulus + // Problems: + // 1. What if someone wants to move the island up a bit, or they want to have the stars reflect in the water? + // 2. More cpu intensive. And I'm already running out of cpu as it is... + if (animation_counter % STAR_ANIMATION_MODULATOR == 0) { + animate_stars(); + } +#endif + +#ifdef ENABLE_WAVE + if (animation_counter % OCEAN_ANIMATION_MODULATOR == 0) { + animate_waves(); + } +#endif + +#ifdef ENABLE_MOON + draw_moon(); +#endif + + animation_counter = increment_counter(animation_counter, NUMBER_OF_FRAMES); + } + + // this fixes the screen on and off bug + if (current_wpm > 0) { + oled_on(); + starry_night_anim_sleep = timer_read32(); + } else if (timer_elapsed32(starry_night_anim_sleep) > OLED_TIMEOUT) { + oled_off(); + } +} diff --git a/users/snowe/ocean_dream.h b/users/snowe/ocean_dream.h new file mode 100644 index 0000000000..498375559a --- /dev/null +++ b/users/snowe/ocean_dream.h @@ -0,0 +1,103 @@ +/* + * Copyright 2021 Tyler Thrailkill (@snowe/@snowe2010) + * + * 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 . + */ + +#pragma once +#include "quantum.h" + +/** + * Features: + * You can turn on and off features in this section + */ +#define ENABLE_MOON // Uses 182 bytes +#define ENABLE_WAVE // Uses 844 bytes +#define ENABLE_SHOOTING_STARS // Uses 872 bytes +#define ENABLE_ISLAND +#define ENABLE_STARS // Uses 606 bytes + +/** + * Global Settings + */ +#define STARRY_NIGHT_ANIM_FRAME_DURATION 30 // how long each frame lasts in ms +#define NUMBER_OF_FRAMES 20 // Self explanatory. Probably shouldn't touch this, not sure how stuff will work if it's changed. If changed should be multiple of 1, 2, 3, 4, and 5 +#define WIDTH OLED_DISPLAY_HEIGHT // for vertical displays +#define HEIGHT OLED_DISPLAY_WIDTH // for vertical displays + +/** + * Moon Parameters + */ +#define MOON_LINE 4 // the line you want the moon to appear at +#define MOON_COLUMN 4 // the column you want the moon to appear at +//#define STATIC_MOON // uncomment this to make the moon a static image, no animation +#ifndef STATIC_MOON +# define ANIMATE_MOON_EVERY_N_FRAMES 100 // animate the moon every n frames +#endif + +/** + * Wave Parameters + */ +#define OCEAN_LINE 14 // Line you want to render the ocean starting at (best at oled_max_lines() - 2) +#define WAVE_CALM 20 // render calm ocean under this WPM and ripple ocean at this WPM +#define WAVE_HEAVY_STORM 40 // render medium ocean at this WPM +#define WAVE_HURRICANE 60 // render heavy waves above this WPM +// What number of frames you want to animate the ocean at. +// Should be equal to or smaller than NUMBER_OF_FRAMES, e.g. 30, would animate on every other frame, 20, every third frame, etc +// Don't set equal to 0. +#define OCEAN_ANIMATION_SPEED 1 + +/** + * Shooting Star Parameters + */ +#define SHOOTING_STAR_DELAY 12 // delay modulus for time between shooting stars. Decides number of frames to delay, e.g. 12 means 0-11 frames of delay between each shooting star +#define SHOOTING_STAR_FRAMES 16 // how many 2 pixel frames per shooting star. Increment this for longer shooting stars +#define MAX_NUMBER_OF_SHOOTING_STARS 12 // maximum number of shooting stars that can be on screen at the same time +#define SHOOTING_STAR_WPM_INCREMENT 10 // every n WPM increase, add an extra star, up to MAX_NUMBER_OF_SHOOTING_STARS, e.g. an increment of 5 would result in 1 shooting star at 5-9wpm, 2 at 10-14, etc. +// What number of frames you want to animate the shooting stars at. +// Should be equal to or smaller than NUMBER_OF_FRAMES, e.g. 30, would animate on every other frame, 20, every third frame, etc +// Don't set equal to 0. +#define SHOOTING_STAR_ANIMATION_SPEED 30 + +/** + * Star Parameters + */ +#define STARS_PER_LINE 4 // number of stars per line (for a display that is 128x32, this would be 4 stars spread out evenly over the 32byte width, one every 8 bytes) +#define NUMBER_OF_STAR_LINES 16 // number of lines to fill up with stars (for a display that is 128x32, 16 bytes are filled with the ocean animation, so that leaves 112 pixels left over. The number of lines depends on your OLED_FONT_HEIGHT) +#define TWINKLE_PROBABILITY 25 // probability that any star twinkles on a given frame +// What number of frames you want to animate the stars at. +// Should be equal to or smaller than NUMBER_OF_FRAMES, e.g. 20, would animate on every frame, 10, every other frame, etc +// Don't set equal to 0. +#define STAR_ANIMATION_SPEED 1 + +/** + * Island Parameters + */ +#define ISLAND_LINE 12 // line that the island starts at. Island is 2 lines tall +#define ISLAND_COLUMN 0 // column that the island starts at +#define ISLAND_CALM 20 // WPM at which the palm tree calmly moves +#define ISLAND_HEAVY_STORM 40 // WPM at which the heavy storm occurs +#define ISLAND_HURRICANE 60 // WPM at which THE HURRICANE STARTS + +/* + * DON'T TOUCH + */ + +extern bool is_calm; + +// timers +extern uint32_t starry_night_anim_timer; +extern uint32_t starry_night_anim_sleep; + +void render_stars(void); diff --git a/users/snowe/oled_setup.c b/users/snowe/oled_setup.c new file mode 100644 index 0000000000..b3e04df458 --- /dev/null +++ b/users/snowe/oled_setup.c @@ -0,0 +1,141 @@ +/* + * Copyright QMK Community + * Copyright 2021 Tyler Thrailkill (@snowe/@snowe2010) + * + * 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 . + */ + +#ifdef OLED_DRIVER_ENABLE + +# include QMK_KEYBOARD_H +# include "quantum.h" +# include "snowe.h" + +# include // for keylog? + +oled_rotation_t oled_init_user(oled_rotation_t rotation) { + if (!is_master) { + return OLED_ROTATION_270; // flips the display 180 degrees if offhand + } + return OLED_ROTATION_270; +} + +# define L_BASE 0 +# define L_LOWER 2 +# define L_RAISE 4 +# define L_ADJUST 8 + +void oled_render_layer_state(void) { + oled_write_P(PSTR("Layer"), false); + switch (layer_state) { + case L_BASE: + oled_write_ln_P(PSTR("Main"), false); + break; + case L_LOWER: + oled_write_ln_P(PSTR("Bot"), false); + break; + case L_RAISE: + oled_write_ln_P(PSTR("Top"), false); + break; + case L_ADJUST: + case L_ADJUST | L_LOWER: + case L_ADJUST | L_RAISE: + case L_ADJUST | L_LOWER | L_RAISE: + oled_write_ln_P(PSTR("Comb"), false); + break; + } +} + +char keylog_str[24] = {}; + +const char code_to_name[60] = { + ' ', ' ', ' ', ' ', 'a', 'b', 'c', 'd', 'e', 'f', + 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', + 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z', + '1', '2', '3', '4', '5', '6', '7', '8', '9', '0', + 'R', 'E', 'B', 'T', '_', '-', '=', '[', ']', '\\', + '#', ';', '\'', '`', ',', '.', '/', ' ', ' ', ' '}; + +void set_keylog(uint16_t keycode, keyrecord_t *record) { + char name = ' '; + if ((keycode >= QK_MOD_TAP && keycode <= QK_MOD_TAP_MAX) || (keycode >= QK_LAYER_TAP && keycode <= QK_LAYER_TAP_MAX)) { + keycode = keycode & 0xFF; + } + if (keycode < 60) { + name = code_to_name[keycode]; + } + + // update keylog + snprintf(keylog_str, sizeof(keylog_str), "%dx%d, k%2d : %c", record->event.key.row, record->event.key.col, keycode, name); +} + +void oled_render_keylog(void) { oled_write(keylog_str, false); } + +// void render_bootmagic_status(bool status) { +// /* Show Ctrl-Gui Swap options */ +// static const char PROGMEM logo[][2][3] = { +// {{0x97, 0x98, 0}, {0xb7, 0xb8, 0}}, +// {{0x95, 0x96, 0}, {0xb5, 0xb6, 0}}, +// }; +// if (status) { +// oled_write_ln_P(logo[0][0], false); +// oled_write_ln_P(logo[0][1], false); +// } else { +// oled_write_ln_P(logo[1][0], false); +// oled_write_ln_P(logo[1][1], false); +// } +//} +void render_bootmagic_status(void) { + /* Show Ctrl-Gui Swap options */ + static const char PROGMEM logo[][2][3] = { + {{0x97, 0x98, 0}, {0xb7, 0xb8, 0}}, + {{0x95, 0x96, 0}, {0xb5, 0xb6, 0}}, + }; + oled_write_P(PSTR("BTMGK"), false); + oled_write_P(PSTR(""), false); + if (!keymap_config.swap_lctl_lgui) { + oled_write_P(logo[1][0], false); + oled_write_P(PSTR(" "), false); + oled_write_P(logo[1][1], false); + } else { + oled_write_P(logo[0][0], false); + oled_write_P(PSTR(" "), false); + oled_write_P(logo[0][1], false); + } + oled_write_P(PSTR(" NKRO "), keymap_config.nkro); + oled_write_P(PSTR("WPM: "), false); + + char wpm[6]; + itoa(get_current_wpm(), wpm, 10); + oled_write_ln(wpm, false); +} + +void oled_task_user(void) { + if (is_master) { + oled_render_layer_state(); + oled_render_keylog(); + render_bootmagic_status(); + +# ifdef LUNA_ENABLE + led_usb_state = host_keyboard_led_state(); + render_luna(0, 13); +# endif + } else { +# ifdef OCEAN_DREAM_ENABLE + render_stars(); +# endif + } +} + +#endif // OLED_DRIVER_ENABLE diff --git a/users/snowe/oled_setup.h b/users/snowe/oled_setup.h new file mode 100644 index 0000000000..031ce6bd08 --- /dev/null +++ b/users/snowe/oled_setup.h @@ -0,0 +1,30 @@ +/* + * Copyright 2021 Tyler Thrailkill (@snowe/@snowe2010) + * + * 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 . + */ + +#pragma once + +#include "quantum.h" +#ifdef OLED_DRIVER_ENABLE +# include "oled_driver.h" +# define OLED_RENDER_WPM_COUNTER " WPM: " +#endif +#ifdef LUNA_ENABLE +# include "luna.h" +#endif +#ifdef OCEAN_DREAM_ENABLE +# include "ocean_dream.h" +#endif \ No newline at end of file diff --git a/users/snowe/readme.md b/users/snowe/readme.md new file mode 100644 index 0000000000..ff45c9df29 --- /dev/null +++ b/users/snowe/readme.md @@ -0,0 +1,10 @@ +# Welcome + +Welcome to my userspace. + +There's nothing really outstanding here, except the [Ocean Dream](readme_ocean_dream.md) +animation I made. + +A lot of the code for my wrappers/keymaps came from other users. + +I will probably update this with more in-depth information later. diff --git a/users/snowe/readme_ocean_dream.md b/users/snowe/readme_ocean_dream.md new file mode 100644 index 0000000000..ca15dd47cd --- /dev/null +++ b/users/snowe/readme_ocean_dream.md @@ -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. diff --git a/users/snowe/rules.mk b/users/snowe/rules.mk new file mode 100644 index 0000000000..a6e152c1cf --- /dev/null +++ b/users/snowe/rules.mk @@ -0,0 +1,27 @@ + + +ifeq ($(strip $(OLED_DRIVER_ENABLE)), yes) + SRC += oled_setup.c + + ifdef OCEAN_DREAM_ENABLE + ifeq ($(strip $(OCEAN_DREAM_ENABLE)), yes) + SRC += ocean_dream.c + OPT_DEFS += -DOCEAN_DREAM_ENABLE + endif + endif + ifndef OCEAN_DREAM_ENABLE + SRC += ocean_dream.c + OPT_DEFS += -DOCEAN_DREAM_ENABLE + endif + + ifdef LUNA_ENABLE + ifeq ($(strip $(LUNA_ENABLE)), yes) + SRC += luna.c + OPT_DEFS += -DLUNA_ENABLE + endif + endif + ifndef LUNA_ENABLE + SRC += luna.c + OPT_DEFS += -DLUNA_ENABLE + endif +endif diff --git a/users/snowe/snowe.h b/users/snowe/snowe.h new file mode 100644 index 0000000000..4453b26469 --- /dev/null +++ b/users/snowe/snowe.h @@ -0,0 +1,43 @@ +/* +Copyright 2021 Tyler Thrailkill <@snowe/@snowe2010> + +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 . +*/ + + +#pragma once +#include QMK_KEYBOARD_H + +#ifndef QMK_FIRMWARE_SNOWE_H +# define QMK_FIRMWARE_SNOWE_H ; +#endif // QMK_FIRMWARE_SNOWE_H + +#include "wrappers.h" +#include "keycode_aliases.h" + +#define IGNORE_MOD_TAP_INTERRUPT +#undef PERMISSIVE_HOLD + +//#if defined(RGBLIGHT_ENABLE) +//# include "rgb_stuff.h" +//#endif +//#if defined(RGB_MATRIX_ENABLE) +//# include "rgb_matrix_stuff.h" +//#endif +#ifdef OLED_DRIVER_ENABLE +# include "oled_setup.h" +#endif + + +enum layers { _MAIN, _LOWER, _UPPER, _ADJUST }; diff --git a/users/snowe/wrappers.h b/users/snowe/wrappers.h new file mode 100644 index 0000000000..485f8de542 --- /dev/null +++ b/users/snowe/wrappers.h @@ -0,0 +1,92 @@ +/* Copyright 2020 Christopher Courtney, aka Drashna Jael're (@drashna) + * 2021 Tyler Thrailkill (@snowe/@snowe2010) + * + * 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 . + */ + +#pragma once +#include "snowe.h" + +/* +Since our quirky block definitions are basically a list of comma separated +arguments, we need a wrapper in order for these definitions to be +expanded before being used as arguments to the LAYOUT_xxx macro. +*/ +#if (!defined(LAYOUT) && defined(KEYMAP)) +# define LAYOUT KEYMAP +#endif + +//#define LAYOUT_ergodox_wrapper(...) LAYOUT_ergodox(__VA_ARGS__) +//#define LAYOUT_ergodox_pretty_wrapper(...) LAYOUT_ergodox_pretty(__VA_ARGS__) +#define KEYMAP_wrapper(...) LAYOUT(__VA_ARGS__) +#define LAYOUT_wrapper(...) LAYOUT(__VA_ARGS__) +//#define LAYOUT_ortho_4x12_wrapper(...) LAYOUT_ortho_4x12(__VA_ARGS__) +//#define LAYOUT_ortho_5x12_wrapper(...) LAYOUT_ortho_5x12(__VA_ARGS__) +//#define LAYOUT_gergo_wrapper(...) LAYOUT_gergo(__VA_ARGS__) + +/* +Blocks for each of the four major keyboard layouts +Organized so we can quickly adapt and modify all of them +at once, rather than for each keyboard, one at a time. +And this allows for much cleaner blocks in the keymaps. +For instance Tap/Hold for Control on all of the layouts + +NOTE: These are all the same length. If you do a search/replace + then you need to add/remove underscores to keep the + lengths consistent. +*/ + +#define _________________QWERTY_L1_________________ KC_Q, KC_W, KC_E, KC_R, KC_T +#define _________________QWERTY_L2_________________ KC_A, KC_S, KC_D, KC_F, KC_G +#define _________________QWERTY_L3_________________ KC_Z, KC_X, KC_C, KC_V, KC_B + +#define _________________QWERTY_R1_________________ KC_Y, KC_U, KC_I, KC_O, KC_P +#define _________________QWERTY_R2_________________ KC_H, KC_J, KC_K, KC_L, KC_SCLN +#define _________________QWERTY_R3_________________ KC_N, KC_M, KC_COMM, KC_DOT, KC_SLASH + + +#define ________________NUMBER_LEFT________________ KC_1, KC_2, KC_3, KC_4, KC_5 +#define ________________NUMBER_RIGHT_______________ KC_6, KC_7, KC_8, KC_9, KC_0 +//#define ________________NUMBER_RIGHT_______________ KC_6, KC_7, TD(TD_8_UP), KC_9, KC_0 +#define _________________FUNC_LEFT_________________ KC_F1, KC_F2, KC_F3, KC_F4, KC_F5 +#define _________________FUNC_RIGHT________________ KC_F6, KC_F7, KC_F8, KC_F9, KC_F10 + +#define ___________________BLANK___________________ _______, _______, _______, _______, _______ + + +#define _________________LOWER_L1__________________ KC_EXLM, KC_AT, KC_HASH, KC_DLR, KC_PERC +#define _________________LOWER_L2__________________ _________________FUNC_LEFT_________________ +#define _________________LOWER_L3__________________ _________________FUNC_RIGHT________________ + +#define _________________LOWER_R1__________________