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/* Copyright 2021 Batuhan Başerdem
* <baserdem.batuhan@gmail.com> @bbaserdem
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "bb-underglow.h"
/* UNDERGLOW IMPLEMENTATION
*/
// Define the layer switching code
// An empty layer on the base
const rgblight_segment_t PROGMEM bb_base_layer[] = RGBLIGHT_LAYER_SEGMENTS(
{0, 0, HSV_WHITE}
);
// Gaming layer is turquoise
const rgblight_segment_t PROGMEM bb_game_layer[] = RGBLIGHT_LAYER_SEGMENTS(
{RGBLIGHT_LEFT_BEG, RGBLIGHT_LEFT_NUM, HSV_PURPLE}
);
// Character overlay is chartereuse
const rgblight_segment_t PROGMEM bb_char_layer[] = RGBLIGHT_LAYER_SEGMENTS(
{0, RGBLED_NUM, HSV_GOLD}
);
// Right-hand layers
// Media layer is orange
const rgblight_segment_t PROGMEM bb_medi_layer[] = RGBLIGHT_LAYER_SEGMENTS(
{RGBLIGHT_RIGHT_BEG, RGBLIGHT_RIGHT_NUM, HSV_MAGENTA}
);
// Navigation layer is green
const rgblight_segment_t PROGMEM bb_navi_layer[] = RGBLIGHT_LAYER_SEGMENTS(
{RGBLIGHT_RIGHT_BEG, RGBLIGHT_RIGHT_NUM, HSV_GREEN}
);
// Symbol layer is purple
const rgblight_segment_t PROGMEM bb_symb_layer[] = RGBLIGHT_LAYER_SEGMENTS(
{RGBLIGHT_RIGHT_BEG, RGBLIGHT_RIGHT_NUM, HSV_YELLOW}
);
// Left-hand layers
// Number layer is blue
const rgblight_segment_t PROGMEM bb_numb_layer[] = RGBLIGHT_LAYER_SEGMENTS(
{RGBLIGHT_LEFT_BEG, RGBLIGHT_LEFT_NUM, HSV_BLUE}
);
// Function layer is red
const rgblight_segment_t PROGMEM bb_func_layer[] = RGBLIGHT_LAYER_SEGMENTS(
{RGBLIGHT_LEFT_BEG, RGBLIGHT_LEFT_NUM, HSV_RED}
);
// Pointer layer is yellow
const rgblight_segment_t PROGMEM bb_mous_layer[] = RGBLIGHT_LAYER_SEGMENTS(
{RGBLIGHT_LEFT_BEG, RGBLIGHT_LEFT_NUM, HSV_SPRINGGREEN}
);
// Music playback layer is magenta
const rgblight_segment_t PROGMEM bb_musi_layer[] = RGBLIGHT_LAYER_SEGMENTS(
{0, RGBLED_NUM, HSV_ORANGE}
);
const rgblight_segment_t* const PROGMEM bb_rgb_layers[] = RGBLIGHT_LAYERS_LIST(
bb_base_layer,
bb_char_layer,
bb_game_layer,
bb_medi_layer,
bb_navi_layer,
bb_symb_layer,
bb_numb_layer,
bb_func_layer,
bb_mous_layer,
bb_musi_layer
);
// Enable the LED switching layers
void keyboard_post_init_underglow(void) {
rgblight_layers = bb_rgb_layers;
// Default rgb mode is rainbow swirl; set this
rgblight_sethsv_noeeprom(100, 255, 255);
rgblight_mode_noeeprom(RGBLIGHT_MODE_RAINBOW_SWIRL + 0);
}
// Set RGBLIGHT state depending on layer
layer_state_t layer_state_set_underglow(layer_state_t state) {
// Activate layers if on that region
rgblight_set_layer_state(_BASE, layer_state_cmp(state, _BASE));
rgblight_set_layer_state(_GAME, layer_state_cmp(state, _GAME));
rgblight_set_layer_state(_CHAR, layer_state_cmp(state, _CHAR));
rgblight_set_layer_state(_MEDI, layer_state_cmp(state, _MEDI));
rgblight_set_layer_state(_NAVI, layer_state_cmp(state, _NAVI));
rgblight_set_layer_state(_SYMB, layer_state_cmp(state, _SYMB));
rgblight_set_layer_state(_NUMB, layer_state_cmp(state, _NUMB));
rgblight_set_layer_state(_FUNC, layer_state_cmp(state, _FUNC));
rgblight_set_layer_state(_MOUS, layer_state_cmp(state, _MOUS));
rgblight_set_layer_state(_MUSI, layer_state_cmp(state, _MUSI));
// Return so other stuff can be done
return state;
}
// Hook into shutdown code
void shutdown_underglow(void) {
// Make the LED's red on shutdown
rgblight_enable_noeeprom();
rgblight_mode_noeeprom(RGBLIGHT_MODE_STATIC_LIGHT);
rgblight_sethsv(HSV_WHITE);
}
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