~ruther/qmk_firmware

300dab7962ba50dcb4c550c91097573fa09b8dea — Albert Y 3 years ago 3c58f98
[Code] Add solid reactive gradient mode (#17228)

M docs/feature_rgb_matrix.md => docs/feature_rgb_matrix.md +10 -0
@@ 688,6 688,16 @@ Remove the spread effect entirely.
#define RGB_MATRIX_TYPING_HEATMAP_SLIM
```

### RGB Matrix Effect Solid Reactive :id=rgb-matrix-effect-solid-reactive

Solid reactive effects will pulse RGB light on key presses with user configurable hues. To enable gradient mode that will automatically change reactive color, add the following define:

```c
#define RGB_MATRIX_SOLID_REACTIVE_GRADIENT_MODE
```

Gradient mode will loop through the color wheel hues over time and its duration can be controlled with the effect speed keycodes (`RGB_SPI`/`RGB_SPD`).

## Custom RGB Matrix Effects :id=custom-rgb-matrix-effects

By setting `RGB_MATRIX_CUSTOM_USER = yes` in `rules.mk`, new effects can be defined directly from your keymap or userspace, without having to edit any QMK core files. To declare new effects, create a `rgb_matrix_user.inc` file in the user keymap directory or userspace folder.

M quantum/rgb_matrix/animations/solid_reactive_anim.h => quantum/rgb_matrix/animations/solid_reactive_anim.h +3 -0
@@ 4,6 4,9 @@ RGB_MATRIX_EFFECT(SOLID_REACTIVE)
#        ifdef RGB_MATRIX_CUSTOM_EFFECT_IMPLS

static HSV SOLID_REACTIVE_math(HSV hsv, uint16_t offset) {
#            ifdef RGB_MATRIX_SOLID_REACTIVE_GRADIENT_MODE
    hsv.h = scale16by8(g_rgb_timer, add8(rgb_matrix_config.speed, 1) >> 6);
#            endif
    hsv.h += qsub8(130, offset);
    return hsv;
}

M quantum/rgb_matrix/animations/solid_reactive_cross.h => quantum/rgb_matrix/animations/solid_reactive_cross.h +3 -0
@@ 19,6 19,9 @@ static HSV SOLID_REACTIVE_CROSS_math(HSV hsv, int16_t dx, int16_t dy, uint8_t di
    dy              = dy * 16 > 255 ? 255 : dy * 16;
    effect += dx > dy ? dy : dx;
    if (effect > 255) effect = 255;
#            ifdef RGB_MATRIX_SOLID_REACTIVE_GRADIENT_MODE
    hsv.h = scale16by8(g_rgb_timer, add8(rgb_matrix_config.speed, 1) >> 6);
#            endif
    hsv.v = qadd8(hsv.v, 255 - effect);
    return hsv;
}

M quantum/rgb_matrix/animations/solid_reactive_nexus.h => quantum/rgb_matrix/animations/solid_reactive_nexus.h +3 -0
@@ 16,6 16,9 @@ static HSV SOLID_REACTIVE_NEXUS_math(HSV hsv, int16_t dx, int16_t dy, uint8_t di
    if (effect > 255) effect = 255;
    if (dist > 72) effect = 255;
    if ((dx > 8 || dx < -8) && (dy > 8 || dy < -8)) effect = 255;
#            ifdef RGB_MATRIX_SOLID_REACTIVE_GRADIENT_MODE
    hsv.h = scale16by8(g_rgb_timer, add8(rgb_matrix_config.speed, 1) >> 6);
#            endif
    hsv.v = qadd8(hsv.v, 255 - effect);
    hsv.h = rgb_matrix_config.hsv.h + dy / 4;
    return hsv;

M quantum/rgb_matrix/animations/solid_reactive_simple_anim.h => quantum/rgb_matrix/animations/solid_reactive_simple_anim.h +3 -0
@@ 4,6 4,9 @@ RGB_MATRIX_EFFECT(SOLID_REACTIVE_SIMPLE)
#        ifdef RGB_MATRIX_CUSTOM_EFFECT_IMPLS

static HSV SOLID_REACTIVE_SIMPLE_math(HSV hsv, uint16_t offset) {
#            ifdef RGB_MATRIX_SOLID_REACTIVE_GRADIENT_MODE
    hsv.h = scale16by8(g_rgb_timer, add8(rgb_matrix_config.speed, 1) >> 6);
#            endif
    hsv.v = scale8(255 - offset, hsv.v);
    return hsv;
}

M quantum/rgb_matrix/animations/solid_reactive_wide.h => quantum/rgb_matrix/animations/solid_reactive_wide.h +3 -0
@@ 14,6 14,9 @@ RGB_MATRIX_EFFECT(SOLID_REACTIVE_MULTIWIDE)
static HSV SOLID_REACTIVE_WIDE_math(HSV hsv, int16_t dx, int16_t dy, uint8_t dist, uint16_t tick) {
    uint16_t effect = tick + dist * 5;
    if (effect > 255) effect = 255;
#            ifdef RGB_MATRIX_SOLID_REACTIVE_GRADIENT_MODE
    hsv.h = scale16by8(g_rgb_timer, add8(rgb_matrix_config.speed, 1) >> 6);
#            endif
    hsv.v = qadd8(hsv.v, 255 - effect);
    return hsv;
}