~ruther/qmk_firmware

d2bc11ca67fc0734ecf815e034d97b4efc89fa79 — QMK Bot 2 years ago 80fdbfc + 0b8fbff
Merge remote-tracking branch 'origin/master' into develop
1 files changed, 62 insertions(+), 61 deletions(-)

M users/snowe/ocean_dream.c
M users/snowe/ocean_dream.c => users/snowe/ocean_dream.c +62 -61
@@ 20,13 20,13 @@
#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
#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.
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;


@@ 52,10 52,10 @@ static uint8_t decrement_counter(uint8_t counter, uint8_t max) {
}
#endif

#ifdef ENABLE_MOON  // region
#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
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


@@ 99,9 99,9 @@ static void draw_moon(void) {
    }
#    endif
}
#endif  // endregion
#endif // endregion

#ifdef ENABLE_WAVE  // region
#ifdef ENABLE_WAVE // region
uint8_t starry_night_wave_frame_width_counter = 31;
uint8_t rough_waves_frame_counter             = 0;



@@ 193,8 193,8 @@ static const char PROGMEM ocean_bottom[8][32] = {
// 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
    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);


@@ 218,9 218,9 @@ static void animate_waves(void) {
        }
    }
}
#endif  // endregion
#endif // endregion

#ifdef ENABLE_ISLAND  // region
#ifdef ENABLE_ISLAND // region
uint8_t island_frame_1 = 0;

// clang-format off


@@ 276,17 276,17 @@ static void animate_island(void) {
        draw_island_parts(island_frame_1 + 4);
    }
}
#endif  // endregion
#endif // endregion

#ifdef ENABLE_STARS  // region
bool stars_setup = false;  // only setup stars once, then we just twinkle them
#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
struct Coordinate stars[TOTAL_STARS]; // tracks all stars/coordinates

/**
 * Setup all the initial stars on the screen


@@ 334,18 334,18 @@ static void twinkle_stars(void) {
                continue;
            }
            if (rand() % TWINKLE_PROBABILITY_MODULATOR == 0) {
                oled_write_pixel(star.x, star.y, false);  // black out pixel
                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.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
                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


@@ 389,10 389,10 @@ static void animate_stars(void) {
        twinkle_stars();
    }
}
#endif  // endregion
#endif // endregion

#ifdef ENABLE_SHOOTING_STARS  // region
bool shooting_stars_setup = false;  // only setup shooting stars array once with defaults
#ifdef ENABLE_SHOOTING_STARS       // region
bool shooting_stars_setup = false; // only setup shooting stars array once with defaults

struct ShootingStar {
    int  x_1;


@@ 404,11 404,11 @@ struct ShootingStar {
    int  delay;
};

struct ShootingStar shooting_stars[MAX_NUMBER_OF_SHOOTING_STARS];  // tracks all the shooting stars
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.
    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;


@@ 494,7 494,7 @@ static void animate_shooting_stars(void) {
        end_extra_stars(number_of_shooting_stars);
    }
}
#endif  // endregion
#endif // endregion

/**
 * Main rendering function


@@ 502,52 502,53 @@ static void animate_shooting_stars(void) {
 * 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();
    current_wpm             = get_current_wpm();

    void render_stars_anim(void) {
#ifdef ENABLE_ISLAND
        animate_island();
            animate_island();
#endif

#ifdef ENABLE_SHOOTING_STARS
        if (animation_counter % SHOOTING_STAR_ANIMATION_MODULATOR == 0) {
            animate_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();
        }
            // 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();
        }
            if (animation_counter % OCEAN_ANIMATION_MODULATOR == 0) {
                animate_waves();
            }
#endif

#ifdef ENABLE_MOON
        draw_moon();
            draw_moon();
#endif

        animation_counter = increment_counter(animation_counter, NUMBER_OF_FRAMES);
            animation_counter = increment_counter(animation_counter, NUMBER_OF_FRAMES);
    }

    // this fixes the screen on and off bug
    if (current_wpm > 0) {

    // Turn screen on/off based on typing and timeout
    if (current_wpm > 0 && timer_elapsed32(starry_night_anim_timer) > STARRY_NIGHT_ANIM_FRAME_DURATION) {
        starry_night_anim_timer = timer_read32();
        oled_on();
        render_stars_anim();
        starry_night_anim_sleep = timer_read32();
    } else if (timer_elapsed32(starry_night_anim_sleep) > OLED_TIMEOUT) {
        oled_off();