mirror of
https://github.com/qmk/qmk_firmware.git
synced 2024-11-30 06:55:51 +00:00
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>
260 lines
11 KiB
Markdown
260 lines
11 KiB
Markdown
# 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 $(OLED_ENABLE)), yes)
|
|
#... your code here...
|
|
|
|
ifdef OCEAN_DREAM_ENABLE
|
|
ifeq ($(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_ENABLE = yes
|
|
OLED_DRIVER = SSD1306
|
|
```
|
|
|
|
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.
|