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259 lines
11 KiB
Markdown
259 lines
11 KiB
Markdown
# Ocean Dream
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Tapping away at your IMX Corne with Box Jades, you feel yourself
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drifting off, into a soundscape of waves and rustling leaves.
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You open your eyes only to find yourself in an _Ocean Dream_.
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Introducing, **Ocean Dream**, an animation for keyboards with tall OLED
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screens. Built for 128x32 screens, this animation should work for 128x64
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at least, though it hasn't been tested there.
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Completely customizable, you can change everything about the animation,
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from the number of falling stars, to how likely a star is to twinkle, and
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even if the moon has phases or not.
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# Installation
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Installation is easy.
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1. Add `ocean.h` and `ocean.c` to your keyboard folder or userspace.
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2. In your `keymap.c` or wherever you handle your oled code, add
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```c
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# ifdef OCEAN_DREAM_ENABLE
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render_stars();
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# endif
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```
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to `oled_task_user(void)`, where you would like (see [my keymap](../../keyboards/crkbd/keymaps/snowe/keymap.c) for an example)
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3. In your `keymap.c` or wherever you handle your process_record code,
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add an event that sets `is_calm` when you press `ctrl`
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```c
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bool process_record_user(uint16_t keycode, keyrecord_t *record) {
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switch (keycode) {
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case KC_LCTL:
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case KC_RCTL:
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#ifdef OCEAN_DREAM_ENABLE
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is_calm = (record->event.pressed) ? true : false;
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#endif
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break;
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}
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return true;
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}
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```
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4. In your `rules.mk` to make it easier to turn the animation on/off, add
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```makefile
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ifeq ($(strip $(OLED_ENABLE)), yes)
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#... your code here...
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ifdef OCEAN_DREAM_ENABLE
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ifeq ($(strip $(OCEAN_DREAM_ENABLE)), yes)
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SRC += ocean_dream.c
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OPT_DEFS += -DOCEAN_DREAM_ENABLE
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endif
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endif
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ifndef OCEAN_DREAM_ENABLE
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SRC += ocean_dream.c
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OPT_DEFS += -DOCEAN_DREAM_ENABLE
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endif
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endif
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```
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You're done! Now you can enable **Ocean Dream** by simply turning on the OLED feature
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```makefile
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OLED_ENABLE = yes
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```
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And if you want to disable it without turning off the OLED Driver you can simply set
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```makefile
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OCEAN_DREAM_ENABLE = no
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```
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# Settings
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**Ocean Dream** comes with several different animations, all individually configurable:
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* 🌌 Stars that twinkle
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* 🌠 Meteor showers that get more vibrant the faster you type
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* 🌊 Waves that get rougher the faster you type
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* 🏝 An island with a palm tree that blows in the wind the faster you type
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* 🌗 A moon that goes through the moon phases (or not, your choice!)
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Each feature can be individually turned on and off, with a simple `#define`.
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You can see all the options and more documentation by looking at `ocean_dream.h`.
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All options come enabled by default.
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## Global Flags:
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### Toggles:
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You can toggle on/off any features using these flags:
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* `ENABLE_MOON` // Uses 182 bytes
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* `ENABLE_WAVE` // Uses 844 bytes
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* `ENABLE_SHOOTING_STARS` // Uses 872 bytes
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* `ENABLE_ISLAND`
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* `ENABLE_STARS` // Uses 606 bytes
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### Global Configuration:
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* `STARRY_NIGHT_ANIM_FRAME_DURATION` - configures how long each frame lasts in ms
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* `NUMBER_OF_FRAMES` - configures the number of frames that constitute a single 'round trip' of animation.
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Enables keeping animations in sync/timed with each other.
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Probably shouldn't touch this, not sure how stuff will work if it's changed.
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If changed should probably be multiple of 1, 2, 3, 4, and 5
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* `WIDTH` - for vertical displays, configures the width (the shortest measurement of your display). defaults to `OLED_DISPLAY_HEIGHT`
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* `HEIGHT` - for vertical displays, configures the height (the longest measurement of your display). defaults to `OLED_DISPLAY_WIDTH`
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## Stars
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### Description
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The 🌌 stars animation is a background of slowly twinkling stars.
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The stars are built on a grid of sorts, where each cell of the grid
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is 8x8 pixels with 1 star per cell. There is a probability of any
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star twinkling on any given frame, decided by the corresponding flags.
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### Flags
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Enabled with the `#define ENABLE_STARS` directive.
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The stars come with several configuration options:
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* `STARS_PER_LINE` - configures the number of stars per line. Defaulting to 4, this would
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mean that you have 4 stars across each line (8x32 on a 128x32 display), where each star
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is in a 8x8 grid
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* `NUMBER_OF_STAR_LINES` - configures the number of lines to fill up with stars.
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Defaults to 16, filling the whole display.
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* `TWINKLE_PROBABILITY` - configures the probability of a star twinkling on a given frame.
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* `STAR_ANIMATION_SPEED` - configures the number of frames you want to animate the star at.
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Must be equal to or lower than `NUMBER_OF_FRAMES`.
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Example:
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```c
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#define NUMBER_OF_FRAMES 20
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#define STAR_ANIMATION_SPEED 5
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```
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would result in the star animation happening every 4 frames. 20 would result in every frame,
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1 would be once every 20 frames. This essentially changes how fast stars will twinkle, but
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does not change the probability of the stars twinkling.
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## Moon
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### Description
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The 🌗 moon animation is an 8x8 animation of a moon, or, if you are running out of program memory, you
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can set it to just a static crescent moon, with no animation.
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### Flags
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Enabled with the `#define ENABLE_MOON` directive.
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The moon comes with only a few configuration options:
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* `STATIC_MOON` - include this directive if you want your moon to have no animation. It will simply be a static crescent
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moon, only taking up 6 bytes of space. If you do not include this directive, then the moon will have an animation.
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The default is a moon with animation.
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* `MOON_LINE` - defines the line that the moon sits on. Default is `4`. (see [reference](#reference))
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* `MOON_COLUMN` - defines the column that the moon sits at. Default is `4`. (see [reference](#reference))
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* `ANIMATE_MOON_EVERY_N_FRAMES` - only enabled when `STATIC_MOON` is disabled, this affects how often the moon changes phases.
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Example:
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```c
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#define STARRY_NIGHT_ANIM_FRAME_DURATION 30
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#ifndef STATIC_MOON
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# define ANIMATE_MOON_EVERY_N_FRAMES 100
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#endif
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```
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would result in the moon changing phases every 3000ms, or every 3 seconds.
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## Ocean
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### Description
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The 🌊 ocean animation is a full width animation of ocean waves, where the waves get rougher the faster you type.
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You can configure the boundaries for each degree of _wave ferocity_ as well as how fast the ocean/waves move.
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### Flags
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* `OCEAN_LINE` - where to render the ocean at. Defaults to `14`. (see [reference](#reference))
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* `OCEAN_ANIMATION_SPEED` - configures the number of frames you want to animate the ocean at.
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Must be equal to or lower than `NUMBER_OF_FRAMES`.
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Example:
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```c
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#define NUMBER_OF_FRAMES 20
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#define OCEAN_ANIMATION_SPEED 5
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```
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would result in the ocean animation happening every 4 frames. 20 would result in every frame,
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1 would be once every 20 frames. This essentially changes how fast the waves will move.
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* `WAVE_CALM` - Defines the WPM at which the _Wave Ferocity_ kicks up.
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At any WPM between `WAVE_CALM` and `WAVE_HEAVY_STORM`, the waves will be just tiny ripples.
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* `WAVE_HEAVY_STORM` - Defines the WPM at which the _Wave Ferocity_ kicks up to medium.
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At any WPM between `WAVE_HEAVY_STORM` and `WAVE_HURRICANE`, the waves will be medium sized waves.
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* `WAVE_HURRICANE` - Defines the WPM at which the _Wave Ferocity_ kicks up to the last notch.
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At any WPM above `WAVE_HURRICANE`, the waves will be torrential.
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## Shooting Stars
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The 🌠 shooting star animation is a full screen animation that renders a meteor shower based on your typing speed. The
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faster you type, the more shooting stars there are!
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You can configure many parts of the shooting stars, from shower size, to speed, to length of each trail, to how spaced
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out they are.
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Note: Each frame of a shooting star is only 2 pixels in length. This is a design decision, and could probably be changed
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with a decent amount of work, but was chosen for looks and memory constraints.
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### Flags
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* `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
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* `SHOOTING_STAR_FRAMES` - how long each shooting star will be. A size of `16` will result in shooting stars that are 32 pixels long
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* `MAX_NUMBER_OF_SHOOTING_STARS` - maximum number of shooting stars that can be on screen at the same time
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* `SHOOTING_STAR_WPM_INCREMENT` - every n WPM increase, add an extra star, up to MAX_NUMBER_OF_SHOOTING_STARS
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Example: an increment of 5 would result in 1 shooting star at 5-9wpm, 2 at 10-14, etc.
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* `SHOOTING_STAR_ANIMATION_SPEED` - configures the number of frames you want to animate the shooting stars at.
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Must be equal to or lower than `NUMBER_OF_FRAMES`.
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Example:
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```c
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#define NUMBER_OF_FRAMES 20
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#define SHOOTING_STAR_ANIMATION_SPEED 5
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```
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would result in the shooting star animation happening every 4 frames. 20 would result in every frame,
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1 would be once every 20 frames. This essentially changes how fast the stars move through the sky.
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## Island
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The 🏝 island animation is a 32w x 16h animation of a small island with a single palm tree blowing in the wind. The faster
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you type the harder the palm tree blows in the wind!
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Since this animation has significant black space to the left side of the tree, certain design decisions were made to allow the
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shooting stars to still show up in the sky there. This animation should work on any size screen >=32 pixels wide, and you
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can place it anywhere on the screen, but above the ocean is recommended.
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### Flags
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* `ISLAND_LINE` - where to render the island at. Defaults to `12`. The island is 2 lines tall. (see [reference](#reference))
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* `ISLAND_COLUMN` - where to render the island at. Defaults to `0`. The island is 32 pixels wide. (see [reference](#reference))
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* `ISLAND_CALM` - Defines the WPM at which the _Storm Ferocity_ kicks up.
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At any WPM between `ISLAND_CALM` and `ISLAND_HEAVY_STORM`, the palm tree will just calmly blow in the wind.
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* `ISLAND_HEAVY_STORM` - Defines the WPM at which the _Storm Ferocity_ kicks up.
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At any WPM between `ISLAND_HEAVY_STORM` and `ISLAND_HURRICANE`, the palm tree will be blowing hard in the wind
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* `ISLAND_HURRICANE` - Defines the WPM at which the _Storm Ferocity_ kicks up.
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At any WPM above `ISLAND_HURRICANE`, the palm tree will almost be torn from its roots!
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# Reference
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Any reference to `_LINE` or `COLUMN` refers to setting a cursor position using `oled_set_cursor()`, which uses
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`OLED_FONT_WIDTH` and `OLED_FONT_HEIGHT` internally.
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This will be the top-leftmost pixel of the image, so `_LINE 1` would start at the 9th pixel down and `_COLUMN 1`
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would be the 7th pixel to the right, starting from the topleftmost pixel on the screen.
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This code has been untested with different font heights/widths, so you might have to adjust a bit to make it work if you
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have modified those values.
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# ToDo
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- [ ] don't require `is_calm` as a keyboard event. Not sure if the code will work without it currently.
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- [ ] make all the stars twinkle brightly based on keypresses rather than timed. Not just a movement twinkle, but a larger
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'full' twinkle, where the star actually gets bigger. This will be quite difficult, thus is left out of the v1.
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