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qmk_firmware/keyboards/ergodox_infinity/keymaps/halfkeyboard/visualizer.c
Oryhara 7636fdbbd0 Halfkey function for every layer (#2327)
* started work on halfkeyboard

* update to keymap

* halfkey layouts complete for dvorak and qwerty

* added plover layout to halfkeyboard mapping

* fixed error in dvorak layout right hand

* fixed error in dvorak layout right hand, comments updated

* thing

* added minus and equals to normal layouts

* added minus and equals to normal layouts

* adde visualizer matching halfkeyboard mappings

* adde visualizer matching halfkeyboard mappings

* updated keymaps for mirror handedness functionality for all layers.  Also added visualizer code for distinct color for each layer, and LCD text displaying the current layer.

* had a KC_TILD where should have had KC_GRAV

* its spelled KC_GRAVE
2018-02-01 23:08:18 -05:00

72 lines
2.7 KiB
C

/*
Copyright 2017 Fred Sundvik
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 "simple_visualizer.h"
#define RED 0
#define ORANGE 21
#define YELLOW 42
#define SPRING_GREEN 64
#define GREEN 85
#define TURQUOISE 107
#define CYAN 127
#define OCEAN 149
#define BLUE 170
#define VIOLET 192
#define MAGENTA 212
#define RASPBERRY 234
// This function should be implemented by the keymap visualizer
// Don't change anything else than state->target_lcd_color and state->layer_text as that's the only thing
// that the simple_visualizer assumes that you are updating
// Also make sure that the buffer passed to state->layer_text remains valid until the previous animation is
// stopped. This can be done by either double buffering it or by using constant strings
static void get_visualizer_layer_and_color(visualizer_state_t* state) {
uint8_t saturation = 255;
/* if (state->status.leds & (1u << USB_LED_CAPS_LOCK)) {
saturation = 255;
} */
if (state->status.layer & 0x100) {
state->target_lcd_color = LCD_COLOR(MAGENTA, saturation, 0xFF);
state->layer_text = "Shortcuts Layer";
}
else if (state->status.layer & 0x80) {
state->target_lcd_color = LCD_COLOR(VIOLET, saturation, 0xFF);
state->layer_text = "Plover";
}
else if (state->status.layer & 0x40) {
state->target_lcd_color = LCD_COLOR(RASPBERRY, saturation, 0xFF);
state->layer_text = "Mirrored Symbols";
}
else if (state->status.layer & 0x20) {
state->target_lcd_color = LCD_COLOR(RED, saturation, 0xFF);
state->layer_text = "Symbols";
}
else if (state->status.layer & 0x8) {
state->target_lcd_color = LCD_COLOR(OCEAN, saturation, 0xFF);
state->layer_text = "Mirrored Dvorak";
}
else if (state->status.layer & 0x4) {
state->target_lcd_color = LCD_COLOR(BLUE, saturation, 0xFF);
state->layer_text = "Dvorak";
}
else if (state->status.layer & 0x2) {
state->target_lcd_color = LCD_COLOR(ORANGE, saturation, 0xFF);
state->layer_text = "Mirrored Qwerty";
}
else {
state->target_lcd_color = LCD_COLOR(YELLOW, saturation, 0xFF);
state->layer_text = "Qwerty";
}
}