rgb_matrix_kb.inc (3710B)
- RGB_MATRIX_EFFECT(SINGLE_COLOR_RAINDROPS)
- RGB_MATRIX_EFFECT(STATIC_GAME_MODE)
- #ifdef RGB_MATRIX_CUSTOM_EFFECT_IMPLS
- /* This effect has been partially derived from quantum/rgb_matrix/animations/pixel_rain_anim.h and raindrops_anim.h
- It sets random LEDs to matrix color (with very slight hue variation) but random intensity */
- static bool SINGLE_COLOR_RAINDROPS(effect_params_t* params) {
- static uint32_t wait_timer = 0;
- // interval function and timing in general taken from pixel rain animation
- inline uint32_t interval(void) {
- return 500 / scale16by8(qadd8(rgb_matrix_config.speed, 16), 16);
- }
- void single_color_raindrops_set_color(uint8_t i, effect_params_t * params) {
- if (!HAS_ANY_FLAGS(g_led_config.flags[i], params->flags)) {
- return;
- }
- // Take matrix color, add between -5 and +5 to hue, random brightness between 0 and val, set to 0 if val between 0 and 5, then write to LED
- hsv_t hsv = rgb_matrix_get_hsv();
- hsv.h = rgb_matrix_get_hue() - 2 + random8() % 5;
- hsv.v = random8() % rgb_matrix_get_val();
- if (hsv.v < 5) {
- hsv.v = 0;
- }
- rgb_t rgb = rgb_matrix_hsv_to_rgb(hsv);
- rgb_matrix_set_color(i, rgb.r, rgb.g, rgb.b);
- wait_timer = g_rgb_timer + interval();
- }
- RGB_MATRIX_USE_LIMITS(led_min, led_max);
- if (!params->init) {
- if (g_rgb_timer > wait_timer) {
- single_color_raindrops_set_color(mod8(random8(), RGB_MATRIX_LED_COUNT), params);
- }
- } else {
- for (int i = led_min; i < led_max; i++) {
- single_color_raindrops_set_color(i, params);
- }
- }
- return rgb_matrix_check_finished_leds(led_max);
- }
- /* This "effect" is a workaround to fix long matrix scan pauses caused by i2c communication.
- When enabled, it writes all relevant LEDs once to static colors, then halts LED refreshes until a different animation is selcted. */
- bool STATIC_GAME_MODE(effect_params_t* params) {
- void game_mode_set_color(int i, effect_params_t* params) {
- if (!HAS_ANY_FLAGS(g_led_config.flags[i], params->flags)) {
- return;
- }
- hsv_t hsv = rgb_matrix_get_hsv();
- switch (i) {
- case W_LED_INDEX:
- case A_LED_INDEX:
- case S_LED_INDEX:
- case D_LED_INDEX:
- case M_LED_INDEX:
- case K_LED_INDEX:
- case O_LED_INDEX:
- case P_LED_INDEX:
- case NUM_0_LED_INDEX:
- case SLSH_LED_INDEX:
- break;
- case SCLN_LED_INDEX:
- case ANV_A_LED_INDEX:
- case ANV_N_LED_INDEX:
- case ANV_V_LED_INDEX:
- case ANV_I_LED_INDEX:
- case ANV_L_LED_INDEX:
- hsv.s = 255;
- hsv.h = rgb_matrix_get_hue()+30;
- break;
- case NUM_1_LED_INDEX:
- case NUM_2_LED_INDEX:
- case NUM_3_LED_INDEX:
- case NUM_4_LED_INDEX:
- case NUM_5_LED_INDEX:
- hsv.s = 255;
- hsv.h = rgb_matrix_get_hue()+30;
- hsv.v = rgb_matrix_get_val()*2/3;
- break;
- default:
- hsv.v = 0;
- break;
- }
- rgb_t rgb = hsv_to_rgb(hsv);
- rgb_matrix_set_color(i, rgb.r, rgb.g, rgb.b);
- }
- RGB_MATRIX_USE_LIMITS(led_min, led_max);
- if (!params->init) {
- // Do not update LEDs after initial blanking
- } else {
- for (int i = led_min; i < led_max; i++) {
- game_mode_set_color(i, params);
- }
- }
- return rgb_matrix_check_finished_leds(led_max);
- }
- #endif // RGB_MATRIX_CUSTOM_EFFECT_IMPLS