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
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keyboards/ergodox_infinity/keymaps/halfkeyboard/visualizer.c
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keyboards/ergodox_infinity/keymaps/halfkeyboard/visualizer.c
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/*
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Copyright 2017 Fred Sundvik
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "simple_visualizer.h"
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#define RED 0
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#define ORANGE 21
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#define YELLOW 42
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#define SPRING_GREEN 64
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#define GREEN 85
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#define TURQUOISE 107
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#define CYAN 127
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#define OCEAN 149
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#define BLUE 170
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#define VIOLET 192
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#define MAGENTA 212
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#define RASPBERRY 234
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// This function should be implemented by the keymap visualizer
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// Don't change anything else than state->target_lcd_color and state->layer_text as that's the only thing
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// that the simple_visualizer assumes that you are updating
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// Also make sure that the buffer passed to state->layer_text remains valid until the previous animation is
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// stopped. This can be done by either double buffering it or by using constant strings
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static void get_visualizer_layer_and_color(visualizer_state_t* state) {
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uint8_t saturation = 255;
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/* if (state->status.leds & (1u << USB_LED_CAPS_LOCK)) {
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saturation = 255;
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} */
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if (state->status.layer & 0x100) {
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state->target_lcd_color = LCD_COLOR(MAGENTA, saturation, 0xFF);
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state->layer_text = "Shortcuts Layer";
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}
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else if (state->status.layer & 0x80) {
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state->target_lcd_color = LCD_COLOR(VIOLET, saturation, 0xFF);
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state->layer_text = "Plover";
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}
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else if (state->status.layer & 0x40) {
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state->target_lcd_color = LCD_COLOR(RASPBERRY, saturation, 0xFF);
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state->layer_text = "Mirrored Symbols";
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}
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else if (state->status.layer & 0x20) {
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state->target_lcd_color = LCD_COLOR(RED, saturation, 0xFF);
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state->layer_text = "Symbols";
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}
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else if (state->status.layer & 0x8) {
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state->target_lcd_color = LCD_COLOR(OCEAN, saturation, 0xFF);
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state->layer_text = "Mirrored Dvorak";
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}
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else if (state->status.layer & 0x4) {
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state->target_lcd_color = LCD_COLOR(BLUE, saturation, 0xFF);
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state->layer_text = "Dvorak";
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}
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else if (state->status.layer & 0x2) {
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state->target_lcd_color = LCD_COLOR(ORANGE, saturation, 0xFF);
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state->layer_text = "Mirrored Qwerty";
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}
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else {
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state->target_lcd_color = LCD_COLOR(YELLOW, saturation, 0xFF);
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state->layer_text = "Qwerty";
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}
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}
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