Fork of QMK repo from GitHub. Customized for my own boards
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#include "drashna.h"
#include "rgb_stuff.h"
#include "eeprom.h"
extern rgblight_config_t rgblight_config;
bool has_initialized;
void rgblight_sethsv_default_helper(uint8_t index) { rgblight_sethsv_at(rgblight_config.hue, rgblight_config.sat, rgblight_config.val, index); }
/* Custom indicators for modifiers.
* This allows for certain lights to be lit up, based on what mods are active, giving some visual feedback.
* This is especially useful for One Shot Mods, since it's not always obvious if they're still lit up.
*/
#ifdef INDICATOR_LIGHTS
void set_rgb_indicators(uint8_t this_mod, uint8_t this_led, uint8_t this_osm) {
if (userspace_config.rgb_layer_change && get_highest_layer(layer_state) == 0) {
if ((this_mod | this_osm) & MOD_MASK_SHIFT || this_led & (1 << USB_LED_CAPS_LOCK)) {
# ifdef SHFT_LED1
rgblight_sethsv_at(120, 255, 255, SHFT_LED1);
# endif // SHFT_LED1
# ifdef SHFT_LED2
rgblight_sethsv_at(120, 255, 255, SHFT_LED2);
# endif // SHFT_LED2
} else {
# ifdef SHFT_LED1
rgblight_sethsv_default_helper(SHFT_LED1);
# endif // SHFT_LED1
# ifdef SHFT_LED2
rgblight_sethsv_default_helper(SHFT_LED2);
# endif // SHFT_LED2
}
if ((this_mod | this_osm) & MOD_MASK_CTRL) {
# ifdef CTRL_LED1
rgblight_sethsv_at(0, 255, 255, CTRL_LED1);
# endif // CTRL_LED1
# ifdef CTRL_LED2
rgblight_sethsv_at(0, 255, 255, CTRL_LED2);
# endif // CTRL_LED2
} else {
# ifdef CTRL_LED1
rgblight_sethsv_default_helper(CTRL_LED1);
# endif // CTRL_LED1
# ifdef CTRL_LED2
rgblight_sethsv_default_helper(CTRL_LED2);
# endif // CTRL_LED2
}
if ((this_mod | this_osm) & MOD_MASK_GUI) {
# ifdef GUI_LED1
rgblight_sethsv_at(51, 255, 255, GUI_LED1);
# endif // GUI_LED1
# ifdef GUI_LED2
rgblight_sethsv_at(51, 255, 255, GUI_LED2);
# endif // GUI_LED2
} else {
# ifdef GUI_LED1
rgblight_sethsv_default_helper(GUI_LED1);
# endif // GUI_LED1
# ifdef GUI_LED2
rgblight_sethsv_default_helper(GUI_LED2);
# endif // GUI_LED2
}
if ((this_mod | this_osm) & MOD_MASK_ALT) {
# ifdef ALT_LED1
rgblight_sethsv_at(240, 255, 255, ALT_LED1);
# endif // ALT_LED1
# ifdef GUI_LED2
rgblight_sethsv_at(240, 255, 255, ALT_LED2);
# endif // GUI_LED2
} else {
# ifdef GUI_LED1
rgblight_sethsv_default_helper(ALT_LED1);
# endif // GUI_LED1
# ifdef GUI_LED2
rgblight_sethsv_default_helper(ALT_LED2);
# endif // GUI_LED2
}
}
}
/* Function for the indicators */
void matrix_scan_indicator(void) {
if (has_initialized) {
set_rgb_indicators(get_mods(), host_keyboard_leds(), get_oneshot_mods());
}
}
#endif // INDICATOR_LIGHTS
#ifdef RGBLIGHT_TWINKLE
static rgblight_fadeout lights[RGBLED_NUM];
__attribute__((weak)) bool rgblight_twinkle_is_led_used_keymap(uint8_t index) { return false; }
/* This function checks for used LEDs. This way, collisions don't occur and cause weird rendering */
bool rgblight_twinkle_is_led_used(uint8_t index) {
switch (index) {
# ifdef INDICATOR_LIGHTS
# ifdef SHFT_LED1
case SHFT_LED1:
return true;
# endif // SHFT_LED1
# ifdef SHFT_LED2
case SHFT_LED2:
return true;
# endif // SHFT_LED2
# ifdef CTRL_LED1
case CTRL_LED1:
return true;
# endif // CTRL_LED1
# ifdef CTRL_LED2
case CTRL_LED2:
return true;
# endif // CTRL_LED2
# ifdef GUI_LED1
case GUI_LED1:
return true;
# endif // GUI_LED1
# ifdef GUI_LED2
case GUI_LED2:
return true;
# endif // GUI_LED2
# ifdef ALT_LED1
case ALT_LED1:
return true;
# endif // ALT_LED1
# ifdef ALT_LED2
case ALT_LED2:
return true;
# endif // ALT_LED2
# endif // INDICATOR_LIGHTS
default:
return rgblight_twinkle_is_led_used_keymap(index);
}
}
/* Handler for fading/twinkling effect */
void scan_rgblight_fadeout(void) { // Don't effing change this function .... rgblight_sethsv is supppppper intensive
bool litup = false;
for (uint8_t light_index = 0; light_index < RGBLED_NUM; ++light_index) {
if (lights[light_index].enabled && timer_elapsed(lights[light_index].timer) > 10) {
rgblight_fadeout *light = &lights[light_index];
litup = true;
if (light->life) {
light->life -= 1;
if (get_highest_layer(layer_state) == 0) {
sethsv(light->hue + rand() % 0xF, 255, light->life, (LED_TYPE *)&led[light_index]);
}
light->timer = timer_read();
} else {
if (light->enabled && get_highest_layer(layer_state) == 0) {
rgblight_sethsv_default_helper(light_index);
}
litup = light->enabled = false;
}
}
}
if (litup && get_highest_layer(layer_state) == 0) {
rgblight_set();
}
}
/* Triggers a LED to fade/twinkle.
* This function handles the selection of the LED and prepres for it to be used.
*/
void start_rgb_light(void) {
uint8_t indices[RGBLED_NUM];
uint8_t indices_count = 0;
uint8_t min_life = 0xFF;
uint8_t min_life_index = -1;
for (uint8_t index = 0; index < RGBLED_NUM; ++index) {
if (rgblight_twinkle_is_led_used(index)) {
continue;
}
if (lights[index].enabled) {
if (min_life_index == -1 || lights[index].life < min_life) {
min_life = lights[index].life;
min_life_index = index;
}
continue;
}
indices[indices_count] = index;
++indices_count;
}
uint8_t light_index;
if (!indices_count) {
light_index = min_life_index;
} else {
light_index = indices[rand() % indices_count];
}
rgblight_fadeout *light = &lights[light_index];
light->enabled = true;
light->timer = timer_read();
light->life = 0xC0 + rand() % 0x40;
light->hue = rgblight_config.hue + (rand() % 0xB4) - 0x54;
rgblight_sethsv_at(light->hue, 255, light->life, light_index);
}
#endif
bool process_record_user_rgb_light(uint16_t keycode, keyrecord_t *record) {
uint16_t temp_keycode = keycode;
// Filter out the actual keycode from MT and LT keys.
if ((keycode >= QK_MOD_TAP && keycode <= QK_MOD_TAP_MAX) || (keycode >= QK_LAYER_TAP && keycode <= QK_LAYER_TAP_MAX)) {
temp_keycode &= 0xFF;
}
switch (temp_keycode) {
#ifdef RGBLIGHT_TWINKLE
case KC_A ... KC_SLASH:
case KC_F1 ... KC_F12:
case KC_INSERT ... KC_UP:
case KC_KP_SLASH ... KC_KP_DOT:
case KC_F13 ... KC_F24:
case KC_AUDIO_MUTE ... KC_MEDIA_REWIND:
if (record->event.pressed) {
start_rgb_light();
}
break;
#endif // RGBLIGHT_TWINKLE
}
return true;
}
void keyboard_post_init_rgb_light(void) {
#if defined(RGBLIGHT_STARTUP_ANIMATION)
bool is_enabled = rgblight_config.enable;
if (userspace_config.rgb_layer_change) {
rgblight_enable_noeeprom();
}
if (rgblight_config.enable) {
layer_state_set_rgb_light(layer_state);
uint16_t old_hue = rgblight_config.hue;
rgblight_mode_noeeprom(RGBLIGHT_MODE_STATIC_LIGHT);
for (uint16_t i = 255; i > 0; i--) {
rgblight_sethsv_noeeprom((i + old_hue) % 255, 255, 255);
matrix_scan();
wait_ms(10);
}
}
if (!is_enabled) {
rgblight_disable_noeeprom();
}
#endif
layer_state_set_rgb_light(layer_state);
}
void matrix_scan_rgb_light(void) {
#ifdef RGBLIGHT_ENABLE
# ifdef RGBLIGHT_TWINKLE
scan_rgblight_fadeout();
# endif // RGBLIGHT_ENABLE
# ifdef INDICATOR_LIGHTS
matrix_scan_indicator();
# endif
#endif
}
void rgblight_set_hsv_and_mode(uint8_t hue, uint8_t sat, uint8_t val, uint8_t mode) {
rgblight_sethsv_noeeprom(hue, sat, val);
wait_us(175); // Add a slight delay between color and mode to ensure it's processed correctly
rgblight_mode_noeeprom(mode);
}
layer_state_t layer_state_set_rgb_light(layer_state_t state) {
#ifdef RGBLIGHT_ENABLE
if (userspace_config.rgb_layer_change) {
switch (get_highest_layer(state)) {
case _QWERTY:
rgblight_set_hsv_and_mode(HSV_CYAN, RGBLIGHT_MODE_STATIC_LIGHT);
break;
case _WORKMAN:
rgblight_set_hsv_and_mode(HSV_PURPLE, RGBLIGHT_MODE_STATIC_LIGHT);
break;
case _WARCRAFT:
rgblight_set_hsv_and_mode(HSV_BLUE, RGBLIGHT_MODE_BREATHING + 3);
break;
case _DIABLO:
rgblight_set_hsv_and_mode(HSV_RED, RGBLIGHT_MODE_BREATHING + 3);
break;
case _HEROES:
rgblight_set_hsv_and_mode(HSV_CYAN, RGBLIGHT_MODE_BREATHING + 3);
break;
case _RAISE:
rgblight_set_hsv_and_mode(HSV_YELLOW, RGBLIGHT_MODE_BREATHING + 3);
break;
case _LOWER:
rgblight_set_hsv_and_mode(HSV_GREEN, RGBLIGHT_MODE_BREATHING + 3);
break;
case _ADJUST:
rgblight_set_hsv_and_mode(HSV_RED, RGBLIGHT_MODE_KNIGHT + 2);
break;
default: // for any other layers, or the default layer
{
uint8_t mode = get_highest_layer(state) == _MODS ? RGBLIGHT_MODE_BREATHING : RGBLIGHT_MODE_STATIC_LIGHT;
switch (get_highest_layer(default_layer_state)) {
case _QWERTY:
rgblight_set_hsv_and_mode(HSV_CYAN, mode);
break;
default:
rgblight_set_hsv_and_mode(HSV_CYAN, mode);
break;
}
break;
}
}
}
#endif // RGBLIGHT_ENABLE
return state;
}