diff options
author | vin <git@vineetk.net> | 2023-10-15 19:39:33 -0400 |
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committer | vin <git@vineetk.net> | 2023-10-15 19:39:33 -0400 |
commit | a0774d194638c5a45fbadcbb47915084378081a9 (patch) | |
tree | ed21bf1512c11cc0eb8a7229d89043e436d5e882 /keyboards/crkbd/keymaps/jpe230/oled/rp2040/slave/ocean_dream.h | |
parent | a71f8173172221ee98c07996c0394b5b8b41aae0 (diff) |
remove unused keymaps
Diffstat (limited to 'keyboards/crkbd/keymaps/jpe230/oled/rp2040/slave/ocean_dream.h')
-rw-r--r-- | keyboards/crkbd/keymaps/jpe230/oled/rp2040/slave/ocean_dream.h | 89 |
1 files changed, 0 insertions, 89 deletions
diff --git a/keyboards/crkbd/keymaps/jpe230/oled/rp2040/slave/ocean_dream.h b/keyboards/crkbd/keymaps/jpe230/oled/rp2040/slave/ocean_dream.h deleted file mode 100644 index 8d3c505c33..0000000000 --- a/keyboards/crkbd/keymaps/jpe230/oled/rp2040/slave/ocean_dream.h +++ /dev/null @@ -1,89 +0,0 @@ -// Copyright 2022 Jose Pablo Ramirez (@jpe230) -// SPDX-License-Identifier: GPL-2.0-or-later - -#pragma once -#include "quantum.h" - -/** - * Features: - * You can turn on and off features in this section - */ -#define ENABLE_MOON // Uses 182 bytes -#define ENABLE_WAVE // Uses 844 bytes -#define ENABLE_SHOOTING_STARS // Uses 872 bytes -#define ENABLE_ISLAND -#define ENABLE_STARS // Uses 606 bytes - -/** - * Global Settings - */ -#define STARRY_NIGHT_ANIM_FRAME_DURATION 30 // how long each frame lasts in ms -#define NUMBER_OF_FRAMES 20 // Self explanatory. Probably shouldn't touch this, not sure how stuff will work if it's changed. If changed should be multiple of 1, 2, 3, 4, and 5 -#define WIDTH OLED_DISPLAY_HEIGHT // for vertical displays -#define HEIGHT OLED_DISPLAY_WIDTH // for vertical displays - -/** - * Moon Parameters - */ -#define MOON_LINE 4 // the line you want the moon to appear at -#define MOON_COLUMN 4 // the column you want the moon to appear at -//#define STATIC_MOON // uncomment this to make the moon a static image, no animation -#ifndef STATIC_MOON -# define ANIMATE_MOON_EVERY_N_FRAMES 100 // animate the moon every n frames -#endif - -/** - * Wave Parameters - */ -#define OCEAN_LINE 14 // Line you want to render the ocean starting at (best at oled_max_lines() - 2) -#define WAVE_CALM 20 // render calm ocean under this WPM and ripple ocean at this WPM -#define WAVE_HEAVY_STORM 40 // render medium ocean at this WPM -#define WAVE_HURRICANE 60 // render heavy waves above this WPM -// What number of frames you want to animate the ocean at. -// Should be equal to or smaller than NUMBER_OF_FRAMES, e.g. 30, would animate on every other frame, 20, every third frame, etc -// Don't set equal to 0. -#define OCEAN_ANIMATION_SPEED 1 - -/** - * Shooting Star Parameters - */ -#define SHOOTING_STAR_DELAY 12 // delay modulus for time between shooting stars. Decides number of frames to delay, e.g. 12 means 0-11 frames of delay between each shooting star -#define SHOOTING_STAR_FRAMES 16 // how many 2 pixel frames per shooting star. Increment this for longer shooting stars -#define MAX_NUMBER_OF_SHOOTING_STARS 12 // maximum number of shooting stars that can be on screen at the same time -#define SHOOTING_STAR_WPM_INCREMENT 10 // every n WPM increase, add an extra star, up to MAX_NUMBER_OF_SHOOTING_STARS, e.g. an increment of 5 would result in 1 shooting star at 5-9wpm, 2 at 10-14, etc. -// What number of frames you want to animate the shooting stars at. -// Should be equal to or smaller than NUMBER_OF_FRAMES, e.g. 30, would animate on every other frame, 20, every third frame, etc -// Don't set equal to 0. -#define SHOOTING_STAR_ANIMATION_SPEED 30 - -/** - * Star Parameters - */ -#define STARS_PER_LINE 4 // number of stars per line (for a display that is 128x32, this would be 4 stars spread out evenly over the 32byte width, one every 8 bytes) -#define NUMBER_OF_STAR_LINES 16 // number of lines to fill up with stars (for a display that is 128x32, 16 bytes are filled with the ocean animation, so that leaves 112 pixels left over. The number of lines depends on your OLED_FONT_HEIGHT) -#define TWINKLE_PROBABILITY 25 // probability that any star twinkles on a given frame -// What number of frames you want to animate the stars at. -// Should be equal to or smaller than NUMBER_OF_FRAMES, e.g. 20, would animate on every frame, 10, every other frame, etc -// Don't set equal to 0. -#define STAR_ANIMATION_SPEED 1 - -/** - * Island Parameters - */ -#define ISLAND_LINE 12 // line that the island starts at. Island is 2 lines tall -#define ISLAND_COLUMN 0 // column that the island starts at -#define ISLAND_CALM 20 // WPM at which the palm tree calmly moves -#define ISLAND_HEAVY_STORM 40 // WPM at which the heavy storm occurs -#define ISLAND_HURRICANE 60 // WPM at which THE HURRICANE STARTS - -/* - * DON'T TOUCH - */ - -extern bool is_calm; - -// timers -extern uint32_t starry_night_anim_timer; -extern uint32_t starry_night_anim_sleep; - -void render_stars(void); |