RGB Matrix Animations: Three/six new reactive effects (wide, cross, nexus) (#5602)
* added 3 new RGB_Matrix effects * made cross effect behavior smoother * removed dead code * added effect descriptionsmaster
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b61baf4281
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bb52119a6d
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@ -189,6 +189,12 @@ enum rgb_matrix_effects {
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#if defined(RGB_MATRIX_KEYPRESSES) || defined(RGB_MATRIX_KEYRELEASES)
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#if defined(RGB_MATRIX_KEYPRESSES) || defined(RGB_MATRIX_KEYRELEASES)
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RGB_MATRIX_SOLID_REACTIVE_SIMPLE, // Pulses keys hit to hue & value then fades value out
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RGB_MATRIX_SOLID_REACTIVE_SIMPLE, // Pulses keys hit to hue & value then fades value out
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RGB_MATRIX_SOLID_REACTIVE, // Static single hue, pulses keys hit to shifted hue then fades to current hue
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RGB_MATRIX_SOLID_REACTIVE, // Static single hue, pulses keys hit to shifted hue then fades to current hue
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RGB_MATRIX_SOLID_REACTIVE_WIDE // Hue & value pulse near a single key hit then fades value out
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RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE // Hue & value pulse near multiple key hits then fades value out
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RGB_MATRIX_SOLID_REACTIVE_CROSS // Hue & value pulse the same column and row of a single key hit then fades value out
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RGB_MATRIX_SOLID_REACTIVE_MULTICROSS // Hue & value pulse the same column and row of multiple key hits then fades value out
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RGB_MATRIX_SOLID_REACTIVE_NEXUS // Hue & value pulse away on the same column and row of a single key hit then fades value out
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RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS // Hue & value pulse away on the same column and row of multiple key hits then fades value out
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RGB_MATRIX_SPLASH, // Full gradient & value pulse away from a single key hit then fades value out
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RGB_MATRIX_SPLASH, // Full gradient & value pulse away from a single key hit then fades value out
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RGB_MATRIX_MULTISPLASH, // Full gradient & value pulse away from multiple key hits then fades value out
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RGB_MATRIX_MULTISPLASH, // Full gradient & value pulse away from multiple key hits then fades value out
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RGB_MATRIX_SOLID_SPLASH, // Hue & value pulse away from a single key hit then fades value out
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RGB_MATRIX_SOLID_SPLASH, // Hue & value pulse away from a single key hit then fades value out
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@ -202,7 +208,7 @@ You can disable a single effect by defining `DISABLE_[EFFECT_NAME]` in your `con
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|Define |Description |
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|Define |Description |
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|---------------------------------------------------|--------------------------------------------|
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|-------------------------------------------------------|-----------------------------------------------|
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|`#define DISABLE_RGB_MATRIX_ALPHAS_MODS` |Disables `RGB_MATRIX_ALPHAS_MODS` |
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|`#define DISABLE_RGB_MATRIX_ALPHAS_MODS` |Disables `RGB_MATRIX_ALPHAS_MODS` |
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|`#define DISABLE_RGB_MATRIX_GRADIENT_UP_DOWN` |Disables `RGB_MATRIX_GRADIENT_UP_DOWN` |
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|`#define DISABLE_RGB_MATRIX_GRADIENT_UP_DOWN` |Disables `RGB_MATRIX_GRADIENT_UP_DOWN` |
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|`#define DISABLE_RGB_MATRIX_BREATHING` |Disables `RGB_MATRIX_BREATHING` |
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|`#define DISABLE_RGB_MATRIX_BREATHING` |Disables `RGB_MATRIX_BREATHING` |
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@ -217,7 +223,13 @@ You can disable a single effect by defining `DISABLE_[EFFECT_NAME]` in your `con
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|`#define DISABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS` |Disables `RGB_MATRIX_JELLYBEAN_RAINDROPS` |
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|`#define DISABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS` |Disables `RGB_MATRIX_JELLYBEAN_RAINDROPS` |
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|`#define DISABLE_RGB_MATRIX_DIGITAL_RAIN` |Disables `RGB_MATRIX_DIGITAL_RAIN` |
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|`#define DISABLE_RGB_MATRIX_DIGITAL_RAIN` |Disables `RGB_MATRIX_DIGITAL_RAIN` |
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|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE` |Disables `RGB_MATRIX_SOLID_REACTIVE` |
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|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE` |Disables `RGB_MATRIX_SOLID_REACTIVE` |
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|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE` |Disables `RGB_MATRIX_SOLID_REACTIVE_SIMPLEE`|
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|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE` |Disables `RGB_MATRIX_SOLID_REACTIVE_SIMPLE` |
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|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE` |Disables `RGB_MATRIX_SOLID_REACTIVE_WIDE` |
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|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE` |Disables `RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE` |
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|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS` |Disables `RGB_MATRIX_SOLID_REACTIVE_CROSS` |
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|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS` |Disables `RGB_MATRIX_SOLID_REACTIVE_MULTICROSS`|
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|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS` |Disables `RGB_MATRIX_SOLID_REACTIVE_NEXUS` |
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|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS` |Disables `RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS`|
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|`#define DISABLE_RGB_MATRIX_SPLASH` |Disables `RGB_MATRIX_SPLASH` |
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|`#define DISABLE_RGB_MATRIX_SPLASH` |Disables `RGB_MATRIX_SPLASH` |
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|`#define DISABLE_RGB_MATRIX_MULTISPLASH` |Disables `RGB_MATRIX_MULTISPLASH` |
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|`#define DISABLE_RGB_MATRIX_MULTISPLASH` |Disables `RGB_MATRIX_MULTISPLASH` |
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|`#define DISABLE_RGB_MATRIX_SOLID_SPLASH` |Disables `RGB_MATRIX_SOLID_SPLASH` |
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|`#define DISABLE_RGB_MATRIX_SOLID_SPLASH` |Disables `RGB_MATRIX_SOLID_SPLASH` |
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@ -41,6 +41,9 @@
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#include "rgb_matrix_animations/digital_rain_anim.h"
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#include "rgb_matrix_animations/digital_rain_anim.h"
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#include "rgb_matrix_animations/solid_reactive_simple_anim.h"
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#include "rgb_matrix_animations/solid_reactive_simple_anim.h"
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#include "rgb_matrix_animations/solid_reactive_anim.h"
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#include "rgb_matrix_animations/solid_reactive_anim.h"
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#include "rgb_matrix_animations/solid_reactive_wide.h"
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#include "rgb_matrix_animations/solid_reactive_cross.h"
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#include "rgb_matrix_animations/solid_reactive_nexus.h"
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#include "rgb_matrix_animations/splash_anim.h"
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#include "rgb_matrix_animations/splash_anim.h"
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#include "rgb_matrix_animations/solid_splash_anim.h"
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#include "rgb_matrix_animations/solid_splash_anim.h"
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#include "rgb_matrix_animations/breathing_anim.h"
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#include "rgb_matrix_animations/breathing_anim.h"
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@ -380,6 +383,36 @@ static void rgb_task_render(uint8_t effect) {
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rendering = rgb_matrix_solid_reactive(&rgb_effect_params); // Max 4ms Avg 3ms
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rendering = rgb_matrix_solid_reactive(&rgb_effect_params); // Max 4ms Avg 3ms
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break;
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break;
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#endif // DISABLE_RGB_MATRIX_SOLID_REACTIVE
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#endif // DISABLE_RGB_MATRIX_SOLID_REACTIVE
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#ifndef DISABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE
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case RGB_MATRIX_SOLID_REACTIVE_WIDE:
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rendering = rgb_matrix_solid_reactive_wide(&rgb_effect_params); // Max ?? ms Avg ?? ms
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break;
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#endif // DISABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE
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#ifndef DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE
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case RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE:
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rendering = rgb_matrix_solid_reactive_multiwide(&rgb_effect_params); // Max ?? ms Avg ?? ms
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break;
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#endif // DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE
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#ifndef DISABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS
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case RGB_MATRIX_SOLID_REACTIVE_CROSS:
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rendering = rgb_matrix_solid_reactive_cross(&rgb_effect_params); // Max ?? ms Avg ?? ms
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break;
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#endif // DISABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS
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#ifndef DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS
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case RGB_MATRIX_SOLID_REACTIVE_MULTICROSS:
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rendering = rgb_matrix_solid_reactive_multicross(&rgb_effect_params); // Max ?? ms Avg ?? ms
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break;
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#endif // DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS
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#ifndef DISABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS
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case RGB_MATRIX_SOLID_REACTIVE_NEXUS:
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rendering = rgb_matrix_solid_reactive_nexus(&rgb_effect_params); // Max ?? ms Avg ?? ms
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break;
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#endif // DISABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS
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#ifndef DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS
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case RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS:
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rendering = rgb_matrix_solid_reactive_multinexus(&rgb_effect_params); // Max ?? ms Avg ?? ms
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break;
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#endif // DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS
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#ifndef DISABLE_RGB_MATRIX_SPLASH
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#ifndef DISABLE_RGB_MATRIX_SPLASH
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case RGB_MATRIX_SPLASH:
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case RGB_MATRIX_SPLASH:
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rendering = rgb_matrix_splash(&rgb_effect_params); // Max 5ms Avg 3ms
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rendering = rgb_matrix_splash(&rgb_effect_params); // Max 5ms Avg 3ms
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@ -111,6 +111,24 @@ enum rgb_matrix_effects {
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#ifndef DISABLE_RGB_MATRIX_SOLID_REACTIVE
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#ifndef DISABLE_RGB_MATRIX_SOLID_REACTIVE
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RGB_MATRIX_SOLID_REACTIVE,
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RGB_MATRIX_SOLID_REACTIVE,
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#endif // DISABLE_RGB_MATRIX_SOLID_REACTIVE
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#endif // DISABLE_RGB_MATRIX_SOLID_REACTIVE
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#ifndef DISABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE
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RGB_MATRIX_SOLID_REACTIVE_WIDE,
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#endif // DISABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE
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#ifndef DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE
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RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE,
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#endif // DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE
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#ifndef DISABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS
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RGB_MATRIX_SOLID_REACTIVE_CROSS,
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#endif // DISABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS
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#ifndef DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS
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RGB_MATRIX_SOLID_REACTIVE_MULTICROSS,
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#endif // DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS
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#ifndef DISABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS
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RGB_MATRIX_SOLID_REACTIVE_NEXUS,
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#endif // DISABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS
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#ifndef DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS
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RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS,
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#endif // DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS
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#ifndef DISABLE_RGB_MATRIX_SPLASH
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#ifndef DISABLE_RGB_MATRIX_SPLASH
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RGB_MATRIX_SPLASH,
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RGB_MATRIX_SPLASH,
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#endif // DISABLE_RGB_MATRIX_SPLASH
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#endif // DISABLE_RGB_MATRIX_SPLASH
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@ -0,0 +1,50 @@
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#pragma once
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#ifdef RGB_MATRIX_KEYREACTIVE_ENABLED
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#if !defined(DISABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS) || !defined(DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS)
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extern const rgb_led g_rgb_leds[DRIVER_LED_TOTAL];
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extern rgb_config_t rgb_matrix_config;
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extern last_hit_t g_last_hit_tracker;
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static bool rgb_matrix_solid_reactive_multicross_range(uint8_t start, effect_params_t* params) {
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RGB_MATRIX_USE_LIMITS(led_min, led_max);
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HSV hsv = { rgb_matrix_config.hue, rgb_matrix_config.sat, 0 };
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uint8_t count = g_last_hit_tracker.count;
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for (uint8_t i = led_min; i < led_max; i++) {
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hsv.v = 0;
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point_t point = g_rgb_leds[i].point;
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for (uint8_t j = start; j < count; j++) {
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int16_t dx = point.x - g_last_hit_tracker.x[j];
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int16_t dy = point.y - g_last_hit_tracker.y[j];
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uint8_t dist = sqrt16(dx * dx + dy * dy);
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int16_t dist2 = 16;
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uint8_t dist3;
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uint16_t effect = scale16by8(g_last_hit_tracker.tick[j], rgb_matrix_config.speed) + dist;
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dx = dx < 0 ? dx * -1 : dx;
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dy = dy < 0 ? dy * -1 : dy;
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dx = dx * dist2 > 255 ? 255 : dx * dist2;
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dy = dy * dist2 > 255 ? 255 : dy * dist2;
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dist3 = dx > dy ? dy : dx;
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effect += dist3;
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if (effect > 255)
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effect = 255;
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hsv.v = qadd8(hsv.v, 255 - effect);
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}
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hsv.v = scale8(hsv.v, rgb_matrix_config.val);
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RGB rgb = hsv_to_rgb(hsv);
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rgb_matrix_set_color(i, rgb.r, rgb.g, rgb.b);
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}
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return led_max < DRIVER_LED_TOTAL;
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}
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bool rgb_matrix_solid_reactive_multicross(effect_params_t* params) {
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return rgb_matrix_solid_reactive_multicross_range(0, params);
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}
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bool rgb_matrix_solid_reactive_cross(effect_params_t* params) {
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return rgb_matrix_solid_reactive_multicross_range(qsub8(g_last_hit_tracker.count, 1), params);
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}
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#endif // !defined(DISABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS) || !defined(DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS)
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#endif // RGB_MATRIX_KEYREACTIVE_ENABLED
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#pragma once
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#ifdef RGB_MATRIX_KEYREACTIVE_ENABLED
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#if !defined(DISABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS) || !defined(DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS)
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extern const rgb_led g_rgb_leds[DRIVER_LED_TOTAL];
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extern rgb_config_t rgb_matrix_config;
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extern last_hit_t g_last_hit_tracker;
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static bool rgb_matrix_solid_reactive_multinexus_range(uint8_t start, effect_params_t* params) {
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RGB_MATRIX_USE_LIMITS(led_min, led_max);
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HSV hsv = { rgb_matrix_config.hue, rgb_matrix_config.sat, 0 };
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uint8_t count = g_last_hit_tracker.count;
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for (uint8_t i = led_min; i < led_max; i++) {
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hsv.v = 0;
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point_t point = g_rgb_leds[i].point;
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for (uint8_t j = start; j < count; j++) {
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int16_t dx = point.x - g_last_hit_tracker.x[j];
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int16_t dy = point.y - g_last_hit_tracker.y[j];
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uint8_t dist = sqrt16(dx * dx + dy * dy);
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int16_t dist2 = 8;
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uint16_t effect = scale16by8(g_last_hit_tracker.tick[j], rgb_matrix_config.speed) - dist;
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if (effect > 255)
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effect = 255;
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if (dist > 72)
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effect = 255;
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if ((dx > dist2 || dx < -dist2) && (dy > dist2 || dy < -dist2))
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effect = 255;
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hsv.v = qadd8(hsv.v, 255 - effect);
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hsv.h = rgb_matrix_config.hue + dy / 4;
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}
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hsv.v = scale8(hsv.v, rgb_matrix_config.val);
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RGB rgb = hsv_to_rgb(hsv);
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rgb_matrix_set_color(i, rgb.r, rgb.g, rgb.b);
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}
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return led_max < DRIVER_LED_TOTAL;
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}
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bool rgb_matrix_solid_reactive_multinexus(effect_params_t* params) {
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return rgb_matrix_solid_reactive_multinexus_range(0, params);
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}
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bool rgb_matrix_solid_reactive_nexus(effect_params_t* params) {
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return rgb_matrix_solid_reactive_multinexus_range(qsub8(g_last_hit_tracker.count, 1), params);
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}
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#endif // !defined(DISABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS) || !defined(DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS)
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#endif // RGB_MATRIX_KEYREACTIVE_ENABLED
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#pragma once
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#ifdef RGB_MATRIX_KEYREACTIVE_ENABLED
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#if !defined(DISABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE) || !defined(DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE)
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extern const rgb_led g_rgb_leds[DRIVER_LED_TOTAL];
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extern rgb_config_t rgb_matrix_config;
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extern last_hit_t g_last_hit_tracker;
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static bool rgb_matrix_solid_reactive_multiwide_range(uint8_t start, effect_params_t* params) {
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RGB_MATRIX_USE_LIMITS(led_min, led_max);
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HSV hsv = { rgb_matrix_config.hue, rgb_matrix_config.sat, 0 };
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uint8_t count = g_last_hit_tracker.count;
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for (uint8_t i = led_min; i < led_max; i++) {
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hsv.v = 0;
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point_t point = g_rgb_leds[i].point;
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for (uint8_t j = start; j < count; j++) {
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int16_t dx = point.x - g_last_hit_tracker.x[j];
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int16_t dy = point.y - g_last_hit_tracker.y[j];
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uint8_t dist = sqrt16(dx * dx + dy * dy);
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uint16_t effect = scale16by8(g_last_hit_tracker.tick[j], rgb_matrix_config.speed) + dist * 5;
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if (effect > 255)
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effect = 255;
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||||||
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hsv.v = qadd8(hsv.v, 255 - effect);
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||||||
|
}
|
||||||
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hsv.v = scale8(hsv.v, rgb_matrix_config.val);
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RGB rgb = hsv_to_rgb(hsv);
|
||||||
|
rgb_matrix_set_color(i, rgb.r, rgb.g, rgb.b);
|
||||||
|
}
|
||||||
|
return led_max < DRIVER_LED_TOTAL;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool rgb_matrix_solid_reactive_multiwide(effect_params_t* params) {
|
||||||
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return rgb_matrix_solid_reactive_multiwide_range(0, params);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool rgb_matrix_solid_reactive_wide(effect_params_t* params) {
|
||||||
|
return rgb_matrix_solid_reactive_multiwide_range(qsub8(g_last_hit_tracker.count, 1), params);
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif // !defined(DISABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE) || !defined(DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE)
|
||||||
|
#endif // RGB_MATRIX_KEYREACTIVE_ENABLED
|
Loading…
Reference in New Issue