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authorNick Brassel <nick@tzarc.org>2022-02-05 05:57:21 +1100
committerGitHub <noreply@github.com>2022-02-05 05:57:21 +1100
commit1fffcbc29840c7d11c8fb44b382e068c40936f19 (patch)
tree34df2857f6ccfa4da1cf741234a7a9bc8e4b0efd
parente8fa329073d8752cad9b11b90287fd20f130ac6f (diff)
downloadqmk_firmware-1fffcbc29840c7d11c8fb44b382e068c40936f19.tar.gz
qmk_firmware-1fffcbc29840c7d11c8fb44b382e068c40936f19.zip
Revert "[Core] Add Pixel Flow RGB matrix effect (#15829)" (#16209)
This reverts commit e8fa329073d8752cad9b11b90287fd20f130ac6f.
-rw-r--r--docs/feature_rgb_matrix.md2
-rw-r--r--docs/squeezing_avr.md1
-rw-r--r--quantum/rgb_matrix/animations/pixel_flow_anim.h51
-rw-r--r--quantum/rgb_matrix/animations/rgb_matrix_effects.inc1
4 files changed, 0 insertions, 55 deletions
diff --git a/docs/feature_rgb_matrix.md b/docs/feature_rgb_matrix.md
index 0e2e68233..3384aa718 100644
--- a/docs/feature_rgb_matrix.md
+++ b/docs/feature_rgb_matrix.md
@@ -455,7 +455,6 @@ enum rgb_matrix_effects {
455 RGB_MATRIX_HUE_PENDULUM, // Hue shifts up a slight ammount in a wave to the right, then back to the left 455 RGB_MATRIX_HUE_PENDULUM, // Hue shifts up a slight ammount in a wave to the right, then back to the left
456 RGB_MATRIX_HUE_WAVE, // Hue shifts up a slight ammount and then back down in a wave to the right 456 RGB_MATRIX_HUE_WAVE, // Hue shifts up a slight ammount and then back down in a wave to the right
457 RGB_MATRIX_PIXEL_FRACTAL, // Single hue fractal filled keys pulsing horizontally out to edges 457 RGB_MATRIX_PIXEL_FRACTAL, // Single hue fractal filled keys pulsing horizontally out to edges
458 RGB_MATRIX_PIXEL_FLOW, // Pulsing RGB flow along LED wiring with random hues
459 RGB_MATRIX_PIXEL_RAIN, // Randomly light keys with random hues 458 RGB_MATRIX_PIXEL_RAIN, // Randomly light keys with random hues
460#if define(RGB_MATRIX_FRAMEBUFFER_EFFECTS) 459#if define(RGB_MATRIX_FRAMEBUFFER_EFFECTS)
461 RGB_MATRIX_TYPING_HEATMAP, // How hot is your WPM! 460 RGB_MATRIX_TYPING_HEATMAP, // How hot is your WPM!
@@ -511,7 +510,6 @@ You can enable a single effect by defining `ENABLE_[EFFECT_NAME]` in your `confi
511|`#define ENABLE_RGB_MATRIX_HUE_PENDULUM` |Enables `RGB_MATRIX_HUE_PENDULUM` | 510|`#define ENABLE_RGB_MATRIX_HUE_PENDULUM` |Enables `RGB_MATRIX_HUE_PENDULUM` |
512|`#define ENABLE_RGB_MATRIX_HUE_WAVE` |Enables `RGB_MATRIX_HUE_WAVE ` | 511|`#define ENABLE_RGB_MATRIX_HUE_WAVE` |Enables `RGB_MATRIX_HUE_WAVE ` |
513|`#define ENABLE_RGB_MATRIX_PIXEL_FRACTAL` |Enables `RGB_MATRIX_PIXEL_FRACTAL` | 512|`#define ENABLE_RGB_MATRIX_PIXEL_FRACTAL` |Enables `RGB_MATRIX_PIXEL_FRACTAL` |
514|`#define ENABLE_RGB_MATRIX_PIXEL_FLOW` |Enables `RGB_MATRIX_PIXEL_FLOW` |
515|`#define ENABLE_RGB_MATRIX_PIXEL_RAIN` |Enables `RGB_MATRIX_PIXEL_RAIN` | 513|`#define ENABLE_RGB_MATRIX_PIXEL_RAIN` |Enables `RGB_MATRIX_PIXEL_RAIN` |
516 514
517?> These modes don't require any additional defines. 515?> These modes don't require any additional defines.
diff --git a/docs/squeezing_avr.md b/docs/squeezing_avr.md
index 4a147e0c6..e4d8d7c14 100644
--- a/docs/squeezing_avr.md
+++ b/docs/squeezing_avr.md
@@ -147,7 +147,6 @@ For RGB Matrix, these need to be explicitly enabled as well. To disable any that
147#undef ENABLE_RGB_MATRIX_HUE_PENDULUM 147#undef ENABLE_RGB_MATRIX_HUE_PENDULUM
148#undef ENABLE_RGB_MATRIX_HUE_WAVE 148#undef ENABLE_RGB_MATRIX_HUE_WAVE
149#undef ENABLE_RGB_MATRIX_PIXEL_FRACTAL 149#undef ENABLE_RGB_MATRIX_PIXEL_FRACTAL
150#undef ENABLE_RGB_MATRIX_PIXEL_FLOW
151#undef ENABLE_RGB_MATRIX_PIXEL_RAIN 150#undef ENABLE_RGB_MATRIX_PIXEL_RAIN
152 151
153#undef ENABLE_RGB_MATRIX_TYPING_HEATMAP 152#undef ENABLE_RGB_MATRIX_TYPING_HEATMAP
diff --git a/quantum/rgb_matrix/animations/pixel_flow_anim.h b/quantum/rgb_matrix/animations/pixel_flow_anim.h
deleted file mode 100644
index 0e81cd011..000000000
--- a/quantum/rgb_matrix/animations/pixel_flow_anim.h
+++ /dev/null
@@ -1,51 +0,0 @@
1// Copyright 2022 @filterpaper
2// SPDX-License-Identifier: GPL-2.0+
3
4#ifdef ENABLE_RGB_MATRIX_PIXEL_FLOW
5RGB_MATRIX_EFFECT(PIXEL_FLOW)
6# ifdef RGB_MATRIX_CUSTOM_EFFECT_IMPLS
7
8static bool PIXEL_FLOW(effect_params_t* params) {
9 // LED state array
10 static RGB led[DRIVER_LED_TOTAL];
11
12 static uint32_t wait_timer = 0;
13 if (wait_timer > g_rgb_timer) {
14 return false;
15 }
16
17 inline uint32_t interval(void) {
18 return 3000 / scale16by8(qadd8(rgb_matrix_config.speed, 16), 16);
19 }
20
21 if (params->init) {
22 // Clear LEDs and fill the state array
23 rgb_matrix_set_color_all(0, 0, 0);
24 for (uint8_t j = 0; j < DRIVER_LED_TOTAL; ++j) {
25 led[j] = (random8() & 2) ? (RGB){0,0,0} : hsv_to_rgb((HSV){random8(), qadd8(random8() >> 1, 127), rgb_matrix_config.hsv.v});
26 }
27 }
28
29 RGB_MATRIX_USE_LIMITS(led_min, led_max);
30 // Light LEDs based on state array
31 for (uint8_t i = led_min; i < led_max; ++i) {
32 RGB_MATRIX_TEST_LED_FLAGS();
33 rgb_matrix_set_color(i, led[i].r, led[i].g, led[i].b);
34 }
35
36 if (!rgb_matrix_check_finished_leds(led_max)) {
37 // Shift LED state forward
38 for (uint8_t j = 0; j < led_max-1; ++j) {
39 led[j] = led[j+1];
40 }
41 // Fill last LED
42 led[led_max-1] = (random8() & 2) ? (RGB){0,0,0} : hsv_to_rgb((HSV){random8(), qadd8(random8() >> 1, 127), rgb_matrix_config.hsv.v});
43 // Set pulse timer
44 wait_timer = g_rgb_timer + interval();
45 }
46
47 return rgb_matrix_check_finished_leds(led_max);
48}
49
50# endif // RGB_MATRIX_CUSTOM_EFFECT_IMPLS
51#endif // ENABLE_RGB_MATRIX_PIXEL_FLOW
diff --git a/quantum/rgb_matrix/animations/rgb_matrix_effects.inc b/quantum/rgb_matrix/animations/rgb_matrix_effects.inc
index ac7bac428..27ce34723 100644
--- a/quantum/rgb_matrix/animations/rgb_matrix_effects.inc
+++ b/quantum/rgb_matrix/animations/rgb_matrix_effects.inc
@@ -27,7 +27,6 @@
27#include "hue_pendulum_anim.h" 27#include "hue_pendulum_anim.h"
28#include "hue_wave_anim.h" 28#include "hue_wave_anim.h"
29#include "pixel_rain_anim.h" 29#include "pixel_rain_anim.h"
30#include "pixel_flow_anim.h"
31#include "pixel_fractal_anim.h" 30#include "pixel_fractal_anim.h"
32#include "typing_heatmap_anim.h" 31#include "typing_heatmap_anim.h"
33#include "digital_rain_anim.h" 32#include "digital_rain_anim.h"