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Update to RGB Matrix LED structure #32
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Rebasing reduced thee file size, so Travis CI no longer fails |
@fdidron just making sure, you're holding off on this, because of the significant change to the rgb matrix structure, correct? If so, that's fine, and there is qmk#5783 that we may want to wait on, to merge at the same time. It's not an insignificant change, but should further optimize the rgb matrix code. |
@drashna exactly, thought I would hold until the rest of the changes are merged. |
Updated effects to test led flags Updated massdrop to use new flags field for led toggle
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… - part 2) (qmk#5783) * Initial conversion of the rgb_led struct * Converting last keyboard & updating effects to take advantage of the new structure * New struct should not be const * Updated docs * Changing define ___ for no led to NO_LED * Missed converting some keymap usages of the old struct layout
* RGB Matrix Typing Heatmap Effect * Fixing file name and effect init
There is actually one more PR that I'd like to wait on before this gets merged. qmk#5811 optimizes a number of things here, too. |
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This is ready to ship! |
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* clean up rgb matrix extern usage Moved rgb matrix boiler plate into macros Rebased onto typing heatmap pr * Fixing the reversed frame buffer access in digital rain * Fixing digital rain & typing heatmap if keyreactive effects are not enabled * Apply suggestions from code review Co-Authored-By: Drashna Jaelre <[email protected]> * Adding parenthesizes to DRIVER_LED_TOTAL where necessary * Updated docs * added notes about parentheses
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derp, forgot to remove the pragma once
* Fixing hsv to rgb where s is 0 and v is < 255 * Update color.c
…mk#5877) * Spirals, Pinwheels, and Documentation....Oh My! * Spiral effect band thickness adjustments * Fixing animation spin directions
This changes the rgb LED structure to allow for much more customized effects.
This is not all of it, just the start of the code changes.
It may be best to leave this alone until the rest of the code changes are present.
However, Travis CI fails due to the reactive keymap being too large. (the reactive keymap has all reactive modes enabled, which .... is a LOT)