qmk_sweep_skeletyl/users/snowe/ocean_dream.c
Tyler Thrailkill 0b8fbff1cb
Adjust oled gen to fix flashing on timeout (#18747)
Fixes an issue in Ocean Dream that causes flashing after the oled screen
times out and turns off.

This occurs because writing to an OLED screen turns it on as well and we
are both writing then immediately turning the screen off, but only if
the timeout has occurred (no WPM, 30 seconds has passed).
2022-10-19 01:40:26 +01:00

556 lines
21 KiB
C

/*
* Copyright 2021 Tyler Thrailkill (@snowe/@snowe2010) <tyler.b.thrailkill@gmail.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "ocean_dream.h"
#include "quantum.h"
#include "print.h"
// Calculated Parameters
#define TWINKLE_PROBABILITY_MODULATOR 100 / TWINKLE_PROBABILITY // CALCULATED: Don't Touch
#define TOTAL_STARS STARS_PER_LINE *NUMBER_OF_STAR_LINES // CALCULATED: Don't Touch
#define OCEAN_ANIMATION_MODULATOR NUMBER_OF_FRAMES / OCEAN_ANIMATION_SPEED // CALCULATED: Don't Touch
#define SHOOTING_STAR_ANIMATION_MODULATOR NUMBER_OF_FRAMES / SHOOTING_STAR_ANIMATION_SPEED // CALCULATED: Don't Touch
#define STAR_ANIMATION_MODULATOR NUMBER_OF_FRAMES / STAR_ANIMATION_SPEED // CALCULATED: Don't Touch
uint8_t animation_counter = 0; // global animation counter.
bool is_calm = false;
uint32_t starry_night_anim_timer = 0;
uint32_t starry_night_anim_sleep = 0;
static int current_wpm = 0;
static uint8_t increment_counter(uint8_t counter, uint8_t max) {
counter++;
if (counter >= max) {
return 0;
} else {
return counter;
}
}
#ifdef ENABLE_WAVE
static uint8_t decrement_counter(uint8_t counter, uint8_t max) {
counter--;
if (counter < 0 || counter > max) {
return max;
} else {
return counter;
}
}
#endif
#ifdef ENABLE_MOON // region
# ifndef STATIC_MOON
uint8_t moon_animation_frame = 0; // keeps track of current moon frame
uint16_t moon_animation_counter = 0; // counts how many frames to wait before animating moon to next frame
# endif
# ifdef STATIC_MOON
static const char PROGMEM moon[6] = {
0x18, 0x7E, 0xFF, 0xC3, 0x81, 0x81,
};
# endif
# ifndef STATIC_MOON
static const char PROGMEM moon_animation[14][8] = {
// clang-format off
{ 0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C, },
{ 0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xFF, 0x42, 0x00, },
{ 0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xC3, 0x00, 0x00, },
{ 0x3C, 0x7E, 0xFF, 0xFF, 0xC3, 0x81, 0x00, 0x00, },
{ 0x3C, 0x7E, 0xFF, 0xC3, 0x81, 0x00, 0x00, 0x00, },
{ 0x3C, 0x7E, 0xC3, 0x81, 0x81, 0x00, 0x00, 0x00, },
{ 0x3C, 0x42, 0x81, 0x81, 0x00, 0x00, 0x00, 0x00, },
{ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, },
{ 0x00, 0x00, 0x00, 0x00, 0x81, 0x81, 0x42, 0x3C, },
{ 0x00, 0x00, 0x00, 0x81, 0x81, 0xC3, 0x7E, 0x3C, },
{ 0x00, 0x00, 0x00, 0x81, 0xC3, 0xFF, 0x7E, 0x3C, },
{ 0x00, 0x00, 0x81, 0xC3, 0xFF, 0xFF, 0x7E, 0x3C, },
{ 0x00, 0x00, 0xC3, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C, },
{ 0x00, 0x42, 0xFF, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C, },
// clang-format on
};
# endif
static void draw_moon(void) {
# ifdef STATIC_MOON
oled_set_cursor(MOON_COLUMN, MOON_LINE);
oled_write_raw_P(moon, 6);
# endif
# ifndef STATIC_MOON
moon_animation_counter = increment_counter(moon_animation_counter, ANIMATE_MOON_EVERY_N_FRAMES);
if (moon_animation_counter == 0) {
moon_animation_frame = increment_counter(moon_animation_frame, 14);
oled_set_cursor(MOON_COLUMN, MOON_LINE);
oled_write_raw_P(moon_animation[moon_animation_frame], 8);
}
# endif
}
#endif // endregion
#ifdef ENABLE_WAVE // region
uint8_t starry_night_wave_frame_width_counter = 31;
uint8_t rough_waves_frame_counter = 0;
// clang-format off
static const char PROGMEM ocean_top[8][32] = {
// still ocean
{
0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
},
// small ripples
{
0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
},
// level 2 ripples
{
0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40,
0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40,
0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40,
0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40,
},
// level 3 waves
{
0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40,
0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40,
0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40,
0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40,
},
{
0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40,
0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40,
0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40,
0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40,
},
{
0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60,
0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60,
0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60,
0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60,
},
};
static const char PROGMEM ocean_bottom[8][32] = {
// still ocean
{
0x00, 0x40, 0x40, 0x41, 0x01, 0x01, 0x01, 0x21,
0x20, 0x00, 0x00, 0x04, 0x04, 0x04, 0x04, 0x44,
0x44, 0x40, 0x40, 0x00, 0x00, 0x08, 0x08, 0x00,
0x01, 0x01, 0x01, 0x00, 0x40, 0x40, 0x00, 0x00,
},
// small ripples
{
0x00, 0x00, 0x40, 0x40, 0x01, 0x01, 0x01, 0x20,
0x20, 0x00, 0x00, 0x00, 0x04, 0x04, 0x04, 0x04,
0x40, 0x40, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00,
0x00, 0x01, 0x01, 0x00, 0x00, 0x40, 0x00, 0x00,
},
// level 2 ripples
{
0x00, 0x00, 0x40, 0x40, 0x01, 0x01, 0x01, 0x20,
0x20, 0x00, 0x00, 0x00, 0x04, 0x04, 0x04, 0x04,
0x40, 0x40, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00,
0x00, 0x01, 0x01, 0x00, 0x00, 0x40, 0x00, 0x00,
},
// level 3 waves
{
0x00, 0x40, 0x40, 0x42, 0x42, 0x03, 0x11, 0x11,
0x20, 0x20, 0x00, 0x00, 0x08, 0x0C, 0x0C, 0x04,
0x05, 0x41, 0x41, 0x21, 0x20, 0x00, 0x00, 0x08,
0x0A, 0x0A, 0x0B, 0x41, 0x41, 0x41, 0x41, 0x00,
},
{
0x10, 0x10, 0x00, 0x80, 0x84, 0xC4, 0x02, 0x06,
0x84, 0x44, 0xC0, 0x80, 0x80, 0x20, 0x20, 0x10,
0x08, 0x12, 0x91, 0x81, 0x42, 0x40, 0x00, 0x00,
0x10, 0x12, 0x22, 0x22, 0x24, 0x04, 0x84, 0x80,
},
{
0x08, 0x80, 0x80, 0x82, 0x82, 0x03, 0x21, 0x21,
0x10, 0x10, 0x00, 0x00, 0x04, 0x04, 0x0C, 0x08,
0x09, 0x41, 0x42, 0x22, 0x20, 0x00, 0x00, 0x08,
0x0A, 0x0A, 0x0B, 0x41, 0x43, 0x42, 0x42, 0x00,
},
};
// clang-format on
static void animate_waves(void) {
starry_night_wave_frame_width_counter = decrement_counter(starry_night_wave_frame_width_counter, WIDTH - 1); // only 3 frames for last wave type
rough_waves_frame_counter = increment_counter(rough_waves_frame_counter, 3); // only 3 frames for last wave type
void draw_ocean(uint8_t frame, uint16_t offset, uint8_t byte_index) {
oled_write_raw_byte(pgm_read_byte(ocean_top[frame] + byte_index), offset);
oled_write_raw_byte(pgm_read_byte(ocean_bottom[frame] + byte_index), offset + WIDTH);
}
for (int i = 0; i < WIDTH; ++i) {
uint16_t offset = OCEAN_LINE * WIDTH + i;
uint8_t byte_index = starry_night_wave_frame_width_counter + i;
if (byte_index >= WIDTH) {
byte_index = byte_index - WIDTH;
}
if (is_calm || current_wpm <= WAVE_CALM) {
draw_ocean(0, offset, byte_index);
} else if (current_wpm <= WAVE_HEAVY_STORM) {
draw_ocean(1, offset, byte_index);
} else if (current_wpm <= WAVE_HURRICANE) {
draw_ocean(2, offset, byte_index);
} else {
draw_ocean(3 + rough_waves_frame_counter, offset, byte_index);
}
}
}
#endif // endregion
#ifdef ENABLE_ISLAND // region
uint8_t island_frame_1 = 0;
// clang-format off
// only use 46 bytes (first 18 are blank, so we don't write them, makes it smaller and we can see the shooting stars properly!)
// To save space and allow the shooting stars to be seen, only draw the tree on every frame.
// Tree is only 14bytes wide so we save 108 bytes on just the first row. Second row, the
// first 18 bytes is always the same piece of land, so only store that once, which saves 90 bytes
static const char PROGMEM islandRightTop[6][14] = {
{0x84, 0xEC, 0x6C, 0x3C, 0xF8, 0xFE, 0x3F, 0x6B, 0xDB, 0xB9, 0x30, 0x40, 0x00, 0x00,},
{0x80, 0xC3, 0xEE, 0x7C, 0xB8, 0xFC, 0xFE, 0x6F, 0xDB, 0x9B, 0xB2, 0x30, 0x00, 0x00,},
{0x00, 0xC0, 0xEE, 0x7F, 0x3D, 0xF8, 0xFC, 0x7E, 0x57, 0xDB, 0xDB, 0x8A, 0x00, 0x00,},
{0x00, 0xC0, 0xE6, 0x7F, 0x3B, 0xF9, 0xFC, 0xFC, 0xB6, 0xB3, 0x33, 0x61, 0x00, 0x00,},
{0x00, 0x00, 0x00, 0x00, 0x80, 0xEE, 0xFF, 0xFB, 0xF9, 0xFC, 0xDE, 0xB6, 0xB6, 0x24,},
{0x00, 0x00, 0x00, 0x00, 0xC0, 0xEE, 0xFE, 0xFF, 0xFB, 0xFD, 0xEE, 0xB6, 0xB6, 0x92,},
};
static const char PROGMEM islandRightBottom[6][14] = {
{0x41, 0x40, 0x60, 0x3E, 0x3F, 0x23, 0x20, 0x60, 0x41, 0x43, 0x40, 0x40, 0x40, 0x80,},
{0x40, 0x41, 0x60, 0x3E, 0x3F, 0x23, 0x20, 0x60, 0x40, 0x40, 0x41, 0x41, 0x40, 0x80,},
{0x40, 0x40, 0x61, 0x3D, 0x3F, 0x27, 0x21, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x80,},
{0x40, 0x43, 0x61, 0x3C, 0x3F, 0x27, 0x21, 0x60, 0x41, 0x43, 0x43, 0x42, 0x40, 0x80,},
{0x40, 0x40, 0x60, 0x3C, 0x3F, 0x27, 0x23, 0x63, 0x44, 0x40, 0x41, 0x41, 0x41, 0x81,},
{0x40, 0x40, 0x60, 0x3C, 0x3F, 0x27, 0x23, 0x63, 0x42, 0x42, 0x41, 0x41, 0x41, 0x80,},
};
static const char PROGMEM islandLeft[18] = {
0x80, 0x40, 0x40, 0x40, 0x40, 0x60,
0x20, 0x20, 0x20, 0x20, 0x20, 0x20,
0x20, 0x20, 0x20, 0x60, 0x40, 0x40,
};
// clang-format on
static void animate_island(void) {
if (animation_counter == 0) {
island_frame_1 = increment_counter(island_frame_1, 2);
}
void draw_island_parts(uint8_t frame) {
oled_set_cursor(ISLAND_COLUMN + 3, ISLAND_LINE);
oled_write_raw_P(islandRightTop[frame], 14);
oled_set_cursor(ISLAND_COLUMN + 0, ISLAND_LINE + 1);
oled_write_raw_P(islandLeft, 18);
oled_set_cursor(ISLAND_COLUMN + 3, ISLAND_LINE + 1);
oled_write_raw_P(islandRightBottom[frame], 14);
}
if (is_calm || current_wpm < ISLAND_CALM) {
draw_island_parts(0);
} else if (current_wpm >= ISLAND_CALM && current_wpm < ISLAND_HEAVY_STORM) {
draw_island_parts(island_frame_1 + 1);
} else if (current_wpm >= ISLAND_HEAVY_STORM && current_wpm < ISLAND_HURRICANE) {
draw_island_parts(island_frame_1 + 2);
} else {
draw_island_parts(island_frame_1 + 4);
}
}
#endif // endregion
#ifdef ENABLE_STARS // region
bool stars_setup = false; // only setup stars once, then we just twinkle them
struct Coordinate {
int x;
int y;
bool exists;
};
struct Coordinate stars[TOTAL_STARS]; // tracks all stars/coordinates
/**
* Setup all the initial stars on the screen
* This function divides the screen into regions based on STARS_PER_LINE and NUMBER_OF_STAR_LINES
* where each line is made up of 8x8 pixel groups, that are populated by a single star.
*
* Not sure how this function will work with larger or smaller screens.
* It should be fine, as long as the screen width is a multiple of 8
*/
static void setup_stars(void) {
// For every line, split the line into STARS_PER_LINE, find a random point in that region, and turn the pixel on
// 36% probability it will not be added
// (said another way, 80% chance it will start out lit in the x direction, then 80% chance it will start out lit in the y direction = 64% probability it will start out lit at all)
for (int line = 0; line < NUMBER_OF_STAR_LINES; ++line) {
for (int column_group = 0; column_group < STARS_PER_LINE; ++column_group) {
uint8_t rand_column = rand() % 10;
uint8_t rand_row = rand() % 10;
if (rand_column < 8 && rand_row < 8) {
int column_adder = column_group * 8;
int line_adder = line * 8;
int x = rand_column + column_adder;
int y = rand_row + line_adder;
oled_write_pixel(x, y, true);
stars[column_group + (line * STARS_PER_LINE)].x = x;
stars[column_group + (line * STARS_PER_LINE)].y = y;
stars[column_group + (line * STARS_PER_LINE)].exists = true;
} else {
stars[column_group + (line * STARS_PER_LINE)].exists = false;
}
}
}
stars_setup = true;
}
/**
* Twinkle the stars (move them one pixel in any direction) with a probability of 50% to twinkle any given star
*/
static void twinkle_stars(void) {
for (int line = 0; line < NUMBER_OF_STAR_LINES; ++line) {
for (int column_group = 0; column_group < STARS_PER_LINE; ++column_group) {
struct Coordinate star = stars[column_group + (line * STARS_PER_LINE)];
// skip stars that were never added
if (!star.exists) {
continue;
}
if (rand() % TWINKLE_PROBABILITY_MODULATOR == 0) {
oled_write_pixel(star.x, star.y, false); // black out pixel
// don't allow stars to leave their own region
if (star.x == (column_group * 8)) { // star is the farthest left it can go in its region
star.x++; // move it right immediately
} else if (star.x == (((column_group + 1) * 8) - 1)) { // star is farthest right it can go in its region
star.x--; // move it left immediately
}
if (star.y == (line * 8)) { // star is the farthest up it can go in its region
star.y++; // move it down immediately
} else if (star.y == (((line + 1) * 8) - 1)) { // star is farthest down it can go in its region
star.y--; // move it up immediately
}
// now decide direction
int new_x;
int x_choice = rand() % 3;
if (x_choice == 0) {
new_x = star.x - 1;
} else if (x_choice == 1) {
new_x = star.x + 1;
} else {
new_x = star.x;
}
int new_y;
int y_choice = rand() % 3;
if (y_choice == 0) {
new_y = star.y - 1;
} else if (y_choice == 1) {
new_y = star.y + 1;
} else {
new_y = star.y;
}
star.x = new_x;
star.y = new_y;
oled_write_pixel(new_x, new_y, true);
}
stars[column_group + (line * STARS_PER_LINE)] = star;
}
}
}
/**
* Setup the stars and then animate them on subsequent frames
*/
static void animate_stars(void) {
if (!stars_setup) {
setup_stars();
} else {
twinkle_stars();
}
}
#endif // endregion
#ifdef ENABLE_SHOOTING_STARS // region
bool shooting_stars_setup = false; // only setup shooting stars array once with defaults
struct ShootingStar {
int x_1;
int y_1;
int x_2;
int y_2;
bool running;
int frame;
int delay;
};
struct ShootingStar shooting_stars[MAX_NUMBER_OF_SHOOTING_STARS]; // tracks all the shooting stars
static void setup_shooting_star(struct ShootingStar *shooting_star) {
int column_to_start = rand() % (WIDTH / 2);
int row_to_start = rand() % (HEIGHT - 48); // shooting_stars travel diagonally 1 down, 1 across. So the lowest a shooting_star can start and not 'hit' the ocean is 32 above the ocean.
shooting_star->x_1 = column_to_start;
shooting_star->y_1 = row_to_start;
shooting_star->x_2 = column_to_start + 1;
shooting_star->y_2 = row_to_start + 1;
shooting_star->running = true;
shooting_star->frame++;
shooting_star->delay = rand() % SHOOTING_STAR_DELAY;
}
static void move_shooting_star(struct ShootingStar *shooting_star) {
oled_write_pixel(shooting_star->x_1, shooting_star->y_1, false);
oled_write_pixel(shooting_star->x_2, shooting_star->y_2, false);
shooting_star->x_1++;
shooting_star->y_1++;
shooting_star->x_2++;
shooting_star->y_2++;
shooting_star->frame++;
oled_write_pixel(shooting_star->x_1, shooting_star->y_1, true);
oled_write_pixel(shooting_star->x_2, shooting_star->y_2, true);
}
static void finish_shooting_star(struct ShootingStar *shooting_star) {
oled_write_pixel(shooting_star->x_1, shooting_star->y_1, false);
oled_write_pixel(shooting_star->x_2, shooting_star->y_2, false);
shooting_star->running = false;
shooting_star->frame = 0;
}
static void animate_shooting_star(struct ShootingStar *shooting_star) {
if (shooting_star->frame > SHOOTING_STAR_FRAMES) {
finish_shooting_star(shooting_star);
return;
} else if (!shooting_star->running) {
setup_shooting_star(shooting_star);
} else {
if (shooting_star->delay == 0) {
move_shooting_star(shooting_star);
} else {
shooting_star->delay--;
}
}
}
static void animate_shooting_stars(void) {
if (is_calm) {
return;
}
if (!shooting_stars_setup) {
for (int i = 0; i < MAX_NUMBER_OF_SHOOTING_STARS; ++i) {
shooting_stars[i].running = false;
}
shooting_stars_setup = true;
}
/**
* Fixes issue with stars that were falling _while_ the
* wpm dropped below the condition for them to keep falling
*/
void end_extra_stars(uint8_t starting_index) {
for (int shooting_star_index = starting_index; shooting_star_index < MAX_NUMBER_OF_SHOOTING_STARS; ++shooting_star_index) {
struct ShootingStar shooting_star = shooting_stars[shooting_star_index];
if (shooting_star.running) {
finish_shooting_star(&shooting_star);
shooting_stars[shooting_star_index] = shooting_star;
}
}
}
int number_of_shooting_stars = current_wpm / SHOOTING_STAR_WPM_INCREMENT;
number_of_shooting_stars = (number_of_shooting_stars > MAX_NUMBER_OF_SHOOTING_STARS) ? MAX_NUMBER_OF_SHOOTING_STARS : number_of_shooting_stars;
if (number_of_shooting_stars == 0) {
// make sure all shooting_stars are ended
end_extra_stars(0);
} else {
for (int shooting_star_index = 0; shooting_star_index < number_of_shooting_stars; ++shooting_star_index) {
struct ShootingStar shooting_star = shooting_stars[shooting_star_index];
animate_shooting_star(&shooting_star);
shooting_stars[shooting_star_index] = shooting_star;
}
end_extra_stars(number_of_shooting_stars);
}
}
#endif // endregion
/**
* Main rendering function
*
* Calls all different animations at different rates
*/
void render_stars(void) {
current_wpm = get_current_wpm();
void render_stars_anim(void) {
#ifdef ENABLE_ISLAND
animate_island();
#endif
#ifdef ENABLE_SHOOTING_STARS
if (animation_counter % SHOOTING_STAR_ANIMATION_MODULATOR == 0) {
animate_shooting_stars();
}
#endif
#ifdef ENABLE_STARS
// TODO offsetting the star animation from the wave animation would look better,
// but if I do that, then the stars appear in the water because
// the ocean animation has to wait a bunch of frames to overwrite it.
// Possible solutions:
// 1. Only draw stars to the top of the island/ocean.
// 2. Draw ocean every frame, only move ocean on frames matching modulus
// Problems:
// 1. What if someone wants to move the island up a bit, or they want to have the stars reflect in the water?
// 2. More cpu intensive. And I'm already running out of cpu as it is...
if (animation_counter % STAR_ANIMATION_MODULATOR == 0) {
animate_stars();
}
#endif
#ifdef ENABLE_WAVE
if (animation_counter % OCEAN_ANIMATION_MODULATOR == 0) {
animate_waves();
}
#endif
#ifdef ENABLE_MOON
draw_moon();
#endif
animation_counter = increment_counter(animation_counter, NUMBER_OF_FRAMES);
}
// Turn screen on/off based on typing and timeout
if (current_wpm > 0 && timer_elapsed32(starry_night_anim_timer) > STARRY_NIGHT_ANIM_FRAME_DURATION) {
starry_night_anim_timer = timer_read32();
oled_on();
render_stars_anim();
starry_night_anim_sleep = timer_read32();
} else if (timer_elapsed32(starry_night_anim_sleep) > OLED_TIMEOUT) {
oled_off();
}
}