remove the animation timer
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Build / build-sporq (push) Successful in 1m47s
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@ -467,9 +467,6 @@ static void render_layer_state(void) {
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// End of aurora corne things
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// End of aurora corne things
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// point to render_left() or render_right() after olet_int_user() ran
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void (*render)(void);
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void render_left(void) {
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void render_left(void) {
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// Renders the current keyboard state (layers and mods)
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// Renders the current keyboard state (layers and mods)
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render_logo();
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render_logo();
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@ -485,7 +482,8 @@ void render_right(void) {
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render_space_animation();
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render_space_animation();
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}
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}
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static uint16_t animation_timer;
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// point to render_left() or render_right() after olet_int_user() ran
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void (*render)(void);
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oled_rotation_t oled_init_user(oled_rotation_t rotation) {
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oled_rotation_t oled_init_user(oled_rotation_t rotation) {
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// define what's rendered on each half
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// define what's rendered on each half
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@ -496,15 +494,10 @@ oled_rotation_t oled_init_user(oled_rotation_t rotation) {
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render = render_right;
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render = render_right;
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rotation = OLED_ROTATION_0;
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rotation = OLED_ROTATION_0;
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}
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}
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animation_timer = timer_read();
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return rotation;
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return rotation;
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}
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}
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bool oled_task_user(void) {
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bool oled_task_user(void) {
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if (timer_elapsed(animation_timer) < FRAME_TIMEOUT) {
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return false;
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}
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(*render)(); // call render_left() or render_right()
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(*render)(); // call render_left() or render_right()
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animation_timer = timer_read();
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return false;
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return false;
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}
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}
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