Drop Mech Keys Meetup Recap - Thanks for Visiting!
As you may have seen, we just hosted our first meetup in quite a while here at Drop HQ (Corsair HQ, but they seem to like us enough :) )! It was a blast to get to meet so many enthusiasts local to the bay area—it had been 10 years since I was last hanging out with keyboard nerds in the bay, at KeyCon 2014. We had a great time hosting everyone at the offices, checking out all the very nice boards y'all brought, and sharing some of our own projects/spaces! I knew it would be fun to host in the Game Room when I first saw it in person, but seeing it come to fruition was still so cool. Alright, I'll stop blabbering on now. xD Picture time! (Oh, real quick - there will be more of these! Stay tuned for more info and to catch the next one!)
May 15, 2024
The way to think about animations is that you have a frame buffer and that animations can manipulate it. Animations can be layered on top of each other so that you can have multiple animations running at the same time. The easiest way to handle state is to use the pixel (each rgb led as part of the frame) buffer and decide what to do based on the color. Using KLL 0.5 it's possible to time animations down to the ms based on other events. This means any key press, release or key event can be the start of an animation. KLL itself can handle things like "pressing X number of times" but it might be easier to build custom capabilities in C or designing a pfunc (pixel function, also in C) that gets applied to a pixel as part of the animation. These are more efficient, but requires C knowledge. I'll make sure there's a tutorial on all the different aspects of designing simple, intermediate and advanced animations.
One fun thing, is that all of these animation will also work on keyboards such as the Whitefox (just not RGB).