/*
The MIT License (MIT)
Copyright (c) 2016 Fred Sundvik
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
// use this function to merge both real_mods and oneshot_mods in a uint16_t
uint8_t ;
// This need to be called once at the start
void ;
// This should be called at every matrix scan
void ;
// This should be called when the keyboard goes to suspend state
void ;
// This should be called when the keyboard wakes up from suspend state
void ;
// These functions are week, so they can be overridden by the keyboard
// if needed
GDisplay* ;
GDisplay* ;
// For emulator builds, this function need to be implemented
void ;
// If you need support for more than 16 keyframes per animation, you can change this
;
typedef struct visualizer_keyboard_status_t;
// The state struct is used by the various keyframe functions
// It's also used for setting the LCD color and layer text
// from the user customized code
typedef struct visualizer_state_t visualizer_state_t;
// Any custom keyframe function should have this signature
// return true to get continuous updates, otherwise you will only get one
// update per frame
typedef bool ;
// Represents a keyframe animation, so fields are internal to the system
// while others are meant to be initialized by the user code
typedef struct keyframe_animation_t keyframe_animation_t;
extern GDisplay* LCD_DISPLAY;
extern GDisplay* LED_DISPLAY;
void ;
void ;
// This runs the next keyframe, but does not update the animation state
// Useful for crossfades for example
void ;
// The master can set userdata which will be transferred to the slave
void ;
// These functions have to be implemented by the user
// Called regularly each time the state has changed (but not every scan loop)
void ;
// Called when the computer goes to suspend, will also stop calling update_user_visualizer_state
void ;
// You have to start at least one animation as a response to the following two functions
// When the animation has finished the visualizer will resume normal operation and start calling the
// update_user_visualizer_state again
// Called when the keyboard boots up
void ;
// Called when the computer resumes from a suspend
void ;