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139 lines
5.2 KiB
C
139 lines
5.2 KiB
C
// Copyright 2022 Sergey Vlasov (@sigprof)
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include "config_common.h"
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// Key matrix size.
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#define MATRIX_ROWS 1
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#define MATRIX_COLS 24
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// Key pins (including encoder press switches).
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// The NO_PIN entries are reserved for encoder rotation mappings.
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#define DIRECT_PINS \
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{ \
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{ F4, C7, D4, D5, D1, F5, C6, D6, D3, D2, F6, B6, D7, B4, B5, B2, D0, E6, NO_PIN, NO_PIN, NO_PIN, NO_PIN, NO_PIN, NO_PIN } \
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}
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// clang-format off
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// Encoder pins.
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// Encoder numbering (assuming the default board orientation with encoders on
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// the top side):
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// 0 - left
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// 1 - center (with a longer shaft and a larger knob)
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// 2 - right
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#define ENCODERS_PAD_A { F1, B0, B3 }
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#define ENCODERS_PAD_B { F0, B1, B7 }
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#define ENCODER_RESOLUTION 4
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// Encoder mappings (used for VIA).
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#define ENCODERS 3
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#define ENCODERS_CW_KEY { { 22, 0 }, { 18, 0 }, { 20, 0 } }
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#define ENCODERS_CCW_KEY { { 23, 0 }, { 19, 0 }, { 21, 0 } }
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// clang-format on
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// RGB LED parameters.
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// This PCB uses a single chain of WS2812-compatible addressable RGB LEDs for
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// per-key backlight and underglow.
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#define RGB_DI_PIN F7
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#define RGBLED_NUM 27
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#define RGBLIGHT_LIMIT_VAL 150
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// RGB Lighting configuration. This mode is used by the vendor firmware, and
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// can be chosen if the full RGB Matrix support is not desired for some reason.
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#ifdef RGBLIGHT_ENABLE
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# define RGBLIGHT_HUE_STEP 8
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# define RGBLIGHT_SAT_STEP 8
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# define RGBLIGHT_VAL_STEP 8
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# define RGBLIGHT_SLEEP
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# define RGBLIGHT_EFFECT_BREATHING
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# define RGBLIGHT_EFFECT_RAINBOW_MOOD
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# define RGBLIGHT_EFFECT_RAINBOW_SWIRL
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# define RGBLIGHT_EFFECT_SNAKE
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# define RGBLIGHT_EFFECT_KNIGHT
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# define RGBLIGHT_EFFECT_CHRISTMAS
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# define RGBLIGHT_EFFECT_STATIC_GRADIENT
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# define RGBLIGHT_EFFECT_RGB_TEST
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# define RGBLIGHT_EFFECT_ALTERNATING
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#endif
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// RGB Matrix configuration.
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#ifdef RGB_MATRIX_ENABLE
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# define RGB_MATRIX_LED_COUNT RGBLED_NUM
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# define RGB_MATRIX_MAXIMUM_BRIGHTNESS RGBLIGHT_LIMIT_VAL
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# define RGB_MATRIX_CENTER \
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{ 35, 35 }
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# define RGB_DISABLE_WHEN_USB_SUSPENDED
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// This option is required for the TYPING_HEATMAP and DIGITAL_RAIN effects,
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// both of which are disabled below, so the common support for those effects is
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// disabled too.
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# undef RGB_MATRIX_FRAMEBUFFER_EFFECTS
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// This option is required for reactive effects; disabling this option will
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// implicitly disable all of them.
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# define RGB_MATRIX_KEYPRESSES
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# define ENABLE_RGB_MATRIX_ALPHAS_MODS
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# define ENABLE_RGB_MATRIX_GRADIENT_UP_DOWN
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# define ENABLE_RGB_MATRIX_GRADIENT_LEFT_RIGHT
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# define ENABLE_RGB_MATRIX_BREATHING
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# define ENABLE_RGB_MATRIX_BAND_SAT
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# define ENABLE_RGB_MATRIX_BAND_VAL
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# define ENABLE_RGB_MATRIX_BAND_PINWHEEL_SAT
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# define ENABLE_RGB_MATRIX_BAND_PINWHEEL_VAL
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# define ENABLE_RGB_MATRIX_BAND_SPIRAL_SAT
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# define ENABLE_RGB_MATRIX_BAND_SPIRAL_VAL
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# define ENABLE_RGB_MATRIX_CYCLE_ALL
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# define ENABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT
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# define ENABLE_RGB_MATRIX_CYCLE_UP_DOWN
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# define ENABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON
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# define ENABLE_RGB_MATRIX_CYCLE_OUT_IN
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# define ENABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL
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# define ENABLE_RGB_MATRIX_CYCLE_PINWHEEL
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# define ENABLE_RGB_MATRIX_CYCLE_SPIRAL
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# define ENABLE_RGB_MATRIX_DUAL_BEACON
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# define ENABLE_RGB_MATRIX_RAINBOW_BEACON
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# define ENABLE_RGB_MATRIX_RAINBOW_PINWHEELS
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# define ENABLE_RGB_MATRIX_RAINDROPS
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# define ENABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS
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# define ENABLE_RGB_MATRIX_HUE_BREATHING
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# define ENABLE_RGB_MATRIX_HUE_PENDULUM
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# define ENABLE_RGB_MATRIX_HUE_WAVE
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# define ENABLE_RGB_MATRIX_PIXEL_RAIN
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// The PIXEL_FRACTAL effect does not work properly when the matrix layout is
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// different from the physical layout; it also has problems when underglow
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// LEDs are present, or when multiple LEDs are associated with the same key.
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# undef ENABLE_RGB_MATRIX_PIXEL_FRACTAL
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// Framebuffer effects; can be enabled only if RGB_MATRIX_FRAMEBUFFER_EFFECTS
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// is defined. Both of these effects currently don't work properly when the
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// key matrix does not match the physical layout, so they are disabled.
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# undef ENABLE_RGB_MATRIX_TYPING_HEATMAP
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# undef ENABLE_RGB_MATRIX_DIGITAL_RAIN
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// Reactive effects; can be enabled only if at least one of
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// RGB_MATRIX_KEYPRESSES or RGB_MATRIX_KEYRELEASES is defined.
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# define ENABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE
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# define ENABLE_RGB_MATRIX_SOLID_REACTIVE
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# define ENABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE
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# define ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE
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# define ENABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS
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# define ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS
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# define ENABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS
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# define ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS
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# define ENABLE_RGB_MATRIX_SPLASH
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# define ENABLE_RGB_MATRIX_MULTISPLASH
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# define ENABLE_RGB_MATRIX_SOLID_SPLASH
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# define ENABLE_RGB_MATRIX_SOLID_MULTISPLASH
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#endif
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// Debounce reduces chatter (unintended double-presses) - set 0 if debouncing is not needed.
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#define DEBOUNCE 5
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