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* [Keyboard] Change Corne RGB Matrix split handling This uses the "is_master" detection to set the led matrix, rather than a define at compile time. This means that the same hex can be used for both halves, not just one or the other. The caveat is that this costs ~240 bytes to do. However, I feel that this is a good trade-off, not just lazy. * Update documentation for RGB Matrix on the Corne
85 lines
4.1 KiB
Markdown
85 lines
4.1 KiB
Markdown
# Corne Keyboard (CRKBD)
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Also known (incorrectly) as the `HeliDox`.
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![Crkbd](https://user-images.githubusercontent.com/736191/40575636-6fba63a4-6123-11e8-9ca0-3f990f1f9f4c.jpg)
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![Crkbd](https://user-images.githubusercontent.com/736191/40887871-0eead5dc-678a-11e8-9518-e3ad9e5d2bac.png)
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A split keyboard with 3x6 vertically staggered keys and 3 thumb keys.
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Keyboard Maintainer: [foostan](https://github.com/foostan/) [@foostan](https://twitter.com/foostan)
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Hardware Supported: Crkbd PCB, Pro Micro
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Hardware Availability: [PCB & Case Data](https://github.com/foostan/crkbd)
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Make example for this keyboard (after setting up your build environment):
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```sh
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make crkbd:default
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```
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See the [build environment setup](https://docs.qmk.fm/#/getting_started_build_tools) and the [make instructions](https://docs.qmk.fm/#/getting_started_make_guide) for more information. Brand new to QMK? Start with our [Complete Newbs Guide](https://docs.qmk.fm/#/newbs).
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## RGB Matrix
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The Corne Keyboard also supports using the RGB Matrix feature, in place of RGB Light. This provids a better experience when using the keyboard, as it supports a number of per key effects properly. If you're not using the in switch LEDs, then you may want to pass on doing this.
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In your keymap's `rules.mk` file, add the following:
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```make
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RGBLIGHT_ENABLE = no
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RGB_MATRIX_ENABLE = WS2812
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```
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And in your `config.h` file, add the following:
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```c
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#ifdef RGB_MATRIX_ENABLE
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# define RGB_MATRIX_KEYPRESSES // reacts to keypresses
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// # define RGB_MATRIX_KEYRELEASES // reacts to keyreleases (instead of keypresses)
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// # define RGB_DISABLE_AFTER_TIMEOUT 0 // number of ticks to wait until disabling effects
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# define RGB_DISABLE_WHEN_USB_SUSPENDED true // turn off effects when suspended
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# define RGB_MATRIX_FRAMEBUFFER_EFFECTS
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// # define RGB_MATRIX_LED_PROCESS_LIMIT (DRIVER_LED_TOTAL + 4) / 5 // limits the number of LEDs to process in an animation per task run (increases keyboard responsiveness)
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// # define RGB_MATRIX_LED_FLUSH_LIMIT 16 // limits in milliseconds how frequently an animation will update the LEDs. 16 (16ms) is equivalent to limiting to 60fps (increases keyboard responsiveness)
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# define RGB_MATRIX_MAXIMUM_BRIGHTNESS 150 // limits maximum brightness of LEDs to 150 out of 255. Higher may cause the controller to crash.
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# define RGB_MATRIX_HUE_STEP 8
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# define RGB_MATRIX_SAT_STEP 8
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# define RGB_MATRIX_VAL_STEP 8
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# define RGB_MATRIX_SPD_STEP 10
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/* Disable the animations you don't want/need. You will need to disable a good number of these *
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* because they take up a lot of space. Disable until you can successfully compile your firmware. */
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// # define DISABLE_RGB_MATRIX_ALPHAS_MODS
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// # define DISABLE_RGB_MATRIX_GRADIENT_UP_DOWN
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// # define DISABLE_RGB_MATRIX_BREATHING
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// # define DISABLE_RGB_MATRIX_CYCLE_ALL
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// # define DISABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT
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// # define DISABLE_RGB_MATRIX_CYCLE_UP_DOWN
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// # define DISABLE_RGB_MATRIX_CYCLE_OUT_IN
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// # define DISABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL
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// # define DISABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON
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// # define DISABLE_RGB_MATRIX_DUAL_BEACON
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// # define DISABLE_RGB_MATRIX_RAINBOW_BEACON
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// # define DISABLE_RGB_MATRIX_RAINBOW_PINWHEELS
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// # define DISABLE_RGB_MATRIX_RAINDROPS
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// # define DISABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS
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// # define DISABLE_RGB_MATRIX_TYPING_HEATMAP
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// # define DISABLE_RGB_MATRIX_DIGITAL_RAIN
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// # define DISABLE_RGB_MATRIX_SOLID_REACTIVE
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// # define DISABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE
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// # define DISABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE
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// # define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE
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// # define DISABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS
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// # define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS
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// # define DISABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS
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// # define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS
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// # define DISABLE_RGB_MATRIX_SPLASH
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// # define DISABLE_RGB_MATRIX_MULTISPLASH
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// # define DISABLE_RGB_MATRIX_SOLID_SPLASH
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// # define DISABLE_RGB_MATRIX_SOLID_MULTISPLASH
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#endif
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```
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After this is done, you should be able to use the normal RGB keycodes, but you'll see the RGB Matrix effects in use, giving a much better experience.
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