// Copyright 2022 Kyle McCreery (@kylemccreery) // SPDX-License-Identifier: GPL-2.0-or-later #pragma once /* Key matrix size */ #define MATRIX_ROWS 12 #define MATRIX_COLS 6 /* Key matrix pins */ #define MATRIX_ROW_PINS { F4, F5, F6, F7, B1, B3 } #define MATRIX_COL_PINS { D4, C6, D7, E6, B4, B5 } /* Encoder pins */ #define ENCODERS_PAD_A { D2 } #define ENCODERS_PAD_B { B2 } /* Encoder resolution */ #define ENCODER_RESOLUTION 4 #define TAP_CODE_DELAY 10 /* COL2ROW, ROW2COL */ #define DIODE_DIRECTION COL2ROW #define OLED_FONT_H "keyboards/mechwild/mokulua/glcdfont.c" /* * Split Keyboard specific options, make sure you have 'SPLIT_KEYBOARD = yes' in your rules.mk, and define SOFT_SERIAL_PIN. */ #define SOFT_SERIAL_PIN D3 #define MASTER_LEFT //#define MASTER_RIGHT #define RGBLIGHT_SPLIT #define RGBLED_SPLIT { 8, 8 } #define SPLIT_LAYER_STATE_ENABLE #define SPLIT_LED_STATE_ENABLE #define SPLIT_MODS_ENABLE #define SPLIT_OLED_ENABLE /* RGB options */ #define RGB_DI_PIN B6 #ifdef RGB_DI_PIN # define RGBLED_NUM 16 # define RGBLIGHT_HUE_STEP 8 # define RGBLIGHT_SAT_STEP 8 # define RGBLIGHT_VAL_STEP 8 # define RGBLIGHT_LIMIT_VAL 255 /* The maximum brightness level */ # define RGBLIGHT_SLEEP /* If defined, the RGB lighting will be switched off when the host goes to sleep */ /*== choose RGB animations ==*/ //# define RGBLIGHT_EFFECT_BREATHING # define RGBLIGHT_EFFECT_RAINBOW_MOOD # define RGBLIGHT_EFFECT_RAINBOW_SWIRL //# define RGBLIGHT_EFFECT_SNAKE //# define RGBLIGHT_EFFECT_KNIGHT //# define RGBLIGHT_EFFECT_CHRISTMAS //# define RGBLIGHT_EFFECT_STATIC_GRADIENT //# define RGBLIGHT_EFFECT_RGB_TEST //# define RGBLIGHT_EFFECT_ALTERNATING #endif /* Mechanical locking support. Use KC_LCAP, KC_LNUM or KC_LSCR instead in keymap */ #define LOCKING_SUPPORT_ENABLE /* Locking resynchronize hack */ #define LOCKING_RESYNC_ENABLE /* * Feature disable options * These options are also useful to firmware size reduction. */ /* disable debug print */ //#define NO_DEBUG /* disable print */ //#define NO_PRINT /* disable action features */ //#define NO_ACTION_LAYER //#define NO_ACTION_TAPPING //#define NO_ACTION_ONESHOT