b114b27373
Co-authored-by: Drashna Jaelre <drashna@live.com>
136 lines
5.1 KiB
C
136 lines
5.1 KiB
C
/*
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Copyright 2020 Sergey Vlasov <sigprof@gmail.com>
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Copyright 2022 peepeetee
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "config_common.h"
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/* USB Device descriptor parameter */
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#define VENDOR_ID 0x6964 /* "id" */
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#define PRODUCT_ID 0x0080
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#define DEVICE_VER 0x0003
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#define MANUFACTURER IDOBAO
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#define PRODUCT ID80 v3
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/* key matrix size */
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#define MATRIX_ROWS 9
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#define MATRIX_COLS 11
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/*
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* Keyboard Matrix Assignments
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*
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* Change this to how you wired your keyboard
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* COLS: AVR pins used for columns, left to right
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* ROWS: AVR pins used for rows, top to bottom
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* DIODE_DIRECTION: COL2ROW = COL = Anode (+), ROW = Cathode (-, marked on diode)
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* ROW2COL = ROW = Anode (+), COL = Cathode (-, marked on diode)
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*
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* The matrix description in the vendor-supplied JSON file for kbfirmware.com
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* had 9 columns:
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* { D0, D1, D2, D3, D5, D4, D6, D7, B4 }
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* and 12 rows:
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* { B7, B3, B2, B1, B0, E6, F0, F1, F4, F5, F6, F7 }
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* However, the row 6 was completely empty, and the pin F0 was not actually
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* routed anywhere on the PCB, therefore this row was removed to save some
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* resources (the EEPROM space for dynamic keymaps is especially scarce).
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*
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* After doing the above change, the matrix was transposed (rows and columns
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* were swapped), because a matrix with the COL2ROW layout can be scanned much
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* more efficiently than a matrix with the ROW2COL layout (depending on various
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* optimizations, the difference in scan rate can be over 2 times). Because of
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* this, the "columns" in the matrix layout now mostly correspond to physical
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* rows, and the "rows" have mostly vertical physical orientation.
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*/
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#define MATRIX_ROW_PINS { D0, D1, D2, D3, D5, D4, D6, D7, B4 }
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#define MATRIX_COL_PINS { B7, B3, B2, B1, B0, E6, F1, F4, F5, F6, F7 }
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#define DIODE_DIRECTION COL2ROW
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#define RGB_DI_PIN B6
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# define DRIVER_LED_TOTAL 96 /* 16 Bottom 80 top*/
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#ifdef RGB_DI_PIN
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# define RGBLED_NUM 96 /* 16 Bottom 80 top*/
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# define RGB_MATRIX_KEYPRESSES // reacts to keypresses
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#endif
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#ifdef RGB_MATRIX_ENABLE
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# define RGB_MATRIX_MAXIMUM_BRIGHTNESS 180 // Limit to vendor-recommended value
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// RGB Matrix Animation modes. Explicitly enabled
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// For full list of effects, see:
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// https://docs.qmk.fm/#/feature_rgb_matrix?id=rgb-matrix-effects
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# define RGB_MATRIX_FRAMEBUFFER_EFFECTS
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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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# define ENABLE_RGB_MATRIX_PIXEL_FLOW
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# define ENABLE_RGB_MATRIX_PIXEL_FRACTAL
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// enabled only if RGB_MATRIX_FRAMEBUFFER_EFFECTS is defined
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# define ENABLE_RGB_MATRIX_TYPING_HEATMAP
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# define ENABLE_RGB_MATRIX_DIGITAL_RAIN
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// enabled only of 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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/* Bootmagic Lite key configuration: use the Esc key */
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#define BOOTMAGIC_LITE_ROW 0
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#define BOOTMAGIC_LITE_COLUMN 5
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#define ENCODERS_PAD_A { C7 }
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#define ENCODERS_PAD_B { C6 }
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