qmk-dactyl-manuform-a/keyboards/rgbkb/zen/rev2/config.h

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/*
Copyright 2017 Danny Nguyen <danny@hexwire.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
/* USB Device descriptor parameter */
#define VENDOR_ID 0xFEED
#define PRODUCT_ID 0x3061
#define DEVICE_VER 0x0002
#define MANUFACTURER Legonut
#define PRODUCT "Project Zen"
#define DESCRIPTION "Split gaming keyboard"
/* key matrix size */
// Rows are doubled-up
// wiring of each half
#ifdef CONVERT_TO_PROTON_C
#define MATRIX_ROWS 5
#define MATRIX_COLS 7
#else
#define MATRIX_ROWS 10
#define MATRIX_COLS 7
#endif
// Proton-C does pin conversion
#define MATRIX_ROW_PINS { C6, E6, B5, D7, B4 }
#define MATRIX_COL_PINS { F4, F5, F6, F7, B3, B1, B2 }
#define ENCODERS_PAD_A { D4 }
#define ENCODERS_PAD_B { D2 }
#define RGB_DI_PIN B6
#define SOFT_SERIAL_PIN D3
/* COL2ROW or ROW2COL */
#define DIODE_DIRECTION COL2ROW
/* define if matrix has ghost */
//#define MATRIX_HAS_GHOST
/* Set 0 if debouncing isn't needed */
#define DEBOUNCE 5
/* 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
/* ws2812 RGB LED */
#define RGBLED_NUM 34 // Number of LEDs
#define RGBLIGHT_ANIMATIONS
/*
* 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
//#define NO_ACTION_MACRO
//#define NO_ACTION_FUNCTION