/* Copyright 2022 @fOmey * * 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 . */ #pragma once #include "config_common.h" /* USB Device descriptor parameter */ #define VENDOR_ID 0x416B #define PRODUCT_ID 0x0081 #define DEVICE_VER 0x0001 #define MANUFACTURER Atlantis #define PRODUCT AK81_VE /* Key matrix size */ #define MATRIX_ROWS 6 #define MATRIX_COLS 15 /* Key matrix pins */ #define MATRIX_ROW_PINS { F1, F7, F6, F5, F4, D5 } #define MATRIX_COL_PINS { F0, C7, C6, B6, B5, B4, D7, D6, B2, B7, D3, D2, D1, D0, B3 } #define UNUSED_PINS /* Encoder pins */ #define ENCODERS_PAD_A { B0 } #define ENCODERS_PAD_B { E6 } #define ENCODER_RESOLUTION 4 #define ENCODERS 1 #define ENCODERS_CCW_KEY { { 3, 5 } } // Note: array is { col, row ) #define ENCODERS_CW_KEY { { 4, 5 } } // Note: array is { col, row ) /* LED pins */ #define LED_CAPS_LOCK_PIN D4 #define LED_PIN_ON_STATE 0 /* COL2ROW or ROW2COL */ #define DIODE_DIRECTION COL2ROW /* 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 #define FORCE_NKRO #define RGB_DI_PIN B1 #ifdef RGB_DI_PIN #define RGB_MATRIX_KEYPRESSES #define RGB_MATRIX_FRAMEBUFFER_EFFECTS #define RGB_DISABLE_WHEN_USB_SUSPENDED true #define DRIVER_LED_TOTAL 96 #define RGB_MATRIX_STARTUP_HUE 170 #define RGB_MATRIX_STARTUP_SAT 255 #define RGB_MATRIX_MAXIMUM_BRIGHTNESS 130 #define RGB_MATRIX_STARTUP_VAL RGB_MATRIX_MAXIMUM_BRIGHTNESS #define RGB_MATRIX_ALPHAS_MODS // Static dual hue, speed is hue for secondary hue #define RGB_MATRIX_GRADIENT_UP_DOWN // Static gradient top to bottom, speed controls how much gradient changes #define RGB_MATRIX_GRADIENT_LEFT_RIGHT // Static gradient left to right, speed controls how much gradient changes #define RGB_MATRIX_BREATHING // Single hue brightness cycling animation #define RGB_MATRIX_BAND_SAT // Single hue band fading saturation scrolling left to right #define RGB_MATRIX_BAND_VAL // Single hue band fading brightness scrolling left to right #define RGB_MATRIX_BAND_PINWHEEL_SAT // Single hue 3 blade spinning pinwheel fades saturation #define RGB_MATRIX_BAND_PINWHEEL_VAL // Single hue 3 blade spinning pinwheel fades brightness #define RGB_MATRIX_BAND_SPIRAL_SAT // Single hue spinning spiral fades saturation #define RGB_MATRIX_BAND_SPIRAL_VAL // Single hue spinning spiral fades brightness #define RGB_MATRIX_CYCLE_ALL // Full keyboard solid hue cycling through full gradient #define RGB_MATRIX_CYCLE_LEFT_RIGHT // Full gradient scrolling left to right #define RGB_MATRIX_CYCLE_UP_DOWN // Full gradient scrolling top to bottom #define RGB_MATRIX_CYCLE_OUT_IN // Full gradient scrolling out to in #define RGB_MATRIX_CYCLE_OUT_IN_DUAL // Full dual gradients scrolling out to in #define RGB_MATRIX_RAINBOW_MOVING_CHEVRON // Full gradent Chevron shapped scrolling left to right #define RGB_MATRIX_CYCLE_PINWHEEL // Full gradient spinning pinwheel around center of keyboard #define RGB_MATRIX_CYCLE_SPIRAL // Full gradient spinning spiral around center of keyboard #define RGB_MATRIX_DUAL_BEACON // Full gradient spinning around center of keyboard #define RGB_MATRIX_RAINBOW_BEACON // Full tighter gradient spinning around center of keyboard #define RGB_MATRIX_RAINBOW_PINWHEELS // Full dual gradients spinning two halfs of keyboard #define RGB_MATRIX_RAINDROPS // Randomly changes a single key's hue #define RGB_MATRIX_JELLYBEAN_RAINDROPS // Randomly changes a single key's hue and saturation #define RGB_MATRIX_HUE_BREATHING // Hue shifts up a slight ammount at the same time, then shifts back #define RGB_MATRIX_HUE_PENDULUM // Hue shifts up a slight ammount in a wave to the right, then back to the left #define RGB_MATRIX_HUE_WAVE // Hue shifts up a slight ammount and then back down in a wave to the right #define RGB_MATRIX_PIXEL_FRACTAL // Single hue fractal filled keys pulsing horizontally out to edges #define RGB_MATRIX_PIXEL_RAIN // Randomly light keys with random hues #define RGB_MATRIX_TYPING_HEATMAP // How hot is your WPM! #define RGB_MATRIX_DIGITAL_RAIN // That famous computer simulation #define RGB_MATRIX_SOLID_REACTIVE_SIMPLE // Pulses keys hit to hue & value then fades value out #define RGB_MATRIX_SOLID_REACTIVE // Static single hue, pulses keys hit to shifted hue then fades to current hue #define RGB_MATRIX_SOLID_REACTIVE_WIDE // Hue & value pulse near a single key hit then fades value out #define RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE // Hue & value pulse near multiple key hits then fades value out #define RGB_MATRIX_SOLID_REACTIVE_CROSS // Hue & value pulse the same column and row of a single key hit then fades value out #define RGB_MATRIX_SOLID_REACTIVE_MULTICROSS // Hue & value pulse the same column and row of multiple key hits then fades value out #define RGB_MATRIX_SOLID_REACTIVE_NEXUS // Hue & value pulse away on the same column and row of a single key hit then fades value out #define RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS // Hue & value pulse away on the same column and row of multiple key hits then fades value out #define RGB_MATRIX_SPLASH // Full gradient & value pulse away from a single key hit then fades value out #define RGB_MATRIX_MULTISPLASH // Full gradient & value pulse away from multiple key hits then fades value out #define RGB_MATRIX_SOLID_SPLASH // Hue & value pulse away from a single key hit then fades value out #define RGB_MATRIX_SOLID_MULTISPLASH // Hue & value pulse away from multiple key hits then fades value out #endif