Added my custom Planck layout called Circuit.
* Layout has image and readme, as well as documentation in the code.daktil_thumb_popravljen
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# Build Options
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# change to "no" to disable the options, or define them in the makefile.mk in
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# the appropriate keymap folder that will get included automatically
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#
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BOOTMAGIC_ENABLE = no # Virtual DIP switch configuration(+1000)
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MOUSEKEY_ENABLE = no # Mouse keys(+4700)
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EXTRAKEY_ENABLE = yes # Audio control and System control(+450)
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CONSOLE_ENABLE = no # Console for debug(+400)
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COMMAND_ENABLE = yes # Commands for debug and configuration
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NKRO_ENABLE = yes # Nkey Rollover - if this doesn't work, see here: https://github.com/tmk/tmk_keyboard/wiki/FAQ#nkro-doesnt-work
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BACKLIGHT_ENABLE = no # Enable keyboard backlight functionality
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MIDI_ENABLE = no # MIDI controls
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AUDIO_ENABLE = no # Audio output on port C6
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UNICODE_ENABLE = no # Unicode
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BLUETOOTH_ENABLE = no # Enable Bluetooth with the Adafruit EZ-Key HID
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RGBLIGHT_ENABLE = no # Enable WS2812 RGB underlight. Do not enable this with audio at the same time.
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TAP_DANCE_ENABLE = yes # Enables the double-tap functionality of keys
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# Do not enable SLEEP_LED_ENABLE. it uses the same timer as BACKLIGHT_ENABLE
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SLEEP_LED_ENABLE = no # Breathing sleep LED during USB suspend
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ifndef QUANTUM_DIR
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include ../../../../Makefile
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endif
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##Design goals:
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1. Arrow keys always available.
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2. As close to a to my US layout 107-key QWERTY keyboard as I could manage, (i.e. as few arbitrary decisions as possible).
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3. Togglable DVORAK keyboard.
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4. most frequently used things in the easiest to reach places.
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5. Ability to game on it, just for fun.
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My layout differs from most in the placement the ARROW keys, `ESC`, VOL keys, use of double-tap `CAPS`, and the GAME LOCK function.
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I put the layer buttons in the usual spots. I originally wanted only function/symbols layer, but that proved detrimental. I use some timed press actions to save some space, but this has been accounted for, (see GAME LOCK below). I'm not fully satisfied with the current product (see NOTES below), so it may change in the future.
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##Effective layers:
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* Default later is obviously your letters and modifiers.
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* Lower layer [NUMBER] is your numbers and punctuation.
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* Upper layer [ACTION] is your symbols and actions.
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* Function layer is the infrequently used function keys, layout toggle, game lock, and reset.
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There is also a toggle for the DVORAK/QWERTY layers, but in normal typing this is not of concern.
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###Special keys:
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* `RSHFT` and `ENTER` are combined. Tap once for `ENTER` and hold for `RSHFT`. `ENTER` will be registered on release if released within 200 ms, else `RSHFT` is registered starting at 201 ms until release.
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* If for some reason, this interferes with the normal usage of the `ENTER` key in any way, (some problem that may never happen), I have added a regular non-modified `ENTER` key on the same key in the [ACTION] layer.
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* `LSHFT` and `CAPS` are also combined. The key works like a normal `LSHFT` unless double-tapped, in which case it counts as `CAPS`. This functionality unfortunately delays all key presses by at most 200 ms, but I have added ways to disable this both temporarily or permanently, described below.
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* A failsafe `CAPS` key is on the same key in the [ACTION] layer.
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* There are `UNDO`, `CUT`, `COPY`, and `PASTE` keys. This was intended to be a universal way to use these commands since in macOS cut is `⌘ + C` but in Windows it is `⌃ + C`. Unfortunately these special keys only work in Windows. ¯\\\_(ツ)\_/¯
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##Game lock:
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**TL;DR** the game lock toggle disables the double-tap `CAPS`, and disables `GUI` keys (WINDOWS key).
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I wished for this keyboard to be fully usable in the most demanding of games. The most demanding game I know of is ARMA 3 which has a binding to practically every individual key of a 107-key keyboard. This means I need to have pretty much every key possible somewhere. I also wanted the keyboard to be responsive in games for every critical keypress. This means having a way to disable features that introduce an inherent delay to registering keys, such as double-tap.
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I do not expect to see this used by the pros, but I enjoyed making it. As for use in ARMA 3, I got a little ways into the APEX campaign, but I found a few flaws. For Example, I cannot enable my HUD GPS since that requires `RCTRL`+`M` but `RCTRL` is not bound. The obvious fix is to rebind the action to a new key, but I still take this as a shortcoming of my layout.
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###If you wish to disable double-tap
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####Disable it temporarily
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Turn on the game lock. While on, it registers as normal `LSHFT` and has no delay. Whether in game mode or not, `CAPS` is on the same key in the [ACTION] layer.
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####Disable it permanently
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Open the `Makefile` and set `TAP_DANCE_ENABLE = no`. I wrote the layout to compensate for this change, and no further changes to the code should be necessary. Whether or not it's disabled, `CAPS` is on the same key in the [ACTION] layer.
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##Notes:
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* `ALT` and `GUI` are reversed compared to the normal US layout. I will also be using my Planck on my mac, and that's the standard in the Apple ecosystem. I may add a special compiler flag in the future to swap the two.
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* The DVORAK `Z` key is to the right of the `S` key instead of under it as part of a compromise I made to keep the ARROW keys available on the default layer. I prioritize the ARROW keys, so the DVORAK layout is the one to suffer.
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* I also support the little tones that the default Planck layout features, identical to them too, (minus those for layouts I don't support). To enable it, open the `Makefile` and set `AUDIO_ENABLE = yes`.
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/*
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Copyright 2012 Jun Wako <wakojun@gmail.com>
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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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#ifndef CONFIG_H
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#define CONFIG_H
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#include "config_common.h"
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/* Tap-dance interval definition */
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#define TAPPING_TERM 200
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/* USB Device descriptor parameter */
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#define VENDOR_ID 0xFEED
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#define PRODUCT_ID 0x6060
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#define MANUFACTURER Ortholinear Keyboards
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#define PRODUCT The Planck Keyboard
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#define DESCRIPTION A compact ortholinear keyboard
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/* key matrix size */
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#define MATRIX_ROWS 4
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#define MATRIX_COLS 12
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/* Planck PCB default pin-out */
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#define MATRIX_ROW_PINS { D0, D5, B5, B6 }
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#define MATRIX_COL_PINS { F1, F0, B0, C7, F4, F5, F6, F7, D4, D6, B4, D7 }
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#define UNUSED_PINS
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#define BACKLIGHT_PIN B7
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/* COL2ROW or ROW2COL */
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#define DIODE_DIRECTION COL2ROW
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/* define if matrix has ghost */
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//#define MATRIX_HAS_GHOST
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/* number of backlight levels */
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#define BACKLIGHT_LEVELS 3
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/* Set 0 if debouncing isn't needed */
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#define DEBOUNCING_DELAY 5
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/* Mechanical locking support. Use KC_LCAP, KC_LNUM or KC_LSCR instead in keymap */
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#define LOCKING_SUPPORT_ENABLE
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/* Locking resynchronize hack */
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#define LOCKING_RESYNC_ENABLE
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/* key combination for command */
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#define IS_COMMAND() ( \
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keyboard_report->mods == (MOD_BIT(KC_LSHIFT) | MOD_BIT(KC_RSHIFT)) \
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)
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/*
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* Feature disable options
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* These options are also useful to firmware size reduction.
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*/
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/* disable debug print */
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//#define NO_DEBUG
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/* disable print */
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//#define NO_PRINT
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/* disable action features */
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//#define NO_ACTION_LAYER
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//#define NO_ACTION_TAPPING
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//#define NO_ACTION_ONESHOT
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//#define NO_ACTION_MACRO
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//#define NO_ACTION_FUNCTION
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#ifdef SUBPROJECT_rev3
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#include "rev3/config.h"
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#endif
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#ifdef SUBPROJECT_rev4
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#include "rev4/config.h"
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#endif
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#endif
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// Layout picture at http://www.keyboard-layout-editor.com/#/gists/125febfad6960add078e6f14256539b6
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#include "planck.h"
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#include "action_layer.h"
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#ifdef AUDIO_ENABLE
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#include "audio.h"
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#endif
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#include "eeconfig.h"
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extern keymap_config_t keymap_config;
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// Each layer gets a name for readability, which is then used in the keymap matrix below.
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// The underscores don't mean anything - you can have a layer called STUFF or any other name.
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// Layer names don't all need to be of the same length, obviously, and you can also skip them
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// entirely and just use numbers.
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#define _QWERTY 0
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#define _DVORAK 1
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#define _LOCKED 2
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#define _NUMBER 3
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#define _ACTION 4
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#define _FUNCTN 5
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enum planck_keycodes {
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QWERTY = SAFE_RANGE,
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DVORAK,
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NUMBER,
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ACTION
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};
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// Key code names
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#define SFT_ENT FUNC(0) // Tap for enter, hold for right shift
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#define LOCK FUNC(1)
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#define KC_PSTE KC_PASTE
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#define _______ KC_TRNS
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#define XXXXXXX KC_NO
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#ifdef TAP_DANCE_ENABLE
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#define SFT_CAP TD(0) // Left shift, double tap for caps
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#endif
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#ifndef TAP_DANCE_ENABLE
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#define SFT_CAP KC_LSFT // Regular left shift
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#endif
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// Tap Dance Definitions
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#ifdef TAP_DANCE_ENABLE
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const qk_tap_dance_action_t tap_dance_actions[] = {
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[0] = ACTION_TAP_DANCE_DOUBLE(KC_LSFT, KC_CAPS)
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};
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#endif
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// Function definitions
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const uint16_t PROGMEM fn_actions[] = {
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[0] = ACTION_MODS_TAP_KEY(MOD_RSFT, KC_ENT),
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[1] = ACTION_LAYER_TOGGLE(_LOCKED)
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};
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// Layout definitions
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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/* QWERTY
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* ,-----------------------------------------------------------------------------------.
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* | Esc | Q | W | E | R | T | Y | U | I | O | P | BKSP |
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* |------+------+------+------+------+------+------+------+------+------+------+------|
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* | Tab | A | S | D | F | G | H | J | K | L | ; | ' |
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* |------+------+------+------+------+------+------+------+------+------+------+------|
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* |*Shift| Z | X | C | V | B | N | M | , | . | Up |SftEnt|
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* |------+------+------+------+------+-------------+------+------+------+------+------|
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* | Ctrl | Alt | Cmd | Vol- | ACTN | Space | NUMS | Vol+ | Left | Down | Left |
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* `-----------------------------------------------------------------------------------'
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*/
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[_QWERTY] = {
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{KC_ESC, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_BSPC},
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{KC_TAB, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT},
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{SFT_CAP, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_UP, SFT_ENT},
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{KC_LCTL, KC_LALT, KC_LGUI, KC_VOLD, ACTION, KC_SPC, KC_SPC, NUMBER, KC_VOLU, KC_LEFT, KC_DOWN, KC_RGHT}
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},
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/* DVORAK
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* ,-----------------------------------------------------------------------------------.
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* | | ' | , | . | P | Y | F | G | C | R | L | |
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* |------+------+------+------+------+------+------+------+------+------+------+------|
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* | | A | O | E | U | I | D | H | T | N | S | Z |
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* |------+------+------+------+------+------+------+------+------+------+------+------|
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* | | ; | Q | J | K | X | B | M | W | V | | |
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* |------+------+------+------+------+-------------+------+------+------+------+------|
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* | | | | | | | | | | | |
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* `-----------------------------------------------------------------------------------'
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*/
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[_DVORAK] = {
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{_______, KC_QUOT, KC_COMM, KC_DOT, KC_P, KC_Y, KC_F, KC_G, KC_C, KC_R, KC_L, _______},
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{_______, KC_A, KC_O, KC_E, KC_U, KC_I, KC_D, KC_H, KC_T, KC_N, KC_S, KC_Z },
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{_______, KC_SCLN, KC_Q, KC_J, KC_K, KC_X, KC_B, KC_M, KC_W, KC_V, _______, _______},
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{_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______}
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},
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/* LOCK
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* ,-----------------------------------------------------------------------------------.
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* | | | | | | | | | | | | |
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* |------+------+------+------+------+------+------+------+------+------+------+------|
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* | | | | | | | | | | | | |
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* |------+------+------+------+------+------+------+------+------+------+------+------|
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* | Shift| | | | | | | | | | | |
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* |------+------+------+------+------+-------------+------+------+------+------+------|
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* | | | NULL | | | | | | | | |
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* `-----------------------------------------------------------------------------------'
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*/
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[_LOCKED] = {
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{_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______},
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{_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______},
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{KC_LSFT, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______},
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{_______, _______, XXXXXXX, _______, _______, _______, _______, _______, _______, _______, _______, _______}
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},
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/* NUMBERS
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* ,-----------------------------------------------------------------------------------.
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* | | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | |
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* |------+------+------+------+------+------+------+------+------+------+------+------|
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* | | ~ | NULL | NULL | NULL | | | _ | + | { | } | ? | / |
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* |------+------+------+------+------+------+------+------+------+------+------+------|
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* | | ` | NULL | NULL | NULL | \ | - | = | [ | ] | | |
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* |------+------+------+------+------+-------------+------+------+------+------+------|
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* | | | | | | NULL | | | | | |
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* `-----------------------------------------------------------------------------------'
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*/
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[_NUMBER] = {
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{_______, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, _______},
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{_______, KC_TILD, XXXXXXX, XXXXXXX, XXXXXXX, KC_PIPE, KC_UNDS, KC_PLUS, KC_LCBR, KC_RCBR, KC_QUES, KC_SLSH},
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{_______, KC_GRV, XXXXXXX, XXXXXXX, XXXXXXX, KC_BSLS, KC_MINS, KC_EQL, KC_LBRC, KC_RBRC, _______, _______},
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{_______, _______, _______, _______, _______, XXXXXXX, XXXXXXX, _______, _______, _______, _______, _______}
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},
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/* ACTIONS
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* ,-----------------------------------------------------------------------------------.
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* | | ! | @ | # | $ | % | ^ | & | * | ( | ) | Del |
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* |------+------+------+------+------+------+------+------+------+------+------+------|
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* | | NULL | NULL | NULL | NULL | NULL | NULL | NULL | NULL | NULL | NULL | NULL |
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* |------+------+------+------+------+------+------+------+------+------+------+------|
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* | CAPS | Undo | Cut | Copy | Paste| NULL | NULL | NULL | NULL | NULL | PgUp | Enter|
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* |------+------+------+------+------+-------------+------+------+------+------+------|
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* | | | | Mute | | NULL | | NULL | Home | PgDn | End |
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* `-----------------------------------------------------------------------------------'
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*/
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[_ACTION] = {
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{_______, KC_EXLM, KC_AT, KC_HASH, KC_DLR, KC_PERC, KC_CIRC, KC_AMPR, KC_ASTR, KC_LPRN, KC_RPRN, KC_DEL },
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{_______, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX},
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{KC_CAPS, KC_UNDO, KC_CUT, KC_COPY, KC_PSTE, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, KC_PGUP, KC_ENT },
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{_______, _______, _______, KC_MUTE, _______, XXXXXXX, XXXXXXX, _______, XXXXXXX, KC_HOME, KC_PGDN, KC_END }
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},
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/* FUNCTIONS
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* ,-----------------------------------------------------------------------------------.
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* | F1 | F2 | F3 | F4 | F5 | F6 | F7 | F8 | F9 | F10 | F11 | F12 |
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* |------+------+------+------+------+------+------+------+------+------+------+------|
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* | F13 | F14 | F15 | F16 | F17 | F18 | F19 | F20 | F21 | F22 | F23 | F24 |
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* |------+------+------+------+------+------+------+------+------+------+------+------|
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* | NULL | NULL | NULL | NULL | NULL |QWERTY|DVORAK| NULL | NULL | NULL | NULL | NULL |
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* |------+------+------+------+------+-------------+------+------+------+------+------|
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* | Reset| NULL | Lock | NULL | | NULL | | NULL | NULL | NULL | NULL |
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* `-----------------------------------------------------------------------------------'
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*/
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[_FUNCTN] = {
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{KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12 },
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{KC_F13, KC_F14, KC_F15, KC_F16, KC_F17, KC_F18, KC_F19, KC_F20, KC_F21, KC_F22, KC_F23, KC_F24 },
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{XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, QWERTY, DVORAK, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX},
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{RESET, XXXXXXX, LOCK, XXXXXXX, _______, XXXXXXX, XXXXXXX, _______, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX}
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}
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};
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#ifdef AUDIO_ENABLE
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float tone_startup[][2] = SONG(STARTUP_SOUND);
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float tone_qwerty[][2] = SONG(QWERTY_SOUND);
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float tone_dvorak[][2] = SONG(DVORAK_SOUND);
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float music_scale[][2] = SONG(MUSIC_SCALE_SOUND);
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float tone_goodbye[][2] = SONG(GOODBYE_SOUND);
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#endif
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bool process_record_user(uint16_t keycode, keyrecord_t *record) {
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switch (keycode) {
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case QWERTY:
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if (record->event.pressed) {
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if (IS_LAYER_ON(_DVORAK)) {
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#ifdef AUDIO_ENABLE
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PLAY_NOTE_ARRAY(tone_qwerty, false, 0);
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#endif
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layer_off(_DVORAK);
|
||||
}
|
||||
}
|
||||
return false;
|
||||
break;
|
||||
case DVORAK:
|
||||
if (record->event.pressed) {
|
||||
if (!IS_LAYER_ON(_DVORAK)) {
|
||||
#ifdef AUDIO_ENABLE
|
||||
PLAY_NOTE_ARRAY(tone_dvorak, false, 0);
|
||||
#endif
|
||||
layer_on(_DVORAK);
|
||||
}
|
||||
}
|
||||
return false;
|
||||
break;
|
||||
case NUMBER:
|
||||
if (record->event.pressed) {
|
||||
layer_on(_NUMBER);
|
||||
update_tri_layer(_NUMBER, _ACTION, _FUNCTN);
|
||||
} else {
|
||||
layer_off(_NUMBER);
|
||||
update_tri_layer(_NUMBER, _ACTION, _FUNCTN);
|
||||
}
|
||||
return false;
|
||||
break;
|
||||
case ACTION:
|
||||
if (record->event.pressed) {
|
||||
layer_on(_ACTION);
|
||||
update_tri_layer(_NUMBER, _ACTION, _FUNCTN);
|
||||
} else {
|
||||
layer_off(_ACTION);
|
||||
update_tri_layer(_NUMBER, _ACTION, _FUNCTN);
|
||||
}
|
||||
return false;
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void matrix_init_user(void) {
|
||||
#ifdef AUDIO_ENABLE
|
||||
startup_user();
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef AUDIO_ENABLE
|
||||
|
||||
void startup_user()
|
||||
{
|
||||
_delay_ms(20); // gets rid of tick
|
||||
PLAY_NOTE_ARRAY(tone_startup, false, 0);
|
||||
}
|
||||
|
||||
void shutdown_user()
|
||||
{
|
||||
PLAY_NOTE_ARRAY(tone_goodbye, false, 0);
|
||||
_delay_ms(150);
|
||||
stop_all_notes();
|
||||
}
|
||||
|
||||
void music_on_user(void)
|
||||
{
|
||||
music_scale_user();
|
||||
}
|
||||
|
||||
void music_scale_user(void)
|
||||
{
|
||||
PLAY_NOTE_ARRAY(music_scale, false, 0);
|
||||
}
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue