diff options
Diffstat (limited to 'keyboards/idobao/id80/v3/ansi/config.h')
-rw-r--r-- | keyboards/idobao/id80/v3/ansi/config.h | 97 |
1 files changed, 97 insertions, 0 deletions
diff --git a/keyboards/idobao/id80/v3/ansi/config.h b/keyboards/idobao/id80/v3/ansi/config.h new file mode 100644 index 0000000000..1b99fd7908 --- /dev/null +++ b/keyboards/idobao/id80/v3/ansi/config.h @@ -0,0 +1,97 @@ +// Copyright 2022 Vino Rodrigues (@vinorodrigues) +// SPDX-License-Identifier: GPL-2.0-or-later + +#pragma once + +#include "config_common.h" + +/* -------------------------------- + * Bootmagic Lite key configuration + * use the Esc key + * -------------------------------- */ + +#define BOOTMAGIC_LITE_ROW 0 +#define BOOTMAGIC_LITE_COLUMN 5 + +/* ---------------- + * RGB Matrix stuff + * ---------------- */ + +#define RGB_DI_PIN E2 + +// RGB Matrix config +#if defined(RGB_DI_PIN) && defined(RGB_MATRIX_ENABLE) + + #define DRIVER_LED_TOTAL 94 + + #define RGB_DISABLE_WHEN_USB_SUSPENDED // turn off effects when suspended + #define RGB_MATRIX_MAXIMUM_BRIGHTNESS 180 // limits maximum brightness of LEDs to x out of 255. If not defined maximum brightness is set to 255 + + #define RGB_MATRIX_KEYPRESSES + + #define ENABLE_RGB_MATRIX_SOLID_COLOR // Static single color + #define ENABLE_RGB_MATRIX_ALPHAS_MODS // Static dual hue, speed is hue for secondary hue + #define ENABLE_RGB_MATRIX_GRADIENT_UP_DOWN // Static gradient top to bottom, speed controls how much gradient changes + #define ENABLE_RGB_MATRIX_GRADIENT_LEFT_RIGHT // Static gradient left to right, speed controls how much gradient changes + #define ENABLE_RGB_MATRIX_BREATHING // Single hue brightness cycling animation + #define ENABLE_RGB_MATRIX_BAND_SAT // Single hue band fading saturation scrolling left to right + #define ENABLE_RGB_MATRIX_BAND_VAL // Single hue band fading brightness scrolling left to right + #define ENABLE_RGB_MATRIX_BAND_PINWHEEL_SAT // Single hue 3 blade spinning pinwheel fades saturation + #define ENABLE_RGB_MATRIX_BAND_PINWHEEL_VAL // Single hue 3 blade spinning pinwheel fades brightness + #define ENABLE_RGB_MATRIX_BAND_SPIRAL_SAT // Single hue spinning spiral fades saturation + #define ENABLE_RGB_MATRIX_BAND_SPIRAL_VAL // Single hue spinning spiral fades brightness + #define ENABLE_RGB_MATRIX_CYCLE_ALL // Full keyboard solid hue cycling through full gradient + #define ENABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT // Full gradient scrolling left to right + #define ENABLE_RGB_MATRIX_CYCLE_UP_DOWN // Full gradient scrolling top to bottom + #define ENABLE_RGB_MATRIX_CYCLE_OUT_IN // Full gradient scrolling out to in + #define ENABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL // Full dual gradients scrolling out to in + #define ENABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON // Full gradient Chevron shaped scrolling left to right + #define ENABLE_RGB_MATRIX_CYCLE_PINWHEEL // Full gradient spinning pinwheel around center of keyboard + #define ENABLE_RGB_MATRIX_CYCLE_SPIRAL // Full gradient spinning spiral around center of keyboard + #define ENABLE_RGB_MATRIX_DUAL_BEACON // Full gradient spinning around center of keyboard + #define ENABLE_RGB_MATRIX_RAINBOW_BEACON // Full tighter gradient spinning around center of keyboard + #define ENABLE_RGB_MATRIX_RAINBOW_PINWHEELS // Full dual gradients spinning two halfs of keyboard + #define ENABLE_RGB_MATRIX_RAINDROPS // Randomly changes a single key's hue + #define ENABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS // Randomly changes a single key's hue and saturation + #define ENABLE_RGB_MATRIX_HUE_BREATHING // Hue shifts up a slight amount at the same time, then shifts back + #define ENABLE_RGB_MATRIX_HUE_PENDULUM // Hue shifts up a slight amount in a wave to the right, then back to the left + #define ENABLE_RGB_MATRIX_HUE_WAVE // Hue shifts up a slight amount and then back down in a wave to the right + + /* don't need `#if`, animation modes themselves check defines + * #if defined(RGB_MATRIX_FRAMEBUFFER_EFFECTS) */ + // #define ENABLE_RGB_MATRIX_TYPING_HEATMAP + // #define ENABLE_RGB_MATRIX_DIGITAL_RAIN + /* #endif // RGB_MATRIX_FRAMEBUFFER_EFFECTS */ + + /* don't need `#if`, animation modes themselves check defines + * #if defined(RGB_MATRIX_KEYPRESSES) || defined(RGB_MATRIX_KEYRELEASES) */ + #define ENABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE // Pulses keys hit to hue & value then fades value out + #define ENABLE_RGB_MATRIX_SOLID_REACTIVE // Static single hue, pulses keys hit to shifted hue then fades to current hue + #define ENABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE // Hue & value pulse near a single key hit then fades value out + #define ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE // Hue & value pulse near multiple key hits then fades value out + #define ENABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS // Hue & value pulse the same column and row of a single key hit then fades value out + #define ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS // Hue & value pulse the same column and row of multiple key hits then fades value out + #define ENABLE_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 ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS // Hue & value pulse away on the same column and row of multiple key hits then fades value out + #define ENABLE_RGB_MATRIX_SPLASH // Full gradient & value pulse away from a single key hit then fades value out + #define ENABLE_RGB_MATRIX_MULTISPLASH // Full gradient & value pulse away from multiple key hits then fades value out + #define ENABLE_RGB_MATRIX_SOLID_SPLASH // Hue & value pulse away from a single key hit then fades value out + #define ENABLE_RGB_MATRIX_SOLID_MULTISPLASH // Hue & value pulse away from multiple key hits then fades value out + /* #endif // RGB_MATRIX_KEYPRESSES | RGB_MATRIX_KEYRELEASES */ +#endif // RGB_MATRIX_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 |