Merge remote-tracking branch 'origin/master' into develop

This commit is contained in:
QMK Bot 2022-12-21 10:04:25 +00:00
commit 89b72017a0
25 changed files with 1590 additions and 0 deletions

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/* Copyright 2021 Moritz Plattner
*
* 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/>.
*/
#include QMK_KEYBOARD_H
#ifdef RGB_MATRIX_ENABLE
led_config_t g_led_config = { {
// Key Matrix to LED Index, LED 61 omitted on ANSI
{ 0, 2, 4, 6, 8, 10, 12, 14 }, \
{ 1, 3, 5, 7, 9, 11, 13, 15 }, \
{ 16, 18, 20, 22, 24, 26, 28, NO_LED }, \
{ 17, 19, 21, 23, 25, 27, 29, 30 }, \
{ 31, 32, 34, 36, 38, 40, 42, 44 }, \
{ NO_LED, 33, 35, 37, 39, 41, 43, 45 }, \
{ 46, 48, 50, 52, 54, 56, NO_LED, 58 }, \
{ 47, 49, 51, 53, 55, 57, NO_LED, 59 }, \
{ 60, 62, 64, 66, 68, 70, NO_LED, 73 }, \
{ NO_LED, 63, 65, 67, 69, 71, 72, 74 }, \
{ 75, 78, NO_LED, NO_LED, NO_LED, 79, 81, 83 }, \
{ 76, 77, NO_LED, NO_LED, NO_LED, 80, 82, 84 } \
}, {
// LED Index to Physical Position, the LED at { 0,0 } in row 5 is there to catch a non-existing LED on ANSI
{ 0,0 }, { 15,0 }, { 30,0 }, { 45,0 }, { 60,0 }, { 75,0 }, { 90,0 }, {105,0 }, {119,0 }, {134,0 }, {149,0 }, {164,0 }, {179,0 }, {194,0 }, {209,0 }, {224,0 },
{ 0,13 }, { 15,13 }, { 30,13 }, { 45,13 }, { 60,13 }, { 75,13 }, { 90,13 }, {105,13 }, {119,13 }, {134,13 }, {149,13 }, {164,13 }, {179,13 }, {202,13 }, {224,13 },
{ 4,26 }, { 22,26 }, { 37,26 }, { 52,26 }, { 67,26 }, { 82,26 }, { 97,26 }, {112,26 }, {127,26 }, {142,26 }, {157,26 }, {172,26 }, {187,26 }, {205,26 }, {224,26 },
{ 6,38 }, { 26,38 }, { 41,38 }, { 56,38 }, { 71,38 }, { 86,38 }, {101,38 }, {116,38 }, {131,38 }, {146,38 }, {161,38 }, {175,38 }, {200,38 }, {224,38 },
{ 9,51 }, { 0,0 }, { 34,51 }, { 49,51 }, { 63,51 }, { 78,51 }, { 93,51 }, {108,51 }, {123,51 }, {138,51 }, {153,51 }, {168,51 }, {189,51 }, {209,51 }, {224,51 },
{ 2,64 }, { 21,64 }, { 39,64 }, { 95,64 }, {149,64 }, {164,64 }, {179,64 }, {194,64 }, {209,64 }, {224,64 }
}, {
// LED Index to Flag, the 0 flag in row 5 is there to catch a non-existing LED on ANSI
1, 4, 4, 4, 4, 1, 1, 1, 1, 4, 4, 4, 4, 1, 1, 1,
4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 1, 1,
1, 4,12, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 1, 1,
9, 12,12,12, 4, 4, 4, 4, 4, 4, 4, 4, 1, 1,
1, 0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 1, 4, 1,
1, 9, 1, 4, 1, 1, 1, 4, 4, 4,
} };
#endif

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{
"usb": {
"pid": "0x0003"
}
}

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/* Copyright 2023 Moritz Plattner
*
* 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/>.
*/
#include QMK_KEYBOARD_H
enum layers{
BASE,
GAME,
_FN1
};
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[BASE] = LAYOUT_75_ansi( /* keymap for layer 0 */
KC_ESC, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, KC_F13, KC_PSCR, KC_DEL,
KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, KC_BSPC, KC_PGUP,
KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC, KC_BSLS, KC_PGDN,
KC_CAPS, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_ENT, KC_HOME,
KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_END,
KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, MO(_FN1),KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
),
[GAME] = LAYOUT_75_ansi( /* keymap for layer 1 - GAME disables WIN key and has RGB layer indicators */
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_NO, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS
),
[_FN1] = LAYOUT_75_ansi( /* keymap for layer 2 */
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, RGB_TOG, RGB_VAD, RGB_VAI, KC_MPRV, KC_MPLY, KC_MNXT, KC_VOLD, KC_VOLU, KC_MUTE, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, RGB_RMOD,
RGB_TOG, RGB_VAI, RGB_HUI, RGB_SAI, RGB_SPI, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, RGB_MOD,
KC_TRNS, RGB_VAD, RGB_HUD, RGB_SAD, RGB_SPD, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, MAGIC_TOGGLE_NKRO,KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, TG(GAME),KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS
)
};
/* RGB matrix indicator code
It reads the current matrix color, offsets the hue by 30,
and sets val to either 255 or, if defined, RGB_MATRIX_MAXIMUM_BRIGHTNESS
This is applied to both caps lock, and other indicator keys for layer 1 */
bool rgb_matrix_indicators_user(void) {
HSV hsv_ind = {rgb_matrix_get_hue()+30,255,INDICATOR_MAX_BRIGHTNESS};
RGB rgb_ind = hsv_to_rgb(hsv_ind);
/* Sets Caps to different color as indicator. If RGB mode is rain, and caps indicator is off, the LED will always be off.
This is to avoid having the LED persist on until the animation randomly refreshes it. */
if (host_keyboard_led_state().caps_lock) {
rgb_matrix_set_color(CAPS_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
} else if (rgb_matrix_get_mode() == 10) {
rgb_matrix_set_color(CAPS_LED_INDEX, 0, 0, 0);
}
/* Sets W, A, S, D, LGUI to a different color as layer indicator */
if(IS_LAYER_ON(1)) {
HSV hsv_ind = {rgb_matrix_get_hue()+30,255,INDICATOR_MAX_BRIGHTNESS};
RGB rgb_ind = hsv_to_rgb(hsv_ind);
rgb_matrix_set_color(W_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
rgb_matrix_set_color(A_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
rgb_matrix_set_color(S_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
rgb_matrix_set_color(D_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
rgb_matrix_set_color(WIN_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
}
return true;
}
layer_state_t layer_state_set_user(layer_state_t state) {
/* If reverting to base layer (no special LED effects) and rain animation is on, set "layer 1" mods back to matrix color to avoid single key persistence*/
if(!IS_LAYER_ON_STATE(state, 1) && rgb_matrix_get_mode() == 10) {
HSV hsv_mat = rgb_matrix_get_hsv();
RGB rgb_mat = hsv_to_rgb(hsv_mat);
rgb_matrix_set_color(W_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
rgb_matrix_set_color(A_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
rgb_matrix_set_color(S_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
rgb_matrix_set_color(D_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
rgb_matrix_set_color(WIN_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
}
return state;
}

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/*
Copyright 2022 Moritz Plattner
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
/* Use 5 dynamic keymap layers */
#undef DYNAMIC_KEYMAP_LAYER_COUNT
#define DYNAMIC_KEYMAP_LAYER_COUNT 5
/* Increase eeprom size to allow for 5 layers */
#define WEAR_LEVELING_BACKING_SIZE 16384
#define WEAR_LEVELING_LOGICAL_SIZE 4096

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/* Copyright 2023 Moritz Plattner
*
* 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/>.
*/
#include QMK_KEYBOARD_H
enum layers{
BASE,
GAME,
PERF,
_FN1,
_FN2
};
/* Create a keycode to toggle RGB without writing to eeprom, important to enable/disable the non-eeprom-stored custom lighting on PERF layer */
enum my_keycodes {
RGB_TOG_NO = SAFE_RANGE,
RGB_M_2,
RGB_M_3,
RGB_M_4,
RGB_M_5,
RGB_M_6,
RGB_M_7,
RGB_M_8,
RGB_M_9,
RGB_M_0
};
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
switch (keycode) {
case RGB_TOG_NO:
if (record->event.pressed) {
rgb_matrix_toggle_noeeprom();
}
return false;
case RGB_M_2:
if (record->event.pressed) {
rgb_matrix_mode(RGB_MATRIX_ALPHAS_MODS);
}
return false;
case RGB_M_3:
if (record->event.pressed) {
rgb_matrix_mode(RGB_MATRIX_BREATHING);
}
return false;
case RGB_M_4:
if (record->event.pressed) {
rgb_matrix_mode(RGB_MATRIX_CYCLE_UP_DOWN);
}
return false;
case RGB_M_5:
if (record->event.pressed) {
rgb_matrix_mode(RGB_MATRIX_CYCLE_ALL);
}
return false;
case RGB_M_6:
if (record->event.pressed) {
rgb_matrix_mode(RGB_MATRIX_CYCLE_SPIRAL);
}
return false;
case RGB_M_7:
if (record->event.pressed) {
rgb_matrix_mode(RGB_MATRIX_TYPING_HEATMAP);
}
return false;
case RGB_M_8:
if (record->event.pressed) {
rgb_matrix_mode(RGB_MATRIX_SOLID_REACTIVE);
}
return false;
case RGB_M_9:
if (record->event.pressed) {
rgb_matrix_mode(RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE);
}
return false;
case RGB_M_0:
if (record->event.pressed) {
rgb_matrix_mode(RGB_MATRIX_CUSTOM_SINGLE_COLOR_RAINDROPS);
}
return false;
default:
return true; // Process all other keycodes normally
}
}
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[BASE] = LAYOUT_75_ansi( /* keymap for layer 0 */
KC_ESC, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, KC_F13, KC_PSCR, KC_DEL,
KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, KC_BSPC, KC_PGUP,
KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC, KC_BSLS, KC_PGDN,
KC_CAPS, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_ENT, KC_HOME,
KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_END,
KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, MO(_FN1),KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
),
[GAME] = LAYOUT_75_ansi( /* keymap for layer 1 - GAME disables WIN key and has RGB layer indicators */
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_NO, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS
),
[PERF] = LAYOUT_75_ansi( /* keymap for layer 2 - PERF has a static LED display to increase matrix scan rates */
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_NO, KC_TRNS, KC_TRNS, KC_TRNS, MO(_FN2),KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS
),
[_FN1] = LAYOUT_75_ansi( /* keymap for layer 3 */
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, RGB_TOG, RGB_VAD, RGB_VAI, KC_MPRV, KC_MPLY, KC_MNXT, KC_VOLD, KC_VOLU, KC_MUTE, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, RGB_M_P, RGB_M_2, RGB_M_3, RGB_M_4, RGB_M_5, RGB_M_6, RGB_M_7, RGB_M_8, RGB_M_9, RGB_M_0, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
RGB_TOG, RGB_VAI, RGB_HUI, RGB_SAI, RGB_SPI, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, RGB_VAD, RGB_HUD, RGB_SAD, RGB_SPD, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, MAGIC_TOGGLE_NKRO,KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, TG(GAME),KC_TRNS, TO(PERF), KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS
),
[_FN2] = LAYOUT_75_ansi( /* keymap for layer 4 */
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, RGB_TOG_NO,KC_NO, KC_NO, KC_MPRV, KC_MPLY, KC_MNXT, KC_VOLD, KC_VOLU, KC_MUTE, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
RGB_TOG_NO,KC_NO, KC_NO, KC_NO, KC_NO, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_NO, KC_NO, KC_NO, KC_NO, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_NO, KC_TRNS, TG(PERF), KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS
),
};
/* RGB matrix indicator code
It reads the current matrix color, offsets the hue by 30,
and sets val to either 255 or, if defined, RGB_MATRIX_MAXIMUM_BRIGHTNESS
This is applied to both caps lock, and other indicator keys for layer 1 */
bool rgb_matrix_indicators_user(void) {
/* Layer 2 (perf mode on this keymap) is not supposed to have LED refreshes, hence excluded */
if (!IS_LAYER_ON(2)) {
HSV hsv_ind = {rgb_matrix_get_hue()+30,255,INDICATOR_MAX_BRIGHTNESS};
RGB rgb_ind = hsv_to_rgb(hsv_ind);
/* Sets Caps to different color as indicator. If RGB mode is rain, and caps indicator is off, the LED will always be off.
This is to avoid having the LED persist on until the animation randomly refreshes it. */
if (host_keyboard_led_state().caps_lock) {
rgb_matrix_set_color(CAPS_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
} else if (rgb_matrix_get_mode() == 10) {
rgb_matrix_set_color(CAPS_LED_INDEX, 0, 0, 0);
}
/* Sets W, A, S, D, LGUI to a different color as layer indicator */
if(IS_LAYER_ON(1)) {
HSV hsv_ind = {rgb_matrix_get_hue()+30,255,INDICATOR_MAX_BRIGHTNESS};
RGB rgb_ind = hsv_to_rgb(hsv_ind);
rgb_matrix_set_color(W_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
rgb_matrix_set_color(A_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
rgb_matrix_set_color(S_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
rgb_matrix_set_color(D_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
rgb_matrix_set_color(WIN_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
}
}
return true;
}
layer_state_t layer_state_set_user(layer_state_t state) {
/* Set LEDs to "GAME_MODE" custom animation when entering layer 2 (perf mode), reload matrix from eeprom when exiting */
if(IS_LAYER_ON_STATE(state, 2)) {
rgb_matrix_mode_noeeprom(RGB_MATRIX_CUSTOM_STATIC_GAME_MODE);
} else {
rgb_matrix_reload_from_eeprom();
}
/* If reverting to base layer (no special LED effects) and single color rain is on, set "layer 1" mods back to matrix color to avoid single key persistence */
if(!IS_LAYER_ON_STATE(state, 2) && !IS_LAYER_ON_STATE(state, 1) && rgb_matrix_get_mode() == 10) {
HSV hsv_mat = rgb_matrix_get_hsv();
RGB rgb_mat = hsv_to_rgb(hsv_mat);
rgb_matrix_set_color(W_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
rgb_matrix_set_color(A_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
rgb_matrix_set_color(S_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
rgb_matrix_set_color(D_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
rgb_matrix_set_color(WIN_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
}
return state;
}

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DEBOUNCE_TYPE = asym_eager_defer_pk
VIA_ENABLE = yes

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/* Copyright 2023 Moritz Plattner
*
* 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/>.
*/
#include QMK_KEYBOARD_H
enum layers{
BASE,
GAME,
_FN1
};
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[BASE] = LAYOUT_75_ansi( /* keymap for layer 0 */
KC_ESC, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, KC_F13, KC_PSCR, KC_DEL,
KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, KC_BSPC, KC_PGUP,
KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC, KC_BSLS, KC_PGDN,
KC_CAPS, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_ENT, KC_HOME,
KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_END,
KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, MO(_FN1),KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
),
[GAME] = LAYOUT_75_ansi( /* keymap for layer 1 - GAME disables WIN key and has RGB layer indicators */
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_NO, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS
),
[_FN1] = LAYOUT_75_ansi( /* keymap for layer 2 */
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, RGB_TOG, RGB_VAD, RGB_VAI, KC_MPRV, KC_MPLY, KC_MNXT, KC_VOLD, KC_VOLU, KC_MUTE, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, RGB_RMOD,
RGB_TOG, RGB_VAI, RGB_HUI, RGB_SAI, RGB_SPI, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, RGB_MOD,
KC_TRNS, RGB_VAD, RGB_HUD, RGB_SAD, RGB_SPD, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, MAGIC_TOGGLE_NKRO,KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, TG(GAME),KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS
),
};
/* RGB matrix indicator code
It reads the current matrix color, offsets the hue by 30,
and sets val to either 255 or, if defined, RGB_MATRIX_MAXIMUM_BRIGHTNESS
This is applied to both caps lock, and other indicator keys for layer 1 */
bool rgb_matrix_indicators_user(void) {
HSV hsv_ind = {rgb_matrix_get_hue()+30,255,INDICATOR_MAX_BRIGHTNESS};
RGB rgb_ind = hsv_to_rgb(hsv_ind);
/* Sets Caps to different color as indicator. If RGB mode is rain, and caps indicator is off, the LED will always be off.
This is to avoid having the LED persist on until the animation randomly refreshes it. */
if (host_keyboard_led_state().caps_lock) {
rgb_matrix_set_color(CAPS_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
} else if (rgb_matrix_get_mode() == 10) {
rgb_matrix_set_color(CAPS_LED_INDEX, 0, 0, 0);
}
/* Sets W, A, S, D, LGUI to a different color as layer indicator */
if(IS_LAYER_ON(1)) {
HSV hsv_ind = {rgb_matrix_get_hue()+30,255,INDICATOR_MAX_BRIGHTNESS};
RGB rgb_ind = hsv_to_rgb(hsv_ind);
rgb_matrix_set_color(W_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
rgb_matrix_set_color(A_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
rgb_matrix_set_color(S_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
rgb_matrix_set_color(D_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
rgb_matrix_set_color(WIN_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
}
return true;
}
layer_state_t layer_state_set_user(layer_state_t state) {
/* If reverting to base layer (no special LED effects) and rain animation is on, set "layer 1" mods back to matrix color to avoid single key persistence*/
if(!IS_LAYER_ON_STATE(state, 1) && rgb_matrix_get_mode() == 10) {
HSV hsv_mat = rgb_matrix_get_hsv();
RGB rgb_mat = hsv_to_rgb(hsv_mat);
rgb_matrix_set_color(W_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
rgb_matrix_set_color(A_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
rgb_matrix_set_color(S_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
rgb_matrix_set_color(D_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
rgb_matrix_set_color(WIN_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
}
return state;
}

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VIA_ENABLE = yes

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# This file intentionally left blank

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/*
Copyright 2022 Moritz Plattner
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
#include "config_common.h"
/* Enable NKRO by default*/
#define FORCE_NKRO
/* Use 3 dynamic keymap layers */
#define DYNAMIC_KEYMAP_LAYER_COUNT 3
/* i2C Config */
#define I2C_DRIVER I2CD1
#define I2C1_SCL_PIN B6
#define I2C1_SDA_PIN B7
#define I2C1_SCL_PAL_MODE 4
#define I2C1_SDA_PAL_MODE 4
#define I2C1_DUTY_CYCLE FAST_DUTY_CYCLE_16_9
#define I2C1_CLOCK_SPEED 400000
/* RGB Matrix driver config */
#define DRIVER_COUNT 2
#define DRIVER_ADDR_1 0b1010000
#define DRIVER_ADDR_2 0b1010011
#define DRIVER_1_LED_TOTAL 46
#define DRIVER_2_LED_TOTAL 39
#define RGB_MATRIX_LED_COUNT (DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL)
#define RGB_MATRIX_LED_FLUSH_LIMIT 32
#define RGB_DISABLE_WHEN_USB_SUSPENDED
#define RGB_MATRIX_DEFAULT_SPD 40
#define RGB_MATRIX_DEFAULT_VAL 220
#define RGB_MATRIX_DEFAULT_MODE RGB_MATRIX_CUSTOM_SINGLE_COLOR_RAINDROPS
#define RGB_MATRIX_KEYPRESSES
#define RGB_MATRIX_FRAMEBUFFER_EFFECTS
// RGB Matrix Animation modes. Explicitly enabled
// For full list of effects, see:
// https://docs.qmk.fm/#/feature_rgb_matrix?id=rgb-matrix-effects
#define ENABLE_RGB_MATRIX_ALPHAS_MODS // 2 Alphas and mods have different colors
#define ENABLE_RGB_MATRIX_BREATHING // 3 Breath a static color
#define ENABLE_RGB_MATRIX_CYCLE_ALL // 4 Cycle all colors
#define ENABLE_RGB_MATRIX_CYCLE_UP_DOWN // 5 Cycle vertically
#define ENABLE_RGB_MATRIX_CYCLE_SPIRAL // 6 Cycle in a spirals
#define ENABLE_RGB_MATRIX_TYPING_HEATMAP // 7 Heatmap of typing speed
#define ENABLE_RGB_MATRIX_SOLID_REACTIVE // 8 Static background, pressed keys light up
#define ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE // 9 Pressed keys and nearby keys light up
#define ENABLE_RGB_MATRIX_CUSTOM_SINGLE_COLOR_RAINDROPS // 0 Single color raindrops, random keys lighting up at randomized intensity
#define ENABLE_RGB_MATRIX_CUSTOM_STATIC_GAME_MODE // - Game mode sets the entire matrix (static) once, then stops LED refreshes
#define INDICATOR_MAX_BRIGHTNESS 255
#ifdef RGB_MATRIX_MAXIMUM_BRIGHTNESS
#undef INDICATOR_MAX_BRIGHTNESS
#define INDICATOR_MAX_BRIGHTNESS RGB_MATRIX_MAXIMUM_BRIGHTNESS
#endif
/* Define indicator LED indices, used for lighting effects */
#define W_LED_INDEX 33
#define A_LED_INDEX 47
#define S_LED_INDEX 48
#define D_LED_INDEX 49
#define CAPS_LED_INDEX 46
#define WIN_LED_INDEX 76
#define ANV_A_LED_INDEX 15
#define ANV_N_LED_INDEX 30
#define ANV_V_LED_INDEX 45
#define ANV_I_LED_INDEX 59
#define ANV_L_LED_INDEX 74
#define NUM_1_LED_INDEX 17
#define NUM_2_LED_INDEX 18
#define NUM_3_LED_INDEX 19
#define NUM_4_LED_INDEX 20
#define NUM_5_LED_INDEX 21
#define M_LED_INDEX 68
#define K_LED_INDEX 54
#define O_LED_INDEX 40
#define NUM_0_LED_INDEX 26
#define P_LED_INDEX 41
#define SCLN_LED_INDEX 56
#define SLSH_LED_INDEX 71
/* Since the typing heatmap is broken on duplex matrix boards, force it to "slim" mode */
#ifdef ENABLE_RGB_MATRIX_TYPING_HEATMAP
#define RGB_MATRIX_TYPING_HEATMAP_SLIM
#endif
/* Set HSE clock since it differs from F411 default */
#define STM32_HSECLK 16000000

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@ -0,0 +1,217 @@
{
"keyboard_name": "Native",
"manufacturer": "Anvil",
"maintainer": "ebastler",
"url": "https://nvil.gg",
"bootloader": "stm32-dfu",
"processor": "STM32F411",
"board": "GENERIC_STM32_F411XE",
"usb": {
"vid": "0x7470",
"device_version": "1.0.0"
},
"features": {
"bootmagic": true,
"command": false,
"console": false,
"extrakey": true,
"mousekey": false,
"nkro": true
},
"debounce": 5,
"diode_direction": "ROW2COL",
"matrix_pins": {
"cols": [ "A5", "A4", "B12", "B14", "B8", "B3", "B4", "B5" ],
"rows": [ "C14", "C15", "C13", "A1", "A15", "A14", "A13", "B13", "B15", "A8", "A2", "A3" ]
},
"layouts": {
"LAYOUT_75_iso": {
"layout": [
{"matrix":[0,0], "x":0, "y":0},
{"matrix":[1,0], "x":1, "y":0},
{"matrix":[0,1], "x":2, "y":0},
{"matrix":[1,1], "x":3, "y":0},
{"matrix":[0,2], "x":4, "y":0},
{"matrix":[1,2], "x":5, "y":0},
{"matrix":[0,3], "x":6, "y":0},
{"matrix":[1,3], "x":7, "y":0},
{"matrix":[0,4], "x":8, "y":0},
{"matrix":[1,4], "x":9, "y":0},
{"matrix":[0,5], "x":10, "y":0},
{"matrix":[1,5], "x":11, "y":0},
{"matrix":[0,6], "x":12, "y":0},
{"matrix":[1,6], "x":13, "y":0},
{"matrix":[0,7], "x":14, "y":0},
{"matrix":[1,7], "x":15, "y":0},
{"matrix":[2,0], "x":0, "y":1},
{"matrix":[3,0], "x":1, "y":1},
{"matrix":[2,1], "x":2, "y":1},
{"matrix":[3,1], "x":3, "y":1},
{"matrix":[2,2], "x":4, "y":1},
{"matrix":[3,2], "x":5, "y":1},
{"matrix":[2,3], "x":6, "y":1},
{"matrix":[3,3], "x":7, "y":1},
{"matrix":[2,4], "x":8, "y":1},
{"matrix":[3,4], "x":9, "y":1},
{"matrix":[2,5], "x":10, "y":1},
{"matrix":[3,5], "x":11, "y":1},
{"matrix":[2,6], "x":12, "y":1},
{"matrix":[3,6], "x":13, "y":1, "w":2},
{"matrix":[3,7], "x":15, "y":1},
{"matrix":[4,0], "x":0, "y":2, "w":1.5},
{"matrix":[4,1], "x":1.5, "y":2},
{"matrix":[5,1], "x":2.5, "y":2},
{"matrix":[4,2], "x":3.5, "y":2},
{"matrix":[5,2], "x":4.5, "y":2},
{"matrix":[4,3], "x":5.5, "y":2},
{"matrix":[5,3], "x":6.5, "y":2},
{"matrix":[4,4], "x":7.5, "y":2},
{"matrix":[5,4], "x":8.5, "y":2},
{"matrix":[4,5], "x":9.5, "y":2},
{"matrix":[5,5], "x":10.5, "y":2},
{"matrix":[4,6], "x":11.5, "y":2},
{"matrix":[5,6], "x":12.5, "y":2},
{"matrix":[4,7], "x":13.75, "y":2, "w":1.25, "h":2},
{"matrix":[5,7], "x":15, "y":2},
{"matrix":[6,0], "x":0, "y":3, "w":1.75},
{"matrix":[7,0], "x":1.75, "y":3},
{"matrix":[6,1], "x":2.75, "y":3},
{"matrix":[7,1], "x":3.75, "y":3},
{"matrix":[6,2], "x":4.75, "y":3},
{"matrix":[7,2], "x":5.75, "y":3},
{"matrix":[6,3], "x":6.75, "y":3},
{"matrix":[7,3], "x":7.75, "y":3},
{"matrix":[6,4], "x":8.75, "y":3},
{"matrix":[7,4], "x":9.75, "y":3},
{"matrix":[6,5], "x":10.75, "y":3},
{"matrix":[7,5], "x":11.75, "y":3},
{"matrix":[6,7], "x":12.75, "y":3},
{"matrix":[7,7], "x":15, "y":3},
{"matrix":[8,0], "x":0, "y":4, "w":1.25},
{"matrix":[9,0], "x":1.25, "y":4},
{"matrix":[8,1], "x":2.25, "y":4},
{"matrix":[9,1], "x":3.25, "y":4},
{"matrix":[8,2], "x":4.25, "y":4},
{"matrix":[9,2], "x":5.25, "y":4},
{"matrix":[8,3], "x":6.25, "y":4},
{"matrix":[9,3], "x":7.25, "y":4},
{"matrix":[8,4], "x":8.25, "y":4},
{"matrix":[9,4], "x":9.25, "y":4},
{"matrix":[8,5], "x":10.25, "y":4},
{"matrix":[9,5], "x":11.25, "y":4},
{"matrix":[9,6], "x":12.25, "y":4, "w":1.75},
{"matrix":[8,7], "x":14, "y":4},
{"matrix":[9,7], "x":15, "y":4},
{"matrix":[10,0], "x":0, "y":5, "w":1.25},
{"matrix":[11,0], "x":1.25, "y":5, "w":1.25},
{"matrix":[11,1], "x":2.5, "y":5, "w":1.25},
{"matrix":[10,1], "x":3.75, "y":5, "w":6.25},
{"matrix":[10,5], "x":10, "y":5},
{"matrix":[11,5], "x":11, "y":5},
{"matrix":[10,6], "x":12, "y":5},
{"matrix":[11,6], "x":13, "y":5},
{"matrix":[10,7], "x":14, "y":5},
{"matrix":[11,7], "x":15, "y":5}
]
},
"LAYOUT_75_ansi": {
"layout": [
{"matrix":[0,0], "x":0, "y":0},
{"matrix":[1,0], "x":1, "y":0},
{"matrix":[0,1], "x":2, "y":0},
{"matrix":[1,1], "x":3, "y":0},
{"matrix":[0,2], "x":4, "y":0},
{"matrix":[1,2], "x":5, "y":0},
{"matrix":[0,3], "x":6, "y":0},
{"matrix":[1,3], "x":7, "y":0},
{"matrix":[0,4], "x":8, "y":0},
{"matrix":[1,4], "x":9, "y":0},
{"matrix":[0,5], "x":10, "y":0},
{"matrix":[1,5], "x":11, "y":0},
{"matrix":[0,6], "x":12, "y":0},
{"matrix":[1,6], "x":13, "y":0},
{"matrix":[0,7], "x":14, "y":0},
{"matrix":[1,7], "x":15, "y":0},
{"matrix":[2,0], "x":0, "y":1},
{"matrix":[3,0], "x":1, "y":1},
{"matrix":[2,1], "x":2, "y":1},
{"matrix":[3,1], "x":3, "y":1},
{"matrix":[2,2], "x":4, "y":1},
{"matrix":[3,2], "x":5, "y":1},
{"matrix":[2,3], "x":6, "y":1},
{"matrix":[3,3], "x":7, "y":1},
{"matrix":[2,4], "x":8, "y":1},
{"matrix":[3,4], "x":9, "y":1},
{"matrix":[2,5], "x":10, "y":1},
{"matrix":[3,5], "x":11, "y":1},
{"matrix":[2,6], "x":12, "y":1},
{"matrix":[3,6], "x":13, "y":1, "w":2},
{"matrix":[3,7], "x":15, "y":1},
{"matrix":[4,0], "x":0, "y":2, "w":1.5},
{"matrix":[4,1], "x":1.5, "y":2},
{"matrix":[5,1], "x":2.5, "y":2},
{"matrix":[4,2], "x":3.5, "y":2},
{"matrix":[5,2], "x":4.5, "y":2},
{"matrix":[4,3], "x":5.5, "y":2},
{"matrix":[5,3], "x":6.5, "y":2},
{"matrix":[4,4], "x":7.5, "y":2},
{"matrix":[5,4], "x":8.5, "y":2},
{"matrix":[4,5], "x":9.5, "y":2},
{"matrix":[5,5], "x":10.5, "y":2},
{"matrix":[4,6], "x":11.5, "y":2},
{"matrix":[5,6], "x":12.5, "y":2},
{"matrix":[4,7], "x":13.5, "y":2, "w":1.5},
{"matrix":[5,7], "x":15, "y":2},
{"matrix":[6,0], "x":0, "y":3, "w":1.75},
{"matrix":[7,0], "x":1.75, "y":3},
{"matrix":[6,1], "x":2.75, "y":3},
{"matrix":[7,1], "x":3.75, "y":3},
{"matrix":[6,2], "x":4.75, "y":3},
{"matrix":[7,2], "x":5.75, "y":3},
{"matrix":[6,3], "x":6.75, "y":3},
{"matrix":[7,3], "x":7.75, "y":3},
{"matrix":[6,4], "x":8.75, "y":3},
{"matrix":[7,4], "x":9.75, "y":3},
{"matrix":[6,5], "x":10.75, "y":3},
{"matrix":[7,5], "x":11.75, "y":3},
{"matrix":[6,7], "x":12.75, "y":3, "w":2.25},
{"matrix":[7,7], "x":15, "y":3},
{"matrix":[8,0], "x":0, "y":4, "w":1.25},
{"matrix":[8,1], "x":2.25, "y":4},
{"matrix":[9,1], "x":3.25, "y":4},
{"matrix":[8,2], "x":4.25, "y":4},
{"matrix":[9,2], "x":5.25, "y":4},
{"matrix":[8,3], "x":6.25, "y":4},
{"matrix":[9,3], "x":7.25, "y":4},
{"matrix":[8,4], "x":8.25, "y":4},
{"matrix":[9,4], "x":9.25, "y":4},
{"matrix":[8,5], "x":10.25, "y":4},
{"matrix":[9,5], "x":11.25, "y":4},
{"matrix":[9,6], "x":12.25, "y":4, "w":1.75},
{"matrix":[8,7], "x":14, "y":4},
{"matrix":[9,7], "x":15, "y":4},
{"matrix":[10,0], "x":0, "y":5, "w":1.25},
{"matrix":[11,0], "x":1.25, "y":5, "w":1.25},
{"matrix":[11,1], "x":2.5, "y":5, "w":1.25},
{"matrix":[10,1], "x":3.75, "y":5, "w":6.25},
{"matrix":[10,5], "x":10, "y":5},
{"matrix":[11,5], "x":11, "y":5},
{"matrix":[10,6], "x":12, "y":5},
{"matrix":[11,6], "x":13, "y":5},
{"matrix":[10,7], "x":14, "y":5},
{"matrix":[11,7], "x":15, "y":5}
]
}
}
}

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{
"usb": {
"pid": "0x0002"
}
}

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/* Copyright 2021 Moritz Plattner
*
* 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/>.
*/
#include QMK_KEYBOARD_H
#ifdef RGB_MATRIX_ENABLE
led_config_t g_led_config = { {
// Key Matrix to LED Index
{ 0, 2, 4, 6, 8, 10, 12, 14 }, \
{ 1, 3, 5, 7, 9, 11, 13, 15 }, \
{ 16, 18, 20, 22, 24, 26, 28, NO_LED }, \
{ 17, 19, 21, 23, 25, 27, 29, 30 }, \
{ 31, 32, 34, 36, 38, 40, 42, 44 }, \
{ NO_LED, 33, 35, 37, 39, 41, 43, 45 }, \
{ 46, 48, 50, 52, 54, 56, NO_LED, 58 }, \
{ 47, 49, 51, 53, 55, 57, NO_LED, 59 }, \
{ 60, 62, 64, 66, 68, 70, NO_LED, 73 }, \
{ 61, 63, 65, 67, 69, 71, 72, 74 }, \
{ 75, 78, NO_LED, NO_LED, NO_LED, 79, 81, 83 }, \
{ 76, 77, NO_LED, NO_LED, NO_LED, 80, 82, 84 } \
}, {
// LED Index to Physical Position
{ 0,0 }, { 15,0 }, { 30,0 }, { 45,0 }, { 60,0 }, { 75,0 }, { 90,0 }, {105,0 }, {119,0 }, {134,0 }, {149,0 }, {164,0 }, {179,0 }, {194,0 }, {209,0 }, {224,0 },
{ 0,13 }, { 15,13 }, { 30,13 }, { 45,13 }, { 60,13 }, { 75,13 }, { 90,13 }, {105,13 }, {119,13 }, {134,13 }, {149,13 }, {164,13 }, {179,13 }, {202,13 }, {224,13 },
{ 4,26 }, { 22,26 }, { 37,26 }, { 52,26 }, { 67,26 }, { 82,26 }, { 97,26 }, {112,26 }, {127,26 }, {142,26 }, {157,26 }, {172,26 }, {187,26 }, {207,32 }, {224,26 },
{ 6,38 }, { 26,38 }, { 41,38 }, { 56,38 }, { 71,38 }, { 86,38 }, {101,38 }, {116,38 }, {131,38 }, {146,38 }, {161,38 }, {175,38 }, {190,38 }, {224,38 },
{ 2,51 }, { 19,51 }, { 34,51 }, { 49,51 }, { 63,51 }, { 78,51 }, { 93,51 }, {108,51 }, {123,51 }, {138,51 }, {153,51 }, {168,51 }, {189,51 }, {209,51 }, {224,51 },
{ 2,64 }, { 21,64 }, { 39,64 }, { 95,64 }, {149,64 }, {164,64 }, {179,64 }, {194,64 }, {209,64 }, {224,64 }
}, {
// LED Index to Flag
1, 4, 4, 4, 4, 1, 1, 1, 1, 4, 4, 4, 4, 1, 1, 1,
4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 1, 1,
1, 4,12, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 1, 1,
9, 12,12,12, 4, 4, 4, 4, 4, 4, 4, 4, 4, 1,
1, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 1, 4, 1,
1, 9, 1, 4, 1, 1, 1, 4, 4, 4,
} };
#endif

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/* Copyright 2023 Moritz Plattner
*
* 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/>.
*/
#include QMK_KEYBOARD_H
enum layers{
BASE,
GAME,
_FN1
};
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[BASE] = LAYOUT_75_iso( /* keymap for layer 0 */
KC_ESC, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, KC_F13, KC_PSCR, KC_DEL,
KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, KC_BSPC, KC_PGUP,
KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC, KC_ENT, KC_PGDN,
KC_CAPS, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_NUHS, KC_HOME,
KC_LSFT, KC_NUBS, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_END,
KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, MO(_FN1),KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
),
[GAME] = LAYOUT_75_iso( /* keymap for layer 1 - GAME disables WIN key and has RGB layer indicators */
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_NO, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS
),
[_FN1] = LAYOUT_75_iso( /* keymap for layer 2 */
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, RGB_TOG, RGB_VAD, RGB_VAI, KC_MPRV, KC_MPLY, KC_MNXT, KC_VOLD, KC_VOLU, KC_MUTE, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, RGB_RMOD,
RGB_TOG, RGB_VAI, RGB_HUI, RGB_SAI, RGB_SPI, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, RGB_MOD,
KC_TRNS, RGB_VAD, RGB_HUD, RGB_SAD, RGB_SPD, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, MAGIC_TOGGLE_NKRO,KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, TG(GAME),KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS
),
};
/* RGB matrix indicator code
It reads the current matrix color, offsets the hue by 30,
and sets val to either 255 or, if defined, RGB_MATRIX_MAXIMUM_BRIGHTNESS
This is applied to both caps lock, and other indicator keys for layer 1 */
bool rgb_matrix_indicators_user(void) {
HSV hsv_ind = {rgb_matrix_get_hue()+30,255,INDICATOR_MAX_BRIGHTNESS};
RGB rgb_ind = hsv_to_rgb(hsv_ind);
/* Sets Caps to different color as indicator. If RGB mode is rain, and caps indicator is off, the LED will always be off.
This is to avoid having the LED persist on until the animation randomly refreshes it. */
if (host_keyboard_led_state().caps_lock) {
rgb_matrix_set_color(CAPS_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
} else if (rgb_matrix_get_mode() == 10) {
rgb_matrix_set_color(CAPS_LED_INDEX, 0, 0, 0);
}
/* Sets W, A, S, D, LGUI to a different color as layer indicator */
if(IS_LAYER_ON(1)) {
HSV hsv_ind = {rgb_matrix_get_hue()+30,255,INDICATOR_MAX_BRIGHTNESS};
RGB rgb_ind = hsv_to_rgb(hsv_ind);
rgb_matrix_set_color(W_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
rgb_matrix_set_color(A_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
rgb_matrix_set_color(S_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
rgb_matrix_set_color(D_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
rgb_matrix_set_color(WIN_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
}
return true;
}
layer_state_t layer_state_set_user(layer_state_t state) {
/* If reverting to base layer (no special LED effects) and rain animation is on, set "layer 1" mods back to matrix color to avoid single key persistence*/
if(!IS_LAYER_ON_STATE(state, 1) && rgb_matrix_get_mode() == 10) {
HSV hsv_mat = rgb_matrix_get_hsv();
RGB rgb_mat = hsv_to_rgb(hsv_mat);
rgb_matrix_set_color(W_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
rgb_matrix_set_color(A_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
rgb_matrix_set_color(S_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
rgb_matrix_set_color(D_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
rgb_matrix_set_color(WIN_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
}
return state;
}

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/*
Copyright 2022 Moritz Plattner
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
/* Use 5 dynamic keymap layers */
#undef DYNAMIC_KEYMAP_LAYER_COUNT
#define DYNAMIC_KEYMAP_LAYER_COUNT 5
/* Increase eeprom size to allow for 5 layers */
#define WEAR_LEVELING_BACKING_SIZE 16384
#define WEAR_LEVELING_LOGICAL_SIZE 4096

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/* Copyright 2023 Moritz Plattner
*
* 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/>.
*/
#include QMK_KEYBOARD_H
enum layers{
BASE,
GAME,
PERF,
_FN1,
_FN2
};
/* Create a keycode to toggle RGB without writing to eeprom, important to enable/disable the non-eeprom-stored custom lighting on PERF layer */
enum my_keycodes {
RGB_TOG_NO = SAFE_RANGE,
RGB_M_2,
RGB_M_3,
RGB_M_4,
RGB_M_5,
RGB_M_6,
RGB_M_7,
RGB_M_8,
RGB_M_9,
RGB_M_0
};
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
switch (keycode) {
case RGB_TOG_NO:
if (record->event.pressed) {
rgb_matrix_toggle_noeeprom();
}
return false;
case RGB_M_2:
if (record->event.pressed) {
rgb_matrix_mode(RGB_MATRIX_ALPHAS_MODS);
}
return false;
case RGB_M_3:
if (record->event.pressed) {
rgb_matrix_mode(RGB_MATRIX_BREATHING);
}
return false;
case RGB_M_4:
if (record->event.pressed) {
rgb_matrix_mode(RGB_MATRIX_CYCLE_UP_DOWN);
}
return false;
case RGB_M_5:
if (record->event.pressed) {
rgb_matrix_mode(RGB_MATRIX_CYCLE_ALL);
}
return false;
case RGB_M_6:
if (record->event.pressed) {
rgb_matrix_mode(RGB_MATRIX_CYCLE_SPIRAL);
}
return false;
case RGB_M_7:
if (record->event.pressed) {
rgb_matrix_mode(RGB_MATRIX_TYPING_HEATMAP);
}
return false;
case RGB_M_8:
if (record->event.pressed) {
rgb_matrix_mode(RGB_MATRIX_SOLID_REACTIVE);
}
return false;
case RGB_M_9:
if (record->event.pressed) {
rgb_matrix_mode(RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE);
}
return false;
case RGB_M_0:
if (record->event.pressed) {
rgb_matrix_mode(RGB_MATRIX_CUSTOM_SINGLE_COLOR_RAINDROPS);
}
return false;
default:
return true; // Process all other keycodes normally
}
}
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[BASE] = LAYOUT_75_iso( /* keymap for layer 0 */
KC_ESC, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, KC_F13, KC_PSCR, KC_DEL,
KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, KC_BSPC, KC_PGUP,
KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC, KC_ENT, KC_PGDN,
KC_CAPS, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_NUHS, KC_HOME,
KC_LSFT, KC_NUBS, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_END,
KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, MO(_FN1),KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
),
[GAME] = LAYOUT_75_iso( /* keymap for layer 1 - GAME disables WIN key and has RGB layer indicators */
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_NO, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS
),
[PERF] = LAYOUT_75_iso( /* keymap for layer 2 - PERF has a static LED display to increase matrix scan rates */
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_NO, KC_TRNS, KC_TRNS, KC_TRNS, MO(_FN2),KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS
),
[_FN1] = LAYOUT_75_iso( /* keymap for layer 3 */
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, RGB_TOG, RGB_VAD, RGB_VAI, KC_MPRV, KC_MPLY, KC_MNXT, KC_VOLD, KC_VOLU, KC_MUTE, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, RGB_M_P, RGB_M_2, RGB_M_3, RGB_M_4, RGB_M_5, RGB_M_6, RGB_M_7, RGB_M_8, RGB_M_9, RGB_M_0, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
RGB_TOG, RGB_VAI, RGB_HUI, RGB_SAI, RGB_SPI, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, RGB_VAD, RGB_HUD, RGB_SAD, RGB_SPD, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, MAGIC_TOGGLE_NKRO,KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, TG(GAME),KC_TRNS, TO(PERF), KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS
),
[_FN2] = LAYOUT_75_iso( /* keymap for layer 4 */
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, RGB_TOG_NO,KC_NO, KC_NO, KC_MPRV, KC_MPLY, KC_MNXT, KC_VOLD, KC_VOLU, KC_MUTE, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
RGB_TOG_NO,KC_NO, KC_NO, KC_NO, KC_NO, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_NO, KC_NO, KC_NO, KC_NO, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_NO, KC_TRNS, TG(PERF), KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS
),
};
/* RGB matrix indicator code
It reads the current matrix color, offsets the hue by 30,
and sets val to either 255 or, if defined, RGB_MATRIX_MAXIMUM_BRIGHTNESS
This is applied to both caps lock, and other indicator keys for layer 1 */
bool rgb_matrix_indicators_user(void) {
/* Layer 2 (perf mode on this keymap) is not supposed to have LED refreshes, hence excluded */
if (!IS_LAYER_ON(2)) {
HSV hsv_ind = {rgb_matrix_get_hue()+30,255,INDICATOR_MAX_BRIGHTNESS};
RGB rgb_ind = hsv_to_rgb(hsv_ind);
/* Sets Caps to different color as indicator. If RGB mode is rain, and caps indicator is off, the LED will always be off.
This is to avoid having the LED persist on until the animation randomly refreshes it. */
if (host_keyboard_led_state().caps_lock) {
rgb_matrix_set_color(CAPS_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
} else if (rgb_matrix_get_mode() == 10) {
rgb_matrix_set_color(CAPS_LED_INDEX, 0, 0, 0);
}
/* Sets W, A, S, D, LGUI to a different color as layer indicator */
if(IS_LAYER_ON(1)) {
HSV hsv_ind = {rgb_matrix_get_hue()+30,255,INDICATOR_MAX_BRIGHTNESS};
RGB rgb_ind = hsv_to_rgb(hsv_ind);
rgb_matrix_set_color(W_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
rgb_matrix_set_color(A_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
rgb_matrix_set_color(S_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
rgb_matrix_set_color(D_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
rgb_matrix_set_color(WIN_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
}
}
return true;
}
layer_state_t layer_state_set_user(layer_state_t state) {
/* Set LEDs to "GAME_MODE" custom animation when entering layer 2 (perf mode), reload matrix from eeprom when exiting */
if(IS_LAYER_ON_STATE(state, 2)) {
rgb_matrix_mode_noeeprom(RGB_MATRIX_CUSTOM_STATIC_GAME_MODE);
} else {
rgb_matrix_reload_from_eeprom();
}
/* If reverting to base layer (no special LED effects) and single color rain is on, set "layer 1" mods back to matrix color to avoid single key persistence */
if(!IS_LAYER_ON_STATE(state, 2) && !IS_LAYER_ON_STATE(state, 1) && rgb_matrix_get_mode() == 10) {
HSV hsv_mat = rgb_matrix_get_hsv();
RGB rgb_mat = hsv_to_rgb(hsv_mat);
rgb_matrix_set_color(W_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
rgb_matrix_set_color(A_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
rgb_matrix_set_color(S_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
rgb_matrix_set_color(D_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
rgb_matrix_set_color(WIN_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
}
return state;
}

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DEBOUNCE_TYPE = asym_eager_defer_pk
VIA_ENABLE = yes

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/* Copyright 2023 Moritz Plattner
*
* 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/>.
*/
#include QMK_KEYBOARD_H
enum layers{
BASE,
GAME,
_FN1
};
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[BASE] = LAYOUT_75_iso( /* keymap for layer 0 */
KC_ESC, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, KC_F13, KC_PSCR, KC_DEL,
KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, KC_BSPC, KC_PGUP,
KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC, KC_ENT, KC_PGDN,
KC_CAPS, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_NUHS, KC_HOME,
KC_LSFT, KC_NUBS, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_END,
KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, MO(_FN1),KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
),
[GAME] = LAYOUT_75_iso( /* keymap for layer 1 - GAME disables WIN key and has RGB layer indicators */
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_NO, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS
),
[_FN1] = LAYOUT_75_iso( /* keymap for layer 2 */
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, RGB_TOG, RGB_VAD, RGB_VAI, KC_MPRV, KC_MPLY, KC_MNXT, KC_VOLD, KC_VOLU, KC_MUTE, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, RGB_RMOD,
RGB_TOG, RGB_VAI, RGB_HUI, RGB_SAI, RGB_SPI, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, RGB_MOD,
KC_TRNS, RGB_VAD, RGB_HUD, RGB_SAD, RGB_SPD, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, MAGIC_TOGGLE_NKRO,KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, TG(GAME),KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS
),
};
/* RGB matrix indicator code
It reads the current matrix color, offsets the hue by 30,
and sets val to either 255 or, if defined, RGB_MATRIX_MAXIMUM_BRIGHTNESS
This is applied to both caps lock, and other indicator keys for layer 1 */
bool rgb_matrix_indicators_user(void) {
HSV hsv_ind = {rgb_matrix_get_hue()+30,255,INDICATOR_MAX_BRIGHTNESS};
RGB rgb_ind = hsv_to_rgb(hsv_ind);
/* Sets Caps to different color as indicator. If RGB mode is rain, and caps indicator is off, the LED will always be off.
This is to avoid having the LED persist on until the animation randomly refreshes it. */
if (host_keyboard_led_state().caps_lock) {
rgb_matrix_set_color(CAPS_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
} else if (rgb_matrix_get_mode() == 10) {
rgb_matrix_set_color(CAPS_LED_INDEX, 0, 0, 0);
}
/* Sets W, A, S, D, LGUI to a different color as layer indicator */
if(IS_LAYER_ON(1)) {
HSV hsv_ind = {rgb_matrix_get_hue()+30,255,INDICATOR_MAX_BRIGHTNESS};
RGB rgb_ind = hsv_to_rgb(hsv_ind);
rgb_matrix_set_color(W_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
rgb_matrix_set_color(A_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
rgb_matrix_set_color(S_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
rgb_matrix_set_color(D_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
rgb_matrix_set_color(WIN_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
}
return true;
}
layer_state_t layer_state_set_user(layer_state_t state) {
/* If reverting to base layer (no special LED effects) and rain animation is on, set "layer 1" mods back to matrix color to avoid single key persistence*/
if(!IS_LAYER_ON_STATE(state, 1) && rgb_matrix_get_mode() == 10) {
HSV hsv_mat = rgb_matrix_get_hsv();
RGB rgb_mat = hsv_to_rgb(hsv_mat);
rgb_matrix_set_color(W_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
rgb_matrix_set_color(A_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
rgb_matrix_set_color(S_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
rgb_matrix_set_color(D_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
rgb_matrix_set_color(WIN_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
}
return state;
}

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VIA_ENABLE = yes

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# This file intentionally left blank

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/* Copyright 2020 QMK
*
* 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/>.
*/
#include_next "mcuconf.h"
/* Set PLL M divider from 4 (F411 GENERIC default) to 8, because of 16 MHz crystal on board */
#undef STM32_PLLM_VALUE
#define STM32_PLLM_VALUE 8
/* enable I2C2, used for the LED drivers */
#undef STM32_I2C_USE_I2C1
#define STM32_I2C_USE_I2C1 TRUE
#undef STM32_I2C_USE_DMA
#define STM32_I2C_USE_DMA TRUE

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/* Copyright 2021 Moritz Plattner
*
* 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/>.
*/
#include "quantum.h"
/* This board has !SDB of the is31 wired to D2. Set high to enable */
void keyboard_post_init_user(void) {
setPinOutput(B9);
writePinHigh(B9);
}
#ifdef RGB_MATRIX_ENABLE
const is31_led PROGMEM g_is31_leds[RGB_MATRIX_LED_COUNT] = {
/* Refer to IS31 manual for these locations
* driver
* | R location
* | | G location
* | | | B location
* | | | | */
{0, L_1, K_1, J_1}, // Row 1
{0, L_2, K_2, J_2},
{0, L_3, K_3, J_3},
{0, L_4, K_4, J_4},
{0, L_5, K_5, J_5},
{0, L_6, K_6, J_6},
{0, L_7, K_7, J_7},
{0, L_8, K_8, J_8},
{0, L_9, K_9, J_9},
{0, L_10, K_10, J_10},
{0, L_11, K_11, J_11},
{0, L_12, K_12, J_12},
{0, L_13, K_13, J_13},
{0, L_14, K_14, J_14},
{0, L_15, K_15, J_15},
{0, L_16, K_16, J_16},
{0, I_1, H_1, G_1}, // Row 2
{0, I_2, H_2, G_2},
{0, I_3, H_3, G_3},
{0, I_4, H_4, G_4},
{0, I_5, H_5, G_5},
{0, I_6, H_6, G_6},
{0, I_7, H_7, G_7},
{0, I_8, H_8, G_8},
{0, I_9, H_9, G_9},
{0, I_10, H_10, G_10},
{0, I_11, H_11, G_11},
{0, I_12, H_12, G_12},
{0, I_13, H_13, G_13},
{0, I_15, H_15, G_15},
{0, I_16, H_16, G_16},
{0, F_1, E_1, D_1}, // Row 3
{0, F_3, E_3, D_3},
{0, F_4, E_4, D_4},
{0, F_5, E_5, D_5},
{0, F_6, E_6, D_6},
{0, F_7, E_7, D_7},
{0, F_8, E_8, D_8},
{0, F_9, E_9, D_9},
{0, F_10, E_10, D_10},
{0, F_11, E_11, D_11},
{0, F_12, E_12, D_12},
{0, F_13, E_13, D_13},
{0, F_14, E_14, D_14},
{0, F_15, E_15, D_15},
{0, F_16, E_16, D_16},
{1, L_1, K_1, J_1}, // Row 4
{1, L_3, K_3, J_3},
{1, L_4, K_4, J_4},
{1, L_5, K_5, J_5},
{1, L_6, K_6, J_6},
{1, L_7, K_7, J_7},
{1, L_8, K_8, J_8},
{1, L_9, K_9, J_9},
{1, L_10, K_10, J_10},
{1, L_11, K_11, J_11},
{1, L_12, K_12, J_12},
{1, L_13, K_13, J_13},
{1, L_14, K_14, J_14},
{1, L_16, K_16, J_16},
{1, I_1, H_1, G_1}, // Row 5
{1, I_2, H_2, G_2},
{1, I_3, H_3, G_3},
{1, I_4, H_4, G_4},
{1, I_5, H_5, G_5},
{1, I_6, H_6, G_6},
{1, I_7, H_7, G_7},
{1, I_8, H_8, G_8},
{1, I_9, H_9, G_9},
{1, I_10, H_10, G_10},
{1, I_11, H_11, G_11},
{1, I_12, H_12, G_12},
{1, I_14, H_14, G_14},
{1, I_15, H_15, G_15},
{1, I_16, H_16, G_16},
{1, F_1, E_1, D_1}, // Row 6
{1, F_2, E_2, D_2},
{1, F_3, E_3, D_3},
{1, F_7, E_7, D_7},
{1, F_11, E_11, D_11},
{1, F_12, E_12, D_12},
{1, F_13, E_13, D_13},
{1, F_14, E_14, D_14},
{1, F_15, E_15, D_15},
{1, F_16, E_16, D_16}
};
#endif

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# Anvil Native
The Native is a hot-swap 75% board with per-key LED ligthing in the Anvil brand lineup.
* Keyboard maintainer: [ebastler](https://github.com/ebastler)
* Hardware supported: Anvil Native ISO/ANSI
* Hardware availability: Buy at [nvil.gg](https://www.nvil.gg/products/native-custom-keyboard-iso-de-ansi-de)
Enter Bootloader:
* Bootmagic: Keep ESC (top left key) pressed while plugging the board in
* Physical reset button on the bottom of the PCB
Make example for this keyboard (after setting up your build environment):
qmk compile -kb teleport/native/iso -km default
qmk compile -kb teleport/native/ansi -km default
If you want the default keymap with all features present on the board when sold, pick the `perfmode` keymaps instead:
qmk compile -kb teleport/native/iso -km perfmode
qmk compile -kb teleport/native/ansi -km perfmode
Flash example for this keyboard:
qmk flash -kb teleport/native/iso -km default
qmk flash -kb teleport/native/ansi -km default
See the [build environment setup](https://docs.qmk.fm/#/getting_started_build_tools) and the [make instructions](https://docs.qmk.fm/#/getting_started_make_guide) for more information. Brand new to QMK? Start with our [Complete Newbs Guide](https://docs.qmk.fm/#/newbs).

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RGB_MATRIX_EFFECT(SINGLE_COLOR_RAINDROPS)
RGB_MATRIX_EFFECT(STATIC_GAME_MODE)
#ifdef RGB_MATRIX_CUSTOM_EFFECT_IMPLS
/* This effect has been partially derived from quantum/rgb_matrix/animations/pixel_rain_anim.h and raindrops_anim.h
It sets random LEDs to matrix color (with very slight hue variation) but random intensity */
static bool SINGLE_COLOR_RAINDROPS(effect_params_t* params) {
static uint32_t wait_timer = 0;
// interval function and timing in general taken from pixel rain animation
inline uint32_t interval(void) {
return 500 / scale16by8(qadd8(rgb_matrix_config.speed, 16), 16);
}
void single_color_raindrops_set_color(uint8_t i, effect_params_t * params) {
if (!HAS_ANY_FLAGS(g_led_config.flags[i], params->flags)) {
return;
}
// Take matrix color, add between -5 and +5 to hue, random brightness between 0 and val, set to 0 if val between 0 and 5, then write to LED
HSV hsv = rgb_matrix_get_hsv();
hsv.h = rgb_matrix_get_hue() - 2 + random8() % 5;
hsv.v = random8() % rgb_matrix_get_val();
if (hsv.v < 5) {
hsv.v = 0;
}
RGB rgb = rgb_matrix_hsv_to_rgb(hsv);
rgb_matrix_set_color(i, rgb.r, rgb.g, rgb.b);
wait_timer = g_rgb_timer + interval();
}
RGB_MATRIX_USE_LIMITS(led_min, led_max);
if (!params->init) {
if (g_rgb_timer > wait_timer) {
single_color_raindrops_set_color(mod8(random8(), RGB_MATRIX_LED_COUNT), params);
}
} else {
for (int i = led_min; i < led_max; i++) {
single_color_raindrops_set_color(i, params);
}
}
return rgb_matrix_check_finished_leds(led_max);
}
/* This "effect" is a workaround to fix long matrix scan pauses caused by i2c communication.
When enabled, it writes all relevant LEDs once to static colors, then halts LED refreshes until a different animation is selcted. */
bool STATIC_GAME_MODE(effect_params_t* params) {
void game_mode_set_color(int i, effect_params_t* params) {
if (!HAS_ANY_FLAGS(g_led_config.flags[i], params->flags)) {
return;
}
HSV hsv = rgb_matrix_get_hsv();
switch (i) {
case W_LED_INDEX:
case A_LED_INDEX:
case S_LED_INDEX:
case D_LED_INDEX:
case M_LED_INDEX:
case K_LED_INDEX:
case O_LED_INDEX:
case P_LED_INDEX:
case NUM_0_LED_INDEX:
case SLSH_LED_INDEX:
break;
case SCLN_LED_INDEX:
case ANV_A_LED_INDEX:
case ANV_N_LED_INDEX:
case ANV_V_LED_INDEX:
case ANV_I_LED_INDEX:
case ANV_L_LED_INDEX:
hsv.s = 255;
hsv.h = rgb_matrix_get_hue()+30;
break;
case NUM_1_LED_INDEX:
case NUM_2_LED_INDEX:
case NUM_3_LED_INDEX:
case NUM_4_LED_INDEX:
case NUM_5_LED_INDEX:
hsv.s = 255;
hsv.h = rgb_matrix_get_hue()+30;
hsv.v = rgb_matrix_get_val()*2/3;
break;
default:
hsv.v = 0;
break;
}
RGB rgb = hsv_to_rgb(hsv);
rgb_matrix_set_color(i, rgb.r, rgb.g, rgb.b);
}
RGB_MATRIX_USE_LIMITS(led_min, led_max);
if (!params->init) {
// Do not update LEDs after initial blanking
} else {
for (int i = led_min; i < led_max; i++) {
game_mode_set_color(i, params);
}
}
return rgb_matrix_check_finished_leds(led_max);
}
#endif // RGB_MATRIX_CUSTOM_EFFECT_IMPLS

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RGB_MATRIX_ENABLE = yes
RGB_MATRIX_DRIVER = IS31FL3733
RGB_MATRIX_CUSTOM_KB = yes
DEFAULT_FOLDER = teleport/native/iso