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-rw-r--r--docs/feature_rgb_matrix.md50
1 files changed, 37 insertions, 13 deletions
diff --git a/docs/feature_rgb_matrix.md b/docs/feature_rgb_matrix.md
index 1e43414676..916fcdce03 100644
--- a/docs/feature_rgb_matrix.md
+++ b/docs/feature_rgb_matrix.md
@@ -30,9 +30,11 @@ Configure the hardware via your `config.h`:
#define DRIVER_COUNT 2
#define DRIVER_1_LED_TOTAL 25
#define DRIVER_2_LED_TOTAL 24
-#define DRIVER_LED_TOTAL DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL
+#define DRIVER_LED_TOTAL (DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL)
```
+!> Note the parentheses, this is so when `DRIVER_LED_TOTAL` is used in code and expanded, the values are added together before any additional math is applied to them. As an example, `rand() % (DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL)` will give very different results than `rand() % DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL`.
+
Currently only 2 drivers are supported, but it would be trivial to support all 4 combinations.
Define these arrays listing all the LEDs in your `<keyboard>.c`:
@@ -40,11 +42,11 @@ Define these arrays listing all the LEDs in your `<keyboard>.c`:
```C
const is31_led g_is31_leds[DRIVER_LED_TOTAL] = {
/* Refer to IS31 manual for these locations
- * driver
- * | R location
- * | | G location
- * | | | B location
- * | | | | */
+ * driver
+ * | R location
+ * | | G location
+ * | | | B location
+ * | | | | */
{0, C1_3, C2_3, C3_3},
....
}
@@ -91,11 +93,11 @@ Define these arrays listing all the LEDs in your `<keyboard>.c`:
```C
const is31_led g_is31_leds[DRIVER_LED_TOTAL] = {
/* Refer to IS31 manual for these locations
- * driver
- * | R location
- * | | G location
- * | | | B location
- * | | | | */
+ * driver
+ * | R location
+ * | | G location
+ * | | | B location
+ * | | | | */
{0, B_1, A_1, C_1},
....
}
@@ -142,14 +144,16 @@ const led_config_t g_led_config = { {
} };
```
-The first part, `// Key Matrix to LED Index`, tells the system what key this LED represents by using the key's electrical matrix row & col. The second part, `// LED Index to Physical Position` represents the LED's physical position on the keyboard. The first value, `x`, is between 0-224 (inclusive), and the second value, `y`, is between 0-64 (inclusive). This range is due to effect that calculate the center or halves for their animations. The easiest way to calculate these positions is imagine your keyboard is a grid, and the top left of the keyboard represents x, y coordinate 0, 0 and the bottom right of your keyboard represents 224, 64. Using this as a basis, you can use the following formula to calculate the physical position:
+The first part, `// Key Matrix to LED Index`, tells the system what key this LED represents by using the key's electrical matrix row & col. The second part, `// LED Index to Physical Position` represents the LED's physical `{ x, y }` position on the keyboard. The default expected range of values for `{ x, y }` is the inclusive range `{ 0..224, 0..64 }`. This default expected range is due to effects that calculate the center of the keyboard for their animations. The easiest way to calculate these positions is imagine your keyboard is a grid, and the top left of the keyboard represents `{ x, y }` coordinate `{ 0, 0 }` and the bottom right of your keyboard represents `{ 224, 64 }`. Using this as a basis, you can use the following formula to calculate the physical position:
```C
x = 224 / (NUMBER_OF_COLS - 1) * COL_POSITION
y = 64 / (NUMBER_OF_ROWS - 1) * ROW_POSITION
```
-Where NUMBER_OF_COLS, NUMBER_OF_ROWS, COL_POSITION, & ROW_POSITION are all based on the physical layout of your keyboard, not the electrical layout.
+Where NUMBER_OF_COLS, NUMBER_OF_ROWS, COL_POSITION, & ROW_POSITION are all based on the physical layout of your keyboard, not the electrical layout.
+
+As mentioned earlier, the center of the keyboard by default is expected to be `{ 112, 32 }`, but this can be changed if you want to more accurately calculate the LED's physical `{ x, y }` positions. Keyboard designers can implement `#define RGB_MATRIX_CENTER { 112, 32 }` in their config.h file with the new center point of the keyboard, or where they want it to be allowing more possibilities for the `{ x, y }` values. Do note that the maximum value for x or y is 255, and the recommended maximum is 224 as this gives animations runoff room before they reset.
`// LED Index to Flag` is a bitmask, whether or not a certain LEDs is of a certain type. It is recommended that LEDs are set to only 1 type.
@@ -192,10 +196,20 @@ enum rgb_matrix_effects {
RGB_MATRIX_ALPHAS_MODS, // Static dual hue, speed is hue for secondary hue
RGB_MATRIX_GRADIENT_UP_DOWN, // Static gradient top to bottom, speed controls how much gradient changes
RGB_MATRIX_BREATHING, // Single hue brightness cycling animation
+ RGB_MATRIX_BAND_SAT, // Single hue band fading saturation scrolling left to right
+ RGB_MATRIX_BAND_VAL, // Single hue band fading brightness scrolling left to right
+ RGB_MATRIX_BAND_PINWHEEL_SAT, // Single hue 3 blade spinning pinwheel fades saturation
+ RGB_MATRIX_BAND_PINWHEEL_VAL, // Single hue 3 blade spinning pinwheel fades brightness
+ RGB_MATRIX_BAND_SPIRAL_SAT, // Single hue spinning spiral fades saturation
+ RGB_MATRIX_BAND_SPIRAL_VAL, // Single hue spinning spiral fades brightness
RGB_MATRIX_CYCLE_ALL, // Full keyboard solid hue cycling through full gradient
RGB_MATRIX_CYCLE_LEFT_RIGHT, // Full gradient scrolling left to right
RGB_MATRIX_CYCLE_UP_DOWN, // Full gradient scrolling top to bottom
+ RGB_MATRIX_CYCLE_OUT_IN, // Full gradient scrolling out to in
+ RGB_MATRIX_CYCLE_OUT_IN_DUAL, // Full dual gradients scrolling out to in
RGB_MATRIX_RAINBOW_MOVING_CHEVRON, // Full gradent Chevron shapped scrolling left to right
+ RGB_MATRIX_CYCLE_PINWHEEL, // Full gradient spinning pinwheel around center of keyboard
+ RGB_MATRIX_CYCLE_SPIRAL, // Full gradient spinning spiral around center of keyboard
RGB_MATRIX_DUAL_BEACON, // Full gradient spinning around center of keyboard
RGB_MATRIX_RAINBOW_BEACON, // Full tighter gradient spinning around center of keyboard
RGB_MATRIX_RAINBOW_PINWHEELS, // Full dual gradients spinning two halfs of keyboard
@@ -231,11 +245,21 @@ You can disable a single effect by defining `DISABLE_[EFFECT_NAME]` in your `con
|`#define DISABLE_RGB_MATRIX_ALPHAS_MODS` |Disables `RGB_MATRIX_ALPHAS_MODS` |
|`#define DISABLE_RGB_MATRIX_GRADIENT_UP_DOWN` |Disables `RGB_MATRIX_GRADIENT_UP_DOWN` |
|`#define DISABLE_RGB_MATRIX_BREATHING` |Disables `RGB_MATRIX_BREATHING` |
+|`#define DISABLE_RGB_MATRIX_BAND_SAT` |Disables `RGB_MATRIX_BAND_SAT` |
+|`#define DISABLE_RGB_MATRIX_BAND_VAL` |Disables `RGB_MATRIX_BAND_VAL` |
+|`#define DISABLE_RGB_MATRIX_BAND_PINWHEEL_SAT` |Disables `RGB_MATRIX_BAND_PINWHEEL_SAT` |
+|`#define DISABLE_RGB_MATRIX_BAND_PINWHEEL_VAL` |Disables `RGB_MATRIX_BAND_PINWHEEL_VAL` |
+|`#define DISABLE_RGB_MATRIX_BAND_SPIRAL_SAT` |Disables `RGB_MATRIX_BAND_SPIRAL_SAT` |
+|`#define DISABLE_RGB_MATRIX_BAND_SPIRAL_VAL` |Disables `RGB_MATRIX_BAND_SPIRAL_VAL` |
|`#define DISABLE_RGB_MATRIX_CYCLE_ALL` |Disables `RGB_MATRIX_CYCLE_ALL` |
|`#define DISABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT` |Disables `RGB_MATRIX_CYCLE_LEFT_RIGHT` |
|`#define DISABLE_RGB_MATRIX_CYCLE_UP_DOWN` |Disables `RGB_MATRIX_CYCLE_UP_DOWN` |
+|`#define DISABLE_RGB_MATRIX_CYCLE_OUT_IN` |Disables `RGB_MATRIX_CYCLE_OUT_IN` |
+|`#define DISABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL` |Disables `RGB_MATRIX_CYCLE_OUT_IN_DUAL` |
|`#define DISABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON` |Disables `RGB_MATRIX_RAINBOW_MOVING_CHEVRON` |
|`#define DISABLE_RGB_MATRIX_DUAL_BEACON` |Disables `RGB_MATRIX_DUAL_BEACON` |
+|`#define DISABLE_RGB_MATRIX_CYCLE_PINWHEEL` |Disables `RGB_MATRIX_CYCLE_PINWHEEL` |
+|`#define DISABLE_RGB_MATRIX_CYCLE_SPIRAL` |Disables `RGB_MATRIX_CYCLE_SPIRAL` |
|`#define DISABLE_RGB_MATRIX_RAINBOW_BEACON` |Disables `RGB_MATRIX_RAINBOW_BEACON` |
|`#define DISABLE_RGB_MATRIX_RAINBOW_PINWHEELS` |Disables `RGB_MATRIX_RAINBOW_PINWHEELS` |
|`#define DISABLE_RGB_MATRIX_RAINDROPS` |Disables `RGB_MATRIX_RAINDROPS` |