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+/* Copyright 2022 @fOmey
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
+ */
+
+#pragma once
+
+#include "config_common.h"
+
+/* USB Device descriptor parameter */
+#define VENDOR_ID 0x416B
+#define PRODUCT_ID 0x0081
+#define DEVICE_VER 0x0001
+#define MANUFACTURER Atlantis
+#define PRODUCT AK81_VE
+
+/* Key matrix size */
+#define MATRIX_ROWS 6
+#define MATRIX_COLS 15
+
+/* Key matrix pins */
+#define MATRIX_ROW_PINS { F1, F7, F6, F5, F4, D5 }
+#define MATRIX_COL_PINS { F0, C7, C6, B6, B5, B4, D7, D6, B2, B7, D3, D2, D1, D0, B3 }
+#define UNUSED_PINS
+
+/* Encoder pins */
+#define ENCODERS_PAD_A { B0 }
+#define ENCODERS_PAD_B { E6 }
+#define ENCODER_RESOLUTION 4
+#define ENCODERS 1
+#define ENCODERS_CCW_KEY { { 3, 5 } } // Note: array is { col, row )
+#define ENCODERS_CW_KEY { { 4, 5 } } // Note: array is { col, row )
+
+/* LED pins */
+#define LED_CAPS_LOCK_PIN D4
+#define LED_PIN_ON_STATE 0
+
+/* COL2ROW or ROW2COL */
+#define DIODE_DIRECTION COL2ROW
+
+/* Set 0 if debouncing isn't needed */
+#define DEBOUNCE 5
+
+/* Mechanical locking support. Use KC_LCAP, KC_LNUM or KC_LSCR instead in keymap */
+#define LOCKING_SUPPORT_ENABLE
+
+/* Locking resynchronize hack */
+#define LOCKING_RESYNC_ENABLE
+#define FORCE_NKRO
+
+#define RGB_DI_PIN B1
+#ifdef RGB_DI_PIN
+
+#define RGB_MATRIX_KEYPRESSES
+#define RGB_MATRIX_FRAMEBUFFER_EFFECTS
+#define RGB_DISABLE_WHEN_USB_SUSPENDED true
+#define DRIVER_LED_TOTAL 96
+#define RGB_MATRIX_STARTUP_HUE 170
+#define RGB_MATRIX_STARTUP_SAT 255
+#define RGB_MATRIX_MAXIMUM_BRIGHTNESS 130
+#define RGB_MATRIX_STARTUP_VAL RGB_MATRIX_MAXIMUM_BRIGHTNESS
+
+#define RGB_MATRIX_ALPHAS_MODS // Static dual hue, speed is hue for secondary hue
+#define RGB_MATRIX_GRADIENT_UP_DOWN // Static gradient top to bottom, speed controls how much gradient changes
+#define RGB_MATRIX_GRADIENT_LEFT_RIGHT // Static gradient left to right, speed controls how much gradient changes
+#define RGB_MATRIX_BREATHING // Single hue brightness cycling animation
+#define RGB_MATRIX_BAND_SAT // Single hue band fading saturation scrolling left to right
+#define RGB_MATRIX_BAND_VAL // Single hue band fading brightness scrolling left to right
+#define RGB_MATRIX_BAND_PINWHEEL_SAT // Single hue 3 blade spinning pinwheel fades saturation
+#define RGB_MATRIX_BAND_PINWHEEL_VAL // Single hue 3 blade spinning pinwheel fades brightness
+#define RGB_MATRIX_BAND_SPIRAL_SAT // Single hue spinning spiral fades saturation
+#define RGB_MATRIX_BAND_SPIRAL_VAL // Single hue spinning spiral fades brightness
+#define RGB_MATRIX_CYCLE_ALL // Full keyboard solid hue cycling through full gradient
+#define RGB_MATRIX_CYCLE_LEFT_RIGHT // Full gradient scrolling left to right
+#define RGB_MATRIX_CYCLE_UP_DOWN // Full gradient scrolling top to bottom
+#define RGB_MATRIX_CYCLE_OUT_IN // Full gradient scrolling out to in
+#define RGB_MATRIX_CYCLE_OUT_IN_DUAL // Full dual gradients scrolling out to in
+#define RGB_MATRIX_RAINBOW_MOVING_CHEVRON // Full gradent Chevron shapped scrolling left to right
+#define RGB_MATRIX_CYCLE_PINWHEEL // Full gradient spinning pinwheel around center of keyboard
+#define RGB_MATRIX_CYCLE_SPIRAL // Full gradient spinning spiral around center of keyboard
+#define RGB_MATRIX_DUAL_BEACON // Full gradient spinning around center of keyboard
+#define RGB_MATRIX_RAINBOW_BEACON // Full tighter gradient spinning around center of keyboard
+#define RGB_MATRIX_RAINBOW_PINWHEELS // Full dual gradients spinning two halfs of keyboard
+#define RGB_MATRIX_RAINDROPS // Randomly changes a single key's hue
+#define RGB_MATRIX_JELLYBEAN_RAINDROPS // Randomly changes a single key's hue and saturation
+#define RGB_MATRIX_HUE_BREATHING // Hue shifts up a slight ammount at the same time, then shifts back
+#define RGB_MATRIX_HUE_PENDULUM // Hue shifts up a slight ammount in a wave to the right, then back to the left
+#define RGB_MATRIX_HUE_WAVE // Hue shifts up a slight ammount and then back down in a wave to the right
+#define RGB_MATRIX_PIXEL_FRACTAL // Single hue fractal filled keys pulsing horizontally out to edges
+#define RGB_MATRIX_PIXEL_RAIN // Randomly light keys with random hues
+#define RGB_MATRIX_TYPING_HEATMAP // How hot is your WPM!
+#define RGB_MATRIX_DIGITAL_RAIN // That famous computer simulation
+#define RGB_MATRIX_SOLID_REACTIVE_SIMPLE // Pulses keys hit to hue & value then fades value out
+#define RGB_MATRIX_SOLID_REACTIVE // Static single hue, pulses keys hit to shifted hue then fades to current hue
+#define RGB_MATRIX_SOLID_REACTIVE_WIDE // Hue & value pulse near a single key hit then fades value out
+#define RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE // Hue & value pulse near multiple key hits then fades value out
+#define RGB_MATRIX_SOLID_REACTIVE_CROSS // Hue & value pulse the same column and row of a single key hit then fades value out
+#define RGB_MATRIX_SOLID_REACTIVE_MULTICROSS // Hue & value pulse the same column and row of multiple key hits then fades value out
+#define RGB_MATRIX_SOLID_REACTIVE_NEXUS // Hue & value pulse away on the same column and row of a single key hit then fades value out
+#define RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS // Hue & value pulse away on the same column and row of multiple key hits then fades value out
+#define RGB_MATRIX_SPLASH // Full gradient & value pulse away from a single key hit then fades value out
+#define RGB_MATRIX_MULTISPLASH // Full gradient & value pulse away from multiple key hits then fades value out
+#define RGB_MATRIX_SOLID_SPLASH // Hue & value pulse away from a single key hit then fades value out
+#define RGB_MATRIX_SOLID_MULTISPLASH // Hue & value pulse away from multiple key hits then fades value out
+
+#endif \ No newline at end of file