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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
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