summaryrefslogtreecommitdiff
path: root/keyboards/stront/config.h
blob: 4c88e411acc1b2270f20c15acbdda380ab17edc9 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
// Copyright 2023 zzeneg (@zzeneg)
// SPDX-License-Identifier: GPL-2.0-or-later

#pragma once

#define SERIAL_USART_FULL_DUPLEX
#define SERIAL_USART_PIN_SWAP
#define SERIAL_USART_TX_PIN GP0
#define SERIAL_USART_RX_PIN GP1

#define RP2040_BOOTLOADER_DOUBLE_TAP_RESET
#define RP2040_BOOTLOADER_DOUBLE_TAP_RESET_TIMEOUT 500U

/* any side can be master by default, enable split sync to support it */
#define EE_HANDS
#define SPLIT_LED_STATE_ENABLE
#define SPLIT_MODS_ENABLE
#define SPLIT_POINTING_ENABLE

/* SPI config for display/touchpad */
#define SPI_DRIVER SPID1
#define SPI_SCK_PIN GP10
#define SPI_MOSI_PIN GP11
#define SPI_MISO_PIN GP12

/* touchpad config */
#define POINTING_DEVICE_RIGHT
#define POINTING_DEVICE_CS_PIN GP9
#define POINTING_DEVICE_ROTATION_180
#define CIRQUE_PINNACLE_DIAMETER_MM 40

/* LCD config */
#define LCD_DC_PIN GP12
#define LCD_CS_PIN GP9
#define LCD_RST_PIN GP13
#define BACKLIGHT_PWM_DRIVER PWMD7
#define BACKLIGHT_PWM_CHANNEL RP2040_PWM_CHANNEL_A
#define QUANTUM_PAINTER_LVGL_USE_CUSTOM_CONF

/* RGB config */
#ifdef RGB_MATRIX_ENABLE
#    define SPLIT_TRANSPORT_MIRROR
#    define RGB_MATRIX_LED_COUNT RGBLED_NUM
#    define RGB_DISABLE_WHEN_USB_SUSPENDED
#    define RGB_MATRIX_FRAMEBUFFER_EFFECTS
#    define RGB_MATRIX_KEYPRESSES

#    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
#    define ENABLE_RGB_MATRIX_PIXEL_FRACTAL          // Single hue fractal filled keys pulsing horizontally out to edges
#    define ENABLE_RGB_MATRIX_PIXEL_FLOW             // Pulsing RGB flow along LED wiring with random hues
#    define ENABLE_RGB_MATRIX_PIXEL_RAIN             // Randomly light keys with random hues
#    if defined(RGB_MATRIX_FRAMEBUFFER_EFFECTS)
#        define ENABLE_RGB_MATRIX_TYPING_HEATMAP // How hot is your WPM!
#        define ENABLE_RGB_MATRIX_DIGITAL_RAIN   // That famous computer simulation
#    endif
#    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
#endif