/* Copyright 2020 Sergey Vlasov Copyright 2022 peepeetee 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 . */ #pragma once #include "config_common.h" /* USB Device descriptor parameter */ #define VENDOR_ID 0x6964 /* "id" */ #define PRODUCT_ID 0x0080 #define DEVICE_VER 0x0003 #define MANUFACTURER IDOBAO #define PRODUCT ID80 v3 /* key matrix size */ #define MATRIX_ROWS 9 #define MATRIX_COLS 11 /* * Keyboard Matrix Assignments * * Change this to how you wired your keyboard * COLS: AVR pins used for columns, left to right * ROWS: AVR pins used for rows, top to bottom * DIODE_DIRECTION: COL2ROW = COL = Anode (+), ROW = Cathode (-, marked on diode) * ROW2COL = ROW = Anode (+), COL = Cathode (-, marked on diode) * * The matrix description in the vendor-supplied JSON file for kbfirmware.com * had 9 columns: * { D0, D1, D2, D3, D5, D4, D6, D7, B4 } * and 12 rows: * { B7, B3, B2, B1, B0, E6, F0, F1, F4, F5, F6, F7 } * However, the row 6 was completely empty, and the pin F0 was not actually * routed anywhere on the PCB, therefore this row was removed to save some * resources (the EEPROM space for dynamic keymaps is especially scarce). * * After doing the above change, the matrix was transposed (rows and columns * were swapped), because a matrix with the COL2ROW layout can be scanned much * more efficiently than a matrix with the ROW2COL layout (depending on various * optimizations, the difference in scan rate can be over 2 times). Because of * this, the "columns" in the matrix layout now mostly correspond to physical * rows, and the "rows" have mostly vertical physical orientation. */ #define MATRIX_ROW_PINS { D0, D1, D2, D3, D5, D4, D6, D7, B4 } #define MATRIX_COL_PINS { B7, B3, B2, B1, B0, E6, F1, F4, F5, F6, F7 } #define DIODE_DIRECTION COL2ROW #undef RGB_DI_PIN #define RGB_DI_PIN B6 #ifdef RGB_MATRIX_ENABLE # define DRIVER_LED_TOTAL 96 /* 16 Bottom 80 top*/ # define RGB_MATRIX_MAXIMUM_BRIGHTNESS 180 // Limit to vendor-recommended value // RGB Matrix Animation modes. Explicitly enabled // For full list of effects, see: // https://docs.qmk.fm/#/feature_rgb_matrix?id=rgb-matrix-effects # define RGB_MATRIX_FRAMEBUFFER_EFFECTS # define RGB_MATRIX_KEYPRESSES # define ENABLE_RGB_MATRIX_ALPHAS_MODS # define ENABLE_RGB_MATRIX_GRADIENT_UP_DOWN # define ENABLE_RGB_MATRIX_GRADIENT_LEFT_RIGHT # define ENABLE_RGB_MATRIX_BREATHING # define ENABLE_RGB_MATRIX_BAND_SAT # define ENABLE_RGB_MATRIX_BAND_VAL # define ENABLE_RGB_MATRIX_BAND_PINWHEEL_SAT # define ENABLE_RGB_MATRIX_BAND_PINWHEEL_VAL # define ENABLE_RGB_MATRIX_BAND_SPIRAL_SAT # define ENABLE_RGB_MATRIX_BAND_SPIRAL_VAL # define ENABLE_RGB_MATRIX_CYCLE_ALL # define ENABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT # define ENABLE_RGB_MATRIX_CYCLE_UP_DOWN # define ENABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON # define ENABLE_RGB_MATRIX_CYCLE_OUT_IN # define ENABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL # define ENABLE_RGB_MATRIX_CYCLE_PINWHEEL # define ENABLE_RGB_MATRIX_CYCLE_SPIRAL # define ENABLE_RGB_MATRIX_DUAL_BEACON # define ENABLE_RGB_MATRIX_RAINBOW_BEACON # define ENABLE_RGB_MATRIX_RAINBOW_PINWHEELS # define ENABLE_RGB_MATRIX_RAINDROPS # define ENABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS # define ENABLE_RGB_MATRIX_HUE_BREATHING # define ENABLE_RGB_MATRIX_HUE_PENDULUM # define ENABLE_RGB_MATRIX_HUE_WAVE # define ENABLE_RGB_MATRIX_PIXEL_RAIN # define ENABLE_RGB_MATRIX_PIXEL_FLOW # define ENABLE_RGB_MATRIX_PIXEL_FRACTAL // enabled only if RGB_MATRIX_FRAMEBUFFER_EFFECTS is defined # define ENABLE_RGB_MATRIX_TYPING_HEATMAP # define ENABLE_RGB_MATRIX_DIGITAL_RAIN // enabled only if RGB_MATRIX_KEYPRESSES or RGB_MATRIX_KEYRELEASES is defined # define ENABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE # define ENABLE_RGB_MATRIX_SOLID_REACTIVE # define ENABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE # define ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE # define ENABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS # define ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS # define ENABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS # define ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS # define ENABLE_RGB_MATRIX_SPLASH # define ENABLE_RGB_MATRIX_MULTISPLASH # define ENABLE_RGB_MATRIX_SOLID_SPLASH # define ENABLE_RGB_MATRIX_SOLID_MULTISPLASH #endif /* Bootmagic Lite key configuration: use the Esc key */ #define BOOTMAGIC_LITE_ROW 0 #define BOOTMAGIC_LITE_COLUMN 5 #define ENCODERS_PAD_A { C7 } #define ENCODERS_PAD_B { C6 }