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/*
Copyright 2012 Jun Wako <wakojun@gmail.com>
Copyright 2021 @dlford
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

//#define USE_MATRIX_I2C

/* Select hand configuration */

// #define MASTER_LEFT
// #define MASTER_RIGHT
#define EE_HANDS // ./util/docker_build.sh crkbd:dlford:dfu-split-[left|right] (or avrdude-split[left|right])

#define TAPPING_TOGGLE 2 // number of taps to toggle TT
#define TAPPING_TERM_PER_KEY // milliseconds from tap to hold for mod tap per key
#define PERMISSIVE_HOLD_PER_KEY // activate mod top hold earlier if another key is pressed AND released per key
#define QUICK_TAP_TERM_PER_KEY // disable double tap hold key repeat per key
#undef MOUSEKEY_INTERVAL
#undef MOUSEKEY_DELAY
#undef MOUSEKEY_TIME_TO_MAX
#undef MOUSEKEY_MAX_SPEED
#undef MOUSEKEY_WHEEL_DELAY
#define MK_KINETIC_SPEED
#define MOUSEKEY_DELAY              100
#define MOUSEKEY_INTERVAL           35
#define MOUSEKEY_MOVE_DELTA         5
#define MOUSEKEY_INITIAL_SPEED      1
#define MOUSEKEY_DECELERATED_SPEED  10
#define MOUSEKEY_BASE_SPEED         1200
#define MOUSEKEY_ACCELERATED_SPEED  4800

#ifdef RGB_MATRIX_ENABLE
// #  define RGB_MATRIX_TIMEOUT 300000 // number of milliseconds to wait until disabling effects
// #  define RGB_MATRIX_SLEEP // turn off effects when suspended
#  define RGB_MATRIX_LED_PROCESS_LIMIT (RGB_MATRIX_LED_COUNT + 4) / 5 // limits the number of LEDs to process in an animation per task run (increases keyboard responsiveness)
#  define RGB_MATRIX_LED_FLUSH_LIMIT 16 // limits in milliseconds how frequently an animation will update the LEDs. 16 (16ms) is equivalent to limiting to 60fps (increases keyboard responsiveness)
#  define RGB_MATRIX_MAXIMUM_BRIGHTNESS 150 // limits maximum brightness of LEDs to 150 out of 255. Higher may cause the controller to crash. 
#  define RGB_MATRIX_HUE_STEP 8
#  define RGB_MATRIX_SAT_STEP 8
#  define RGB_MATRIX_VAL_STEP 8
#  define RGB_MATRIX_SPD_STEP 10

// Enable animations
// #  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 gradent Chevron shapped 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 ammount at the same time then shifts back
// #  define ENABLE_RGB_MATRIX_HUE_PENDULUM                // Hue shifts up a slight ammount in a wave to the right then back to the left
#  define ENABLE_RGB_MATRIX_HUE_WAVE                          // Hue shifts up a slight ammount and then back down in a wave to the right 
// #    define RGB_MATRIX_FRAMEBUFFER_EFFECTS // Required for the following two effects
// #  define ENABLE_RGB_MATRIX_TYPING_HEATMAP               // How hot is your WPM!
// #  define ENABLE_RGB_MATRIX_DIGITAL_RAIN                 // That famous computer simulation
// #    define RGB_MATRIX_KEYPRESSES // reacts to keypresses, required for the remaining effects
// #    define RGB_MATRIX_KEYRELEASES // reacts to keyreleases (instead of keypresses)
// #  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

// Features I don't want, remove to save space
// #define NO_ACTION_ONESHOT // Used by caps word
#define NO_ACTION_FUNCTION
#define NO_ACTION_MACRO
#define NO_USB_STARTUP_CHECK