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// Copyright 2022 Vino Rodrigues (@vinorodrigues)
// SPDX-License-Identifier: GPL-2.0-or-later

#pragma once


/* --------------------------------
 * Bootmagic Lite key configuration
 * use the Esc key
 * -------------------------------- */

#define BOOTMAGIC_LITE_ROW      0
#define BOOTMAGIC_LITE_COLUMN   5

/* ----------------
 * RGB Matrix stuff
 * ---------------- */

#define RGB_DI_PIN E2

// RGB Matrix config
#if defined(RGB_DI_PIN) && defined(RGB_MATRIX_ENABLE)

    #define RGB_MATRIX_LED_COUNT 94

    #define RGB_DISABLE_WHEN_USB_SUSPENDED     // turn off effects when suspended
    #define RGB_MATRIX_MAXIMUM_BRIGHTNESS 180  // limits maximum brightness of LEDs to x out of 255. If not defined maximum brightness is set to 255

    #define RGB_MATRIX_KEYPRESSES

    #define ENABLE_RGB_MATRIX_SOLID_COLOR               // Static single color
    #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

    /* don't need `#if`, animation modes themselves check defines
     * #if defined(RGB_MATRIX_FRAMEBUFFER_EFFECTS) */
    // #define ENABLE_RGB_MATRIX_TYPING_HEATMAP
    // #define ENABLE_RGB_MATRIX_DIGITAL_RAIN
    /* #endif  // RGB_MATRIX_FRAMEBUFFER_EFFECTS */

    /* don't need `#if`, animation modes themselves check defines
     * #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  // RGB_MATRIX_KEYPRESSES | RGB_MATRIX_KEYRELEASES */
#endif  // RGB_MATRIX_ENABLE

/* -----------------------
 * Feature disable options
 *  These options are also useful to firmware size reduction.
 * ----------------------- */

/* disable debug print */
//#define NO_DEBUG

/* disable print */
//#define NO_PRINT

/* disable action features */
//#define NO_ACTION_LAYER
//#define NO_ACTION_TAPPING
//#define NO_ACTION_ONESHOT