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// Copyright 2022 naut
// SPDX-License-Identifier: GPL-2.0-or-later

#pragma once


/* key matrix size */
#define MATRIX_ROWS 2
#define MATRIX_COLS 2

/*
 * 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)
 *
 */
#define MATRIX_ROW_PINS { C7, C6 }
#define MATRIX_COL_PINS { F6, F7 }

/* COL2ROW, ROW2COL */
#define DIODE_DIRECTION ROW2COL

/*
 * Split Keyboard specific options, make sure you have 'SPLIT_KEYBOARD = yes' in your rules.mk, and define SOFT_SERIAL_PIN.
 */
#define SOFT_SERIAL_PIN D0  // or D1, D2, D3, E6

//#define LED_NUM_LOCK_PIN B0
//#define LED_CAPS_LOCK_PIN B1
//#define LED_SCROLL_LOCK_PIN B2
//#define LED_COMPOSE_PIN B3
//#define LED_KANA_PIN B4

//#define RGB_DI_PIN E2
//#ifdef RGB_DI_PIN
//#    define RGBLED_NUM 16
//#    define RGBLIGHT_HUE_STEP 8
//#    define RGBLIGHT_SAT_STEP 8
//#    define RGBLIGHT_VAL_STEP 8
//#    define RGBLIGHT_LIMIT_VAL 255 /* The maximum brightness level */
//#    define RGBLIGHT_SLEEP  /* If defined, the RGB lighting will be switched off when the host goes to sleep */
/*== customize breathing effect ==*/
/*==== (DEFAULT) use fixed table instead of exp() and sin() ====*/
//#    define RGBLIGHT_BREATHE_TABLE_SIZE 256      // 256(default) or 128 or 64
/*==== use exp() and sin() ====*/
//#    define RGBLIGHT_EFFECT_BREATHE_CENTER 1.85  // 1 to 2.7
//#    define RGBLIGHT_EFFECT_BREATHE_MAX    255   // 0 to 255
//#endif

/* 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

/*
 * 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