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// 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_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
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