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2 Commits

Author SHA1 Message Date
Mark 86585658e3
Removed deprecated config options and disabled fft 2022-07-20 20:08:03 -07:00
Mark 900d9a5d1d
Fixed layer order 2022-07-20 19:09:10 -07:00
9 changed files with 31 additions and 72 deletions

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@ -21,64 +21,4 @@
//#define RGBLIGHT_EFFECT_TWINKLE
// Special effects
#define RGB_MATRIX_FRAMEBUFFER_EFFECTS
//#define RGB_MATRIX_KEYPRESSES
// Custom effects
//#def DISABLE_RGB_MATRIX_FFT_ANIM // FFT Display (Requires framebuffer)
// Normal matrix effects
//#define DISABLE_RGB_MATRIX_SOLID_COLOR
#define DISABLE_RGB_MATRIX_ALPHAS_MODS // Static dual hue, speed is hue for secondary hue
//#define DISABLE_RGB_MATRIX_GRADIENT_UP_DOWN // Static gradient top to bottom, speed controls how much gradient changes
#define DISABLE_RGB_MATRIX_GRADIENT_LEFT_RIGHT // Static gradient left to right, speed controls how much gradient changes
#define DISABLE_RGB_MATRIX_BREATHING // Single hue brightness cycling animation
#define DISABLE_RGB_MATRIX_BAND_SAT // Single hue band fading saturation scrolling left to right
#define DISABLE_RGB_MATRIX_BAND_VAL // Single hue band fading brightness scrolling left to right
#define DISABLE_RGB_MATRIX_BAND_PINWHEEL_SAT // Single hue 3 blade spinning pinwheel fades saturation
#define DISABLE_RGB_MATRIX_BAND_PINWHEEL_VAL // Single hue 3 blade spinning pinwheel fades brightness
#define DISABLE_RGB_MATRIX_BAND_SPIRAL_SAT // Single hue spinning spiral fades saturation
#define DISABLE_RGB_MATRIX_BAND_SPIRAL_VAL // Single hue spinning spiral fades brightness
#define DISABLE_RGB_MATRIX_CYCLE_ALL // Full keyboard solid hue cycling through full gradient
#define DISABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT // Full gradient scrolling left to right
#define DISABLE_RGB_MATRIX_CYCLE_UP_DOWN // Full gradient scrolling top to bottom
#define DISABLE_RGB_MATRIX_CYCLE_OUT_IN // Full gradient scrolling out to in
#define DISABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL // Full dual gradients scrolling out to in
#define DISABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON // Full gradent Chevron shapped scrolling left to right
#define DISABLE_RGB_MATRIX_CYCLE_PINWHEEL // Full gradient spinning pinwheel around center of keyboard
#define DISABLE_RGB_MATRIX_CYCLE_SPIRAL // Full gradient spinning spiral around center of keyboard
#define DISABLE_RGB_MATRIX_DUAL_BEACON // Full gradient spinning around center of keyboard
#define DISABLE_RGB_MATRIX_RAINBOW_BEACON // Full tighter gradient spinning around center of keyboard
#define DISABLE_RGB_MATRIX_RAINBOW_PINWHEELS // Full dual gradients spinning two halfs of keyboard
#define DISABLE_RGB_MATRIX_RAINDROPS // Randomly changes a single key's hue
#define DISABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS // Randomly changes a single key's hue and saturation
#define DISABLE_RGB_MATRIX_HUE_BREATHING // Hue shifts up a slight ammount at the same time, then shifts back
#define DISABLE_RGB_MATRIX_HUE_PENDULUM // Hue shifts up a slight ammount in a wave to the right, then back to the left
#define DISABLE_RGB_MATRIX_HUE_WAVE // Hue shifts up a slight ammount and then back down in a wave to the right
#define DISABLE_RGB_MATRIX_PIXEL_FRACTAL // Single hue fractal filled keys pulsing horizontally out to edges
#define DISABLE_RGB_MATRIX_PIXEL_FLOW // Pulsing RGB flow along LED wiring with random hues
#define DISABLE_RGB_MATRIX_PIXEL_RAIN // Randomly light keys with random hues
// Framebuffer matrix effects
#ifdef RGB_MATRIX_FRAMEBUFFER_EFFECTS
#define DISABLE_RGB_MATRIX_TYPING_HEATMAP
#define DISABLE_RGB_MATRIX_DIGITAL_RAIN
#endif
// Keypress matrix effects
#ifdef RGB_MATRIX_KEYPRESSES
#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE // Pulses keys hit to hue & value then fades value out
#define DISABLE_RGB_MATRIX_SOLID_REACTIVE // Static single hue, pulses keys hit to shifted hue then fades to current hue
#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE // Hue & value pulse near a single key hit then fades value out
#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE // Hue & value pulse near multiple key hits then fades value out
#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS // Hue & value pulse the same column and row of a single key hit then fades value out
#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS // Hue & value pulse the same column and row of multiple key hits then fades value out
#define DISABLE_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 DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS // Hue & value pulse away on the same column and row of multiple key hits then fades value out
#define DISABLE_RGB_MATRIX_SPLASH // Full gradient & value pulse away from a single key hit then fades value out
#define DISABLE_RGB_MATRIX_MULTISPLASH // Full gradient & value pulse away from multiple key hits then fades value out
#define DISABLE_RGB_MATRIX_SOLID_SPLASH // Hue & value pulse away from a single key hit then fades value out
#define DISABLE_RGB_MATRIX_SOLID_MULTISPLASH // Hue & value pulse away from multiple key hits then fades value out
#endif
//#define RGB_MATRIX_FRAMEBUFFER_EFFECTS

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@ -2,7 +2,6 @@
#define BETA_LAYER_MAGIC_MACRO BETA_LAYER(ARROWS)
#ifdef BETA_LAYER_KEYS
#define BETA_LAYER_CONTEXT_DATA LAYOUT_ergodox(\
KC_TRANSPARENT, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO,\

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@ -1,9 +1,25 @@
// ORDER MATTERS!
// Don't forget how QMK layers work...
//
// Learned that the hard way.
// First layer will be "default" layer in QMK.
// Second will have index 1, etc. See layers.h
// These MUST be first, since they activate other layers.
#include "main.h"
#include "russian.h"
// The order of these doesn't really matter,
// since only one will be active at a time.
#include "symbols.h"
#include "symbols_ru.h"
#include "arrows.h"
#include "desktop.h"
#include "fkeys.h"
#include "keyboard.h"
#include "numpad.h"
#include "russian.h"
#include "symbols_ru.h"

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@ -21,8 +21,8 @@
KC_NO, KC_N, KC_M, KC_P, KC_DOT, KC_COMMA, TT(LAYER_FKEYS),\
KC_RIGHT, KC_NO, TO(LAYER_KEYBOARD), TO(LAYER_RUSSIAN), LGUI(KC_SPACE),\
\
KC_NO, KC_NO,\
KC_NO,\
KC_LNG1, KC_LNG2,\
KC_LNG3,\
KC_NO, KC_RSHIFT, KC_ENTER\
)

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@ -8,7 +8,7 @@
KC_TRANSPARENT, RU_CHE, RU_SHA, RU_IE, RU_ER, RU_TE, RU_YO,\
KC_TRANSPARENT, RU_A, RU_ES, RU_DE, RU_EF, RU_GHE,\
M_RU_CTRL, RU_ZE, RU_YA, RU_TSE, RU_VE, RU_BE, RU_E,\
KC_TRANSPARENT, KC_TRANSPARENT, M_RU_ALT, KC_TRANSPARENT, KC_TRANSPARENT,\
KC_TRANSPARENT, KC_TRANSPARENT, M_RU_ALT, KC_TRANSPARENT, MO(LAYER_ARROWS),\
\
KC_TRANSPARENT, KC_TRANSPARENT,\
KC_TRANSPARENT,\

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@ -2,7 +2,6 @@
#define BETA_LAYER_MAGIC_MACRO BETA_LAYER(SYMBOLS_RU)
#ifdef BETA_LAYER_KEYS
#define BETA_LAYER_CONTEXT_DATA LAYOUT_ergodox(\
KC_NO, RU_EXLM, RU_DQUO, RU_NUM, RU_SCLN, RU_PERC, KC_NO,\

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@ -1,4 +1,3 @@
#include "keymap.h"
#include "layers.h"
@ -12,7 +11,6 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
#undef BETA_LAYER_KEYS
// Create led map array
#define BETA_LAYER_LEDS
#define BETA_LAYER(name) [LAYER_##name##_LEDS] = BETA_LAYER_CONTEXT_DATA,

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@ -1,3 +1,7 @@
#pragma once
// This header declares custom keycodes
#include "keymap.h"
#define LAYER_INCLUDE_FILE "definitions/layers.inc"
// Generate layer ids

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@ -40,10 +40,13 @@ void hid_send_state() {
} else {
uint8_t mode = rgb_matrix_get_mode();
switch (mode) {
#ifdef RGB_MATRIX_FRAMEBUFFER_EFFECTS
case RGB_MATRIX_CUSTOM_FFT_ANIM:
// FFT Animation is active
packet[1] = 0x02;
break;
#endif
default:
// Normal animation is active