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86585658e3
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Mark | 86585658e3 | |
Mark | 900d9a5d1d |
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@ -21,64 +21,4 @@
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//#define RGBLIGHT_EFFECT_TWINKLE
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// Special effects
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#define RGB_MATRIX_FRAMEBUFFER_EFFECTS
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//#define RGB_MATRIX_KEYPRESSES
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// Custom effects
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//#def DISABLE_RGB_MATRIX_FFT_ANIM // FFT Display (Requires framebuffer)
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// Normal matrix effects
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//#define DISABLE_RGB_MATRIX_SOLID_COLOR
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#define DISABLE_RGB_MATRIX_ALPHAS_MODS // Static dual hue, speed is hue for secondary hue
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//#define DISABLE_RGB_MATRIX_GRADIENT_UP_DOWN // Static gradient top to bottom, speed controls how much gradient changes
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#define DISABLE_RGB_MATRIX_GRADIENT_LEFT_RIGHT // Static gradient left to right, speed controls how much gradient changes
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#define DISABLE_RGB_MATRIX_BREATHING // Single hue brightness cycling animation
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#define DISABLE_RGB_MATRIX_BAND_SAT // Single hue band fading saturation scrolling left to right
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#define DISABLE_RGB_MATRIX_BAND_VAL // Single hue band fading brightness scrolling left to right
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#define DISABLE_RGB_MATRIX_BAND_PINWHEEL_SAT // Single hue 3 blade spinning pinwheel fades saturation
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#define DISABLE_RGB_MATRIX_BAND_PINWHEEL_VAL // Single hue 3 blade spinning pinwheel fades brightness
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#define DISABLE_RGB_MATRIX_BAND_SPIRAL_SAT // Single hue spinning spiral fades saturation
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#define DISABLE_RGB_MATRIX_BAND_SPIRAL_VAL // Single hue spinning spiral fades brightness
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#define DISABLE_RGB_MATRIX_CYCLE_ALL // Full keyboard solid hue cycling through full gradient
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#define DISABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT // Full gradient scrolling left to right
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#define DISABLE_RGB_MATRIX_CYCLE_UP_DOWN // Full gradient scrolling top to bottom
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#define DISABLE_RGB_MATRIX_CYCLE_OUT_IN // Full gradient scrolling out to in
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#define DISABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL // Full dual gradients scrolling out to in
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#define DISABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON // Full gradent Chevron shapped scrolling left to right
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#define DISABLE_RGB_MATRIX_CYCLE_PINWHEEL // Full gradient spinning pinwheel around center of keyboard
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#define DISABLE_RGB_MATRIX_CYCLE_SPIRAL // Full gradient spinning spiral around center of keyboard
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#define DISABLE_RGB_MATRIX_DUAL_BEACON // Full gradient spinning around center of keyboard
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#define DISABLE_RGB_MATRIX_RAINBOW_BEACON // Full tighter gradient spinning around center of keyboard
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#define DISABLE_RGB_MATRIX_RAINBOW_PINWHEELS // Full dual gradients spinning two halfs of keyboard
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#define DISABLE_RGB_MATRIX_RAINDROPS // Randomly changes a single key's hue
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#define DISABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS // Randomly changes a single key's hue and saturation
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#define DISABLE_RGB_MATRIX_HUE_BREATHING // Hue shifts up a slight ammount at the same time, then shifts back
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#define DISABLE_RGB_MATRIX_HUE_PENDULUM // Hue shifts up a slight ammount in a wave to the right, then back to the left
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#define DISABLE_RGB_MATRIX_HUE_WAVE // Hue shifts up a slight ammount and then back down in a wave to the right
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#define DISABLE_RGB_MATRIX_PIXEL_FRACTAL // Single hue fractal filled keys pulsing horizontally out to edges
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#define DISABLE_RGB_MATRIX_PIXEL_FLOW // Pulsing RGB flow along LED wiring with random hues
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#define DISABLE_RGB_MATRIX_PIXEL_RAIN // Randomly light keys with random hues
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// Framebuffer matrix effects
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#ifdef RGB_MATRIX_FRAMEBUFFER_EFFECTS
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#define DISABLE_RGB_MATRIX_TYPING_HEATMAP
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#define DISABLE_RGB_MATRIX_DIGITAL_RAIN
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#endif
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// Keypress matrix effects
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#ifdef RGB_MATRIX_KEYPRESSES
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#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE // Pulses keys hit to hue & value then fades value out
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#define DISABLE_RGB_MATRIX_SOLID_REACTIVE // Static single hue, pulses keys hit to shifted hue then fades to current hue
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#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE // Hue & value pulse near a single key hit then fades value out
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#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE // Hue & value pulse near multiple key hits then fades value out
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#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS // Hue & value pulse the same column and row of a single key hit then fades value out
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#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS // Hue & value pulse the same column and row of multiple key hits then fades value out
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#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
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#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
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#define DISABLE_RGB_MATRIX_SPLASH // Full gradient & value pulse away from a single key hit then fades value out
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#define DISABLE_RGB_MATRIX_MULTISPLASH // Full gradient & value pulse away from multiple key hits then fades value out
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#define DISABLE_RGB_MATRIX_SOLID_SPLASH // Hue & value pulse away from a single key hit then fades value out
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#define DISABLE_RGB_MATRIX_SOLID_MULTISPLASH // Hue & value pulse away from multiple key hits then fades value out
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#endif
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//#define RGB_MATRIX_FRAMEBUFFER_EFFECTS
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@ -2,7 +2,6 @@
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#define BETA_LAYER_MAGIC_MACRO BETA_LAYER(ARROWS)
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#ifdef BETA_LAYER_KEYS
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#define BETA_LAYER_CONTEXT_DATA LAYOUT_ergodox(\
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KC_TRANSPARENT, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO,\
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@ -1,9 +1,25 @@
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// ORDER MATTERS!
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// Don't forget how QMK layers work...
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//
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// Learned that the hard way.
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// First layer will be "default" layer in QMK.
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// Second will have index 1, etc. See layers.h
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// These MUST be first, since they activate other layers.
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#include "main.h"
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#include "russian.h"
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// The order of these doesn't really matter,
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// since only one will be active at a time.
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#include "symbols.h"
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#include "symbols_ru.h"
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#include "arrows.h"
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#include "desktop.h"
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#include "fkeys.h"
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#include "keyboard.h"
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#include "numpad.h"
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#include "russian.h"
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#include "symbols_ru.h"
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@ -21,8 +21,8 @@
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KC_NO, KC_N, KC_M, KC_P, KC_DOT, KC_COMMA, TT(LAYER_FKEYS),\
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KC_RIGHT, KC_NO, TO(LAYER_KEYBOARD), TO(LAYER_RUSSIAN), LGUI(KC_SPACE),\
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\
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KC_NO, KC_NO,\
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KC_NO,\
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KC_LNG1, KC_LNG2,\
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KC_LNG3,\
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KC_NO, KC_RSHIFT, KC_ENTER\
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)
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@ -8,7 +8,7 @@
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KC_TRANSPARENT, RU_CHE, RU_SHA, RU_IE, RU_ER, RU_TE, RU_YO,\
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KC_TRANSPARENT, RU_A, RU_ES, RU_DE, RU_EF, RU_GHE,\
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M_RU_CTRL, RU_ZE, RU_YA, RU_TSE, RU_VE, RU_BE, RU_E,\
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KC_TRANSPARENT, KC_TRANSPARENT, M_RU_ALT, KC_TRANSPARENT, KC_TRANSPARENT,\
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KC_TRANSPARENT, KC_TRANSPARENT, M_RU_ALT, KC_TRANSPARENT, MO(LAYER_ARROWS),\
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\
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KC_TRANSPARENT, KC_TRANSPARENT,\
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KC_TRANSPARENT,\
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@ -17,9 +17,9 @@
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\
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KC_NO, RU_6, RU_7, RU_8, RU_9, RU_0, KC_TRANSPARENT,\
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RU_SOFT, RU_U, RU_YU, RU_I, RU_O, RU_SHCH, KC_NO,\
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RU_HA, RU_ZHE, RU_KA, MO(LAYER_SYMBOLS_RU), RU_EL, KC_NO,\
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RU_HA, RU_ZHE, RU_KA, MO(LAYER_SYMBOLS_RU), RU_EL, KC_NO,\
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RU_HARD, RU_EN, RU_EM, RU_PE, RU_YERU, RU_SHTI, KC_TRANSPARENT,\
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KC_TRANSPARENT, KC_TRANSPARENT, KC_TRANSPARENT, TO(LAYER_MAIN), KC_TRANSPARENT,\
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KC_TRANSPARENT, KC_TRANSPARENT, KC_TRANSPARENT, TO(LAYER_MAIN), KC_TRANSPARENT,\
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\
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KC_TRANSPARENT, KC_TRANSPARENT,\
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KC_TRANSPARENT,\
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@ -2,7 +2,6 @@
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#define BETA_LAYER_MAGIC_MACRO BETA_LAYER(SYMBOLS_RU)
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#ifdef BETA_LAYER_KEYS
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#define BETA_LAYER_CONTEXT_DATA LAYOUT_ergodox(\
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KC_NO, RU_EXLM, RU_DQUO, RU_NUM, RU_SCLN, RU_PERC, KC_NO,\
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@ -1,4 +1,3 @@
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#include "keymap.h"
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#include "layers.h"
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@ -12,7 +11,6 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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#undef BETA_LAYER_KEYS
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// Create led map array
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#define BETA_LAYER_LEDS
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#define BETA_LAYER(name) [LAYER_##name##_LEDS] = BETA_LAYER_CONTEXT_DATA,
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@ -1,3 +1,7 @@
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#pragma once
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// This header declares custom keycodes
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#include "keymap.h"
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#define LAYER_INCLUDE_FILE "definitions/layers.inc"
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// Generate layer ids
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@ -40,10 +40,13 @@ void hid_send_state() {
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} else {
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uint8_t mode = rgb_matrix_get_mode();
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switch (mode) {
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#ifdef RGB_MATRIX_FRAMEBUFFER_EFFECTS
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case RGB_MATRIX_CUSTOM_FFT_ANIM:
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// FFT Animation is active
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packet[1] = 0x02;
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break;
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#endif
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default:
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// Normal animation is active
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