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  1. # RGB Matrix Lighting
  2. There is basic support for addressable RGB matrix lighting with the I2C IS31FL3731 RGB controller. To enable it, add this to your `rules.mk`:
  3. RGB_MATRIX_ENABLE = yes
  4. Configure the hardware via your `config.h`:
  5. // This is a 7-bit address, that gets left-shifted and bit 0
  6. // set to 0 for write, 1 for read (as per I2C protocol)
  7. // The address will vary depending on your wiring:
  8. // 0b1110100 AD <-> GND
  9. // 0b1110111 AD <-> VCC
  10. // 0b1110101 AD <-> SCL
  11. // 0b1110110 AD <-> SDA
  12. #define DRIVER_ADDR_1 0b1110100
  13. #define DRIVER_ADDR_2 0b1110110
  14. #define DRIVER_COUNT 2
  15. #define DRIVER_1_LED_TOTAL 25
  16. #define DRIVER_2_LED_TOTAL 24
  17. #define DRIVER_LED_TOTAL DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL
  18. Currently only 2 drivers are supported, but it would be trivial to support all 4 combinations.
  19. Define these arrays listing all the LEDs in your `<keyboard>.c`:
  20. const is31_led g_is31_leds[DRIVER_LED_TOTAL] = {
  21. /* Refer to IS31 manual for these locations
  22. * driver
  23. * | R location
  24. * | | G location
  25. * | | | B location
  26. * | | | | */
  27. {0, C1_3, C2_3, C3_3},
  28. ....
  29. }
  30. Where `Cx_y` is the location of the LED in the matrix defined by [the datasheet](http://www.issi.com/WW/pdf/31FL3731.pdf). The `driver` is the index of the driver you defined in your `config.h` (`0` or `1` right now).
  31. const rgb_led g_rgb_leds[DRIVER_LED_TOTAL] = {
  32. /* {row | col << 4}
  33. * | {x=0..224, y=0..64}
  34. * | | modifier
  35. * | | | */
  36. {{0|(0<<4)}, {20.36*0, 21.33*0}, 1},
  37. {{0|(1<<4)}, {20.36*1, 21.33*0}, 1},
  38. ....
  39. }
  40. The format for the matrix position used in this array is `{row | (col << 4)}`. The `x` is between (inclusive) 0-224, and `y` is between (inclusive) 0-64. The easiest way to calculate these positions is:
  41. x = 224 / ( NUMBER_OF_ROWS - 1 ) * ROW_POSITION
  42. y = 64 / (NUMBER_OF_COLS - 1 ) * COL_POSITION
  43. Where all variables are decimels/floats.
  44. `modifier` is a boolean, whether or not a certain key is considered a modifier (used in some effects).
  45. ## Keycodes
  46. All RGB keycodes are currently shared with the RGBLIGHT system:
  47. * `RGB_TOG` - toggle
  48. * `RGB_MOD` - cycle through modes
  49. * `RGB_HUI` - increase hue
  50. * `RGB_HUD` - decrease hue
  51. * `RGB_SAI` - increase saturation
  52. * `RGB_SAD` - decrease saturation
  53. * `RGB_VAI` - increase value
  54. * `RGB_VAD` - decrease value
  55. * `RGB_MODE_*` keycodes will generally work, but are not currently mapped to the correct effects for the RGB Matrix system
  56. ## RGB Matrix Effects
  57. These are the effects that are currently available:
  58. enum rgb_matrix_effects {
  59. RGB_MATRIX_SOLID_COLOR = 1,
  60. RGB_MATRIX_SOLID_REACTIVE,
  61. RGB_MATRIX_ALPHAS_MODS,
  62. RGB_MATRIX_DUAL_BEACON,
  63. RGB_MATRIX_GRADIENT_UP_DOWN,
  64. RGB_MATRIX_RAINDROPS,
  65. RGB_MATRIX_CYCLE_ALL,
  66. RGB_MATRIX_CYCLE_LEFT_RIGHT,
  67. RGB_MATRIX_CYCLE_UP_DOWN,
  68. RGB_MATRIX_RAINBOW_BEACON,
  69. RGB_MATRIX_RAINBOW_PINWHEELS,
  70. RGB_MATRIX_RAINBOW_MOVING_CHEVRON,
  71. RGB_MATRIX_JELLYBEAN_RAINDROPS,
  72. #ifdef RGB_MATRIX_KEYPRESSES
  73. RGB_MATRIX_SPLASH,
  74. RGB_MATRIX_MULTISPLASH,
  75. RGB_MATRIX_SOLID_SPLASH,
  76. RGB_MATRIX_SOLID_MULTISPLASH,
  77. #endif
  78. RGB_MATRIX_EFFECT_MAX
  79. };
  80. ## Custom layer effects
  81. Custom layer effects can be done by defining this in your `<keyboard>.c`:
  82. void rgb_matrix_indicators_kb(void) {
  83. // rgb_matrix_set_color(index, red, green, blue);
  84. }
  85. A similar function works in the keymap as `rgb_matrix_indicators_user`.
  86. ## Additional `config.h` Options
  87. #define RGB_MATRIX_KEYPRESSES // reacts to keypresses (will slow down matrix scan by a lot)
  88. #define RGB_MATRIX_KEYRELEASES // reacts to keyreleases (not recommened)
  89. #define RGB_DISABLE_AFTER_TIMEOUT 0 // number of ticks to wait until disabling effects
  90. #define RGB_DISABLE_WHEN_USB_SUSPENDED false // turn off effects when suspended
  91. #define RGB_MATRIX_SKIP_FRAMES 1 // number of frames to skip when displaying animations (0 is full effect)
  92. ## EEPROM storage
  93. The EEPROM for it is currently shared with the RGBLIGHT system (it's generally assumed only one RGB would be used at a time), but could be configured to use its own 32bit address with:
  94. #define EECONFIG_RGB_MATRIX (uint32_t *)16
  95. Where `16` is an unused index from `eeconfig.h`.
  96. ## Suspended state
  97. To use the suspend feature, add this to your `<keyboard>.c`:
  98. void suspend_power_down_kb(void)
  99. {
  100. rgb_matrix_set_suspend_state(true);
  101. }
  102. void suspend_wakeup_init_kb(void)
  103. {
  104. rgb_matrix_set_suspend_state(false);
  105. }