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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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