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Keyboard: Adding initial luddite keyboard framework (#4029)

* Adding initial luddite keyboard framework

* Use pragma and update readme

* Remove duplicate macro definitions
pull/4037/head
Andrew Kannan 5 years ago
committed by Drashna Jaelre
parent
commit
45a4a0a7fc
6 changed files with 179 additions and 0 deletions
  1. +18
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      keyboards/luddite/README.md
  2. +48
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      keyboards/luddite/config.h
  3. +32
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      keyboards/luddite/keymaps/default/keymap.c
  4. +1
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      keyboards/luddite/luddite.c
  5. +21
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      keyboards/luddite/luddite.h
  6. +59
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      keyboards/luddite/rules.mk

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keyboards/luddite/README.md View File

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# Luddite
Luddite 60% keyboard with backlight and RGB underglow.
* [The original TMK firmware](https://github.com/di0ib/tmk_keyboard/tree/master/keyboard/luddite)
Keyboard Maintainer: QMK Community
Hardware Supported: Luddite PCB
Hardware Availability: [Luddite project on 40% Keyboards](http://www.40percent.club/search/label/luddite)
Make example for this keyboard (after setting up your build environment):
make luddite:default
See the [build environment setup](https://docs.qmk.fm/#/getting_started_build_tools) and the [make instructions](https://docs.qmk.fm/#/getting_started_make_guide) for more information. Brand new to QMK? Start with our [Complete Newbs Guide](https://docs.qmk.fm/#/newbs).
First pass at adding support for the luddite keyboard. Compiles but completely
untested. Intended to kick-start development.

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keyboards/luddite/config.h View File

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#pragma once
#include "config_common.h"
/* USB Device descriptor parameter */
#define VENDOR_ID 0xFEED
#define PRODUCT_ID 0x0A0C
#define DEVICE_VER 0x1001
#define MANUFACTURER di0ib
#define PRODUCT Luddite
#define DESCRIPTION Luddite Keyboard
/* key matrix size */
#define MATRIX_ROWS 8
#define MATRIX_COLS 8
/* key matrix pins */
#define MATRIX_ROW_PINS { D3, D2, D1, D0, D4, C6, D7, E6 }
#define MATRIX_COL_PINS { F4, F5, F6, F7, B1, B3, B2, B6 }
#define UNUSED_PINS
/* number of backlight levels */
#define BACKLIGHT_PIN B5
#ifdef BACKLIGHT_PIN
#define BACKLIGHT_LEVELS 4
#endif
/* Set 0 if debouncing isn't needed */
#define DEBOUNCING_DELAY 5
/* Mechanical locking support. Use KC_LCAP, KC_LNUM or KC_LSCR instead in keymap */
#define LOCKING_SUPPORT_ENABLE
/* Locking resynchronize hack */
#define LOCKING_RESYNC_ENABLE
/* key combination for command */
#define IS_COMMAND() ( \
keyboard_report->mods == (MOD_BIT(KC_LSHIFT) | MOD_BIT(KC_RSHIFT)) \
)
/* ws2812 RGB LED */
#define RGB_DI_PIN B4
#define RGBLIGHT_ANIMATIONS
#define RGBLED_NUM 8 // Number of LEDs
// #define RGBLIGHT_HUE_STEP 10
// #define RGBLIGHT_SAT_STEP 17
// #define RGBLIGHT_VAL_STEP 17

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keyboards/luddite/keymaps/default/keymap.c View File

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#include QMK_KEYBOARD_H
extern keymap_config_t keymap_config;
// Each layer gets a name for readability, which is then used in the keymap matrix below.
// The underscores don't mean anything - you can have a layer called STUFF or any other name.
// Layer names don't all need to be of the same length, obviously, and you can also skip them
// entirely and just use numbers.
#define _BASE 0
#define _FN1 1
enum custom_keycodes {
QWERTY = SAFE_RANGE,
};
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[_BASE] = LAYOUT_60_ansi(
KC_GESC, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, KC_BSPC, \
KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC, KC_BSLS, \
KC_CAPS, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_ENT, \
KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, \
KC_LCTL , KC_LGUI , KC_LALT , KC_SPC , KC_RALT , KC_RGUI , MO(_FN1) , KC_RCTL
),
[_FN1] = LAYOUT_60_ansi(
KC_GESC, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, KC_BSPC, \
RGB_TOG, RGB_MOD, KC_UP, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, \
_______, KC_LEFT, KC_DOWN, KC_RGHT, _______, _______, _______, _______, _______, _______, _______, _______, _______,\
BL_INC, BL_DEC, BL_TOGG, _______, _______, _______, _______, _______, _______, _______, _______, _______, \
KC_GRV, _______, _______, _______, _______, _______, _______, _______
)
};

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keyboards/luddite/luddite.c View File

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#include "luddite.h"

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keyboards/luddite/luddite.h View File

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#pragma once
#include "quantum.h"
#define LAYOUT_60_ansi( \
K00, K01, K02, K03, K04, K05, K06, K07, K10, K11, K12, K13, K14, K15, \
K16, K17, K20, K21, K22, K23, K24, K25, K26, K27, K30, K31, K32, K33, \
K34, K35, K36, K37, K40, K41, K42, K43, K44, K45, K46, K47, K50, \
K51, K52, K53, K54, K55, K56, K57, K60, K61, K62, K63, K64, \
K65, K66, K67, K70, K71, K72, K73, K74\
) { \
{ K00, K01, K02, K03, K04, K05, K06, K07 }, \
{ K10, K11, K12, K13, K14, K15, K16, K17 }, \
{ K20, K21, K22, K23, K24, K25, K26, K27 }, \
{ K30, K31, K32, K33, K34, K35, K36, K37 }, \
{ K40, K41, K42, K43, K44, K45, K46, K47 }, \
{ K50, K51, K52, K53, K54, K55, K56, K57 }, \
{ K60, K61, K62, K63, K64, K65, K66, K67 }, \
{ K70, K71, K72, K73, K74 }, \
}

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keyboards/luddite/rules.mk View File

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# MCU name
MCU = atmega32u4
# Processor frequency.
# This will define a symbol, F_CPU, in all source code files equal to the
# processor frequency in Hz. You can then use this symbol in your source code to
# calculate timings. Do NOT tack on a 'UL' at the end, this will be done
# automatically to create a 32-bit value in your source code.
#
# This will be an integer division of F_USB below, as it is sourced by
# F_USB after it has run through any CPU prescalers. Note that this value
# does not *change* the processor frequency - it should merely be updated to
# reflect the processor speed set externally so that the code can use accurate
# software delays.
F_CPU = 16000000
#
# LUFA specific
#
# Target architecture (see library "Board Types" documentation).
ARCH = AVR8
# Input clock frequency.
# This will define a symbol, F_USB, in all source code files equal to the
# input clock frequency (before any prescaling is performed) in Hz. This value may
# differ from F_CPU if prescaling is used on the latter, and is required as the
# raw input clock is fed directly to the PLL sections of the AVR for high speed
# clock generation for the USB and other AVR subsections. Do NOT tack on a 'UL'
# at the end, this will be done automatically to create a 32-bit value in your
# source code.
#
# If no clock division is performed on the input clock inside the AVR (via the
# CPU clock adjust registers or the clock division fuses), this will be equal to F_CPU.
F_USB = $(F_CPU)
# Bootloader
# This definition is optional, and if your keyboard supports multiple bootloaders of
# different sizes, comment this out, and the correct address will be loaded
# automatically (+60). See bootloader.mk for all options.
BOOTLOADER = caterina
# Interrupt driven control endpoint task(+60)
OPT_DEFS += -DINTERRUPT_CONTROL_ENDPOINT
# Build Options
# comment out to disable the options.
#
BOOTMAGIC_ENABLE = yes # Virtual DIP switch configuration(+1000)
MOUSEKEY_ENABLE = yes # Mouse keys(+4700)
EXTRAKEY_ENABLE = yes # Audio control and System control(+450)
CONSOLE_ENABLE = no # Console for debug(+400)
COMMAND_ENABLE = no # Commands for debug and configuration
SLEEP_LED_ENABLE = no # Breathing sleep LED during USB suspend
NKRO_ENABLE = yes # USB Nkey Rollover - if this doesn't work, see here: https://github.com/tmk/tmk_keyboard/wiki/FAQ#nkro-doesnt-work
BACKLIGHT_ENABLE = yes # Enable keyboard backlight functionality
AUDIO_ENABLE = no
RGBLIGHT_ENABLE = yes
LAYOUTS = 60_ansi

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