// 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 RGBLIGHT_LED_COUNT # 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