qmk-keychron-q3-colemak-dh/keyboards/ymdk/id75/config.h
fghxu e0af24a398
merge in the vial support for YMDK/IDB id75 keyboard. (#319)
* include the source code for IDOBAO/YMDK ID75 keyboard, which uses the STM32F103C8T6 chip/MCU (a.k.a. BluePill).

* updated readme.md for more detail

* make the readme.md more readable with Mark down syntax.

* updated the readme.md

* udpated the readme.md
2023-01-07 05:01:24 -06:00

126 lines
4.2 KiB
C

/* Copyright 2021 Mike Tsao
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
// config.h
#pragma once
#include "config_common.h"
// USB Device descriptor parameter
#define VENDOR_ID 0x6964 // ID
#define PRODUCT_ID 0x0075
#define DEVICE_VER 0x0001
#define MANUFACTURER MT
#define PRODUCT ID75 Rev
#undef STM32_HSECLK
#define STM32_HSECLK 8000000
#define TAPPING_TOGGLE 2
// key matrix size
#define MATRIX_ROWS 5
#define MATRIX_COLS 15
/*
* Keyboard Matrix Assignments
*
* Change this to how you wired your keyboard
* COLS: AVR pins used for columns, left to right
* ROWS: AVR pins used for rows, top to bottom
* DIODE_DIRECTION: COL2ROW = COL = Anode (+), ROW = Cathode (-, marked on diode)
* ROW2COL = ROW = Anode (+), COL = Cathode (-, marked on diode)
*
*/
#define MATRIX_ROW_PINS \
{ B2, B1, B0, A7, B10 }
#define MATRIX_COL_PINS \
{ A10, A9, A8, B15, B14, B13, B12, A5, A6, A4, A3, A2, A1, A0, A15 }
// COL2ROW or ROW2COL
#define DIODE_DIRECTION ROW2COL
#define RGB_DI_PIN B9
// Want backlighting and RGB Matrix patterns? See the note in the readme,
// apply the patches, and then uncomment the line below as well as the ones
// in rules.mk.
//
// #define BACKLIGHT_PIN rgb_matrix
#define RGB_MATRIX_KEYPRESSES
#define RGBLED_NUM 89
#define DRIVER_LED_TOTAL RGBLED_NUM
#define RGB_MATRIX_FRAMEBUFFER_EFFECTS
#define RGB_MATRIX_MAXIMUM_BRIGHTNESS 128
#define WS2812_PWM_DRIVER PWMD4
#define WS2812_PWM_CHANNEL 4
#define WS2812_PWM_PAL_MODE 2
#define WS2812_DMA_STREAM STM32_DMA1_STREAM7
#define WS2812_DMA_CHANNEL 7
// RGB Matrix Animation modes. Explicitly enabled
// For full list of effects, see:
// https://docs.qmk.fm/#/feature_rgb_matrix?id=rgb-matrix-effects
#define ENABLE_RGB_MATRIX_ALPHAS_MODS
#define ENABLE_RGB_MATRIX_GRADIENT_UP_DOWN
#define ENABLE_RGB_MATRIX_GRADIENT_LEFT_RIGHT
#define ENABLE_RGB_MATRIX_BREATHING
#define ENABLE_RGB_MATRIX_BAND_SAT
#define ENABLE_RGB_MATRIX_BAND_VAL
#define ENABLE_RGB_MATRIX_BAND_PINWHEEL_SAT
#define ENABLE_RGB_MATRIX_BAND_PINWHEEL_VAL
#define ENABLE_RGB_MATRIX_BAND_SPIRAL_SAT
#define ENABLE_RGB_MATRIX_BAND_SPIRAL_VAL
#define ENABLE_RGB_MATRIX_CYCLE_ALL
#define ENABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT
#define ENABLE_RGB_MATRIX_CYCLE_UP_DOWN
#define ENABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON
#define ENABLE_RGB_MATRIX_CYCLE_OUT_IN
#define ENABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL
#define ENABLE_RGB_MATRIX_CYCLE_PINWHEEL
#define ENABLE_RGB_MATRIX_CYCLE_SPIRAL
#define ENABLE_RGB_MATRIX_DUAL_BEACON
#define ENABLE_RGB_MATRIX_RAINBOW_BEACON
#define ENABLE_RGB_MATRIX_RAINBOW_PINWHEELS
#define ENABLE_RGB_MATRIX_RAINDROPS
#define ENABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS
#define ENABLE_RGB_MATRIX_HUE_BREATHING
#define ENABLE_RGB_MATRIX_HUE_PENDULUM
#define ENABLE_RGB_MATRIX_HUE_WAVE
#define ENABLE_RGB_MATRIX_PIXEL_RAIN
#define ENABLE_RGB_MATRIX_PIXEL_FLOW
#define ENABLE_RGB_MATRIX_PIXEL_FRACTAL
// enabled only if RGB_MATRIX_FRAMEBUFFER_EFFECTS is defined
#define ENABLE_RGB_MATRIX_TYPING_HEATMAP
#define ENABLE_RGB_MATRIX_DIGITAL_RAIN
// enabled only of RGB_MATRIX_KEYPRESSES or RGB_MATRIX_KEYRELEASES is defined
#define ENABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE
#define ENABLE_RGB_MATRIX_SOLID_REACTIVE
#define ENABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE
#define ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE
#define ENABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS
#define ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS
#define ENABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS
#define ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS
#define ENABLE_RGB_MATRIX_SPLASH
#define ENABLE_RGB_MATRIX_MULTISPLASH
#define ENABLE_RGB_MATRIX_SOLID_SPLASH
#define ENABLE_RGB_MATRIX_SOLID_MULTISPLASH