forked from forks/qmk_firmware
c98247e3dd
* RGB Matrix overhaul Breakout of animations to separate files Integration of optimized int based math lib Overhaul of rgb_matrix.c and animations for performance * Updating effect function api for future extensions * Combined the keypresses || keyreleases define checks into a single define so I stop forgetting it where necessary * Moving define RGB_MATRIX_KEYREACTIVE_ENABLED earlier in the include chain
252 lines
11 KiB
Markdown
252 lines
11 KiB
Markdown
# RGB Matrix Lighting
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This feature allows you to use RGB LED matrices driven by external drivers. It hooks into the RGBLIGHT system so you can use the same keycodes as RGBLIGHT to control it.
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If you want to use single color LED's you should use the [LED Matrix Subsystem](feature_led_matrix.md) instead.
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## Driver configuration
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### IS31FL3731
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There is basic support for addressable RGB matrix lighting with the I2C IS31FL3731 RGB controller. To enable it, add this to your `rules.mk`:
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```C
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RGB_MATRIX_ENABLE = IS31FL3731
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```
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Configure the hardware via your `config.h`:
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```C
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// This is a 7-bit address, that gets left-shifted and bit 0
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// set to 0 for write, 1 for read (as per I2C protocol)
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// The address will vary depending on your wiring:
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// 0b1110100 AD <-> GND
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// 0b1110111 AD <-> VCC
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// 0b1110101 AD <-> SCL
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// 0b1110110 AD <-> SDA
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#define DRIVER_ADDR_1 0b1110100
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#define DRIVER_ADDR_2 0b1110110
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#define DRIVER_COUNT 2
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#define DRIVER_1_LED_TOTAL 25
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#define DRIVER_2_LED_TOTAL 24
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#define DRIVER_LED_TOTAL DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL
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```
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Currently only 2 drivers are supported, but it would be trivial to support all 4 combinations.
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Define these arrays listing all the LEDs in your `<keyboard>.c`:
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```C
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const is31_led g_is31_leds[DRIVER_LED_TOTAL] = {
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/* Refer to IS31 manual for these locations
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* driver
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* | R location
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* | | G location
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* | | | B location
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* | | | | */
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{0, C1_3, C2_3, C3_3},
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....
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}
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```
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Where `Cx_y` is the location of the LED in the matrix defined by [the datasheet](http://www.issi.com/WW/pdf/31FL3731.pdf) and the header file `drivers/issi/is31fl3731.h`. The `driver` is the index of the driver you defined in your `config.h` (`0` or `1` right now).
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### IS31FL3733
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There is basic support for addressable RGB matrix lighting with the I2C IS31FL3733 RGB controller. To enable it, add this to your `rules.mk`:
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```C
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RGB_MATRIX_ENABLE = IS31FL3733
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```
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Configure the hardware via your `config.h`:
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```C
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// This is a 7-bit address, that gets left-shifted and bit 0
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// set to 0 for write, 1 for read (as per I2C protocol)
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// The address will vary depending on your wiring:
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// 00 <-> GND
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// 01 <-> SCL
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// 10 <-> SDA
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// 11 <-> VCC
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// ADDR1 represents A1:A0 of the 7-bit address.
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// ADDR2 represents A3:A2 of the 7-bit address.
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// The result is: 0b101(ADDR2)(ADDR1)
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#define DRIVER_ADDR_1 0b1010000
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#define DRIVER_ADDR_2 0b1010000 // this is here for compliancy reasons.
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#define DRIVER_COUNT 2
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#define DRIVER_1_LED_TOTAL 64
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#define DRIVER_LED_TOTAL DRIVER_1_LED_TOTAL
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```
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Currently only a single drivers is supported, but it would be trivial to support all 4 combinations. For now define `DRIVER_ADDR_2` as `DRIVER_ADDR_1`
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Define these arrays listing all the LEDs in your `<keyboard>.c`:
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```C
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const is31_led g_is31_leds[DRIVER_LED_TOTAL] = {
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/* Refer to IS31 manual for these locations
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* driver
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* | R location
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* | | G location
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* | | | B location
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* | | | | */
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{0, B_1, A_1, C_1},
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....
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}
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```
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Where `X_Y` is the location of the LED in the matrix defined by [the datasheet](http://www.issi.com/WW/pdf/31FL3733.pdf) and the header file `drivers/issi/is31fl3733.h`. The `driver` is the index of the driver you defined in your `config.h` (Only `0` right now).
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From this point forward the configuration is the same for all the drivers.
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```C
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const rgb_led g_rgb_leds[DRIVER_LED_TOTAL] = {
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/* {row | col << 4}
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* | {x=0..224, y=0..64}
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* | | modifier
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* | | | */
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{{0|(0<<4)}, {20.36*0, 21.33*0}, 1},
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{{0|(1<<4)}, {20.36*1, 21.33*0}, 1},
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....
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}
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```
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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:
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```C
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x = 224 / ( NUMBER_OF_COLS - 1 ) * ROW_POSITION
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y = 64 / (NUMBER_OF_ROWS - 1 ) * COL_POSITION
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```
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Where all variables are decimels/floats.
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`modifier` is a boolean, whether or not a certain key is considered a modifier (used in some effects).
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## Keycodes
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All RGB keycodes are currently shared with the RGBLIGHT system:
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* `RGB_TOG` - toggle
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* `RGB_MOD` - cycle through modes
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* `RGB_HUI` - increase hue
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* `RGB_HUD` - decrease hue
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* `RGB_SAI` - increase saturation
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* `RGB_SAD` - decrease saturation
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* `RGB_VAI` - increase value
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* `RGB_VAD` - decrease value
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* `RGB_SPI` - increase speed effect (no EEPROM support)
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* `RGB_SPD` - decrease speed effect (no EEPROM support)
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* `RGB_MODE_*` keycodes will generally work, but are not currently mapped to the correct effects for the RGB Matrix system
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## RGB Matrix Effects
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All effects have been configured to support current configuration values (Hue, Saturation, Value, & Speed) unless otherwise noted below. These are the effects that are currently available:
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```C
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enum rgb_matrix_effects {
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RGB_MATRIX_NONE = 0,
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RGB_MATRIX_SOLID_COLOR = 1, // Static single hue, no speed support
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RGB_MATRIX_ALPHAS_MODS, // Static dual hue, speed is hue for secondary hue
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RGB_MATRIX_GRADIENT_UP_DOWN, // Static gradient top to bottom, speed controls how much gradient changes
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RGB_MATRIX_BREATHING, // Single hue brightness cycling animation
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RGB_MATRIX_CYCLE_ALL, // Full keyboard solid hue cycling through full gradient
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RGB_MATRIX_CYCLE_LEFT_RIGHT, // Full gradient scrolling left to right
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RGB_MATRIX_CYCLE_UP_DOWN, // Full gradient scrolling top to bottom
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RGB_MATRIX_RAINBOW_MOVING_CHEVRON, // Full gradent Chevron shapped scrolling left to right
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RGB_MATRIX_DUAL_BEACON, // Full gradient spinning around center of keyboard
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RGB_MATRIX_RAINBOW_BEACON, // Full tighter gradient spinning around center of keyboard
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RGB_MATRIX_RAINBOW_PINWHEELS, // Full dual gradients spinning two halfs of keyboard
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RGB_MATRIX_RAINDROPS, // Randomly changes a single key's hue
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RGB_MATRIX_JELLYBEAN_RAINDROPS, // Randomly changes a single key's hue and saturation
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RGB_MATRIX_DIGITAL_RAIN, // That famous computer simulation
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#if defined(RGB_MATRIX_KEYPRESSES) || defined(RGB_MATRIX_KEYRELEASES)
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RGB_MATRIX_SOLID_REACTIVE_SIMPLE, // Pulses keys hit to hue & value then fades value out
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RGB_MATRIX_SOLID_REACTIVE, // Static single hue, pulses keys hit to shifted hue then fades to current hue
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RGB_MATRIX_SPLASH, // Full gradient & value pulse away from a single key hit then fades value out
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RGB_MATRIX_MULTISPLASH, // Full gradient & value pulse away from multiple key hits then fades value out
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RGB_MATRIX_SOLID_SPLASH, // Hue & value pulse away from a single key hit then fades value out
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RGB_MATRIX_SOLID_MULTISPLASH, // Hue & value pulse away from multiple key hits then fades value out
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#endif
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RGB_MATRIX_EFFECT_MAX
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};
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```
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You can disable a single effect by defining `DISABLE_[EFFECT_NAME]` in your `config.h`:
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|Define |Description |
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|`#define DISABLE_RGB_MATRIX_ALPHAS_MODS` |Disables `RGB_MATRIX_ALPHAS_MODS` |
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|`#define DISABLE_RGB_MATRIX_GRADIENT_UP_DOWN` |Disables `RGB_MATRIX_GRADIENT_UP_DOWN` |
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|`#define DISABLE_RGB_MATRIX_BREATHING` |Disables `RGB_MATRIX_BREATHING` |
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|`#define DISABLE_RGB_MATRIX_CYCLE_ALL` |Disables `RGB_MATRIX_CYCLE_ALL` |
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|`#define DISABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT` |Disables `RGB_MATRIX_CYCLE_LEFT_RIGHT` |
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|`#define DISABLE_RGB_MATRIX_CYCLE_UP_DOWN` |Disables `RGB_MATRIX_CYCLE_UP_DOWN` |
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|`#define DISABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON`|Disables `RGB_MATRIX_RAINBOW_MOVING_CHEVRON`|
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|`#define DISABLE_RGB_MATRIX_DUAL_BEACON` |Disables `RGB_MATRIX_DUAL_BEACON` |
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|`#define DISABLE_RGB_MATRIX_RAINBOW_BEACON` |Disables `RGB_MATRIX_RAINBOW_BEACON` |
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|`#define DISABLE_RGB_MATRIX_RAINBOW_PINWHEELS` |Disables `RGB_MATRIX_RAINBOW_PINWHEELS` |
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|`#define DISABLE_RGB_MATRIX_RAINDROPS` |Disables `RGB_MATRIX_RAINDROPS` |
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|`#define DISABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS` |Disables `RGB_MATRIX_JELLYBEAN_RAINDROPS` |
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|`#define DISABLE_RGB_MATRIX_DIGITAL_RAIN` |Disables `RGB_MATRIX_DIGITAL_RAIN` |
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|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE` |Disables `RGB_MATRIX_SOLID_REACTIVE` |
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|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE` |Disables `RGB_MATRIX_SOLID_REACTIVE_SIMPLEE`|
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|`#define DISABLE_RGB_MATRIX_SPLASH` |Disables `RGB_MATRIX_SPLASH` |
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|`#define DISABLE_RGB_MATRIX_MULTISPLASH` |Disables `RGB_MATRIX_MULTISPLASH` |
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|`#define DISABLE_RGB_MATRIX_SOLID_SPLASH` |Disables `RGB_MATRIX_SOLID_SPLASH` |
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|`#define DISABLE_RGB_MATRIX_SOLID_MULTISPLASH` |Disables `RGB_MATRIX_SOLID_MULTISPLASH` |
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## Custom layer effects
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Custom layer effects can be done by defining this in your `<keyboard>.c`:
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```C
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void rgb_matrix_indicators_kb(void) {
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rgb_matrix_set_color(index, red, green, blue);
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}
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```
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A similar function works in the keymap as `rgb_matrix_indicators_user`.
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## Additional `config.h` Options
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```C
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#define RGB_MATRIX_KEYPRESSES // reacts to keypresses
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#define RGB_MATRIX_KEYRELEASES // reacts to keyreleases (instead of keypresses)
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#define RGB_DISABLE_AFTER_TIMEOUT 0 // number of ticks to wait until disabling effects
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#define RGB_DISABLE_WHEN_USB_SUSPENDED false // turn off effects when suspended
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#define RGB_MATRIX_LED_PROCESS_LIMIT (DRIVER_LED_TOTAL + 4) / 5 // limits the number of LEDs to process in an animation per task run (increases keyboard responsiveness)
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#define RGB_MATRIX_LED_FLUSH_LIMIT 16 // limits in milliseconds how frequently an animation will update the LEDs. 16 (16ms) is equivalent to limiting to 60fps (increases keyboard responsiveness)
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#define RGB_MATRIX_MAXIMUM_BRIGHTNESS 200 // limits maximum brightness of LEDs to 200 out of 255. If not defined maximum brightness is set to 255
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```
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## EEPROM storage
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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:
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```C
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#define EECONFIG_RGB_MATRIX (uint32_t *)16
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```
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Where `16` is an unused index from `eeconfig.h`.
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## Suspended state
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To use the suspend feature, add this to your `<keyboard>.c`:
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```C
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void suspend_power_down_kb(void)
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{
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rgb_matrix_set_suspend_state(true);
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}
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void suspend_wakeup_init_kb(void)
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{
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rgb_matrix_set_suspend_state(false);
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}
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```
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