Makefile redo & other features (#395)
* .build containment implemented * no destructive variable setting - builds in either folder * make from 3 places * cleans before each build * make from root with keyboard=keyboard, keymap=keymap * make from keyboard/keyboard with keymap=keymap * make from keymaps/keymap * only implemented on planck * adds color diag to avr-gcc * makefiles for all plancks, clean-up * quick build-all makefile for plancks * reformatting of make output (colors) * color toggle, tmk path corrections * correct if statement for color * move config.h to main makefile, updates preonic, atomic * format update, all keyboards targets * makefile optional for build all target, alps and arrow_pad updated * alps updated * make planck default, trying out travis recipe for all-keyboards * all-keymaps target, different travis recipe * updates alps64 * updates keyboards to new format * updates clue* projects * all projects updated, specialise EZ .hex, let .hex through * updates travis * automatically find root, keyboard, keymap * silent echo, cleaned-up mass make output * updates all keyboards' .hex files except EZ * Rename Bantam44.c to bantam44.c * Rename Bantam44.h to bantam44.h * nananana * adds six key keyboard * does same to ez as rest * updates send_string example * brings ergodox_ez up to date * updates template/new project script * adds sixkeyboard * adds readme for sixkeyboard * adds sixkeyboard to travis * filenames, gitignore mess * define clock prescaler stuff manually * make quick, size test example * documentation and dfu-no-build
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317 changed files with 135651 additions and 67504 deletions
111
keyboard/kc60/kc60.c
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111
keyboard/kc60/kc60.c
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#include "kc60.h"
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__attribute__ ((weak))
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void matrix_init_user(void) {
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// leave this function blank - it can be defined in a keymap file
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};
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__attribute__ ((weak))
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void matrix_scan_user(void) {
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// leave this function blank - it can be defined in a keymap file
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}
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__attribute__ ((weak))
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bool process_action_user(keyrecord_t *record) {
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// leave this function blank - it can be defined in a keymap file
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return true;
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}
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__attribute__ ((weak))
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void led_set_user(uint8_t usb_led) {
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// leave this function blank - it can be defined in a keymap file
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}
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void matrix_init_kb(void) {
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// put your keyboard start-up code here
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// runs once when the firmware starts up
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#ifdef BACKLIGHT_ENABLE
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backlight_init_ports();
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#endif
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matrix_init_user();
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}
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void matrix_scan_kb(void) {
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// put your looping keyboard code here
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// runs every cycle (a lot)
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matrix_scan_user();
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}
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bool process_action_kb(keyrecord_t *record) {
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// put your per-action keyboard code here
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// runs for every action, just before processing by the firmware
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return process_action_user(record);
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}
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void led_set_kb(uint8_t usb_led) {
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// put your keyboard LED indicator (ex: Caps Lock LED) toggling code here
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led_set_user(usb_led);
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}
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#ifdef BACKLIGHT_ENABLE
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#define CHANNEL OCR1B
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void backlight_init_ports()
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{
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// Setup PB6 as output and output low.
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DDRB |= (1<<6);
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PORTB &= ~(1<<6);
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// Use full 16-bit resolution.
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ICR1 = 0xFFFF;
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// I could write a wall of text here to explain... but TL;DW
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// Go read the ATmega32u4 datasheet.
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// And this: http://blog.saikoled.com/post/43165849837/secret-konami-cheat-code-to-high-resolution-pwm-on
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// Pin PB7 = OCR1C (Timer 1, Channel C)
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// Compare Output Mode = Clear on compare match, Channel C = COM1B1=1 COM1C0=0
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// (i.e. start high, go low when counter matches.)
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// WGM Mode 14 (Fast PWM) = WGM13=1 WGM12=1 WGM11=1 WGM10=0
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// Clock Select = clk/1 (no prescaling) = CS12=0 CS11=0 CS10=1
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TCCR1A = _BV(COM1B1) | _BV(WGM11); // = 0b00001010;
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TCCR1B = _BV(WGM13) | _BV(WGM12) | _BV(CS10); // = 0b00011001;
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backlight_init();
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}
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void backlight_set(uint8_t level)
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{
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// Prevent backlight blink on lowest level
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PORTB &= ~(_BV(PORTB6));
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if ( level == 0 )
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{
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// Turn off PWM control on PB6, revert to output low.
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TCCR1A &= ~(_BV(COM1B1));
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CHANNEL = 0x0;
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}
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else if ( level == BACKLIGHT_LEVELS)
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{
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// Turn on PWM control of PB6
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TCCR1A |= _BV(COM1B1);
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// Set the brightness
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CHANNEL = 0xFFFF;
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}
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else
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{
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// Turn on PWM control of PB6
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TCCR1A |= _BV(COM1B1);
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// Set the brightness
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CHANNEL = 0xFFFF >> ((BACKLIGHT_LEVELS - level) * ((BACKLIGHT_LEVELS + 1) / 2));
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}
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}
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#endif
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