[Keyboard] Added Lex60 keyboard (#7600)
6 files changed, 161 insertions(+), 0 deletions(-) A keyboards/gami_studio/lex60/config.h A keyboards/gami_studio/lex60/keymaps/default/keymap.c A keyboards/gami_studio/lex60/lex60.c A keyboards/gami_studio/lex60/lex60.h A keyboards/gami_studio/lex60/readme.md A keyboards/gami_studio/lex60/rules.mk
A keyboards/gami_studio/lex60/config.h => keyboards/gami_studio/lex60/config.h +53 -0
@@ 0,0 1,53 @@ /* Copyright 2019 Maarten Dekkers <maartenwut@gmail.com> 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/>. */ #pragma once #include "config_common.h" /* USB Device descriptor parameter */ #define VENDOR_ID 0x7353 #define PRODUCT_ID 0x0160 #define DEVICE_VER 0x0001 #define MANUFACTURER Maartenwut #define PRODUCT Lex60 #define DESCRIPTION A 60% PCB /* key matrix size */ #define MATRIX_ROWS 5 #define MATRIX_COLS 15 // ROWS: Top to bottom, COLS: Left to right #define MATRIX_ROW_PINS {D5,D4,B0,D2,D3} #define MATRIX_COL_PINS {B7,F7,C7,E6,C6,F0,B6,F1,B5,F4,B4,F5,D7,F6,D6} /* COL2ROW or ROW2COL */ #define DIODE_DIRECTION COL2ROW /* define if matrix has ghost */ //#define MATRIX_HAS_GHOST /* Set 0 if debouncing isn't needed */ #define DEBOUNCE 5 #define QMK_ESC_OUTPUT B7 // usually COL #define QMK_ESC_INPUT D5 // usually ROW #define RGB_DI_PIN D1 #define RGBLED_NUM 12 #define RGBLIGHT_ANIMATIONS
A keyboards/gami_studio/lex60/keymaps/default/keymap.c => keyboards/gami_studio/lex60/keymaps/default/keymap.c +42 -0
@@ 0,0 1,42 @@ #include QMK_KEYBOARD_H // 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. enum layer_names { _BASE, _GAMING, _FUNCTION, _FIRMWARE }; const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { [_BASE] = LAYOUT( KC_ESC, 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_BSLS, 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, \ MT(MOD_LCTL, KC_ESC), KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_BSLS, KC_ENT, \ KC_LSFT, KC_NUBS, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, \ KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, LT(2, KC_ENT), KC_RGUI, KC_RALT, KC_APP, KC_RCTRL), [_GAMING] = LAYOUT( KC_ESC, 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_BSLS, 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_LCTL, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_BSLS, KC_ENT, \ KC_LSFT, KC_NUBS, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, MO(2), \ KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, XXXXXXX, KC_RGUI, KC_RALT, KC_APP, KC_RCTRL), [_FUNCTION] = LAYOUT( KC_ESC, 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_BSLS, KC_DEL,\ KC_TAB, XXXXXXX, KC_UP, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \ KC_LCTL, KC_LEFT, KC_DOWN, KC_RIGHT, XXXXXXX, XXXXXXX, KC_LEFT, KC_DOWN, KC_UP, KC_RIGHT, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \ KC_LSFT, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \ KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, LT(2, KC_ENT), KC_RGUI, KC_RALT, KC_APP, KC_RCTRL), [_FIRMWARE] = LAYOUT( RESET, RGB_TOG, RGB_MOD, RGB_HUD, RGB_HUI, RGB_SAD, RGB_SAI, RGB_VAD, RGB_VAI, BL_DEC, BL_TOGG, BL_INC, XXXXXXX, XXXXXXX, TG(1),\ XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \ XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \ XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \ XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX), };
A keyboards/gami_studio/lex60/lex60.c => keyboards/gami_studio/lex60/lex60.c +1 -0
A keyboards/gami_studio/lex60/lex60.h => keyboards/gami_studio/lex60/lex60.h +21 -0
@@ 0,0 1,21 @@ #pragma once #include "quantum.h" // readability #define XXX KC_NO #define LAYOUT( \ k00, k01, k02, k03, k04, k05, k06, k07, k08, k09, k0a, k0b, k0c, k0d, k0e, \ k10, k11, k12, k13, k14, k15, k16, k17, k18, k19, k1a, k1b, k1c, k1d, \ k20, k21, k22, k23, k24, k25, k26, k27, k28, k29, k2a, k2b, k2c, k2d, \ k30, k31, k32, k33, k34, k35, k36, k37, k38, k39, k3a, k3b, k3c, k3d, \ k40, k41, k42, k45, k46, k4a, k4b, k4c, k4d \ ) \ { \ {k00, k01, k02, k03, k04, k05, k06, k07, k08, k09, k0a, k0b, k0c, k0d, k0e}, \ {k10, k11, k12, k13, k14, k15, k16, k17, k18, k19, k1a, k1b, k1c, k1d, XXX}, \ {k20, k21, k22, k23, k24, k25, k26, k27, k28, k29, k2a, k2b, k2c, k2d, XXX}, \ {k30, k31, k32, k33, k34, k35, k36, k37, k38, k39, k3a, k3b, k3c, k3d, XXX}, \ {k40, k41, k42, XXX, XXX, k45, k46, XXX, XXX, XXX, k4a, k4b, k4c, k4d, XXX} \ }
A keyboards/gami_studio/lex60/readme.md => keyboards/gami_studio/lex60/readme.md +12 -0
@@ 0,0 1,12 @@ # Gami Studio Lex60 A 60% with split space bars made by Gami Studio. * Keyboard Maintainer: [Gami Studio](https://github.com/GamiStudio) * Hardware Supported: Lex60 powered by the ATmega32U4 Make example for this keyboard (after setting up your build environment): make gami_studio/lex60:default # postfix with `:flash` to load the firmware into the board 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).
A keyboards/gami_studio/lex60/rules.mk => keyboards/gami_studio/lex60/rules.mk +32 -0
@@ 0,0 1,32 @@ # MCU name MCU = atmega32u4 # Bootloader selection # Teensy halfkay # Pro Micro caterina # Atmel DFU atmel-dfu # LUFA DFU lufa-dfu # QMK DFU qmk-dfu # ATmega32A bootloadHID # ATmega328P USBasp BOOTLOADER = qmk-dfu # Build Options # change yes to no to disable # BOOTMAGIC_ENABLE = no # Virtual DIP switch configuration MOUSEKEY_ENABLE = no # Mouse keys EXTRAKEY_ENABLE = yes # Audio control and System control CONSOLE_ENABLE = no # Console for debug COMMAND_ENABLE = no # Commands for debug and configuration # Do not enable SLEEP_LED_ENABLE. it uses the same timer as BACKLIGHT_ENABLE SLEEP_LED_ENABLE = no # Breathing sleep LED during USB suspend # if this doesn't work, see here: https://github.com/tmk/tmk_keyboard/wiki/FAQ#nkro-doesnt-work NKRO_ENABLE = no # USB Nkey Rollover BACKLIGHT_ENABLE = no # Enable keyboard backlight functionality RGBLIGHT_ENABLE = yes # Enable keyboard RGB underglow MIDI_ENABLE = no # MIDI support BLUETOOTH_ENABLE = no # Enable Bluetooth with the Adafruit EZ-Key HID AUDIO_ENABLE = no # Audio output on port C6 FAUXCLICKY_ENABLE = no # Use buzzer to emulate clicky switches HD44780_ENABLE = no # Enable support for HD44780 based LCDs