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Add and use I2C address defines for ISSI LED drivers (#22008)

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Ryan 2023-09-19 19:31:54 +10:00 committed by GitHub
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commit 8f22105289
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166 changed files with 385 additions and 496 deletions

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@ -35,12 +35,14 @@ Here is an example using 2 drivers.
// This is a 7-bit address, that gets left-shifted and bit 0
// set to 0 for write, 1 for read (as per I2C protocol)
// The address will vary depending on your wiring:
// 0b1110100 AD <-> GND
// 0b1110111 AD <-> VCC
// 0b1110101 AD <-> SCL
// 0b1110110 AD <-> SDA
#define DRIVER_ADDR_1 0b1110100
#define DRIVER_ADDR_2 0b1110110
// 00 AD <-> GND
// 01 AD <-> SCL
// 10 AD <-> SDA
// 11 AD <-> VCC
// ADDR represents A1:A0 of the 7-bit address.
// The result is: 0b11101(ADDR)
#define DRIVER_ADDR_1 IS31FL3731_I2C_ADDRESS_GND
#define DRIVER_ADDR_2 IS31FL3731_I2C_ADDRESS_SDA
#define IS31FL3731_DRIVER_COUNT 2
#define DRIVER_1_LED_TOTAL 25
@ -118,15 +120,15 @@ Here is an example using 2 drivers.
// This is a 7-bit address, that gets left-shifted and bit 0
// set to 0 for write, 1 for read (as per I2C protocol)
// The address will vary depending on your wiring:
// 00 <-> GND
// 01 <-> SCL
// 10 <-> SDA
// 11 <-> VCC
// 00 ADDRn <-> GND
// 01 ADDRn <-> SCL
// 10 ADDRn <-> SDA
// 11 ADDRn <-> VCC
// ADDR1 represents A1:A0 of the 7-bit address.
// ADDR2 represents A3:A2 of the 7-bit address.
// The result is: 0b101(ADDR2)(ADDR1)
#define DRIVER_ADDR_1 0b1010000
#define DRIVER_ADDR_2 0b1010011
#define DRIVER_ADDR_1 IS31FL3733_I2C_ADDRESS_GND_GND
#define DRIVER_ADDR_2 IS31FL3733_I2C_ADDRESS_GND_VCC
#define IS31FL3733_DRIVER_COUNT 2
#define DRIVER_1_LED_TOTAL 58
@ -202,14 +204,15 @@ Here is an example using 2 drivers.
// This is a 7-bit address, that gets left-shifted and bit 0
// set to 0 for write, 1 for read (as per I2C protocol)
// The address will vary depending on your wiring:
// 0000 <-> GND
// 0101 <-> SCL
// 1010 <-> SDA
// 1111 <-> VCC
// ADDR represents A3:A0 of the 7-bit address.
// The result is: 0b101(ADDR)
#define DRIVER_ADDR_1 0b1010000
#define DRIVER_ADDR_2 0b1010001
// 00 ADDRn <-> GND
// 01 ADDRn <-> SCL
// 10 ADDRn <-> SDA
// 11 ADDRn <-> VCC
// ADDR1 represents A1:A0 of the 7-bit address.
// ADDR2 represents A3:A2 of the 7-bit address.
// The result is: 0b101(ADDR2)(ADDR1)
#define DRIVER_ADDR_1 IS31FL3736_I2C_ADDRESS_GND_GND
#define DRIVER_ADDR_2 IS31FL3736_I2C_ADDRESS_GND_SCL
#define IS31FL3736_DRIVER_COUNT 2
#define DRIVER_1_LED_TOTAL 30
@ -278,14 +281,14 @@ Here is an example using 2 drivers.
// This is a 7-bit address, that gets left-shifted and bit 0
// set to 0 for write, 1 for read (as per I2C protocol)
// The address will vary depending on your wiring:
// 0000 <-> GND
// 0101 <-> SCL
// 1010 <-> SDA
// 1111 <-> VCC
// 0000 ADDR <-> GND
// 0101 ADDR <-> SCL
// 1010 ADDR <-> SDA
// 1111 ADDR <-> VCC
// ADDR represents A3:A0 of the 7-bit address.
// The result is: 0b101(ADDR)
#define DRIVER_ADDR_1 0b1010000
#define DRIVER_ADDR_2 0b1010001
#define DRIVER_ADDR_1 IS31FL3737_I2C_ADDRESS_GND
#define DRIVER_ADDR_2 IS31FL3737_I2C_ADDRESS_SCL
#define IS31FL3737_DRIVER_COUNT 2
#define DRIVER_1_LED_TOTAL 30
@ -407,7 +410,7 @@ Then Define the array listing all the LEDs you want to override in your `<keyboa
```c
const is31_led PROGMEM g_is31_scaling[ISSI_MANUAL_SCALING] = {
* LED Index
/* LED Index
* | R scaling
* | | G scaling
* | | | B scaling
@ -654,12 +657,12 @@ enum rgb_matrix_effects {
RGB_MATRIX_DIGITAL_RAIN, // That famous computer simulation
RGB_MATRIX_SOLID_REACTIVE_SIMPLE, // Pulses keys hit to hue & value then fades value out
RGB_MATRIX_SOLID_REACTIVE, // Static single hue, pulses keys hit to shifted hue then fades to current hue
RGB_MATRIX_SOLID_REACTIVE_WIDE // Hue & value pulse near a single key hit then fades value out
RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE // Hue & value pulse near multiple key hits then fades value out
RGB_MATRIX_SOLID_REACTIVE_CROSS // Hue & value pulse the same column and row of a single key hit then fades value out
RGB_MATRIX_SOLID_REACTIVE_MULTICROSS // Hue & value pulse the same column and row of multiple key hits then fades value out
RGB_MATRIX_SOLID_REACTIVE_NEXUS // Hue & value pulse away on the same column and row of a single key hit then fades value out
RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS // Hue & value pulse away on the same column and row of multiple key hits then fades value out
RGB_MATRIX_SOLID_REACTIVE_WIDE, // Hue & value pulse near a single key hit then fades value out
RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE, // Hue & value pulse near multiple key hits then fades value out
RGB_MATRIX_SOLID_REACTIVE_CROSS, // Hue & value pulse the same column and row of a single key hit then fades value out
RGB_MATRIX_SOLID_REACTIVE_MULTICROSS, // Hue & value pulse the same column and row of multiple key hits then fades value out
RGB_MATRIX_SOLID_REACTIVE_NEXUS, // Hue & value pulse away on the same column and row of a single key hit then fades value out
RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS, // Hue & value pulse away on the same column and row of multiple key hits then fades value out
RGB_MATRIX_SPLASH, // Full gradient & value pulse away from a single key hit then fades value out
RGB_MATRIX_MULTISPLASH, // Full gradient & value pulse away from multiple key hits then fades value out
RGB_MATRIX_SOLID_SPLASH, // Hue & value pulse away from a single key hit then fades value out