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move amj keyboards into amjkeyboard vendor folder (#15733)

Co-authored-by: Nick Brassel <nick@tzarc.org>
This commit is contained in:
peepeetee 2022-04-20 03:19:34 +08:00 committed by GitHub
parent 314865f833
commit bd8220e9fc
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49 changed files with 12 additions and 12 deletions

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#include "amjpad.h"

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#pragma once
#include "quantum.h"
// readability
#define XXX KC_NO
/* AMJPAD matrix layout
* ,-------------------.
* | 00 | 01 | 02 | 03 |
* |----|----|----|----|
* | 10 | 11 | 12 | 13 |
* |----|----|----|----|
* | 20 | 21 | 22 | |
* |----|----|----| 23 |
* | 30 | 31 | 32 | |
* |----|----|----|----|
* | 40 | 41 | 42 | |
* |----|----|----| 43 |
* | 50 | 52 | |
* `-------------------'
*/
// The first section contains all of the arguments
// The second converts the arguments into a two-dimensional array
#define LAYOUT_numpad_6x4( \
k00, k01, k02, k03, \
k10, k11, k12, k13, \
k20, k21, k22, \
k30, k31, k32, k23, \
k40, k41, k42, \
k50, k52, k43 \
) { \
{ k00, k01, k02, k03 }, \
{ k10, k11, k12, k13 }, \
{ k20, k21, k22, k23 }, \
{ k30, k31, k32, XXX }, \
{ k40, k41, k42, k43 }, \
{ k50, XXX, k52, XXX } \
}
#define LAYOUT_ortho_6x4( \
k00, k01, k02, k03, \
k10, k11, k12, k13, \
k20, k21, k22, k23, \
k30, k31, k32, k33, \
k40, k41, k42, k43, \
k50, k51, k52, k53 \
) { \
{ k00, k01, k02, k03 }, \
{ k10, k11, k12, k13 }, \
{ k20, k21, k22, k23 }, \
{ k30, k31, k32, k33 }, \
{ k40, k41, k42, k43 }, \
{ k50, k51, k52, k53 } \
}
void matrix_init_user(void);
void matrix_scan_user(void);

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/*
Copyright 2012 Jun Wako <wakojun@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 0x00D8 //A+M+J
#define PRODUCT_ID 0x6060
#define DEVICE_VER 0x0003
#define MANUFACTURER AMJ
#define PRODUCT PAD
/* key matrix size */
#define MATRIX_ROWS 6
#define MATRIX_COLS 4
// ROWS: Top to bottom, COLS: Left to right
#define MATRIX_ROW_PINS { F7, F6, F5, F4, D5, D0 }
#define MATRIX_COL_PINS { F1, F0, E6, C7 }
#define UNUSED_PINS
#define BACKLIGHT_PIN B6
/* 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
/* Mechanical locking support. Use KC_LCAP, KC_LNUM or KC_LSCR instead in keymap */
#define LOCKING_SUPPORT_ENABLE
/* Locking resynchronize hack */
#define LOCKING_RESYNC_ENABLE
#define LED_NUM_LOCK_PIN D6
#define LED_PIN_ON_STATE 0
/* Backlight configuration
*/
#define BACKLIGHT_LEVELS 4
/* Underlight configuration
*/
#define RGB_DI_PIN E2
#define RGBLIGHT_ANIMATIONS
#define RGBLED_NUM 8 // Number of LEDs
#define RGBLIGHT_HUE_STEP 10
#define RGBLIGHT_SAT_STEP 17
#define RGBLIGHT_VAL_STEP 17
/*
* Feature disable options
* These options are also useful to firmware size reduction.
*/
/* disable debug print */
//#define NO_DEBUG
/* disable print */
//#define NO_PRINT
/* disable action features */
//#define NO_ACTION_LAYER
//#define NO_ACTION_TAPPING
//#define NO_ACTION_ONESHOT

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{
"keyboard_name": "AMJ Pad",
"url": "",
"maintainer": "qmk",
"layouts": {
"LAYOUT_numpad_6x4": {
"layout": [{"label":"k00", "x":0, "y":0}, {"label":"k01", "x":1, "y":0}, {"label":"k02", "x":2, "y":0}, {"label":"k03", "x":3, "y":0}, {"label":"k10", "x":0, "y":1}, {"label":"k11", "x":1, "y":1}, {"label":"k12", "x":2, "y":1}, {"label":"k13", "x":3, "y":1}, {"label":"k20", "x":0, "y":2}, {"label":"k21", "x":1, "y":2}, {"label":"k22", "x":2, "y":2}, {"label":"k30", "x":0, "y":3}, {"label":"k31", "x":1, "y":3}, {"label":"k32", "x":2, "y":3}, {"label":"k23", "x":3, "y":2, "h":2}, {"label":"k40", "x":0, "y":4}, {"label":"k41", "x":1, "y":4}, {"label":"k42", "x":2, "y":4}, {"label":"k50", "x":0, "y":5, "w":2}, {"label":"k52", "x":2, "y":5}, {"label":"k43", "x":3, "y":4, "h":2}]
},
"LAYOUT_ortho_6x4": {
"layout": [{"label":"k00", "x":0, "y":0}, {"label":"k01", "x":1, "y":0}, {"label":"k02", "x":2, "y":0}, {"label":"k03", "x":3, "y":0}, {"label":"k10", "x":0, "y":1}, {"label":"k11", "x":1, "y":1}, {"label":"k12", "x":2, "y":1}, {"label":"k13", "x":3, "y":1}, {"label":"k20", "x":0, "y":2}, {"label":"k21", "x":1, "y":2}, {"label":"k22", "x":2, "y":2}, {"label":"k23", "x":3, "y":2}, {"label":"k30", "x":0, "y":3}, {"label":"k31", "x":1, "y":3}, {"label":"k32", "x":2, "y":3}, {"label":"k33", "x":3, "y":3}, {"label":"k40", "x":0, "y":4}, {"label":"k41", "x":1, "y":4}, {"label":"k42", "x":2, "y":4}, {"label":"k43", "x":3, "y":4}, {"label":"k50", "x":0, "y":5}, {"label":"k51", "x":1, "y":5}, {"label":"k52", "x":2, "y":5}, {"label":"k53", "x":3, "y":5}]
}
}
}

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#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.
#define _BL 0
#define _FL 1
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
/* Keymap _BL: (Base Layer) Default Layer
* ,-------------------.
* |Esc |TAB |BS | = |
* |----|----|----|----|
* | NL | / | * | - |
* |----|----|----|----|
* | 7 | 8 | 9 | |
* |----|----|----| + |
* | 4 | 5 | 6 | |
* |----|----|----|----|
* | 1 | 2 | 3 | |
* |----|----|----| En |
* | 0 |./FN| |
* `-------------------'
*/
[_BL] = LAYOUT_numpad_6x4(
KC_ESC, KC_TAB, KC_BSPC, KC_PEQL,
KC_NLCK, KC_PSLS, KC_PAST, KC_PMNS,
KC_P7, KC_P8, KC_P9,
KC_P4, KC_P5, KC_P6, KC_PPLS,
KC_P1, KC_P2, KC_P3,
KC_P0, LT(_FL,KC_PDOT), KC_PENT
),
/* Keymap _FL: Function Layer
* ,-------------------.
* |Esc |TAB |BS | = |
* |----|----|----|----|
* | NL | / | * | - |
* |----|----|----|----|
* | 7 | 8 | 9 | |
* |----|----|----|RST |
* | 4 | 5 | 6 | |
* |----|----|----|----|
* | 1 | 2 | 3 | |
* |----|----|----| En |
* | 0 |./FN| |
* `-------------------'
*/
[_FL] = LAYOUT_numpad_6x4(
KC_ESC, KC_TAB, KC_BSPC, KC_PEQL,
KC_NLCK, KC_PSLS, KC_PAST, KC_PMNS,
KC_P7, KC_P8, KC_P9,
KC_P4, KC_P5, KC_P6, RESET,
KC_P1, KC_P2, KC_P3,
KC_P0, LT(_FL,KC_PDOT), KC_PENT
),
};

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#include QMK_KEYBOARD_H
#ifdef RGBLIGHT_ENABLE
#include "rgblight.h"
#endif
// 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.
#define _BL 0
#define _FL 1
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
/* Keymap _BL: (Base Layer) Default Layer
* ,-------------------.
* |Esc |Setp| - | = |
* |----|----|----|----|
* | F1 | F2 | F3 | F4 |
* |----|----|----|----|
* | 7 | 8 | 9 | - |
* |----|----|----|----|
* | 4 | 5 | 6 | LF |
* |----|----|----|----|
* | 1 | 2 | 3 | \ |
* |----|----|----|----|
* |Left|Down| Up |Rght|
* `-------------------'
*/
[_BL] = LAYOUT_ortho_6x4(
KC_ESC, KC_TAB, KC_MINS,KC_EQL, \
KC_F1, KC_F2, KC_F3, KC_F4, \
KC_P7, KC_P8, KC_P9, KC_PMNS, \
KC_P4, KC_P5, KC_P6, KC_PENT, \
KC_P1, KC_P2, KC_P3, KC_BSLS, \
KC_LEFT, KC_DOWN, KC_UP, KC_RIGHT
),
/* Keymap _FL: Function Layer
* ,-------------------.
* |Esc |TAB |BS | = |
* |----|----|----|----|
* | NL | / | * | - |
* |----|----|----|----|
* | 7 | 8 | 9 | |
* |----|----|----|RST |
* | 4 | 5 | 6 | |
* |----|----|----|----|
* | 1 | 2 | 3 | |
* |----|----|----| En |
* | 0 |./FN| |
* `-------------------'
*/
[_FL] = LAYOUT_ortho_6x4(
KC_ESC, KC_TAB, KC_BSPC, KC_PEQL, \
KC_NLCK, KC_PSLS, KC_PAST, KC_PMNS, \
KC_P7, KC_P8, KC_P9, RESET, \
KC_P4, KC_P5, KC_P6, KC_PENT, \
KC_P1, KC_P2, KC_P3, KC_PENT, \
KC_LEFT, KC_DOWN, KC_UP, KC_RIGHT
),
};

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#include QMK_KEYBOARD_H
#ifdef RGBLIGHT_ENABLE
#include "rgblight.h"
#endif
// 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.
#define _BL 0
#define _FL 1
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
/* Keymap _BL: (Base Layer) Default Layer
* ,-------------------.
* | T | G | B |Spac|
* |----|----|----|----|
* | R | F | V | Fn |
* |----|----|----|----|
* | E | D | C | OS |
* |----|----|----|----|
* | W | S | X | Alt|
* |----|----|----|----|
* | Q | A | Z | Ctl|
* |----|----|----|----|
* | Esc| Tab|Shft| Fn2|
* `-------------------'
*/
[_BL] = LAYOUT_ortho_6x4(
KC_T, KC_G, KC_B, KC_SPACE,\
KC_R, KC_F, KC_V, MO(1), \
KC_E, KC_D, KC_C, KC_LGUI, \
KC_W, KC_S, KC_X, KC_LALT, \
KC_Q, KC_A, KC_Z, KC_LCTL, \
KC_TAB, KC_ESC, KC_LSHIFT, MO(1)
),
/* Keymap _FL: Function Layer
* ,-------------------.
* | 5 | F5 | F11|Spac|
* |----|----|----|----|
* | 4 | F4 | F10| |
* |----|----|----|----|
* | 3 | F3 | F9 | OS |
* |----|----|----|----|
* | 2 | F2 | F8 | Alt|
* |----|----|----|----|
* | 1 | F1 | F7 | Ctl|
* |----|----|----|----|
* | ` | Del|Shft| |
* `-------------------'
*/
[_FL] = LAYOUT_ortho_6x4(
KC_5, KC_F5, KC_F11, _______, \
KC_4, KC_F4, KC_F10, _______, \
KC_3, KC_F3, KC_F9, _______, \
KC_2, KC_F2, KC_F8, _______, \
KC_1, KC_F1, KC_F7, _______, \
KC_GRV,KC_DEL, _______, _______
),
};

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#include QMK_KEYBOARD_H
#ifdef RGBLIGHT_ENABLE
#include "rgblight.h"
#endif
// 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.
#define _BL 0
#define _FL 1
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
/* Keymap _BL: (Base Layer) Default Layer
* ,-------------------.
* |Spac| N | H | Y |
* |----|----|----|----|
* | Fn | M | J | U |
* |----|----|----|----|
* |Left| , | K | I |
* |----|----|----|----|
* |Down| . | L | O |
* |----|----|----|----|
* | Up | / | ; | P |
* |----|----|----|----|
* |Rght| Ret| " |Bspc|
* `-------------------'
*/
[_BL] = LAYOUT_ortho_6x4(
KC_SPACE, KC_N, KC_H, KC_Y, \
MO(1), KC_M, KC_J, KC_U, \
KC_LEFT, KC_COMM, KC_K, KC_I, \
KC_DOWN, KC_DOT, KC_L, KC_O, \
KC_UP, KC_SLASH, KC_SCLN, KC_P, \
KC_RIGHT, KC_ENT, KC_QUOT, KC_BSPC
),
/* Keymap _FL: Function Layer
* ,-------------------.
* |Esc | F12| F6 | 6 |
* |----|----|----|----|
* | NL | M | - | 7 |
* |----|----|----|----|
* |Left| , | = | 8 |
* |----|----|----|----|
* |Down| . | [ | 9 |
* |----|----|----|----|
* | Up | / | ] | 0 |
* |----|----|----|----|
* |Rght| Ret| \ | Del|
* `-------------------'
*/
[_FL] = LAYOUT_ortho_6x4(
_______, KC_F12, KC_F6, KC_6, \
_______, _______, KC_MINS, KC_7, \
_______, _______, KC_EQL, KC_8, \
_______, _______, KC_LBRC, KC_9, \
_______, _______, KC_RBRC, KC_0, \
_______, _______, KC_BSLS, KC_DEL
),
};

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AMJ Pad
===
A DIY Keypad Kit
Keyboard Maintainer: QMK Community
Hardware Supported: AMJ Pad
Hardware Availability: https://geekhack.org/index.php?topic=83546.0
Make example for this keyboard (after setting up your build environment):
make amjkeyboard/amjpad:default
See [build environment setup](https://docs.qmk.fm/#/getting_started_build_tools) then the [make instructions](https://docs.qmk.fm/#/getting_started_make_guide) for more information.

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# MCU name
MCU = atmega32u4
# Bootloader selection
BOOTLOADER = atmel-dfu
# Build Options
# change yes to no to disable
#
BOOTMAGIC_ENABLE = no # Enable Bootmagic Lite
MOUSEKEY_ENABLE = no # Mouse keys
EXTRAKEY_ENABLE = yes # Audio control and System control
CONSOLE_ENABLE = yes # Console for debug
COMMAND_ENABLE = yes # Commands for debug and configuration
NKRO_ENABLE = yes # Enable N-Key Rollover
RGBLIGHT_ENABLE = no # Enable keyboard underlight functionality
BACKLIGHT_ENABLE = yes # Enable keyboard backlight functionality
AUDIO_ENABLE = no
LAYOUTS = numpad_6x4 ortho_6x4