Refactor cospad to current standards and enable support for backlight keycodes (#5582)
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6 changed files with 253 additions and 224 deletions
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@ -1,10 +1,32 @@
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#ifndef COSPAD_H
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#define COSPAD_H
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/* Copyright 2019
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "quantum.h"
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#define ___ KC_NO
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// readability
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#define XXX KC_NO
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/* This a shortcut to help you visually see your layout.
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*
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* The first section contains all of the arguments representing the physical
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* layout of the board and position of the keys.
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*
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* The second converts the arguments into a two-dimensional array which
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* represents the switch matrix.
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*/
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/* COSPAD ortho matrix layout
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* ,-------------------.
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@ -21,40 +43,6 @@
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* | 50 | 51 | 52 | 53 |
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* `-------------------'
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*/
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/* COSPAD gamepad matrix layout
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* ,-------------------.
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* | 00 | 01 | 02 | 03 |
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* |----|----|----|----|
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* | 10 | 11 | 12 | 13 |
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* |----|----|----|----|
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* | 20 | 21 | 22 | |
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* |----|----|----| 23 |
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* | 30 | 31 | 32 | |
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* |----|----|----|----|
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* | 40 | 41 | 42 | 43 |
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* |----|----|----|----|
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* | 50 | 51 | 52 | 53 |
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* `-------------------'
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*/
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/* COSPAD numpad matrix layout
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* ,-------------------.
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* | 00 | 01 | 02 | 03 |
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* |----|----|----|----|
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* | 10 | 11 | 12 | 13 |
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* |----|----|----|----|
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* | 20 | 21 | 22 | |
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* |----|----|----| 23 |
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* | 30 | 31 | 32 | |
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* |----|----|----|----|
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* | 40 | 41 | 42 | |
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* |----|----|----| 43 |
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* | 50 | 52 | |
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* `-------------------'
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*/
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// The first section contains all of the arguments
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// The second converts the arguments into a two-dimensional array
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#define LAYOUT_ortho_6x4( \
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k00, k01, k02, k03, \
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k10, k11, k12, k13, \
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{k50, k51, k52, k53} \
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}
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/* COSPAD gamepad matrix layout
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* ,-------------------.
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* | 00 | 01 | 02 | 03 |
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* |----|----|----|----|
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* | 10 | 11 | 12 | 13 |
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* |----|----|----|----|
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* | 20 | 21 | 22 | |
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* |----|----|----| 23 |
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* | 30 | 31 | 32 | |
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* |----|----|----|----|
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* | 40 | 41 | 42 | 43 |
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* |----|----|----|----|
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* | 50 | 51 | 52 | 53 |
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* `-------------------'
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*/
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#define LAYOUT_gamepad_6x4( \
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k00, k01, k02, k03, \
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k10, k11, k12, k13, \
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{k00, k01, k02, k03}, \
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{k10, k11, k12, k13}, \
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{k20, k21, k22, k23}, \
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{k30, k31, k32, KC_NO}, \
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{k30, k31, k32, ___}, \
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{k40, k41, k42, k43}, \
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{k50, k51, k52, k53} \
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}
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/* COSPAD numpad matrix layout
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* ,-------------------.
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* | 00 | 01 | 02 | 03 |
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* |----|----|----|----|
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* | 10 | 11 | 12 | 13 |
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* |----|----|----|----|
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* | 20 | 21 | 22 | |
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* |----|----|----| 23 |
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* | 30 | 31 | 32 | |
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* |----|----|----|----|
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* | 40 | 41 | 42 | |
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* |----|----|----| 43 |
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* | 50 | 52 | |
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* `-------------------'
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*/
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#define LAYOUT_numpad_6x4( \
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k00, k01, k02, k03, \
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k10, k11, k12, k13, \
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k50, k52, k43 \
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) \
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{ \
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{k00, k01, k02, k03}, \
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{k10, k11, k12, k13}, \
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{k20, k21, k22, k23}, \
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{k30, k31, k32, KC_NO}, \
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{k40, k41, k42, k43}, \
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{k50, KC_NO, k52, KC_NO} \
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{k00, k01, k02, k03}, \
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{k10, k11, k12, k13}, \
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{k20, k21, k22, k23}, \
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{k30, k31, k32, ___}, \
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{k40, k41, k42, k43}, \
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{k50, ___, k52, ___} \
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}
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void matrix_init_user(void);
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void matrix_scan_user(void);
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inline void cospad_bl_led_on(void) { PORTF &= ~(1<<7); }
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inline void cospad_bl_led_off(void) { PORTF |= (1<<7); }
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inline void cospad_bl_led_togg(void) {
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uint8_t bl_mask = PORTF&(1<<7);
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if (bl_mask) {
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PORTF &= ~(1<<7);
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} else {
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PORTF |= (1<<7);
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}
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}
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#endif
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// Add backwards compatibility for existing keymaps
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#define cospad_bl_led_on backlight_enable
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#define cospad_bl_led_off backlight_disable
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#define cospad_bl_led_togg backlight_toggle
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