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RGB underglow support for JJ40, clean up redundant code in Mechmini keymap #2196

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merged 10 commits into from
Jan 1, 2018

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krusli
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@krusli krusli commented Dec 28, 2017

I just built my JJ40 today and decided to port over some of the RGB underglow code I used on the Mechmini QMK subdirectory (which is also a PS2AVRGB board). The code turned out to move over pretty easily: it's a matter of defining a custom rgblight_set() function in jj40.c, and changing a few things in config.h and rules.mk to enable RGB underglow as I did with the Mechmini. All that is different is the number of RGB LEDs - 5 for the JJ40 versus 16 on the Mechmini. Perhaps this implementation could be used with other PS2AVRGB boards?

I also cleaned up the redundant/extraneous RGB backlighting code on the Mechmini subdirectory (as setting RGB underglow modes/colours is already handled by QMK's built-in RGB support), and reset the keyboard's advertised power draw to 500 mA in usbconfig.h, as I am not sure that the keyboard only draws 100 mA with the underglow set on full. On this - I do now have a USB power draw meter, but I feel like setting the value back to the default is better, with the option for users to modify the value in usbconfig.h as needed instead.

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Perfect! Thanks :)

@jackhumbert jackhumbert merged commit eba4cb7 into qmk:master Jan 1, 2018
raymond-w-ko pushed a commit to raymond-w-ko/qmk_firmware that referenced this pull request Jan 3, 2018
…eymap (qmk#2196)

* Cleanup Mechmini keymap. Once the custom RGB function is defined, there is no need to manually handle RGB code.

* Change default to KEYMAP_MIT, not KEYMAP_OFFSET

* Add custom RGB code for JJ40

* Reset Mechmini advertised power draw to 500. Will have to test actual maximum power draw later.

* RGB working on JJ40.

* Fix: saturation increase/decrease flipped

* Add new directory for my custom keymap with RGB keycodes

* Swap LAlt and LGUI

* Update JJ40 max power draw with measured value

* Update: fun40 rules.mk to enable underglow; earlier failed Travis CI
jackhumbert pushed a commit that referenced this pull request Jan 3, 2018
This creates a v1 and v2 subproject.  V1 retains all the same implementations of the bootmapper-ported Mechmnini 1 including #2196.  V2 adds the Mechmini 2.0 kayboard support (I know it took me way to long to get it a pull request in).

All readme's updated to reflect compiling the two seperate keyboards.  Simply either `make mechmini/v1:default` or `make mechmini/v2:defualt`.  Utilizing the rules.mk using `make mechmini:default` will automatically create the Mechmini 2 default keymap as this is the current version and has a much wider user base.
LovesTha pushed a commit to LovesTha/qmk_firmware that referenced this pull request Jul 24, 2018
…eymap (qmk#2196)

* Cleanup Mechmini keymap. Once the custom RGB function is defined, there is no need to manually handle RGB code.

* Change default to KEYMAP_MIT, not KEYMAP_OFFSET

* Add custom RGB code for JJ40

* Reset Mechmini advertised power draw to 500. Will have to test actual maximum power draw later.

* RGB working on JJ40.

* Fix: saturation increase/decrease flipped

* Add new directory for my custom keymap with RGB keycodes

* Swap LAlt and LGUI

* Update JJ40 max power draw with measured value

* Update: fun40 rules.mk to enable underglow; earlier failed Travis CI
LovesTha pushed a commit to LovesTha/qmk_firmware that referenced this pull request Jul 24, 2018
This creates a v1 and v2 subproject.  V1 retains all the same implementations of the bootmapper-ported Mechmnini 1 including qmk#2196.  V2 adds the Mechmini 2.0 kayboard support (I know it took me way to long to get it a pull request in).

All readme's updated to reflect compiling the two seperate keyboards.  Simply either `make mechmini/v1:default` or `make mechmini/v2:defualt`.  Utilizing the rules.mk using `make mechmini:default` will automatically create the Mechmini 2 default keymap as this is the current version and has a much wider user base.
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2 participants