};
__attribute__ ((weak))
-void process_action_user(keyrecord_t *record) {
-
+bool process_action_user(keyrecord_t *record) {
+ return true;
};
void matrix_init_kb(void) {
backlight_init_ports();
#endif
- #ifdef RGBLIGHT_ENABLE
- rgblight_init();
- #endif
-
-
// Turn status LED on
DDRE |= (1<<6);
PORTE |= (1<<6);
matrix_scan_user();
};
-void process_action_kb(keyrecord_t *record) {
- process_action_user(record);
+bool process_action_kb(keyrecord_t *record) {
+ return process_action_user(record);
}
#ifdef BACKLIGHT_ENABLE
// Setup PB7 as output and output low.
DDRB |= (1<<7);
PORTB &= ~(1<<7);
-
- // Use full 16-bit resolution.
+
+ // Use full 16-bit resolution.
ICR1 = 0xFFFF;
// I could write a wall of text here to explain... but TL;DW
// Go read the ATmega32u4 datasheet.
// And this: http://blog.saikoled.com/post/43165849837/secret-konami-cheat-code-to-high-resolution-pwm-on
-
+
// Pin PB7 = OCR1C (Timer 1, Channel C)
// Compare Output Mode = Clear on compare match, Channel C = COM1C1=1 COM1C0=0
// (i.e. start high, go low when counter matches.)
// WGM Mode 14 (Fast PWM) = WGM13=1 WGM12=1 WGM11=1 WGM10=0
// Clock Select = clk/1 (no prescaling) = CS12=0 CS11=0 CS10=1
-
+
TCCR1A = _BV(COM1C1) | _BV(WGM11); // = 0b00001010;
TCCR1B = _BV(WGM13) | _BV(WGM12) | _BV(CS10); // = 0b00011001;
// Set the brightness
CHANNEL = 0xFFFF;
}
- else
+ else
{
// Prevent backlight blink on lowest level
PORTB &= ~(_BV(PORTB7));
}
}
-#endif
\ No newline at end of file
+#endif