3 This feature allows you to use RGB LED matrices driven by external drivers. It hooks into the RGBLIGHT system so you can use the same keycodes as RGBLIGHT to control it.
5 If you want to use single color LED's you should use the [LED Matrix Subsystem](feature_led_matrix.md) instead.
7 ## Driver configuration
11 There is basic support for addressable RGB matrix lighting with the I2C IS31FL3731 RGB controller. To enable it, add this to your `rules.mk`:
14 RGB_MATRIX_ENABLE = IS31FL3731
17 Configure the hardware via your `config.h`:
20 // This is a 7-bit address, that gets left-shifted and bit 0
21 // set to 0 for write, 1 for read (as per I2C protocol)
22 // The address will vary depending on your wiring:
23 // 0b1110100 AD <-> GND
24 // 0b1110111 AD <-> VCC
25 // 0b1110101 AD <-> SCL
26 // 0b1110110 AD <-> SDA
27 #define DRIVER_ADDR_1 0b1110100
28 #define DRIVER_ADDR_2 0b1110110
30 #define DRIVER_COUNT 2
31 #define DRIVER_1_LED_TOTAL 25
32 #define DRIVER_2_LED_TOTAL 24
33 #define DRIVER_LED_TOTAL DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL
36 Currently only 2 drivers are supported, but it would be trivial to support all 4 combinations.
38 Define these arrays listing all the LEDs in your `<keyboard>.c`:
41 const is31_led g_is31_leds[DRIVER_LED_TOTAL] = {
42 /* Refer to IS31 manual for these locations
48 {0, C1_3, C2_3, C3_3},
53 Where `Cx_y` is the location of the LED in the matrix defined by [the datasheet](http://www.issi.com/WW/pdf/31FL3731.pdf) and the header file `drivers/issi/is31fl3731.h`. The `driver` is the index of the driver you defined in your `config.h` (`0` or `1` right now).
57 There is basic support for addressable RGB matrix lighting with the I2C IS31FL3733 RGB controller. To enable it, add this to your `rules.mk`:
60 RGB_MATRIX_ENABLE = IS31FL3733
63 Configure the hardware via your `config.h`:
66 // This is a 7-bit address, that gets left-shifted and bit 0
67 // set to 0 for write, 1 for read (as per I2C protocol)
68 // The address will vary depending on your wiring:
73 // ADDR1 represents A1:A0 of the 7-bit address.
74 // ADDR2 represents A3:A2 of the 7-bit address.
75 // The result is: 0b101(ADDR2)(ADDR1)
76 #define DRIVER_ADDR_1 0b1010000
77 #define DRIVER_ADDR_2 0b1010000 // this is here for compliancy reasons.
79 #define DRIVER_COUNT 2
80 #define DRIVER_1_LED_TOTAL 64
81 #define DRIVER_LED_TOTAL DRIVER_1_LED_TOTAL
84 Currently only a single drivers is supported, but it would be trivial to support all 4 combinations. For now define `DRIVER_ADDR_2` as `DRIVER_ADDR_1`
86 Define these arrays listing all the LEDs in your `<keyboard>.c`:
89 const is31_led g_is31_leds[DRIVER_LED_TOTAL] = {
90 /* Refer to IS31 manual for these locations
101 Where `X_Y` is the location of the LED in the matrix defined by [the datasheet](http://www.issi.com/WW/pdf/31FL3733.pdf) and the header file `drivers/issi/is31fl3733.h`. The `driver` is the index of the driver you defined in your `config.h` (Only `0` right now).
103 From this point forward the configuration is the same for all the drivers.
106 const rgb_led g_rgb_leds[DRIVER_LED_TOTAL] = {
108 * | {x=0..224, y=0..64}
111 {{0|(0<<4)}, {20.36*0, 21.33*0}, 1},
112 {{0|(1<<4)}, {20.36*1, 21.33*0}, 1},
117 The format for the matrix position used in this array is `{row | (col << 4)}`. The `x` is between (inclusive) 0-224, and `y` is between (inclusive) 0-64. The easiest way to calculate these positions is:
120 x = 224 / ( NUMBER_OF_COLS - 1 ) * ROW_POSITION
121 y = 64 / (NUMBER_OF_ROWS - 1 ) * COL_POSITION
124 Where all variables are decimels/floats.
126 `modifier` is a boolean, whether or not a certain key is considered a modifier (used in some effects).
130 All RGB keycodes are currently shared with the RGBLIGHT system:
133 * `RGB_MOD` - cycle through modes
134 * `RGB_HUI` - increase hue
135 * `RGB_HUD` - decrease hue
136 * `RGB_SAI` - increase saturation
137 * `RGB_SAD` - decrease saturation
138 * `RGB_VAI` - increase value
139 * `RGB_VAD` - decrease value
140 * `RGB_SPI` - increase speed effect (no EEPROM support)
141 * `RGB_SPD` - decrease speed effect (no EEPROM support)
142 * `RGB_MODE_*` keycodes will generally work, but are not currently mapped to the correct effects for the RGB Matrix system
144 ## RGB Matrix Effects
146 All effects have been configured to support current configuration values (Hue, Saturation, Value, & Speed) unless otherwise noted below. These are the effects that are currently available:
149 enum rgb_matrix_effects {
151 RGB_MATRIX_SOLID_COLOR = 1, // Static single hue, no speed support
152 RGB_MATRIX_ALPHAS_MODS, // Static dual hue, speed is hue for secondary hue
153 RGB_MATRIX_GRADIENT_UP_DOWN, // Static gradient top to bottom, speed controls how much gradient changes
154 RGB_MATRIX_BREATHING, // Single hue brightness cycling animation
155 RGB_MATRIX_CYCLE_ALL, // Full keyboard solid hue cycling through full gradient
156 RGB_MATRIX_CYCLE_LEFT_RIGHT, // Full gradient scrolling left to right
157 RGB_MATRIX_CYCLE_UP_DOWN, // Full gradient scrolling top to bottom
158 RGB_MATRIX_RAINBOW_MOVING_CHEVRON, // Full gradent Chevron shapped scrolling left to right
159 RGB_MATRIX_DUAL_BEACON, // Full gradient spinning around center of keyboard
160 RGB_MATRIX_RAINBOW_BEACON, // Full tighter gradient spinning around center of keyboard
161 RGB_MATRIX_RAINBOW_PINWHEELS, // Full dual gradients spinning two halfs of keyboard
162 RGB_MATRIX_RAINDROPS, // Randomly changes a single key's hue
163 RGB_MATRIX_JELLYBEAN_RAINDROPS, // Randomly changes a single key's hue and saturation
164 RGB_MATRIX_DIGITAL_RAIN, // That famous computer simulation
165 #if defined(RGB_MATRIX_KEYPRESSES) || defined(RGB_MATRIX_KEYRELEASES)
166 RGB_MATRIX_SOLID_REACTIVE_SIMPLE, // Pulses keys hit to hue & value then fades value out
167 RGB_MATRIX_SOLID_REACTIVE, // Static single hue, pulses keys hit to shifted hue then fades to current hue
168 RGB_MATRIX_SPLASH, // Full gradient & value pulse away from a single key hit then fades value out
169 RGB_MATRIX_MULTISPLASH, // Full gradient & value pulse away from multiple key hits then fades value out
170 RGB_MATRIX_SOLID_SPLASH, // Hue & value pulse away from a single key hit then fades value out
171 RGB_MATRIX_SOLID_MULTISPLASH, // Hue & value pulse away from multiple key hits then fades value out
173 RGB_MATRIX_EFFECT_MAX
177 You can disable a single effect by defining `DISABLE_[EFFECT_NAME]` in your `config.h`:
180 |Define |Description |
181 |---------------------------------------------------|--------------------------------------------|
182 |`#define DISABLE_RGB_MATRIX_ALPHAS_MODS` |Disables `RGB_MATRIX_ALPHAS_MODS` |
183 |`#define DISABLE_RGB_MATRIX_GRADIENT_UP_DOWN` |Disables `RGB_MATRIX_GRADIENT_UP_DOWN` |
184 |`#define DISABLE_RGB_MATRIX_BREATHING` |Disables `RGB_MATRIX_BREATHING` |
185 |`#define DISABLE_RGB_MATRIX_CYCLE_ALL` |Disables `RGB_MATRIX_CYCLE_ALL` |
186 |`#define DISABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT` |Disables `RGB_MATRIX_CYCLE_LEFT_RIGHT` |
187 |`#define DISABLE_RGB_MATRIX_CYCLE_UP_DOWN` |Disables `RGB_MATRIX_CYCLE_UP_DOWN` |
188 |`#define DISABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON`|Disables `RGB_MATRIX_RAINBOW_MOVING_CHEVRON`|
189 |`#define DISABLE_RGB_MATRIX_DUAL_BEACON` |Disables `RGB_MATRIX_DUAL_BEACON` |
190 |`#define DISABLE_RGB_MATRIX_RAINBOW_BEACON` |Disables `RGB_MATRIX_RAINBOW_BEACON` |
191 |`#define DISABLE_RGB_MATRIX_RAINBOW_PINWHEELS` |Disables `RGB_MATRIX_RAINBOW_PINWHEELS` |
192 |`#define DISABLE_RGB_MATRIX_RAINDROPS` |Disables `RGB_MATRIX_RAINDROPS` |
193 |`#define DISABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS` |Disables `RGB_MATRIX_JELLYBEAN_RAINDROPS` |
194 |`#define DISABLE_RGB_MATRIX_DIGITAL_RAIN` |Disables `RGB_MATRIX_DIGITAL_RAIN` |
195 |`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE` |Disables `RGB_MATRIX_SOLID_REACTIVE` |
196 |`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE` |Disables `RGB_MATRIX_SOLID_REACTIVE_SIMPLEE`|
197 |`#define DISABLE_RGB_MATRIX_SPLASH` |Disables `RGB_MATRIX_SPLASH` |
198 |`#define DISABLE_RGB_MATRIX_MULTISPLASH` |Disables `RGB_MATRIX_MULTISPLASH` |
199 |`#define DISABLE_RGB_MATRIX_SOLID_SPLASH` |Disables `RGB_MATRIX_SOLID_SPLASH` |
200 |`#define DISABLE_RGB_MATRIX_SOLID_MULTISPLASH` |Disables `RGB_MATRIX_SOLID_MULTISPLASH` |
203 ## Custom layer effects
205 Custom layer effects can be done by defining this in your `<keyboard>.c`:
208 void rgb_matrix_indicators_kb(void) {
209 rgb_matrix_set_color(index, red, green, blue);
213 A similar function works in the keymap as `rgb_matrix_indicators_user`.
215 ## Additional `config.h` Options
218 #define RGB_MATRIX_KEYPRESSES // reacts to keypresses
219 #define RGB_MATRIX_KEYRELEASES // reacts to keyreleases (instead of keypresses)
220 #define RGB_DISABLE_AFTER_TIMEOUT 0 // number of ticks to wait until disabling effects
221 #define RGB_DISABLE_WHEN_USB_SUSPENDED false // turn off effects when suspended
222 #define RGB_MATRIX_LED_PROCESS_LIMIT (DRIVER_LED_TOTAL + 4) / 5 // limits the number of LEDs to process in an animation per task run (increases keyboard responsiveness)
223 #define RGB_MATRIX_LED_FLUSH_LIMIT 16 // limits in milliseconds how frequently an animation will update the LEDs. 16 (16ms) is equivalent to limiting to 60fps (increases keyboard responsiveness)
224 #define RGB_MATRIX_MAXIMUM_BRIGHTNESS 200 // limits maximum brightness of LEDs to 200 out of 255. If not defined maximum brightness is set to 255
229 The EEPROM for it is currently shared with the RGBLIGHT system (it's generally assumed only one RGB would be used at a time), but could be configured to use its own 32bit address with:
232 #define EECONFIG_RGB_MATRIX (uint32_t *)16
235 Where `16` is an unused index from `eeconfig.h`.
239 To use the suspend feature, add this to your `<keyboard>.c`:
242 void suspend_power_down_kb(void)
244 rgb_matrix_set_suspend_state(true);
247 void suspend_wakeup_init_kb(void)
249 rgb_matrix_set_suspend_state(false);