2015-03-01 06:13:17 +00:00
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Name = MatrixArmCapabilities;
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Version = 0.1;
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Author = "HaaTa (Jacob Alexander) 2015";
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KLL = 0.3a;
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# Modified Date
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Date = 2015-02-28;
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# Defines available to the MatrixArm sub-module
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# This debounce scheme uses a rolling counter for press/unpress on each key
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# Each counter is incremented if pressed/unpressed and the opposite counter is divided by 2
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# Using the default division threshold (0xFFFF), there are approximately 13 cycles in a perfect cycle
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# If debounce is actually necessary, this will increase (better switches will debounce faster)
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#
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# The maximum threshold is 0xFFFFFFFF, which will give around ~32 -> 36 cycles per perfect cycle
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# Using a threshold higher than 0xFFFF will require 32 bit variables, and double the ram usage.
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DebounceDivThreshold => DebounceDivThreshold_define;
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DebounceDivThreshold = 0xFFFF; # Default debounce
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#DebounceDivThreshold = 0xFFFFFFFF; # Max debounce
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2015-03-07 06:18:15 +00:00
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# This defines how often the matrix is scanned
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# By, default the key matrix is scanned once per macro processing loop
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# For fast uCs and bouncy switches, this can be non-ideal
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# 0 - Bit-shift of 0
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# 1 - Bit-shift of 1 (i.e. divide by 2)
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# 2 - Bit-shift of 2 (i.e. divide by 4)
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# 3 - Bit-shift of 3 (i.e. divide by 8)
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# etc.
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# Depending on the architecture, this is either a maximum of 16 or 32
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# Increasing this value will increase switch latency
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DebounceThrottleDiv => DebounceThrottleDiv_define;
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DebounceThrottleDiv = 0; # Default
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#DebounceThrottleDiv = 2; # /4 divider
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2015-06-19 08:50:56 +00:00
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# This defines the minimum amount of time after a transition until allowing another transition
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# Generally switches require a minimum 5 ms debounce period
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# Since a decision can usually be made quite quickly, there is little latency on each press
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# However, this defines the latency at which the switch state can change
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MinDebounceTime => MinDebounceTime_define;
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MinDebounceTime = 5; # 5 ms
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