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controller/Scan/MatrixARM/capabilities.kll

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