DIP switches are supported by adding this to your rules.mk
:
DIP_SWITCH_ENABLE = yes
and this to your config.h
:
// Connects each switch in the dip switch to the GPIO pin of the MCU
#define DIP_SWITCH_PINS { B14, A15, A10, B9 }
or
// Connect each switch in the DIP switch to an unused intersections in the key matrix.
#define DIP_SWITCH_MATRIX_GRID { {0,6}, {1,6}, {2,6} } // List of row and col pairs
The callback functions can be inserted into your <keyboard>.c
:
bool dip_switch_update_kb(uint8_t index, bool active) {
if (!dip_switch_update_user(index, active)) { return false; }
return true;
}
or keymap.c
:
bool dip_switch_update_user(uint8_t index, bool active) {
switch (index) {
case 0:
if(active) { audio_on(); } else { audio_off(); }
break;
case 1:
if(active) { clicky_on(); } else { clicky_off(); }
break;
case 2:
if(active) { music_on(); } else { music_off(); }
break;
case 3:
if (active) {
#ifdef AUDIO_ENABLE
PLAY_SONG(plover_song);
#endif
layer_on(_PLOVER);
} else {
#ifdef AUDIO_ENABLE
PLAY_SONG(plover_gb_song);
#endif
layer_off(_PLOVER);
}
break;
}
return true;
}
Additionally, we support bit mask functions which allow for more complex handling.
bool dip_switch_update_mask_kb(uint32_t state) {
if (!dip_switch_update_mask_user(state)) { return false; }
return true;
}
or keymap.c
:
bool dip_switch_update_mask_user(uint32_t state) {
if (state & (1UL<<0) && state & (1UL<<1)) {
layer_on(_ADJUST); // C on esc
} else {
layer_off(_ADJUST);
}
if (state & (1UL<<0)) {
layer_on(_TEST_A); // A on ESC
} else {
layer_off(_TEST_A);
}
if (state & (1UL<<1)) {
layer_on(_TEST_B); // B on esc
} else {
layer_off(_TEST_B);
}
return true;
}
One side of the DIP switch should be wired directly to the pin on the MCU, and the other side to ground. It should not matter which side is connected to which, as it should be functionally the same.
As with the keyswitch, a diode and DIP switch connect the ROW line to the COL line.