mirror of
https://github.com/qmk/qmk_firmware.git
synced 2025-09-09 03:51:04 +00:00
Compare commits
3 Commits
0.6.446
...
subvendor_
Author | SHA1 | Date | |
---|---|---|---|
![]() |
522876dc5a | ||
![]() |
f2991c639d | ||
![]() |
c31070dd3f |
@@ -1,26 +0,0 @@
|
||||
---
|
||||
BasedOnStyle: Google
|
||||
AlignAfterOpenBracket: Align
|
||||
AlignConsecutiveAssignments: 'true'
|
||||
AlignConsecutiveDeclarations: 'true'
|
||||
AlignOperands: 'true'
|
||||
AllowAllParametersOfDeclarationOnNextLine: 'false'
|
||||
AlwaysBreakAfterDefinitionReturnType: None
|
||||
AlwaysBreakAfterReturnType: None
|
||||
AlwaysBreakBeforeMultilineStrings: 'false'
|
||||
BinPackArguments: 'true'
|
||||
BinPackParameters: 'true'
|
||||
ColumnLimit: '1000'
|
||||
IndentCaseLabels: 'true'
|
||||
IndentPPDirectives: AfterHash
|
||||
IndentWidth: '4'
|
||||
MaxEmptyLinesToKeep: '1'
|
||||
PointerAlignment: Right
|
||||
SortIncludes: 'false'
|
||||
SpaceBeforeAssignmentOperators: 'true'
|
||||
SpaceBeforeParens: ControlStatements
|
||||
SpaceInEmptyParentheses: 'false'
|
||||
TabWidth: '4'
|
||||
UseTab: Never
|
||||
|
||||
...
|
@@ -1,24 +0,0 @@
|
||||
|
||||
-I.
|
||||
-I./drivers
|
||||
-I./drivers/avr
|
||||
-I./keyboards/ergodox_ez
|
||||
-I./keyboards/ergodox_ez/keymaps/vim
|
||||
-I./lib
|
||||
-I./lib/lufa
|
||||
-I./quantum
|
||||
-I./quantum/api
|
||||
-I./quantum/audio
|
||||
-I./quantum/keymap_extras
|
||||
-I./quantum/process_keycode
|
||||
-I./quantum/serial_link
|
||||
-I./quantum/template
|
||||
-I./quantum/tools
|
||||
-I./quantum/visualizer
|
||||
-I./tmk_core
|
||||
-I./tmk_core/common
|
||||
-I./tmk_core/common/debug.h
|
||||
-I./tmk_core/protocol
|
||||
-I./tmk_core/protocol/lufa
|
||||
-I./util
|
||||
-DQMK_KEYBOARD=\"$(KEYBOARD)\" -DQMK_KEYMAP=\"$(KEYMAP)\"
|
@@ -5,9 +5,10 @@ root = true
|
||||
|
||||
[*]
|
||||
indent_style = space
|
||||
indent_size = 4
|
||||
indent_size = 2
|
||||
|
||||
# We recommend you to keep these unchanged
|
||||
end_of_line = lf
|
||||
charset = utf-8
|
||||
trim_trailing_whitespace = true
|
||||
insert_final_newline = true
|
||||
@@ -15,28 +16,3 @@ insert_final_newline = true
|
||||
[*.md]
|
||||
trim_trailing_whitespace = false
|
||||
indent_size = 4
|
||||
|
||||
[{qmk,*.py}]
|
||||
charset = utf-8
|
||||
max_line_length = 200
|
||||
|
||||
# Make these match what we have in .gitattributes
|
||||
[*.mk]
|
||||
end_of_line = lf
|
||||
indent_style = tab
|
||||
|
||||
[Makefile]
|
||||
end_of_line = lf
|
||||
indent_style = tab
|
||||
|
||||
[*.sh]
|
||||
end_of_line = lf
|
||||
|
||||
# The gitattributes file will handle the line endings conversion properly according to the operating system settings for other files
|
||||
|
||||
|
||||
# We don't have gitattributes properly for these
|
||||
# So if the user have for example core.autocrlf set to true
|
||||
# the line endings would be wrong.
|
||||
[lib/**]
|
||||
end_of_line = unset
|
||||
|
5
.github/ISSUE_TEMPLATE/blank.md
vendored
5
.github/ISSUE_TEMPLATE/blank.md
vendored
@@ -1,5 +0,0 @@
|
||||
---
|
||||
name: Blank issue
|
||||
about: If you're 100% sure that you don't need one of the other issue templates, use this one instead.
|
||||
|
||||
---
|
32
.github/ISSUE_TEMPLATE/bug_report.md
vendored
32
.github/ISSUE_TEMPLATE/bug_report.md
vendored
@@ -1,32 +0,0 @@
|
||||
---
|
||||
name: Bug report
|
||||
about: Create a report to help us improve the QMK Firmware
|
||||
---
|
||||
<!-- Provide a general summary of the bug in the title above. -->
|
||||
|
||||
<!--- This template is entirely optional and can be removed, but is here to help both you and us. -->
|
||||
<!--- Anything on lines wrapped in comments like these will not show up in the final text. -->
|
||||
|
||||
## Describe the Bug
|
||||
|
||||
<!-- A clear and concise description of what the bug is. -->
|
||||
|
||||
## System Information
|
||||
|
||||
- Keyboard:
|
||||
- Revision (if applicable):
|
||||
- Operating system:
|
||||
- AVR GCC version:
|
||||
<!-- Run `avr-gcc --version` to find this out. -->
|
||||
- ARM GCC version:
|
||||
<!-- Run `arm-none-eabi-gcc --version` to find this out. -->
|
||||
- QMK Firmware version:
|
||||
<!-- Run `git describe --abbrev=0 --tags` to find this out. -->
|
||||
- Any keyboard related software installed?
|
||||
- [ ] AutoHotKey
|
||||
- [ ] Karabiner
|
||||
- [ ] Other:
|
||||
|
||||
## Additional Context
|
||||
|
||||
<!-- Add any other relevant information about the problem here. -->
|
19
.github/ISSUE_TEMPLATE/feature_request.md
vendored
19
.github/ISSUE_TEMPLATE/feature_request.md
vendored
@@ -1,19 +0,0 @@
|
||||
---
|
||||
name: Feature request
|
||||
about: Suggest a new feature or changes to existing features
|
||||
---
|
||||
<!--- Provide a general summary of the changes you want in the title above. -->
|
||||
|
||||
<!--- This template is entirely optional and can be removed, but is here to help both you and us. -->
|
||||
<!--- Anything on lines wrapped in comments like these will not show up in the final text. -->
|
||||
|
||||
## Feature Request Type
|
||||
|
||||
- [ ] Core functionality
|
||||
- [ ] Add-on hardware support (eg. audio, RGB, OLED screen, etc.)
|
||||
- [ ] Alteration (enhancement/optimization) of existing feature(s)
|
||||
- [ ] New behavior
|
||||
|
||||
## Description
|
||||
|
||||
<!-- A few sentences describing what it is that you'd like to see in QMK. Additional information (such as links to spec sheets, licensing info, other related issues or PRs, etc) would be helpful. -->
|
9
.github/ISSUE_TEMPLATE/other_issues.md
vendored
9
.github/ISSUE_TEMPLATE/other_issues.md
vendored
@@ -1,9 +0,0 @@
|
||||
---
|
||||
name: Other issues
|
||||
about: Anything else that doesn't fall into the above categories.
|
||||
---
|
||||
<!--- Provide a general summary of the changes you want in the title above. -->
|
||||
|
||||
<!--- Anything on lines wrapped in comments like these will not show up in the final text. -->
|
||||
|
||||
<!-- Please check https://docs.qmk.fm/#/support for additional resources first. If that doesn't answer your question, choose the bug report template instead, as that may be more appropriate. -->
|
34
.github/PULL_REQUEST_TEMPLATE.md
vendored
34
.github/PULL_REQUEST_TEMPLATE.md
vendored
@@ -1,34 +0,0 @@
|
||||
<!--- Provide a general summary of your changes in the title above. -->
|
||||
|
||||
<!--- This template is entirely optional and can be removed, but is here to help both you and us. -->
|
||||
<!--- Anything on lines wrapped in comments like these will not show up in the final text. -->
|
||||
|
||||
## Description
|
||||
|
||||
<!--- Describe your changes in detail here. -->
|
||||
|
||||
## Types of Changes
|
||||
|
||||
<!--- What types of changes does your code introduce? Put an `x` in all the boxes that apply. -->
|
||||
- [ ] Core
|
||||
- [ ] Bugfix
|
||||
- [ ] New feature
|
||||
- [ ] Enhancement/optimization
|
||||
- [ ] Keyboard (addition or update)
|
||||
- [ ] Keymap/layout/userspace (addition or update)
|
||||
- [ ] Documentation
|
||||
|
||||
## Issues Fixed or Closed by This PR
|
||||
|
||||
*
|
||||
|
||||
## Checklist
|
||||
|
||||
<!--- Go over all the following points, and put an `x` in all the boxes that apply. -->
|
||||
<!--- If you're unsure about any of these, don't hesitate to ask. We're here to help! -->
|
||||
- [ ] My code follows the code style of this project.
|
||||
- [ ] My change requires a change to the documentation.
|
||||
- [ ] I have updated the documentation accordingly.
|
||||
- [ ] I have read the [**CONTRIBUTING** document](https://docs.qmk.fm/#/contributing).
|
||||
- [ ] I have added tests to cover my changes.
|
||||
- [ ] I have tested the changes and verified that they work and don't break anything (as well as I can manage).
|
8
.gitignore
vendored
8
.gitignore
vendored
@@ -1,4 +1,3 @@
|
||||
.history/
|
||||
.dep
|
||||
*.o
|
||||
*.bin
|
||||
@@ -24,7 +23,6 @@ quantum/version.h
|
||||
.idea/
|
||||
CMakeLists.txt
|
||||
cmake-build-debug
|
||||
doxygen/
|
||||
.DS_STORE
|
||||
/util/wsl_downloaded
|
||||
/util/win_downloaded
|
||||
@@ -44,7 +42,6 @@ doxygen/
|
||||
.project
|
||||
.settings/
|
||||
.idea
|
||||
*.iml
|
||||
.browse.VC.db*
|
||||
*.stackdump
|
||||
util/Win_Check_Output.txt
|
||||
@@ -54,9 +51,7 @@ util/Win_Check_Output.txt
|
||||
.vscode/tasks.json
|
||||
.vscode/last.sql
|
||||
.vscode/temp.sql
|
||||
.vscode/ipch/
|
||||
.stfolder
|
||||
.tags
|
||||
|
||||
# ignore image files
|
||||
*.png
|
||||
@@ -70,6 +65,3 @@ util/Win_Check_Output.txt
|
||||
secrets.tar
|
||||
id_rsa_*
|
||||
/.vs
|
||||
|
||||
# python things
|
||||
__pycache__
|
||||
|
1
.gitmodules
vendored
1
.gitmodules
vendored
@@ -4,7 +4,6 @@
|
||||
[submodule "lib/chibios-contrib"]
|
||||
path = lib/chibios-contrib
|
||||
url = https://github.com/qmk/ChibiOS-Contrib
|
||||
branch = k-type-fix
|
||||
[submodule "lib/ugfx"]
|
||||
path = lib/ugfx
|
||||
url = https://github.com/qmk/uGFX
|
||||
|
25
.travis.yml
25
.travis.yml
@@ -10,24 +10,27 @@ branches:
|
||||
env:
|
||||
global:
|
||||
- secure: vBTSL34BDPxDilKUuTXqU4CJ26Pv5hogD2nghatkxSQkI1/jbdnLj/DQdPUrMJFDIY6TK3AltsBx72MaMsLQ1JO/Ou24IeHINHXzUC1FlS9yQa48cpxnhX5kzXNyGs3oa0qaFbvnr7RgYRWtmD52n4bIZuSuW+xpBv05x2OCizdT2ZonH33nATaHGFasxROm4qYZ241VfzcUv766V6RVHgL4x9V08warugs+RENVkfzxxwhk3NmkrISabze0gSVJLHBPHxroZC6EUcf/ocobcuDrCwFqtEt90i7pNIAFUE7gZsN2uE75LmpzAWin21G7lLPcPL2k4FJVd8an1HiP2WmscJU6U89fOfMb2viObnKcCzebozBCmKGtHEuXZo9FcReOx49AnQSpmESJGs+q2dL/FApkTjQiyT4J6O5dJpoww0/r57Wx0cmmqjETKBb5rSgXM51Etk3wO09mvcPHsEwrT7qH8r9XWdyCDoEn7FCLX3/LYnf/D4SmZ633YPl5gv3v9XEwxR5+04akjgnvWDSNIaDbWBdxHNb7l4pMc+WR1bwCyMyA7KXj0RrftEGOrm9ZRLe6BkbT4cycA+j77nbPOMcyZChliV9pPQos+4TOJoTzcK2L8yWVoY409aDNVuAjdP6Yum0R2maBGl/etLmIMpJC35C5/lZ+dUNjJAM=
|
||||
- MAKEFLAGS="-j3 --output-sync"
|
||||
services:
|
||||
- docker
|
||||
before_install:
|
||||
- wget http://www.atmel.com/images/avr8-gnu-toolchain-3.5.4.1709-linux.any.x86_64.tar.gz || wget http://qmk.fm/avr8-gnu-toolchain-3.5.4.1709-linux.any.x86_64.tar.gz
|
||||
install:
|
||||
- npm install -g moxygen
|
||||
- tar -zxf avr8-gnu-toolchain-3.5.4.1709-linux.any.x86_64.tar.gz
|
||||
- export PATH="$PATH:$TRAVIS_BUILD_DIR/avr8-gnu-toolchain-linux_x86_64/bin"
|
||||
before_script:
|
||||
- avr-gcc --version
|
||||
script:
|
||||
- git rev-parse --short HEAD
|
||||
- bash util/travis_test.sh
|
||||
- bash util/travis_build.sh
|
||||
- bash util/travis_docs.sh
|
||||
- make test:all AUTOGEN=false
|
||||
- bash util/travis_build.sh
|
||||
addons:
|
||||
apt:
|
||||
packages:
|
||||
- dfu-programmer
|
||||
- pandoc
|
||||
- gcc-arm-none-eabi
|
||||
- binutils-arm-none-eabi
|
||||
- libnewlib-arm-none-eabi
|
||||
- diffutils
|
||||
- dos2unix
|
||||
- doxygen
|
||||
after_success:
|
||||
after_success:
|
||||
bash util/travis_compiled_push.sh
|
||||
notifications:
|
||||
webhooks:
|
||||
@@ -35,4 +38,4 @@ notifications:
|
||||
- https://webhooks.gitter.im/e/afce403d65f143dfac09
|
||||
on_success: always # options: [always|never|change] default: always
|
||||
on_failure: always # options: [always|never|change] default: always
|
||||
on_start: never # options: [always|never|change] default: always
|
||||
on_start: never # options: [always|never|change] default: always
|
5
.vscode/settings.json
vendored
5
.vscode/settings.json
vendored
@@ -11,7 +11,6 @@
|
||||
"*.h": "c",
|
||||
"*.c": "c",
|
||||
"*.cpp": "cpp",
|
||||
"*.hpp": "cpp",
|
||||
"xstddef": "c"
|
||||
"*.hpp": "cpp"
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,10 +1,10 @@
|
||||
# Code Of Conduct
|
||||
|
||||
QMK strives to be an inclusive, tolerant, and welcoming community. We encourage participation from anyone regardless of age, disability, ethnicity, gender identity and expression, level of experience, nationality, personal appearance, political belief, race, religion, or sexual identity and orientation.
|
||||
QMK strives to be an inclusive and tolerant community. We welcome participation from anyone regardless of age, disability, ethnicity, gender identity and expression, level of experience, nationality, personal appearance, political belief, race, religion, or sexual identity and orientation.
|
||||
|
||||
> “A gentle word turns away wrath, but a harsh word stirs up anger."
|
||||
> “A gentle word turns away wrath, but a harsh word stirs up anger.”
|
||||
|
||||
Our users, contributors, and collaborators are expected to treat each other with kindness and respect, to assume good intentions, and to gently correct, where possible, rather than react with escalation. While our goal is to be as accurate as possible, kindness and understanding are more valuable than correctness. Some examples of behavior we will not tolerate include, but is not limited to:
|
||||
Our users, contributors, and collaborators are expected to treat each other with respect, to assume good intentions, and to gently correct, where possible, rather than react with escalation. Some examples of behavior we will not tolerate include, but is not limited to:
|
||||
|
||||
* The use of sexualized language or imagery
|
||||
* Unwelcome advances, sexual or otherwise
|
||||
|
31
Dockerfile
31
Dockerfile
@@ -1,7 +1,28 @@
|
||||
FROM qmkfm/base_container
|
||||
FROM debian:jessie
|
||||
MAINTAINER Erik Dasque <erik@frenchguys.com>
|
||||
|
||||
VOLUME /qmk_firmware
|
||||
WORKDIR /qmk_firmware
|
||||
COPY . .
|
||||
RUN apt-get update && apt-get install --no-install-recommends -y build-essential \
|
||||
gcc \
|
||||
unzip \
|
||||
wget \
|
||||
zip \
|
||||
gcc-avr \
|
||||
binutils-avr \
|
||||
avr-libc \
|
||||
dfu-programmer \
|
||||
dfu-util \
|
||||
gcc-arm-none-eabi \
|
||||
binutils-arm-none-eabi \
|
||||
libnewlib-arm-none-eabi \
|
||||
git \
|
||||
software-properties-common \
|
||||
avrdude \
|
||||
&& rm -rf /var/lib/apt/lists/*
|
||||
|
||||
CMD make all:default
|
||||
ENV keyboard=ergodox
|
||||
ENV subproject=ez
|
||||
ENV keymap=default
|
||||
|
||||
VOLUME /qmk
|
||||
WORKDIR /qmk
|
||||
CMD make clean ; make keyboard=${keyboard} subproject=${subproject} keymap=${keymap}
|
||||
|
266
Doxyfile
266
Doxyfile
@@ -1,266 +0,0 @@
|
||||
# Doxyfile 1.8.14
|
||||
|
||||
# This file describes the settings to be used by the documentation system
|
||||
# doxygen (www.doxygen.org) for qmk_firmware (github.com/qmk/qmk_firmware)
|
||||
#
|
||||
# All text after a double hash (##) is considered a comment and is placed in
|
||||
# front of the TAG it is preceding.
|
||||
#
|
||||
# All text after a single hash (#) is considered a comment and will be ignored.
|
||||
# The format is:
|
||||
# TAG = value [value, ...]
|
||||
# For lists, items can also be appended using:
|
||||
# TAG += value [value, ...]
|
||||
# Values that contain spaces should be placed between quotes (\" \").
|
||||
|
||||
#---------------------------------------------------------------------------
|
||||
# Project related configuration options
|
||||
#---------------------------------------------------------------------------
|
||||
|
||||
DOXYFILE_ENCODING = UTF-8
|
||||
PROJECT_NAME = "QMK Firmware"
|
||||
PROJECT_NUMBER = https://github.com/qmk/qmk_firmware
|
||||
PROJECT_BRIEF = "Keyboard controller firmware for Atmel AVR and ARM USB families"
|
||||
OUTPUT_DIRECTORY = doxygen
|
||||
ALLOW_UNICODE_NAMES = NO
|
||||
OUTPUT_LANGUAGE = English
|
||||
BRIEF_MEMBER_DESC = YES
|
||||
REPEAT_BRIEF = YES
|
||||
ABBREVIATE_BRIEF = "The $name class" \
|
||||
"The $name widget" \
|
||||
"The $name file" \
|
||||
is \
|
||||
provides \
|
||||
specifies \
|
||||
contains \
|
||||
represents \
|
||||
a \
|
||||
an \
|
||||
the
|
||||
ALWAYS_DETAILED_SEC = NO
|
||||
INLINE_INHERITED_MEMB = NO
|
||||
FULL_PATH_NAMES = YES
|
||||
STRIP_FROM_PATH =
|
||||
STRIP_FROM_INC_PATH =
|
||||
SHORT_NAMES = NO
|
||||
JAVADOC_AUTOBRIEF = NO
|
||||
QT_AUTOBRIEF = NO
|
||||
MULTILINE_CPP_IS_BRIEF = NO
|
||||
INHERIT_DOCS = YES
|
||||
SEPARATE_MEMBER_PAGES = NO
|
||||
TAB_SIZE = 4
|
||||
ALIASES =
|
||||
TCL_SUBST =
|
||||
OPTIMIZE_OUTPUT_FOR_C = YES
|
||||
OPTIMIZE_OUTPUT_JAVA = NO
|
||||
OPTIMIZE_FOR_FORTRAN = NO
|
||||
OPTIMIZE_OUTPUT_VHDL = NO
|
||||
EXTENSION_MAPPING =
|
||||
MARKDOWN_SUPPORT = YES
|
||||
TOC_INCLUDE_HEADINGS = 2
|
||||
AUTOLINK_SUPPORT = YES
|
||||
BUILTIN_STL_SUPPORT = NO
|
||||
CPP_CLI_SUPPORT = NO
|
||||
SIP_SUPPORT = NO
|
||||
IDL_PROPERTY_SUPPORT = YES
|
||||
DISTRIBUTE_GROUP_DOC = NO
|
||||
GROUP_NESTED_COMPOUNDS = NO
|
||||
SUBGROUPING = YES
|
||||
INLINE_GROUPED_CLASSES = NO
|
||||
INLINE_SIMPLE_STRUCTS = NO
|
||||
TYPEDEF_HIDES_STRUCT = NO
|
||||
LOOKUP_CACHE_SIZE = 0
|
||||
|
||||
#---------------------------------------------------------------------------
|
||||
# Build related configuration options
|
||||
#---------------------------------------------------------------------------
|
||||
|
||||
EXTRACT_ALL = NO
|
||||
EXTRACT_PRIVATE = NO
|
||||
EXTRACT_PACKAGE = NO
|
||||
EXTRACT_STATIC = NO
|
||||
EXTRACT_LOCAL_CLASSES = YES
|
||||
EXTRACT_LOCAL_METHODS = NO
|
||||
EXTRACT_ANON_NSPACES = NO
|
||||
HIDE_UNDOC_MEMBERS = NO
|
||||
HIDE_UNDOC_CLASSES = NO
|
||||
HIDE_FRIEND_COMPOUNDS = NO
|
||||
HIDE_IN_BODY_DOCS = NO
|
||||
INTERNAL_DOCS = NO
|
||||
CASE_SENSE_NAMES = NO
|
||||
HIDE_SCOPE_NAMES = YES
|
||||
HIDE_COMPOUND_REFERENCE= NO
|
||||
SHOW_INCLUDE_FILES = YES
|
||||
SHOW_GROUPED_MEMB_INC = NO
|
||||
FORCE_LOCAL_INCLUDES = NO
|
||||
INLINE_INFO = YES
|
||||
SORT_MEMBER_DOCS = YES
|
||||
SORT_BRIEF_DOCS = NO
|
||||
SORT_MEMBERS_CTORS_1ST = NO
|
||||
SORT_GROUP_NAMES = NO
|
||||
SORT_BY_SCOPE_NAME = NO
|
||||
STRICT_PROTO_MATCHING = NO
|
||||
GENERATE_TODOLIST = YES
|
||||
GENERATE_TESTLIST = YES
|
||||
GENERATE_BUGLIST = YES
|
||||
GENERATE_DEPRECATEDLIST= YES
|
||||
ENABLED_SECTIONS =
|
||||
MAX_INITIALIZER_LINES = 30
|
||||
SHOW_USED_FILES = YES
|
||||
SHOW_FILES = YES
|
||||
SHOW_NAMESPACES = YES
|
||||
FILE_VERSION_FILTER =
|
||||
LAYOUT_FILE =
|
||||
CITE_BIB_FILES =
|
||||
|
||||
#---------------------------------------------------------------------------
|
||||
# Configuration options related to warning and progress messages
|
||||
#---------------------------------------------------------------------------
|
||||
|
||||
QUIET = NO
|
||||
WARNINGS = YES
|
||||
WARN_IF_UNDOCUMENTED = YES
|
||||
WARN_IF_DOC_ERROR = YES
|
||||
WARN_NO_PARAMDOC = NO
|
||||
WARN_AS_ERROR = NO
|
||||
WARN_FORMAT = "$file:$line: $text"
|
||||
WARN_LOGFILE =
|
||||
|
||||
#---------------------------------------------------------------------------
|
||||
# Configuration options related to the input files
|
||||
#---------------------------------------------------------------------------
|
||||
|
||||
INPUT = tmk_core quantum drivers
|
||||
INPUT_ENCODING = UTF-8
|
||||
FILE_PATTERNS = *.c \
|
||||
*.cc \
|
||||
*.cxx \
|
||||
*.cpp \
|
||||
*.c++ \
|
||||
*.h \
|
||||
*.hh \
|
||||
*.hxx \
|
||||
*.hpp \
|
||||
*.h++
|
||||
RECURSIVE = YES
|
||||
EXCLUDE =
|
||||
EXCLUDE_SYMLINKS = NO
|
||||
EXCLUDE_PATTERNS =
|
||||
EXCLUDE_SYMBOLS =
|
||||
EXAMPLE_PATH =
|
||||
EXAMPLE_PATTERNS = *
|
||||
EXAMPLE_RECURSIVE = NO
|
||||
IMAGE_PATH =
|
||||
INPUT_FILTER =
|
||||
FILTER_PATTERNS =
|
||||
FILTER_SOURCE_FILES = NO
|
||||
FILTER_SOURCE_PATTERNS =
|
||||
USE_MDFILE_AS_MAINPAGE =
|
||||
|
||||
#---------------------------------------------------------------------------
|
||||
# Configuration options related to source browsing
|
||||
#---------------------------------------------------------------------------
|
||||
|
||||
SOURCE_BROWSER = YES
|
||||
INLINE_SOURCES = NO
|
||||
STRIP_CODE_COMMENTS = YES
|
||||
REFERENCED_BY_RELATION = NO
|
||||
REFERENCES_RELATION = NO
|
||||
REFERENCES_LINK_SOURCE = YES
|
||||
SOURCE_TOOLTIPS = YES
|
||||
USE_HTAGS = NO
|
||||
VERBATIM_HEADERS = YES
|
||||
|
||||
#---------------------------------------------------------------------------
|
||||
# Configuration options related to the alphabetical class index
|
||||
#---------------------------------------------------------------------------
|
||||
|
||||
ALPHABETICAL_INDEX = YES
|
||||
COLS_IN_ALPHA_INDEX = 5
|
||||
IGNORE_PREFIX =
|
||||
|
||||
#---------------------------------------------------------------------------
|
||||
# Configuration options related to disabled outputs
|
||||
#---------------------------------------------------------------------------
|
||||
|
||||
GENERATE_HTML = NO
|
||||
GENERATE_LATEX = NO
|
||||
GENERATE_RTF = NO
|
||||
GENERATE_MAN = NO
|
||||
GENERATE_DOCBOOK = NO
|
||||
GENERATE_AUTOGEN_DEF = NO
|
||||
GENERATE_PERLMOD = NO
|
||||
|
||||
#---------------------------------------------------------------------------
|
||||
# Configuration options related to the XML output
|
||||
#---------------------------------------------------------------------------
|
||||
|
||||
GENERATE_XML = YES
|
||||
XML_OUTPUT = xml
|
||||
XML_PROGRAMLISTING = YES
|
||||
|
||||
#---------------------------------------------------------------------------
|
||||
# Configuration options related to the preprocessor
|
||||
#---------------------------------------------------------------------------
|
||||
|
||||
ENABLE_PREPROCESSING = YES
|
||||
MACRO_EXPANSION = NO
|
||||
EXPAND_ONLY_PREDEF = NO
|
||||
SEARCH_INCLUDES = YES
|
||||
INCLUDE_PATH =
|
||||
INCLUDE_FILE_PATTERNS =
|
||||
PREDEFINED =
|
||||
EXPAND_AS_DEFINED =
|
||||
SKIP_FUNCTION_MACROS = YES
|
||||
|
||||
#---------------------------------------------------------------------------
|
||||
# Configuration options related to external references
|
||||
#---------------------------------------------------------------------------
|
||||
|
||||
TAGFILES =
|
||||
GENERATE_TAGFILE =
|
||||
ALLEXTERNALS = NO
|
||||
EXTERNAL_GROUPS = YES
|
||||
EXTERNAL_PAGES = YES
|
||||
PERL_PATH = /usr/bin/perl
|
||||
|
||||
#---------------------------------------------------------------------------
|
||||
# Configuration options related to the dot tool
|
||||
#---------------------------------------------------------------------------
|
||||
|
||||
CLASS_DIAGRAMS = YES
|
||||
MSCGEN_PATH =
|
||||
DIA_PATH =
|
||||
HIDE_UNDOC_RELATIONS = YES
|
||||
HAVE_DOT = NO
|
||||
DOT_NUM_THREADS = 0
|
||||
DOT_FONTNAME = Helvetica
|
||||
DOT_FONTSIZE = 10
|
||||
DOT_FONTPATH =
|
||||
CLASS_GRAPH = YES
|
||||
COLLABORATION_GRAPH = YES
|
||||
GROUP_GRAPHS = YES
|
||||
UML_LOOK = NO
|
||||
UML_LIMIT_NUM_FIELDS = 10
|
||||
TEMPLATE_RELATIONS = NO
|
||||
INCLUDE_GRAPH = YES
|
||||
INCLUDED_BY_GRAPH = YES
|
||||
CALL_GRAPH = NO
|
||||
CALLER_GRAPH = NO
|
||||
GRAPHICAL_HIERARCHY = YES
|
||||
DIRECTORY_GRAPH = YES
|
||||
DOT_IMAGE_FORMAT = png
|
||||
INTERACTIVE_SVG = NO
|
||||
DOT_PATH =
|
||||
DOTFILE_DIRS =
|
||||
MSCFILE_DIRS =
|
||||
DIAFILE_DIRS =
|
||||
PLANTUML_JAR_PATH =
|
||||
PLANTUML_CFG_FILE =
|
||||
PLANTUML_INCLUDE_PATH =
|
||||
DOT_GRAPH_MAX_NODES = 50
|
||||
MAX_DOT_GRAPH_DEPTH = 0
|
||||
DOT_TRANSPARENT = NO
|
||||
DOT_MULTI_TARGETS = NO
|
||||
GENERATE_LEGEND = YES
|
||||
DOT_CLEANUP = YES
|
339
LICENSE
339
LICENSE
@@ -1,339 +0,0 @@
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 2, June 1991
|
||||
|
||||
Copyright (C) 1989, 1991 Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The licenses for most software are designed to take away your
|
||||
freedom to share and change it. By contrast, the GNU General Public
|
||||
License is intended to guarantee your freedom to share and change free
|
||||
software--to make sure the software is free for all its users. This
|
||||
General Public License applies to most of the Free Software
|
||||
Foundation's software and to any other program whose authors commit to
|
||||
using it. (Some other Free Software Foundation software is covered by
|
||||
the GNU Lesser General Public License instead.) You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
this service if you wish), that you receive source code or can get it
|
||||
if you want it, that you can change the software or use pieces of it
|
||||
in new free programs; and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to make restrictions that forbid
|
||||
anyone to deny you these rights or to ask you to surrender the rights.
|
||||
These restrictions translate to certain responsibilities for you if you
|
||||
distribute copies of the software, or if you modify it.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must give the recipients all the rights that
|
||||
you have. You must make sure that they, too, receive or can get the
|
||||
source code. And you must show them these terms so they know their
|
||||
rights.
|
||||
|
||||
We protect your rights with two steps: (1) copyright the software, and
|
||||
(2) offer you this license which gives you legal permission to copy,
|
||||
distribute and/or modify the software.
|
||||
|
||||
Also, for each author's protection and ours, we want to make certain
|
||||
that everyone understands that there is no warranty for this free
|
||||
software. If the software is modified by someone else and passed on, we
|
||||
want its recipients to know that what they have is not the original, so
|
||||
that any problems introduced by others will not reflect on the original
|
||||
authors' reputations.
|
||||
|
||||
Finally, any free program is threatened constantly by software
|
||||
patents. We wish to avoid the danger that redistributors of a free
|
||||
program will individually obtain patent licenses, in effect making the
|
||||
program proprietary. To prevent this, we have made it clear that any
|
||||
patent must be licensed for everyone's free use or not licensed at all.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
|
||||
|
||||
0. This License applies to any program or other work which contains
|
||||
a notice placed by the copyright holder saying it may be distributed
|
||||
under the terms of this General Public License. The "Program", below,
|
||||
refers to any such program or work, and a "work based on the Program"
|
||||
means either the Program or any derivative work under copyright law:
|
||||
that is to say, a work containing the Program or a portion of it,
|
||||
either verbatim or with modifications and/or translated into another
|
||||
language. (Hereinafter, translation is included without limitation in
|
||||
the term "modification".) Each licensee is addressed as "you".
|
||||
|
||||
Activities other than copying, distribution and modification are not
|
||||
covered by this License; they are outside its scope. The act of
|
||||
running the Program is not restricted, and the output from the Program
|
||||
is covered only if its contents constitute a work based on the
|
||||
Program (independent of having been made by running the Program).
|
||||
Whether that is true depends on what the Program does.
|
||||
|
||||
1. You may copy and distribute verbatim copies of the Program's
|
||||
source code as you receive it, in any medium, provided that you
|
||||
conspicuously and appropriately publish on each copy an appropriate
|
||||
copyright notice and disclaimer of warranty; keep intact all the
|
||||
notices that refer to this License and to the absence of any warranty;
|
||||
and give any other recipients of the Program a copy of this License
|
||||
along with the Program.
|
||||
|
||||
You may charge a fee for the physical act of transferring a copy, and
|
||||
you may at your option offer warranty protection in exchange for a fee.
|
||||
|
||||
2. You may modify your copy or copies of the Program or any portion
|
||||
of it, thus forming a work based on the Program, and copy and
|
||||
distribute such modifications or work under the terms of Section 1
|
||||
above, provided that you also meet all of these conditions:
|
||||
|
||||
a) You must cause the modified files to carry prominent notices
|
||||
stating that you changed the files and the date of any change.
|
||||
|
||||
b) You must cause any work that you distribute or publish, that in
|
||||
whole or in part contains or is derived from the Program or any
|
||||
part thereof, to be licensed as a whole at no charge to all third
|
||||
parties under the terms of this License.
|
||||
|
||||
c) If the modified program normally reads commands interactively
|
||||
when run, you must cause it, when started running for such
|
||||
interactive use in the most ordinary way, to print or display an
|
||||
announcement including an appropriate copyright notice and a
|
||||
notice that there is no warranty (or else, saying that you provide
|
||||
a warranty) and that users may redistribute the program under
|
||||
these conditions, and telling the user how to view a copy of this
|
||||
License. (Exception: if the Program itself is interactive but
|
||||
does not normally print such an announcement, your work based on
|
||||
the Program is not required to print an announcement.)
|
||||
|
||||
These requirements apply to the modified work as a whole. If
|
||||
identifiable sections of that work are not derived from the Program,
|
||||
and can be reasonably considered independent and separate works in
|
||||
themselves, then this License, and its terms, do not apply to those
|
||||
sections when you distribute them as separate works. But when you
|
||||
distribute the same sections as part of a whole which is a work based
|
||||
on the Program, the distribution of the whole must be on the terms of
|
||||
this License, whose permissions for other licensees extend to the
|
||||
entire whole, and thus to each and every part regardless of who wrote it.
|
||||
|
||||
Thus, it is not the intent of this section to claim rights or contest
|
||||
your rights to work written entirely by you; rather, the intent is to
|
||||
exercise the right to control the distribution of derivative or
|
||||
collective works based on the Program.
|
||||
|
||||
In addition, mere aggregation of another work not based on the Program
|
||||
with the Program (or with a work based on the Program) on a volume of
|
||||
a storage or distribution medium does not bring the other work under
|
||||
the scope of this License.
|
||||
|
||||
3. You may copy and distribute the Program (or a work based on it,
|
||||
under Section 2) in object code or executable form under the terms of
|
||||
Sections 1 and 2 above provided that you also do one of the following:
|
||||
|
||||
a) Accompany it with the complete corresponding machine-readable
|
||||
source code, which must be distributed under the terms of Sections
|
||||
1 and 2 above on a medium customarily used for software interchange; or,
|
||||
|
||||
b) Accompany it with a written offer, valid for at least three
|
||||
years, to give any third party, for a charge no more than your
|
||||
cost of physically performing source distribution, a complete
|
||||
machine-readable copy of the corresponding source code, to be
|
||||
distributed under the terms of Sections 1 and 2 above on a medium
|
||||
customarily used for software interchange; or,
|
||||
|
||||
c) Accompany it with the information you received as to the offer
|
||||
to distribute corresponding source code. (This alternative is
|
||||
allowed only for noncommercial distribution and only if you
|
||||
received the program in object code or executable form with such
|
||||
an offer, in accord with Subsection b above.)
|
||||
|
||||
The source code for a work means the preferred form of the work for
|
||||
making modifications to it. For an executable work, complete source
|
||||
code means all the source code for all modules it contains, plus any
|
||||
associated interface definition files, plus the scripts used to
|
||||
control compilation and installation of the executable. However, as a
|
||||
special exception, the source code distributed need not include
|
||||
anything that is normally distributed (in either source or binary
|
||||
form) with the major components (compiler, kernel, and so on) of the
|
||||
operating system on which the executable runs, unless that component
|
||||
itself accompanies the executable.
|
||||
|
||||
If distribution of executable or object code is made by offering
|
||||
access to copy from a designated place, then offering equivalent
|
||||
access to copy the source code from the same place counts as
|
||||
distribution of the source code, even though third parties are not
|
||||
compelled to copy the source along with the object code.
|
||||
|
||||
4. You may not copy, modify, sublicense, or distribute the Program
|
||||
except as expressly provided under this License. Any attempt
|
||||
otherwise to copy, modify, sublicense or distribute the Program is
|
||||
void, and will automatically terminate your rights under this License.
|
||||
However, parties who have received copies, or rights, from you under
|
||||
this License will not have their licenses terminated so long as such
|
||||
parties remain in full compliance.
|
||||
|
||||
5. You are not required to accept this License, since you have not
|
||||
signed it. However, nothing else grants you permission to modify or
|
||||
distribute the Program or its derivative works. These actions are
|
||||
prohibited by law if you do not accept this License. Therefore, by
|
||||
modifying or distributing the Program (or any work based on the
|
||||
Program), you indicate your acceptance of this License to do so, and
|
||||
all its terms and conditions for copying, distributing or modifying
|
||||
the Program or works based on it.
|
||||
|
||||
6. Each time you redistribute the Program (or any work based on the
|
||||
Program), the recipient automatically receives a license from the
|
||||
original licensor to copy, distribute or modify the Program subject to
|
||||
these terms and conditions. You may not impose any further
|
||||
restrictions on the recipients' exercise of the rights granted herein.
|
||||
You are not responsible for enforcing compliance by third parties to
|
||||
this License.
|
||||
|
||||
7. If, as a consequence of a court judgment or allegation of patent
|
||||
infringement or for any other reason (not limited to patent issues),
|
||||
conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot
|
||||
distribute so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you
|
||||
may not distribute the Program at all. For example, if a patent
|
||||
license would not permit royalty-free redistribution of the Program by
|
||||
all those who receive copies directly or indirectly through you, then
|
||||
the only way you could satisfy both it and this License would be to
|
||||
refrain entirely from distribution of the Program.
|
||||
|
||||
If any portion of this section is held invalid or unenforceable under
|
||||
any particular circumstance, the balance of the section is intended to
|
||||
apply and the section as a whole is intended to apply in other
|
||||
circumstances.
|
||||
|
||||
It is not the purpose of this section to induce you to infringe any
|
||||
patents or other property right claims or to contest validity of any
|
||||
such claims; this section has the sole purpose of protecting the
|
||||
integrity of the free software distribution system, which is
|
||||
implemented by public license practices. Many people have made
|
||||
generous contributions to the wide range of software distributed
|
||||
through that system in reliance on consistent application of that
|
||||
system; it is up to the author/donor to decide if he or she is willing
|
||||
to distribute software through any other system and a licensee cannot
|
||||
impose that choice.
|
||||
|
||||
This section is intended to make thoroughly clear what is believed to
|
||||
be a consequence of the rest of this License.
|
||||
|
||||
8. If the distribution and/or use of the Program is restricted in
|
||||
certain countries either by patents or by copyrighted interfaces, the
|
||||
original copyright holder who places the Program under this License
|
||||
may add an explicit geographical distribution limitation excluding
|
||||
those countries, so that distribution is permitted only in or among
|
||||
countries not thus excluded. In such case, this License incorporates
|
||||
the limitation as if written in the body of this License.
|
||||
|
||||
9. The Free Software Foundation may publish revised and/or new versions
|
||||
of the General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the Program
|
||||
specifies a version number of this License which applies to it and "any
|
||||
later version", you have the option of following the terms and conditions
|
||||
either of that version or of any later version published by the Free
|
||||
Software Foundation. If the Program does not specify a version number of
|
||||
this License, you may choose any version ever published by the Free Software
|
||||
Foundation.
|
||||
|
||||
10. If you wish to incorporate parts of the Program into other free
|
||||
programs whose distribution conditions are different, write to the author
|
||||
to ask for permission. For software which is copyrighted by the Free
|
||||
Software Foundation, write to the Free Software Foundation; we sometimes
|
||||
make exceptions for this. Our decision will be guided by the two goals
|
||||
of preserving the free status of all derivatives of our free software and
|
||||
of promoting the sharing and reuse of software generally.
|
||||
|
||||
NO WARRANTY
|
||||
|
||||
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
|
||||
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
|
||||
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
|
||||
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
|
||||
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
|
||||
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
|
||||
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
|
||||
REPAIR OR CORRECTION.
|
||||
|
||||
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
|
||||
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
|
||||
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
|
||||
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
|
||||
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
|
||||
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
|
||||
POSSIBILITY OF SUCH DAMAGES.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
convey the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation; either version 2 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License along
|
||||
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program is interactive, make it output a short notice like this
|
||||
when it starts in an interactive mode:
|
||||
|
||||
Gnomovision version 69, Copyright (C) year name of author
|
||||
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, the commands you use may
|
||||
be called something other than `show w' and `show c'; they could even be
|
||||
mouse-clicks or menu items--whatever suits your program.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or your
|
||||
school, if any, to sign a "copyright disclaimer" for the program, if
|
||||
necessary. Here is a sample; alter the names:
|
||||
|
||||
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
|
||||
`Gnomovision' (which makes passes at compilers) written by James Hacker.
|
||||
|
||||
<signature of Ty Coon>, 1 April 1989
|
||||
Ty Coon, President of Vice
|
||||
|
||||
This General Public License does not permit incorporating your program into
|
||||
proprietary programs. If your program is a subroutine library, you may
|
||||
consider it more useful to permit linking proprietary applications with the
|
||||
library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License.
|
69
Makefile
69
Makefile
@@ -19,12 +19,10 @@ endif
|
||||
# Otherwise the [OK], [ERROR] and [WARN] messages won't be displayed correctly
|
||||
override SILENT := false
|
||||
|
||||
ifndef SUB_IS_SILENT
|
||||
QMK_VERSION := $(shell git describe --abbrev=0 --tags 2>/dev/null)
|
||||
ifneq ($(QMK_VERSION),)
|
||||
$(info QMK Firmware $(QMK_VERSION))
|
||||
endif
|
||||
endif
|
||||
|
||||
ON_ERROR := error_occurred=1
|
||||
|
||||
@@ -67,7 +65,7 @@ $(eval $(call NEXT_PATH_ELEMENT))
|
||||
# It's really a very simple if else chain, if you squint enough,
|
||||
# but the makefile syntax makes it very verbose.
|
||||
# If we are in a subfolder of keyboards
|
||||
#
|
||||
#
|
||||
# *** No longer needed **
|
||||
#
|
||||
# ifeq ($(CURRENT_PATH_ELEMENT),keyboards)
|
||||
@@ -112,29 +110,9 @@ $(eval $(call GET_KEYBOARDS))
|
||||
# Only consider folders with makefiles, to prevent errors in case there are extra folders
|
||||
#KEYBOARDS += $(patsubst $(ROOD_DIR)/keyboards/%/rules.mk,%,$(wildcard $(ROOT_DIR)/keyboards/*/*/rules.mk))
|
||||
|
||||
.PHONY: list-keyboards
|
||||
list-keyboards:
|
||||
echo $(KEYBOARDS)
|
||||
|
||||
define PRINT_KEYBOARD
|
||||
$(info $(PRINTING_KEYBOARD))
|
||||
endef
|
||||
|
||||
.PHONY: generate-keyboards-file
|
||||
generate-keyboards-file:
|
||||
$(foreach PRINTING_KEYBOARD,$(KEYBOARDS),$(eval $(call PRINT_KEYBOARD)))
|
||||
|
||||
.PHONY: clean
|
||||
clean:
|
||||
echo -n 'Deleting .build/ ... '
|
||||
rm -rf $(BUILD_DIR)
|
||||
echo 'done.'
|
||||
|
||||
.PHONY: distclean
|
||||
distclean: clean
|
||||
echo -n 'Deleting *.bin and *.hex ... '
|
||||
rm -f *.bin *.hex
|
||||
echo 'done.'
|
||||
exit 0
|
||||
|
||||
#Compatibility with the old make variables, anything you specify directly on the command line
|
||||
# always overrides the detected folders
|
||||
@@ -313,6 +291,11 @@ define PARSE_KEYBOARD
|
||||
KEYBOARD_FOLDER_PATH_3 := $$(patsubst %/,%,$$(dir $$(KEYBOARD_FOLDER_PATH_2)))
|
||||
KEYBOARD_FOLDER_PATH_4 := $$(patsubst %/,%,$$(dir $$(KEYBOARD_FOLDER_PATH_3)))
|
||||
KEYBOARD_FOLDER_PATH_5 := $$(patsubst %/,%,$$(dir $$(KEYBOARD_FOLDER_PATH_4)))
|
||||
KEYBOARD_FOLDER_1 := $$(notdir $$(KEYBOARD_FOLDER_PATH_1))
|
||||
KEYBOARD_FOLDER_2 := $$(notdir $$(KEYBOARD_FOLDER_PATH_2))
|
||||
KEYBOARD_FOLDER_3 := $$(notdir $$(KEYBOARD_FOLDER_PATH_3))
|
||||
KEYBOARD_FOLDER_4 := $$(notdir $$(KEYBOARD_FOLDER_PATH_4))
|
||||
KEYBOARD_FOLDER_5 := $$(notdir $$(KEYBOARD_FOLDER_PATH_5))
|
||||
|
||||
KEYMAPS :=
|
||||
# get a list of all keymaps
|
||||
@@ -326,35 +309,35 @@ define PARSE_KEYBOARD
|
||||
$$(KEYBOARD_FOLDER_3) $$(KEYBOARD_FOLDER_4) $$(KEYBOARD_FOLDER_5), $$(KEYMAPS)))
|
||||
|
||||
KEYBOARD_LAYOUTS :=
|
||||
ifneq ("$$(wildcard $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_PATH_5)/rules.mk)","")
|
||||
ifneq ("$$(wildcard $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_5)/rules.mk)","")
|
||||
LAYOUTS :=
|
||||
$$(eval include $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_PATH_5)/rules.mk)
|
||||
$$(eval include $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_5)/rules.mk)
|
||||
KEYBOARD_LAYOUTS := $$(sort $$(LAYOUTS) $$(KEYBOARD_LAYOUTS))
|
||||
endif
|
||||
ifneq ("$$(wildcard $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_PATH_4)/rules.mk)","")
|
||||
ifneq ("$$(wildcard $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_4)/rules.mk)","")
|
||||
LAYOUTS :=
|
||||
$$(eval include $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_PATH_4)/rules.mk)
|
||||
$$(eval include $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_4)/rules.mk)
|
||||
KEYBOARD_LAYOUTS := $$(sort $$(LAYOUTS) $$(KEYBOARD_LAYOUTS))
|
||||
endif
|
||||
ifneq ("$$(wildcard $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_PATH_3)/rules.mk)","")
|
||||
ifneq ("$$(wildcard $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_3)/rules.mk)","")
|
||||
LAYOUTS :=
|
||||
$$(eval include $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_PATH_3)/rules.mk)
|
||||
$$(eval include $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_3)/rules.mk)
|
||||
KEYBOARD_LAYOUTS := $$(sort $$(LAYOUTS) $$(KEYBOARD_LAYOUTS))
|
||||
endif
|
||||
ifneq ("$$(wildcard $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_PATH_2)/rules.mk)","")
|
||||
ifneq ("$$(wildcard $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_2)/rules.mk)","")
|
||||
LAYOUTS :=
|
||||
$$(eval include $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_PATH_2)/rules.mk)
|
||||
$$(eval include $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_2)/rules.mk)
|
||||
KEYBOARD_LAYOUTS := $$(sort $$(LAYOUTS) $$(KEYBOARD_LAYOUTS))
|
||||
endif
|
||||
ifneq ("$$(wildcard $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_PATH_1)/rules.mk)","")
|
||||
ifneq ("$$(wildcard $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_1)/rules.mk)","")
|
||||
LAYOUTS :=
|
||||
$$(eval include $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_PATH_1)/rules.mk)
|
||||
$$(eval include $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_1)/rules.mk)
|
||||
KEYBOARD_LAYOUTS := $$(sort $$(LAYOUTS) $$(KEYBOARD_LAYOUTS))
|
||||
endif
|
||||
|
||||
LAYOUT_KEYMAPS :=
|
||||
$$(foreach LAYOUT,$$(KEYBOARD_LAYOUTS),$$(eval LAYOUT_KEYMAPS += $$(notdir $$(patsubst %/.,%,$$(wildcard $(ROOT_DIR)/layouts/*/$$(LAYOUT)/*/.)))))
|
||||
|
||||
|
||||
KEYMAPS := $$(sort $$(KEYMAPS) $$(LAYOUT_KEYMAPS))
|
||||
|
||||
# if the rule after removing the start of it is empty (we haven't specified a kemap or target)
|
||||
@@ -534,13 +517,11 @@ endef
|
||||
%:
|
||||
# Check if we have the CMP tool installed
|
||||
cmp $(ROOT_DIR)/Makefile $(ROOT_DIR)/Makefile >/dev/null 2>&1; if [ $$? -gt 0 ]; then printf "$(MSG_NO_CMP)"; exit 1; fi;
|
||||
# Ensure that python3 is installed. This check can be removed after python is used in more places.
|
||||
if ! python3 --version 1> /dev/null 2>&1; then printf "$(MSG_PYTHON_MISSING)"; fi
|
||||
# Check if the submodules are dirty, and display a warning if they are
|
||||
ifndef SKIP_GIT
|
||||
if [ ! -e lib/chibios ]; then git submodule sync lib/chibios && git submodule update --depth 1 --init lib/chibios; fi
|
||||
if [ ! -e lib/chibios-contrib ]; then git submodule sync lib/chibios-contrib && git submodule update --depth 1 --init lib/chibios-contrib; fi
|
||||
if [ ! -e lib/ugfx ]; then git submodule sync lib/ugfx && git submodule update --depth 1 --init lib/ugfx; fi
|
||||
if [ ! -e lib/chibios ]; then git submodule sync lib/chibios && git submodule update --init lib/chibios; fi
|
||||
if [ ! -e lib/chibios-contrib ]; then git submodule sync lib/chibios-contrib && git submodule update --init lib/chibios-contrib; fi
|
||||
if [ ! -e lib/ugfx ]; then git submodule sync lib/ugfx && git submodule update --init lib/ugfx; fi
|
||||
git submodule status --recursive 2>/dev/null | \
|
||||
while IFS= read -r x; do \
|
||||
case "$$x" in \
|
||||
@@ -556,10 +537,9 @@ endif
|
||||
# it has to be there to allow parallel execution of the submake
|
||||
# This always tries to compile everything, even if error occurs in the middle
|
||||
# But we return the error code at the end, to trigger travis failures
|
||||
# The sort at this point is to remove duplicates
|
||||
$(foreach COMMAND,$(sort $(COMMANDS)),$(RUN_COMMAND))
|
||||
$(foreach COMMAND,$(COMMANDS),$(RUN_COMMAND))
|
||||
if [ -f $(ERROR_FILE) ]; then printf "$(MSG_ERRORS)" & exit 1; fi;
|
||||
$(foreach TEST,$(sort $(TESTS)),$(RUN_TEST))
|
||||
$(foreach TEST,$(TESTS),$(RUN_TEST))
|
||||
if [ -f $(ERROR_FILE) ]; then printf "$(MSG_ERRORS)" & exit 1; fi;
|
||||
|
||||
# These no longer work because of the colon system
|
||||
@@ -585,10 +565,9 @@ lib/%:
|
||||
git submodule sync $?
|
||||
git submodule update --init $?
|
||||
|
||||
.PHONY: git-submodule
|
||||
git-submodule:
|
||||
git submodule sync --recursive
|
||||
git submodule update --init --recursive --progress
|
||||
git submodule update --init --recursive
|
||||
|
||||
ifdef SKIP_VERSION
|
||||
SKIP_GIT := yes
|
||||
|
83
Vagrantfile
vendored
83
Vagrantfile
vendored
@@ -2,13 +2,27 @@
|
||||
# vi: set ft=ruby :
|
||||
|
||||
Vagrant.configure(2) do |config|
|
||||
# define a name instead of just 'default'
|
||||
config.vm.define "qmk_firmware"
|
||||
# You can only have one config.vm.box uncommented at a time
|
||||
|
||||
# VMware/Virtualbox ( and also Hyperv/Parallels) 64 bit
|
||||
config.vm.box = "generic/debian9"
|
||||
|
||||
config.vm.synced_folder '.', '/vagrant'
|
||||
# Comment this and uncomment another if you don't want to use the minimal Arch box
|
||||
#config.vm.box = "dragon788/arch-ala-elasticdog"
|
||||
|
||||
# VMware/Virtualbox 64 bit
|
||||
config.vm.box = "phusion/ubuntu-14.04-amd64"
|
||||
#
|
||||
# VMware/Virtualbox 64 bit
|
||||
#config.vm.box = "puphpet/centos65-x64"
|
||||
#
|
||||
# The opensuse boxes don't have dfu-util in their default repositories
|
||||
#
|
||||
# The virtualbox version has tools issues
|
||||
# VMware/Virtualbox 64 bit
|
||||
#config.vm.box = "bento/opensuse-13.2-x86_64"
|
||||
#
|
||||
# Virtualbox only
|
||||
#config.vm.box = "bento/opensuse-13.2-i386"
|
||||
# config.vm.box = ""
|
||||
# config.vm.box = ""
|
||||
|
||||
# This section allows you to customize the Virtualbox VM
|
||||
# settings, ie showing the GUI or upping the memory
|
||||
@@ -20,16 +34,13 @@ Vagrant.configure(2) do |config|
|
||||
# your Teensy via the VM rather than your host OS
|
||||
#vb.customize ['modifyvm', :id, '--usb', 'on']
|
||||
#vb.customize ['usbfilter', 'add', '0',
|
||||
# '--target', :id,
|
||||
# '--name', 'teensy',
|
||||
# '--vendorid', '0x16c0',
|
||||
# '--productid','0x0478'
|
||||
# ]
|
||||
# '--target', :id,
|
||||
# '--name', 'teensy',
|
||||
# '--vendorid', '0x16c0',
|
||||
# '--productid','0x0478'
|
||||
# ]
|
||||
# Customize the amount of memory on the VM:
|
||||
vb.memory = "512"
|
||||
# Uncomment the below lines if you have time sync
|
||||
# issues with make and incremental builds
|
||||
#vb.customize [ "guestproperty", "set", :id, "/VirtualBox/GuestAdd/VBoxService/--timesync-set-threshold", 1000 ]
|
||||
end
|
||||
|
||||
# This section allows you to customize the VMware VM
|
||||
@@ -52,44 +63,36 @@ Vagrant.configure(2) do |config|
|
||||
end
|
||||
|
||||
# Docker provider pulls from hub.docker.com respecting docker.image if
|
||||
# config.vm.box is nil. In this case, we adhoc build util/vagrant/Dockerfile.
|
||||
# Note that this bind-mounts from the current dir to
|
||||
# config.vm.box is nil. Note that this bind-mounts from the current dir to
|
||||
# /vagrant in the guest, so unless your UID is 1000 to match vagrant in the
|
||||
# image, you'll need to: chmod -R a+rw .
|
||||
config.vm.provider "docker" do |docker, override|
|
||||
override.vm.box = nil
|
||||
docker.build_dir = "util/vagrant"
|
||||
docker.image = "jesselang/debian-vagrant:jessie"
|
||||
docker.has_ssh = true
|
||||
end
|
||||
|
||||
# Unless we are running the docker container directly
|
||||
# 1. run container detached on vm
|
||||
# 2. attach on 'vagrant ssh'
|
||||
["virtualbox", "vmware_workstation", "vmware_fusion"].each do |type|
|
||||
config.vm.provider type do |virt, override|
|
||||
override.vm.provision "docker" do |d|
|
||||
d.run "qmkfm/base_container",
|
||||
cmd: "tail -f /dev/null",
|
||||
args: "--privileged -v /dev:/dev -v '/vagrant:/vagrant'"
|
||||
end
|
||||
# This script ensures the required packages for AVR programming are installed
|
||||
# It also ensures the system always gets the latest updates when powered on
|
||||
# If this causes issues you can run a 'vagrant destroy' and then
|
||||
# add a # before ,args: and run 'vagrant up' to get a working
|
||||
# non-updated box and then attempt to troubleshoot or open a Github issue
|
||||
|
||||
override.vm.provision "shell", inline: <<-SHELL
|
||||
echo 'docker restart qmkfm-base_container && exec docker exec -it qmkfm-base_container /bin/bash -l' >> ~vagrant/.bashrc
|
||||
SHELL
|
||||
end
|
||||
end
|
||||
config.vm.provision "shell", run: "always", path: "./util/install_dependencies.sh", args: "-update"
|
||||
|
||||
config.vm.post_up_message = <<-EOT
|
||||
Log into the VM using 'vagrant ssh' on OSX or from Git Bash (Win)
|
||||
or 'vagrant ssh-config' and Putty or Bitvise SSH or another SSH tool
|
||||
|
||||
Log into the environment using 'vagrant ssh'. QMK directory synchronized with
|
||||
host is located at /vagrant
|
||||
To compile the .hex files use make command inside this directory, e.g.
|
||||
cd /vagrant
|
||||
make <keyboard>:default
|
||||
Change directory (cd) to the keyboard you wish to program
|
||||
(Optionally) modify your layout,
|
||||
then run 'make clean'
|
||||
and then 'make' to compile the .eep and .hex files.
|
||||
|
||||
Or you can copy and paste the example line below.
|
||||
|
||||
cd /vagrant; cd keyboards; cd ergodox; make clean; make
|
||||
|
||||
Examples:
|
||||
make planck/rev4:default:dfu
|
||||
make planck:default
|
||||
|
||||
EOT
|
||||
end
|
||||
|
97
bin/qmk
97
bin/qmk
@@ -1,97 +0,0 @@
|
||||
#!/usr/bin/env python3
|
||||
"""CLI wrapper for running QMK commands.
|
||||
"""
|
||||
import os
|
||||
import subprocess
|
||||
import sys
|
||||
from glob import glob
|
||||
from time import strftime
|
||||
from importlib import import_module
|
||||
from importlib.util import find_spec
|
||||
|
||||
# Add the QMK python libs to our path
|
||||
script_dir = os.path.dirname(os.path.realpath(__file__))
|
||||
qmk_dir = os.path.abspath(os.path.join(script_dir, '..'))
|
||||
python_lib_dir = os.path.abspath(os.path.join(qmk_dir, 'lib', 'python'))
|
||||
sys.path.append(python_lib_dir)
|
||||
|
||||
# Change to the root of our checkout
|
||||
os.environ['ORIG_CWD'] = os.getcwd()
|
||||
os.chdir(qmk_dir)
|
||||
|
||||
# Make sure our modules have been setup
|
||||
with open('requirements.txt', 'r') as fd:
|
||||
for line in fd.readlines():
|
||||
line = line.strip().replace('<', '=').replace('>', '=')
|
||||
|
||||
if line[0] == '#':
|
||||
continue
|
||||
|
||||
if '#' in line:
|
||||
line = line.split('#')[0]
|
||||
|
||||
module = line.split('=')[0] if '=' in line else line
|
||||
if not find_spec(module):
|
||||
print('Your QMK build environment is not fully setup!\n')
|
||||
print('Please run `./util/qmk_install.sh` to setup QMK.')
|
||||
exit(255)
|
||||
|
||||
# Figure out our version
|
||||
command = ['git', 'describe', '--abbrev=6', '--dirty', '--always', '--tags']
|
||||
result = subprocess.run(command, universal_newlines=True, capture_output=True)
|
||||
|
||||
if result.returncode == 0:
|
||||
os.environ['QMK_VERSION'] = 'QMK ' + result.stdout.strip()
|
||||
else:
|
||||
os.environ['QMK_VERSION'] = 'QMK ' + strftime('%Y-%m-%d-%H:%M:%S')
|
||||
|
||||
# Setup the CLI
|
||||
import milc
|
||||
milc.EMOJI_LOGLEVELS['INFO'] = '{fg_blue}ψ{style_reset_all}'
|
||||
|
||||
# If we were invoked as `qmk <cmd>` massage sys.argv into `qmk-<cmd>`.
|
||||
# This means we can't accept arguments to the qmk script itself.
|
||||
script_name = os.path.basename(sys.argv[0])
|
||||
if script_name == 'qmk':
|
||||
if len(sys.argv) == 1:
|
||||
milc.cli.log.error('No subcommand specified!\n')
|
||||
|
||||
if len(sys.argv) == 1 or sys.argv[1] in ['-h', '--help']:
|
||||
milc.cli.echo('usage: qmk <subcommand> [...]')
|
||||
milc.cli.echo('\nsubcommands:')
|
||||
subcommands = glob(os.path.join(qmk_dir, 'bin', 'qmk-*'))
|
||||
for subcommand in sorted(subcommands):
|
||||
subcommand = os.path.basename(subcommand).split('-', 1)[1]
|
||||
milc.cli.echo('\t%s', subcommand)
|
||||
milc.cli.echo('\nqmk <subcommand> --help for more information')
|
||||
exit(1)
|
||||
|
||||
if sys.argv[1] in ['-V', '--version']:
|
||||
milc.cli.echo(os.environ['QMK_VERSION'])
|
||||
exit(0)
|
||||
|
||||
sys.argv[0] = script_name = '-'.join((script_name, sys.argv[1]))
|
||||
del sys.argv[1]
|
||||
|
||||
# Look for which module to import
|
||||
if script_name == 'qmk':
|
||||
milc.cli.print_help()
|
||||
exit(0)
|
||||
elif not script_name.startswith('qmk-'):
|
||||
milc.cli.log.error('Invalid symlink, must start with "qmk-": %s', script_name)
|
||||
else:
|
||||
subcommand = script_name.replace('-', '.').replace('_', '.').split('.')
|
||||
subcommand.insert(1, 'cli')
|
||||
subcommand = '.'.join(subcommand)
|
||||
|
||||
try:
|
||||
import_module(subcommand)
|
||||
except ModuleNotFoundError as e:
|
||||
if e.__class__.__name__ != subcommand:
|
||||
raise
|
||||
|
||||
milc.cli.log.error('Invalid subcommand! Could not import %s.', subcommand)
|
||||
exit(1)
|
||||
|
||||
if __name__ == '__main__':
|
||||
milc.cli()
|
@@ -1 +0,0 @@
|
||||
qmk
|
@@ -1 +0,0 @@
|
||||
qmk
|
@@ -1 +0,0 @@
|
||||
qmk
|
@@ -1 +0,0 @@
|
||||
qmk
|
@@ -1,86 +0,0 @@
|
||||
# Copyright 2017 Jack Humbert
|
||||
#
|
||||
# This program is free software: you can redistribute it and/or modify
|
||||
# it under the terms of the GNU General Public License as published by
|
||||
# the Free Software Foundation, either version 2 of the License, or
|
||||
# (at your option) any later version.
|
||||
#
|
||||
# This program is distributed in the hope that it will be useful,
|
||||
# but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
# GNU General Public License for more details.
|
||||
#
|
||||
# You should have received a copy of the GNU General Public License
|
||||
# along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
# If it's possible that multiple bootloaders can be used for one project,
|
||||
# you can leave this unset, and the correct size will be selected
|
||||
# automatically.
|
||||
#
|
||||
# Sets the bootloader defined in the keyboard's/keymap's rules.mk
|
||||
# Current options:
|
||||
# atmel-dfu
|
||||
# lufa-dfu
|
||||
# qmk-dfu
|
||||
# halfkay
|
||||
# caterina
|
||||
# bootloadHID
|
||||
#
|
||||
# BOOTLOADER_SIZE can still be defined manually, but it's recommended
|
||||
# you add any possible configuration to this list
|
||||
|
||||
ifeq ($(strip $(BOOTLOADER)), atmel-dfu)
|
||||
OPT_DEFS += -DBOOTLOADER_ATMEL_DFU
|
||||
OPT_DEFS += -DBOOTLOADER_DFU
|
||||
ifeq ($(strip $(MCU)), atmega32u4)
|
||||
BOOTLOADER_SIZE = 4096
|
||||
endif
|
||||
ifeq ($(strip $(MCU)), at90usb1286)
|
||||
BOOTLOADER_SIZE = 8192
|
||||
endif
|
||||
endif
|
||||
ifeq ($(strip $(BOOTLOADER)), lufa-dfu)
|
||||
OPT_DEFS += -DBOOTLOADER_LUFA_DFU
|
||||
OPT_DEFS += -DBOOTLOADER_DFU
|
||||
ifeq ($(strip $(MCU)), atmega32u4)
|
||||
BOOTLOADER_SIZE = 4096
|
||||
endif
|
||||
ifeq ($(strip $(MCU)), at90usb1286)
|
||||
BOOTLOADER_SIZE = 8192
|
||||
endif
|
||||
endif
|
||||
ifeq ($(strip $(BOOTLOADER)), qmk-dfu)
|
||||
OPT_DEFS += -DBOOTLOADER_QMK_DFU
|
||||
OPT_DEFS += -DBOOTLOADER_DFU
|
||||
ifeq ($(strip $(MCU)), atmega32u4)
|
||||
BOOTLOADER_SIZE = 4096
|
||||
endif
|
||||
ifeq ($(strip $(MCU)), at90usb1286)
|
||||
BOOTLOADER_SIZE = 8192
|
||||
endif
|
||||
endif
|
||||
ifeq ($(strip $(BOOTLOADER)), halfkay)
|
||||
OPT_DEFS += -DBOOTLOADER_HALFKAY
|
||||
ifeq ($(strip $(MCU)), atmega32u4)
|
||||
BOOTLOADER_SIZE = 512
|
||||
endif
|
||||
ifeq ($(strip $(MCU)), at90usb1286)
|
||||
BOOTLOADER_SIZE = 1024
|
||||
endif
|
||||
endif
|
||||
ifeq ($(strip $(BOOTLOADER)), caterina)
|
||||
OPT_DEFS += -DBOOTLOADER_CATERINA
|
||||
BOOTLOADER_SIZE = 4096
|
||||
endif
|
||||
ifeq ($(strip $(BOOTLOADER)), bootloadHID)
|
||||
OPT_DEFS += -DBOOTLOADER_BOOTLOADHID
|
||||
BOOTLOADER_SIZE = 4096
|
||||
endif
|
||||
ifeq ($(strip $(BOOTLOADER)), USBasp)
|
||||
OPT_DEFS += -DBOOTLOADER_USBASP
|
||||
BOOTLOADER_SIZE = 4096
|
||||
endif
|
||||
|
||||
ifdef BOOTLOADER_SIZE
|
||||
OPT_DEFS += -DBOOTLOADER_SIZE=$(strip $(BOOTLOADER_SIZE))
|
||||
endif
|
@@ -1,27 +0,0 @@
|
||||
# Look for a json keymap file
|
||||
ifneq ("$(wildcard $(MAIN_KEYMAP_PATH_5)/keymap.json)","")
|
||||
KEYMAP_C := $(KEYBOARD_OUTPUT)/src/keymap.c
|
||||
KEYMAP_JSON := $(MAIN_KEYMAP_PATH_5)/keymap.json
|
||||
KEYMAP_PATH := $(MAIN_KEYMAP_PATH_5)
|
||||
else ifneq ("$(wildcard $(MAIN_KEYMAP_PATH_4)/keymap.json)","")
|
||||
KEYMAP_C := $(KEYBOARD_OUTPUT)/src/keymap.c
|
||||
KEYMAP_JSON := $(MAIN_KEYMAP_PATH_4)/keymap.json
|
||||
KEYMAP_PATH := $(MAIN_KEYMAP_PATH_4)
|
||||
else ifneq ("$(wildcard $(MAIN_KEYMAP_PATH_3)/keymap.json)","")
|
||||
KEYMAP_C := $(KEYBOARD_OUTPUT)/src/keymap.c
|
||||
KEYMAP_JSON := $(MAIN_KEYMAP_PATH_3)/keymap.json
|
||||
KEYMAP_PATH := $(MAIN_KEYMAP_PATH_3)
|
||||
else ifneq ("$(wildcard $(MAIN_KEYMAP_PATH_2)/keymap.json)","")
|
||||
KEYMAP_C := $(KEYBOARD_OUTPUT)/src/keymap.c
|
||||
KEYMAP_JSON := $(MAIN_KEYMAP_PATH_2)/keymap.json
|
||||
KEYMAP_PATH := $(MAIN_KEYMAP_PATH_2)
|
||||
else ifneq ("$(wildcard $(MAIN_KEYMAP_PATH_1)/keymap.json)","")
|
||||
KEYMAP_C := $(KEYBOARD_OUTPUT)/src/keymap.c
|
||||
KEYMAP_JSON := $(MAIN_KEYMAP_PATH_1)/keymap.json
|
||||
KEYMAP_PATH := $(MAIN_KEYMAP_PATH_1)
|
||||
endif
|
||||
|
||||
# Generate the keymap.c
|
||||
ifneq ("$(KEYMAP_JSON)","")
|
||||
_ = $(shell test -e $(KEYMAP_C) || bin/qmk-json-keymap $(KEYMAP_JSON) -o $(KEYMAP_C))
|
||||
endif
|
@@ -1,9 +1,3 @@
|
||||
# Determine what keyboard we are building and setup the build environment.
|
||||
#
|
||||
# We support folders up to 5 levels deep below `keyboards/`. This file is
|
||||
# responsible for determining which folder is being used and doing the
|
||||
# corresponding environment setup.
|
||||
|
||||
ifndef VERBOSE
|
||||
.SILENT:
|
||||
endif
|
||||
@@ -12,16 +6,26 @@ endif
|
||||
|
||||
include common.mk
|
||||
|
||||
# Set the filename for the final firmware binary
|
||||
# 5/4/3/2/1
|
||||
KEYBOARD_FOLDER_PATH_1 := $(KEYBOARD)
|
||||
KEYBOARD_FOLDER_PATH_2 := $(patsubst %/,%,$(dir $(KEYBOARD_FOLDER_PATH_1)))
|
||||
KEYBOARD_FOLDER_PATH_3 := $(patsubst %/,%,$(dir $(KEYBOARD_FOLDER_PATH_2)))
|
||||
KEYBOARD_FOLDER_PATH_4 := $(patsubst %/,%,$(dir $(KEYBOARD_FOLDER_PATH_3)))
|
||||
KEYBOARD_FOLDER_PATH_5 := $(patsubst %/,%,$(dir $(KEYBOARD_FOLDER_PATH_4)))
|
||||
KEYBOARD_FOLDER_1 := $(notdir $(KEYBOARD_FOLDER_PATH_1))
|
||||
KEYBOARD_FOLDER_2 := $(notdir $(KEYBOARD_FOLDER_PATH_2))
|
||||
KEYBOARD_FOLDER_3 := $(notdir $(KEYBOARD_FOLDER_PATH_3))
|
||||
KEYBOARD_FOLDER_4 := $(notdir $(KEYBOARD_FOLDER_PATH_4))
|
||||
KEYBOARD_FOLDER_5 := $(notdir $(KEYBOARD_FOLDER_PATH_5))
|
||||
|
||||
KEYBOARD_FILESAFE := $(subst /,_,$(KEYBOARD))
|
||||
|
||||
TARGET ?= $(KEYBOARD_FILESAFE)_$(KEYMAP)
|
||||
KEYBOARD_OUTPUT := $(BUILD_DIR)/obj_$(KEYBOARD_FILESAFE)
|
||||
STM32_PATH := quantum/stm32
|
||||
|
||||
# Force expansion
|
||||
TARGET := $(TARGET)
|
||||
|
||||
# For split boards we need to set a master half.
|
||||
MASTER ?= left
|
||||
ifdef master
|
||||
MASTER = $(master)
|
||||
@@ -35,126 +39,35 @@ $(error MASTER does not have a valid value(left/right))
|
||||
endif
|
||||
endif
|
||||
|
||||
ifdef SKIP_VERSION
|
||||
OPT_DEFS += -DSKIP_VERSION
|
||||
endif
|
||||
|
||||
# Determine which subfolders exist.
|
||||
KEYBOARD_FOLDER_PATH_1 := $(KEYBOARD)
|
||||
KEYBOARD_FOLDER_PATH_2 := $(patsubst %/,%,$(dir $(KEYBOARD_FOLDER_PATH_1)))
|
||||
KEYBOARD_FOLDER_PATH_3 := $(patsubst %/,%,$(dir $(KEYBOARD_FOLDER_PATH_2)))
|
||||
KEYBOARD_FOLDER_PATH_4 := $(patsubst %/,%,$(dir $(KEYBOARD_FOLDER_PATH_3)))
|
||||
KEYBOARD_FOLDER_PATH_5 := $(patsubst %/,%,$(dir $(KEYBOARD_FOLDER_PATH_4)))
|
||||
KEYBOARD_FOLDER_1 := $(notdir $(KEYBOARD_FOLDER_PATH_1))
|
||||
KEYBOARD_FOLDER_2 := $(notdir $(KEYBOARD_FOLDER_PATH_2))
|
||||
KEYBOARD_FOLDER_3 := $(notdir $(KEYBOARD_FOLDER_PATH_3))
|
||||
KEYBOARD_FOLDER_4 := $(notdir $(KEYBOARD_FOLDER_PATH_4))
|
||||
KEYBOARD_FOLDER_5 := $(notdir $(KEYBOARD_FOLDER_PATH_5))
|
||||
KEYBOARD_PATHS :=
|
||||
|
||||
KEYBOARD_PATH_1 := keyboards/$(KEYBOARD_FOLDER_PATH_1)
|
||||
KEYBOARD_PATH_2 := keyboards/$(KEYBOARD_FOLDER_PATH_2)
|
||||
KEYBOARD_PATH_3 := keyboards/$(KEYBOARD_FOLDER_PATH_3)
|
||||
KEYBOARD_PATH_4 := keyboards/$(KEYBOARD_FOLDER_PATH_4)
|
||||
KEYBOARD_PATH_5 := keyboards/$(KEYBOARD_FOLDER_PATH_5)
|
||||
|
||||
ifneq ("$(wildcard $(KEYBOARD_PATH_5)/)","")
|
||||
KEYBOARD_PATHS += $(KEYBOARD_PATH_5)
|
||||
endif
|
||||
ifneq ("$(wildcard $(KEYBOARD_PATH_4)/)","")
|
||||
KEYBOARD_PATHS += $(KEYBOARD_PATH_4)
|
||||
endif
|
||||
ifneq ("$(wildcard $(KEYBOARD_PATH_3)/)","")
|
||||
KEYBOARD_PATHS += $(KEYBOARD_PATH_3)
|
||||
endif
|
||||
ifneq ("$(wildcard $(KEYBOARD_PATH_2)/)","")
|
||||
KEYBOARD_PATHS += $(KEYBOARD_PATH_2)
|
||||
endif
|
||||
ifneq ("$(wildcard $(KEYBOARD_PATH_1)/)","")
|
||||
KEYBOARD_PATHS += $(KEYBOARD_PATH_1)
|
||||
endif
|
||||
|
||||
|
||||
# Pull in rules.mk files from all our subfolders
|
||||
ifneq ("$(wildcard $(KEYBOARD_PATH_5)/rules.mk)","")
|
||||
KEYBOARD_PATHS += $(KEYBOARD_PATH_5)
|
||||
include $(KEYBOARD_PATH_5)/rules.mk
|
||||
endif
|
||||
ifneq ("$(wildcard $(KEYBOARD_PATH_4)/rules.mk)","")
|
||||
KEYBOARD_PATHS += $(KEYBOARD_PATH_4)
|
||||
include $(KEYBOARD_PATH_4)/rules.mk
|
||||
endif
|
||||
ifneq ("$(wildcard $(KEYBOARD_PATH_3)/rules.mk)","")
|
||||
KEYBOARD_PATHS += $(KEYBOARD_PATH_3)
|
||||
include $(KEYBOARD_PATH_3)/rules.mk
|
||||
endif
|
||||
ifneq ("$(wildcard $(KEYBOARD_PATH_2)/rules.mk)","")
|
||||
KEYBOARD_PATHS += $(KEYBOARD_PATH_2)
|
||||
include $(KEYBOARD_PATH_2)/rules.mk
|
||||
endif
|
||||
ifneq ("$(wildcard $(KEYBOARD_PATH_1)/rules.mk)","")
|
||||
KEYBOARD_PATHS += $(KEYBOARD_PATH_1)
|
||||
include $(KEYBOARD_PATH_1)/rules.mk
|
||||
endif
|
||||
|
||||
|
||||
MAIN_KEYMAP_PATH_1 := $(KEYBOARD_PATH_1)/keymaps/$(KEYMAP)
|
||||
MAIN_KEYMAP_PATH_2 := $(KEYBOARD_PATH_2)/keymaps/$(KEYMAP)
|
||||
MAIN_KEYMAP_PATH_3 := $(KEYBOARD_PATH_3)/keymaps/$(KEYMAP)
|
||||
MAIN_KEYMAP_PATH_4 := $(KEYBOARD_PATH_4)/keymaps/$(KEYMAP)
|
||||
MAIN_KEYMAP_PATH_5 := $(KEYBOARD_PATH_5)/keymaps/$(KEYMAP)
|
||||
|
||||
# Check for keymap.json first, so we can regenerate keymap.c
|
||||
include build_json.mk
|
||||
|
||||
ifeq ("$(wildcard $(KEYMAP_PATH))", "")
|
||||
# Look through the possible keymap folders until we find a matching keymap.c
|
||||
ifneq ("$(wildcard $(MAIN_KEYMAP_PATH_5)/keymap.c)","")
|
||||
-include $(MAIN_KEYMAP_PATH_5)/rules.mk
|
||||
KEYMAP_C := $(MAIN_KEYMAP_PATH_5)/keymap.c
|
||||
KEYMAP_PATH := $(MAIN_KEYMAP_PATH_5)
|
||||
else ifneq ("$(wildcard $(MAIN_KEYMAP_PATH_4)/keymap.c)","")
|
||||
-include $(MAIN_KEYMAP_PATH_4)/rules.mk
|
||||
KEYMAP_C := $(MAIN_KEYMAP_PATH_4)/keymap.c
|
||||
KEYMAP_PATH := $(MAIN_KEYMAP_PATH_4)
|
||||
else ifneq ("$(wildcard $(MAIN_KEYMAP_PATH_3)/keymap.c)","")
|
||||
-include $(MAIN_KEYMAP_PATH_3)/rules.mk
|
||||
KEYMAP_C := $(MAIN_KEYMAP_PATH_3)/keymap.c
|
||||
KEYMAP_PATH := $(MAIN_KEYMAP_PATH_3)
|
||||
else ifneq ("$(wildcard $(MAIN_KEYMAP_PATH_2)/keymap.c)","")
|
||||
-include $(MAIN_KEYMAP_PATH_2)/rules.mk
|
||||
KEYMAP_C := $(MAIN_KEYMAP_PATH_2)/keymap.c
|
||||
KEYMAP_PATH := $(MAIN_KEYMAP_PATH_2)
|
||||
else ifneq ("$(wildcard $(MAIN_KEYMAP_PATH_1)/keymap.c)","")
|
||||
-include $(MAIN_KEYMAP_PATH_1)/rules.mk
|
||||
KEYMAP_C := $(MAIN_KEYMAP_PATH_1)/keymap.c
|
||||
KEYMAP_PATH := $(MAIN_KEYMAP_PATH_1)
|
||||
else ifneq ($(LAYOUTS),)
|
||||
# If we haven't found a keymap yet fall back to community layouts
|
||||
include build_layout.mk
|
||||
else
|
||||
$(error Could not find keymap)
|
||||
# this state should never be reached
|
||||
endif
|
||||
endif
|
||||
|
||||
ifeq ($(strip $(CTPC)), yes)
|
||||
CONVERT_TO_PROTON_C=yes
|
||||
endif
|
||||
|
||||
ifeq ($(strip $(CONVERT_TO_PROTON_C)), yes)
|
||||
TARGET := $(TARGET)_proton_c
|
||||
include $(STM32_PATH)/proton_c.mk
|
||||
OPT_DEFS += -DCONVERT_TO_PROTON_C
|
||||
endif
|
||||
|
||||
ifneq ($(FORCE_LAYOUT),)
|
||||
TARGET := $(TARGET)_$(FORCE_LAYOUT)
|
||||
endif
|
||||
|
||||
include quantum/mcu_selection.mk
|
||||
|
||||
ifdef MCU_FAMILY
|
||||
OPT_DEFS += -DQMK_STM32
|
||||
KEYBOARD_PATHS += $(STM32_PATH)
|
||||
endif
|
||||
|
||||
|
||||
# Find all the C source files to be compiled in subfolders.
|
||||
KEYBOARD_SRC :=
|
||||
|
||||
KEYBOARD_C_1 := $(KEYBOARD_PATH_1)/$(KEYBOARD_FOLDER_1).c
|
||||
@@ -179,69 +92,17 @@ ifneq ("$(wildcard $(KEYBOARD_C_1))","")
|
||||
KEYBOARD_SRC += $(KEYBOARD_C_1)
|
||||
endif
|
||||
|
||||
# Generate KEYBOARD_name_subname for all levels of the keyboard folder
|
||||
KEYBOARD_FILESAFE_1 := $(subst .,,$(subst /,_,$(KEYBOARD_FOLDER_PATH_1)))
|
||||
KEYBOARD_FILESAFE_2 := $(subst .,,$(subst /,_,$(KEYBOARD_FOLDER_PATH_2)))
|
||||
KEYBOARD_FILESAFE_3 := $(subst .,,$(subst /,_,$(KEYBOARD_FOLDER_PATH_3)))
|
||||
KEYBOARD_FILESAFE_4 := $(subst .,,$(subst /,_,$(KEYBOARD_FOLDER_PATH_4)))
|
||||
KEYBOARD_FILESAFE_5 := $(subst .,,$(subst /,_,$(KEYBOARD_FOLDER_PATH_5)))
|
||||
OPT_DEFS += -DKEYBOARD_$(KEYBOARD_FILESAFE)
|
||||
|
||||
ifneq ("$(wildcard $(KEYBOARD_PATH_5)/)","")
|
||||
OPT_DEFS += -DKEYBOARD_$(KEYBOARD_FILESAFE_5)
|
||||
endif
|
||||
ifneq ("$(wildcard $(KEYBOARD_PATH_4)/)","")
|
||||
OPT_DEFS += -DKEYBOARD_$(KEYBOARD_FILESAFE_4)
|
||||
endif
|
||||
ifneq ("$(wildcard $(KEYBOARD_PATH_3)/)","")
|
||||
OPT_DEFS += -DKEYBOARD_$(KEYBOARD_FILESAFE_3)
|
||||
endif
|
||||
ifneq ("$(wildcard $(KEYBOARD_PATH_2)/)","")
|
||||
OPT_DEFS += -DKEYBOARD_$(KEYBOARD_FILESAFE_2)
|
||||
endif
|
||||
ifneq ("$(wildcard $(KEYBOARD_PATH_1)/)","")
|
||||
OPT_DEFS += -DKEYBOARD_$(KEYBOARD_FILESAFE_1)
|
||||
endif
|
||||
|
||||
# Setup the define for QMK_KEYBOARD_H. This is used inside of keymaps so
|
||||
# that the same keymap may be used on multiple keyboards.
|
||||
#
|
||||
# We grab the most top-level include file that we can. That file should
|
||||
# use #ifdef statements to include all the neccesary subfolder includes,
|
||||
# as described here:
|
||||
#
|
||||
# https://docs.qmk.fm/#/feature_layouts?id=tips-for-making-layouts-keyboard-agnostic
|
||||
#
|
||||
ifneq ("$(wildcard $(KEYBOARD_PATH_1)/$(KEYBOARD_FOLDER_1).h)","")
|
||||
QMK_KEYBOARD_H = $(KEYBOARD_FOLDER_1).h
|
||||
endif
|
||||
ifneq ("$(wildcard $(KEYBOARD_PATH_2)/$(KEYBOARD_FOLDER_2).h)","")
|
||||
QMK_KEYBOARD_H = $(KEYBOARD_FOLDER_2).h
|
||||
endif
|
||||
ifneq ("$(wildcard $(KEYBOARD_PATH_3)/$(KEYBOARD_FOLDER_3).h)","")
|
||||
QMK_KEYBOARD_H = $(KEYBOARD_FOLDER_3).h
|
||||
endif
|
||||
ifneq ("$(wildcard $(KEYBOARD_PATH_4)/$(KEYBOARD_FOLDER_4).h)","")
|
||||
QMK_KEYBOARD_H = $(KEYBOARD_FOLDER_4).h
|
||||
endif
|
||||
ifneq ("$(wildcard $(KEYBOARD_PATH_5)/$(KEYBOARD_FOLDER_5).h)","")
|
||||
QMK_KEYBOARD_H = $(KEYBOARD_FOLDER_5).h
|
||||
endif
|
||||
|
||||
# Determine and set parameters based on the keyboard's processor family.
|
||||
# We can assume a ChibiOS target When MCU_FAMILY is defined since it's
|
||||
# not used for LUFA
|
||||
# We can assume a ChibiOS target When MCU_FAMILY is defined , since it's not used for LUFA
|
||||
ifdef MCU_FAMILY
|
||||
FIRMWARE_FORMAT?=bin
|
||||
PLATFORM=CHIBIOS
|
||||
else ifdef ARM_ATSAM
|
||||
PLATFORM=ARM_ATSAM
|
||||
FIRMWARE_FORMAT=bin
|
||||
else
|
||||
PLATFORM=AVR
|
||||
FIRMWARE_FORMAT?=hex
|
||||
endif
|
||||
|
||||
ifeq ($(PLATFORM),CHIBIOS)
|
||||
include $(TMK_PATH)/protocol/chibios.mk
|
||||
include $(TMK_PATH)/chibios.mk
|
||||
OPT_OS = chibios
|
||||
ifneq ("$(wildcard $(KEYBOARD_PATH_5)/bootloader_defs.h)","")
|
||||
@@ -264,12 +125,9 @@ ifeq ($(PLATFORM),CHIBIOS)
|
||||
OPT_DEFS += -include $(KEYBOARD_PATH_1)/bootloader_defs.h
|
||||
else ifneq ("$(wildcard $(KEYBOARD_PATH_1)/boards/$(BOARD)/bootloader_defs.h)","")
|
||||
OPT_DEFS += -include $(KEYBOARD_PATH_1)/boards/$(BOARD)/bootloader_defs.h
|
||||
else ifneq ("$(wildcard $(TOP_DIR)/drivers/boards/$(BOARD)/bootloader_defs.h)","")
|
||||
OPT_DEFS += -include $(TOP_DIR)/drivers/boards/$(BOARD)/bootloader_defs.h
|
||||
endif
|
||||
endif
|
||||
|
||||
# Find all of the config.h files and add them to our CONFIG_H define.
|
||||
CONFIG_H :=
|
||||
ifneq ("$(wildcard $(KEYBOARD_PATH_5)/config.h)","")
|
||||
CONFIG_H += $(KEYBOARD_PATH_5)/config.h
|
||||
@@ -287,39 +145,48 @@ ifneq ("$(wildcard $(KEYBOARD_PATH_1)/config.h)","")
|
||||
CONFIG_H += $(KEYBOARD_PATH_1)/config.h
|
||||
endif
|
||||
|
||||
POST_CONFIG_H :=
|
||||
ifneq ("$(wildcard $(KEYBOARD_PATH_1)/post_config.h)","")
|
||||
POST_CONFIG_H += $(KEYBOARD_PATH_1)/post_config.h
|
||||
endif
|
||||
ifneq ("$(wildcard $(KEYBOARD_PATH_2)/post_config.h)","")
|
||||
POST_CONFIG_H += $(KEYBOARD_PATH_2)/post_config.h
|
||||
endif
|
||||
ifneq ("$(wildcard $(KEYBOARD_PATH_3)/post_config.h)","")
|
||||
POST_CONFIG_H += $(KEYBOARD_PATH_3)/post_config.h
|
||||
endif
|
||||
ifneq ("$(wildcard $(KEYBOARD_PATH_4)/post_config.h)","")
|
||||
POST_CONFIG_H += $(KEYBOARD_PATH_4)/post_config.h
|
||||
endif
|
||||
ifneq ("$(wildcard $(KEYBOARD_PATH_5)/post_config.h)","")
|
||||
POST_CONFIG_H += $(KEYBOARD_PATH_5)/post_config.h
|
||||
endif
|
||||
|
||||
# Save the defines and includes here, so we don't include any keymap specific ones
|
||||
PROJECT_DEFS := $(OPT_DEFS)
|
||||
PROJECT_INC := $(VPATH) $(EXTRAINCDIRS) $(KEYBOARD_PATHS)
|
||||
PROJECT_CONFIG := $(CONFIG_H)
|
||||
|
||||
# Userspace setup and definitions
|
||||
ifeq ("$(USER_NAME)","")
|
||||
USER_NAME := $(KEYMAP)
|
||||
endif
|
||||
USER_PATH := users/$(USER_NAME)
|
||||
MAIN_KEYMAP_PATH_1 := $(KEYBOARD_PATH_1)/keymaps/$(KEYMAP)
|
||||
MAIN_KEYMAP_PATH_2 := $(KEYBOARD_PATH_2)/keymaps/$(KEYMAP)
|
||||
MAIN_KEYMAP_PATH_3 := $(KEYBOARD_PATH_3)/keymaps/$(KEYMAP)
|
||||
MAIN_KEYMAP_PATH_4 := $(KEYBOARD_PATH_4)/keymaps/$(KEYMAP)
|
||||
MAIN_KEYMAP_PATH_5 := $(KEYBOARD_PATH_5)/keymaps/$(KEYMAP)
|
||||
|
||||
-include $(USER_PATH)/rules.mk
|
||||
ifneq ("$(wildcard $(USER_PATH)/config.h)","")
|
||||
CONFIG_H += $(USER_PATH)/config.h
|
||||
ifneq ("$(wildcard $(MAIN_KEYMAP_PATH_5)/keymap.c)","")
|
||||
-include $(MAIN_KEYMAP_PATH_5)/rules.mk
|
||||
KEYMAP_C := $(MAIN_KEYMAP_PATH_5)/keymap.c
|
||||
KEYMAP_PATH := $(MAIN_KEYMAP_PATH_5)
|
||||
else ifneq ("$(wildcard $(MAIN_KEYMAP_PATH_4)/keymap.c)","")
|
||||
-include $(MAIN_KEYMAP_PATH_4)/rules.mk
|
||||
KEYMAP_C := $(MAIN_KEYMAP_PATH_4)/keymap.c
|
||||
KEYMAP_PATH := $(MAIN_KEYMAP_PATH_4)
|
||||
else ifneq ("$(wildcard $(MAIN_KEYMAP_PATH_3)/keymap.c)","")
|
||||
-include $(MAIN_KEYMAP_PATH_3)/rules.mk
|
||||
KEYMAP_C := $(MAIN_KEYMAP_PATH_3)/keymap.c
|
||||
KEYMAP_PATH := $(MAIN_KEYMAP_PATH_3)
|
||||
else ifneq ("$(wildcard $(MAIN_KEYMAP_PATH_2)/keymap.c)","")
|
||||
-include $(MAIN_KEYMAP_PATH_2)/rules.mk
|
||||
KEYMAP_C := $(MAIN_KEYMAP_PATH_2)/keymap.c
|
||||
KEYMAP_PATH := $(MAIN_KEYMAP_PATH_2)
|
||||
else ifneq ("$(wildcard $(MAIN_KEYMAP_PATH_1)/keymap.c)","")
|
||||
-include $(MAIN_KEYMAP_PATH_1)/rules.mk
|
||||
KEYMAP_C := $(MAIN_KEYMAP_PATH_1)/keymap.c
|
||||
KEYMAP_PATH := $(MAIN_KEYMAP_PATH_1)
|
||||
else ifneq ($(LAYOUTS),)
|
||||
include build_layout.mk
|
||||
else
|
||||
$(error Could not find keymap)
|
||||
# this state should never be reached
|
||||
endif
|
||||
|
||||
# User space stuff
|
||||
USER_PATH := users/$(KEYMAP)
|
||||
-include $(USER_PATH)/rules.mk
|
||||
|
||||
# Object files directory
|
||||
# To put object files in current directory, use a dot (.), do NOT make
|
||||
# this an empty or blank macro!
|
||||
@@ -329,7 +196,7 @@ ifneq ("$(wildcard $(KEYMAP_PATH)/config.h)","")
|
||||
CONFIG_H += $(KEYMAP_PATH)/config.h
|
||||
endif
|
||||
|
||||
# project specific files
|
||||
# # project specific files
|
||||
SRC += $(KEYBOARD_SRC) \
|
||||
$(KEYMAP_C) \
|
||||
$(QUANTUM_SRC)
|
||||
@@ -339,17 +206,14 @@ SRC += $(KEYBOARD_SRC) \
|
||||
|
||||
# Search Path
|
||||
VPATH += $(KEYMAP_PATH)
|
||||
VPATH += $(USER_PATH)
|
||||
VPATH += $(KEYBOARD_PATHS)
|
||||
VPATH += $(COMMON_VPATH)
|
||||
VPATH += $(USER_PATH)
|
||||
|
||||
include common_features.mk
|
||||
include $(TMK_PATH)/protocol.mk
|
||||
include $(TMK_PATH)/common.mk
|
||||
include bootloader.mk
|
||||
|
||||
SRC += $(patsubst %.c,%.clib,$(LIB_SRC))
|
||||
SRC += $(patsubst %.c,%.clib,$(QUANTUM_LIB_SRC))
|
||||
SRC += $(TMK_COMMON_SRC)
|
||||
OPT_DEFS += $(TMK_COMMON_DEFS)
|
||||
EXTRALDFLAGS += $(TMK_COMMON_LDFLAGS)
|
||||
@@ -363,28 +227,16 @@ endif
|
||||
include $(TMK_PATH)/avr.mk
|
||||
endif
|
||||
|
||||
ifeq ($(PLATFORM),ARM_ATSAM)
|
||||
include $(TMK_PATH)/arm_atsam.mk
|
||||
include $(TMK_PATH)/protocol/arm_atsam.mk
|
||||
endif
|
||||
|
||||
ifeq ($(PLATFORM),CHIBIOS)
|
||||
include $(TMK_PATH)/protocol/chibios.mk
|
||||
endif
|
||||
|
||||
ifeq ($(strip $(VISUALIZER_ENABLE)), yes)
|
||||
VISUALIZER_DIR = $(QUANTUM_DIR)/visualizer
|
||||
VISUALIZER_PATH = $(QUANTUM_PATH)/visualizer
|
||||
include $(VISUALIZER_PATH)/visualizer.mk
|
||||
endif
|
||||
|
||||
CONFIG_H += $(POST_CONFIG_H)
|
||||
ALL_CONFIGS := $(PROJECT_CONFIG) $(CONFIG_H)
|
||||
|
||||
OUTPUTS := $(KEYMAP_OUTPUT) $(KEYBOARD_OUTPUT)
|
||||
$(KEYMAP_OUTPUT)_SRC := $(SRC)
|
||||
$(KEYMAP_OUTPUT)_DEFS := $(OPT_DEFS) $(GFXDEFS) \
|
||||
-DQMK_KEYBOARD=\"$(KEYBOARD)\" -DQMK_KEYBOARD_H=\"$(QMK_KEYBOARD_H)\" -DQMK_KEYBOARD_CONFIG_H=\"$(KEYBOARD_PATH_1)/config.h\" \
|
||||
-DQMK_KEYBOARD=\"$(KEYBOARD)\" -DQMK_KEYBOARD_H=\"$(KEYBOARD_FOLDER_1).h\" -DQMK_KEYBOARD_CONFIG_H=\"$(KEYBOARD_PATH_1)/config.h\" \
|
||||
-DQMK_KEYMAP=\"$(KEYMAP)\" -DQMK_KEYMAP_H=\"$(KEYMAP).h\" -DQMK_KEYMAP_CONFIG_H=\"$(KEYMAP_PATH)/config.h\" \
|
||||
-DQMK_SUBPROJECT -DQMK_SUBPROJECT_H -DQMK_SUBPROJECT_CONFIG_H
|
||||
$(KEYMAP_OUTPUT)_INC := $(VPATH) $(EXTRAINCDIRS)
|
||||
@@ -395,10 +247,12 @@ $(KEYBOARD_OUTPUT)_INC := $(PROJECT_INC) $(GFXINC)
|
||||
$(KEYBOARD_OUTPUT)_CONFIG := $(PROJECT_CONFIG)
|
||||
|
||||
# Default target.
|
||||
all: build check-size
|
||||
build: elf cpfirmware
|
||||
check-size: build
|
||||
objs-size: build
|
||||
all: build sizeafter
|
||||
|
||||
# Change the build target to build a HEX file or a library.
|
||||
build: elf hex
|
||||
#build: elf hex eep lss sym
|
||||
#build: lib
|
||||
|
||||
|
||||
include show_options.mk
|
||||
include $(TMK_PATH)/rules.mk
|
||||
|
@@ -15,13 +15,4 @@ define SEARCH_LAYOUTS
|
||||
$$(foreach LAYOUTS_REPO,$$(LAYOUTS_REPOS),$$(eval $$(call SEARCH_LAYOUTS_REPO)))
|
||||
endef
|
||||
|
||||
ifneq ($(FORCE_LAYOUT),)
|
||||
ifneq (,$(findstring $(FORCE_LAYOUT),$(LAYOUTS)))
|
||||
$(info Forcing layout: $(FORCE_LAYOUT))
|
||||
LAYOUTS := $(FORCE_LAYOUT)
|
||||
else
|
||||
$(error Forced layout does not exist)
|
||||
endif
|
||||
endif
|
||||
|
||||
$(foreach LAYOUT,$(LAYOUTS),$(eval $(call SEARCH_LAYOUTS)))
|
12
common.mk
12
common.mk
@@ -3,16 +3,16 @@ include message.mk
|
||||
# Directory common source files exist
|
||||
TOP_DIR = .
|
||||
TMK_DIR = tmk_core
|
||||
TMK_PATH = $(TMK_DIR)
|
||||
LIB_PATH = lib
|
||||
TMK_PATH = $(TOP_DIR)/$(TMK_DIR)
|
||||
LIB_PATH = $(TOP_DIR)/lib
|
||||
|
||||
QUANTUM_DIR = quantum
|
||||
QUANTUM_PATH = $(QUANTUM_DIR)
|
||||
QUANTUM_PATH = $(TOP_DIR)/$(QUANTUM_DIR)
|
||||
|
||||
DRIVER_DIR = drivers
|
||||
DRIVER_PATH = $(DRIVER_DIR)
|
||||
DRIVER_PATH = $(TOP_DIR)/$(DRIVER_DIR)
|
||||
|
||||
BUILD_DIR := .build
|
||||
BUILD_DIR := $(TOP_DIR)/.build
|
||||
|
||||
COMMON_VPATH := $(TOP_DIR)
|
||||
COMMON_VPATH += $(TMK_PATH)
|
||||
@@ -21,4 +21,4 @@ COMMON_VPATH += $(QUANTUM_PATH)/keymap_extras
|
||||
COMMON_VPATH += $(QUANTUM_PATH)/audio
|
||||
COMMON_VPATH += $(QUANTUM_PATH)/process_keycode
|
||||
COMMON_VPATH += $(QUANTUM_PATH)/api
|
||||
COMMON_VPATH += $(DRIVER_PATH)
|
||||
COMMON_VPATH += $(DRIVER_PATH)
|
@@ -34,12 +34,7 @@ ifeq ($(strip $(AUDIO_ENABLE)), yes)
|
||||
OPT_DEFS += -DAUDIO_ENABLE
|
||||
MUSIC_ENABLE := 1
|
||||
SRC += $(QUANTUM_DIR)/process_keycode/process_audio.c
|
||||
SRC += $(QUANTUM_DIR)/process_keycode/process_clicky.c
|
||||
ifeq ($(PLATFORM),AVR)
|
||||
SRC += $(QUANTUM_DIR)/audio/audio.c
|
||||
else
|
||||
SRC += $(QUANTUM_DIR)/audio/audio_arm.c
|
||||
endif
|
||||
SRC += $(QUANTUM_DIR)/audio/audio.c
|
||||
SRC += $(QUANTUM_DIR)/audio/voices.c
|
||||
SRC += $(QUANTUM_DIR)/audio/luts.c
|
||||
endif
|
||||
@@ -61,8 +56,8 @@ endif
|
||||
|
||||
ifeq ($(strip $(STENO_ENABLE)), yes)
|
||||
OPT_DEFS += -DSTENO_ENABLE
|
||||
VIRTSER_ENABLE := yes
|
||||
SRC += $(QUANTUM_DIR)/process_keycode/process_steno.c
|
||||
VIRTSER_ENABLE := yes
|
||||
SRC += $(QUANTUM_DIR)/process_keycode/process_steno.c
|
||||
endif
|
||||
|
||||
ifeq ($(strip $(VIRTSER_ENABLE)), yes)
|
||||
@@ -75,9 +70,9 @@ ifeq ($(strip $(FAUXCLICKY_ENABLE)), yes)
|
||||
endif
|
||||
|
||||
ifeq ($(strip $(POINTING_DEVICE_ENABLE)), yes)
|
||||
OPT_DEFS += -DPOINTING_DEVICE_ENABLE
|
||||
OPT_DEFS += -DMOUSE_ENABLE
|
||||
SRC += $(QUANTUM_DIR)/pointing_device.c
|
||||
OPT_DEFS += -DPOINTING_DEVICE_ENABLE
|
||||
OPT_DEFS += -DMOUSE_ENABLE
|
||||
SRC += $(QUANTUM_DIR)/pointing_device.c
|
||||
endif
|
||||
|
||||
ifeq ($(strip $(UCIS_ENABLE)), yes)
|
||||
@@ -103,90 +98,17 @@ ifeq ($(strip $(UNICODE_COMMON)), yes)
|
||||
endif
|
||||
|
||||
ifeq ($(strip $(RGBLIGHT_ENABLE)), yes)
|
||||
POST_CONFIG_H += $(QUANTUM_DIR)/rgblight_post_config.h
|
||||
OPT_DEFS += -DRGBLIGHT_ENABLE
|
||||
SRC += $(QUANTUM_DIR)/color.c
|
||||
SRC += $(QUANTUM_DIR)/rgblight.c
|
||||
CIE1931_CURVE = yes
|
||||
LED_BREATHING_TABLE = yes
|
||||
ifeq ($(strip $(RGBLIGHT_CUSTOM_DRIVER)), yes)
|
||||
OPT_DEFS += -DRGBLIGHT_CUSTOM_DRIVER
|
||||
else
|
||||
SRC += ws2812.c
|
||||
SRC += ws2812.c
|
||||
endif
|
||||
endif
|
||||
|
||||
VALID_MATRIX_TYPES := yes IS31FL3731 IS31FL3733 IS31FL3737 WS2812 custom
|
||||
|
||||
LED_MATRIX_ENABLE ?= no
|
||||
ifneq ($(strip $(LED_MATRIX_ENABLE)), no)
|
||||
ifeq ($(filter $(LED_MATRIX_ENABLE),$(VALID_MATRIX_TYPES)),)
|
||||
$(error LED_MATRIX_ENABLE="$(LED_MATRIX_ENABLE)" is not a valid matrix type)
|
||||
else
|
||||
OPT_DEFS += -DLED_MATRIX_ENABLE -DBACKLIGHT_ENABLE -DBACKLIGHT_CUSTOM_DRIVER
|
||||
SRC += $(QUANTUM_DIR)/led_matrix.c
|
||||
SRC += $(QUANTUM_DIR)/led_matrix_drivers.c
|
||||
endif
|
||||
endif
|
||||
|
||||
ifeq ($(strip $(LED_MATRIX_ENABLE)), IS31FL3731)
|
||||
OPT_DEFS += -DIS31FL3731
|
||||
COMMON_VPATH += $(DRIVER_PATH)/issi
|
||||
SRC += is31fl3731-simple.c
|
||||
QUANTUM_LIB_SRC += i2c_master.c
|
||||
endif
|
||||
|
||||
RGB_MATRIX_ENABLE ?= no
|
||||
|
||||
ifneq ($(strip $(RGB_MATRIX_ENABLE)), no)
|
||||
ifeq ($(filter $(RGB_MATRIX_ENABLE),$(VALID_MATRIX_TYPES)),)
|
||||
$(error RGB_MATRIX_ENABLE="$(RGB_MATRIX_ENABLE)" is not a valid matrix type)
|
||||
endif
|
||||
OPT_DEFS += -DRGB_MATRIX_ENABLE
|
||||
SRC += $(QUANTUM_DIR)/color.c
|
||||
SRC += $(QUANTUM_DIR)/rgb_matrix.c
|
||||
SRC += $(QUANTUM_DIR)/rgb_matrix_drivers.c
|
||||
CIE1931_CURVE = yes
|
||||
endif
|
||||
|
||||
ifeq ($(strip $(RGB_MATRIX_ENABLE)), yes)
|
||||
RGB_MATRIX_ENABLE = IS31FL3731
|
||||
endif
|
||||
|
||||
ifeq ($(strip $(RGB_MATRIX_ENABLE)), IS31FL3731)
|
||||
OPT_DEFS += -DIS31FL3731 -DSTM32_I2C -DHAL_USE_I2C=TRUE
|
||||
COMMON_VPATH += $(DRIVER_PATH)/issi
|
||||
SRC += is31fl3731.c
|
||||
QUANTUM_LIB_SRC += i2c_master.c
|
||||
endif
|
||||
|
||||
ifeq ($(strip $(RGB_MATRIX_ENABLE)), IS31FL3733)
|
||||
OPT_DEFS += -DIS31FL3733 -DSTM32_I2C -DHAL_USE_I2C=TRUE
|
||||
COMMON_VPATH += $(DRIVER_PATH)/issi
|
||||
SRC += is31fl3733.c
|
||||
QUANTUM_LIB_SRC += i2c_master.c
|
||||
endif
|
||||
|
||||
ifeq ($(strip $(RGB_MATRIX_ENABLE)), IS31FL3737)
|
||||
OPT_DEFS += -DIS31FL3737 -DSTM32_I2C -DHAL_USE_I2C=TRUE
|
||||
COMMON_VPATH += $(DRIVER_PATH)/issi
|
||||
SRC += is31fl3737.c
|
||||
QUANTUM_LIB_SRC += i2c_master.c
|
||||
endif
|
||||
|
||||
ifeq ($(strip $(RGB_MATRIX_ENABLE)), WS2812)
|
||||
OPT_DEFS += -DWS2812
|
||||
SRC += ws2812.c
|
||||
endif
|
||||
|
||||
ifeq ($(strip $(RGB_MATRIX_CUSTOM_KB)), yes)
|
||||
OPT_DEFS += -DRGB_MATRIX_CUSTOM_KB
|
||||
endif
|
||||
|
||||
ifeq ($(strip $(RGB_MATRIX_CUSTOM_USER)), yes)
|
||||
OPT_DEFS += -DRGB_MATRIX_CUSTOM_USER
|
||||
endif
|
||||
|
||||
ifeq ($(strip $(TAP_DANCE_ENABLE)), yes)
|
||||
OPT_DEFS += -DTAP_DANCE_ENABLE
|
||||
SRC += $(QUANTUM_DIR)/process_keycode/process_tap_dance.c
|
||||
@@ -206,9 +128,6 @@ endif
|
||||
ifeq ($(strip $(AUTO_SHIFT_ENABLE)), yes)
|
||||
OPT_DEFS += -DAUTO_SHIFT_ENABLE
|
||||
SRC += $(QUANTUM_DIR)/process_keycode/process_auto_shift.c
|
||||
ifeq ($(strip $(AUTO_SHIFT_MODIFIERS)), yes)
|
||||
OPT_DEFS += -DAUTO_SHIFT_MODIFIERS
|
||||
endif
|
||||
endif
|
||||
|
||||
ifeq ($(strip $(SERIAL_LINK_ENABLE)), yes)
|
||||
@@ -233,9 +152,6 @@ ifeq ($(strip $(BACKLIGHT_ENABLE)), yes)
|
||||
ifeq ($(strip $(VISUALIZER_ENABLE)), yes)
|
||||
CIE1931_CURVE = yes
|
||||
endif
|
||||
ifeq ($(strip $(BACKLIGHT_CUSTOM_DRIVER)), yes)
|
||||
OPT_DEFS += -DBACKLIGHT_CUSTOM_DRIVER
|
||||
endif
|
||||
endif
|
||||
|
||||
ifeq ($(strip $(CIE1931_CURVE)), yes)
|
||||
@@ -255,106 +171,18 @@ endif
|
||||
ifeq ($(strip $(TERMINAL_ENABLE)), yes)
|
||||
SRC += $(QUANTUM_DIR)/process_keycode/process_terminal.c
|
||||
OPT_DEFS += -DTERMINAL_ENABLE
|
||||
OPT_DEFS += -DUSER_PRINT
|
||||
endif
|
||||
|
||||
ifeq ($(strip $(USB_HID_ENABLE)), yes)
|
||||
include $(TMK_DIR)/protocol/usb_hid.mk
|
||||
endif
|
||||
|
||||
ifeq ($(strip $(ENCODER_ENABLE)), yes)
|
||||
SRC += $(QUANTUM_DIR)/encoder.c
|
||||
OPT_DEFS += -DENCODER_ENABLE
|
||||
endif
|
||||
|
||||
ifeq ($(strip $(HAPTIC_ENABLE)), DRV2605L)
|
||||
COMMON_VPATH += $(DRIVER_PATH)/haptic
|
||||
SRC += haptic.c
|
||||
SRC += DRV2605L.c
|
||||
QUANTUM_LIB_SRC += i2c_master.c
|
||||
OPT_DEFS += -DHAPTIC_ENABLE
|
||||
OPT_DEFS += -DDRV2605L
|
||||
endif
|
||||
|
||||
ifeq ($(strip $(HAPTIC_ENABLE)), SOLENOID)
|
||||
COMMON_VPATH += $(DRIVER_PATH)/haptic
|
||||
SRC += haptic.c
|
||||
SRC += solenoid.c
|
||||
OPT_DEFS += -DHAPTIC_ENABLE
|
||||
OPT_DEFS += -DSOLENOID_ENABLE
|
||||
endif
|
||||
|
||||
ifeq ($(strip $(HD44780_ENABLE)), yes)
|
||||
SRC += drivers/avr/hd44780.c
|
||||
OPT_DEFS += -DHD44780_ENABLE
|
||||
endif
|
||||
|
||||
ifeq ($(strip $(VELOCIKEY_ENABLE)), yes)
|
||||
OPT_DEFS += -DVELOCIKEY_ENABLE
|
||||
SRC += $(QUANTUM_DIR)/velocikey.c
|
||||
endif
|
||||
|
||||
ifeq ($(strip $(DYNAMIC_KEYMAP_ENABLE)), yes)
|
||||
OPT_DEFS += -DDYNAMIC_KEYMAP_ENABLE
|
||||
SRC += $(QUANTUM_DIR)/dynamic_keymap.c
|
||||
endif
|
||||
|
||||
ifeq ($(strip $(LEADER_ENABLE)), yes)
|
||||
SRC += $(QUANTUM_DIR)/process_keycode/process_leader.c
|
||||
OPT_DEFS += -DLEADER_ENABLE
|
||||
endif
|
||||
|
||||
include $(DRIVER_PATH)/qwiic/qwiic.mk
|
||||
|
||||
QUANTUM_SRC:= \
|
||||
$(QUANTUM_DIR)/quantum.c \
|
||||
$(QUANTUM_DIR)/keymap_common.c \
|
||||
$(QUANTUM_DIR)/keycode_config.c
|
||||
$(QUANTUM_DIR)/keycode_config.c \
|
||||
$(QUANTUM_DIR)/process_keycode/process_leader.c
|
||||
|
||||
# Include the standard or split matrix code if needed
|
||||
ifneq ($(strip $(CUSTOM_MATRIX)), yes)
|
||||
ifeq ($(strip $(SPLIT_KEYBOARD)), yes)
|
||||
QUANTUM_SRC += $(QUANTUM_DIR)/split_common/matrix.c
|
||||
else
|
||||
QUANTUM_SRC += $(QUANTUM_DIR)/matrix.c
|
||||
endif
|
||||
endif
|
||||
|
||||
DEBOUNCE_DIR:= $(QUANTUM_DIR)/debounce
|
||||
# Debounce Modules. Set DEBOUNCE_TYPE=custom if including one manually.
|
||||
DEBOUNCE_TYPE?= sym_g
|
||||
ifneq ($(strip $(DEBOUNCE_TYPE)), custom)
|
||||
QUANTUM_SRC += $(DEBOUNCE_DIR)/$(strip $(DEBOUNCE_TYPE)).c
|
||||
endif
|
||||
|
||||
ifeq ($(strip $(SPLIT_KEYBOARD)), yes)
|
||||
POST_CONFIG_H += $(QUANTUM_DIR)/split_common/post_config.h
|
||||
OPT_DEFS += -DSPLIT_KEYBOARD
|
||||
|
||||
# Include files used by all split keyboards
|
||||
QUANTUM_SRC += $(QUANTUM_DIR)/split_common/split_util.c
|
||||
|
||||
# Determine which (if any) transport files are required
|
||||
ifneq ($(strip $(SPLIT_TRANSPORT)), custom)
|
||||
QUANTUM_SRC += $(QUANTUM_DIR)/split_common/transport.c
|
||||
# Functions added via QUANTUM_LIB_SRC are only included in the final binary if they're called.
|
||||
# Unused functions are pruned away, which is why we can add multiple drivers here without bloat.
|
||||
QUANTUM_LIB_SRC += $(QUANTUM_DIR)/split_common/serial.c \
|
||||
i2c_master.c \
|
||||
i2c_slave.c
|
||||
endif
|
||||
COMMON_VPATH += $(QUANTUM_PATH)/split_common
|
||||
endif
|
||||
|
||||
ifeq ($(strip $(OLED_DRIVER_ENABLE)), yes)
|
||||
OPT_DEFS += -DOLED_DRIVER_ENABLE
|
||||
COMMON_VPATH += $(DRIVER_PATH)/oled
|
||||
QUANTUM_LIB_SRC += i2c_master.c
|
||||
SRC += oled_driver.c
|
||||
endif
|
||||
|
||||
SPACE_CADET_ENABLE ?= yes
|
||||
ifeq ($(strip $(SPACE_CADET_ENABLE)), yes)
|
||||
SRC += $(QUANTUM_DIR)/process_keycode/process_space_cadet.c
|
||||
OPT_DEFS += -DSPACE_CADET_ENABLE
|
||||
ifndef CUSTOM_MATRIX
|
||||
QUANTUM_SRC += $(QUANTUM_DIR)/matrix.c
|
||||
endif
|
||||
|
@@ -1 +0,0 @@
|
||||
docs.qmk.fm
|
@@ -1,4 +0,0 @@
|
||||
# Languages
|
||||
|
||||
* [English](/)
|
||||
* [Chinese](zh/)
|
@@ -1,23 +1,16 @@
|
||||
# Quantum Mechanical Keyboard Firmware
|
||||
|
||||
[](https://github.com/qmk/qmk_firmware/tags)
|
||||
[](https://travis-ci.org/qmk/qmk_firmware)
|
||||
[](https://discord.gg/Uq7gcHh)
|
||||
[](https://docs.qmk.fm)
|
||||
[](https://github.com/qmk/qmk_firmware/pulse/monthly)
|
||||
[](https://github.com/qmk/qmk_firmware/)
|
||||
## What is QMK Firmware? {#what-is-qmk-firmware}
|
||||
|
||||
## What is QMK Firmware?
|
||||
QMK (*Quantum Mechanical Keyboard*) is an open source community that maintains QMK Firmware, QMK Flasher, qmk.fm, and these docs. QMK Firmware is a keyboard firmware based on the [tmk\_keyboard](http://github.com/tmk/tmk_keyboard) with some useful features for Atmel AVR controllers, and more specifically, the [OLKB product line](http://olkb.com), the [ErgoDox EZ](http://www.ergodox-ez.com) keyboard, and the [Clueboard product line](http://clueboard.co/). It has also been ported to ARM chips using ChibiOS. You can use it to power your own hand-wired or custom keyboard PCB.
|
||||
|
||||
QMK (*Quantum Mechanical Keyboard*) is an open source community that maintains QMK Firmware, QMK Toolbox, qmk.fm, and these docs. QMK Firmware is a keyboard firmware based on the [tmk\_keyboard](http://github.com/tmk/tmk_keyboard) with some useful features for Atmel AVR controllers, and more specifically, the [OLKB product line](http://olkb.com), the [ErgoDox EZ](http://www.ergodox-ez.com) keyboard, and the [Clueboard product line](http://clueboard.co/). It has also been ported to ARM chips using ChibiOS. You can use it to power your own hand-wired or custom keyboard PCB.
|
||||
|
||||
## How to Get It
|
||||
## How to get it {#how-to-get-it}
|
||||
|
||||
If you plan on contributing a keymap, keyboard, or features to QMK, the easiest thing to do is [fork the repo through Github](https://github.com/qmk/qmk_firmware#fork-destination-box), and clone your repo locally to make your changes, push them, then open a [Pull Request](https://github.com/qmk/qmk_firmware/pulls) from your fork.
|
||||
|
||||
Otherwise, you can either download it directly ([zip](https://github.com/qmk/qmk_firmware/zipball/master), [tar](https://github.com/qmk/qmk_firmware/tarball/master)), or clone it via git (`git@github.com:qmk/qmk_firmware.git`), or https (`https://github.com/qmk/qmk_firmware.git`).
|
||||
|
||||
## How to Compile
|
||||
## How to compile {#how-to-compile}
|
||||
|
||||
Before you are able to compile, you'll need to [install an environment](getting_started_build_tools.md) for AVR or/and ARM development. Once that is complete, you'll use the `make` command to build a keyboard and keymap with the following notation:
|
||||
|
||||
@@ -27,6 +20,6 @@ This would build the `rev4` revision of the `planck` with the `default` keymap.
|
||||
|
||||
make preonic:default
|
||||
|
||||
## How to Customize
|
||||
## How to customize {#how-to-customize}
|
||||
|
||||
QMK has lots of [features](features.md) to explore, and a good deal of [reference documentation](http://docs.qmk.fm) to dig through. Most features are taken advantage of by modifying your [keymap](keymap.md), and changing the [keycodes](keycodes.md).
|
||||
|
108
docs/_summary.md
108
docs/_summary.md
@@ -1,17 +1,11 @@
|
||||
* [Complete Newbs Guide](newbs.md)
|
||||
* [Getting Started](newbs_getting_started.md)
|
||||
* [Building Your First Firmware](newbs_building_firmware.md)
|
||||
* [Flashing Firmware](newbs_flashing.md)
|
||||
* [Testing and Debugging](newbs_testing_debugging.md)
|
||||
* [Git Best Practices](newbs_best_practices.md)
|
||||
* [Learning Resources](newbs_learn_more_resources.md)
|
||||
|
||||
* [QMK Basics](README.md)
|
||||
* [Getting started](README.md)
|
||||
* [QMK Introduction](getting_started_introduction.md)
|
||||
* [QMK CLI](cli.md)
|
||||
* [Install Build Tools](getting_started_build_tools.md)
|
||||
* Alternative: [Vagrant Guide](getting_started_vagrant_guide.md)
|
||||
* [Build/Compile instructions](getting_started_make_guide.md)
|
||||
* [Flashing instructions](flashing.md)
|
||||
* [Contributing to QMK](contributing.md)
|
||||
* [How to Use Github](getting_started_github.md)
|
||||
* [Getting Help](getting_started_getting_help.md)
|
||||
|
||||
* [FAQ](faq.md)
|
||||
* [General FAQ](faq_general.md)
|
||||
@@ -19,96 +13,68 @@
|
||||
* [Debugging/Troubleshooting QMK](faq_debug.md)
|
||||
* [Keymap](faq_keymap.md)
|
||||
|
||||
* Detailed Guides
|
||||
* [Install Build Tools](getting_started_build_tools.md)
|
||||
* [Vagrant Guide](getting_started_vagrant.md)
|
||||
* [Build/Compile Instructions](getting_started_make_guide.md)
|
||||
* [Flashing Firmware](flashing.md)
|
||||
* [Customizing Functionality](custom_quantum_functions.md)
|
||||
* [Keymap Overview](keymap.md)
|
||||
|
||||
* [Hardware](hardware.md)
|
||||
* [Keyboard Guidelines](hardware_keyboard_guidelines.md)
|
||||
* [AVR Processors](hardware_avr.md)
|
||||
* ARM Processors (TBD)
|
||||
* [Drivers](hardware_drivers.md)
|
||||
|
||||
* Reference
|
||||
* [Keyboard Guidelines](hardware_keyboard_guidelines.md)
|
||||
* [Config Options](config_options.md)
|
||||
* [Keycodes](keycodes.md)
|
||||
* [Coding Conventions - C](coding_conventions_c.md)
|
||||
* [Coding Conventions - Python](coding_conventions_python.md)
|
||||
* [Documentation Best Practices](documentation_best_practices.md)
|
||||
* [Documentation Templates](documentation_templates.md)
|
||||
* [Glossary](reference_glossary.md)
|
||||
* [Unit Testing](unit_testing.md)
|
||||
* [Useful Functions](ref_functions.md)
|
||||
* [Configurator Support](reference_configurator_support.md)
|
||||
* [info.json Format](reference_info_json.md)
|
||||
* [Python Development](python_development.md)
|
||||
|
||||
* [Features](features.md)
|
||||
* [Basic Keycodes](keycodes_basic.md)
|
||||
* [US ANSI Shifted Keys](keycodes_us_ansi_shifted.md)
|
||||
* [Quantum Keycodes](quantum_keycodes.md)
|
||||
* [Advanced Keycodes](feature_advanced_keycodes.md)
|
||||
* [Audio](feature_audio.md)
|
||||
* [Auto Shift](feature_auto_shift.md)
|
||||
* [Backlight](feature_backlight.md)
|
||||
* [Bluetooth](feature_bluetooth.md)
|
||||
* [Bootmagic](feature_bootmagic.md)
|
||||
* [Combos](feature_combo.md)
|
||||
* [Command](feature_command.md)
|
||||
* [Debounce API](feature_debounce_type.md)
|
||||
* [Dynamic Macros](feature_dynamic_macros.md)
|
||||
* [Encoders](feature_encoders.md)
|
||||
* [Grave Escape](feature_grave_esc.md)
|
||||
* [Haptic Feedback](feature_haptic_feedback.md)
|
||||
* [HD44780 LCD Controller](feature_hd44780.md)
|
||||
* [Key Lock](feature_key_lock.md)
|
||||
* [Layouts](feature_layouts.md)
|
||||
* [Leader Key](feature_leader_key.md)
|
||||
* [LED Matrix](feature_led_matrix.md)
|
||||
* [Macros](feature_macros.md)
|
||||
* [Mouse Keys](feature_mouse_keys.md)
|
||||
* [OLED Driver](feature_oled_driver.md)
|
||||
* [One Shot Keys](feature_advanced_keycodes.md#one-shot-keys)
|
||||
* [Mouse keys](feature_mouse_keys.md)
|
||||
* [Pointing Device](feature_pointing_device.md)
|
||||
* [PS/2 Mouse](feature_ps2_mouse.md)
|
||||
* [PS2 Mouse](feature_ps2_mouse.md)
|
||||
* [RGB Lighting](feature_rgblight.md)
|
||||
* [RGB Matrix](feature_rgb_matrix.md)
|
||||
* [Space Cadet](feature_space_cadet.md)
|
||||
* [Split Keyboard](feature_split_keyboard.md)
|
||||
* [Stenography](feature_stenography.md)
|
||||
* [Swap Hands](feature_swap_hands.md)
|
||||
* [Tap Dance](feature_tap_dance.md)
|
||||
* [Terminal](feature_terminal.md)
|
||||
* [Thermal Printer](feature_thermal_printer.md)
|
||||
* [Unicode](feature_unicode.md)
|
||||
* [Userspace](feature_userspace.md)
|
||||
* [Velocikey](feature_velocikey.md)
|
||||
|
||||
* [Keycodes](keycodes.md)
|
||||
* [Backlight](feature_backlight.md#backlight-keycodes)
|
||||
* [Basic](keycodes_basic.md)
|
||||
* [Bluetooth](feature_bluetooth.md#bluetooth-keycodes)
|
||||
* [Bootmagic](feature_bootmagic.md#bootmagic-keycodes)
|
||||
* [Layer Switching](feature_advanced_keycodes.md#switching-and-toggling-layers)
|
||||
* [Mod+Key](feature_advanced_keycodes.md#modifier-keys)
|
||||
* [Mod Tap](feature_advanced_keycodes.md#mod-tap)
|
||||
* [One Shot Keys](feature_advanced_keycodes.md#one-shot-keys)
|
||||
* [Quantum](quantum_keycodes.md)
|
||||
* [RGB Light](feature_rgblight.md#rgblight-keycodes)
|
||||
* [Shifted Keys](feature_advanced_keycodes.md#shifted-keycodes)
|
||||
* [Stenography](feature_stenography.md#keycode-reference)
|
||||
* [Thermal Printer](feature_thermal_printer.md#thermal-printer-keycodes)
|
||||
* [US ANSI Shifted Keys](keycodes_us_ansi_shifted.md)
|
||||
|
||||
* Reference
|
||||
* [Config Options](config_options.md)
|
||||
* [Customizing Functionality](custom_quantum_functions.md)
|
||||
* [Documentation Best Practices](documentation_best_practices.md)
|
||||
* [Documentation Templates](documentation_templates.md)
|
||||
* [Glossary](glossary.md)
|
||||
* [Keymap overview](keymap.md)
|
||||
* [Unit Testing](unit_testing.md)
|
||||
|
||||
* For Makers and Modders
|
||||
* [Hand Wiring Guide](hand_wire.md)
|
||||
* [ISP Flashing Guide](isp_flashing_guide.md)
|
||||
* [ARM Debugging Guide](arm_debugging.md)
|
||||
* [I2C Driver](i2c_driver.md)
|
||||
* [GPIO Controls](internals_gpio_control.md)
|
||||
* [Proton C Conversion](proton_c_conversion.md)
|
||||
* [ISP flashing guide](isp_flashing_guide.md)
|
||||
* [Modding your keyboard](modding_your_keyboard.md)
|
||||
|
||||
* For a Deeper Understanding
|
||||
* [How Keyboards Work](how_keyboards_work.md)
|
||||
* [Understanding QMK](understanding_qmk.md)
|
||||
|
||||
* Other Topics
|
||||
* [Using Eclipse with QMK](other_eclipse.md)
|
||||
* [Using VSCode with QMK](other_vscode.md)
|
||||
* [Support](support.md)
|
||||
|
||||
* QMK Internals (In Progress)
|
||||
* [Defines](internals_defines.md)
|
||||
* [Input Callback Reg](internals_input_callback_reg.md)
|
||||
* [Midi Device](internals_midi_device.md)
|
||||
* [Midi Device Setup Process](internals_midi_device_setup_process.md)
|
||||
* [Midi Util](internals_midi_util.md)
|
||||
* [Send Functions](internals_send_functions.md)
|
||||
* [Sysex Tools](internals_sysex_tools.md)
|
||||
* [Using Eclipse with QMK](eclipse.md)
|
||||
|
@@ -1,87 +0,0 @@
|
||||
# ARM Debugging usign Eclipse
|
||||
|
||||
This page describes how to setup debugging for ARM MCUs using an SWD adapter and open-source/free tools. In this guide we will install GNU MCU Eclipse IDE for C/C++ Developers and OpenOCD together with all the necessary dependencies.
|
||||
|
||||
This guide is catered towards advance users and assumes you can compile an ARM compatible keyboard on your machine using the MAKE flow.
|
||||
|
||||
## Installing the software
|
||||
|
||||
The main objective here is to get the MCU Eclipse IDE correcly installed on our machine. The necesarry instructions are derived from [this](https://gnu-mcu-eclipse.github.io/install/) install guide.
|
||||
|
||||
### The xPack Manager
|
||||
|
||||
This tool is a software package manager and it is used to help us get the necesarry depencencies.
|
||||
|
||||
XPM runs using Node.js so grab that form [here](https://nodejs.org/en/). After installation, open a terminal and type `npm -v`. A reply with the version number means that the instalation was successful.
|
||||
|
||||
XPM instalation instructions can be found [here](https://www.npmjs.com/package/xpm) and are OS specific. Entering `xpm --version` to your terminal should return the software version.
|
||||
|
||||
### The ARM Toolchain
|
||||
|
||||
Using XPM it is very easy to install the ARM toolchain. Enter the command `xpm install --global @gnu-mcu-eclipse/arm-none-eabi-gcc`.
|
||||
|
||||
### Windows build tools
|
||||
|
||||
If you are using windows you need to install this!
|
||||
|
||||
`xpm install --global @gnu-mcu-eclipse/windows-build-tools`
|
||||
|
||||
### Programer/Debugger Drivers
|
||||
|
||||
Now its the time to install your programer's drivers. This tutorial was made using an ST-Link v2 which you can get from almost anywhere.
|
||||
If you have an ST-Link the drivers can be found [here](https://www.st.com/en/development-tools/stsw-link009.html) otherwise consult the manufuturer of your tool.
|
||||
|
||||
### OpenOCD
|
||||
|
||||
This dependency allows SWD access from GDB and it is essential for debugging. Run `xpm install --global @gnu-mcu-eclipse/openocd`.
|
||||
|
||||
### Java
|
||||
|
||||
Java is needed by Eclipse so please download it from [here](https://www.oracle.com/technetwork/java/javase/downloads/index.html).
|
||||
|
||||
### GNU MCU Eclipse IDE
|
||||
|
||||
Now its finally time to install the IDE. Use the Release page [here](https://github.com/gnu-mcu-eclipse/org.eclipse.epp.packages/releases/) to get the latest version.
|
||||
|
||||
## Configuring Eclipse
|
||||
|
||||
Open up the Eclipse IDE we just downloaded. To import our QMK directory select File -> Import -> C/C++ -> Existing code as Makefile Project. Select next and use Browse to select your QMK folder. In the tool-chain list select ARM Cross GCC and select Finish.
|
||||
|
||||
Now you can see the QMK folder on the left hand side. Right click it and select Properties. On the left hand side, expand MCU and select ARM Toolchain Paths. Press xPack and OK. Repeat for OpenOCD Path and if you are on windows for Build Tool Path. Select Apply and Close.
|
||||
|
||||
Now its time to install the necessary MCU packages. Go to Packs perspective by selecting Window -> Open Perspective -> Others -> Packs. Now select the yellow refresh symbol next to the Packs tab. This will take a long time as it is requesting the MCU definitions from various places. If some of the links fail you can probably select Ignore.
|
||||
|
||||
When this finishes you must find the MCU which we will be building/debugging for. In this example I will be using the STM32F3 series MCUs. On the left, select STMicroelectonics -> STM32F3 Series. On the middle window we can see the pack. Right click and select Install. Once that is done we can go back to the default perspective, Window -> Open Perspective -> Others -> C/C++.
|
||||
|
||||
We need to let eclipse know the device we intent to build QMK on. Right click on the QMK folder -> Properties -> C/C++ Build -> Settings. Select the Devices tab and under devices select the appropriate variant of your MCU. For my example it is STM32F303CC
|
||||
|
||||
While we are here let's setup the build command as well. Select C/C++ Build and then the Behavior tab. On the build command, replace `all` with your necessary make command. For example for a rev6 Planck with the default keymap this would be `planck/rev6:default`. Select Apply and Close.
|
||||
|
||||
## Building
|
||||
|
||||
If you have setup everything correctly pressing the hammer button should build the firmware for you and a .bin file should appear.
|
||||
|
||||
## Debugging
|
||||
|
||||
### Connecting the Debugger
|
||||
|
||||
ARM MCUs use the Single Wire Debug (SWD) protocol which comprises of the clock (SWCLK) signal and the data (SWDIO) signal. Connecting this two wires and ground should be enough to allow full manipulation of the MCU. Here we assume that the keyboard will be powered though USB. The RESET signal is not necessary as we can manually assert it using the reset button. For a more advance setup, the SWO signal can be used which pipes printf and scanf asynchronously to the host but for our setup we will ignore it.
|
||||
|
||||
NOTE: Make sure the SWCLK and SWDIO pins are not used in the matrix of your keyboard. If they are you can temporarily switch them for some other pins.
|
||||
|
||||
### Configuring the Debugger
|
||||
|
||||
Right click on your QMK folder, select Debug As -> Debug Configuration. Here double click on GDB OpenOCD Debugging. Select the debugger tab and enter the configuration necessary for your MCU. This might take some fiddling and googleing to find out. The default script for the STM32F3 is called stm32f3discovery.cfg. To let OpenOCD know, in the Config options enter `-f board/stm32f3discovery.cfg`.
|
||||
|
||||
NOTE: In my case this configuration script requires editing to disable the reset assertion. The locations of the scripts can be found in the actual executable field usually under the path `openocd/version/.content/scripts/board`. Here I edited `reset_config srst_only` to `reset_config none`.
|
||||
|
||||
Select Apply and Close.
|
||||
|
||||
### Running the Debugger.
|
||||
|
||||
Reset your keyboard.
|
||||
|
||||
Press the bug icon and if all goes well you should soon find yourself in the debug perspective. Here the program counter will pause at the beginning of the main function and way for you to press Play. Most of the features of all debuggers work on ARM MCUs but for exact details google is your friend!
|
||||
|
||||
|
||||
Happy debugging!
|
@@ -1,9 +1,7 @@
|
||||
# Becoming a QMK Collaborator
|
||||
A QMK collaborator is a keyboard maker/designer that is interested in helping QMK grow and fully support their keyboard(s), and encouraging their users/customers to submit features, ideas, and keymaps. We're always looking to add more keyboards and collaborators, but we ask that they fulfill these requirements:
|
||||
|
||||
A QMK collaborator is a keyboard maker or designer that is interested in helping QMK grow and fully support their keyboard(s), and encouraging their users and customers to submit features, ideas, and keymaps. We're always looking to add more keyboards and collaborators, but we ask that they fulfill these requirements:
|
||||
* **Have a PCB available for sale** - unfortunately there's just too much variation and complications with handwired keyboards.
|
||||
* **Maintain the your keyboard's directory** - this may just require an initial setup to get your keyboard working, but it could also include accommodating changes made to QMK's core.
|
||||
* **Approve and merge your keyboard's keymap pull requests** - we like to encourage users to contribute their keymaps for others to see and work from when creating their own.
|
||||
|
||||
* **Have a PCB available for sale.** Unfortunately there's just too much variation and complications with handwired keyboards.
|
||||
* **Maintain your keyboard in QMK.** This may just require an initial setup to get your keyboard working, but it could also include accommodating changes made to QMK's core that might break or render any custom code redundant.
|
||||
* **Approve and merge keymap pull requests for your keyboard.** We like to encourage users to contribute their keymaps for others to see and work from when creating their own.
|
||||
|
||||
If you feel you meet these requirements, shoot us an email at hello@qmk.fm with an introduction and some links to your keyboard!
|
||||
If you feel you meet these requirements, shoot us an email at hello@qmk.fm with an introduction and some links to your keyboard!
|
31
docs/cli.md
31
docs/cli.md
@@ -1,31 +0,0 @@
|
||||
# QMK CLI
|
||||
|
||||
This page describes how to setup and use the QMK CLI.
|
||||
|
||||
# Overview
|
||||
|
||||
The QMK CLI makes building and working with QMK keyboards easier. We have provided a number of commands to help you work with QMK:
|
||||
|
||||
* `qmk compile-json`
|
||||
|
||||
# Setup
|
||||
|
||||
Simply add the `qmk_firmware/bin` directory to your `PATH`. You can run the `qmk` commands from any directory.
|
||||
|
||||
```
|
||||
export PATH=$PATH:$HOME/qmk_firmware/bin
|
||||
```
|
||||
|
||||
You may want to add this to your `.profile`, `.bash_profile`, `.zsh_profile`, or other shell startup scripts.
|
||||
|
||||
# Commands
|
||||
|
||||
## `qmk compile-json`
|
||||
|
||||
This command allows you to compile JSON files you have downloaded from <https://config.qmk.fm>.
|
||||
|
||||
**Usage**:
|
||||
|
||||
```
|
||||
qmk compile-json mine.json
|
||||
```
|
@@ -1,58 +0,0 @@
|
||||
# Coding Conventions (C)
|
||||
|
||||
Most of our style is pretty easy to pick up on, but right now it's not entirely consistent. You should match the style of the code surrounding your change, but if that code is inconsistent or unclear use the following guidelines:
|
||||
|
||||
* We indent using four (4) spaces (soft tabs)
|
||||
* We use a modified One True Brace Style
|
||||
* Opening Brace: At the end of the same line as the statement that opens the block
|
||||
* Closing Brace: Lined up with the first character of the statement that opens the block
|
||||
* Else If: Place the closing brace at the beginning of the line and the next opening brace at the end of the same line.
|
||||
* Optional Braces: Always include optional braces.
|
||||
* Good: if (condition) { return false; }
|
||||
* Bad: if (condition) return false;
|
||||
* We encourage use of C style comments: `/* */`
|
||||
* Think of them as a story describing the feature
|
||||
* Use them liberally to explain why particular decisions were made.
|
||||
* Do not write obvious comments
|
||||
* If you not sure if a comment is obvious, go ahead and include it.
|
||||
* In general we don't wrap lines, they can be as long as needed. If you do choose to wrap lines please do not wrap any wider than 76 columns.
|
||||
* We use `#pragma once` at the start of header files rather than old-style include guards (`#ifndef THIS_FILE_H`, `#define THIS_FILE_H`, ..., `#endif`)
|
||||
* We accept both forms of preprocessor if's: `#ifdef DEFINED` and `#if defined(DEFINED)`
|
||||
* If you are not sure which to prefer use the `#if defined(DEFINED)` form.
|
||||
* Do not change existing code from one style to the other, except when moving to a multiple condition `#if`.
|
||||
* Do not put whitespace between `#` and `if`.
|
||||
* When deciding how (or if) to indent directives keep these points in mind:
|
||||
* Readability is more important than consistency.
|
||||
* Follow the file's existing style. If the file is mixed follow the style that makes sense for the section you are modifying.
|
||||
* When choosing to indent you can follow the indention level of the surrounding C code, or preprocessor directives can have their own indent level. Choose the style that best communicates the intent of your code.
|
||||
|
||||
Here is an example for easy reference:
|
||||
|
||||
```c
|
||||
/* Enums for foo */
|
||||
enum foo_state {
|
||||
FOO_BAR,
|
||||
FOO_BAZ,
|
||||
};
|
||||
|
||||
/* Returns a value */
|
||||
int foo(void) {
|
||||
if (some_condition) {
|
||||
return FOO_BAR;
|
||||
} else {
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
# Auto-formatting with clang-format
|
||||
|
||||
[Clang-format](https://clang.llvm.org/docs/ClangFormat.html) is part of LLVM and can automatically format your code for you, because ain't nobody got time to do it manually. We supply a configuration file for it that applies most of the coding conventions listed above. It will only change whitespace and newlines, so you will still have to remember to include optional braces yourself.
|
||||
|
||||
Use the [full LLVM installer](http://llvm.org/builds/) to get clang-format on Windows, or use `sudo apt install clang-format` on Ubuntu.
|
||||
|
||||
If you run it from the command-line, pass `-style=file` as an option and it will automatically find the .clang-format configuration file in the QMK root directory.
|
||||
|
||||
If you use VSCode, the standard C/C++ plugin supports clang-format, alternatively there is a [separate extension](https://marketplace.visualstudio.com/items?itemName=LLVMExtensions.ClangFormat) for it.
|
||||
|
||||
Some things (like LAYOUT macros) are destroyed by clang-format, so either don't run it on those files, or wrap the sensitive code in `// clang-format off` and `// clang-format on`.
|
@@ -1,314 +0,0 @@
|
||||
# Coding Conventions (Python)
|
||||
|
||||
Most of our style follows PEP8 with some local modifications to make things less nit-picky.
|
||||
|
||||
* We target Python 3.5 for compatability with all supported platforms.
|
||||
* We indent using four (4) spaces (soft tabs)
|
||||
* We encourage liberal use of comments
|
||||
* Think of them as a story describing the feature
|
||||
* Use them liberally to explain why particular decisions were made.
|
||||
* Do not write obvious comments
|
||||
* If you not sure if a comment is obvious, go ahead and include it.
|
||||
* We require useful docstrings for all functions.
|
||||
* In general we don't wrap lines, they can be as long as needed. If you do choose to wrap lines please do not wrap any wider than 76 columns.
|
||||
* Some of our practices conflict with the wider python community to make our codebase more approachable to non-pythonistas.
|
||||
|
||||
# YAPF
|
||||
|
||||
You can use [yapf](https://github.com/google/yapf) to style your code. We provide a config in [setup.cfg](setup.cfg).
|
||||
|
||||
# Imports
|
||||
|
||||
We don't have a hard and fast rule for when to use `import ...` vs `from ... import ...`. Understandability and maintainability is our ultimate goal.
|
||||
|
||||
Generally we prefer to import specific function and class names from a module to keep code shorter and easier to understand. Sometimes this results in a name that is ambiguous, and in such cases we prefer to import the module instead. You should avoid using the "as" keyword when importing, unless you are importing a compatability module.
|
||||
|
||||
Imports should be one line per module. We group import statements together using the standard python rules- system, 3rd party, local.
|
||||
|
||||
Do not use `from foo import *`. Supply a list of objects you want to import instead, or import the whole module.
|
||||
|
||||
## Import Examples
|
||||
|
||||
Good:
|
||||
|
||||
```
|
||||
from qmk import effects
|
||||
|
||||
effects.echo()
|
||||
```
|
||||
|
||||
Bad:
|
||||
|
||||
```
|
||||
from qmk.effects import echo
|
||||
|
||||
echo() # It's unclear where echo comes from
|
||||
```
|
||||
|
||||
Good:
|
||||
|
||||
```
|
||||
from qmk.keymap import compile_firmware
|
||||
|
||||
compile_firmware()
|
||||
```
|
||||
|
||||
OK, but the above is better:
|
||||
|
||||
```
|
||||
import qmk.keymap
|
||||
|
||||
qmk.keymap.compile_firmware()
|
||||
```
|
||||
|
||||
# Statements
|
||||
|
||||
One statement per line.
|
||||
|
||||
Even when allowed (EG `if foo: bar`) we do not combine 2 statements onto a single line.
|
||||
|
||||
# Naming
|
||||
|
||||
`module_name`, `package_name`, `ClassName`, `method_name`, `ExceptionName`, `function_name`, `GLOBAL_CONSTANT_NAME`, `global_var_name`, `instance_var_name`, `function_parameter_name`, `local_var_name`.
|
||||
|
||||
Function names, variable names, and filenames should be descriptive; eschew abbreviation. In particular, do not use abbreviations that are ambiguous or unfamiliar to readers outside your project, and do not abbreviate by deleting letters within a word.
|
||||
|
||||
Always use a .py filename extension. Never use dashes.
|
||||
|
||||
## Names to Avoid
|
||||
|
||||
* single character names except for counters or iterators. You may use "e" as an exception identifier in try/except statements.
|
||||
* dashes (-) in any package/module name
|
||||
* __double_leading_and_trailing_underscore__ names (reserved by Python)
|
||||
|
||||
# Docstrings
|
||||
|
||||
To maintain consistency with our docstrings we've set out the following guidelines.
|
||||
|
||||
* Use markdown formatting
|
||||
* Always use triple-dquote docstrings with at least one linebreak: `"""\n"""`
|
||||
* First line is a short (< 70 char) description of what the function does
|
||||
* If you need more in your docstring leave a blank line between the description and the rest.
|
||||
* Start indented lines at the same indent level as the opening triple-dquote
|
||||
* Document all function arguments using the format described below
|
||||
* If present, Args:, Returns:, and Raises: should be the last three things in the docstring, separated by a blank line each.
|
||||
|
||||
## Simple docstring example
|
||||
|
||||
```
|
||||
def my_awesome_function():
|
||||
"""Return the number of seconds since 1970 Jan 1 00:00 UTC.
|
||||
"""
|
||||
return int(time.time())
|
||||
```
|
||||
|
||||
## Complex docstring example
|
||||
|
||||
```
|
||||
def my_awesome_function():
|
||||
"""Return the number of seconds since 1970 Jan 1 00:00 UTC.
|
||||
|
||||
This function always returns an integer number of seconds.
|
||||
"""
|
||||
return int(time.time())
|
||||
```
|
||||
|
||||
## Function arguments docstring example
|
||||
|
||||
```
|
||||
def my_awesome_function(start=None, offset=0):
|
||||
"""Return the number of seconds since 1970 Jan 1 00:00 UTC.
|
||||
|
||||
This function always returns an integer number of seconds.
|
||||
|
||||
|
||||
Args:
|
||||
start
|
||||
The time to start at instead of 1970 Jan 1 00:00 UTC
|
||||
|
||||
offset
|
||||
Return an answer that has this number of seconds subtracted first
|
||||
|
||||
Returns:
|
||||
An integer describing a number of seconds.
|
||||
|
||||
Raises:
|
||||
ValueError
|
||||
When `start` or `offset` are not positive numbers
|
||||
"""
|
||||
if start < 0 or offset < 0:
|
||||
raise ValueError('start and offset must be positive numbers.')
|
||||
|
||||
if not start:
|
||||
start = time.time()
|
||||
|
||||
return int(start - offset)
|
||||
```
|
||||
|
||||
# Exceptions
|
||||
|
||||
Exceptions are used to handle exceptional situations. They should not be used for flow control. This is a break from the python norm of "ask for forgiveness." If you are catching an exception it should be to handle a situation that is unusual.
|
||||
|
||||
If you use a catch-all exception for any reason you must log the exception and stacktrace using cli.log.
|
||||
|
||||
Make your try/except blocks as short as possible. If you need a lot of try statements you may need to restructure your code.
|
||||
|
||||
# Tuples
|
||||
|
||||
When defining one-item tuples always include a trailing comma so that it is obvious you are using a tuple. Do not rely on implicit one-item tuple unpacking. Better still use a list which is unambiguous.
|
||||
|
||||
This is particularly important when using the printf-style format strings that are commonly used.
|
||||
|
||||
# Lists and Dictionaries
|
||||
|
||||
We have configured YAPF to differentiate between sequence styles with a trailing comma. When a trailing comma is omitted YAPF will format the sequence as a single line. When a trailing comma is included YAPF will format the sequence with one item per line.
|
||||
|
||||
You should generally prefer to keep short definition on a single line. Break out to multiple lines sooner rather than later to aid readability and maintainability.
|
||||
|
||||
# Parentheses
|
||||
|
||||
Avoid excessive parentheses, but do use parentheses to make code easier to understand. Do not use them in return statements unless you are explicitly returning a tuple, or it is part of a math expression.
|
||||
|
||||
# Format Strings
|
||||
|
||||
We generally prefer printf-style format strings. Example:
|
||||
|
||||
```
|
||||
name = 'World'
|
||||
print('Hello, %s!' % (name,))
|
||||
```
|
||||
|
||||
This style is used by the logging module, which we make use of extensively, and we have adopted it in other places for consistency. It is also more familiar to C programmers, who are a big part of our casual audience.
|
||||
|
||||
Our included CLI module has support for using these without using the percent (%) operator. Look at `cli.echo()` and the various `cli.log` functions (EG, `cli.log.info()`) for more details.
|
||||
|
||||
# Comprehensions & Generator Expressions
|
||||
|
||||
We encourage the liberal use of comprehensions and generators, but do not let them get too complex. If you need complexity fall back to a for loop that is easier to understand.
|
||||
|
||||
# Lambdas
|
||||
|
||||
OK to use but probably should be avoided. With comprehensions and generators the need for lambdas is not as strong as it once was.
|
||||
|
||||
# Conditional Expressions
|
||||
|
||||
OK in variable assignment, but otherwise should be avoided.
|
||||
|
||||
Conditional expressions are if statements that are in line with code. For example:
|
||||
|
||||
```
|
||||
x = 1 if cond else 2
|
||||
```
|
||||
|
||||
It's generally not a good idea to use these as function arguments, sequence items, etc. It's too easy to overlook.
|
||||
|
||||
# Default Argument Values
|
||||
|
||||
Encouraged, but values must be immutable objects.
|
||||
|
||||
When specifying default values in argument lists always be careful to specify objects that can't be modified in place. If you use a mutable object the changes you make will persist between calls, which is usually not what you want. Even if that is what you intend to do it is confusing for others and will hinder understanding.
|
||||
|
||||
Bad:
|
||||
|
||||
```
|
||||
def my_func(foo={}):
|
||||
pass
|
||||
```
|
||||
|
||||
Good:
|
||||
|
||||
```
|
||||
def my_func(foo=None):
|
||||
if not foo:
|
||||
foo = {}
|
||||
```
|
||||
|
||||
# Properties
|
||||
|
||||
Always use properties instead of getter and setter functions.
|
||||
|
||||
```
|
||||
class Foo(object):
|
||||
def __init__(self):
|
||||
self._bar = None
|
||||
|
||||
@property
|
||||
def bar(self):
|
||||
return self._bar
|
||||
|
||||
@bar.setter
|
||||
def bar(self, bar):
|
||||
self._bar = bar
|
||||
```
|
||||
|
||||
# True/False Evaluations
|
||||
|
||||
You should generally prefer the implicit True/False evaluation in if statements, rather than checking equivalency.
|
||||
|
||||
Bad:
|
||||
|
||||
```
|
||||
if foo == True:
|
||||
pass
|
||||
|
||||
if bar == False:
|
||||
pass
|
||||
```
|
||||
|
||||
Good:
|
||||
|
||||
```
|
||||
if foo:
|
||||
pass
|
||||
|
||||
if not bar:
|
||||
pass
|
||||
```
|
||||
|
||||
# Decorators
|
||||
|
||||
Use when appropriate. Try to avoid too much magic unless it helps with understanding.
|
||||
|
||||
# Threading and Multiprocessing
|
||||
|
||||
Should be avoided. If you need this you will have to make a strong case before we merge your code.
|
||||
|
||||
# Power Features
|
||||
|
||||
Python is an extremely flexible language and gives you many fancy features such as custom metaclasses, access to bytecode, on-the-fly compilation, dynamic inheritance, object reparenting, import hacks, reflection, modification of system internals, etc.
|
||||
|
||||
Don't use these.
|
||||
|
||||
Performance is not a critical concern for us, and code understandability is. We want our codebase to be approachable by someone who only has a day or two to play with it. These features generally come with a cost to easy understanding, and we would prefer to have code that can be readily understood over faster or more compact code.
|
||||
|
||||
Note that some standard library modules use these techniques and it is ok to make use of those modules. But please keep readability and understandability in mind when using them.
|
||||
|
||||
# Type Annotated Code
|
||||
|
||||
For now we are not using any type annotation system, and would prefer that code remain unannotated. We may revisit this in the future.
|
||||
|
||||
# Function length
|
||||
|
||||
Prefer small and focused functions.
|
||||
|
||||
We recognize that long functions are sometimes appropriate, so no hard limit is placed on function length. If a function exceeds about 40 lines, think about whether it can be broken up without harming the structure of the program.
|
||||
|
||||
Even if your long function works perfectly now, someone modifying it in a few months may add new behavior. This could result in bugs that are hard to find. Keeping your functions short and simple makes it easier for other people to read and modify your code.
|
||||
|
||||
You could find long and complicated functions when working with some code. Do not be intimidated by modifying existing code: if working with such a function proves to be difficult, you find that errors are hard to debug, or you want to use a piece of it in several different contexts, consider breaking up the function into smaller and more manageable pieces.
|
||||
|
||||
# FIXMEs
|
||||
|
||||
It is OK to leave FIXMEs in code. Why? Encouraging people to at least document parts of code that need to be thought out more (or that are confusing) is better than leaving this code undocumented.
|
||||
|
||||
All FIXMEs should be formatted like:
|
||||
|
||||
```
|
||||
FIXME(username): Revisit this code when the frob feature is done.
|
||||
```
|
||||
|
||||
...where username is your GitHub username.
|
||||
|
||||
# Unit Tests
|
||||
|
||||
These are good. We should have some one day.
|
@@ -22,4 +22,4 @@ You can also use any ARM processor that [ChibiOS](http://www.chibios.org) suppor
|
||||
* [Kinetis MKL26Z64](http://www.nxp.com/products/microcontrollers-and-processors/arm-processors/kinetis-cortex-m-mcus/l-series-ultra-low-power-m0-plus/kinetis-kl2x-48-mhz-usb-ultra-low-power-microcontrollers-mcus-based-on-arm-cortex-m0-plus-core:KL2x)
|
||||
* [Kinetis MK20DX128](http://www.nxp.com/assets/documents/data/en/data-sheets/K20P64M50SF0.pdf)
|
||||
* [Kinetis MK20DX128](http://www.nxp.com/assets/documents/data/en/data-sheets/K20P64M50SF0.pdf)
|
||||
* [Kinetis MK20DX256](http://www.nxp.com/products/microcontrollers-and-processors/arm-processors/kinetis-cortex-m-mcus/k-series-performance-m4/k2x-usb/kinetis-k20-72-mhz-full-speed-usb-mixed-signal-integration-microcontrollers-mcus-based-on-arm-cortex-m4-core:K20_72)
|
||||
* [Kinetis MK20DX256](http://www.nxp.com/products/microcontrollers-and-processors/arm-processors/kinetis-cortex-m-mcus/k-series-performance-m4/k2x-usb/kinetis-k20-72-mhz-full-speed-usb-mixed-signal-integration-microcontrollers-mcus-based-on-arm-cortex-m4-core:K20_72)
|
@@ -25,14 +25,13 @@ Some keyboards have folders and sub-folders to allow for different hardware conf
|
||||
|
||||
This level contains all of the options for that particular keymap. If you wish to override a previous declaration, you can use `#undef <variable>` to undefine it, where you can then redefine it without an error.
|
||||
|
||||
# The `config.h` File
|
||||
# The `config.h` file
|
||||
|
||||
This is a C header file that is one of the first things included, and will persist over the whole project (if included). Lots of variables can be set here and accessed elsewhere. The `config.h` file shouldn't be including other `config.h` files, or anything besides this:
|
||||
This is a C header file that is one of the first things included, and will persist over the whole project (if included). Lots of variables can be set here and accessed elsewhere.
|
||||
|
||||
#include "config_common.h"
|
||||
## `config.h` Options
|
||||
|
||||
|
||||
## Hardware Options
|
||||
### Hardware Options
|
||||
* `#define VENDOR_ID 0x1234`
|
||||
* defines your VID, and for most DIY projects, can be whatever you want
|
||||
* `#define PRODUCT_ID 0x5678`
|
||||
@@ -59,49 +58,31 @@ This is a C header file that is one of the first things included, and will persi
|
||||
* define is matrix has ghost (unlikely)
|
||||
* `#define DIODE_DIRECTION COL2ROW`
|
||||
* COL2ROW or ROW2COL - how your matrix is configured. COL2ROW means the black mark on your diode is facing to the rows, and between the switch and the rows.
|
||||
* `#define DIRECT_PINS { { F1, F0, B0, C7 }, { F4, F5, F6, F7 } }`
|
||||
* pins mapped to rows and columns, from left to right. Defines a matrix where each switch is connected to a separate pin and ground.
|
||||
* `#define AUDIO_VOICES`
|
||||
* turns on the alternate audio voices (to cycle through)
|
||||
* `#define C4_AUDIO`
|
||||
* enables audio on pin C4
|
||||
* `#define C5_AUDIO`
|
||||
* enables audio on pin C5
|
||||
* `#define C6_AUDIO`
|
||||
* enables audio on pin C6
|
||||
* `#define B5_AUDIO`
|
||||
* enables audio on pin B5 (duophony is enables if one of B[5-7]\_AUDIO is enabled along with one of C[4-6]\_AUDIO)
|
||||
* `#define B6_AUDIO`
|
||||
* enables audio on pin B6 (duophony is enables if one of B[5-7]\_AUDIO is enabled along with one of C[4-6]\_AUDIO)
|
||||
* `#define B7_AUDIO`
|
||||
* enables audio on pin B7 (duophony is enables if one of B[5-7]\_AUDIO is enabled along with one of C[4-6]\_AUDIO)
|
||||
* enables audio on pin B5 (duophony is enable if both are enabled)
|
||||
* `#define BACKLIGHT_PIN B7`
|
||||
* pin of the backlight
|
||||
* pin of the backlight - B5, B6, B7 use PWM, others use softPWM
|
||||
* `#define BACKLIGHT_LEVELS 3`
|
||||
* number of levels your backlight will have (maximum 15 excluding off)
|
||||
* `#define BACKLIGHT_BREATHING`
|
||||
* enables backlight breathing
|
||||
* `#define BREATHING_PERIOD 6`
|
||||
* the length of one backlight "breath" in seconds
|
||||
* `#define DEBOUNCE 5`
|
||||
* number of levels your backlight will have (not including off)
|
||||
* `#define DEBOUNCING_DELAY 5`
|
||||
* the delay when reading the value of the pin (5 is default)
|
||||
* `#define LOCKING_SUPPORT_ENABLE`
|
||||
* mechanical locking support. Use KC_LCAP, KC_LNUM or KC_LSCR instead in keymap
|
||||
* `#define LOCKING_RESYNC_ENABLE`
|
||||
* tries to keep switch state consistent with keyboard LED state
|
||||
* `#define IS_COMMAND() (get_mods() == MOD_MASK_SHIFT)`
|
||||
* `#define IS_COMMAND() ( keyboard_report->mods == (MOD_BIT(KC_LSHIFT) | MOD_BIT(KC_RSHIFT)) )`
|
||||
* key combination that allows the use of magic commands (useful for debugging)
|
||||
* `#define USB_MAX_POWER_CONSUMPTION`
|
||||
* sets the maximum power (in mA) over USB for the device (default: 500)
|
||||
* `#define F_SCL 100000L`
|
||||
* sets the I2C clock rate speed for keyboards using I2C. The default is `400000L`, except for keyboards using `split_common`, where the default is `100000L`.
|
||||
|
||||
## Features That Can Be Disabled
|
||||
### Features That Can Be Disabled
|
||||
|
||||
If you define these options you will disable the associated feature, which can save on code size.
|
||||
|
||||
* `#define NO_DEBUG`
|
||||
* disable debugging
|
||||
* disable debuging
|
||||
* `#define NO_PRINT`
|
||||
* disable printing/debugging using hid_listen
|
||||
* `#define NO_ACTION_LAYER`
|
||||
@@ -111,93 +92,56 @@ If you define these options you will disable the associated feature, which can s
|
||||
* `#define NO_ACTION_ONESHOT`
|
||||
* disable one-shot modifiers
|
||||
* `#define NO_ACTION_MACRO`
|
||||
* disable old style macro handling: MACRO() & action_get_macro
|
||||
* disable all macro handling
|
||||
* `#define NO_ACTION_FUNCTION`
|
||||
* disable calling of action_function() from the fn_actions array (deprecated)
|
||||
* disable the action function (deprecated)
|
||||
|
||||
## Features That Can Be Enabled
|
||||
### Features That Can Be Enabled
|
||||
|
||||
If you define these options you will enable the associated feature, which may increase your code size.
|
||||
|
||||
* `#define FORCE_NKRO`
|
||||
* NKRO by default requires to be turned on, this forces it on during keyboard startup regardless of EEPROM setting. NKRO can still be turned off but will be turned on again if the keyboard reboots.
|
||||
* `#define STRICT_LAYER_RELEASE`
|
||||
* force a key release to be evaluated using the current layer stack instead of remembering which layer it came from (used for advanced cases)
|
||||
* NKRO by default requires to be turned on, this forces it on during keyboard startup regardless of eeprom setting. NKRO can still be turned off but will be turned on again if the keyboard reboots.
|
||||
* `#define PREVENT_STUCK_MODIFIERS`
|
||||
* when switching layers, this will release all mods
|
||||
|
||||
## Behaviors That Can Be Configured
|
||||
### Behaviors That Can Be Configured
|
||||
|
||||
* `#define TAPPING_TERM 200`
|
||||
* how long before a tap becomes a hold, if set above 500, a key tapped during the tapping term will turn it into a hold too
|
||||
* `#define TAPPING_TERM_PER_KEY`
|
||||
* enables handling for per key `TAPPING_TERM` settings
|
||||
* how long before a tap becomes a hold
|
||||
* `#define RETRO_TAPPING`
|
||||
* tap anyway, even after TAPPING_TERM, if there was no other key interruption between press and release
|
||||
* See [Retro Tapping](feature_advanced_keycodes.md#retro-tapping) for details
|
||||
* `#define TAPPING_TOGGLE 2`
|
||||
* how many taps before triggering the toggle
|
||||
* `#define PERMISSIVE_HOLD`
|
||||
* makes tap and hold keys trigger the hold if another key is pressed before releasing, even if it hasn't hit the `TAPPING_TERM`
|
||||
* See [Permissive Hold](feature_advanced_keycodes.md#permissive-hold) for details
|
||||
* `#define IGNORE_MOD_TAP_INTERRUPT`
|
||||
* makes it possible to do rolling combos (zx) with keys that convert to other keys on hold, by enforcing the `TAPPING_TERM` for both keys.
|
||||
* See [Mod tap interrupt](feature_advanced_keycodes.md#ignore-mod-tap-interrupt) for details
|
||||
* `#define TAPPING_FORCE_HOLD`
|
||||
* makes it possible to use a dual role key as modifier shortly after having been tapped
|
||||
* See [Hold after tap](feature_advanced_keycodes.md#tapping-force-hold)
|
||||
* Breaks any Tap Toggle functionality (`TT` or the One Shot Tap Toggle)
|
||||
* makes tap and hold keys work better for fast typers who don't want tapping term set above 500
|
||||
* `#define LEADER_TIMEOUT 300`
|
||||
* how long before the leader key times out
|
||||
* If you're having issues finishing the sequence before it times out, you may need to increase the timeout setting. Or you may want to enable the `LEADER_PER_KEY_TIMING` option, which resets the timeout after each key is tapped.
|
||||
* `#define LEADER_PER_KEY_TIMING`
|
||||
* sets the timer for leader key chords to run on each key press rather than overall
|
||||
* `#define LEADER_KEY_STRICT_KEY_PROCESSING`
|
||||
* Disables keycode filtering for Mod-Tap and Layer-Tap keycodes. Eg, if you enable this, you would need to specify `MT(MOD_CTL, KC_A)` if you want to use `KC_A`.
|
||||
* `#define ONESHOT_TIMEOUT 300`
|
||||
* how long before oneshot times out
|
||||
* `#define ONESHOT_TAP_TOGGLE 2`
|
||||
* how many taps before oneshot toggle is triggered
|
||||
* `#define QMK_KEYS_PER_SCAN 4`
|
||||
* Allows sending more than one key per scan. By default, only one key event gets
|
||||
sent via `process_record()` per scan. This has little impact on most typing, but
|
||||
if you're doing a lot of chords, or your scan rate is slow to begin with, you can
|
||||
have some delay in processing key events. Each press and release is a separate
|
||||
event. For a keyboard with 1ms or so scan times, even a very fast typist isn't
|
||||
going to produce the 500 keystrokes a second needed to actually get more than a
|
||||
few ms of delay from this. But if you're doing chording on something with 3-4ms
|
||||
scan times? You probably want this.
|
||||
* `#define COMBO_COUNT 2`
|
||||
* Set this to the number of combos that you're using in the [Combo](feature_combo.md) feature.
|
||||
* `#define COMBO_TERM 200`
|
||||
* how long for the Combo keys to be detected. Defaults to `TAPPING_TERM` if not defined.
|
||||
* `#define TAP_CODE_DELAY 100`
|
||||
* Sets the delay between `register_code` and `unregister_code`, if you're having issues with it registering properly (common on VUSB boards). The value is in milliseconds.
|
||||
* `#define TAP_HOLD_CAPS_DELAY 80`
|
||||
* Sets the delay for Tap Hold keys (`LT`, `MT`) when using `KC_CAPSLOCK` keycode, as this has some special handling on MacOS. The value is in milliseconds, and defaults to 80 ms if not defined. For macOS, you may want to set this to 200 or higher.
|
||||
* `#define IGNORE_MOD_TAP_INTERRUPT`
|
||||
* makes it possible to do rolling combos (zx) with keys that convert to other keys on hold
|
||||
|
||||
## RGB Light Configuration
|
||||
### RGB Light Configuration
|
||||
|
||||
* `#define RGB_DI_PIN D7`
|
||||
* pin the DI on the WS2812 is hooked-up to
|
||||
* pin the DI on the ws2812 is hooked-up to
|
||||
* `#define RGBLIGHT_ANIMATIONS`
|
||||
* run RGB animations
|
||||
* `#define RGBLED_NUM 12`
|
||||
* `#define RGBLED_NUM 15`
|
||||
* number of LEDs
|
||||
* `#define RGBLIGHT_SPLIT`
|
||||
* Needed if both halves of the board have RGB LEDs wired directly to the RGB output pin on the controllers instead of passing the output of the left half to the input of the right half
|
||||
* `#define RGBLED_SPLIT { 6, 6 }`
|
||||
* number of LEDs connected that are directly wired to `RGB_DI_PIN` on each half of a split keyboard
|
||||
* First value indicates number of LEDs for left half, second value is for the right half
|
||||
* When RGBLED_SPLIT is defined, RGBLIGHT_SPLIT is implicitly defined.
|
||||
* `#define RGBLIGHT_HUE_STEP 12`
|
||||
* units to step when in/decreasing hue
|
||||
* `#define RGBLIGHT_SAT_STEP 25`
|
||||
* units to step when in/decreasing saturation
|
||||
* units to step when in/decresing saturation
|
||||
* `#define RGBLIGHT_VAL_STEP 12`
|
||||
* units to step when in/decreasing value (brightness)
|
||||
* `#define RGBW_BB_TWI`
|
||||
* bit-bangs TWI to EZ RGBW LEDs (only required for Ergodox EZ)
|
||||
* bit-bangs twi to EZ RGBW LEDs (only required for Ergodox EZ)
|
||||
|
||||
## Mouse Key Options
|
||||
### Mouse Key Options
|
||||
|
||||
* `#define MOUSEKEY_INTERVAL 20`
|
||||
* `#define MOUSEKEY_DELAY 0`
|
||||
@@ -205,96 +149,30 @@ If you define these options you will enable the associated feature, which may in
|
||||
* `#define MOUSEKEY_MAX_SPEED 7`
|
||||
* `#define MOUSEKEY_WHEEL_DELAY 0`
|
||||
|
||||
## Split Keyboard Options
|
||||
|
||||
Split Keyboard specific options, make sure you have 'SPLIT_KEYBOARD = yes' in your rules.mk
|
||||
|
||||
* `SPLIT_TRANSPORT = custom`
|
||||
* Allows replacing the standard split communication routines with a custom one. ARM based split keyboards must use this at present.
|
||||
|
||||
### Setting Handedness
|
||||
|
||||
One thing to remember, the side that the USB port is plugged into is always the master half. The side not plugged into USB is the slave.
|
||||
|
||||
There are a few different ways to set handedness for split keyboards (listed in order of precedence):
|
||||
|
||||
1. Set `SPLIT_HAND_PIN`: Reads a pin to determine handedness. If pin is high, it's the left side, if low, the half is determined to be the right side
|
||||
2. Set `EE_HANDS` and flash `eeprom-lefthand.eep`/`eeprom-righthand.eep` to each half
|
||||
* For boards with DFU bootloader you can use `:dfu-split-left`/`:dfu-split-right` to flash these EEPROM files
|
||||
* For boards with Caterina bootloader (like stock Pro Micros), use `:avrdude-split-left`/`:avrdude-split-right`
|
||||
3. Set `MASTER_RIGHT`: Half that is plugged into the USB port is determined to be the master and right half (inverse of the default)
|
||||
4. Default: The side that is plugged into the USB port is the master half and is assumed to be the left half. The slave side is the right half
|
||||
|
||||
#### Defines for handedness
|
||||
|
||||
* `#define SPLIT_HAND_PIN B7`
|
||||
* For using high/low pin to determine handedness, low = right hand, high = left hand. Replace `B7` with the pin you are using. This is optional, and if you leave `SPLIT_HAND_PIN` undefined, then you can still use the EE_HANDS method or MASTER_LEFT / MASTER_RIGHT defines like the stock Let's Split uses.
|
||||
|
||||
* `#define EE_HANDS` (only works if `SPLIT_HAND_PIN` is not defined)
|
||||
* Reads the handedness value stored in the EEPROM after `eeprom-lefthand.eep`/`eeprom-righthand.eep` has been flashed to their respective halves.
|
||||
|
||||
* `#define MASTER_RIGHT`
|
||||
* Master half is defined to be the right half.
|
||||
|
||||
### Other Options
|
||||
|
||||
* `#define USE_I2C`
|
||||
* For using I2C instead of Serial (defaults to serial)
|
||||
|
||||
* `#define SOFT_SERIAL_PIN D0`
|
||||
* When using serial, define this. `D0` or `D1`,`D2`,`D3`,`E6`.
|
||||
|
||||
* `#define MATRIX_ROW_PINS_RIGHT { <row pins> }`
|
||||
* `#define MATRIX_COL_PINS_RIGHT { <col pins> }`
|
||||
* If you want to specify a different pinout for the right half than the left half, you can define `MATRIX_ROW_PINS_RIGHT`/`MATRIX_COL_PINS_RIGHT`. Currently, the size of `MATRIX_ROW_PINS` must be the same as `MATRIX_ROW_PINS_RIGHT` and likewise for the definition of columns.
|
||||
|
||||
* `#define DIRECT_PINS_RIGHT { { F1, F0, B0, C7 }, { F4, F5, F6, F7 } }`
|
||||
* If you want to specify a different direct pinout for the right half than the left half, you can define `DIRECT_PINS_RIGHT`. Currently, the size of `DIRECT_PINS` must be the same as `DIRECT_PINS_RIGHT`.
|
||||
|
||||
* `#define RGBLED_SPLIT { 6, 6 }`
|
||||
* See [RGB Light Configuration](#rgb-light-configuration)
|
||||
|
||||
* `#define SELECT_SOFT_SERIAL_SPEED <speed>` (default speed is 1)
|
||||
* Sets the protocol speed when using serial communication
|
||||
* Speeds:
|
||||
* 0: about 189kbps (Experimental only)
|
||||
* 1: about 137kbps (default)
|
||||
* 2: about 75kbps
|
||||
* 3: about 39kbps
|
||||
* 4: about 26kbps
|
||||
* 5: about 20kbps
|
||||
|
||||
# The `rules.mk` File
|
||||
|
||||
This is a [make](https://www.gnu.org/software/make/manual/make.html) file that is included by the top-level `Makefile`. It is used to set some information about the MCU that we will be compiling for as well as enabling and disabling certain features.
|
||||
|
||||
## Build Options
|
||||
## `rules.mk` options
|
||||
|
||||
### Build Options
|
||||
|
||||
* `DEFAULT_FOLDER`
|
||||
* Used to specify a default folder when a keyboard has more than one sub-folder.
|
||||
* `FIRMWARE_FORMAT`
|
||||
* Defines which format (bin, hex) is copied to the root `qmk_firmware` folder after building.
|
||||
* `SRC`
|
||||
* Used to add files to the compilation/linking list.
|
||||
* `LAYOUTS`
|
||||
* A list of [layouts](feature_layouts.md) this keyboard supports.
|
||||
|
||||
## AVR MCU Options
|
||||
### AVR MCU Options
|
||||
* `MCU = atmega32u4`
|
||||
* `F_CPU = 16000000`
|
||||
* `ARCH = AVR8`
|
||||
* `F_USB = $(F_CPU)`
|
||||
* `OPT_DEFS += -DINTERRUPT_CONTROL_ENDPOINT`
|
||||
* `BOOTLOADER = atmel-dfu` with the following options:
|
||||
* `atmel-dfu`
|
||||
* `lufa-dfu`
|
||||
* `qmk-dfu`
|
||||
* `halfkay`
|
||||
* `caterina`
|
||||
* `bootloadHID`
|
||||
* `USBasp`
|
||||
* `OPT_DEFS += -DBOOTLOADER_SIZE=4096`
|
||||
|
||||
## Feature Options
|
||||
### Feature Options
|
||||
|
||||
Use these to enable or disable building certain features. The more you have enabled the bigger your firmware will be, and you run the risk of building a firmware too large for your MCU.
|
||||
|
||||
@@ -308,62 +186,15 @@ Use these to enable or disable building certain features. The more you have enab
|
||||
* Console for debug(+400)
|
||||
* `COMMAND_ENABLE`
|
||||
* Commands for debug and configuration
|
||||
* `COMBO_ENABLE`
|
||||
* Key combo feature
|
||||
* `NKRO_ENABLE`
|
||||
* USB N-Key Rollover - if this doesn't work, see here: https://github.com/tmk/tmk_keyboard/wiki/FAQ#nkro-doesnt-work
|
||||
* USB Nkey Rollover - if this doesn't work, see here: https://github.com/tmk/tmk_keyboard/wiki/FAQ#nkro-doesnt-work
|
||||
* `AUDIO_ENABLE`
|
||||
* Enable the audio subsystem.
|
||||
* `RGBLIGHT_ENABLE`
|
||||
* Enable keyboard underlight functionality
|
||||
* `LEADER_ENABLE`
|
||||
* Enable leader key chording
|
||||
* `MIDI_ENABLE`
|
||||
* MIDI controls
|
||||
* `UNICODE_ENABLE`
|
||||
* Unicode
|
||||
* `BLUETOOTH_ENABLE`
|
||||
* Legacy option to Enable Bluetooth with the Adafruit EZ-Key HID. See BLUETOOTH
|
||||
* `BLUETOOTH`
|
||||
* Current options are AdafruitEzKey, AdafruitBLE, RN42
|
||||
* `SPLIT_KEYBOARD`
|
||||
* Enables split keyboard support (dual MCU like the let's split and bakingpy's boards) and includes all necessary files located at quantum/split_common
|
||||
* `CUSTOM_MATRIX`
|
||||
* Allows replacing the standard matrix scanning routine with a custom one.
|
||||
* `DEBOUNCE_TYPE`
|
||||
* Allows replacing the standard key debouncing routine with an alternative or custom one.
|
||||
* `WAIT_FOR_USB`
|
||||
* Forces the keyboard to wait for a USB connection to be established before it starts up
|
||||
* `NO_USB_STARTUP_CHECK`
|
||||
* Disables usb suspend check after keyboard startup. Usually the keyboard waits for the host to wake it up before any tasks are performed. This is useful for split keyboards as one half will not get a wakeup call but must send commands to the master.
|
||||
* `LINK_TIME_OPTIMIZATION_ENABLE`
|
||||
= Enables Link Time Optimization (`LTO`) when compiling the keyboard. This makes the process take longer, but can significantly reduce the compiled size (and since the firmware is small, the added time is not noticable). However, this will automatically disable the old Macros and Functions features automatically, as these break when `LTO` is enabled. It does this by automatically defining `NO_ACTION_MACRO` and `NO_ACTION_FUNCTION`
|
||||
|
||||
## USB Endpoint Limitations
|
||||
|
||||
In order to provide services over USB, QMK has to use USB endpoints.
|
||||
These are a finite resource: each microcontroller has only a certain number.
|
||||
This limits what features can be enabled together.
|
||||
If the available endpoints are exceeded, a build error is thrown.
|
||||
|
||||
The following features can require separate endpoints:
|
||||
|
||||
* `MOUSEKEY_ENABLE`
|
||||
* `EXTRAKEY_ENABLE`
|
||||
* `CONSOLE_ENABLE`
|
||||
* `NKRO_ENABLE`
|
||||
* `MIDI_ENABLE`
|
||||
* `RAW_ENABLE`
|
||||
* `VIRTSER_ENABLE`
|
||||
|
||||
In order to improve utilisation of the endpoints, the HID features can be combined to use a single endpoint.
|
||||
By default, `MOUSEKEY`, `EXTRAKEY`, and `NKRO` are combined into a single endpoint.
|
||||
|
||||
The base keyboard functionality can also be combined into the endpoint,
|
||||
by setting `KEYBOARD_SHARED_EP = yes`.
|
||||
This frees up one more endpoint,
|
||||
but it can prevent the keyboard working in some BIOSes,
|
||||
as they do not implement Boot Keyboard protocol switching.
|
||||
|
||||
Combining the mouse also breaks Boot Mouse compatibility.
|
||||
The mouse can be uncombined by setting `MOUSE_SHARED_EP = no` if this functionality is required.
|
||||
* Enable Bluetooth with the Adafruit EZ-Key HID
|
||||
|
@@ -1,4 +1,4 @@
|
||||
# How to Contribute
|
||||
# How To Contribute
|
||||
|
||||
👍🎉 First off, thanks for taking the time to read this and contribute! 🎉👍
|
||||
|
||||
@@ -9,9 +9,9 @@ Third-party contributions help us grow and improve QMK. We want to make the pull
|
||||
* [General Guidelines](#general-guidelines)
|
||||
* [What does the Code of Conduct mean for me?](#what-does-the-code-of-conduct-mean-for-me)
|
||||
|
||||
## I Don't Want to Read This Whole Thing! I Just Have a Question!
|
||||
## I Don't Want To Read This Whole Thing I Just Have a Question!
|
||||
|
||||
If you'd like to ask questions about QMK you can do so on the [OLKB Subreddit](https://reddit.com/r/olkb) or on [Discord](https://discord.gg/Uq7gcHh).
|
||||
If you'd like to ask questions about QMK you can do so on the [OLKB Subreddit](https://reddit.com/r/olkb) or on [Gitter](https://gitter.im/qmk/qmk_firmware).
|
||||
|
||||
Please keep these things in mind:
|
||||
|
||||
@@ -27,9 +27,9 @@ QMK is largely written in C, with specific features and parts written in C++. It
|
||||
|
||||
<!-- FIXME: We should include a list of resources for learning C here. -->
|
||||
|
||||
# Where Can I Go for Help?
|
||||
# Where can I go for help?
|
||||
|
||||
If you need help you can [open an issue](https://github.com/qmk/qmk_firmware/issues) or [chat on Discord](https://discord.gg/Uq7gcHh).
|
||||
If you need help you can [open an issue](https://github.com/qmk/qmk_firmware/issues) or [chat on gitter](http://gitter.im/QMK/qmk_firmware).
|
||||
|
||||
# How Do I Make a Contribution?
|
||||
|
||||
@@ -52,18 +52,30 @@ Never made an open source contribution before? Wondering how contributions work
|
||||
14. Make changes to the pull request if the reviewing maintainer recommends them.
|
||||
15. Celebrate your success after your pull request is merged!
|
||||
|
||||
# Coding Conventions
|
||||
# Coding conventions
|
||||
|
||||
Most of our style is pretty easy to pick up on. If you are familiar with either C or Python you should not have too much trouble with our local styles.
|
||||
Most of our style is pretty easy to pick up on, but right now it's not entirely consistent. You should match the style of the code surrounding your change, but if that code is inconsistent or unclear use the following guidelines:
|
||||
|
||||
* [Coding Conventions - C](coding_conventions_c.md)
|
||||
* [Coding Conventions - Python](coding_conventions_python.md)
|
||||
* We indent using two spaces (soft tabs)
|
||||
* We use One True Brace Style
|
||||
* Opening Brace: At the end of the same line as the statement that opens the block
|
||||
* Closing Brace: Lined up with the first character of the statement that opens the block
|
||||
* Else If: Place the closing brace at the beginning of the line and the next opening brace at the end of the same line.
|
||||
* Optional Braces: Always include optional braces.
|
||||
* Good: if (condition) { return false; }
|
||||
* Bad: if (condition) return false;
|
||||
* We use C style comments: /* */
|
||||
* Think of them as a story describing the feature
|
||||
* Use them liberally to explain why particular decisions were made.
|
||||
* Do not write obvious comments
|
||||
* If you not sure if a comment is obvious, go ahead and include it.
|
||||
* In general we don't wrap lines, they can be as long as needed. If you do choose to wrap lines please do not wrap any wider than 76 columns.
|
||||
|
||||
# General Guidelines
|
||||
|
||||
We have a few different types of changes in QMK, each requiring a different level of rigor. We'd like you to keep the following guidelines in mind no matter what type of change you're making.
|
||||
|
||||
* Separate PR's into logical units. For example, do not submit one PR covering two separate features, instead submit a separate PR for each feature.
|
||||
* Separate PR's into logical units. For example, do not submit one PR covering two separate features, instead submit a separate PR for each feature.
|
||||
* Check for unnecessary whitespace with `git diff --check` before committing.
|
||||
* Make sure your code change actually compiles.
|
||||
* Keymaps: Make sure that `make keyboard:your_new_keymap` does not return an error
|
||||
@@ -85,48 +97,34 @@ Documentation is one of the easiest ways to get started contributing to QMK. Fin
|
||||
|
||||
You'll find all our documentation in the `qmk_firmware/docs` directory, or if you'd rather use a web based workflow you can click "Suggest An Edit" at the top of each page on http://docs.qmk.fm/.
|
||||
|
||||
When providing code examples in your documentation, try to observe naming conventions used elsewhere in the docs. For example, standardizing enums as `my_layers` or `my_keycodes` for consistency:
|
||||
|
||||
```c
|
||||
enum my_layers {
|
||||
_FIRST_LAYER,
|
||||
_SECOND_LAYER
|
||||
};
|
||||
|
||||
enum my_keycodes {
|
||||
FIRST_LAYER = SAFE_RANGE,
|
||||
SECOND_LAYER
|
||||
};
|
||||
```
|
||||
|
||||
## Keymaps
|
||||
|
||||
Most first-time QMK contributors start with their personal keymaps. We try to keep keymap standards pretty casual (keymaps, after all, reflect the personality of their creators) but we do ask that you follow these guidelines to make it easier for others to discover and learn from your keymap.
|
||||
|
||||
* Write a `readme.md` using [the template](documentation_templates.md).
|
||||
* Write a `readme.md` using [the template](https://docs.qmk.fm/documentation_templates.html#).
|
||||
* All Keymap PR's are squashed, so if you care about how your commits are squashed you should do it yourself
|
||||
* Do not lump features in with keymap PR's. Submit the feature first and then a second PR for the keymap.
|
||||
* Do not include `Makefile`s in your keymap folder (they're no longer used)
|
||||
* Update copyrights in file headers (look for `%YOUR_NAME%`)
|
||||
* Update copyrights in file headers (look for `REPLACE_WITH_YOUR_NAME `)
|
||||
|
||||
## Keyboards
|
||||
|
||||
Keyboards are the raison d'être for QMK. Some keyboards are community maintained, while others are maintained by the people responsible for making a particular keyboard. The `readme.md` should tell you who maintains a particular keyboard. If you have questions relating to a particular keyboard you can [Open An Issue](https://github.com/qmk/qmk_firmware/issues) and tag the maintainer in your question.
|
||||
|
||||
We also ask that you follow these guidelines:
|
||||
We also ask that you follow these guidelines:
|
||||
|
||||
* Write a `readme.md` using [the template](documentation_templates.md).
|
||||
* Write a `readme.md` using [the template](https://docs.qmk.fm/documentation_templates.html#).
|
||||
* Keep the number of commits reasonable or we will squash your PR
|
||||
* Do not lump core features in with new keyboards. Submit the feature first and then submit a separate PR for the keyboard.
|
||||
* Name `.c`/`.h` file after the immediate parent folder, eg `/keyboards/<kb1>/<kb2>/<kb2>.[ch]`
|
||||
* Do not include `Makefile`s in your keyboard folder (they're no longer used)
|
||||
* Update copyrights in file headers (look for `%YOUR_NAME%`)
|
||||
* Update copyrights in file headers (look for `REPLACE_WITH_YOUR_NAME `)
|
||||
|
||||
## Quantum/TMK Core
|
||||
|
||||
Before you put a lot of work into building your new feature you should make sure you are implementing it in the best way. You can get a basic understanding of QMK by reading [Understanding QMK](understanding_qmk.md), which will take you on a tour of the QMK program flow. From here you should talk to us to get a sense of the best way to implement your idea. There are two main ways to do this:
|
||||
Before you put a lot of work into building your new feature you should make sure you are implementing it in the best way. You can get a basic understanding of QMK by reading [Understaning QMK](understanding_qmk.html), which will take you on a tour of the QMK program flow. From here you should talk to us to get a sense of the best way to implement your idea. There are two main ways to do this:
|
||||
|
||||
* [Chat on Discord](https://discord.gg/Uq7gcHh)
|
||||
* [Chat on Gitter](https://gitter.im/qmk/qmk_firmware)
|
||||
* [Open an Issue](https://github.com/qmk/qmk_firmware/issues/new)
|
||||
|
||||
Feature and Bug Fix PR's affect all keyboards. We are also in the process of restructuring QMK. For this reason it is especially important for significant changes to be discussed before implementation has happened. If you open a PR without talking to us first please be prepared to do some significant rework if your choices do not mesh well with our planned direction.
|
||||
@@ -138,17 +136,17 @@ Here are some things to keep in mind when working on your feature or bug fix.
|
||||
* **Consider revisions and different chip-bases** - there are several keyboards that have revisions that allow for slightly different configurations, and even different chip-bases. Try to make a feature supported in ARM and AVR, or automatically disabled on platforms it doesn't work on.
|
||||
* **Explain your feature** - Document it in `docs/`, either as a new file or as part of an existing file. If you don't document it other people won't be able to benefit from your hard work.
|
||||
|
||||
We also ask that you follow these guidelines:
|
||||
We also ask that you follow these guidelines:
|
||||
|
||||
* Keep the number of commits reasonable or we will squash your PR
|
||||
* Do not lump keyboards or keymaps in with core changes. Submit your core changes first.
|
||||
* Write [Unit Tests](unit_testing.md) for your feature
|
||||
* Write [Unit Tests](http://docs.qmk.fm/unit_testing.html) for your feature
|
||||
* Follow the style of the file you are editing. If the style is unclear or there are mixed styles you should conform to the [coding conventions](#coding-conventions) above.
|
||||
|
||||
## Refactoring
|
||||
|
||||
To maintain a clear vision of how things are laid out in QMK we try to plan out refactors in-depth and have a collaborator make the changes. If you have an idea for refactoring, or suggestions, [open an issue](https://github.com/qmk/qmk_firmware/issues), we'd love to talk about how QMK can be improved.
|
||||
|
||||
# What Does the Code of Conduct Mean for Me?
|
||||
# What does the Code of Conduct mean for me?
|
||||
|
||||
Our [Code of Conduct](https://github.com/qmk/qmk_firmware/blob/master/CODE_OF_CONDUCT.md) means that you are responsible for treating everyone on the project with respect and courtesy regardless of their identity. If you are the victim of any inappropriate behavior or comments as described in our Code of Conduct, we are here for you and will do the best to ensure that the abuser is reprimanded appropriately, per our code.
|
||||
|
@@ -1,8 +1,8 @@
|
||||
# How to Customize Your Keyboard's Behavior
|
||||
# How To Customize Your Keyboard's Behavior
|
||||
|
||||
For a lot of people a custom keyboard is about more than sending button presses to your computer. You want to be able to do things that are more complex than simple button presses and macros. QMK has hooks that allow you to inject code, override functionality, and otherwise customize how your keyboard behaves in different situations.
|
||||
For a lot of people a custom keyboard is about more than sending button presses to your computer. You want to be able to do things that are more complex than simple button presses and macros. QMK has hooks that allow you to inject code, override functionality, and otherwise customize how your keyboard behaves in different situations.
|
||||
|
||||
This page does not assume any special knowledge about QMK, but reading [Understanding QMK](understanding_qmk.md) will help you understand what is going on at a more fundamental level.
|
||||
This page does not assume any special knowledge about QMK, but reading [Understanding QMK](understanding_qmk.html) will help you understand what is going on at a more fundamental level.
|
||||
|
||||
## A Word on Core vs Keyboards vs Keymap
|
||||
|
||||
@@ -27,24 +27,24 @@ The first step to creating your own custom keycode(s) is to enumerate them. This
|
||||
|
||||
Here is an example of enumerating 2 keycodes. After adding this block to your `keymap.c` you will be able to use `FOO` and `BAR` inside your keymap.
|
||||
|
||||
```c
|
||||
```
|
||||
enum my_keycodes {
|
||||
FOO = SAFE_RANGE,
|
||||
BAR
|
||||
};
|
||||
```
|
||||
|
||||
## Programming the Behavior of Any Keycode
|
||||
## Programming The Behavior Of Any Keycode
|
||||
|
||||
When you want to override the behavior of an existing key, or define the behavior for a new key, you should use the `process_record_kb()` and `process_record_user()` functions. These are called by QMK during key processing before the actual key event is handled. If these functions return `true` QMK will process the keycodes as usual. That can be handy for extending the functionality of a key rather than replacing it. If these functions return `false` QMK will skip the normal key handling, and it will be up to you to send any key up or down events that are required.
|
||||
When you want to override the behavior of an existing key, or define the behavior for a new key, you should use the `process_record_kb()` and `process_record_user()` functions. These are called by QMK during key processing before the actual key event is handled. If these functions return `true` QMK will process the keycodes as usual. That can be handy for extending the functionality of a key rather than replacing it. If these functions return `false` QMK will skip the normal key handling, and it will be up you to send any key up or down events that are required.
|
||||
|
||||
These function are called every time a key is pressed or released.
|
||||
|
||||
### Example `process_record_user()` Implementation
|
||||
### Example `process_record_user()` implementation
|
||||
|
||||
This example does two things. It defines the behavior for a custom keycode called `FOO`, and it supplements our Enter key by playing a tone whenever it is pressed.
|
||||
|
||||
```c
|
||||
```
|
||||
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
|
||||
switch (keycode) {
|
||||
case FOO:
|
||||
@@ -60,37 +60,35 @@ bool process_record_user(uint16_t keycode, keyrecord_t *record) {
|
||||
PLAY_NOTE_ARRAY(tone_qwerty);
|
||||
}
|
||||
return true; // Let QMK send the enter press/release events
|
||||
default:
|
||||
return true; // Process all other keycodes normally
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### `process_record_*` Function Documentation
|
||||
### `process_record_*` Function documentation
|
||||
|
||||
* Keyboard/Revision: `bool process_record_kb(uint16_t keycode, keyrecord_t *record)`
|
||||
* Keyboard/Revision: `bool process_record_kb(uint16_t keycode, keyrecord_t *record)`
|
||||
* Keymap: `bool process_record_user(uint16_t keycode, keyrecord_t *record)`
|
||||
|
||||
The `keycode` argument is whatever is defined in your keymap, eg `MO(1)`, `KC_L`, etc. You should use a `switch...case` block to handle these events.
|
||||
|
||||
The `record` argument contains information about the actual press:
|
||||
The `record` argument contains infomation about the actual press:
|
||||
|
||||
```c
|
||||
```
|
||||
keyrecord_t record {
|
||||
keyevent_t event {
|
||||
keypos_t key {
|
||||
uint8_t col
|
||||
uint8_t row
|
||||
}
|
||||
bool pressed
|
||||
uint16_t time
|
||||
}
|
||||
+-keyevent_t event {
|
||||
| +-keypos_t key {
|
||||
| | +-uint8_t col
|
||||
| | +-uint8_t row
|
||||
| | }
|
||||
| +-bool pressed
|
||||
| +-uint16_t time
|
||||
| }
|
||||
}
|
||||
```
|
||||
|
||||
# LED Control
|
||||
|
||||
QMK provides methods to read the 5 LEDs defined as part of the HID spec:
|
||||
This allows you to control the 5 LED's defined as part of the USB Keyboard spec. It will be called when the state of one of those 5 LEDs changes.
|
||||
|
||||
* `USB_LED_NUM_LOCK`
|
||||
* `USB_LED_CAPS_LOCK`
|
||||
@@ -98,394 +96,81 @@ QMK provides methods to read the 5 LEDs defined as part of the HID spec:
|
||||
* `USB_LED_COMPOSE`
|
||||
* `USB_LED_KANA`
|
||||
|
||||
These five constants correspond to the positional bits of the host LED state.
|
||||
There are two ways to get the host LED state:
|
||||
### Example `led_set_kb()` implementation
|
||||
|
||||
* by implementing `led_set_user()`
|
||||
* by calling `host_keyboard_leds()`
|
||||
|
||||
## `led_set_user()`
|
||||
|
||||
This function will be called when the state of one of those 5 LEDs changes. It receives the LED state as a parameter.
|
||||
Use the `IS_LED_ON(usb_led, led_name)` and `IS_LED_OFF(usb_led, led_name)` macros to check the LED status.
|
||||
|
||||
!> `host_keyboard_leds()` may already reflect a new value before `led_set_user()` is called.
|
||||
|
||||
### Example `led_set_user()` Implementation
|
||||
|
||||
```c
|
||||
void led_set_user(uint8_t usb_led) {
|
||||
if (IS_LED_ON(usb_led, USB_LED_NUM_LOCK)) {
|
||||
writePinLow(B0);
|
||||
```
|
||||
void led_set_kb(uint8_t usb_led) {
|
||||
if (usb_led & (1<<USB_LED_NUM_LOCK)) {
|
||||
PORTB |= (1<<0);
|
||||
} else {
|
||||
writePinHigh(B0);
|
||||
PORTB &= ~(1<<0);
|
||||
}
|
||||
if (IS_LED_ON(usb_led, USB_LED_CAPS_LOCK)) {
|
||||
writePinLow(B1);
|
||||
if (usb_led & (1<<USB_LED_CAPS_LOCK)) {
|
||||
PORTB |= (1<<1);
|
||||
} else {
|
||||
writePinHigh(B1);
|
||||
PORTB &= ~(1<<1);
|
||||
}
|
||||
if (IS_LED_ON(usb_led, USB_LED_SCROLL_LOCK)) {
|
||||
writePinLow(B2);
|
||||
if (usb_led & (1<<USB_LED_SCROLL_LOCK)) {
|
||||
PORTB |= (1<<2);
|
||||
} else {
|
||||
writePinHigh(B2);
|
||||
PORTB &= ~(1<<2);
|
||||
}
|
||||
if (IS_LED_ON(usb_led, USB_LED_COMPOSE)) {
|
||||
writePinLow(B3);
|
||||
if (usb_led & (1<<USB_LED_COMPOSE_LOCK)) {
|
||||
PORTB |= (1<<3);
|
||||
} else {
|
||||
writePinHigh(B3);
|
||||
PORTB &= ~(1<<3);
|
||||
}
|
||||
if (IS_LED_ON(usb_led, USB_LED_KANA)) {
|
||||
writePinLow(B4);
|
||||
if (usb_led & (1<<USB_LED_KANA_LOCK)) {
|
||||
PORTB |= (1<<4);
|
||||
} else {
|
||||
writePinHigh(B4);
|
||||
PORTB &= ~(1<<4);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### `led_set_*` Function Documentation
|
||||
### `led_set_*` Function documentation
|
||||
|
||||
* Keyboard/Revision: `void led_set_kb(uint8_t usb_led)`
|
||||
* Keyboard/Revision: `void led_set_kb(uint8_t usb_led)`
|
||||
* Keymap: `void led_set_user(uint8_t usb_led)`
|
||||
|
||||
## `host_keyboard_leds()`
|
||||
# Matrix Initialization Code
|
||||
|
||||
Call this function to get the last received LED state. This is useful for reading the LED state outside `led_set_*`, e.g. in [`matrix_scan_user()`](#matrix-scanning-code).
|
||||
For convenience, you can use the `IS_HOST_LED_ON(led_name)` and `IS_HOST_LED_OFF(led_name)` macros instead of calling and checking `host_keyboard_leds()` directly.
|
||||
Before a keyboard can be used the hardware must be initialized. QMK handles initialization of the keyboard matrix itself, but if you have other hardware like LED's or i²c controllers you will need to set up that hardware before it can be used.
|
||||
|
||||
## Setting Physical LED State
|
||||
### Example `matrix_init_kb()` implementation
|
||||
|
||||
Some keyboard implementations provide convenience methods for setting the state of the physical LEDs.
|
||||
This example, at the keyboard level, sets up B1, B2, and B3 as LED pins.
|
||||
|
||||
### Ergodox Boards
|
||||
|
||||
The Ergodox implementations provide `ergodox_right_led_1`/`2`/`3_on`/`off()` to turn individual LEDs on or off, as well as `ergodox_right_led_on`/`off(uint8_t led)` to turn them on or off by their index.
|
||||
|
||||
In addition, it is possible to specify the brightness level of all LEDs with `ergodox_led_all_set(uint8_t n)`; of individual LEDs with `ergodox_right_led_1`/`2`/`3_set(uint8_t n)`; or by index with `ergodox_right_led_set(uint8_t led, uint8_t n)`.
|
||||
|
||||
Ergodox boards also define `LED_BRIGHTNESS_LO` for the lowest brightness and `LED_BRIGHTNESS_HI` for the highest brightness (which is the default).
|
||||
|
||||
# Keyboard Initialization Code
|
||||
|
||||
There are several steps in the keyboard initialization process. Depending on what you want to do, it will influence which function you should use.
|
||||
|
||||
These are the three main initialization functions, listed in the order that they're called.
|
||||
|
||||
* `keyboard_pre_init_*` - Happens before most anything is started. Good for hardware setup that you want running very early.
|
||||
* `matrix_init_*` - Happens midway through the firmware's startup process. Hardware is initialized, but features may not be yet.
|
||||
* `keyboard_post_init_*` - Happens at the end of the firmware's startup process. This is where you'd want to put "customization" code, for the most part.
|
||||
|
||||
!> For most people, the `keyboard_post_init_user` function is what you want to call. For instance, this is where you want to set up things for RGB Underglow.
|
||||
|
||||
## Keyboard Pre Initialization code
|
||||
|
||||
This runs very early during startup, even before the USB has been started.
|
||||
|
||||
Shortly after this, the matrix is initialized.
|
||||
|
||||
For most users, this shouldn't be used, as it's primarily for hardware oriented initialization.
|
||||
|
||||
However, if you have hardware stuff that you need initialized, this is the best place for it (such as initializing LED pins).
|
||||
|
||||
### Example `keyboard_pre_init_user()` Implementation
|
||||
|
||||
This example, at the keyboard level, sets up B0, B1, B2, B3, and B4 as LED pins.
|
||||
|
||||
```c
|
||||
void keyboard_pre_init_user(void) {
|
||||
// Call the keyboard pre init code.
|
||||
```
|
||||
void matrix_init_kb(void) {
|
||||
// Call the keymap level matrix init.
|
||||
matrix_init_user();
|
||||
|
||||
// Set our LED pins as output
|
||||
setPinOutput(B0);
|
||||
setPinOutput(B1);
|
||||
setPinOutput(B2);
|
||||
setPinOutput(B3);
|
||||
setPinOutput(B4);
|
||||
DDRB |= (1<<1);
|
||||
DDRB |= (1<<2);
|
||||
DDRB |= (1<<3);
|
||||
}
|
||||
```
|
||||
|
||||
### `keyboard_pre_init_*` Function Documentation
|
||||
### `matrix_init_*` Function documentation
|
||||
|
||||
* Keyboard/Revision: `void keyboard_pre_init_kb(void)`
|
||||
* Keymap: `void keyboard_pre_init_user(void)`
|
||||
|
||||
## Matrix Initialization Code
|
||||
|
||||
This is called when the matrix is initialized, and after some of the hardware has been set up, but before many of the features have been initialized.
|
||||
|
||||
This is useful for setting up stuff that you may need elsewhere, but isn't hardware related nor is dependant on where it's started.
|
||||
|
||||
|
||||
### `matrix_init_*` Function Documentation
|
||||
|
||||
* Keyboard/Revision: `void matrix_init_kb(void)`
|
||||
* Keyboard/Revision: `void matrix_init_kb(void)`
|
||||
* Keymap: `void matrix_init_user(void)`
|
||||
|
||||
|
||||
## Keyboard Post Initialization code
|
||||
|
||||
This is ran as the very last task in the keyboard initialization process. This is useful if you want to make changes to certain features, as they should be initialized by this point.
|
||||
|
||||
|
||||
### Example `keyboard_post_init_user()` Implementation
|
||||
|
||||
This example, running after everything else has initialized, sets up the rgb underglow configuration.
|
||||
|
||||
```c
|
||||
void keyboard_post_init_user(void) {
|
||||
// Call the post init code.
|
||||
rgblight_enable_noeeprom(); // enables Rgb, without saving settings
|
||||
rgblight_sethsv_noeeprom(180, 255, 255); // sets the color to teal/cyan without saving
|
||||
rgblight_mode_noeeprom(RGBLIGHT_MODE_BREATHING + 3); // sets mode to Fast breathing without saving
|
||||
}
|
||||
```
|
||||
|
||||
### `keyboard_post_init_*` Function Documentation
|
||||
|
||||
* Keyboard/Revision: `void keyboard_post_init_kb(void)`
|
||||
* Keymap: `void keyboard_post_init_user(void)`
|
||||
|
||||
# Matrix Scanning Code
|
||||
|
||||
Whenever possible you should customize your keyboard by using `process_record_*()` and hooking into events that way, to ensure that your code does not have a negative performance impact on your keyboard. However, in rare cases it is necessary to hook into the matrix scanning. Be extremely careful with the performance of code in these functions, as it will be called at least 10 times per second.
|
||||
|
||||
### Example `matrix_scan_*` Implementation
|
||||
### Example `matrix_scan_*` implementation
|
||||
|
||||
This example has been deliberately omitted. You should understand enough about QMK internals to write this without an example before hooking into such a performance sensitive area. If you need help please [open an issue](https://github.com/qmk/qmk_firmware/issues/new) or [chat with us on Discord](https://discord.gg/Uq7gcHh).
|
||||
This example has been deliberately omitted. You should understand enough about QMK internals to write this without an example before hooking into such a performance sensitive area. If you need help please [open an issue](https://github.com/qmk/qmk_firmware/issues/new) or [chat with us on gitter](https://gitter.im/qmk/qmk_firmware).
|
||||
|
||||
### `matrix_scan_*` Function Documentation
|
||||
### `matrix_scan_*` Function documentation
|
||||
|
||||
* Keyboard/Revision: `void matrix_scan_kb(void)`
|
||||
* Keymap: `void matrix_scan_user(void)`
|
||||
|
||||
This function gets called at every matrix scan, which is basically as often as the MCU can handle. Be careful what you put here, as it will get run a lot.
|
||||
|
||||
You should use this function if you need custom matrix scanning code. It can also be used for custom status output (such as LEDs or a display) or other functionality that you want to trigger regularly even when the user isn't typing.
|
||||
|
||||
|
||||
# Keyboard Idling/Wake Code
|
||||
|
||||
If the board supports it, it can be "idled", by stopping a number of functions. A good example of this is RGB lights or backlights. This can save on power consumption, or may be better behavior for your keyboard.
|
||||
|
||||
This is controlled by two functions: `suspend_power_down_*` and `suspend_wakeup_init_*`, which are called when the system board is idled and when it wakes up, respectively.
|
||||
|
||||
|
||||
### Example suspend_power_down_user() and suspend_wakeup_init_user() Implementation
|
||||
|
||||
|
||||
```c
|
||||
void suspend_power_down_user(void) {
|
||||
rgb_matrix_set_suspend_state(true);
|
||||
}
|
||||
|
||||
void suspend_wakeup_init_user(void) {
|
||||
rgb_matrix_set_suspend_state(false);
|
||||
}
|
||||
```
|
||||
|
||||
### Keyboard suspend/wake Function Documentation
|
||||
|
||||
* Keyboard/Revision: `void suspend_power_down_kb(void)` and `void suspend_wakeup_init_user(void)`
|
||||
* Keymap: `void suspend_power_down_kb(void)` and `void suspend_wakeup_init_user(void)`
|
||||
|
||||
# Layer Change Code
|
||||
|
||||
This runs code every time that the layers get changed. This can be useful for layer indication, or custom layer handling.
|
||||
|
||||
### Example `layer_state_set_*` Implementation
|
||||
|
||||
This example shows how to set the [RGB Underglow](feature_rgblight.md) lights based on the layer, using the Planck as an example
|
||||
|
||||
```c
|
||||
uint32_t layer_state_set_user(uint32_t state) {
|
||||
switch (biton32(state)) {
|
||||
case _RAISE:
|
||||
rgblight_setrgb (0x00, 0x00, 0xFF);
|
||||
break;
|
||||
case _LOWER:
|
||||
rgblight_setrgb (0xFF, 0x00, 0x00);
|
||||
break;
|
||||
case _PLOVER:
|
||||
rgblight_setrgb (0x00, 0xFF, 0x00);
|
||||
break;
|
||||
case _ADJUST:
|
||||
rgblight_setrgb (0x7A, 0x00, 0xFF);
|
||||
break;
|
||||
default: // for any other layers, or the default layer
|
||||
rgblight_setrgb (0x00, 0xFF, 0xFF);
|
||||
break;
|
||||
}
|
||||
return state;
|
||||
}
|
||||
```
|
||||
### `layer_state_set_*` Function Documentation
|
||||
|
||||
* Keyboard/Revision: `uint32_t layer_state_set_kb(uint32_t state)`
|
||||
* Keymap: `uint32_t layer_state_set_user(uint32_t state)`
|
||||
|
||||
|
||||
The `state` is the bitmask of the active layers, as explained in the [Keymap Overview](keymap.md#keymap-layer-status)
|
||||
|
||||
|
||||
# Persistent Configuration (EEPROM)
|
||||
|
||||
This allows you to configure persistent settings for your keyboard. These settings are stored in the EEPROM of your controller, and are retained even after power loss. The settings can be read with `eeconfig_read_kb` and `eeconfig_read_user`, and can be written to using `eeconfig_update_kb` and `eeconfig_update_user`. This is useful for features that you want to be able to toggle (like toggling rgb layer indication). Additionally, you can use `eeconfig_init_kb` and `eeconfig_init_user` to set the default values for the EEPROM.
|
||||
|
||||
The complicated part here, is that there are a bunch of ways that you can store and access data via EEPROM, and there is no "correct" way to do this. However, you only have a DWORD (4 bytes) for each function.
|
||||
|
||||
Keep in mind that EEPROM has a limited number of writes. While this is very high, it's not the only thing writing to the EEPROM, and if you write too often, you can potentially drastically shorten the life of your MCU.
|
||||
|
||||
* If you don't understand the example, then you may want to avoid using this feature, as it is rather complicated.
|
||||
|
||||
### Example Implementation
|
||||
|
||||
This is an example of how to add settings, and read and write it. We're using the user keymap for the example here. This is a complex function, and has a lot going on. In fact, it uses a lot of the above functions to work!
|
||||
|
||||
|
||||
In your keymap.c file, add this to the top:
|
||||
```c
|
||||
typedef union {
|
||||
uint32_t raw;
|
||||
struct {
|
||||
bool rgb_layer_change :1;
|
||||
};
|
||||
} user_config_t;
|
||||
|
||||
user_config_t user_config;
|
||||
```
|
||||
|
||||
This sets up a 32 bit structure that we can store settings with in memory, and write to the EEPROM. Using this removes the need to define variables, since they're defined in this structure. Remember that `bool` (boolean) values use 1 bit, `uint8_t` uses 8 bits, `uint16_t` uses up 16 bits. You can mix and match, but changing the order can cause issues, as it will change the values that are read and written.
|
||||
|
||||
We're using `rgb_layer_change`, for the `layer_state_set_*` function, and use `keyboard_post_init_user` and `process_record_user` to configure everything.
|
||||
|
||||
Now, using the `keyboard_post_init_user` code above, you want to add `eeconfig_read_user()` to it, to populate the structure you've just created. And you can then immediately use this structure to control functionality in your keymap. And It should look like:
|
||||
```c
|
||||
void keyboard_post_init_user(void) {
|
||||
// Call the keymap level matrix init.
|
||||
|
||||
// Read the user config from EEPROM
|
||||
user_config.raw = eeconfig_read_user();
|
||||
|
||||
// Set default layer, if enabled
|
||||
if (user_config.rgb_layer_change) {
|
||||
rgblight_enable_noeeprom();
|
||||
rgblight_sethsv_noeeprom_cyan();
|
||||
rgblight_mode_noeeprom(1);
|
||||
}
|
||||
}
|
||||
```
|
||||
The above function will use the EEPROM config immediately after reading it, to set the default layer's RGB color. The "raw" value of it is converted in a usable structure based on the "union" that you created above.
|
||||
|
||||
```c
|
||||
uint32_t layer_state_set_user(uint32_t state) {
|
||||
switch (biton32(state)) {
|
||||
case _RAISE:
|
||||
if (user_config.rgb_layer_change) { rgblight_sethsv_noeeprom_magenta(); rgblight_mode_noeeprom(1); }
|
||||
break;
|
||||
case _LOWER:
|
||||
if (user_config.rgb_layer_change) { rgblight_sethsv_noeeprom_red(); rgblight_mode_noeeprom(1); }
|
||||
break;
|
||||
case _PLOVER:
|
||||
if (user_config.rgb_layer_change) { rgblight_sethsv_noeeprom_green(); rgblight_mode_noeeprom(1); }
|
||||
break;
|
||||
case _ADJUST:
|
||||
if (user_config.rgb_layer_change) { rgblight_sethsv_noeeprom_white(); rgblight_mode_noeeprom(1); }
|
||||
break;
|
||||
default: // for any other layers, or the default layer
|
||||
if (user_config.rgb_layer_change) { rgblight_sethsv_noeeprom_cyan(); rgblight_mode_noeeprom(1); }
|
||||
break;
|
||||
}
|
||||
return state;
|
||||
}
|
||||
```
|
||||
This will cause the RGB underglow to be changed ONLY if the value was enabled. Now to configure this value, create a new keycode for `process_record_user` called `RGB_LYR`. Additionally, we want to make sure that if you use the normal RGB codes, that it turns off Using the example above, make it look this:
|
||||
```c
|
||||
|
||||
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
|
||||
switch (keycode) {
|
||||
case FOO:
|
||||
if (record->event.pressed) {
|
||||
// Do something when pressed
|
||||
} else {
|
||||
// Do something else when release
|
||||
}
|
||||
return false; // Skip all further processing of this key
|
||||
case KC_ENTER:
|
||||
// Play a tone when enter is pressed
|
||||
if (record->event.pressed) {
|
||||
PLAY_NOTE_ARRAY(tone_qwerty);
|
||||
}
|
||||
return true; // Let QMK send the enter press/release events
|
||||
case RGB_LYR: // This allows me to use underglow as layer indication, or as normal
|
||||
if (record->event.pressed) {
|
||||
user_config.rgb_layer_change ^= 1; // Toggles the status
|
||||
eeconfig_update_user(user_config.raw); // Writes the new status to EEPROM
|
||||
if (user_config.rgb_layer_change) { // if layer state indication is enabled,
|
||||
layer_state_set(layer_state); // then immediately update the layer color
|
||||
}
|
||||
}
|
||||
return false; break;
|
||||
case RGB_MODE_FORWARD ... RGB_MODE_GRADIENT: // For any of the RGB codes (see quantum_keycodes.h, L400 for reference)
|
||||
if (record->event.pressed) { //This disables layer indication, as it's assumed that if you're changing this ... you want that disabled
|
||||
if (user_config.rgb_layer_change) { // only if this is enabled
|
||||
user_config.rgb_layer_change = false; // disable it, and
|
||||
eeconfig_update_user(user_config.raw); // write the setings to EEPROM
|
||||
}
|
||||
}
|
||||
return true; break;
|
||||
default:
|
||||
return true; // Process all other keycodes normally
|
||||
}
|
||||
}
|
||||
```
|
||||
And lastly, you want to add the `eeconfig_init_user` function, so that when the EEPROM is reset, you can specify default values, and even custom actions. To force an EEPROM reset, use the `EEP_RST` keycode or [Bootmagic](feature_bootmagic.md) functionallity. For example, if you want to set rgb layer indication by default, and save the default valued.
|
||||
|
||||
```c
|
||||
void eeconfig_init_user(void) { // EEPROM is getting reset!
|
||||
user_config.raw = 0;
|
||||
user_config.rgb_layer_change = true; // We want this enabled by default
|
||||
eeconfig_update_user(user_config.raw); // Write default value to EEPROM now
|
||||
|
||||
// use the non noeeprom versions, to write these values to EEPROM too
|
||||
rgblight_enable(); // Enable RGB by default
|
||||
rgblight_sethsv_cyan(); // Set it to CYAN by default
|
||||
rgblight_mode(1); // set to solid by default
|
||||
}
|
||||
```
|
||||
|
||||
And you're done. The RGB layer indication will only work if you want it to. And it will be saved, even after unplugging the board. And if you use any of the RGB codes, it will disable the layer indication, so that it stays on the mode and color that you set it to.
|
||||
|
||||
### 'EECONFIG' Function Documentation
|
||||
|
||||
* Keyboard/Revision: `void eeconfig_init_kb(void)`, `uint32_t eeconfig_read_kb(void)` and `void eeconfig_update_kb(uint32_t val)`
|
||||
* Keymap: `void eeconfig_init_user(void)`, `uint32_t eeconfig_read_user(void)` and `void eeconfig_update_user(uint32_t val)`
|
||||
|
||||
The `val` is the value of the data that you want to write to EEPROM. And the `eeconfig_read_*` function return a 32 bit (DWORD) value from the EEPROM.
|
||||
|
||||
# Custom Tapping Term
|
||||
|
||||
By default, the tapping term is defined globally, and is not configurable by key. For most users, this is perfectly fine. But in come cases, dual function keys would be greatly improved by different timeouts than `LT` keys, or because some keys may be easier to hold than others. Instead of using custom key codes for each, this allows for per key configurable `TAPPING_TERM`.
|
||||
|
||||
To enable this functionality, you need to add `#define TAPPING_TERM_PER_KEY` to your `config.h`, first.
|
||||
|
||||
|
||||
## Example `get_tapping_term` Implementation
|
||||
|
||||
To change the `TAPPING TERM` based on the keycode, you'd want to add something like the following to your `keymap.c` file:
|
||||
|
||||
```c
|
||||
uint16_t get_tapping_term(uint16_t keycode) {
|
||||
switch (keycode) {
|
||||
case SFT_T(KC_SPC):
|
||||
return TAPPING_TERM + 1250;
|
||||
case LT(1, KC_GRV):
|
||||
return 130;
|
||||
default:
|
||||
return TAPPING_TERM;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### `get_tapping_term` Function Documentation
|
||||
|
||||
Unlike many of the other functions here, there isn't a need (or even reason) to have a quantum or keyboard level function. Only a user level function is useful here, so no need to mark it as such.
|
||||
You should use this function if you need custom matrix scanning code. It can also be used for custom status output (such as LED's or a display) or other functionality that you want to trigger regularly even when the user isn't typing.
|
||||
|
@@ -4,7 +4,7 @@ This page exists to document best practices when writing documentation for QMK.
|
||||
|
||||
# Page Opening
|
||||
|
||||
Your documentation page should generally start with an H1 heading, followed by a 1 paragraph description of what the user will find on this page. Keep in mind that this heading and paragraph will sit next to the Table of Contents, so keep the heading short and avoid long strings with no whitespace.
|
||||
Your documentation page should generally start with an H1 heading, followed by a 1 paragrah description of what the user will find on this page. Keep in mind that this heading and paragraph will sit next to the Table of Contents, so keep the heading short and avoid long strings with no whitespace.
|
||||
|
||||
Example:
|
||||
|
||||
@@ -22,30 +22,63 @@ Your page should generally have multiple "H1" headings. Only H1 and H2 headings
|
||||
|
||||
You can have styled hint blocks drawn around text to draw attention to it.
|
||||
|
||||
### Important
|
||||
|
||||
```
|
||||
!> This is important
|
||||
{% hint style='info' %}
|
||||
This uses `hint style='info'`
|
||||
{% endhint %}
|
||||
```
|
||||
|
||||
Renders as:
|
||||
### Examples:
|
||||
|
||||
!> This is important
|
||||
{% hint style='info' %}
|
||||
This uses `hint style='info'`
|
||||
{% endhint %}
|
||||
|
||||
### General Tips
|
||||
{% hint style='tip' %}
|
||||
This uses `hint style='tip'`
|
||||
{% endhint %}
|
||||
|
||||
{% hint style='danger' %}
|
||||
This uses `hint style='danger'`
|
||||
{% endhint %}
|
||||
|
||||
{% hint style='working' %}
|
||||
This uses `hint style='working'`
|
||||
{% endhint %}
|
||||
|
||||
# Styled Terminal Blocks
|
||||
|
||||
You can present styled terminal blocks by including special tokens inside your text block.
|
||||
|
||||
```
|
||||
?> This is a helpful tip.
|
||||
\`\`\`
|
||||
**[terminal]
|
||||
**[prompt foo@joe]**[path ~]**[delimiter $ ]**[command ./myscript]
|
||||
Normal output line. Nothing special here...
|
||||
But...
|
||||
You can add some colors. What about a warning message?
|
||||
**[warning [WARNING] The color depends on the theme. Could look normal too]
|
||||
What about an error message?
|
||||
**[error [ERROR] This is not the error you are looking for]
|
||||
\`\`\`
|
||||
```
|
||||
|
||||
Renders as:
|
||||
|
||||
?> This is a helpful tip.
|
||||
### Example
|
||||
|
||||
```
|
||||
**[terminal]
|
||||
**[prompt foo@joe]**[path ~]**[delimiter $ ]**[command ./myscript]
|
||||
Normal output line. Nothing special here...
|
||||
But...
|
||||
You can add some colors. What about a warning message?
|
||||
**[warning [WARNING] The color depends on the theme. Could look normal too]
|
||||
What about an error message?
|
||||
**[error [ERROR] This is not the error you are looking for]
|
||||
```
|
||||
|
||||
# Documenting Features
|
||||
|
||||
If you create a new feature for QMK, create a documentation page for it. It doesn't have to be very long, a few sentences describing your feature and a table listing any relevant keycodes is enough. Here is a basic template:
|
||||
If you create a new feature for QMK, create a documentation page for it. It doesn't have to be very long, a few sentances describing your feature and a table listing any relevant keycodes is enough. Here is a basic template:
|
||||
|
||||
```markdown
|
||||
# My Cool Feature
|
||||
@@ -61,4 +94,4 @@ This page describes my cool feature. You can use my cool feature to make coffee
|
||||
|KC_SUGAR||Order Sugar|
|
||||
```
|
||||
|
||||
Place your documentation into `docs/feature_<my_cool_feature>.md`, and add that file to the appropriate place in `docs/_sidebar.md`. If you have added any keycodes be sure to add them to `docs/keycodes.md` with a link back to your feature page.
|
||||
Place your documentation into `docs/feature_<my_cool_feature>.md`, and add that file to the appropriate place in `docs/_summary.md`. If you have added any keycodes be sure to add them to `docs/keycodes.md` with a link back to your feature page.
|
||||
|
@@ -36,7 +36,7 @@ Make example for this keyboard (after setting up your build environment):
|
||||
|
||||
make planck/rev4:default
|
||||
|
||||
See the [build environment setup](https://docs.qmk.fm/#/getting_started_build_tools) and the [make instructions](https://docs.qmk.fm/#/getting_started_make_guide) for more information. Brand new to QMK? Start with our [Complete Newbs Guide](https://docs.qmk.fm/#/newbs).
|
||||
See [build environment setup](https://docs.qmk.fm/build_environment_setup.html) then the [make instructions](https://docs.qmk.fm/make_instructions.html) for more information.
|
||||
```
|
||||
|
||||
There needs to be two spaces at the end of the `Keyboard Maintainer` and `Hardware Supported` lines for it to render correctly with Markdown.
|
||||
|
86
docs/eclipse.md
Normal file
86
docs/eclipse.md
Normal file
@@ -0,0 +1,86 @@
|
||||
# Setting Up Eclipse for QMK Development
|
||||
|
||||
[Eclipse](https://en.wikipedia.org/wiki/Eclipse_(software)) is an open-source [Integrated Development Environment](https://en.wikipedia.org/wiki/Integrated_development_environment) (IDE) widely used for Java development, but with an extensible plugin system that allows to customize it for other languages and usages.
|
||||
|
||||
Using an IDE such as Eclipse provides many advantages over a plain text editor, such as:
|
||||
* intelligent code completion
|
||||
* convenient navigation in the code
|
||||
* refactoring tools
|
||||
* build automation (no need for the command-line)
|
||||
* a GUI for GIT
|
||||
* static code analysis
|
||||
* many other tools such as debugging, code formatting, showing call hierarchies etc.
|
||||
|
||||
The purpose of the is page is to document how to set-up Eclipse for developing AVR software, and working on the QMK code base.
|
||||
|
||||
Note that this set-up has been tested on Ubuntu 16.04 only for the moment.
|
||||
|
||||
# Prerequisites
|
||||
## Build environment
|
||||
Before starting, you must have followed the [Getting Started](home.md#getting-started) section corresponding to your system. In particular, you must have been able to build the firmware with [the `make` command](../#the-make-command).
|
||||
|
||||
## Java
|
||||
Eclipse is a Java application, so you will need to install Java 8 or more recent to be able to run it. You may choose between the JRE or the JDK, the latter being useful if you intend to do Java development.
|
||||
|
||||
# Install Eclipse and its plugins
|
||||
Eclipse comes in [several flavours](http://www.eclipse.org/downloads/eclipse-packages/) depending on the target usage that you will have. There is no package comprising the AVR stack, so we will need to start from Eclipse CDT (C/C++ Development Tooling) and install the necessary plugins.
|
||||
|
||||
## Download and install Eclipse CDT
|
||||
If you already have Eclipse CDT on your system, you can skip this step. However it is advised to keep it up-to-date for better support.
|
||||
|
||||
If you have another Eclipse package installed, it is normally possible to [install the CDT plugin over it](https://eclipse.org/cdt/downloads.php). However it is probably better to reinstall it from scratch to keep it light and avoid the clutter of tools that you don't need for the projects you will be working on.
|
||||
|
||||
Installation is very simple: follow the [5 Steps to Install Eclipse](https://eclipse.org/downloads/eclipse-packages/?show_instructions=TRUE), and choose **Eclipse IDE for C/C++ Developers** at Step 3.
|
||||
|
||||
Alternatively, you can also directly [download Eclipse IDE for C/C++ Developers](http://www.eclipse.org/downloads/eclipse-packages/) ([direct link to current version](http://www.eclipse.org/downloads/packages/eclipse-ide-cc-developers/neonr)) and extract the package to the location of your choice (this creates an `eclipse` folder).
|
||||
|
||||
## First Launch
|
||||
When installation is complete, click the <kbd>Launch</kbd> button. (If you extracted the package manually, open the Eclipse installation folder and double-click the `eclipse` executable)
|
||||
|
||||
When you are prompted with the Workspace Selector, select a directory that will hold Eclipse metadata and usually your projects. **Do not select the `qmk_firmware` directory**, this will be the project directory. Select the parent folder instead, or another (preferably empty) folder of your choice (the default is fine if you do not use it yet).
|
||||
|
||||
Once started, click the <kbd>Workbench</kbd> button at the top right to switch to the workbench view (there is a also checkbox at the bottom to skip the welcome screen at startup).
|
||||
|
||||
## Install the necessary plugins
|
||||
Note: you do not need to restart Eclipse after installing each plugin. Simply restart once all plugins are installed.
|
||||
|
||||
### [The AVR plugin](http://avr-eclipse.sourceforge.net/)
|
||||
This is the most important plugin as it will allow Eclipse to _understand_ AVR C code. Follow [the instructions for using the update site](http://avr-eclipse.sourceforge.net/wiki/index.php/Plugin_Download#Update_Site), and agree with the security warning for unsigned content.
|
||||
|
||||
### [ANSI Escape in Console](https://marketplace.eclipse.org/content/ansi-escape-console)
|
||||
This plugin is necessary to properly display the colored build output generated by the QMK makefile.
|
||||
|
||||
1. Open <kbd><kbd>Help</kbd> > <kbd>Eclipse Marketplace…</kbd></kbd>
|
||||
2. Search for _ANSI Escape in Console_
|
||||
3. Click the <samp>Install</samp> button of the plugin
|
||||
4. Follow the instructions and agree again with the security warning for unsigned content.
|
||||
|
||||
Once both plugins are installed, restart Eclipse as prompted.
|
||||
|
||||
# Configure Eclipse for QMK
|
||||
## Importing the project
|
||||
1. Click <kbd><kbd>File</kbd> > <kbd>New</kbd> > <kbd>Makefile Project with Existing Code</kbd></kbd>
|
||||
2. On the next screen:
|
||||
* Select the directory where you cloned the repository as _Existing Code Location_;
|
||||
* (Optional) Give a different name to the project¹, e.g. _QMK_ or _Quantum_;
|
||||
* Select the _AVR-GCC Toolchain_;
|
||||
* Keep the rest as-is and click <kbd>Finish</kbd>
|
||||
|
||||

|
||||
|
||||
3. The project will now be loaded and indexed. Its files can be browsed easily through the _Project Explorer_ on the left.
|
||||
|
||||
¹ There might be issues for importing the project with a custom name. If it does not work properly, try leaving the default project name (i.e. the name of the directory, probably `qmk_firmware`).
|
||||
|
||||
## Build your keyboard
|
||||
We will now configure a make target that cleans the project and builds the keymap of your choice.
|
||||
|
||||
1. On the right side of the screen, select the <kbd>Make Target</kbd> tab
|
||||
2. Expand the folder structure to the keyboard of your choice, e.g. `qmk_firmware/keyboards/ergodox`
|
||||
3. Right-click on the keyboard folder and select <kbd>New…</kbd> (or select the folder and click the <kbd>New Make Target</kbd> icon above the tree)
|
||||
4. Choose a name for your build target, e.g. _clean \<your keymap\>_
|
||||
5. Make Target: this is the arguments that you give to `make` when building from the command line. If your target name does not match these arguments, uncheck <kbd>Same as target name</kbd> and input the correct arguments, e.g. `clean <your keymap>`
|
||||
6. Leave the other options checked and click <kbd>OK</kbd>. Your make target will now appear under the selected keyboard.
|
||||
7. (Optional) Toggle the <kbd>Hide Empty Folders</kbd> icon button above the targets tree to only show your build target.
|
||||
8. Double-click the build target you created to trigger a build.
|
||||
9. Select the <kbd>Console</kbd> view at the bottom to view the running build.
|
@@ -1,29 +1,40 @@
|
||||
# Frequently Asked Build Questions
|
||||
|
||||
This page covers questions about building QMK. If you haven't yet done so, you should read the [Build Environment Setup](getting_started_build_tools.md) and [Make Instructions](getting_started_make_guide.md) guides.
|
||||
This page covers questions about building QMK. If you have not yet you should read the [Build Environment Setup](getting_started_build_tools.md) and [Make Instructions](make_instructions.md) guides.
|
||||
|
||||
## Can't Program on Linux
|
||||
You will need proper permissions to operate a device. For Linux users, see the instructions regarding `udev` rules, below. If you have issues with `udev`, a work-around is to use the `sudo` command. If you are not familiar with this command, check its manual with `man sudo` or [see this webpage](https://linux.die.net/man/8/sudo).
|
||||
|
||||
An example of using `sudo`, when your controller is ATMega32u4:
|
||||
## Can't program on Linux
|
||||
You will need proper permission to operate a device. For Linux users see udev rules below. Easy way is to use `sudo` command, if you are not familiar with this command check its manual with `man sudo` or this page on line.
|
||||
|
||||
In short when your controller is ATMega32u4,
|
||||
|
||||
$ sudo dfu-programmer atmega32u4 erase --force
|
||||
$ sudo dfu-programmer atmega32u4 flash your.hex
|
||||
$ sudo dfu-programmer atmega32u4 reset
|
||||
|
||||
or just:
|
||||
or just
|
||||
|
||||
$ sudo make <keyboard>:<keymap>:dfu
|
||||
|
||||
Note that running `make` with `sudo` is generally ***not*** a good idea, and you should use one of the former methods, if possible.
|
||||
But to run `make` with root privilege is not good idea. Use former method if possible.
|
||||
|
||||
### Linux `udev` Rules
|
||||
On Linux, you'll need proper privileges to access the MCU. You can either use
|
||||
`sudo` when flashing firmware, or place these files in `/etc/udev/rules.d/`. Once added run the following:
|
||||
```console
|
||||
sudo udevadm control --reload-rules
|
||||
sudo udevadm trigger
|
||||
```
|
||||
## WINAVR is obsolete
|
||||
It is no longer recommended and may cause some problem.
|
||||
See [TMK Issue #99](https://github.com/tmk/tmk_keyboard/issues/99).
|
||||
|
||||
## USB VID and PID
|
||||
You can use any ID you want with editing `config.h`. Using any presumably unused ID will be no problem in fact except for very low chance of collision with other product.
|
||||
|
||||
Most boards in QMK use `0xFEED` as the vendor ID. You should look through other keyboards to make sure you pick a unique Product ID.
|
||||
|
||||
Also see this.
|
||||
https://github.com/tmk/tmk_keyboard/issues/150
|
||||
|
||||
You can buy a really unique VID:PID here. I don't think you need this for personal use.
|
||||
- http://www.obdev.at/products/vusb/license.html
|
||||
- http://www.mcselec.com/index.php?page=shop.product_details&flypage=shop.flypage&product_id=92&option=com_phpshop&Itemid=1
|
||||
|
||||
## Linux udev rules
|
||||
On Linux you need proper privilege to access device file of MCU, you'll have to use `sudo` when flashing firmware. You can circumvent this with placing these files in `/etc/udev/rules.d/`.
|
||||
|
||||
**/etc/udev/rules.d/50-atmel-dfu.rules:**
|
||||
```
|
||||
@@ -40,67 +51,9 @@ SUBSYSTEMS=="usb", ATTRS{idVendor}=="03eb", ATTRS{idProduct}=="2ff0", MODE:="066
|
||||
# tmk keyboard products https://github.com/tmk/tmk_keyboard
|
||||
SUBSYSTEMS=="usb", ATTRS{idVendor}=="feed", MODE:="0666"
|
||||
```
|
||||
**/etc/udev/rules.d/54-input-club-keyboard.rules:**
|
||||
|
||||
```
|
||||
# Input Club keyboard bootloader
|
||||
SUBSYSTEMS=="usb", ATTRS{idVendor}=="1c11", MODE:="0666"
|
||||
```
|
||||
|
||||
**/etc/udev/rules.d/55-catalina.rules:**
|
||||
```
|
||||
# ModemManager should ignore the following devices
|
||||
ATTRS{idVendor}=="2a03", ENV{ID_MM_DEVICE_IGNORE}="1"
|
||||
ATTRS{idVendor}=="2341", ENV{ID_MM_DEVICE_IGNORE}="1"
|
||||
```
|
||||
|
||||
**Note:** ModemManager filtering only works when not in strict mode, the following commands can update that settings:
|
||||
```console
|
||||
sudo sed -i 's/--filter-policy=strict/--filter-policy=default/' /lib/systemd/system/ModemManager.service
|
||||
sudo systemctl daemon-reload
|
||||
sudo systemctl restart ModemManager
|
||||
```
|
||||
|
||||
**/etc/udev/rules.d/56-dfu-util.rules:**
|
||||
```
|
||||
# stm32duino
|
||||
SUBSYSTEMS=="usb", ATTRS{idVendor}=="1eaf", ATTRS{idProduct}=="0003", MODE:="0666"
|
||||
# Generic stm32
|
||||
SUBSYSTEMS=="usb", ATTRS{idVendor}=="0483", ATTRS{idProduct}=="df11", MODE:="0666"
|
||||
```
|
||||
|
||||
### Serial device is not detected in bootloader mode on Linux
|
||||
Make sure your kernel has appropriate support for your device. If your device uses USB ACM, such as
|
||||
Pro Micro (Atmega32u4), make sure to include `CONFIG_USB_ACM=y`. Other devices may require `USB_SERIAL` and any of its sub options.
|
||||
|
||||
## Unknown Device for DFU Bootloader
|
||||
|
||||
Issues encountered when flashing keyboards on Windows are most often due to having the wrong drivers installed for the bootloader.
|
||||
|
||||
Re-running the installation script for MSYS2 may help (eg run `util/qmk_install.sh` from MSYS2/WSL) or reinstalling the QMK Toolbox may fix the issue. Alternatively, you can download and run the [`qmk_driver_installer`](https://github.com/qmk/qmk_driver_installer) package.
|
||||
|
||||
If that doesn't work, then you may need to grab the [Zadig Utility](https://zadig.akeo.ie/). Download this, and run it on the system. Then, you will need to reset your board into bootloader mode. After that, locate the device in question. If the device doesn't show up in the list (or nothing shows up in the list), you may need to enable the `List all devices` option in the `Options` menu.
|
||||
|
||||
From here, you will need to know what type of controller the board is using. You may see it listed in the Device Manager as `ATmega32U4` device (which is an AVR board), or an `STM32` device (Which is an ARM board). For AVR boards, use `libusb-win32` for the driver. For ARM boards, use the `WinUSB` driver. Once the correct driver type has been selected, click on the `Replace Driver` button, unplug your board, plug it back in, and reset it again.
|
||||
|
||||
|
||||
## WINAVR is Obsolete
|
||||
It is no longer recommended and may cause some problem.
|
||||
See [TMK Issue #99](https://github.com/tmk/tmk_keyboard/issues/99).
|
||||
|
||||
## USB VID and PID
|
||||
You can use any ID you want with editing `config.h`. Using any presumably unused ID will be no problem in fact except for very low chance of collision with other product.
|
||||
|
||||
Most boards in QMK use `0xFEED` as the vendor ID. You should look through other keyboards to make sure you pick a unique Product ID.
|
||||
|
||||
Also see this.
|
||||
https://github.com/tmk/tmk_keyboard/issues/150
|
||||
|
||||
You can buy a really unique VID:PID here. I don't think you need this for personal use.
|
||||
- http://www.obdev.at/products/vusb/license.html
|
||||
- http://www.mcselec.com/index.php?page=shop.product_details&flypage=shop.flypage&product_id=92&option=com_phpshop&Itemid=1
|
||||
|
||||
## Cortex: `cstddef: No such file or directory`
|
||||
## Cortex: cstddef: No such file or directory
|
||||
GCC 4.8 of Ubuntu 14.04 had this problem and had to update to 4.9 with this PPA.
|
||||
https://launchpad.net/~terry.guo/+archive/ubuntu/gcc-arm-embedded
|
||||
|
||||
@@ -108,7 +61,8 @@ https://github.com/tmk/tmk_keyboard/issues/212
|
||||
https://github.com/tmk/tmk_keyboard/wiki/mbed-cortex-porting#compile-error-cstddef
|
||||
https://developer.mbed.org/forum/mbed/topic/5205/
|
||||
|
||||
## `clock_prescale_set` and `clock_div_1` Not Available
|
||||
|
||||
## `clock_prescale_set` and `clock_div_1` not available
|
||||
Your toolchain is too old to support the MCU. For example WinAVR 20100110 doesn't support ATMega32u2.
|
||||
|
||||
```
|
||||
@@ -127,51 +81,11 @@ make: *** [obj_alps64/protocol/lufa/lufa.o] Error 1
|
||||
Note that Teensy2.0++ bootloader size is 2048byte. Some Makefiles may have wrong comment.
|
||||
|
||||
```
|
||||
# Boot Section Size in *bytes*
|
||||
# Teensy halfKay 512
|
||||
# Teensy++ halfKay 2048
|
||||
# Boot Section Size in *bytes*
|
||||
# Teensy halfKay 512
|
||||
# Teensy++ halfKay 2048
|
||||
# Atmel DFU loader 4096 (TMK Alt Controller)
|
||||
# LUFA bootloader 4096
|
||||
# USBaspLoader 2048
|
||||
# LUFA bootloader 4096
|
||||
# USBaspLoader 2048
|
||||
OPT_DEFS += -DBOOTLOADER_SIZE=2048
|
||||
```
|
||||
|
||||
## `avr-gcc: internal compiler error: Abort trap: 6 (program cc1)` on MacOS
|
||||
This is an issue with updating on brew, causing symlinks that avr-gcc depend on getting mangled.
|
||||
|
||||
The solution is to remove and reinstall all affected modules.
|
||||
|
||||
```
|
||||
brew rm avr-gcc
|
||||
brew rm dfu-programmer
|
||||
brew rm dfu-util
|
||||
brew rm gcc-arm-none-eabi
|
||||
brew rm avrdude
|
||||
brew install avr-gcc
|
||||
brew install dfu-programmer
|
||||
brew install dfu-util
|
||||
brew install gcc-arm-none-eabi
|
||||
brew install avrdude
|
||||
```
|
||||
|
||||
### avr-gcc 8.1 and LUFA
|
||||
|
||||
If you updated your avr-gcc to above 7 you may see errors involving LUFA. For example:
|
||||
|
||||
`lib/lufa/LUFA/Drivers/USB/Class/Device/AudioClassDevice.h:380:5: error: 'const' attribute on function returning 'void'`
|
||||
|
||||
For now, you need to rollback avr-gcc to 7 in brew.
|
||||
|
||||
```
|
||||
brew uninstall --force avr-gcc
|
||||
brew install avr-gcc@8
|
||||
brew link --force avr-gcc@8
|
||||
```
|
||||
|
||||
### I just flashed my keyboard and it does nothing/keypresses don't register - it's also ARM (rev6 planck, clueboard 60, hs60v2, etc...) (Feb 2019)
|
||||
Due to how EEPROM works on ARM based chips, saved settings may no longer be valid. This affects the default layers, and *may*, under certain circumstances we are still figuring out, make the keyboard unusable. Resetting the EEPROM will correct this.
|
||||
|
||||
[Planck rev6 reset EEPROM](https://cdn.discordapp.com/attachments/473506116718952450/539284620861243409/planck_rev6_default.bin) can be used to force an eeprom reset. After flashing this image, flash your normal firmware again which should restore your keyboard to _normal_ working order.
|
||||
[Preonic rev3 reset EEPROM](https://cdn.discordapp.com/attachments/473506116718952450/537849497313738762/preonic_rev3_default.bin)
|
||||
|
||||
If bootmagic is enabled in any form, you should be able to do this too (see [Bootmagic docs](feature_bootmagic.md) and keyboard info for specifics on how to do this).
|
||||
|
@@ -4,14 +4,14 @@ This page details various common questions people have about troubleshooting the
|
||||
|
||||
# Debug Console
|
||||
|
||||
## `hid_listen` Can't Recognize Device
|
||||
## hid_listen can't recognize device
|
||||
When debug console of your device is not ready you will see like this:
|
||||
|
||||
```
|
||||
Waiting for device:.........
|
||||
```
|
||||
|
||||
once the device is plugged in then *hid_listen* finds it you will get this message:
|
||||
once the device is pluged in then *hid_listen* finds it you will get this message:
|
||||
|
||||
```
|
||||
Waiting for new device:.........................
|
||||
@@ -23,7 +23,7 @@ If you can't get this 'Listening:' message try building with `CONSOLE_ENABLE=yes
|
||||
You may need privilege to access the device on OS like Linux.
|
||||
- try `sudo hid_listen`
|
||||
|
||||
## Can't Get Message on Console
|
||||
## Can't get message on console
|
||||
Check:
|
||||
- *hid_listen* finds your device. See above.
|
||||
- Enable debug with pressing **Magic**+d. See [Magic Commands](https://github.com/tmk/tmk_keyboard#magic-commands).
|
||||
@@ -31,7 +31,7 @@ Check:
|
||||
- try using 'print' function instead of debug print. See **common/print.h**.
|
||||
- disconnect other devices with console function. See [Issue #97](https://github.com/tmk/tmk_keyboard/issues/97).
|
||||
|
||||
## Linux or UNIX Like System Requires Super User Privilege
|
||||
## Linux or UNIX like system requires Super User privilege
|
||||
Just use 'sudo' to execute *hid_listen* with privilege.
|
||||
```
|
||||
$ sudo hid_listen
|
||||
@@ -82,47 +82,46 @@ Size after:
|
||||
consume extra memory; watch out for BOOTMAGIC_ENABLE,
|
||||
MOUSEKEY_ENABLE, EXTRAKEY_ENABLE, CONSOLE_ENABLE, API_SYSEX_ENABLE
|
||||
- DFU tools do /not/ allow you to write into the bootloader (unless
|
||||
you throw in extra fruit salad of options), so there is little risk
|
||||
you throw in extra fruitsalad of options), so there is little risk
|
||||
there.
|
||||
- EEPROM has around a 100000 write cycle. You shouldn't rewrite the
|
||||
firmware repeatedly and continually; that'll burn the EEPROM
|
||||
eventually.
|
||||
|
||||
## NKRO Doesn't work
|
||||
First you have to compile firmware with this build option `NKRO_ENABLE` in **Makefile**.
|
||||
First you have to compile frimware with this build option `NKRO_ENABLE` in **Makefile**.
|
||||
|
||||
Try `Magic` **N** command(`LShift+RShift+N` by default) when **NKRO** still doesn't work. You can use this command to toggle between **NKRO** and **6KRO** mode temporarily. In some situations **NKRO** doesn't work you need to switch to **6KRO** mode, in particular when you are in BIOS.
|
||||
|
||||
If your firmware built with `BOOTMAGIC_ENABLE` you need to turn its switch on by `BootMagic` **N** command(`Space+N` by default). This setting is stored in EEPROM and kept over power cycles.
|
||||
If your firmware built with `BOOTMAGIC_ENABLE` you need to turn its switch on by `BootMagic` **N** command(`Space+N` by default). This setting is stored in EEPROM and keeped over power cycles.
|
||||
|
||||
https://github.com/tmk/tmk_keyboard#boot-magic-configuration---virtual-dip-switch
|
||||
|
||||
|
||||
## TrackPoint Needs Reset Circuit (PS/2 Mouse Support)
|
||||
Without reset circuit you will have inconsistent result due to improper initialize of the hardware. See circuit schematic of TPM754.
|
||||
## TrackPoint needs reset circuit(PS/2 mouse support)
|
||||
Without reset circuit you will have inconsistent reuslt due to improper initialize of the hardware. See circuit schematic of TPM754.
|
||||
|
||||
- http://geekhack.org/index.php?topic=50176.msg1127447#msg1127447
|
||||
- http://www.mikrocontroller.net/attachment/52583/tpm754.pdf
|
||||
|
||||
|
||||
## Can't Read Column of Matrix Beyond 16
|
||||
## Can't read column of matrix beyond 16
|
||||
Use `1UL<<16` instead of `1<<16` in `read_cols()` in [matrix.h] when your columns goes beyond 16.
|
||||
|
||||
In C `1` means one of [int] type which is [16 bit] in case of AVR so you can't shift left more than 15. You will get unexpected zero when you say `1<<16`. You have to use [unsigned long] type with `1UL`.
|
||||
In C `1` means one of [int] type which is [16bit] in case of AVR so you can't shift left more than 15. You will get unexpected zero when you say `1<<16`. You have to use [unsigned long] type with `1UL`.
|
||||
|
||||
http://deskthority.net/workshop-f7/rebuilding-and-redesigning-a-classic-thinkpad-keyboard-t6181-60.html#p146279
|
||||
|
||||
|
||||
## Bootloader Jump Doesn't Work
|
||||
## Bootloader jump doesn't work
|
||||
Properly configure bootloader size in **Makefile**. With wrong section size bootloader won't probably start with **Magic command** and **Boot Magic**.
|
||||
```
|
||||
# Size of Bootloaders in bytes:
|
||||
# Atmel DFU loader(ATmega32U4) 4096
|
||||
# Atmel DFU loader(AT90USB128) 8192
|
||||
# LUFA bootloader(ATmega32U4) 4096
|
||||
# Arduino Caterina(ATmega32U4) 4096
|
||||
# USBaspLoader(ATmega***) 2048
|
||||
# Teensy halfKay(ATmega32U4) 512
|
||||
# Atmel DFU loader(ATmega32U4) 4096
|
||||
# Atmel DFU loader(AT90USB128) 8192
|
||||
# LUFA bootloader(ATmega32U4) 4096
|
||||
# Arduino Caterina(ATmega32U4) 4096
|
||||
# USBaspLoader(ATmega***) 2048
|
||||
# Teensy halfKay(ATmega32U4) 512
|
||||
# Teensy++ halfKay(AT90USB128) 2048
|
||||
OPT_DEFS += -DBOOTLOADER_SIZE=4096
|
||||
```
|
||||
@@ -136,14 +135,14 @@ byte Atmel/LUFA(ATMega32u4) byte Atmel(AT90SUB1286)
|
||||
| | | |
|
||||
| | | |
|
||||
| Application | | Application |
|
||||
| | | |
|
||||
| | | |
|
||||
= = = =
|
||||
| | 32KB-4KB | | 128KB-8KB
|
||||
0x6000 +---------------+ 0x1E000 +---------------+
|
||||
| Bootloader | 4KB | Bootloader | 8KB
|
||||
0x7FFF +---------------+ 0x1FFFF +---------------+
|
||||
|
||||
|
||||
|
||||
byte Teensy(ATMega32u4) byte Teensy++(AT90SUB1286)
|
||||
0x0000 +---------------+ 0x00000 +---------------+
|
||||
| | | |
|
||||
@@ -162,14 +161,14 @@ https://github.com/tmk/tmk_keyboard/issues/179
|
||||
|
||||
If you are using a TeensyUSB, there is a [known bug](https://github.com/qmk/qmk_firmware/issues/164) in which the hardware reset button prevents the RESET key from working. Unplugging the keyboard and plugging it back in should resolve the problem.
|
||||
|
||||
## Special Extra Key Doesn't Work (System, Audio Control Keys)
|
||||
## Special Extra key doesn't work(System, Audio control keys)
|
||||
You need to define `EXTRAKEY_ENABLE` in `rules.mk` to use them in QMK.
|
||||
|
||||
```
|
||||
EXTRAKEY_ENABLE = yes # Audio control and System control
|
||||
```
|
||||
|
||||
## Wakeup from Sleep Doesn't Work
|
||||
## Wakeup from sleep doesn't work
|
||||
|
||||
In Windows check `Allow this device to wake the computer` setting in Power **Management property** tab of **Device Manager**. Also check BIOS setting.
|
||||
|
||||
@@ -182,11 +181,11 @@ Pressing any key during sleep should wake host.
|
||||
- http://arduino.cc/en/uploads/Main/arduino-leonardo-schematic_3b.pdf
|
||||
- http://arduino.cc/en/uploads/Main/arduino-micro-schematic.pdf
|
||||
|
||||
Arduino Leonardo and micro have **ATMega32U4** and can be used for TMK, though Arduino bootloader may be a problem.
|
||||
Arduino leonardo and micro have **ATMega32U4** and can be used for TMK, though Arduino bootloader may be a problem.
|
||||
|
||||
|
||||
## Using PF4-7 Pins of USB AVR?
|
||||
You need to set JTD bit of MCUCR yourself to use PF4-7 as GPIO. Those pins are configured to serve JTAG function by default. MCUs like ATMega*U* or AT90USB* are affected with this.
|
||||
## Using PF4-7 pins of USB AVR?
|
||||
You need to set JTD bit of MCUCR yourself to use PF4-7 as GPIO. Those pins are configured to serve JTAG function by default. MCUs like ATMega*U* or AT90USB* are affeteced with this.
|
||||
|
||||
If you are using Teensy this isn't needed. Teensy is shipped with JTAGEN fuse bit unprogrammed to disable the function.
|
||||
|
||||
@@ -201,7 +200,7 @@ https://github.com/tmk/tmk_keyboard/blob/master/keyboard/hbkb/matrix.c#L67
|
||||
And read **26.5.1 MCU Control Register – MCUCR** of ATMega32U4 datasheet.
|
||||
|
||||
|
||||
## Adding LED Indicators of Lock Keys
|
||||
## Adding LED indicators of Lock keys
|
||||
You need your own LED indicators for CapsLock, ScrollLock and NumLock? See this post.
|
||||
|
||||
http://deskthority.net/workshop-f7/tmk-keyboard-firmware-collection-t4478-120.html#p191560
|
||||
@@ -219,26 +218,26 @@ http://arduino.cc/en/Main/ArduinoBoardMicro
|
||||
https://geekhack.org/index.php?topic=14290.msg1563867#msg1563867
|
||||
|
||||
|
||||
## USB 3 Compatibility
|
||||
## USB 3 compatibility
|
||||
I heard some people have a problem with USB 3 port, try USB 2 port.
|
||||
|
||||
|
||||
## Mac Compatibility
|
||||
## Mac compatibility
|
||||
### OS X 10.11 and Hub
|
||||
https://geekhack.org/index.php?topic=14290.msg1884034#msg1884034
|
||||
|
||||
|
||||
## Problem on BIOS (UEFI)/Resume (Sleep & Wake)/Power Cycles
|
||||
## Problem on BIOS(UEFI)/Resume(Sleep&Wake)/Power cycles
|
||||
Some people reported their keyboard stops working on BIOS and/or after resume(power cycles).
|
||||
|
||||
As of now root of its cause is not clear but some build options seem to be related. In Makefile try to disable those options like `CONSOLE_ENABLE`, `NKRO_ENABLE`, `SLEEP_LED_ENABLE` and/or others.
|
||||
As of now root of its cause is not clear but some build options seem to be related. In Makefile try to disable those options like `CONSOLE_ENABLE`, `NKRO_ENABLE`, `SLEEP_LED_ENABLE` and/or others.
|
||||
|
||||
https://github.com/tmk/tmk_keyboard/issues/266
|
||||
https://geekhack.org/index.php?topic=41989.msg1967778#msg1967778
|
||||
|
||||
|
||||
|
||||
## FLIP Doesn't Work
|
||||
### `AtLibUsbDfu.dll` Not Found
|
||||
## FLIP doesn't work
|
||||
### AtLibUsbDfu.dll not found
|
||||
Remove current driver and reinstall one FLIP provides from DeviceManager.
|
||||
http://imgur.com/a/bnwzy
|
||||
|
@@ -4,7 +4,7 @@
|
||||
|
||||
[QMK](https://github.com/qmk), short for Quantum Mechanical Keyboard, is a group of people building tools for custom keyboards. We started with the [QMK firmware](https://github.com/qmk/qmk_firmware), a heavily modified fork of [TMK](https://github.com/tmk/tmk_keyboard).
|
||||
|
||||
### Why the Name Quantum?
|
||||
### Why the name Quantum?
|
||||
|
||||
<!-- FIXME -->
|
||||
|
||||
@@ -17,3 +17,4 @@ From a technical standpoint QMK builds upon TMK by adding several new features.
|
||||
From a project and community management standpoint TMK maintains all the officially supported keyboards by himself, with a bit of community support. Separate community maintained forks exist or can be created for other keyboards. Only a few keymaps are provided by default, so users typically don't share keymaps with each other. QMK encourages sharing of both keyboards and keymaps through a centrally managed repository, accepting all pull requests that follow the quality standards. These are mostly community maintained, but the QMK team also helps when necessary.
|
||||
|
||||
Both approaches have their merits and their drawbacks, and code flows freely between TMK and QMK when it makes sense.
|
||||
|
||||
|
@@ -7,56 +7,48 @@ See [Keycodes](keycodes.md) for an index of keycodes available to you. These lin
|
||||
|
||||
Keycodes are actually defined in [common/keycode.h](https://github.com/qmk/qmk_firmware/blob/master/tmk_core/common/keycode.h).
|
||||
|
||||
## What Are the Default Keycodes?
|
||||
## What Are The Default Keycodes?
|
||||
|
||||
There are 3 standard keyboard layouts in use around the world- ANSI, ISO, and JIS. North America primarily uses ANSI, Europe and Africa primarily use ISO, and Japan uses JIS. Regions not mentioned typically use either ANSI or ISO. The keycodes corresponding to these layouts are shown here:
|
||||
|
||||
<!-- Source for this image: http://www.keyboard-layout-editor.com/#/gists/bf431647d1001cff5eff20ae55621e9a -->
|
||||

|
||||
|
||||
## Some Of My Keys Are Swapped Or Not Working
|
||||
|
||||
QMK has two features, Bootmagic and Command, which allow you to change the behavior of your keyboard on the fly. This includes, but is not limited to, swapping Ctrl/Caps, disabling Gui, swapping Alt/Gui, swapping Backspace/Backslash, disabling all keys, and other behavioral modifications.
|
||||
|
||||
As a quick fix try holding down `Space`+`Backspace` while you plug in your keyboard. This will reset the stored settings on your keyboard, returning those keys to normal operation. If that doesn't work look here:
|
||||
|
||||
* [Bootmagic](feature_bootmagic.md)
|
||||
* [Command](feature_command.md)
|
||||
<!-- Source for this image: http://www.keyboard-layout-editor.com/#/gists/9ce023dc6caadc0cf11c88c782350a8c -->
|
||||

|
||||
|
||||
## The Menu Key Isn't Working
|
||||
|
||||
The key found on most modern keyboards that is located between `KC_RGUI` and `KC_RCTL` is actually called `KC_APP`. This is because when that key was invented there was already a key named `MENU` in the relevant standards, so MS chose to call that the `APP` key.
|
||||
|
||||
## `KC_SYSREQ` Isn't Working
|
||||
## `KC_SYSREQ` isn't working
|
||||
Use keycode for Print Screen(`KC_PSCREEN` or `KC_PSCR`) instead of `KC_SYSREQ`. Key combination of 'Alt + Print Screen' is recognized as 'System request'.
|
||||
|
||||
See [issue #168](https://github.com/tmk/tmk_keyboard/issues/168) and
|
||||
* http://en.wikipedia.org/wiki/Magic_SysRq_key
|
||||
* http://en.wikipedia.org/wiki/System_request
|
||||
- http://en.wikipedia.org/wiki/Magic_SysRq_key
|
||||
- http://en.wikipedia.org/wiki/System_request
|
||||
|
||||
## Power Keys Aren't Working
|
||||
## Power key doesn't work
|
||||
Use `KC_PWR` instead of `KC_POWER` or vice versa.
|
||||
- `KC_PWR` works with Windows and Linux, not with OSX.
|
||||
- `KC_POWER` works with OSX and Linux, not with Windows.
|
||||
|
||||
Somewhat confusingly, there are two "Power" keycodes in QMK: `KC_POWER` in the Keyboard/Keypad HID usage page, and `KC_SYSTEM_POWER` (or `KC_PWR`) in the Consumer page.
|
||||
More info: http://geekhack.org/index.php?topic=14290.msg1327264#msg1327264
|
||||
|
||||
The former is only recognized on macOS, while the latter, `KC_SLEP` and `KC_WAKE` are supported by all three major operating systems, so it is recommended to use those instead. Under Windows, these keys take effect immediately, however on macOS they must be held down until a dialog appears.
|
||||
|
||||
## One Shot Modifier
|
||||
Solves my personal 'the' problem. I often got 'the' or 'THe' wrongly instead of 'The'. One Shot Shift mitigates this for me.
|
||||
## Oneshot modifier
|
||||
Solves my personal 'the' problem. I often got 'the' or 'THe' wrongly instead of 'The'. Oneshot Shift mitgates this for me.
|
||||
https://github.com/tmk/tmk_keyboard/issues/67
|
||||
|
||||
## Modifier/Layer Stuck
|
||||
## Modifier/Layer stuck
|
||||
Modifier keys or layers can be stuck unless layer switching is configured properly.
|
||||
For Modifier keys and layer actions you have to place `KC_TRANS` on same position of destination layer to unregister the modifier key or return to previous layer on release event.
|
||||
|
||||
* https://github.com/tmk/tmk_core/blob/master/doc/keymap.md#31-momentary-switching
|
||||
* http://geekhack.org/index.php?topic=57008.msg1492604#msg1492604
|
||||
* https://github.com/tmk/tmk_keyboard/issues/248
|
||||
- https://github.com/tmk/tmk_core/blob/master/doc/keymap.md#31-momentary-switching
|
||||
- http://geekhack.org/index.php?topic=57008.msg1492604#msg1492604
|
||||
- https://github.com/tmk/tmk_keyboard/issues/248
|
||||
|
||||
|
||||
## Mechanical Lock Switch Support
|
||||
|
||||
This feature is for *mechanical lock switch* like [this Alps one](http://deskthority.net/wiki/Alps_SKCL_Lock). You can enable it by adding this to your `config.h`:
|
||||
|
||||
|
||||
```
|
||||
#define LOCKING_SUPPORT_ENABLE
|
||||
#define LOCKING_RESYNC_ENABLE
|
||||
@@ -66,7 +58,7 @@ After enabling this feature use keycodes `KC_LCAP`, `KC_LNUM` and `KC_LSCR` in y
|
||||
|
||||
Old vintage mechanical keyboards occasionally have lock switches but modern ones don't have. ***You don't need this feature in most case and just use keycodes `KC_CAPS`, `KC_NLCK` and `KC_SLCK`.***
|
||||
|
||||
## Input Special Characters Other Than ASCII like Cédille 'Ç'
|
||||
## Input special charactors other than ASCII like Cédille 'Ç'
|
||||
NO UNIVERSAL METHOD TO INPUT THOSE WORKS OVER ALL SYSTEMS. You have to define **MACRO** in way specific to your OS or layout.
|
||||
|
||||
See this post for example **MACRO** code.
|
||||
@@ -74,35 +66,35 @@ See this post for example **MACRO** code.
|
||||
http://deskthority.net/workshop-f7/tmk-keyboard-firmware-collection-t4478-120.html#p195620
|
||||
|
||||
On **Windows** you can use `AltGr` key or **Alt code**.
|
||||
* http://en.wikipedia.org/wiki/AltGr_key
|
||||
* http://en.wikipedia.org/wiki/Alt_code
|
||||
- http://en.wikipedia.org/wiki/AltGr_key
|
||||
- http://en.wikipedia.org/wiki/Alt_code
|
||||
|
||||
On **Mac** OS defines `Option` key combinations.
|
||||
* http://en.wikipedia.org/wiki/Option_key#Alternative_keyboard_input
|
||||
- http://en.wikipedia.org/wiki/Option_key#Alternative_keyboard_input
|
||||
|
||||
On **Xorg** you can use `compose` key, instead.
|
||||
* http://en.wikipedia.org/wiki/Compose_key
|
||||
- http://en.wikipedia.org/wiki/Compose_key
|
||||
|
||||
And see this for **Unicode** input.
|
||||
* http://en.wikipedia.org/wiki/Unicode_input
|
||||
|
||||
## `Fn` Key on macOS
|
||||
|
||||
Unlike most Fn keys, the one on Apple keyboards actually has its own keycode... sort of. It takes the place of the sixth keycode in a basic 6KRO HID report -- so an Apple keyboard is in fact only 5KRO.
|
||||
|
||||
It is technically possible to get QMK to send this key. However, doing so requires modification of the report format to add the state of the Fn key.
|
||||
Even worse, it is not recognized unless the keyboard's VID and PID match that of a real Apple keyboard. The legal issues that official QMK support for this feature may create mean it is unlikely to happen.
|
||||
|
||||
See [this issue](https://github.com/qmk/qmk_firmware/issues/2179) for detailed information.
|
||||
- http://en.wikipedia.org/wiki/Unicode_input
|
||||
|
||||
|
||||
## Media Control Keys in Mac OSX
|
||||
#### KC_MNXT and KC_MPRV Does Not Work on Mac
|
||||
## Apple/Mac keyboard Fn
|
||||
Not supported.
|
||||
|
||||
Apple/Mac keyboard sends keycode for Fn unlike most of other keyboards.
|
||||
I think you can send Apple Fn key using Apple venter specific Page 0xff01 and usage 0x0003. But you have to change HID Report Descriptor for this, of course.
|
||||
|
||||
https://opensource.apple.com/source/IOHIDFamily/IOHIDFamily-606.1.7/IOHIDFamily/AppleHIDUsageTables.h
|
||||
|
||||
|
||||
## Media control keys in Mac OSX
|
||||
#### KC_MNXT and KC_MPRV does not work on Mac
|
||||
Use `KC_MFFD`(`KC_MEDIA_FAST_FORWARD`) and `KC_MRWD`(`KC_MEDIA_REWIND`) instead of `KC_MNXT` and `KC_MPRV`.
|
||||
See https://github.com/tmk/tmk_keyboard/issues/195
|
||||
|
||||
|
||||
## Keys Supported in Mac OSX?
|
||||
## Keys supported in Mac OSX?
|
||||
You can know which keycodes are supported in OSX from this source code.
|
||||
|
||||
`usb_2_adb_keymap` array maps Keyboard/Keypad Page usages to ADB scancodes(OSX internal keycodes).
|
||||
@@ -114,7 +106,7 @@ And `IOHIDConsumer::dispatchConsumerEvent` handles Consumer page usages.
|
||||
https://opensource.apple.com/source/IOHIDFamily/IOHIDFamily-606.1.7/IOHIDFamily/IOHIDConsumer.cpp
|
||||
|
||||
|
||||
## JIS Keys in Mac OSX
|
||||
## JIS keys in Mac OSX
|
||||
Japanese JIS keyboard specific keys like `無変換(Muhenkan)`, `変換(Henkan)`, `ひらがな(hiragana)` are not recognized on OSX. You can use **Seil** to enable those keys, try following options.
|
||||
|
||||
* Enable NFER Key on PC keyboard
|
||||
@@ -124,21 +116,23 @@ Japanese JIS keyboard specific keys like `無変換(Muhenkan)`, `変換(Henkan)`
|
||||
https://pqrs.org/osx/karabiner/seil.html
|
||||
|
||||
|
||||
## RN-42 Bluetooth Doesn't Work with Karabiner
|
||||
## RN-42 Bluetooth doesn't work with Karabiner
|
||||
Karabiner - Keymapping tool on Mac OSX - ignores inputs from RN-42 module by default. You have to enable this option to make Karabiner working with your keyboard.
|
||||
https://github.com/tekezo/Karabiner/issues/403#issuecomment-102559237
|
||||
|
||||
See these for the detail of this problem.
|
||||
See these for the deail of this problem.
|
||||
https://github.com/tmk/tmk_keyboard/issues/213
|
||||
https://github.com/tekezo/Karabiner/issues/403
|
||||
|
||||
|
||||
## Esc and <code>`</code> on a Single Key
|
||||
## Esc and `~ on a key
|
||||
|
||||
See the [Grave Escape](feature_grave_esc.md) feature.
|
||||
Use `GRAVE_ESC` or `KC_GESC` in your keymap. `GUI`+`GRAVE_ESC` results in `` ` `` and `SHIFT`+`GRAVE_ESC` results in `~`.
|
||||
|
||||
## Arrow on Right Modifier Keys with Dual-Role
|
||||
This turns right modifier keys into arrow keys when the keys are tapped while still modifiers when the keys are hold. In TMK the dual-role function is dubbed **TAP**.
|
||||
Note that this will break the CTRL+SHIFT+ESC shortcut to the Windows task manager. Use `#define GRAVE_ESC_CTRL_OVERRIDE` in your `config.h` to get the shortcut back. With this option, `ESC_GRAVE` results in `ESC` if `CTRL` is held, even if `SHIFT` or `GUI` are also held.
|
||||
|
||||
## Arrow on Right Modifier keys with Dual-Role
|
||||
This turns right modifer keys into arrow keys when the keys are tapped while still modifiers when the keys are hold. In TMK the dual-role function is dubbed **TAP**.
|
||||
```
|
||||
|
||||
#include "keymap_common.h"
|
||||
@@ -151,13 +145,13 @@ This turns right modifier keys into arrow keys when the keys are tapped while st
|
||||
*/
|
||||
const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
|
||||
/* 0: qwerty */
|
||||
[0] = LAYOUT( \
|
||||
[0] = KEYMAP( \
|
||||
ESC, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, MINS,EQL, NUHS,BSPC, \
|
||||
TAB, Q, W, E, R, T, Y, U, I, O, P, LBRC,RBRC,BSLS, \
|
||||
LCTL,A, S, D, F, G, H, J, K, L, SCLN,QUOT,ENT, \
|
||||
LSFT,NUBS,Z, X, C, V, B, N, M, COMM,DOT, SLSH,FN0, ESC, \
|
||||
FN4, LGUI,LALT, SPC, APP, FN2, FN1, FN3),
|
||||
[1] = LAYOUT( \
|
||||
[1] = KEYMAP( \
|
||||
GRV, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, TRNS,TRNS, \
|
||||
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,\
|
||||
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
|
||||
@@ -189,18 +183,18 @@ It seems Windows 10 ignores the code and Linux/Xorg recognizes but has no mappin
|
||||
Not sure what keycode Eject is on genuine Apple keyboard actually. HHKB uses `F20` for Eject key(`Fn+f`) on Mac mode but this is not same as Apple Eject keycode probably.
|
||||
|
||||
|
||||
## What's `weak_mods` and `real_mods` in `action_util.c`
|
||||
## What's weak_mods and real_mods in action_util.c
|
||||
___TO BE IMPROVED___
|
||||
|
||||
real_mods is intended to retains state of real/physical modifier key state, while
|
||||
weak_mods retains state of virtual or temporary modifiers which should not affect state real modifier key.
|
||||
weak_mods retains state of virtual or temprary modifiers which should not affect state real modifier key.
|
||||
|
||||
Let's say you hold down physical left shift key and type ACTION_MODS_KEY(LSHIFT, KC_A),
|
||||
Let's say you hold down physical left shift key and type ACTION_MODS_KEY(LSHIFT, KC_A),
|
||||
|
||||
with weak_mods,
|
||||
* (1) hold down left shift: real_mods |= MOD_BIT(LSHIFT)
|
||||
* (2) press ACTION_MODS_KEY(LSHIFT, KC_A): weak_mods |= MOD_BIT(LSHIFT)
|
||||
* (3) release ACTION_MODS_KEY(LSHIFT, KC_A): weak_mods &= ~MOD_BIT(LSHIFT)
|
||||
* (3) release ACTION_MODS_KEY(LSHIFT, KC_A): waek_mods &= ~MOD_BIT(LSHIFT)
|
||||
real_mods still keeps modifier state.
|
||||
|
||||
without weak mods,
|
||||
@@ -211,3 +205,20 @@ here real_mods lost state for 'physical left shift'.
|
||||
|
||||
weak_mods is ORed with real_mods when keyboard report is sent.
|
||||
https://github.com/tmk/tmk_core/blob/master/common/action_util.c#L57
|
||||
|
||||
## Timer functionality
|
||||
|
||||
It's possible to start timers and read values for time-specific events - here's an example:
|
||||
|
||||
```c
|
||||
static uint16_t key_timer;
|
||||
key_timer = timer_read();
|
||||
|
||||
if (timer_elapsed(key_timer) < 100) {
|
||||
// do something if less than 100ms have passed
|
||||
} else {
|
||||
// do something if 100ms or more have passed
|
||||
}
|
||||
```
|
||||
|
||||
It's best to declare the `static uint16_t key_timer;` at the top of the file, outside of any code blocks you're using it in.
|
||||
|
@@ -1,8 +1,8 @@
|
||||
# Advanced Keycodes
|
||||
|
||||
Your keymap can include keycodes that are more advanced than normal, for example keys that switch layers or send modifiers when held, but send regular keycodes when tapped. This page documents the functions that are available to you.
|
||||
Your keymap can include keycodes that are more advanced than normal, for example shifted keys. This page documents the functions that are available to you.
|
||||
|
||||
## Assigning Custom Names
|
||||
### Assigning Custom Names
|
||||
|
||||
People often define custom names using `#define`. For example:
|
||||
|
||||
@@ -11,318 +11,159 @@ People often define custom names using `#define`. For example:
|
||||
#define ALT_TAB LALT(KC_TAB)
|
||||
```
|
||||
|
||||
This will allow you to use `FN_CAPS` and `ALT_TAB` in your keymap, keeping it more readable.
|
||||
This will allow you to use `FN_CAPS` and `ALT_TAB` in your `KEYMAP()`, keeping it more readable.
|
||||
|
||||
## Caveats
|
||||
### Limits of these aliases
|
||||
|
||||
Currently, `LT()` and `MT()` are limited to the [Basic Keycode set](keycodes_basic.md), meaning you can't use keycodes like `LCTL()`, `KC_TILD`, or anything greater than `0xFF`. Modifiers specified as part of a Layer Tap or Mod Tap's keycode will be ignored. If you need to apply modifiers to your tapped keycode, [Tap Dance](https://github.com/qmk/qmk_firmware/blob/master/docs/feature_tap_dance.md#example-5-using-tap-dance-for-advanced-mod-tap-and-layer-tap-keys) can be used to accomplish this.
|
||||
Currently, the keycodes able to used with these functions are limited to the [Basic Keycodes](keycodes_basic.html), meaning you can't use keycodes like `KC_TILD`, or anything greater than 0xFF. For a full list of the keycodes able to be used see [Basic Keycodes](keycodes_basic.html).
|
||||
|
||||
Additionally, if at least one right-handed modifier is specified in a Mod Tap or Layer Tap, it will cause all modifiers specified to become right-handed, so it is not possible to mix and match the two.
|
||||
# Switching and toggling layers
|
||||
|
||||
# Switching and Toggling Layers
|
||||
These functions allow you to activate layers in various ways.
|
||||
|
||||
These functions allow you to activate layers in various ways. Note that layers are not generally independent layouts -- multiple layers can be activated at once, and it's typical for layers to use `KC_TRNS` to allow keypresses to pass through to lower layers. For a detailed explanation of layers, see [Keymap Overview](keymap.md#keymap-and-layers). When using momentary layer switching with MO(), LM(), TT(), or LT(), make sure to leave the key on the above layers transparent or it may not work as intended.
|
||||
* `MO(layer)` - momentary switch to *layer*. As soon as you let go of the key, the layer is deactivated and you pop back out to the previous layer.
|
||||
* `LT(layer, kc)` - momentary switch to *layer* when held, and *kc* when tapped.
|
||||
* `TG(layer)` - toggles a layer on or off.
|
||||
* `TO(layer)` - Goes to a layer. This code is special, because it lets you go either up or down the stack -- just goes directly to the layer you want. So while other codes only let you go _up_ the stack (from layer 0 to layer 3, for example), `TO(2)` is going to get you to layer 2, no matter where you activate it from -- even if you're currently on layer 5. This gets activated on keydown (as soon as the key is pressed).
|
||||
* `TT(layer)` - Layer Tap-Toggle. If you hold the key down, the layer becomes active, and then deactivates when you let go. And if you tap it, the layer simply becomes active (toggles on). It needs 5 taps by default, but you can set it by defining `TAPPING_TOGGLE`, for example, `#define TAPPING_TOGGLE 2` for just two taps.
|
||||
|
||||
* `DF(layer)` - switches the default layer. The default layer is the always-active base layer that other layers stack on top of. See below for more about the default layer. This might be used to switch from QWERTY to Dvorak layout. (Note that this is a temporary switch that only persists until the keyboard loses power. To modify the default layer in a persistent way requires deeper customization, such as calling the `set_single_persistent_default_layer` function inside of [process_record_user](custom_quantum_functions.md#programming-the-behavior-of-any-keycode).)
|
||||
* `MO(layer)` - momentarily activates *layer*. As soon as you let go of the key, the layer is deactivated.
|
||||
* `LM(layer, mod)` - Momentarily activates *layer* (like `MO`), but with modifier(s) *mod* active. Only supports layers 0-15 and the left modifiers: `MOD_LCTL`, `MOD_LSFT`, `MOD_LALT`, `MOD_LGUI` (note the use of `MOD_` constants instead of `KC_`). These modifiers can be combined using bitwise OR, e.g. `LM(_RAISE, MOD_LCTL | MOD_LALT)`.
|
||||
* `LT(layer, kc)` - momentarily activates *layer* when held, and sends *kc* when tapped. Only supports layers 0-15.
|
||||
* `OSL(layer)` - momentarily activates *layer* until the next key is pressed. See [One Shot Keys](#one-shot-keys) for details and additional functionality.
|
||||
* `TG(layer)` - toggles *layer*, activating it if it's inactive and vice versa
|
||||
* `TO(layer)` - activates *layer* and de-activates all other layers (except your default layer). This function is special, because instead of just adding/removing one layer to your active layer stack, it will completely replace your current active layers, uniquely allowing you to replace higher layers with a lower one. This is activated on keydown (as soon as the key is pressed).
|
||||
* `TT(layer)` - Layer Tap-Toggle. If you hold the key down, *layer* is activated, and then is de-activated when you let go (like `MO`). If you repeatedly tap it, the layer will be toggled on or off (like `TG`). It needs 5 taps by default, but you can change this by defining `TAPPING_TOGGLE` -- for example, `#define TAPPING_TOGGLE 2` to toggle on just two taps.
|
||||
|
||||
# Working with Layers
|
||||
# Working With Layers
|
||||
|
||||
Care must be taken when switching layers, it's possible to lock yourself into a layer with no way to deactivate that layer (without unplugging your keyboard.) We've created some guidelines to help users avoid the most common problems.
|
||||
|
||||
## Beginners
|
||||
### Beginners
|
||||
|
||||
If you are just getting started with QMK you will want to keep everything simple. Follow these guidelines when setting up your layers:
|
||||
|
||||
* Setup layer 0 as your default, "base" layer. This is your normal typing layer, and could be whatever layout you want (qwerty, dvorak, colemak, etc.). It's important to set this as the lowest layer since it will typically have most or all of the keyboard's keys defined, so would block other layers from having any effect if it were above them (i.e., had a higher layer number).
|
||||
* Setup layer 0 as your "base" layer. This is your normal typing layer, and could be whatever layout you want (qwerty, dvorak, colemak, etc.)
|
||||
* Arrange your layers in a "tree" layout, with layer 0 as the root. Do not try to enter the same layer from more than one other layer.
|
||||
* In a layer's keymap, only reference higher-numbered layers. Because layers are processed from the highest-numbered (topmost) active layer down, modifying the state of lower layers can be tricky and error-prone.
|
||||
* Never try to stack a higher numbered layer on top of a lower numbered layer. Doing so is tricky and error prone.
|
||||
|
||||
## Intermediate Users
|
||||
### Intermediate Users
|
||||
|
||||
Sometimes you need more than one base layer. For example, if you want to switch between QWERTY and Dvorak, switch between layouts for different countries, or switch your layout for different videogames. Your base layers should always be the lowest numbered layers. When you have multiple base layers you should always treat them as mutually exclusive. When one base layer is on the others are off.
|
||||
Sometimes you need more than one base layer. For example, if you want to switch between QWERTY and Dvorak, switch between layouts for different countries, or switch your layout for different videogames. Your base layers should always be the lowest numbered layers. When you have multiple base layers you should always treat them as mutually exclusive. When one base layer is on the others are off.
|
||||
|
||||
## Advanced Users
|
||||
### Advanced Users
|
||||
|
||||
Once you have a good feel for how layers work and what you can do, you can get more creative. The rules listed in the beginner section will help you be successful by avoiding some of the tricker details but they can be constraining, especially for ultra-compact keyboard users. Understanding how layers work will allow you to use them in more advanced ways.
|
||||
|
||||
Layers stack on top of each other in numerical order. When determining what a keypress does, QMK scans the layers from the top down, stopping when it reaches the first active layer that is not set to `KC_TRNS`. As a result if you activate a layer that is numerically lower than your current layer, and your current layer (or another layer that is active and higher than your target layer) has something other than `KC_TRNS`, that is the key that will be sent, not the key on the layer you just activated. This is the cause of most people's "why doesn't my layer get switched" problem.
|
||||
|
||||
Sometimes, you might want to switch between layers in a macro or as part of a tap dance routine. `layer_on` activates a layer, and `layer_off` deactivates it. More layer-related functions can be found in [action_layer.h](https://github.com/qmk/qmk_firmware/blob/master/tmk_core/common/action_layer.h).
|
||||
Sometimes, you might want to switch between layers in a macro or as part of a tap dance routine. `layer_on` activates a layer, and `layer_off` deactivates it. More layer-related functions can be found in [action_layer.h](../tmk_core/common/action_layer.h).
|
||||
|
||||
# Modifier Keys
|
||||
# Modifier keys
|
||||
|
||||
These allow you to combine a modifier with a keycode. When pressed, the keydown event for the modifier, then `kc` will be sent. On release, the keyup event for `kc`, then the modifier will be sent.
|
||||
These functions allow you to combine a mod with a keycode. When pressed the keydown for the mod will be sent first, and then *kc* will be sent. When released the keyup for *kc* will be sent and then the mod will be sent.
|
||||
|
||||
|Key |Aliases |Description |
|
||||
|----------|-------------------------------|----------------------------------------------------|
|
||||
|`LCTL(kc)`|`C(kc)` |Hold Left Control and press `kc` |
|
||||
|`LSFT(kc)`|`S(kc)` |Hold Left Shift and press `kc` |
|
||||
|`LALT(kc)`|`A(kc)` |Hold Left Alt and press `kc` |
|
||||
|`LGUI(kc)`|`G(kc)`, `LCMD(kc)`, `LWIN(kc)`|Hold Left GUI and press `kc` |
|
||||
|`RCTL(kc)`| |Hold Right Control and press `kc` |
|
||||
|`RSFT(kc)`| |Hold Right Shift and press `kc` |
|
||||
|`RALT(kc)`|`ALGR(kc)` |Hold Right Alt and press `kc` |
|
||||
|`RGUI(kc)`|`RCMD(kc)`, `LWIN(kc)` |Hold Right GUI and press `kc` |
|
||||
|`SGUI(kc)`|`SCMD(kc)`, `SWIN(kc)` |Hold Left Shift and GUI and press `kc` |
|
||||
|`LCA(kc)` | |Hold Left Control and Alt and press `kc` |
|
||||
|`LCAG(kc)`| |Hold Left Control, Alt and GUI and press `kc` |
|
||||
|`MEH(kc)` | |Hold Left Control, Shift and Alt and press `kc` |
|
||||
|`HYPR(kc)`| |Hold Left Control, Shift, Alt and GUI and press `kc`|
|
||||
* `LSFT(kc)` or `S(kc)` - applies left Shift to *kc* (keycode)
|
||||
* `RSFT(kc)` - applies right Shift to *kc*
|
||||
* `LCTL(kc)` - applies left Control to *kc*
|
||||
* `RCTL(kc)` - applies right Control to *kc*
|
||||
* `LALT(kc)` - applies left Alt to *kc*
|
||||
* `RALT(kc)` - applies right Alt to *kc*
|
||||
* `LGUI(kc)` - applies left GUI (command/win) to *kc*
|
||||
* `RGUI(kc)` - applies right GUI (command/win) to *kc*
|
||||
* `HYPR(kc)` - applies Hyper (all modifiers) to *kc*
|
||||
* `MEH(kc)` - applies Meh (all modifiers except Win/Cmd) to *kc*
|
||||
* `LCAG(kc)` - applies CtrlAltGui to *kc*
|
||||
|
||||
You can also chain them, for example `LCTL(LALT(KC_DEL))` makes a key that sends Control+Alt+Delete with a single keypress.
|
||||
You can also chain these, like this:
|
||||
|
||||
# Mod-Tap
|
||||
LALT(LCTL(KC_DEL)) -- this makes a key that sends Alt, Control, and Delete in a single keypress.
|
||||
|
||||
The Mod-Tap key `MT(mod, kc)` acts like a modifier when held, and a regular keycode when tapped. In other words, you can have a key that sends Escape when you tap it, but functions as a Control or Shift key when you hold it down.
|
||||
# Shifted Keycodes
|
||||
|
||||
The modifiers this keycode and `OSM()` accept are prefixed with `MOD_`, not `KC_`:
|
||||
The following shortcuts automatically add `LSFT()` to keycodes to get commonly used symbols.
|
||||
|
||||
|Modifier |Description |
|
||||
|----------|----------------------------------------|
|
||||
|`MOD_LCTL`|Left Control |
|
||||
|`MOD_LSFT`|Left Shift |
|
||||
|`MOD_LALT`|Left Alt |
|
||||
|`MOD_LGUI`|Left GUI (Windows/Command/Meta key) |
|
||||
|`MOD_RCTL`|Right Control |
|
||||
|`MOD_RSFT`|Right Shift |
|
||||
|`MOD_RALT`|Right Alt (AltGr) |
|
||||
|`MOD_RGUI`|Right GUI (Windows/Command/Meta key) |
|
||||
|`MOD_HYPR`|Hyper (Left Control, Shift, Alt and GUI)|
|
||||
|`MOD_MEH` |Meh (Left Control, Shift, and Alt) |
|
||||
|Name|Description|
|
||||
|----|-----------|
|
||||
| KC_TILD | ~ |
|
||||
| KC_EXLM | ! |
|
||||
| KC_QUES | ? |
|
||||
| KC_AT | @ |
|
||||
| KC_HASH | # |
|
||||
| KC_DLR | $ |
|
||||
| KC_PERC | % |
|
||||
| KC_CIRC | ^ |
|
||||
| KC_AMPR | & |
|
||||
| KC_ASTR | * |
|
||||
| KC_LPRN | ( |
|
||||
| KC_RPRN | ) |
|
||||
| KC_UNDS | _ |
|
||||
| KC_PLUS | + |
|
||||
| KC_DQUO | " |
|
||||
| KC_LCBR | { |
|
||||
| KC_RCBR | } |
|
||||
| KC_LABK | < |
|
||||
| KC_RABK | > |
|
||||
| KC_PIPE | | |
|
||||
| KC_COLN | : |
|
||||
|
||||
You can combine these by ORing them together like so:
|
||||
# Mod Tap
|
||||
|
||||
```c
|
||||
MT(MOD_LCTL | MOD_LSFT, KC_ESC)
|
||||
```
|
||||
`MT(mod, kc)` - is *mod* (modifier key - MOD_LCTL, MOD_LSFT) when held, and *kc* when tapped. In other words, you can have a key that sends Esc (or the letter O or whatever) when you tap it, but works as a Control key or a Shift key when you hold it down.
|
||||
|
||||
This key would activate Left Control and Left Shift when held, and send Escape when tapped.
|
||||
These are the values you can use for the `mod` in `MT()` and `OSM()`:
|
||||
|
||||
For convenience, QMK includes some Mod-Tap shortcuts to make common combinations more compact in your keymap:
|
||||
* MOD_LCTL
|
||||
* MOD_LSFT
|
||||
* MOD_LALT
|
||||
* MOD_LGUI
|
||||
* MOD_RCTL
|
||||
* MOD_RSFT
|
||||
* MOD_RALT
|
||||
* MOD_RGUI
|
||||
* MOD_HYPR
|
||||
* MOD_MEH
|
||||
|
||||
|Key |Aliases |Description |
|
||||
|------------|-----------------------------------------------------------------|-------------------------------------------------------|
|
||||
|`LCTL_T(kc)`|`CTL_T(kc)` |Left Control when held, `kc` when tapped |
|
||||
|`LSFT_T(kc)`|`SFT_T(kc)` |Left Shift when held, `kc` when tapped |
|
||||
|`LALT_T(kc)`|`ALT_T(kc)` |Left Alt when held, `kc` when tapped |
|
||||
|`LGUI_T(kc)`|`LCMD_T(kc)`, `LWIN_T(kc)`, `GUI_T(kc)`, `CMD_T(kc)`, `WIN_T(kc)`|Left GUI when held, `kc` when tapped |
|
||||
|`RCTL_T(kc)`| |Right Control when held, `kc` when tapped |
|
||||
|`RSFT_T(kc)`| |Right Shift when held, `kc` when tapped |
|
||||
|`RALT_T(kc)`|`ALGR_T(kc)` |Right Alt when held, `kc` when tapped |
|
||||
|`RGUI_T(kc)`|`RCMD_T(kc)`, `RWIN_T(kc)` |Right GUI when held, `kc` when tapped |
|
||||
|`SGUI_T(kc)`|`SCMD_T(kc)`, `SWIN_T(kc)` |Left Shift and GUI when held, `kc` when tapped |
|
||||
|`LCA_T(kc)` | |Left Control and Alt when held, `kc` when tapped |
|
||||
|`LCAG_T(kc)`| |Left Control, Alt and GUI when held, `kc` when tapped |
|
||||
|`RCAG_T(kc)`| |Right Control, Alt and GUI when held, `kc` when tapped |
|
||||
|`C_S_T(kc)` | |Left Control and Shift when held, `kc` when tapped |
|
||||
|`MEH_T(kc)` | |Left Control, Shift and Alt when held, `kc` when tapped|
|
||||
|`HYPR_T(kc)`|`ALL_T(kc)` |Left Control, Shift, Alt and GUI when held, `kc` when tapped - more info [here](http://brettterpstra.com/2012/12/08/a-useful-caps-lock-key/)|
|
||||
These can also be combined like `MOD_LCTL | MOD_LSFT` e.g. `MT(MOD_LCTL | MOD_LSFT, KC_ESC)` which would activate Control and Shift when held, and send Escape when tapped. Note however, that you cannot mix right and left side modifiers.
|
||||
|
||||
## Caveats
|
||||
We've added shortcuts to make common modifier/tap (mod-tap) mappings more compact:
|
||||
|
||||
Unfortunately, these keycodes cannot be used in Mod-Taps or Layer-Taps, since any modifiers specified in the keycode are ignored.
|
||||
|
||||
Additionally, you may run into issues when using Remote Desktop Connection on Windows. Because these codes send shift very fast, Remote Desktop may miss the codes.
|
||||
|
||||
To fix this, open Remote Desktop Connection, click on "Show Options", open the the "Local Resources" tab. In the keyboard section, change the drop down to "On this Computer". This will fix the issue, and allow the characters to work correctly.
|
||||
* `CTL_T(kc)` - is LCTL when held and *kc* when tapped
|
||||
* `SFT_T(kc)` - is LSFT when held and *kc* when tapped
|
||||
* `ALT_T(kc)` - is LALT when held and *kc* when tapped
|
||||
* `ALGR_T(kc)` - is AltGr when held and *kc* when tapped
|
||||
* `GUI_T(kc)` - is LGUI when held and *kc* when tapped
|
||||
* `ALL_T(kc)` - is Hyper (all mods) when held and *kc* when tapped. To read more about what you can do with a Hyper key, see [this blog post by Brett Terpstra](http://brettterpstra.com/2012/12/08/a-useful-caps-lock-key/)
|
||||
* `LCAG_T(kc)` - is CtrlAltGui when held and *kc* when tapped
|
||||
* `MEH_T(kc)` - is like Hyper, but not as cool -- does not include the Cmd/Win key, so just sends Alt+Ctrl+Shift.
|
||||
|
||||
# One Shot Keys
|
||||
|
||||
One shot keys are keys that remain active until the next key is pressed, and then are released. This allows you to type keyboard combinations without pressing more than one key at a time. These keys are usually called "Sticky keys" or "Dead keys".
|
||||
One shot keys are keys that remain active until the next key is pressed, and then are releasd. This allows you to type keyboard combinations without pressing more than one key at a time.
|
||||
|
||||
For example, if you define a key as `OSM(MOD_LSFT)`, you can type a capital A character by first pressing and releasing shift, and then pressing and releasing A. Your computer will see the shift key being held the moment shift is pressed, and it will see the shift key being released immediately after A is released.
|
||||
|
||||
One shot keys also work as normal modifiers. If you hold down a one shot key and type other keys, your one shot will be released immediately after you let go of the key.
|
||||
|
||||
Additionally, hitting keys five times in a short period will lock that key. This applies for both One Shot Modifiers and One Shot Layers, and is controlled by the `ONESHOT_TAP_TOGGLE` define.
|
||||
|
||||
You can control the behavior of one shot keys by defining these in `config.h`:
|
||||
|
||||
```c
|
||||
#define ONESHOT_TAP_TOGGLE 5 /* Tapping this number of times holds the key until tapped once again. */
|
||||
#define ONESHOT_TAP_TOGGLE 5 /* Tapping this number of times holds the key until tapped this number of times again. */
|
||||
#define ONESHOT_TIMEOUT 5000 /* Time (in ms) before the one shot key is released */
|
||||
```
|
||||
|
||||
* `OSM(mod)` - Momentarily hold down *mod*. You must use the `MOD_*` keycodes as shown in [Mod Tap](#mod-tap), not the `KC_*` codes.
|
||||
* `OSL(layer)` - momentary switch to *layer*.
|
||||
|
||||
Sometimes, you want to activate a one-shot key as part of a macro or tap dance routine.
|
||||
|
||||
For one shot layers, you need to call `set_oneshot_layer(LAYER, ONESHOT_START)` on key down, and `set_oneshot_layer(ONESHOT_PRESSED)` on key up. If you want to cancel the oneshot, call `reset_oneshot_layer()`.
|
||||
|
||||
For one shot mods, you need to call `set_oneshot_mods(MOD)` to set it, or `clear_oneshot_mods()` to cancel it.
|
||||
|
||||
!> If you're having issues with OSM translating over Remote Desktop Connection, this can be fixed by opening the settings, going to the "Local Resources" tap, and in the keyboard section, change the drop down to "On this Computer". This will fix the issue and allow OSM to function properly over Remote Desktop.
|
||||
|
||||
## Callbacks
|
||||
|
||||
When you'd like to perform custom logic when pressing a one shot key, there are several callbacks you can choose to implement. You could indicate changes in one shot keys by flashing an LED or making a sound, for example.
|
||||
|
||||
There is a callback for `OSM(mod)`. It is called whenever the state of any one shot modifier key is changed: when it toggles on, but also when it is toggled off. You can use it like this:
|
||||
|
||||
```c
|
||||
void oneshot_mods_changed_user(uint8_t mods) {
|
||||
if (mods & MOD_MASK_SHIFT) {
|
||||
println("Oneshot mods SHIFT");
|
||||
}
|
||||
if (mods & MOD_MASK_CTRL) {
|
||||
println("Oneshot mods CTRL");
|
||||
}
|
||||
if (mods & MOD_MASK_ALT) {
|
||||
println("Oneshot mods ALT");
|
||||
}
|
||||
if (mods & MOD_MASK_GUI) {
|
||||
println("Oneshot mods GUI");
|
||||
}
|
||||
if (!mods) {
|
||||
println("Oneshot mods off");
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
The `mods` argument contains the active mods after the change, so it reflects the current state.
|
||||
|
||||
When you use One Shot Tap Toggle (by adding `#define ONESHOT_TAP_TOGGLE 2` in your `config.h` file), you may lock a modifier key by pressing it the specified amount of times. There's a callback for that, too:
|
||||
|
||||
```c
|
||||
void oneshot_locked_mods_changed_user(uint8_t mods) {
|
||||
if (mods & MOD_MASK_SHIFT) {
|
||||
println("Oneshot locked mods SHIFT");
|
||||
}
|
||||
if (mods & MOD_MASK_CTRL) {
|
||||
println("Oneshot locked mods CTRL");
|
||||
}
|
||||
if (mods & MOD_MASK_ALT) {
|
||||
println("Oneshot locked mods ALT");
|
||||
}
|
||||
if (mods & MOD_MASK_GUI) {
|
||||
println("Oneshot locked mods GUI");
|
||||
}
|
||||
if (!mods) {
|
||||
println("Oneshot locked mods off");
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Last, there is also a callback for the `OSL(layer)` one shot key:
|
||||
|
||||
```c
|
||||
void oneshot_layer_changed_user(uint8_t layer) {
|
||||
if (layer == 1) {
|
||||
println("Oneshot layer 1 on");
|
||||
}
|
||||
if (!layer) {
|
||||
println("Oneshot layer off");
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
If any one shot layer is switched off, `layer` will be zero. When you're looking to do something on any layer change instead of one shot layer changes, `layer_state_set_user` is a better callback to use.
|
||||
|
||||
If you are making your own keyboard, there are also `_kb` equivalent functions:
|
||||
|
||||
```c
|
||||
void oneshot_locked_mods_changed_kb(uint8_t mods);
|
||||
void oneshot_mods_changed_kb(uint8_t mods);
|
||||
void oneshot_layer_changed_kb(uint8_t layer);
|
||||
```
|
||||
|
||||
As with any callback, be sure to call the `_user` variant to allow for further customizability.
|
||||
|
||||
# Tap-Hold Configuration Options
|
||||
|
||||
While Tap-Hold options are fantastic, they are not without their issues. We have tried to configure them with reasonal defaults, but that may still cause issues for some people.
|
||||
|
||||
These options let you modify the behavior of the Tap-Hold keys.
|
||||
Sometimes, you want to activate a one-shot layer as part of a macro or tap dance routine. To do this, you need to call `set_oneshot_layer(LAYER, ONESHOT_START)` on key down, and `set_oneshot_layer(ONESHOT_PRESSED)` on key up. If you want to cancel the oneshot, call `reset_oneshot_layer()`. For more complicated actions, take a look at the oneshot implementation in [`process_record`](../tmk_core/common/action.c#L429).
|
||||
|
||||
## Permissive Hold
|
||||
|
||||
As of [PR#1359](https://github.com/qmk/qmk_firmware/pull/1359/), there is a new `config.h` option:
|
||||
|
||||
```c
|
||||
```
|
||||
#define PERMISSIVE_HOLD
|
||||
```
|
||||
|
||||
This makes tap and hold keys (like Mod Tap) work better for fast typist, or for high `TAPPING_TERM` settings.
|
||||
This makes it easier for fast typists to use dual-function keys. Without this, if you let go of a held key inside the tapping term, it won't register.
|
||||
|
||||
If you press a Mod Tap key, tap another key (press and release) and then release the Mod Tap key, all within the tapping term, it will output the "tapping" function for both keys.
|
||||
Example: (Tapping Term = 200ms)
|
||||
|
||||
For Instance:
|
||||
- SHFT_T(KC_A) Down
|
||||
- KC_X Down
|
||||
- KC_X Up
|
||||
- SHFT_T(KC_A) Up
|
||||
|
||||
- `SFT_T(KC_A)` Down
|
||||
- `KC_X` Down
|
||||
- `KC_X` Up
|
||||
- `SFT_T(KC_A)` Up
|
||||
|
||||
Normally, if you do all this within the `TAPPING_TERM` (default: 200ms) this will be registered as `ax` by the firmware and host system. With permissive hold enabled, this modifies how this is handled by considering the Mod Tap keys as a Mod if another key is tapped, and would registered as `X` (`SHIFT`+`x`).
|
||||
|
||||
?> If you have `Ignore Mod Tap Interrupt` enabled, as well, this will modify how both work. The regular key has the modifier added if the first key is released first or if both keys are held longer than the `TAPPING_TERM`.
|
||||
|
||||
## Ignore Mod Tap Interrupt
|
||||
|
||||
To enable this setting, add this to your `config.h`:
|
||||
|
||||
```c
|
||||
#define IGNORE_MOD_TAP_INTERRUPT
|
||||
```
|
||||
|
||||
Similar to Permissive Hold, this alters how the firmware processes input for fast typist. If you press a Mod Tap key, press another key, release the Mod Tap key, and then release the normal key, it would normally output the "tapping" function for both keys. This may not be desirable for rolling combo keys.
|
||||
|
||||
Setting `Ignore Mod Tap Interrupt` requires holding both keys for the `TAPPING_TERM` to trigger the hold function (the mod).
|
||||
|
||||
For Instance:
|
||||
|
||||
- `SFT_T(KC_A)` Down
|
||||
- `KC_X` Down
|
||||
- `SFT_T(KC_A)` Up
|
||||
- `KC_X` Up
|
||||
|
||||
Normally, this would send `X` (`SHIFT`+`x`). With `Ignore Mod Tap Interrupt` enabled, holding both keys are required for the `TAPPING_TERM` to register the hold action. A quick tap will output `ax` in this case, while a hold on both will still output `X` (`SHIFT`+`x`).
|
||||
|
||||
|
||||
?> __Note__: This only concerns modifiers and not layer switching keys.
|
||||
|
||||
?> If you have `Permissive Hold` enabled, as well, this will modify how both work. The regular key has the modifier added if the first key is released first or if both keys are held longer than the `TAPPING_TERM`.
|
||||
|
||||
## Tapping Force Hold
|
||||
|
||||
To enable `tapping force hold`, add the following to your `config.h`:
|
||||
|
||||
```c
|
||||
#define TAPPING_FORCE_HOLD
|
||||
```
|
||||
|
||||
When the user holds a key after tap, this repeats the tapped key rather to hold a modifier key. This allows to use auto repeat for the tapped key.
|
||||
|
||||
Example:
|
||||
|
||||
- SFT_T(KC_A) Down
|
||||
- SFT_T(KC_A) Up
|
||||
- SFT_T(KC_A) Down
|
||||
- wait more than tapping term...
|
||||
- SFT_T(KC_A) Up
|
||||
|
||||
With default settings, `a` will be sent on the first release, then `a` will be sent on the second press allowing the computer to trigger its auto repeat function.
|
||||
|
||||
With `TAPPING_FORCE_HOLD`, the second press will be interpreted as a Shift, allowing to use it as a modifier shortly after having used it as a tap.
|
||||
|
||||
!> `TAPPING_FORCE_HOLD` will break anything that uses tapping toggles (Such as the `TT` layer keycode, and the One Shot Tapping Toggle).
|
||||
|
||||
## Retro Tapping
|
||||
|
||||
To enable `retro tapping`, add the following to your `config.h`:
|
||||
|
||||
```c
|
||||
#define RETRO_TAPPING
|
||||
```
|
||||
|
||||
Holding and releasing a dual function key without pressing another key will result in nothing happening. With retro tapping enabled, releasing the key without pressing another will send the original keycode even if it is outside the tapping term.
|
||||
|
||||
For instance, holding and releasing `LT(2, KC_SPACE)` without hitting another key will result in nothing happening. With this enabled, it will send `KC_SPACE` instead.
|
||||
With defaults, if above is typed within tapping term, this will emit `ax`. With permissive hold, if above is typed within tapping term, this will emit `X` (so, Shift+X).
|
||||
|
@@ -1,18 +1,6 @@
|
||||
# Audio
|
||||
|
||||
Your keyboard can make sounds! If you've got a Planck, Preonic, or basically any AVR keyboard that allows access to certain PWM-capable pins, you can hook up a simple speaker and make it beep. You can use those beeps to indicate layer transitions, modifiers, special keys, or just to play some funky 8bit tunes.
|
||||
|
||||
Up to two simultaneous audio voices are supported, one driven by timer 1 and another driven by timer 3. The following pins can be defined as audio outputs in config.h:
|
||||
|
||||
Timer 1:
|
||||
`#define B5_AUDIO`
|
||||
`#define B6_AUDIO`
|
||||
`#define B7_AUDIO`
|
||||
|
||||
Timer 3:
|
||||
`#define C4_AUDIO`
|
||||
`#define C5_AUDIO`
|
||||
`#define C6_AUDIO`
|
||||
Your keyboard can make sounds! If you've got a Planck, Preonic, or basically any AVR keyboard that allows access to the C6 or B5 port (`#define C6_AUDIO` and/or `#define B5_AUDIO`), you can hook up a simple speaker and make it beep. You can use those beeps to indicate layer transitions, modifiers, special keys, or just to play some funky 8bit tunes.
|
||||
|
||||
If you add `AUDIO_ENABLE = yes` to your `rules.mk`, there's a couple different sounds that will automatically be enabled without any other configuration:
|
||||
|
||||
@@ -59,25 +47,9 @@ PLAY_LOOP(my_song);
|
||||
|
||||
It's advised that you wrap all audio features in `#ifdef AUDIO_ENABLE` / `#endif` to avoid causing problems when audio isn't built into the keyboard.
|
||||
|
||||
The available keycodes for audio are:
|
||||
## Music mode
|
||||
|
||||
* `AU_ON` - Turn Audio Feature on
|
||||
* `AU_OFF` - Turn Audio Feature off
|
||||
* `AU_TOG` - Toggle Audio Feature state
|
||||
|
||||
!> These keycodes turn all of the audio functionality on and off. Turning it off means that audio feedback, audio clicky, music mode, etc. are disabled, completely.
|
||||
|
||||
## ARM Audio Volume
|
||||
|
||||
For ARM devices, you can adjust the DAC sample values. If your board is too loud for you or your coworkers, you can set the max using `DAC_SAMPLE_MAX` in your `config.h`:
|
||||
|
||||
```c
|
||||
#define DAC_SAMPLE_MAX 65535U
|
||||
```
|
||||
|
||||
## Music Mode
|
||||
|
||||
The music mode maps your columns to a chromatic scale, and your rows to octaves. This works best with ortholinear keyboards, but can be made to work with others. All keycodes less than `0xFF` get blocked, so you won't type while playing notes - if you have special keys/mods, those will still work. A work-around for this is to jump to a different layer with KC_NOs before (or after) enabling music mode.
|
||||
The music mode maps your columns to a chromatic scale, and your rows to octaves. This works best with ortholinear keyboards, but can be made to work with others. All keycodes less than `0xFF` get blocked, so you won't type while playing notes - if you have special keys/mods, those will still work. A work-around for this is to jump to a different layer with KC_NOs before (or after) enabling music mode.
|
||||
|
||||
Recording is experimental due to some memory issues - if you experience some weird behavior, unplugging/replugging your keyboard will fix things.
|
||||
|
||||
@@ -100,108 +72,19 @@ In music mode, the following keycodes work differently, and don't pass through:
|
||||
* `KC_UP` - speed-up playback
|
||||
* `KC_DOWN` - slow-down playback
|
||||
|
||||
The pitch standard (`PITCH_STANDARD_A`) is 440.0f by default - to change this, add something like this to your `config.h`:
|
||||
|
||||
#define PITCH_STANDARD_A 432.0f
|
||||
|
||||
You can completely disable Music Mode as well. This is useful, if you're pressed for space on your controller. To disable it, add this to your `config.h`:
|
||||
|
||||
#define NO_MUSIC_MODE
|
||||
|
||||
### Music Mask
|
||||
|
||||
By default, `MUSIC_MASK` is set to `keycode < 0xFF` which means keycodes less than `0xFF` are turned into notes, and don't output anything. You can change this by defining this in your `config.h` like this:
|
||||
|
||||
#define MUSIC_MASK keycode != KC_NO
|
||||
|
||||
Which will capture all keycodes - be careful, this will get you stuck in music mode until you restart your keyboard!
|
||||
|
||||
For a more advanced way to control which keycodes should still be processed, you can use `music_mask_kb(keycode)` in `<keyboard>.c` and `music_mask_user(keycode)` in your `keymap.c`:
|
||||
The pitch standard (`PITCH_STANDARD_A`) is 440.0f by default - to change this, add something like this to your `config.h`:
|
||||
|
||||
bool music_mask_user(uint16_t keycode) {
|
||||
switch (keycode) {
|
||||
case RAISE:
|
||||
case LOWER:
|
||||
return false;
|
||||
default:
|
||||
return true;
|
||||
}
|
||||
}
|
||||
#define PITCH_STANDARD_A 432.0f
|
||||
|
||||
Things that return false are not part of the mask, and are always processed.
|
||||
## MIDI functionalty
|
||||
|
||||
### Music Map
|
||||
|
||||
By default, the Music Mode uses the columns and row to determine the scale for the keys. For a board that uses a rectangular matrix that matches the keyboard layout, this is just fine. However, for boards that use a more complicated matrix (such as the Planck Rev6, or many split keyboards) this would result in a very skewed experience.
|
||||
|
||||
However, the Music Map option allows you to remap the scaling for the music mode, so it fits the layout, and is more natural.
|
||||
|
||||
To enable this feature, add `#define MUSIC_MAP` to your `config.h` file, and then you will want to add a `uint8_t music_map` to your keyboard's `c` file, or your `keymap.c`.
|
||||
|
||||
```c
|
||||
const uint8_t music_map[MATRIX_ROWS][MATRIX_COLS] = LAYOUT_ortho_4x12(
|
||||
36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47,
|
||||
24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35,
|
||||
12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23,
|
||||
0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11
|
||||
);
|
||||
```
|
||||
|
||||
You will want to use whichever `LAYOUT` macro that your keyboard uses here. This maps it to the correct key location. Start in the bottom left of the keyboard layout, and move to the right, and then upwards. Fill in all the entries until you have a complete matrix.
|
||||
|
||||
You can look at the [Planck Keyboard](https://github.com/qmk/qmk_firmware/blob/e9ace1487887c1f8b4a7e8e6d87c322988bec9ce/keyboards/planck/planck.c#L24-L29) as an example of how to implement this.
|
||||
|
||||
## Audio Click
|
||||
|
||||
This adds a click sound each time you hit a button, to simulate click sounds from the keyboard. And the sounds are slightly different for each keypress, so it doesn't sound like a single long note, if you type rapidly.
|
||||
|
||||
* `CK_TOGG` - Toggles the status (will play sound if enabled)
|
||||
* `CK_ON` - Turns on Audio Click (plays sound)
|
||||
* `CK_OFF` - Turns off Audio Click (doesn't play sound)
|
||||
* `CK_RST` - Resets the frequency to the default state (plays sound at default frequency)
|
||||
* `CK_UP` - Increases the frequency of the clicks (plays sound at new frequency)
|
||||
* `CK_DOWN` - Decreases the frequency of the clicks (plays sound at new frequency)
|
||||
|
||||
|
||||
The feature is disabled by default, to save space. To enable it, add this to your `config.h`:
|
||||
|
||||
#define AUDIO_CLICKY
|
||||
|
||||
|
||||
You can configure the default, min and max frequencies, the stepping and built in randomness by defining these values:
|
||||
|
||||
| Option | Default Value | Description |
|
||||
|--------|---------------|-------------|
|
||||
| `AUDIO_CLICKY_FREQ_DEFAULT` | 440.0f | Sets the default/starting audio frequency for the clicky sounds. |
|
||||
| `AUDIO_CLICKY_FREQ_MIN` | 65.0f | Sets the lowest frequency (under 60f are a bit buggy). |
|
||||
| `AUDIO_CLICKY_FREQ_MAX` | 1500.0f | Sets the the highest frequency. Too high may result in coworkers attacking you. |
|
||||
| `AUDIO_CLICKY_FREQ_FACTOR` | 1.18921f| Sets the stepping of UP/DOWN key codes. This is a multiplicative factor. The default steps the frequency up/down by a musical minor third. |
|
||||
| `AUDIO_CLICKY_FREQ_RANDOMNESS` | 0.05f | Sets a factor of randomness for the clicks, Setting this to `0f` will make each click identical, and `1.0f` will make this sound much like the 90's computer screen scrolling/typing effect. |
|
||||
| `AUDIO_CLICKY_DELAY_DURATION` | 1 | An integer note duration where 1 is 1/16th of the tempo, or a sixty-fourth note (see `quantum/audio/musical_notes.h` for implementation details). The main clicky effect will be delayed by this duration. Adjusting this to values around 6-12 will help compensate for loud switches. |
|
||||
|
||||
|
||||
|
||||
|
||||
## MIDI Functionality
|
||||
|
||||
This is still a WIP, but check out `quantum/process_keycode/process_midi.c` to see what's happening. Enable from the Makefile.
|
||||
|
||||
|
||||
## Audio Keycodes
|
||||
|
||||
|Key |Aliases |Description |
|
||||
|----------------|---------|----------------------------------|
|
||||
|`AU_ON` | |Audio mode on |
|
||||
|`AU_OFF` | |Audio mode off |
|
||||
|`AU_TOG` | |Toggles Audio mode |
|
||||
|`CLICKY_TOGGLE` |`CK_TOGG`|Toggles Audio clicky mode |
|
||||
|`CLICKY_UP` |`CK_UP` |Increases frequency of the clicks |
|
||||
|`CLICKY_DOWN` |`CK_DOWN`|Decreases frequency of the clicks |
|
||||
|`CLICKY_RESET` |`CK_RST` |Resets frequency to default |
|
||||
|`MU_ON` | |Turns on Music Mode |
|
||||
|`MU_OFF` | |Turns off Music Mode |
|
||||
|`MU_TOG` | |Toggles Music Mode |
|
||||
|`MU_MOD` | |Cycles through the music modes |
|
||||
This is still a WIP, but check out `quantum/keymap_midi.c` to see what's happening. Enable from the Makefile.
|
||||
|
||||
<!-- FIXME: this formatting needs work
|
||||
|
||||
|
@@ -1,7 +1,7 @@
|
||||
# Auto Shift: Why Do We Need a Shift Key?
|
||||
# Auto Shift: Why do we need a shift key?
|
||||
|
||||
Tap a key and you get its character. Tap a key, but hold it *slightly* longer
|
||||
and you get its shifted state. Voilà! No shift key needed!
|
||||
and you get its shifted state. Viola! No shift key needed!
|
||||
|
||||
## Why Auto Shift?
|
||||
|
||||
@@ -10,7 +10,7 @@ fingers repetitively long distances. For us on the keyboard, the pinky does that
|
||||
all too often when reaching for the shift key. Auto Shift looks to alleviate that
|
||||
problem.
|
||||
|
||||
## How Does It Work?
|
||||
## How does it work?
|
||||
|
||||
When you tap a key, it stays depressed for a short period of time before it is
|
||||
then released. This depressed time is a different length for everyone. Auto Shift
|
||||
@@ -20,7 +20,7 @@ when you release the key. If the time depressed is greater than or equal to the
|
||||
`AUTO_SHIFT_TIMEOUT`, then a shifted version of the key is emitted. If the time
|
||||
is less than the `AUTO_SHIFT_TIMEOUT` time, then the normal state is emitted.
|
||||
|
||||
## Are There Limitations to Auto Shift?
|
||||
## Are there limitations to Auto Shift?
|
||||
|
||||
Yes, unfortunately.
|
||||
|
||||
@@ -28,14 +28,17 @@ Yes, unfortunately.
|
||||
characters, you could press and hold the 'a' key for a second or two. This no
|
||||
longer works with Auto Shift because it is timing your depressed time instead
|
||||
of emitting a depressed key state to your operating system.
|
||||
2. You will have characters that are shifted when you did not intend on shifting, and
|
||||
2. Auto Shift is disabled for any key press that is accompanied by one or more
|
||||
modifiers. Thus, Ctrl+A that you hold for a really long time is not the same
|
||||
as Ctrl+Shift+A.
|
||||
3. You will have characters that are shifted when you did not intend on shifting, and
|
||||
other characters you wanted shifted, but were not. This simply comes down to
|
||||
practice. As we get in a hurry, we think we have hit the key long enough
|
||||
for a shifted version, but we did not. On the other hand, we may think we are
|
||||
tapping the keys, but really we have held it for a little longer than
|
||||
anticipated.
|
||||
|
||||
## How Do I Enable Auto Shift?
|
||||
## How do I enable Auto Shift?
|
||||
|
||||
Add to your `rules.mk` in the keymap folder:
|
||||
|
||||
@@ -45,18 +48,6 @@ If no `rules.mk` exists, you can create one.
|
||||
|
||||
Then compile and install your new firmware with Auto Key enabled! That's it!
|
||||
|
||||
## Modifiers
|
||||
|
||||
By default, Auto Shift is disabled for any key press that is accompanied by one or more
|
||||
modifiers. Thus, Ctrl+A that you hold for a really long time is not the same
|
||||
as Ctrl+Shift+A.
|
||||
|
||||
You can re-enable Auto Shift for modifiers by adding another rule to your `rules.mk`
|
||||
|
||||
AUTO_SHIFT_MODIFIERS = yes
|
||||
|
||||
In which case, Ctrl+A held past the `AUTO_SHIFT_TIMEOUT` will be sent as Ctrl+Shift+A
|
||||
|
||||
## Configuring Auto Shift
|
||||
|
||||
If desired, there is some configuration that can be done to change the
|
||||
@@ -75,7 +66,7 @@ A sample is
|
||||
|
||||
#endif
|
||||
|
||||
### AUTO_SHIFT_TIMEOUT (Value in ms)
|
||||
### AUTO_SHIFT_TIMEOUT (value in ms)
|
||||
|
||||
This controls how long you have to hold a key before you get the shifted state.
|
||||
Obviously, this is different for everyone. For the common person, a setting of
|
||||
@@ -84,15 +75,18 @@ is the default value. Then work down from there. The idea is to have the shortes
|
||||
|
||||
Play with this value until things are perfect. Many find that all will work well
|
||||
at a given value, but one or two keys will still emit the shifted state on
|
||||
occasion. This is simply due to habit and holding some keys a little longer
|
||||
occassion. This is simply due to habit and holding some keys a little longer
|
||||
than others. Once you find this value, work on tapping your problem keys a little
|
||||
quicker than normal and you will be set.
|
||||
|
||||
?> Auto Shift has three special keys that can help you get this value right very quick. See "Auto Shift Setup" for more details!
|
||||
{% hint style='info' %}
|
||||
Auto Shift has three special keys that can help you get this value right very
|
||||
quick. See "Auto Shift Setup" for more details!
|
||||
{% endhint %}
|
||||
|
||||
### NO_AUTO_SHIFT_SPECIAL (simple define)
|
||||
|
||||
Do not Auto Shift special keys, which include -\_, =+, [{, ]}, ;:, '", ,<, .>,
|
||||
Do not Auto Shift special keys, which include -_, =+, [{, ]}, ;:, '", ,<, .>,
|
||||
and /?
|
||||
|
||||
### NO_AUTO_SHIFT_NUMERIC (simple define)
|
||||
@@ -105,7 +99,7 @@ Do not Auto Shift alpha characters, which include A through Z.
|
||||
|
||||
## Using Auto Shift Setup
|
||||
|
||||
This will enable you to define three keys temporarily to increase, decrease and report your `AUTO_SHIFT_TIMEOUT`.
|
||||
This will enable you to define three keys temporailiy to increase, decrease and report your `AUTO_SHIFT_TIMEOUT`.
|
||||
|
||||
### Setup
|
||||
|
||||
@@ -116,9 +110,6 @@ Map three keys temporarily in your keymap:
|
||||
| KC_ASDN | Lower the Auto Shift timeout variable (down) |
|
||||
| KC_ASUP | Raise the Auto Shift timeout variable (up) |
|
||||
| KC_ASRP | Report your current Auto Shift timeout value |
|
||||
| KC_ASON | Turns on the Auto Shift Function |
|
||||
| KC_ASOFF | Turns off the Auto Shift Function |
|
||||
| KC_ASTG | Toggles the state of the Auto Shift feature |
|
||||
|
||||
Compile and upload your new firmware.
|
||||
|
||||
@@ -143,7 +134,7 @@ completely normal and with no intention of shifted keys.
|
||||
9. Remove the key bindings `KC_ASDN`, `KC_ASUP` and `KC_ASRP`.
|
||||
10. Compile and upload your new firmware.
|
||||
|
||||
#### An Example Run
|
||||
#### An example run
|
||||
|
||||
hello world. my name is john doe. i am a computer programmer playing with
|
||||
keyboards right now.
|
||||
@@ -164,4 +155,4 @@ completely normal and with no intention of shifted keys.
|
||||
|
||||
The keyboard typed `115` which represents your current `AUTO_SHIFT_TIMEOUT`
|
||||
value. You are now set! Practice on the *D* key a little bit that showed up
|
||||
in the testing and you'll be golden.
|
||||
in the testing and you'll be golden.
|
@@ -1,132 +1,17 @@
|
||||
# Backlighting
|
||||
|
||||
Many keyboards support backlit keys by way of individual LEDs placed through or underneath the keyswitches. QMK is able to control the brightness of these LEDs by switching them on and off rapidly in a certain ratio, a technique known as *Pulse Width Modulation*, or PWM. By altering the duty cycle of the PWM signal, it creates the illusion of dimming.
|
||||
<!-- FIXME: Describe how backlighting works in QMK -->
|
||||
|
||||
The MCU can only supply so much current to its GPIO pins. Instead of powering the backlight directly from the MCU, the backlight pin is connected to a transistor or MOSFET that switches the power to the LEDs.
|
||||
## Backlight Keycodes
|
||||
|
||||
## Usage
|
||||
These keycodes control the backlight. Most keyboards use this for single color in-switch lighting.
|
||||
|
||||
Most keyboards have backlighting enabled by default if they support it, but if it is not working for you, check that your `rules.mk` includes the following:
|
||||
|
||||
```make
|
||||
BACKLIGHT_ENABLE = yes
|
||||
```
|
||||
|
||||
You should then be able to use the keycodes below to change the backlight level.
|
||||
|
||||
## Keycodes
|
||||
|
||||
|Key |Description |
|
||||
|---------|------------------------------------------|
|
||||
|`BL_TOGG`|Turn the backlight on or off |
|
||||
|`BL_STEP`|Cycle through backlight levels |
|
||||
|`BL_ON` |Set the backlight to max brightness |
|
||||
|`BL_OFF` |Turn the backlight off |
|
||||
|`BL_INC` |Increase the backlight level |
|
||||
|`BL_DEC` |Decrease the backlight level |
|
||||
|`BL_BRTG`|Toggle backlight breathing |
|
||||
|
||||
## Caveats
|
||||
|
||||
This feature is distinct from both the [RGB underglow](feature_rgblight.md) and [RGB matrix](feature_rgb_matrix.md) features as it usually allows for only a single colour per switch, though you can obviously use multiple different coloured LEDs on a keyboard.
|
||||
|
||||
Hardware PWM is supported according to the following table:
|
||||
|
||||
|Backlight Pin|AT90USB64/128|ATmega16/32U4|ATmega16/32U2|ATmega32A|
|
||||
|-------------|-------------|-------------|-------------|---------|
|
||||
|`B5` |Timer 1 |Timer 1 | | |
|
||||
|`B6` |Timer 1 |Timer 1 | | |
|
||||
|`B7` |Timer 1 |Timer 1 |Timer 1 | |
|
||||
|`C4` |Timer 3 | | | |
|
||||
|`C5` |Timer 3 | |Timer 1 | |
|
||||
|`C6` |Timer 3 |Timer 3 |Timer 1 | |
|
||||
|`D4` | | | |Timer 1 |
|
||||
|`D5` | | | |Timer 1 |
|
||||
|
||||
All other pins will use software PWM. If the [Audio](feature_audio.md) feature is disabled or only using one timer, the backlight PWM can be triggered by a hardware timer:
|
||||
|
||||
|Audio Pin|Audio Timer|Software PWM Timer|
|
||||
|---------|-----------|------------------|
|
||||
|`C4` |Timer 3 |Timer 1 |
|
||||
|`C5` |Timer 3 |Timer 1 |
|
||||
|`C6` |Timer 3 |Timer 1 |
|
||||
|`B5` |Timer 1 |Timer 3 |
|
||||
|`B6` |Timer 1 |Timer 3 |
|
||||
|`B7` |Timer 1 |Timer 3 |
|
||||
|
||||
When both timers are in use for Audio, the backlight PWM will not use a hardware timer, but will instead be triggered during the matrix scan. In this case, breathing is not supported, and the backlight might flicker, because the PWM computation may not be called with enough timing precision.
|
||||
|
||||
## Configuration
|
||||
|
||||
To change the behaviour of the backlighting, `#define` these in your `config.h`:
|
||||
|
||||
|Define |Default |Description |
|
||||
|---------------------|-------------|-------------------------------------------------------------------------------------------------------------|
|
||||
|`BACKLIGHT_PIN` |`B7` |The pin that controls the LEDs. Unless you are designing your own keyboard, you shouldn't need to change this|
|
||||
|`BACKLIGHT_PINS` |*Not defined*|experimental: see below for more information |
|
||||
|`BACKLIGHT_LEVELS` |`3` |The number of brightness levels (maximum 31 excluding off) |
|
||||
|`BACKLIGHT_CAPS_LOCK`|*Not defined*|Enable Caps Lock indicator using backlight (for keyboards without dedicated LED) |
|
||||
|`BACKLIGHT_BREATHING`|*Not defined*|Enable backlight breathing, if supported |
|
||||
|`BREATHING_PERIOD` |`6` |The length of one backlight "breath" in seconds |
|
||||
|`BACKLIGHT_ON_STATE` |`0` |The state of the backlight pin when the backlight is "on" - `1` for high, `0` for low |
|
||||
|
||||
## Backlight On State
|
||||
|
||||
Most backlight circuits are driven by an N-channel MOSFET or NPN transistor. This means that to turn the transistor *on* and light the LEDs, you must drive the backlight pin, connected to the gate or base, *high*.
|
||||
Sometimes, however, a P-channel MOSFET, or a PNP transistor is used. In this case, when the transistor is on, the pin is driven *low* instead.
|
||||
|
||||
This functionality is configured at the keyboard level with the `BACKLIGHT_ON_STATE` define.
|
||||
|
||||
## Multiple backlight pins
|
||||
|
||||
Most keyboards have only one backlight pin which control all backlight LEDs (especially if the backlight is connected to an hardware PWM pin).
|
||||
In software PWM, it is possible to define multiple backlight pins. All those pins will be turned on and off at the same time during the PWM duty cycle.
|
||||
This feature allows to set for instance the Caps Lock LED (or any other controllable LED) brightness at the same level as the other LEDs of the backlight. This is useful if you have mapped LCTRL in place of Caps Lock and you need the Caps Lock LED to be part of the backlight instead of being activated when Caps Lock is on.
|
||||
|
||||
To activate multiple backlight pins, you need to add something like this to your user `config.h`:
|
||||
|
||||
~~~c
|
||||
#define BACKLIGHT_LED_COUNT 2
|
||||
#undef BACKLIGHT_PIN
|
||||
#define BACKLIGHT_PINS { F5, B2 }
|
||||
~~~
|
||||
|
||||
## Hardware PWM Implementation
|
||||
|
||||
When using the supported pins for backlighting, QMK will use a hardware timer configured to output a PWM signal. This timer will count up to `ICRx` (by default `0xFFFF`) before resetting to 0.
|
||||
The desired brightness is calculated and stored in the `OCRxx` register. When the counter reaches this value, the backlight pin will go low, and is pulled high again when the counter resets.
|
||||
In this way `OCRxx` essentially controls the duty cycle of the LEDs, and thus the brightness, where `0x0000` is completely off and `0xFFFF` is completely on.
|
||||
|
||||
The breathing effect is achieved by registering an interrupt handler for `TIMER1_OVF_vect` that is called whenever the counter resets, roughly 244 times per second.
|
||||
In this handler, the value of an incrementing counter is mapped onto a precomputed brightness curve. To turn off breathing, the interrupt handler is simply disabled, and the brightness reset to the level stored in EEPROM.
|
||||
|
||||
## Software PWM Implementation
|
||||
|
||||
When `BACKLIGHT_PIN` is not set to a hardware backlight pin, QMK will use a hardware timer configured to trigger software interrupts. This time will count up to `ICRx` (by default `0xFFFF`) before resetting to 0.
|
||||
When resetting to 0, the CPU will fire an OVF (overflow) interrupt that will turn the LEDs on, starting the duty cycle.
|
||||
The desired brightness is calculated and stored in the `OCRxx` register. When the counter reaches this value, the CPU will fire a Compare Output match interrupt, which will turn the LEDs off.
|
||||
In this way `OCRxx` essentially controls the duty cycle of the LEDs, and thus the brightness, where `0x0000` is completely off and `0xFFFF` is completely on.
|
||||
|
||||
The breathing effect is the same as in the hardware PWM implementation.
|
||||
|
||||
## Backlight Functions
|
||||
|
||||
|Function |Description |
|
||||
|----------|-----------------------------------------------------------|
|
||||
|`backlight_toggle()` |Turn the backlight on or off |
|
||||
|`backlight_enable()` |Turn the backlight on |
|
||||
|`backlight_disable()` |Turn the backlight off |
|
||||
|`backlight_step()` |Cycle through backlight levels |
|
||||
|`backlight_increase()` |Increase the backlight level |
|
||||
|`backlight_decrease()` |Decrease the backlight level |
|
||||
|`backlight_level(x)` |Sets the backlight level to specified level |
|
||||
|`get_backlight_level()` |Return the current backlight level |
|
||||
|`is_backlight_enabled()`|Return whether the backlight is currently on |
|
||||
|
||||
### Backlight Breathing Functions
|
||||
|
||||
|Function |Description |
|
||||
|----------|----------------------------------------------------------|
|
||||
|`breathing_toggle()` |Turn the backlight breathing on or off |
|
||||
|`breathing_enable()` |Turns on backlight breathing |
|
||||
|`breathing_disable()` |Turns off backlight breathing |
|
||||
|Name|Description|
|
||||
|----|-----------|
|
||||
|`BL_x`|Set a specific backlight level between 0-9|
|
||||
|`BL_ON`|An alias for `BL_9`|
|
||||
|`BL_OFF`|An alias for `BL_0`|
|
||||
|`BL_DEC`|Turn the backlight level down by 1|
|
||||
|`BL_INC`|Turn the backlight level up by 1|
|
||||
|`BL_TOGG`|Toggle the backlight on or off|
|
||||
|`BL_STEP`|Step through backlight levels, wrapping around to 0 when you reach the top.|
|
||||
|
@@ -1,47 +1,17 @@
|
||||
# Bluetooth
|
||||
|
||||
## Bluetooth Known Supported Hardware
|
||||
## Bluetooth functionality
|
||||
|
||||
Currently Bluetooth support is limited to AVR based chips. For Bluetooth 2.1 Qmk has support for RN-42 HID Firmware and Bluefruit EZ Key the later of which is not produced anymore. For more recent BLE protocols currently only the Adafruit Bluefruit SPI friend is directly supported. BLE is needed to connect to iOS devices. Note iOS does not support Mouse Input.
|
||||
|
||||
|Board |Bluetooth Protocol |Connection Type |Rules.mk |Bluetooth Chip|
|
||||
|----------------------------------------------------------------|----------------------------|----------------|---------------------------|--------------|
|
||||
|[Adafruit EzKey HID]("https://www.adafruit.com/product/1535") |Bluetooth Classic | UART | BLUETOOTH = AdafruitEZKey | |
|
||||
|Rover Networks RN-42 (Sparkfun Bluesmirf) |Bluetooth Classic | UART | BLUETOOTH = RN42 | RN-42 |
|
||||
|[Bluefruit LE SPI Friend](https://www.adafruit.com/product/2633)|Bluetooth Low Energy | SPI | BLUETOOTH = AdafruitBLE | nRF5182 |
|
||||
|
||||
Not Supported Yet but possible:
|
||||
* [Bluefruit LE UART Friend](https://www.adafruit.com/product/2479). [Possible tmk implementation found in](https://github.com/tmk/tmk_keyboard/issues/514)
|
||||
* HC-05 boards flashed with RN-42 firmware. They apparently both use the CSR BC417 Chip. Flashing it with RN-42 firmware gives it HID capability.
|
||||
* [Sparkfun Bluetooth mate](https://www.sparkfun.com/products/14839)
|
||||
* HM-13 based boards
|
||||
|
||||
### Adafruit BLE SPI Friend
|
||||
Currently The only bluetooth chipset supported by QMK is the Adafruit Bluefruit SPI Friend. It's a Nordic nRF5182 based chip running Adafruit's custom firmware. Data is transmitted via Adafruit's SDEP over Hardware SPI. The [Feather 32u4 Bluefruit LE](https://www.adafruit.com/product/2829) is supported as it's an AVR mcu connected via SPI to the Nordic BLE chip with Adafruit firmware. If Building a custom board with the SPI friend it would be easiest to just use the pin selection that the 32u4 feather uses but you can change the pins in the config.h options with the following defines:
|
||||
* #define AdafruitBleResetPin D4
|
||||
* #define AdafruitBleCSPin B4
|
||||
* #define AdafruitBleIRQPin E6
|
||||
|
||||
A Bluefruit UART friend can be converted to an SPI friend, however this [requires](https://github.com/qmk/qmk_firmware/issues/2274) some reflashing and soldering directly to the MDBT40 chip.
|
||||
|
||||
## Adafruit EZ-Key hid
|
||||
This requires [some hardware changes](https://www.reddit.com/r/MechanicalKeyboards/comments/3psx0q/the_planck_keyboard_with_bluetooth_guide_and/?ref=search_posts), but can be enabled via the Makefile. The firmware will still output characters via USB, so be aware of this when charging via a computer. It would make sense to have a switch on the Bluefruit to turn it off at will.
|
||||
|
||||
|
||||
<!-- FIXME: Document bluetooth support more completely. -->
|
||||
## Bluetooth Rules.mk Options
|
||||
Use only one of these
|
||||
* BLUETOOTH_ENABLE = yes (Legacy Option)
|
||||
* BLUETOOTH = RN42
|
||||
* BLUETOOTH = AdafruitEZKey
|
||||
* BLUETOOTH = AdafruitBLE
|
||||
|
||||
## Bluetooth Keycodes
|
||||
|
||||
This is used when multiple keyboard outputs can be selected. Currently this only allows for switching between USB and Bluetooth on keyboards that support both.
|
||||
|
||||
|Name |Description |
|
||||
|----------|----------------------------------------------|
|
||||
|`OUT_AUTO`|Automatically switch between USB and Bluetooth|
|
||||
|`OUT_USB` |USB only |
|
||||
|`OUT_BT` |Bluetooth only |
|
||||
|Name|Description|
|
||||
|----|-----------|
|
||||
|`OUT_AUTO`|auto mode|
|
||||
|`OUT_USB`|usb only|
|
||||
|`OUT_BT`|bluetooth|
|
||||
|
@@ -1,153 +1,29 @@
|
||||
# Bootmagic
|
||||
|
||||
There are three separate but related features that allow you to change the behavior of your keyboard without reflashing. While each of them have similar functionality, it is accessed in different ways depending on how your keyboard is configured.
|
||||
<!-- FIXME: Describe the bootmagic feature here. -->
|
||||
|
||||
**Bootmagic** is a system for configuring your keyboard while it initializes. To trigger a Bootmagic command, hold down the Bootmagic key and one or more command keys.
|
||||
## Bootmagic Keycodes
|
||||
|
||||
**Bootmagic Keycodes** are prefixed with `MAGIC_`, and allow you to access the Bootmagic functionality *after* your keyboard has initialized. To use the keycodes, assign them to your keymap as you would any other keycode.
|
||||
Shortcuts for bootmagic options. You can use these even when bootmagic is off.
|
||||
|
||||
**Command**, formerly known as **Magic**, is another feature that allows you to control different aspects of your keyboard. While it shares some functionality with Bootmagic, it also allows you to do things that Bootmagic does not, such as printing version information to the console. For more information, see [Command](feature_command.md).
|
||||
|
||||
On some keyboards Bootmagic is disabled by default. If this is the case, it must be explicitly enabled in your `rules.mk` with:
|
||||
|
||||
```make
|
||||
BOOTMAGIC_ENABLE = full
|
||||
```
|
||||
|
||||
?> You may see `yes` being used in place of `full`, and this is okay. However, `yes` is deprecated, and ideally `full` (or `lite`) should be used instead.
|
||||
|
||||
Additionally, you can use [Bootmagic Lite](#bootmagic-lite) (a scaled down, very basic version of Bootmagic) by adding the following to your `rules.mk` file:
|
||||
|
||||
```make
|
||||
BOOTMAGIC_ENABLE = lite
|
||||
```
|
||||
|
||||
## Hotkeys
|
||||
|
||||
Hold down the Bootmagic key (Space by default) and the desired hotkey while plugging in your keyboard. For example, holding Space+`B` should cause it to enter the bootloader.
|
||||
|
||||
|Hotkey |Description |
|
||||
|------------------|---------------------------------------------|
|
||||
|Escape |Ignore Bootmagic configuration in EEPROM |
|
||||
|`B` |Enter the bootloader |
|
||||
|`D` |Toggle debugging over serial |
|
||||
|`X` |Toggle key matrix debugging |
|
||||
|`K` |Toggle keyboard debugging |
|
||||
|`M` |Toggle mouse debugging |
|
||||
|Backspace |Clear the EEPROM |
|
||||
|Caps Lock |Toggle treating Caps Lock as Left Control |
|
||||
|Left Control |Toggle swapping Caps Lock and Left Control |
|
||||
|Left Alt |Toggle swapping Left Alt and Left GUI |
|
||||
|Right Alt |Toggle swapping Right Alt and Right GUI |
|
||||
|Left GUI |Toggle the GUI keys (useful when gaming) |
|
||||
|<code>`</code>|Toggle swapping <code>`</code> and Escape|
|
||||
|`\` |Toggle swapping `\` and Backspace |
|
||||
|`N` |Toggle N-Key Rollover (NKRO) |
|
||||
|`0` |Make layer 0 the default layer |
|
||||
|`1` |Make layer 1 the default layer |
|
||||
|`2` |Make layer 2 the default layer |
|
||||
|`3` |Make layer 3 the default layer |
|
||||
|`4` |Make layer 4 the default layer |
|
||||
|`5` |Make layer 5 the default layer |
|
||||
|`6` |Make layer 6 the default layer |
|
||||
|`7` |Make layer 7 the default layer |
|
||||
|
||||
## Keycodes
|
||||
|
||||
|Keycode |Aliases |Description |
|
||||
|----------------------------------|---------|------------------------------------------|
|
||||
|`MAGIC_CAPSLOCK_TO_CONTROL` | |Treat Caps Lock as Left Control |
|
||||
|`MAGIC_UNCAPSLOCK_TO_CONTROL` | |Stop treating Caps Lock as Left Control |
|
||||
|`MAGIC_HOST_NKRO` | |Force N-Key Rollover (NKRO) on |
|
||||
|`MAGIC_UNHOST_NKRO` | |Force NKRO off |
|
||||
|`MAGIC_TOGGLE_NKRO` | |Turn NKRO on or off |
|
||||
|`MAGIC_NO_GUI` | |Disable the GUI keys (useful when gaming) |
|
||||
|`MAGIC_UNNO_GUI` | |Enable the GUI keys |
|
||||
|`MAGIC_SWAP_ALT_GUI` |`AG_SWAP`|Swap Alt and GUI on both sides (for macOS)|
|
||||
|`MAGIC_UNSWAP_ALT_GUI` |`AG_NORM`|Unswap Left Alt and Left GUI |
|
||||
|`MAGIC_TOGGLE_ALT_GUI` |`AG_TOGG`|Toggle Left Alt and GUI swap |
|
||||
|`MAGIC_SWAP_BACKSLASH_BACKSPACE` | |Swap `\` and Backspace |
|
||||
|`MAGIC_UNSWAP_BACKSLASH_BACKSPACE`| |Unswap `\` and Backspace |
|
||||
|`MAGIC_SWAP_CONTROL_CAPSLOCK` | |Swap Left Control and Caps Lock |
|
||||
|`MAGIC_UNSWAP_CONTROL_CAPSLOCK` | |Unswap Left Control and Caps Lock |
|
||||
|`MAGIC_SWAP_GRAVE_ESC` | |Swap <code>`</code> and Escape |
|
||||
|`MAGIC_UNSWAP_GRAVE_ESC` | |Unswap <code>`</code> and Escape |
|
||||
|`MAGIC_SWAP_LALT_LGUI` | |Swap Left Alt and Left GUI |
|
||||
|`MAGIC_UNSWAP_LALT_LGUI` | |Unswap Left Alt and Left GUI |
|
||||
|`MAGIC_SWAP_RALT_RGUI` | |Swap Right Alt and Right GUI |
|
||||
|`MAGIC_UNSWAP_RALT_RGUI` | |Unswap Right Alt and Right GUI |
|
||||
|
||||
## Configuration
|
||||
|
||||
If you would like to change the hotkey assignments for Bootmagic, `#define` these in your `config.h` at either the keyboard or keymap level.
|
||||
|
||||
|Define |Default |Description |
|
||||
|----------------------------------------|-------------|---------------------------------------------------|
|
||||
|`BOOTMAGIC_KEY_SALT` |`KC_SPACE` |The Bootmagic key |
|
||||
|`BOOTMAGIC_KEY_SKIP` |`KC_ESC` |Ignore Bootmagic configuration in EEPROM |
|
||||
|`BOOTMAGIC_KEY_EEPROM_CLEAR` |`KC_BSPACE` |Clear the EEPROM configuration |
|
||||
|`BOOTMAGIC_KEY_BOOTLOADER` |`KC_B` |Enter the bootloader |
|
||||
|`BOOTMAGIC_KEY_DEBUG_ENABLE` |`KC_D` |Toggle debugging over serial |
|
||||
|`BOOTMAGIC_KEY_DEBUG_MATRIX` |`KC_X` |Toggle matrix debugging |
|
||||
|`BOOTMAGIC_KEY_DEBUG_KEYBOARD` |`KC_K` |Toggle keyboard debugging |
|
||||
|`BOOTMAGIC_KEY_DEBUG_MOUSE` |`KC_M` |Toggle mouse debugging |
|
||||
|`BOOTMAGIC_KEY_SWAP_CONTROL_CAPSLOCK` |`KC_LCTRL` |Swap Left Control and Caps Lock |
|
||||
|`BOOTMAGIC_KEY_CAPSLOCK_TO_CONTROL` |`KC_CAPSLOCK`|Toggle treating Caps Lock as Left Control |
|
||||
|`BOOTMAGIC_KEY_SWAP_LALT_LGUI` |`KC_LALT` |Toggle swapping Left Alt and Left GUI (for macOS) |
|
||||
|`BOOTMAGIC_KEY_SWAP_RALT_RGUI` |`KC_RALT` |Toggle swapping Right Alt and Right GUI (for macOS)|
|
||||
|`BOOTMAGIC_KEY_NO_GUI` |`KC_LGUI` |Toggle the GUI keys (useful when gaming) |
|
||||
|`BOOTMAGIC_KEY_SWAP_GRAVE_ESC` |`KC_GRAVE` |Toggle swapping <code>`</code> and Escape |
|
||||
|`BOOTMAGIC_KEY_SWAP_BACKSLASH_BACKSPACE`|`KC_BSLASH` |Toggle swapping `\` and Backspace |
|
||||
|`BOOTMAGIC_HOST_NKRO` |`KC_N` |Toggle N-Key Rollover (NKRO) |
|
||||
|`BOOTMAGIC_KEY_DEFAULT_LAYER_0` |`KC_0` |Make layer 0 the default layer |
|
||||
|`BOOTMAGIC_KEY_DEFAULT_LAYER_1` |`KC_1` |Make layer 1 the default layer |
|
||||
|`BOOTMAGIC_KEY_DEFAULT_LAYER_2` |`KC_2` |Make layer 2 the default layer |
|
||||
|`BOOTMAGIC_KEY_DEFAULT_LAYER_3` |`KC_3` |Make layer 3 the default layer |
|
||||
|`BOOTMAGIC_KEY_DEFAULT_LAYER_4` |`KC_4` |Make layer 4 the default layer |
|
||||
|`BOOTMAGIC_KEY_DEFAULT_LAYER_5` |`KC_5` |Make layer 5 the default layer |
|
||||
|`BOOTMAGIC_KEY_DEFAULT_LAYER_6` |`KC_6` |Make layer 6 the default layer |
|
||||
|`BOOTMAGIC_KEY_DEFAULT_LAYER_7` |`KC_7` |Make layer 7 the default layer |
|
||||
|
||||
# Bootmagic Lite
|
||||
|
||||
In addition to the full blown Bootmagic feature, is the Bootmagic Lite feature that only handles jumping into the bootloader. This is great for boards that don't have a physical reset button but you need a way to jump into the bootloader, and don't want to deal with the headache that Bootmagic can cause.
|
||||
|
||||
To enable this version of Bootmagic, you need to enable it in your `rules.mk` with:
|
||||
|
||||
```make
|
||||
BOOTMAGIC_ENABLE = lite
|
||||
```
|
||||
|
||||
Additionally, you may want to specify which key to use. This is especially useful for keyboards that have unusual matrices. To do so, you need to specify the row and column of the key that you want to use. Add these entries to your `config.h` file:
|
||||
|
||||
```c
|
||||
#define BOOTMAGIC_LITE_ROW 0
|
||||
#define BOOTMAGIC_LITE_COLUMN 1
|
||||
```
|
||||
|
||||
By default, these are set to 0 and 0, which is usually the "ESC" key on a majority of keyboards.
|
||||
|
||||
And to trigger the bootloader, you hold this key down when plugging the keyboard in. Just the single key.
|
||||
|
||||
!> Using bootmagic lite will **always reset** the EEPROM, so you will lose any settings that have been saved.
|
||||
|
||||
## Advanced Bootmagic Lite
|
||||
|
||||
The `bootmagic_lite` function is defined weakly, so that you can replace this in your code, if you need. A great example of this is the Zeal60 boards that have some additional handling needed.
|
||||
|
||||
To replace the function, all you need to do is add something like this to your code:
|
||||
|
||||
```c
|
||||
void bootmagic_lite(void) {
|
||||
matrix_scan();
|
||||
wait_ms(DEBOUNCE * 2);
|
||||
matrix_scan();
|
||||
|
||||
if (matrix_get_row(BOOTMAGIC_LITE_ROW) & (1 << BOOTMAGIC_LITE_COLUMN)) {
|
||||
// Jump to bootloader.
|
||||
bootloader_jump();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
You can additional feature here. For instance, resetting the eeprom or requiring additional keys to be pressed to trigger bootmagic. Keep in mind that `bootmagic_lite` is called before a majority of features are initialized in the firmware.
|
||||
|Name|Description|
|
||||
|----|-----------|
|
||||
|`MAGIC_SWAP_CONTROL_CAPSLOCK`|Swap Capslock and Left Control|
|
||||
|`MAGIC_CAPSLOCK_TO_CONTROL`|Treat Capslock like a Control Key|
|
||||
|`MAGIC_SWAP_LALT_LGUI`|Swap the left Alt and GUI keys|
|
||||
|`MAGIC_SWAP_RALT_RGUI`|Swap the right Alt and GUI keys|
|
||||
|`MAGIC_NO_GUI`|Disable the GUI key|
|
||||
|`MAGIC_SWAP_GRAVE_ESC`|Swap the Grave and Esc key.|
|
||||
|`MAGIC_SWAP_BACKSLASH_BACKSPACE`|Swap backslash and backspace|
|
||||
|`MAGIC_HOST_NKRO`|Force NKRO on|
|
||||
|`MAGIC_SWAP_ALT_GUI`/`AG_SWAP`|Swap Alt and Gui on both sides|
|
||||
|`MAGIC_UNSWAP_CONTROL_CAPSLOCK`|Disable the Control/Capslock swap|
|
||||
|`MAGIC_UNCAPSLOCK_TO_CONTROL`|Disable treating Capslock like Control |
|
||||
|`MAGIC_UNSWAP_LALT_LGUI`|Disable Left Alt and GUI switching|
|
||||
|`MAGIC_UNSWAP_RALT_RGUI`|Disable Right Alt and GUI switching|
|
||||
|`MAGIC_UNNO_GUI`|Enable the GUI key |
|
||||
|`MAGIC_UNSWAP_GRAVE_ESC`|Disable the Grave/Esc swap |
|
||||
|`MAGIC_UNSWAP_BACKSLASH_BACKSPACE`|Disable the backslash/backspace swap|
|
||||
|`MAGIC_UNHOST_NKRO`|Force NKRO off|
|
||||
|`MAGIC_UNSWAP_ALT_GUI`/`AG_NORM`|Disable the Alt/GUI switching|
|
||||
|`MAGIC_TOGGLE_NKRO`|Turn NKRO on or off|
|
||||
|
@@ -1,103 +0,0 @@
|
||||
# Combos
|
||||
|
||||
The Combo feature is a chording type solution for adding custom actions. It lets you hit multiple keys at once and produce a different effect. For instance, hitting `A` and `S` within the tapping term would hit `ESC` instead, or have it perform even more complex tasks.
|
||||
|
||||
To enable this feature, you need to add `COMBO_ENABLE = yes` to your `rules.mk`.
|
||||
|
||||
Additionally, in your `config.h`, you'll need to specify the number of combos that you'll be using, by adding `#define COMBO_COUNT 1` (replacing 1 with the number that you're using).
|
||||
<!-- At this time, this is necessary -->
|
||||
|
||||
Also, by default, the tapping term for the Combos is set to the same value as `TAPPING_TERM` (200 by default on most boards). But you can specify a different value by defining it in your `config.h`. For instance: `#define COMBO_TERM 300` would set the time out period for combos to 300ms.
|
||||
|
||||
Then, your `keymap.c` file, you'll need to define a sequence of keys, terminated with `COMBO_END`, and a structure to list the combination of keys, and it's resulting action.
|
||||
|
||||
```c
|
||||
const uint16_t PROGMEM test_combo[] = {KC_A, KC_B, COMBO_END};
|
||||
combo_t key_combos[COMBO_COUNT] = {COMBO(test_combo, KC_ESC)};
|
||||
```
|
||||
|
||||
This will send "Escape" if you hit the A and B keys.
|
||||
|
||||
!> This method only supports [basic keycodes](keycodes_basic.md). See the examples for more control.
|
||||
|
||||
## Examples
|
||||
|
||||
If you want to add a list, then you'd use something like this:
|
||||
|
||||
```c
|
||||
enum combos {
|
||||
AB_ESC,
|
||||
JK_TAB
|
||||
};
|
||||
|
||||
const uint16_t PROGMEM ab_combo[] = {KC_A, KC_B, COMBO_END};
|
||||
const uint16_t PROGMEM jk_combo[] = {KC_J, KC_K, COMBO_END};
|
||||
|
||||
combo_t key_combos[COMBO_COUNT] = {
|
||||
[AB_ESC] = COMBO(ab_combo, KC_ESC),
|
||||
[JK_TAB] = COMBO(jk_combo, KC_TAB)
|
||||
};
|
||||
```
|
||||
|
||||
For a more complicated implementation, you can use the `process_combo_event` function to add custom handling.
|
||||
|
||||
```c
|
||||
enum combo_events {
|
||||
ZC_COPY,
|
||||
XV_PASTE
|
||||
};
|
||||
|
||||
const uint16_t PROGMEM copy_combo[] = {KC_Z, KC_C, COMBO_END};
|
||||
const uint16_t PROGMEM paste_combo[] = {KC_X, KC_V, COMBO_END};
|
||||
|
||||
combo_t key_combos[COMBO_COUNT] = {
|
||||
[ZC_COPY] = COMBO_ACTION(copy_combo),
|
||||
[XV_PASTE] = COMBO_ACTION(paste_combo),
|
||||
};
|
||||
|
||||
void process_combo_event(uint8_t combo_index, bool pressed) {
|
||||
switch(combo_index) {
|
||||
case ZC_COPY:
|
||||
if (pressed) {
|
||||
tap_code16(LCTL(KC_C));
|
||||
}
|
||||
break;
|
||||
case XV_PASTE:
|
||||
if (pressed) {
|
||||
tap_code16(LCTL(KC_V));
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
This will send Ctrl+C if you hit Z and C, and Ctrl+V if you hit X and V. But you could change this to do stuff like change layers, play sounds, or change settings.
|
||||
|
||||
## Additional Configuration
|
||||
|
||||
If you're using long combos, or even longer combos, you may run into issues with this, as the structure may not be large enough to accommodate what you're doing.
|
||||
|
||||
In this case, you can add either `#define EXTRA_LONG_COMBOS` or `#define EXTRA_EXTRA_LONG_COMBOS` in your `config.h` file.
|
||||
|
||||
You may also be able to enable action keys by defining `COMBO_ALLOW_ACTION_KEYS`.
|
||||
|
||||
## Keycodes
|
||||
|
||||
You can enable, disable and toggle the Combo feature on the fly. This is useful if you need to disable them temporarily, such as for a game.
|
||||
|
||||
|Keycode |Description |
|
||||
|----------|---------------------------------|
|
||||
|`CMB_ON` |Turns on Combo feature |
|
||||
|`CMB_OFF` |Turns off Combo feature |
|
||||
|`CMB_TOG` |Toggles Combo feature on and off |
|
||||
|
||||
## User callbacks
|
||||
|
||||
In addition to the keycodes, there are a few functions that you can use to set the status, or check it:
|
||||
|
||||
|Function |Description |
|
||||
|-----------|--------------------------------------------------------------------|
|
||||
| `combo_enable()` | Enables the combo feature |
|
||||
| `combo_disable()` | Disables the combo feature, and clears the combo buffer |
|
||||
| `combo_toggle()` | Toggles the state of the combo feature |
|
||||
| `is_combo_enabled()` | Returns the status of the combo feature state (true or false) |
|
@@ -1,51 +0,0 @@
|
||||
# Command
|
||||
|
||||
Command, formerly known as Magic, is a way to change your keyboard's behavior without having to flash or unplug it to use [Bootmagic](feature_bootmagic.md). There is a lot of overlap between this functionality and the [Bootmagic Keycodes](feature_bootmagic.md#keycodes). Wherever possible we encourage you to use that feature instead of Command.
|
||||
|
||||
On some keyboards Command is disabled by default. If this is the case, it must be explicitly enabled in your `rules.mk`:
|
||||
|
||||
```make
|
||||
COMMAND_ENABLE = yes
|
||||
```
|
||||
|
||||
## Usage
|
||||
|
||||
To use Command, hold down the key combination defined by the `IS_COMMAND()` macro. By default this is Left Shift+Right Shift. Then, press the key corresponding to the command you want. For example, to output the current QMK version to the QMK Toolbox console, press Left Shift+Right Shift+`V`.
|
||||
|
||||
## Configuration
|
||||
|
||||
If you would like to change the key assignments for Command, `#define` these in your `config.h` at either the keyboard or keymap level. All keycode assignments here must omit the `KC_` prefix.
|
||||
|
||||
|Define |Default |Description |
|
||||
|------------------------------------|--------------------------------|------------------------------------------------|
|
||||
|`IS_COMMAND()` |`(get_mods() == MOD_MASK_SHIFT)`|The key combination to activate Command |
|
||||
|`MAGIC_KEY_SWITCH_LAYER_WITH_FKEYS` |`true` |Set default layer with the Function row |
|
||||
|`MAGIC_KEY_SWITCH_LAYER_WITH_NKEYS` |`true` |Set default layer with the number keys |
|
||||
|`MAGIC_KEY_SWITCH_LAYER_WITH_CUSTOM`|`false` |Set default layer with `MAGIC_KEY_LAYER0..9` |
|
||||
|`MAGIC_KEY_DEBUG` |`D` |Toggle debugging over serial |
|
||||
|`MAGIC_KEY_DEBUG_MATRIX` |`X` |Toggle key matrix debugging |
|
||||
|`MAGIC_KEY_DEBUG_KBD` |`K` |Toggle keyboard debugging |
|
||||
|`MAGIC_KEY_DEBUG_MOUSE` |`M` |Toggle mouse debugging |
|
||||
|`MAGIC_KEY_CONSOLE` |`C` |Enable the Command console |
|
||||
|`MAGIC_KEY_VERSION` |`V` |Print the running QMK version to the console |
|
||||
|`MAGIC_KEY_STATUS` |`S` |Print the current keyboard status to the console|
|
||||
|`MAGIC_KEY_HELP` |`H` |Print Command help to the console |
|
||||
|`MAGIC_KEY_HELP_ALT` |`SLASH` |Print Command help to the console (alternate) |
|
||||
|`MAGIC_KEY_LAYER0` |`0` |Make layer 0 the default layer |
|
||||
|`MAGIC_KEY_LAYER0_ALT` |`GRAVE` |Make layer 0 the default layer (alternate) |
|
||||
|`MAGIC_KEY_LAYER1` |`1` |Make layer 1 the default layer |
|
||||
|`MAGIC_KEY_LAYER2` |`2` |Make layer 2 the default layer |
|
||||
|`MAGIC_KEY_LAYER3` |`3` |Make layer 3 the default layer |
|
||||
|`MAGIC_KEY_LAYER4` |`4` |Make layer 4 the default layer |
|
||||
|`MAGIC_KEY_LAYER5` |`5` |Make layer 5 the default layer |
|
||||
|`MAGIC_KEY_LAYER6` |`6` |Make layer 6 the default layer |
|
||||
|`MAGIC_KEY_LAYER7` |`7` |Make layer 7 the default layer |
|
||||
|`MAGIC_KEY_LAYER8` |`8` |Make layer 8 the default layer |
|
||||
|`MAGIC_KEY_LAYER9` |`9` |Make layer 9 the default layer |
|
||||
|`MAGIC_KEY_BOOTLOADER` |`B` |Jump to bootloader |
|
||||
|`MAGIC_KEY_BOOTLOADER_ALT` |`ESC` |Jump to bootloader (alternate) |
|
||||
|`MAGIC_KEY_LOCK` |`CAPS` |Lock the keyboard so nothing can be typed |
|
||||
|`MAGIC_KEY_EEPROM` |`E` |Print stored EEPROM config to the console |
|
||||
|`MAGIC_KEY_EEPROM_CLEAR` |`BSPACE` |Clear the EEPROM |
|
||||
|`MAGIC_KEY_NKRO` |`N` |Toggle N-Key Rollover (NKRO) |
|
||||
|`MAGIC_KEY_SLEEP_LED` |`Z` |Toggle LED when computer is sleeping |
|
@@ -1,42 +0,0 @@
|
||||
# Debounce algorithm
|
||||
|
||||
QMK supports multiple debounce algorithms through its debounce API.
|
||||
|
||||
The logic for which debounce method called is below. It checks various defines that you have set in rules.mk
|
||||
|
||||
```
|
||||
DEBOUNCE_DIR:= $(QUANTUM_DIR)/debounce
|
||||
DEBOUNCE_TYPE?= sym_g
|
||||
ifneq ($(strip $(DEBOUNCE_TYPE)), custom)
|
||||
QUANTUM_SRC += $(DEBOUNCE_DIR)/$(strip $(DEBOUNCE_TYPE)).c
|
||||
endif
|
||||
```
|
||||
|
||||
# Debounce selection
|
||||
|
||||
| DEBOUNCE_TYPE | Description | What else is needed |
|
||||
| ------------- | --------------------------------------------------- | ----------------------------- |
|
||||
| Not defined | Use the default algorithm, currently sym_g | Nothing |
|
||||
| custom | Use your own debounce.c | ```SRC += debounce.c``` add your own debounce.c and implement necessary functions |
|
||||
| anything_else | Use another algorithm from quantum/debounce/* | Nothing |
|
||||
|
||||
**Regarding split keyboards**:
|
||||
The debounce code is compatible with split keyboards.
|
||||
|
||||
# Use your own debouncing code
|
||||
* Set ```DEBOUNCE_TYPE = custom ```.
|
||||
* Add ```SRC += debounce.c```
|
||||
* Add your own ```debounce.c```. Look at current implementations in ```quantum/debounce``` for examples.
|
||||
* Debouncing occurs after every raw matrix scan.
|
||||
* Use num_rows rather than MATRIX_ROWS, so that split keyboards are supported correctly.
|
||||
|
||||
# Changing between included debouncing methods
|
||||
You can either use your own code, by including your own debounce.c, or switch to another included one.
|
||||
Included debounce methods are:
|
||||
* eager_pr - debouncing per row. On any state change, response is immediate, followed by locking the row ```DEBOUNCE_DELAY``` milliseconds of no further input for that row.
|
||||
For use in keyboards where refreshing ```NUM_KEYS``` 8-bit counters is computationally expensive / low scan rate, and fingers usually only hit one row at a time. This could be
|
||||
appropriate for the ErgoDox models; the matrix is rotated 90°, and hence its "rows" are really columns, and each finger only hits a single "row" at a time in normal use.
|
||||
* eager_pk - debouncing per key. On any state change, response is immediate, followed by ```DEBOUNCE_DELAY``` milliseconds of no further input for that key
|
||||
* sym_g - debouncing per keyboard. On any state change, a global timer is set. When ```DEBOUNCE_DELAY``` milliseconds of no changes has occured, all input changes are pushed.
|
||||
|
||||
|
@@ -1,13 +1,13 @@
|
||||
# Dynamic Macros: Record and Replay Macros in Runtime
|
||||
# Dynamic macros: record and replay macros in runtime
|
||||
|
||||
QMK supports temporary macros created on the fly. We call these Dynamic Macros. They are defined by the user from the keyboard and are lost when the keyboard is unplugged or otherwise rebooted.
|
||||
|
||||
You can store one or two macros and they may have a combined total of 128 keypresses. You can increase this size at the cost of RAM.
|
||||
|
||||
To enable them, first add a new element to the end of your `keycodes` enum — `DYNAMIC_MACRO_RANGE`:
|
||||
To enable them, first add a new element to the `planck_keycodes` enum — `DYNAMIC_MACRO_RANGE`:
|
||||
|
||||
```c
|
||||
enum keycodes {
|
||||
enum planck_keycodes {
|
||||
QWERTY = SAFE_RANGE,
|
||||
COLEMAK,
|
||||
DVORAK,
|
||||
@@ -20,7 +20,7 @@ enum keycodes {
|
||||
};
|
||||
```
|
||||
|
||||
Your `keycodes` enum may have a slightly different name. You must add `DYNAMIC_MACRO_RANGE` as the last element because `dynamic_macros.h` will add some more keycodes after it.
|
||||
It must be the last element because `dynamic_macros.h` will add some more keycodes after it.
|
||||
|
||||
Below it, include the `dynamic_macro.h` header:
|
||||
|
||||
@@ -52,7 +52,7 @@ For users of the earlier versions of dynamic macros: It is still possible to fin
|
||||
|
||||
```c
|
||||
uint16_t macro_kc = (keycode == MO(_DYN) ? DYN_REC_STOP : keycode);
|
||||
|
||||
|
||||
if (!process_record_dynamic_macro(macro_kc, record)) {
|
||||
return false;
|
||||
}
|
||||
|
@@ -1,51 +0,0 @@
|
||||
# Encoders
|
||||
|
||||
Basic encoders are supported by adding this to your `rules.mk`:
|
||||
|
||||
ENCODER_ENABLE = yes
|
||||
|
||||
and this to your `config.h`:
|
||||
|
||||
#define ENCODERS_PAD_A { B12 }
|
||||
#define ENCODERS_PAD_B { B13 }
|
||||
|
||||
Each PAD_A/B variable defines an array so multiple encoders can be defined, e.g.:
|
||||
|
||||
#define ENCODERS_PAD_A { encoder1a, encoder2a }
|
||||
#define ENCODERS_PAD_B { encoder1b, encoder2b }
|
||||
|
||||
If your encoder's clockwise directions are incorrect, you can swap the A & B pad definitions.
|
||||
|
||||
Additionally, the resolution can be specified in the same file (the default & suggested is 4):
|
||||
|
||||
#define ENCODER_RESOLUTION 4
|
||||
|
||||
## Callbacks
|
||||
|
||||
The callback functions can be inserted into your `<keyboard>.c`:
|
||||
|
||||
void encoder_update_kb(uint8_t index, bool clockwise) {
|
||||
encoder_update_user(index, clockwise);
|
||||
}
|
||||
|
||||
or `keymap.c`:
|
||||
|
||||
void encoder_update_user(uint8_t index, bool clockwise) {
|
||||
if (index == 0) { /* First encoder */
|
||||
if (clockwise) {
|
||||
tap_code(KC_PGDN);
|
||||
} else {
|
||||
tap_code(KC_PGUP);
|
||||
}
|
||||
} else if (index == 1) { /* Second encoder */
|
||||
if (clockwise) {
|
||||
tap_code(KC_UP);
|
||||
} else {
|
||||
tap_code(KC_DOWN);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
## Hardware
|
||||
|
||||
The A an B lines of the encoders should be wired directly to the MCU, and the C/common lines should be wired to ground.
|
@@ -1,32 +0,0 @@
|
||||
# Grave Escape
|
||||
|
||||
If you're using a 60% keyboard, or any other layout with no F-row, you will have noticed that there is no dedicated Escape key. Grave Escape is a feature that allows you to share the grave key (<code>`</code> and `~`) with Escape.
|
||||
|
||||
## Usage
|
||||
|
||||
Replace the `KC_GRAVE` key in your keymap (usually to the left of the `1` key) with `KC_GESC`. Most of the time this key will output `KC_ESC` when pressed. However, when Shift or GUI are held down it will output `KC_GRV` instead.
|
||||
|
||||
## What Your OS Sees
|
||||
|
||||
If Mary presses GESC on her keyboard, the OS will see an KC_ESC character. Now if Mary holds Shift down and presses GESC it will output `~`, or a shifted backtick. Now if she holds GUI/CMD/WIN, it will output a simple <code>`</code> character.
|
||||
|
||||
## Keycodes
|
||||
|
||||
|Key |Aliases |Description |
|
||||
|---------|-----------|------------------------------------------------------------------|
|
||||
|`KC_GESC`|`GRAVE_ESC`|Escape when pressed, <code>`</code> when Shift or GUI are held|
|
||||
|
||||
### Caveats
|
||||
|
||||
On macOS, Command+<code>`</code> is by default mapped to "Move focus to next window" so it will not output a backtick. Additionally, Terminal always recognises this shortcut to cycle between windows, even if the shortcut is changed in the Keyboard preferences.
|
||||
|
||||
## Configuration
|
||||
|
||||
There are several possible key combinations this will break, among them Control+Shift+Escape on Windows and Command+Option+Escape on macOS. To work around this, you can `#define` these options in your `config.h`:
|
||||
|
||||
|Define |Description |
|
||||
|--------------------------|-----------------------------------------|
|
||||
|`GRAVE_ESC_ALT_OVERRIDE` |Always send Escape if Alt is pressed |
|
||||
|`GRAVE_ESC_CTRL_OVERRIDE` |Always send Escape if Control is pressed |
|
||||
|`GRAVE_ESC_GUI_OVERRIDE` |Always send Escape if GUI is pressed |
|
||||
|`GRAVE_ESC_SHIFT_OVERRIDE`|Always send Escape if Shift is pressed |
|
@@ -1,147 +0,0 @@
|
||||
# Haptic Feedback
|
||||
|
||||
## Haptic feedback rules.mk options
|
||||
|
||||
The following options are currently available for haptic feedback in `rule.mk`:
|
||||
|
||||
`HAPTIC_ENABLE += DRV2605L`
|
||||
|
||||
`HAPTIC_ENABLE += SOLENOID`
|
||||
|
||||
## Known Supported Hardware
|
||||
|
||||
| Name | Description |
|
||||
|--------------------|-------------------------------------------------|
|
||||
| [LV061228B-L65-A](https://www.digikey.com/product-detail/en/jinlong-machinery-electronics-inc/LV061228B-L65-A/1670-1050-ND/7732325) | z-axis 2v LRA |
|
||||
| [Mini Motor Disc](https://www.adafruit.com/product/1201) | small 2-5v ERM |
|
||||
|
||||
## Haptic Keycodes
|
||||
|
||||
Not all keycodes below will work depending on which haptic mechanism you have chosen.
|
||||
|
||||
| Name | Description |
|
||||
|-----------|-------------------------------------------------------|
|
||||
|`HPT_ON` | Turn haptic feedback on |
|
||||
|`HPT_OFF` | Turn haptic feedback on |
|
||||
|`HPT_TOG` | Toggle haptic feedback on/off |
|
||||
|`HPT_RST` | Reset haptic feedback config to default |
|
||||
|`HPT_FBK` | Toggle feedback to occur on keypress, release or both |
|
||||
|`HPT_BUZ` | Toggle solenoid buzz on/off |
|
||||
|`HPT_MODI` | Go to next DRV2605L waveform |
|
||||
|`HPT_MODD` | Go to previous DRV2605L waveform |
|
||||
|`HPT_DWLI` | Increase Solenoid dwell time |
|
||||
|`HPT_DWLD` | Decrease Solenoid dwell time |
|
||||
|
||||
### Solenoids
|
||||
|
||||
First you will need a build a circuit to drive the solenoid through a mosfet as most MCU will not be able to provide the current needed to drive the coil in the solenoid.
|
||||
|
||||
[Wiring diagram provided by Adafruit](https://playground.arduino.cc/uploads/Learning/solenoid_driver.pdf)
|
||||
|
||||
Select a pin that has PWM for the signal pin
|
||||
|
||||
```
|
||||
#define SOLENOID_PIN *pin*
|
||||
```
|
||||
|
||||
Beware that some pins may be powered during bootloader (ie. A13 on the STM32F303 chip) and will result in the solenoid kept in the on state through the whole flashing process. This may overheat and damage the solenoid. If you find that the pin the solenoid is connected to is triggering the solenoid during bootloader/DFU, select another pin.
|
||||
|
||||
### DRV2605L
|
||||
|
||||
DRV2605L is controlled over i2c protocol, and has to be connected to the SDA and SCL pins, these varies depending on the MCU in use.
|
||||
|
||||
#### Feedback motor setup
|
||||
|
||||
This driver supports 2 different feedback motors. Set the following in your `config.h` based on which motor you have selected.
|
||||
|
||||
##### ERM
|
||||
|
||||
Eccentric Rotating Mass vibration motors (ERM) is motor with a off-set weight attached so when drive signal is attached, the off-set weight spins and causes a sinusoidal wave that translate into vibrations.
|
||||
|
||||
```
|
||||
#define FB_ERM_LRA 0
|
||||
#define FB_BRAKEFACTOR 3 /* For 1x:0, 2x:1, 3x:2, 4x:3, 6x:4, 8x:5, 16x:6, Disable Braking:7 */
|
||||
#define FB_LOOPGAIN 1 /* For Low:0, Medium:1, High:2, Very High:3 */
|
||||
|
||||
/* Please refer to your datasheet for the optimal setting for your specific motor. */
|
||||
#define RATED_VOLTAGE 3
|
||||
#define V_PEAK 5
|
||||
```
|
||||
##### LRA
|
||||
|
||||
Linear resonant actuators (LRA, also know as a linear vibrator) works different from a ERM. A LRA has a weight and magnet suspended by springs and a voice coil. When the drive signal is applied, the weight would be vibrate on a single axis (side to side or up and down). Since the weight is attached to a spring, there is a resonance effect at a specific frequency. This frequency is where the LRA will operate the most efficiently. Refer to the motor's datasheet for the recommanded range for this frequency.
|
||||
|
||||
```
|
||||
#define FB_ERM_LRA 1
|
||||
#define FB_BRAKEFACTOR 3 /* For 1x:0, 2x:1, 3x:2, 4x:3, 6x:4, 8x:5, 16x:6, Disable Braking:7 */
|
||||
#define FB_LOOPGAIN 1 /* For Low:0, Medium:1, High:2, Very High:3 */
|
||||
|
||||
/* Please refer to your datasheet for the optimal setting for your specific motor. */
|
||||
#define RATED_VOLTAGE 2
|
||||
#define V_PEAK 2.8
|
||||
#define V_RMS 2.0
|
||||
#define V_PEAK 2.1
|
||||
#define F_LRA 205 /* resonance freq */
|
||||
```
|
||||
|
||||
#### DRV2605L waveform library
|
||||
|
||||
DRV2605L comes with preloaded library of various waveform sequences that can be called and played. If writing a macro, these waveforms can be played using `DRV_pulse(*sequence name or number*)`
|
||||
|
||||
List of waveform sequences from the datasheet:
|
||||
|
||||
|seq# | Sequence name |seq# | Sequence name |seq# |Sequence name |
|
||||
|-----|---------------------|-----|-----------------------------------|-----|--------------------------------------|
|
||||
| 1 | strong_click | 43 | lg_dblclick_med_60 | 85 | transition_rampup_med_smooth2 |
|
||||
| 2 | strong_click_60 | 44 | lg_dblsharp_tick | 86 | transition_rampup_short_smooth1 |
|
||||
| 3 | strong_click_30 | 45 | lg_dblsharp_tick_80 | 87 | transition_rampup_short_smooth2 |
|
||||
| 4 | sharp_click | 46 | lg_dblsharp_tick_60 | 88 | transition_rampup_long_sharp1 |
|
||||
| 5 | sharp_click_60 | 47 | buzz | 89 | transition_rampup_long_sharp2 |
|
||||
| 6 | sharp_click_30 | 48 | buzz_80 | 90 | transition_rampup_med_sharp1 |
|
||||
| 7 | soft_bump | 49 | buzz_60 | 91 | transition_rampup_med_sharp2 |
|
||||
| 8 | soft_bump_60 | 50 | buzz_40 | 92 | transition_rampup_short_sharp1 |
|
||||
| 9 | soft_bump_30 | 51 | buzz_20 | 93 | transition_rampup_short_sharp2 |
|
||||
| 10 | dbl_click | 52 | pulsing_strong | 94 | transition_rampdown_long_smooth1_50 |
|
||||
| 11 | dbl_click_60 | 53 | pulsing_strong_80 | 95 | transition_rampdown_long_smooth2_50 |
|
||||
| 12 | trp_click | 54 | pulsing_medium | 96 | transition_rampdown_med_smooth1_50 |
|
||||
| 13 | soft_fuzz | 55 | pulsing_medium_80 | 97 | transition_rampdown_med_smooth2_50 |
|
||||
| 14 | strong_buzz | 56 | pulsing_sharp | 98 | transition_rampdown_short_smooth1_50 |
|
||||
| 15 | alert_750ms | 57 | pulsing_sharp_80 | 99 | transition_rampdown_short_smooth2_50 |
|
||||
| 16 | alert_1000ms | 58 | transition_click | 100 | transition_rampdown_long_sharp1_50 |
|
||||
| 17 | strong_click1 | 59 | transition_click_80 | 101 | transition_rampdown_long_sharp2_50 |
|
||||
| 18 | strong_click2_80 | 60 | transition_click_60 | 102 | transition_rampdown_med_sharp1_50 |
|
||||
| 19 | strong_click3_60 | 61 | transition_click_40 | 103 | transition_rampdown_med_sharp2_50 |
|
||||
| 20 | strong_click4_30 | 62 | transition_click_20 | 104 | transition_rampdown_short_sharp1_50 |
|
||||
| 21 | medium_click1 | 63 | transition_click_10 | 105 | transition_rampdown_short_sharp2_50 |
|
||||
| 22 | medium_click2_80 | 64 | transition_hum | 106 | transition_rampup_long_smooth1_50 |
|
||||
| 23 | medium_click3_60 | 65 | transition_hum_80 | 107 | transition_rampup_long_smooth2_50 |
|
||||
| 24 | sharp_tick1 | 66 | transition_hum_60 | 108 | transition_rampup_med_smooth1_50 |
|
||||
| 25 | sharp_tick2_80 | 67 | transition_hum_40 | 109 | transition_rampup_med_smooth2_50 |
|
||||
| 26 | sharp_tick3_60 | 68 | transition_hum_20 | 110 | transition_rampup_short_smooth1_50 |
|
||||
| 27 | sh_dblclick_str | 69 | transition_hum_10 | 111 | transition_rampup_short_smooth2_50 |
|
||||
| 28 | sh_dblclick_str_80 | 70 | transition_rampdown_long_smooth1 | 112 | transition_rampup_long_sharp1_50 |
|
||||
| 29 | sh_dblclick_str_60 | 71 | transition_rampdown_long_smooth2 | 113 | transition_rampup_long_sharp2_50 |
|
||||
| 30 | sh_dblclick_str_30 | 72 | transition_rampdown_med_smooth1 | 114 | transition_rampup_med_sharp1_50 |
|
||||
| 31 | sh_dblclick_med | 73 | transition_rampdown_med_smooth2 | 115 | transition_rampup_med_sharp2_50 |
|
||||
| 32 | sh_dblclick_med_80 | 74 | transition_rampdown_short_smooth1 | 116 | transition_rampup_short_sharp1_50 |
|
||||
| 33 | sh_dblclick_med_60 | 75 | transition_rampdown_short_smooth2 | 117 | transition_rampup_short_sharp2_50 |
|
||||
| 34 | sh_dblsharp_tick | 76 | transition_rampdown_long_sharp1 | 118 | long_buzz_for_programmatic_stopping |
|
||||
| 35 | sh_dblsharp_tick_80 | 77 | transition_rampdown_long_sharp2 | 119 | smooth_hum1_50 |
|
||||
| 36 | sh_dblsharp_tick_60 | 78 | transition_rampdown_med_sharp1 | 120 | smooth_hum2_40 |
|
||||
| 37 | lg_dblclick_str | 79 | transition_rampdown_med_sharp2 | 121 | smooth_hum3_30 |
|
||||
| 38 | lg_dblclick_str_80 | 80 | transition_rampdown_short_sharp1 | 122 | smooth_hum4_20 |
|
||||
| 39 | lg_dblclick_str_60 | 81 | transition_rampdown_short_sharp2 | 123 | smooth_hum5_10 |
|
||||
| 40 | lg_dblclick_str_30 | 82 | transition_rampup_long_smooth1 | | |
|
||||
| 41 | lg_dblclick_med | 83 | transition_rampup_long_smooth2 | | |
|
||||
| 42 | lg_dblclick_med_80 | 84 | transition_rampup_med_smooth1 | | |
|
||||
### Optional DRV2605L defines
|
||||
|
||||
```
|
||||
#define DRV_GREETING *sequence name or number*
|
||||
```
|
||||
If haptic feedback is enabled, the keyboard will vibrate to a specific sqeuence during startup. That can be selected using the following define:
|
||||
|
||||
```
|
||||
#define DRV_MODE_DEFAULT *sequence name or number*
|
||||
```
|
||||
This will set what sequence HPT_RST will set as the active mode. If not defined, mode will be set to 1 when HPT_RST is pressed.
|
@@ -1,56 +0,0 @@
|
||||
# HD44780 LCD Displays
|
||||
|
||||
This is an integration of Peter Fleury's LCD library. This page will explain the basics. [For in depth documentation visit his page.](http://homepage.hispeed.ch/peterfleury/doxygen/avr-gcc-libraries/group__pfleury__lcd.html)
|
||||
|
||||
You can enable support for HD44780 Displays by setting the `HD44780_ENABLE` flag in your keyboards `rules.mk` to yes. This will use about 400 KB of extra space.
|
||||
|
||||
## Configuration
|
||||
|
||||
You will need to configure the pins used by your display and its number of lines and collumn in your keyboards `config.h`.
|
||||
|
||||
Uncomment the section labled HD44780 and change the parameters as needed.
|
||||
````
|
||||
/*
|
||||
* HD44780 LCD Display Configuration
|
||||
*/
|
||||
|
||||
#define LCD_LINES 2 //< number of visible lines of the display
|
||||
#define LCD_DISP_LENGTH 16 //< visibles characters per line of the display
|
||||
#define LCD_IO_MODE 1 //< 0: memory mapped mode, 1: IO port mode
|
||||
#if LCD_IO_MODE
|
||||
#define LCD_PORT PORTB //< port for the LCD lines
|
||||
#define LCD_DATA0_PORT LCD_PORT //< port for 4bit data bit 0
|
||||
#define LCD_DATA1_PORT LCD_PORT //< port for 4bit data bit 1
|
||||
#define LCD_DATA2_PORT LCD_PORT //< port for 4bit data bit 2
|
||||
#define LCD_DATA3_PORT LCD_PORT //< port for 4bit data bit 3
|
||||
#define LCD_DATA0_PIN 4 //< pin for 4bit data bit 0
|
||||
#define LCD_DATA1_PIN 5 //< pin for 4bit data bit 1
|
||||
#define LCD_DATA2_PIN 6 //< pin for 4bit data bit 2
|
||||
#define LCD_DATA3_PIN 7 //< pin for 4bit data bit 3
|
||||
#define LCD_RS_PORT LCD_PORT //< port for RS line
|
||||
#define LCD_RS_PIN 3 //< pin for RS line
|
||||
#define LCD_RW_PORT LCD_PORT //< port for RW line
|
||||
#define LCD_RW_PIN 2 //< pin for RW line
|
||||
#define LCD_E_PORT LCD_PORT //< port for Enable line
|
||||
#define LCD_E_PIN 1 //< pin for Enable line
|
||||
#endif
|
||||
````
|
||||
|
||||
Should you need to configure other properties you can copy them from `quantum/hd44780.h` and set them in your `config.h`
|
||||
|
||||
## Usage
|
||||
|
||||
To initialize your display call lcd_init() with one of these parameters:
|
||||
````
|
||||
LCD_DISP_OFF : display off
|
||||
LCD_DISP_ON : display on, cursor off
|
||||
LCD_DISP_ON_CURSOR : display on, cursor on
|
||||
LCD_DISP_ON_CURSOR_BLINK : display on, cursor on flashing
|
||||
````
|
||||
This is best done in your keyboards `matrix_init_kb` or your keymaps `matrix_init_user`.
|
||||
It is advised to clear the display before use.
|
||||
To do so call `lcd_clrsrc()`.
|
||||
|
||||
To now print something to your Display you first call `lcd_gotoxy(column, line)`. To go to the start of the first line you would call `lcd_gotoxy(0, 0)` and then print a string with `lcd_puts("example string")`.
|
||||
|
||||
There are more posible methods to control the display. [For in depth documentation please visit the linked page.](http://homepage.hispeed.ch/peterfleury/doxygen/avr-gcc-libraries/group__pfleury__lcd.html)
|
@@ -1,22 +1,11 @@
|
||||
# Key Lock
|
||||
## Key Lock: Holding down keys for you
|
||||
|
||||
Sometimes you may find yourself needing to hold down a specific key for a long period of time. Key Lock holds down the next key you press for you. Press it again, and it will be released.
|
||||
Sometimes, you need to hold down a specific key for a long period of time. Whether this is while typing in ALL CAPS, or playing a video game that hasn't implemented auto-run, Key Lock is here to help. Key Lock adds a new keycode, `KC_LOCK`, that will hold down the next key you hit for you. The key is released when you hit it again. Here's an example: let's say you need to type in all caps for a few sentences. You hit KC_LOCK, and then shift. Now, shift will be considered held until you hit it again. You can think of key lock as caps lock, but supercharged.
|
||||
|
||||
Let's say you need to type in ALL CAPS for a few sentences. Hit `KC_LOCK`, and then Shift. Now, Shift will be considered held until you tap it again. You can think of Key Lock as Caps Lock, but supercharged.
|
||||
Here's how to use it:
|
||||
|
||||
## Usage
|
||||
1. Pick a key on your keyboard. This will be the key lock key. Assign it the keycode `KC_LOCK`. This will be a single-action key: you won't be able to use it for anything else.
|
||||
2. Enable key lock by including `KEY_LOCK_ENABLE = yes` in your Makefile.
|
||||
3. That's it!
|
||||
|
||||
First, enable Key Lock by setting `KEY_LOCK_ENABLE = yes` in your `rules.mk`. Then pick a key in your keymap and assign it the keycode `KC_LOCK`.
|
||||
|
||||
## Keycodes
|
||||
|
||||
|Keycode |Description |
|
||||
|---------|--------------------------------------------------------------|
|
||||
|`KC_LOCK`|Hold down the next key pressed, until the key is pressed again|
|
||||
|
||||
## Caveats
|
||||
|
||||
Key Lock is only able to hold standard action keys and [One Shot modifier](quantum_keycodes.md#one-shot-keys) keys (for example, if you have your Shift defined as `OSM(KC_LSFT)`).
|
||||
This does not include any of the QMK special functions (except One Shot modifiers), or shifted versions of keys such as `KC_LPRN`. If it's in the [Basic Keycodes](keycodes_basic.md) list, it can be held.
|
||||
|
||||
Switching layers will not cancel the Key Lock.
|
||||
Important: switching layers does not cancel the key lock. Additionally, key lock is only able to hold standard action keys and One Shot modifier keys (for example, if you have your shift defined as `OSM(KC_LSFT)`; see [One Shot Keys](quantum_keycodes.md#one-shot-keys)). This does not include any of the QMK special functions (except One Shot modifiers), or shifted versions of keys such as KC_LPRN. If it's in the [basic_keycodes](basic_keycodes.md) list, it can be held. If it's not, then it can't be.
|
||||
|
@@ -1,6 +1,6 @@
|
||||
# Layouts: Using a Keymap with Multiple Keyboards
|
||||
# Layouts: Using a keymap with multiple keyboards
|
||||
|
||||
The `layouts/` folder contains different physical key layouts that can apply to different keyboards.
|
||||
The `layouts/` folder contains different physical key layouts that can apply to different keyboards.
|
||||
|
||||
```
|
||||
layouts/
|
||||
@@ -21,7 +21,7 @@ layouts/
|
||||
| + ...
|
||||
```
|
||||
|
||||
The `layouts/default/` and `layouts/community/` are two examples of layout "repositories" - currently `default` will contain all of the information concerning the layout, and one default keymap named `default_<layout>`, for users to use as a reference. `community` contains all of the community keymaps, with the eventual goal of being split-off into a separate repo for users to clone into `layouts/`. QMK searches through all folders in `layouts/`, so it's possible to have multiple repositories here.
|
||||
The `layouts/default/` and `layouts/community/` are two examples of layout "repositories" - currently `default` will contain all of the information concerning the layout, and one default keymap named `default_<layout>`, for users to use as a reference. `community` contains all of the community keymaps, with the eventual goal of being split-off into a separate repo for users to clone into `layouts/`. QMK searches through all folders in `layouts/`, so it's possible to have multiple reposistories here.
|
||||
|
||||
Each layout folder is named (`[a-z0-9_]`) after the physical aspects of the layout, in the most generic way possible, and contains a `readme.md` with the layout to be defined by the keyboard:
|
||||
|
||||
@@ -33,14 +33,12 @@ Each layout folder is named (`[a-z0-9_]`) after the physical aspects of the layo
|
||||
|
||||
New names should try to stick to the standards set by existing layouts, and can be discussed in the PR/Issue.
|
||||
|
||||
## Supporting a Layout
|
||||
## Supporting a layout
|
||||
|
||||
For a keyboard to support a layout, the variable must be defined in it's `<keyboard>.h`, and match the number of arguments/keys (and preferably the physical layout):
|
||||
For a keyboard to support a layout, the variable (`[a-z0-9_]`) must be defined in it's `<keyboard>.h`, and match the number of arguments/keys (and preferrably the physical layout):
|
||||
|
||||
#define LAYOUT_60_ansi KEYMAP_ANSI
|
||||
|
||||
The name of the layout must match this regex: `[a-z0-9_]+`
|
||||
|
||||
The folder name must be added to the keyboard's `rules.mk`:
|
||||
|
||||
LAYOUTS = 60_ansi
|
||||
@@ -51,43 +49,16 @@ The folder name must be added to the keyboard's `rules.mk`:
|
||||
|
||||
but the `LAYOUT_<layout>` variable must be defined in `<folder>.h` as well.
|
||||
|
||||
## Building a Keymap
|
||||
|
||||
You should be able to build the keyboard keymap with a command in this format:
|
||||
|
||||
make <keyboard>:<layout>
|
||||
|
||||
### Conflicting layouts
|
||||
When a keyboard supports multiple layout options,
|
||||
|
||||
LAYOUTS = ortho_4x4 ortho_4x12
|
||||
|
||||
And a layout exists for both options,
|
||||
```
|
||||
layouts/
|
||||
+ community/
|
||||
| + ortho_4x4/
|
||||
| | + <layout>/
|
||||
| | | + ...
|
||||
| + ortho_4x12/
|
||||
| | + <layout>/
|
||||
| | | + ...
|
||||
| + ...
|
||||
```
|
||||
|
||||
The FORCE_LAYOUT argument can be used to specify which layout to build
|
||||
|
||||
make <keyboard>:<layout> FORCE_LAYOUT=ortho_4x4
|
||||
make <keyboard>:<layout> FORCE_LAYOUT=ortho_4x12
|
||||
|
||||
## Tips for Making Layouts Keyboard-Agnostic
|
||||
|
||||
### Includes
|
||||
## Tips for making layouts keyboard-agnostic
|
||||
|
||||
Instead of using `#include "planck.h"`, you can use this line to include whatever `<keyboard>.h` (`<folder>.h` should not be included here) file that is being compiled:
|
||||
|
||||
#include QMK_KEYBOARD_H
|
||||
|
||||
In your config.h, you can also use this variable to include the keyboard's `config.h`:
|
||||
|
||||
#include QMK_KEYBOARD_CONFIG_H
|
||||
|
||||
If you want to keep some keyboard-specific code, you can use these variables to escape it with an `#ifdef` statement:
|
||||
|
||||
* `KEYBOARD_<folder1>_<folder2>`
|
||||
@@ -102,8 +73,4 @@ For example:
|
||||
#endif
|
||||
```
|
||||
|
||||
Note that the names are lowercase and match the folder/file names for the keyboard/revision exactly.
|
||||
|
||||
### Keymaps
|
||||
|
||||
In order to support both split and non-split keyboards with the same layout, you need to use the keyboard agnostic `LAYOUT_<layout name>` macro in your keymap. For instance, in order for a Let's Split and Planck to share the same layout file, you need to use `LAYOUT_ortho_4x12` instead of `LAYOUT_planck_grid` or just `{}` for a C array.
|
||||
Note that the names are lowercase and match the folder/file names for the keyboard/revision exactly.
|
@@ -1,15 +1,14 @@
|
||||
# The Leader Key: A New Kind of Modifier
|
||||
# The Leader key: A new kind of modifier
|
||||
|
||||
If you've ever used Vim, you know what a Leader key is. If not, you're about to discover a wonderful concept. :) Instead of hitting Alt+Shift+W for example (holding down three keys at the same time), what if you could hit a _sequence_ of keys instead? So you'd hit our special modifier (the Leader key), followed by W and then C (just a rapid succession of keys), and something would happen.
|
||||
|
||||
That's what `KC_LEAD` does. Here's an example:
|
||||
|
||||
1. Pick a key on your keyboard you want to use as the Leader key. Assign it the keycode `KC_LEAD`. This key would be dedicated just for this -- it's a single action key, can't be used for anything else.
|
||||
2. Include the line `#define LEADER_TIMEOUT 300` in your `config.h`. This sets the timeout for the `KC_LEAD` key. Specifically, when you press the `KC_LEAD` key, you only have a certain amount of time to complete the Leader Key sequence. The `300` here sets that to 300ms, and you can increase this value to give you more time to hit the sequence. But any keys pressed during this timeout are intercepted and not sent, so you may want to keep this value low. .
|
||||
* By default, this timeout is how long after pressing `KC_LEAD` to complete your entire sequence. This may be very low for some people. So you may want to increase this timeout. Optionally, you may want to enable the `LEADER_PER_KEY_TIMING` option, which resets the timeout after each key is tapped. This allows you to maintain a low value here, but still be able to use the longer sequences. To enable this option, add `#define LEADER_PER_KEY_TIMING` to your `config.h`.
|
||||
3. Within your `matrix_scan_user` function, add something like this:
|
||||
2. Include the line `#define LEADER_TIMEOUT 300` somewhere in your keymap.c file, probably near the top. The 300 there is 300ms -- that's how long you have for the sequence of keys following the leader. You can tweak this value for comfort, of course.
|
||||
3. Within your `matrix_scan_user` function, do something like this:
|
||||
|
||||
```c
|
||||
```
|
||||
LEADER_EXTERNS();
|
||||
|
||||
void matrix_scan_user(void) {
|
||||
@@ -18,16 +17,14 @@ void matrix_scan_user(void) {
|
||||
leader_end();
|
||||
|
||||
SEQ_ONE_KEY(KC_F) {
|
||||
// Anything you can do in a macro.
|
||||
SEND_STRING("QMK is awesome.");
|
||||
}
|
||||
SEQ_TWO_KEYS(KC_D, KC_D) {
|
||||
SEND_STRING(SS_LCTRL("a")SS_LCTRL("c"));
|
||||
}
|
||||
SEQ_THREE_KEYS(KC_D, KC_D, KC_S) {
|
||||
SEND_STRING("https://start.duckduckgo.com"SS_TAP(X_ENTER));
|
||||
register_code(KC_S);
|
||||
unregister_code(KC_S);
|
||||
}
|
||||
SEQ_TWO_KEYS(KC_A, KC_S) {
|
||||
register_code(KC_H);
|
||||
unregister_code(KC_H);
|
||||
}
|
||||
SEQ_THREE_KEYS(KC_A, KC_S, KC_D) {
|
||||
register_code(KC_LGUI);
|
||||
register_code(KC_S);
|
||||
unregister_code(KC_S);
|
||||
@@ -37,110 +34,4 @@ void matrix_scan_user(void) {
|
||||
}
|
||||
```
|
||||
|
||||
As you can see, you have a few function. You can use `SEQ_ONE_KEY` for single-key sequences (Leader followed by just one key), and `SEQ_TWO_KEYS`, `SEQ_THREE_KEYS` up to `SEQ_FIVE_KEYS` for longer sequences.
|
||||
|
||||
Each of these accepts one or more keycodes as arguments. This is an important point: You can use keycodes from **any layer on your keyboard**. That layer would need to be active for the leader macro to fire, obviously.
|
||||
|
||||
## Adding Leader Key Support in the `rules.mk`
|
||||
|
||||
To add support for Leader Key you simply need to add a single line to your keymap's `rules.mk`:
|
||||
|
||||
```make
|
||||
LEADER_ENABLE = yes
|
||||
```
|
||||
|
||||
## Per Key Timing on Leader keys
|
||||
|
||||
Rather than relying on an incredibly high timeout for long leader key strings or those of us without 200wpm typing skills, we can enable per key timing to ensure that each key pressed provides us with more time to finish our stroke. This is incredibly helpful with leader key emulation of tap dance (read: multiple taps of the same key like C, C, C).
|
||||
|
||||
In order to enable this, place this in your `config.h`:
|
||||
```c
|
||||
#define LEADER_PER_KEY_TIMING
|
||||
```
|
||||
|
||||
After this, it's recommended that you lower your `LEADER_TIMEOUT` to something less that 300ms.
|
||||
|
||||
```c
|
||||
#define LEADER_TIMEOUT 250
|
||||
```
|
||||
|
||||
Now, something like this won't seem impossible to do without a 1000MS leader key timeout:
|
||||
|
||||
```c
|
||||
SEQ_THREE_KEYS(KC_C, KC_C, KC_C) {
|
||||
SEND_STRING("Per key timing is great!!!");
|
||||
}
|
||||
```
|
||||
|
||||
## Strict Key Processing
|
||||
|
||||
By default, the Leader Key feature will filter the keycode out of [`Mod-Tap`](feature_advanced_keycodes.md#mod-tap) and [`Layer Tap`](feature_advanced_keycodes.md#switching-and-toggling-layers) functions when checking for the Leader sequences. That means if you're using `LT(3, KC_A)`, it will pick this up as `KC_A` for the sequence, rather than `LT(3, KC_A)`, giving a more expected behavior for newer users.
|
||||
|
||||
While, this may be fine for most, if you want to specify the whole keycode (eg, `LT(3, KC_A)` from the example above) in the sequence, you can enable this by added `#define LEADER_KEY_STRICT_KEY_PROCESSING` to your `config.h` file. This well then disable the filtering, and you'll need to specify the whole keycode.
|
||||
|
||||
## Customization
|
||||
|
||||
The Leader Key feature has some additional customization to how the Leader Key feature works. It has two functions that can be called at certain parts of the process. Namely `leader_start()` and `leader_end()`.
|
||||
|
||||
The `leader_start()` function is called when you tap the `KC_LEAD` key, and the `leader_end()` function is called when either the leader sequence is completed, or the leader timeout is hit.
|
||||
|
||||
You can add these functions to your code (`keymap.c` usually) to add feedback to the Leader sequences (such as beeping or playing music).
|
||||
|
||||
```c
|
||||
void leader_start(void) {
|
||||
// sequence started
|
||||
}
|
||||
|
||||
void leader_end(void) {
|
||||
// sequence ended (no success/failuer detection)
|
||||
}
|
||||
```
|
||||
|
||||
### Example
|
||||
|
||||
This example will play the Mario "One Up" sound when you hit `KC_LEAD` to start the Leader Sequence, and will play "All Star" if it completes successfully or "Rick Roll" you if it fails.
|
||||
|
||||
```c
|
||||
bool did_leader_succeed;
|
||||
#ifdef AUDIO_ENABLE
|
||||
float leader_start[][2] = SONG(ONE_UP_SOUND );
|
||||
float leader_succeed[][2] = SONG(ALL_STAR);
|
||||
float leader_fail[][2] = SONG(RICK_ROLL);
|
||||
#endif
|
||||
LEADER_EXTERNS();
|
||||
|
||||
void matrix_scan_user(void) {
|
||||
LEADER_DICTIONARY() {
|
||||
did_leader_succeed = leading = false;
|
||||
|
||||
SEQ_ONE_KEY(KC_E) {
|
||||
// Anything you can do in a macro.
|
||||
SEND_STRING(SS_LCTRL(SS_LSFT("t")));
|
||||
did_leader_succeed = true;
|
||||
} else
|
||||
SEQ_TWO_KEYS(KC_E, KC_D) {
|
||||
SEND_STRING(SS_LGUI("r")"cmd"SS_TAP(KC_ENTER)SS_LCTRL("c"));
|
||||
did_leader_succeed = true;
|
||||
}
|
||||
leader_end();
|
||||
}
|
||||
}
|
||||
|
||||
void leader_start(void) {
|
||||
#ifdef AUDIO_ENABLE
|
||||
PLAY_SONG(leader_start);
|
||||
#endif
|
||||
}
|
||||
|
||||
void leader_end(void) {
|
||||
if (did_leader_succeed) {
|
||||
#ifdef AUDIO_ENABLE
|
||||
PLAY_SONG(leader_succeed);
|
||||
#endif
|
||||
} else {
|
||||
#ifdef AUDIO_ENABLE
|
||||
PLAY_SONG(leader_fail);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
```
|
||||
As you can see, you have three function. you can use - `SEQ_ONE_KEY` for single-key sequences (Leader followed by just one key), and `SEQ_TWO_KEYS` and `SEQ_THREE_KEYS` for longer sequences. Each of these accepts one or more keycodes as arguments. This is an important point: You can use keycodes from **any layer on your keyboard**. That layer would need to be active for the leader macro to fire, obviously.
|
@@ -1,90 +0,0 @@
|
||||
# LED Matrix Lighting
|
||||
|
||||
This feature allows you to use LED matrices driven by external drivers. It hooks into the backlight system so you can use the same keycodes as backlighting to control it.
|
||||
|
||||
If you want to use RGB LED's you should use the [RGB Matrix Subsystem](feature_rgb_matrix.md) instead.
|
||||
|
||||
## Driver configuration
|
||||
|
||||
### IS31FL3731
|
||||
|
||||
There is basic support for addressable LED matrix lighting with the I2C IS31FL3731 RGB controller. To enable it, add this to your `rules.mk`:
|
||||
|
||||
LED_MATRIX_ENABLE = IS31FL3731
|
||||
|
||||
You can use between 1 and 4 IS31FL3731 IC's. Do not specify `LED_DRIVER_ADDR_<N>` defines for IC's that are not present on your keyboard. You can define the following items in `config.h`:
|
||||
|
||||
| Variable | Description | Default |
|
||||
|----------|-------------|---------|
|
||||
| `ISSI_TIMEOUT` | (Optional) How long to wait for i2c messages | 100 |
|
||||
| `ISSI_PERSISTENCE` | (Optional) Retry failed messages this many times | 0 |
|
||||
| `LED_DRIVER_COUNT` | (Required) How many LED driver IC's are present | |
|
||||
| `LED_DRIVER_LED_COUNT` | (Required) How many LED lights are present across all drivers | |
|
||||
| `LED_DRIVER_ADDR_1` | (Required) Address for the first LED driver | |
|
||||
| `LED_DRIVER_ADDR_2` | (Optional) Address for the second LED driver | |
|
||||
| `LED_DRIVER_ADDR_3` | (Optional) Address for the third LED driver | |
|
||||
| `LED_DRIVER_ADDR_4` | (Optional) Address for the fourth LED driver | |
|
||||
|
||||
Here is an example using 2 drivers.
|
||||
|
||||
// This is a 7-bit address, that gets left-shifted and bit 0
|
||||
// set to 0 for write, 1 for read (as per I2C protocol)
|
||||
// The address will vary depending on your wiring:
|
||||
// 0b1110100 AD <-> GND
|
||||
// 0b1110111 AD <-> VCC
|
||||
// 0b1110101 AD <-> SCL
|
||||
// 0b1110110 AD <-> SDA
|
||||
#define LED_DRIVER_ADDR_1 0b1110100
|
||||
#define LED_DRIVER_ADDR_2 0b1110110
|
||||
|
||||
#define LED_DRIVER_COUNT 2
|
||||
#define LED_DRIVER_1_LED_COUNT 25
|
||||
#define LED_DRIVER_2_LED_COUNT 24
|
||||
#define LED_DRIVER_LED_COUNT LED_DRIVER_1_LED_TOTAL + LED_DRIVER_2_LED_TOTAL
|
||||
|
||||
Currently only 2 drivers are supported, but it would be trivial to support all 4 combinations.
|
||||
|
||||
Define these arrays listing all the LEDs in your `<keyboard>.c`:
|
||||
|
||||
const is31_led g_is31_leds[DRIVER_LED_TOTAL] = {
|
||||
/* Refer to IS31 manual for these locations
|
||||
* driver
|
||||
* | LED address
|
||||
* | | */
|
||||
{0, C3_3},
|
||||
....
|
||||
}
|
||||
|
||||
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-simple.h`. The `driver` is the index of the driver you defined in your `config.h` (`0`, `1`, `2`, or `3` ).
|
||||
|
||||
## Keycodes
|
||||
|
||||
All LED matrix keycodes are currently shared with the [backlight system](feature_backlight.md).
|
||||
|
||||
## LED Matrix Effects
|
||||
|
||||
Currently no LED matrix effects have been created.
|
||||
|
||||
## Custom layer effects
|
||||
|
||||
Custom layer effects can be done by defining this in your `<keyboard>.c`:
|
||||
|
||||
void led_matrix_indicators_kb(void) {
|
||||
led_matrix_set_index_value(index, value);
|
||||
}
|
||||
|
||||
A similar function works in the keymap as `led_matrix_indicators_user`.
|
||||
|
||||
## Suspended state
|
||||
|
||||
To use the suspend feature, add this to your `<keyboard>.c`:
|
||||
|
||||
void suspend_power_down_kb(void)
|
||||
{
|
||||
led_matrix_set_suspend_state(true);
|
||||
}
|
||||
|
||||
void suspend_wakeup_init_kb(void)
|
||||
{
|
||||
led_matrix_set_suspend_state(false);
|
||||
}
|
@@ -1,101 +1,41 @@
|
||||
# Macros
|
||||
|
||||
Macros allow you to send multiple keystrokes when pressing just one key. QMK has a number of ways to define and use macros. These can do anything you want: type common phrases for you, copypasta, repetitive game movements, or even help you code.
|
||||
Macros allow you to send multiple keystrokes when pressing just one key. QMK has a number of ways to define and use macros. These can do anything you want: type common phrases for you, copypasta, repetitive game movements, or even help you code.
|
||||
|
||||
!> **Security Note**: While it is possible to use macros to send passwords, credit card numbers, and other sensitive information it is a supremely bad idea to do so. Anyone who gets a hold of your keyboard will be able to access that information by opening a text editor.
|
||||
{% hint style='danger' %}
|
||||
**Security Note**: While it is possible to use macros to send passwords, credit card numbers, and other sensitive information it is a supremely bad idea to do so. Anyone who gets ahold of your keyboard will be able to access that information by opening a text editor.
|
||||
{% endhint %}
|
||||
|
||||
## The New Way: `SEND_STRING()` & `process_record_user`
|
||||
## The new way: `SEND_STRING()` & `process_record_user`
|
||||
|
||||
Sometimes you just want a key to type out words or phrases. For the most common situations we've provided `SEND_STRING()`, which will type out your string (i.e. a sequence of characters) for you. All ASCII characters that are easily translated to a keycode are supported (e.g. `\n\t`).
|
||||
Sometimes you just want a key to type out words or phrases. For the most common situations we've provided `SEND_STRING()`, which will type out your string for you. All ascii that is easily translated to a keycode is supported (eg `\n\t`).
|
||||
|
||||
Here is an example `keymap.c` for a two-key keyboard:
|
||||
For example:
|
||||
|
||||
```c
|
||||
enum custom_keycodes {
|
||||
QMKBEST = SAFE_RANGE,
|
||||
PRINT_TRUTH = SAFE_RANGE
|
||||
};
|
||||
|
||||
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
|
||||
switch (keycode) {
|
||||
case QMKBEST:
|
||||
if (record->event.pressed) {
|
||||
// when keycode QMKBEST is pressed
|
||||
SEND_STRING("QMK is the best thing ever!");
|
||||
} else {
|
||||
// when keycode QMKBEST is released
|
||||
}
|
||||
break;
|
||||
|
||||
}
|
||||
return true;
|
||||
};
|
||||
|
||||
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
|
||||
[0] = {
|
||||
{QMKBEST, KC_ESC}
|
||||
}
|
||||
if (record->event.pressed) {
|
||||
switch(keycode) {
|
||||
case PRINT_TRUTH:
|
||||
SEND_STRING("QMK is the best thing ever!");
|
||||
return false; break;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
};
|
||||
```
|
||||
|
||||
What happens here is this:
|
||||
We first define a new custom keycode in the range not occupied by any other keycodes.
|
||||
Then we use the `process_record_user` function, which is called whenever a key is pressed or released, to check if our custom keycode has been activated.
|
||||
If yes, we send the string `"QMK is the best thing ever!"` to the computer via the `SEND_STRING` macro (this is a C preprocessor macro, not to be confused with QMK macros).
|
||||
We return `true` to indicate to the caller that the key press we just processed should continue to be processed as normal (as we didn't replace or alter the functionality).
|
||||
Finally, we define the keymap so that the first button activates our macro and the second button is just an escape button.
|
||||
### Tap/down/up
|
||||
|
||||
You might want to add more than one macro.
|
||||
You can do that by adding another keycode and adding another case to the switch statement, like so:
|
||||
You can send arbitary keycodes by wrapping them in:
|
||||
|
||||
```c
|
||||
enum custom_keycodes {
|
||||
QMKBEST = SAFE_RANGE,
|
||||
QMKURL,
|
||||
MY_OTHER_MACRO
|
||||
};
|
||||
|
||||
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
|
||||
switch (keycode) {
|
||||
case QMKBEST:
|
||||
if (record->event.pressed) {
|
||||
// when keycode QMKBEST is pressed
|
||||
SEND_STRING("QMK is the best thing ever!");
|
||||
} else {
|
||||
// when keycode QMKBEST is released
|
||||
}
|
||||
break;
|
||||
case QMKURL:
|
||||
if (record->event.pressed) {
|
||||
// when keycode QMKURL is pressed
|
||||
SEND_STRING("https://qmk.fm/" SS_TAP(X_ENTER));
|
||||
} else {
|
||||
// when keycode QMKURL is released
|
||||
}
|
||||
break;
|
||||
case MY_OTHER_MACRO:
|
||||
if (record->event.pressed) {
|
||||
SEND_STRING(SS_LCTRL("ac")); // selects all and copies
|
||||
}
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
};
|
||||
|
||||
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
|
||||
[0] = {
|
||||
{MY_CUSTOM_MACRO, MY_OTHER_MACRO}
|
||||
}
|
||||
};
|
||||
```
|
||||
|
||||
### TAP, DOWN and UP
|
||||
|
||||
You may want to use keys in your macros that you can't write down, such as `Ctrl` or `Home`.
|
||||
You can send arbitrary keycodes by wrapping them in:
|
||||
|
||||
* `SS_TAP()` presses and releases a key.
|
||||
* `SS_DOWN()` presses (but does not release) a key.
|
||||
* `SS_UP()` releases a key.
|
||||
* `SS_TAP()`
|
||||
* `SS_DOWN()`
|
||||
* `SS_UP()`
|
||||
|
||||
For example:
|
||||
|
||||
@@ -112,23 +52,20 @@ There's also a couple of mod shortcuts you can use:
|
||||
* `SS_LCTRL(string)`
|
||||
* `SS_LGUI(string)`
|
||||
* `SS_LALT(string)`
|
||||
* `SS_LSFT(string)`
|
||||
* `SS_RALT(string)`
|
||||
|
||||
These press the respective modifier, send the supplied string and then release the modifier.
|
||||
They can be used like this:
|
||||
That can be used like this:
|
||||
|
||||
SEND_STRING(SS_LCTRL("a"));
|
||||
|
||||
Which would send LCTRL+a (LCTRL down, a, LCTRL up) - notice that they take strings (eg `"k"`), and not the `X_K` keycodes.
|
||||
Which would send LCTRL+a (LTRL down, a, LTRL up) - notice that they take strings (eg `"k"`), and not the `X_K` keycodes.
|
||||
|
||||
### Alternative Keymaps
|
||||
### Alternative keymaps
|
||||
|
||||
By default, it assumes a US keymap with a QWERTY layout; if you want to change that (e.g. if your OS uses software Colemak), include this somewhere in your keymap:
|
||||
|
||||
#include <sendstring_colemak.h>
|
||||
|
||||
### Strings in Memory
|
||||
### Strings in memory
|
||||
|
||||
If for some reason you're manipulating strings and need to print out something you just generated (instead of being a literal, constant string), you can use `send_string()`, like this:
|
||||
|
||||
@@ -146,21 +83,98 @@ send_string(my_str);
|
||||
SEND_STRING(".."SS_TAP(X_END));
|
||||
```
|
||||
|
||||
## The old way: `MACRO()` & `action_get_macro`
|
||||
|
||||
## Advanced Macro Functions
|
||||
{% hint style='info' %}
|
||||
This is inherited from TMK, and hasn't been updated - it's recommend that you use `SEND_STRING` and `process_record_user` instead.
|
||||
{% endhint %}
|
||||
|
||||
There are some functions you may find useful in macro-writing. Keep in mind that while you can write some fairly advanced code within a macro, if your functionality gets too complex you may want to define a custom keycode instead. Macros are meant to be simple.
|
||||
By default QMK assumes you don't have any macros. To define your macros you create an `action_get_macro()` function. For example:
|
||||
|
||||
```c
|
||||
const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt) {
|
||||
if (record->event.pressed) {
|
||||
switch(id) {
|
||||
case 0:
|
||||
return MACRO(D(LSFT), T(H), U(LSFT), T(I), D(LSFT), T(1), U(LSFT), END);
|
||||
case 1:
|
||||
return MACRO(D(LSFT), T(B), U(LSFT), T(Y), T(E), D(LSFT), T(1), U(LSFT), END);
|
||||
}
|
||||
}
|
||||
return MACRO_NONE;
|
||||
};
|
||||
```
|
||||
|
||||
This defines two macros which will be run when the key they are assigned to is pressed. If instead you'd like them to run when the key is released you can change the if statement:
|
||||
|
||||
if (!record->event.pressed) {
|
||||
|
||||
### Macro Commands
|
||||
|
||||
A macro can include the following commands:
|
||||
|
||||
* I() change interval of stroke in milliseconds.
|
||||
* D() press key.
|
||||
* U() release key.
|
||||
* T() type key(press and release).
|
||||
* W() wait (milliseconds).
|
||||
* END end mark.
|
||||
|
||||
### Mapping a Macro to a key
|
||||
|
||||
Use the `M()` function within your `KEYMAP()` to call a macro. For example, here is the keymap for a 2-key keyboard:
|
||||
|
||||
```c
|
||||
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
|
||||
[0] = KEYMAP(
|
||||
M(0), M(1)
|
||||
),
|
||||
};
|
||||
|
||||
const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt) {
|
||||
if (record->event.pressed) {
|
||||
switch(id) {
|
||||
case 0:
|
||||
return MACRO(D(LSFT), T(H), U(LSFT), T(I), D(LSFT), T(1), U(LSFT), END);
|
||||
case 1:
|
||||
return MACRO(D(LSFT), T(B), U(LSFT), T(Y), T(E), D(LSFT), T(1), U(LSFT), END);
|
||||
}
|
||||
}
|
||||
return MACRO_NONE;
|
||||
};
|
||||
```
|
||||
|
||||
When you press the key on the left it will type "Hi!" and when you press the key on the right it will type "Bye!".
|
||||
|
||||
### Naming your macros
|
||||
|
||||
If you have a bunch of macros you want to refer to from your keymap while keeping the keymap easily readable you can name them using `#define` at the top of your file.
|
||||
|
||||
```c
|
||||
#define M_HI M(0)
|
||||
#define M_BYE M(1)
|
||||
|
||||
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
|
||||
[0] = KEYMAP(
|
||||
M_HI, M_BYE
|
||||
),
|
||||
};
|
||||
```
|
||||
|
||||
## Advanced macro functions
|
||||
|
||||
There are some functions you may find useful in macro-writing. Keep in mind that while you can write some fairly advanced code within a macro if your functionality gets too complex you may want to define a custom keycode instead. Macros are meant to be simple.
|
||||
|
||||
### `record->event.pressed`
|
||||
|
||||
This is a boolean value that can be tested to see if the switch is being pressed or released. An example of this is
|
||||
|
||||
```c
|
||||
if (record->event.pressed) {
|
||||
// on keydown
|
||||
} else {
|
||||
// on keyup
|
||||
}
|
||||
if (record->event.pressed) {
|
||||
// on keydown
|
||||
} else {
|
||||
// on keyup
|
||||
}
|
||||
```
|
||||
|
||||
### `register_code(<kc>);`
|
||||
@@ -171,18 +185,6 @@ This sends the `<kc>` keydown event to the computer. Some examples would be `KC_
|
||||
|
||||
Parallel to `register_code` function, this sends the `<kc>` keyup event to the computer. If you don't use this, the key will be held down until it's sent.
|
||||
|
||||
### `tap_code(<kc>);`
|
||||
|
||||
This will send `register_code(<kc>)` and then `unregister_code(<kc>)`. This is useful if you want to send both the press and release events ("tap" the key, rather than hold it).
|
||||
|
||||
If you're having issues with taps (un)registering, you can add a delay between the register and unregister events by setting `#define TAP_CODE_DELAY 100` in your `config.h` file. The value is in milliseconds.
|
||||
|
||||
### `register_code16(<kc>);`, `unregister_code16(<kc>);` and `tap_code16(<kc>);`
|
||||
|
||||
These functions work similar to their regular counterparts, but allow you to use modded keycodes (with Shift, Alt, Control, and/or GUI applied to them).
|
||||
|
||||
Eg, you could use `register_code16(S(KC_5));` instead of registering the mod, then registering the keycode.
|
||||
|
||||
### `clear_keyboard();`
|
||||
|
||||
This will clear all mods and keys currently pressed.
|
||||
@@ -195,145 +197,24 @@ This will clear all mods currently pressed.
|
||||
|
||||
This will clear all keys besides the mods currently pressed.
|
||||
|
||||
## Advanced Example:
|
||||
## Advanced Example: Single-key copy/paste
|
||||
|
||||
### Super ALT↯TAB
|
||||
|
||||
This macro will register `KC_LALT` and tap `KC_TAB`, then wait for 1000ms. If the key is tapped again, it will send another `KC_TAB`; if there is no tap, `KC_LALT` will be unregistered, thus allowing you to cycle through windows.
|
||||
|
||||
```c
|
||||
bool is_alt_tab_active = false; # ADD this near the begining of keymap.c
|
||||
uint16_t alt_tab_timer = 0; # we will be using them soon.
|
||||
|
||||
enum custom_keycodes { # Make sure have the awesome keycode ready
|
||||
ALT_TAB = SAFE_RANGE,
|
||||
};
|
||||
|
||||
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
|
||||
switch (keycode) { # This will do most of the grunt work with the keycodes.
|
||||
case ALT_TAB:
|
||||
if (record->event.pressed) {
|
||||
if (!is_alt_tab_active) {
|
||||
is_alt_tab_active = true;
|
||||
register_code(KC_LALT);
|
||||
}
|
||||
alt_tab_timer = timer_read();
|
||||
register_code(KC_TAB);
|
||||
} else {
|
||||
unregister_code(KC_TAB);
|
||||
}
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void matrix_scan_user(void) { # The very important timer.
|
||||
if (is_alt_tab_active) {
|
||||
if (timer_elapsed(alt_tab_timer) > 1000) {
|
||||
unregister_code(KC_LALT);
|
||||
is_alt_tab_active = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## **(DEPRECATED)** The Old Way: `MACRO()` & `action_get_macro`
|
||||
|
||||
!> This is inherited from TMK, and hasn't been updated - it's recommended that you use `SEND_STRING` and `process_record_user` instead.
|
||||
|
||||
By default QMK assumes you don't have any macros. To define your macros you create an `action_get_macro()` function. For example:
|
||||
This example defines a macro which sends `Ctrl-C` when pressed down, and `Ctrl-V` when released.
|
||||
|
||||
```c
|
||||
const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt) {
|
||||
if (record->event.pressed) {
|
||||
switch(id) {
|
||||
case 0:
|
||||
return MACRO(D(LSFT), T(H), U(LSFT), T(I), D(LSFT), T(1), U(LSFT), END);
|
||||
case 1:
|
||||
return MACRO(D(LSFT), T(B), U(LSFT), T(Y), T(E), D(LSFT), T(1), U(LSFT), END);
|
||||
}
|
||||
}
|
||||
return MACRO_NONE;
|
||||
};
|
||||
```
|
||||
|
||||
This defines two macros which will be run when the key they are assigned to is pressed. If instead you'd like them to run when the key is released you can change the if statement:
|
||||
|
||||
if (!record->event.pressed) {
|
||||
|
||||
### Macro Commands
|
||||
|
||||
A macro can include the following commands:
|
||||
|
||||
* I() change interval of stroke in milliseconds.
|
||||
* D() press key.
|
||||
* U() release key.
|
||||
* T() type key(press and release).
|
||||
* W() wait (milliseconds).
|
||||
* END end mark.
|
||||
|
||||
### Mapping a Macro to a Key
|
||||
|
||||
Use the `M()` function within your keymap to call a macro. For example, here is the keymap for a 2-key keyboard:
|
||||
|
||||
```c
|
||||
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
|
||||
[0] = LAYOUT(
|
||||
M(0), M(1)
|
||||
),
|
||||
};
|
||||
|
||||
const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt) {
|
||||
if (record->event.pressed) {
|
||||
switch(id) {
|
||||
case 0:
|
||||
return MACRO(D(LSFT), T(H), U(LSFT), T(I), D(LSFT), T(1), U(LSFT), END);
|
||||
case 1:
|
||||
return MACRO(D(LSFT), T(B), U(LSFT), T(Y), T(E), D(LSFT), T(1), U(LSFT), END);
|
||||
}
|
||||
}
|
||||
return MACRO_NONE;
|
||||
};
|
||||
```
|
||||
|
||||
When you press the key on the left it will type "Hi!" and when you press the key on the right it will type "Bye!".
|
||||
|
||||
### Naming Your Macros
|
||||
|
||||
If you have a bunch of macros you want to refer to from your keymap while keeping the keymap easily readable you can name them using `#define` at the top of your file.
|
||||
|
||||
```c
|
||||
#define M_HI M(0)
|
||||
#define M_BYE M(1)
|
||||
|
||||
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
|
||||
[0] = LAYOUT(
|
||||
M_HI, M_BYE
|
||||
),
|
||||
switch(id) {
|
||||
case 0: {
|
||||
if (record->event.pressed) {
|
||||
return MACRO( D(LCTL), T(C), U(LCTL), END );
|
||||
} else {
|
||||
return MACRO( D(LCTL), T(V), U(LCTL), END );
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
return MACRO_NONE;
|
||||
};
|
||||
```
|
||||
|
||||
|
||||
## Advanced Example:
|
||||
|
||||
### Single-Key Copy/Paste
|
||||
|
||||
This example defines a macro which sends `Ctrl-C` when pressed down, and `Ctrl-V` when released.
|
||||
|
||||
```c
|
||||
const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt) {
|
||||
switch(id) {
|
||||
case 0: {
|
||||
if (record->event.pressed) {
|
||||
return MACRO( D(LCTL), T(C), U(LCTL), END );
|
||||
} else {
|
||||
return MACRO( D(LCTL), T(V), U(LCTL), END );
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
return MACRO_NONE;
|
||||
};
|
||||
```
|
||||
|
@@ -1,119 +1,81 @@
|
||||
# Mouse keys
|
||||
# Mousekeys
|
||||
|
||||
Mouse keys is a feature that allows you to emulate a mouse using your keyboard. You can move the pointer at different speeds, press 5 buttons and scroll in 8 directions.
|
||||
|
||||
## Adding mouse keys to your keyboard
|
||||
Mousekeys is a feature that allows you to emulate a mouse using your keyboard. You can move the pointer around, click up to 5 buttons, and even scroll in all 4 directions. QMK uses the same algorithm as the X Window System MouseKeysAccel feature. You can read more about it [on Wikipedia](https://en.wikipedia.org/wiki/Mouse_keys).
|
||||
|
||||
To use mouse keys, you must at least enable mouse keys support and map mouse actions to keys on your keyboard.
|
||||
## Adding Mousekeys To a Keymap
|
||||
|
||||
### Enabling mouse keys
|
||||
There are two steps to adding Mousekeys support to your keyboard. You must enable support in the Makefile and you must map mouse actions to keys on your keyboard.
|
||||
|
||||
To enable mouse keys, add the following line to your keymap’s `rules.mk`:
|
||||
### Adding Mousekeys support in the `Makefile`
|
||||
|
||||
```c
|
||||
To add support for Mousekeys you simply need to add a single line to your keymap's `Makefile`:
|
||||
|
||||
```
|
||||
MOUSEKEY_ENABLE = yes
|
||||
```
|
||||
|
||||
### Mapping mouse actions
|
||||
You can see an example here: https://github.com/qmk/qmk_firmware/blob/master/keyboards/clueboard/keymaps/mouse_keys/Makefile
|
||||
|
||||
In your keymap you can use the following keycodes to map key presses to mouse actions:
|
||||
### Mapping Mouse Actions To Keyboard Keys
|
||||
|
||||
|Key |Aliases |Description |
|
||||
|----------------|---------|-----------------|
|
||||
|`KC_MS_UP` |`KC_MS_U`|Move cursor up |
|
||||
|`KC_MS_DOWN` |`KC_MS_D`|Move cursor down |
|
||||
|`KC_MS_LEFT` |`KC_MS_L`|Move cursor left |
|
||||
|`KC_MS_RIGHT` |`KC_MS_R`|Move cursor right|
|
||||
|`KC_MS_BTN1` |`KC_BTN1`|Press button 1 |
|
||||
|`KC_MS_BTN2` |`KC_BTN2`|Press button 2 |
|
||||
|`KC_MS_BTN3` |`KC_BTN3`|Press button 3 |
|
||||
|`KC_MS_BTN4` |`KC_BTN4`|Press button 4 |
|
||||
|`KC_MS_BTN5` |`KC_BTN5`|Press button 5 |
|
||||
|`KC_MS_WH_UP` |`KC_WH_U`|Move wheel up |
|
||||
|`KC_MS_WH_DOWN` |`KC_WH_D`|Move wheel down |
|
||||
|`KC_MS_WH_LEFT` |`KC_WH_L`|Move wheel left |
|
||||
|`KC_MS_WH_RIGHT`|`KC_WH_R`|Move wheel right |
|
||||
|`KC_MS_ACCEL0` |`KC_ACL0`|Set speed to 0 |
|
||||
|`KC_MS_ACCEL1` |`KC_ACL1`|Set speed to 1 |
|
||||
|`KC_MS_ACCEL2` |`KC_ACL2`|Set speed to 2 |
|
||||
You can use these keycodes within your keymap to map button presses to mouse actions:
|
||||
|
||||
## Configuring mouse keys
|
||||
|Long Name|Short Name|Description|
|
||||
|---------|----------|-----------|
|
||||
|KC_MS_UP|KC_MS_U|Mouse Cursor Up|
|
||||
|KC_MS_DOWN|KC_MS_D|Mouse Cursor Down|
|
||||
|KC_MS_LEFT|KC_MS_L|Mouse Cursor Left|
|
||||
|KC_MS_RIGHT|KC_MS_R|Mouse Cursor Right|
|
||||
|KC_MS_BTN1|KC_BTN1|Mouse Button 1|
|
||||
|KC_MS_BTN2|KC_BTN2|Mouse Button 2|
|
||||
|KC_MS_BTN3|KC_BTN3|Mouse Button 3|
|
||||
|KC_MS_BTN4|KC_BTN4|Mouse Button 4|
|
||||
|KC_MS_BTN5|KC_BTN5|Mouse Button 5|
|
||||
|KC_MS_WH_UP|KC_WH_U|Mouse Wheel Up|
|
||||
|KC_MS_WH_DOWN|KC_WH_D|Mouse Wheel Down|
|
||||
|KC_MS_WH_LEFT|KC_WH_L|Mouse Wheel Left|
|
||||
|KC_MS_WH_RIGHT|KC_WH_R|Mouse Wheel Right|
|
||||
|KC_MS_ACCEL0|KC_ACL0|Set Mouse Acceleration Speed to 0|
|
||||
|KC_MS_ACCEL1|KC_ACL1|Set Mouse Acceleration Speed to 1|
|
||||
|KC_MS_ACCEL2|KC_ACL2|Set Mouse Acceleration Speed to 2|
|
||||
|
||||
Mouse keys supports two different modes to move the cursor:
|
||||
You can see an example in the `_ML` here: https://github.com/qmk/qmk_firmware/blob/master/keyboards/clueboard/keymaps/mouse_keys/keymap.c#L46
|
||||
|
||||
* **Accelerated (default):** Holding movement keys accelerates the cursor until it reaches its maximum speed.
|
||||
* **Constant:** Holding movement keys moves the cursor at constant speeds.
|
||||
## Configuring the behavior of Mousekeys
|
||||
|
||||
The same principle applies to scrolling.
|
||||
The default speed for controlling the mouse with the keyboard is intentionaly slow. You can adjust these parameters by adding these settings to your keymap's `config.h` file. All times are specified in miliseconds (ms).
|
||||
|
||||
Configuration options that are times, intervals or delays are given in milliseconds. Scroll speed is given as multiples of the default scroll step. For example, a scroll speed of 8 means that each scroll action covers 8 times the length of the default scroll step as defined by your operating system or application.
|
||||
|
||||
### Accelerated mode
|
||||
|
||||
This is the default mode. You can adjust the cursor and scrolling acceleration using the following settings in your keymap’s `config.h` file:
|
||||
|
||||
|Define |Default|Description |
|
||||
|----------------------------|-------|---------------------------------------------------------|
|
||||
|`MOUSEKEY_DELAY` |300 |Delay between pressing a movement key and cursor movement|
|
||||
|`MOUSEKEY_INTERVAL` |50 |Time between cursor movements |
|
||||
|`MOUSEKEY_MAX_SPEED` |10 |Maximum cursor speed at which acceleration stops |
|
||||
|`MOUSEKEY_TIME_TO_MAX` |20 |Time until maximum cursor speed is reached |
|
||||
|`MOUSEKEY_WHEEL_MAX_SPEED` |8 |Maximum number of scroll steps per scroll action |
|
||||
|`MOUSEKEY_WHEEL_TIME_TO_MAX`|40 |Time until maximum scroll speed is reached |
|
||||
|
||||
Tips:
|
||||
|
||||
* Setting `MOUSEKEY_DELAY` too low makes the cursor unresponsive. Setting it too high makes small movements difficult.
|
||||
* For smoother cursor movements, lower the value of `MOUSEKEY_INTERVAL`. If the refresh rate of your display is 60Hz, you could set it to `16` (1/60). As this raises the cursor speed significantly, you may want to lower `MOUSEKEY_MAX_SPEED`.
|
||||
* Setting `MOUSEKEY_TIME_TO_MAX` or `MOUSEKEY_WHEEL_TIME_TO_MAX` to `0` will disable acceleration for the cursor or scrolling respectively. This way you can make one of them constant while keeping the other accelerated, which is not possible in constant speed mode.
|
||||
|
||||
Cursor acceleration uses the same algorithm as the X Window System MouseKeysAccel feature. You can read more about it [on Wikipedia](https://en.wikipedia.org/wiki/Mouse_keys).
|
||||
|
||||
### Constant mode
|
||||
|
||||
In this mode you can define multiple different speeds for both the cursor and the mouse wheel. There is no acceleration. `KC_ACL0`, `KC_ACL1` and `KC_ACL2` change the cursor and scroll speed to their respective setting.
|
||||
|
||||
You can choose whether speed selection is momentary or tap-to-select:
|
||||
|
||||
* **Momentary:** The chosen speed is only active while you hold the respective key. When the key is raised, mouse keys returns to the unmodified speed.
|
||||
* **Tap-to-select:** The chosen speed is activated when you press the respective key and remains active even after the key has been raised. The default speed is that of `KC_ACL1`. There is no unmodified speed.
|
||||
|
||||
The default speeds from slowest to fastest are as follows:
|
||||
|
||||
* **Momentary:** `KC_ACL0` < `KC_ACL1` < *unmodified* < `KC_ACL2`
|
||||
* **Tap-to-select:** `KC_ACL0` < `KC_ACL1` < `KC_ACL2`
|
||||
|
||||
To use constant speed mode, you must at least define `MK_3_SPEED` in your keymap’s `config.h` file:
|
||||
|
||||
```c
|
||||
#define MK_3_SPEED
|
||||
```
|
||||
#define MOUSEKEY_DELAY 300
|
||||
#define MOUSEKEY_INTERVAL 50
|
||||
#define MOUSEKEY_MAX_SPEED 10
|
||||
#define MOUSEKEY_TIME_TO_MAX 20
|
||||
#define MOUSEKEY_WHEEL_MAX_SPEED 8
|
||||
#define MOUSEKEY_WHEEL_TIME_TO_MAX 40
|
||||
```
|
||||
|
||||
To enable momentary mode, also define `MK_MOMENTARY_ACCEL`:
|
||||
|
||||
```c
|
||||
#define MK_MOMENTARY_ACCEL
|
||||
```
|
||||
### `MOUSEKEY_DELAY`
|
||||
|
||||
Use the following settings if you want to adjust cursor movement or scrolling:
|
||||
When one of the mouse movement buttons is pressed this setting is used to define the delay between that button press and the mouse cursor moving. Some people find that small movements are impossible if this setting is too low, while settings that are too high feel sluggish.
|
||||
|
||||
|Define |Default |Description |
|
||||
|---------------------|-------------|-------------------------------------------|
|
||||
|`MK_3_SPEED` |*Not defined*|Enable constant cursor speeds |
|
||||
|`MK_MOMENTARY_ACCEL` |*Not defined*|Enable momentary speed selection |
|
||||
|`MK_C_OFFSET_UNMOD` |16 |Cursor offset per movement (unmodified) |
|
||||
|`MK_C_INTERVAL_UNMOD`|16 |Time between cursor movements (unmodified) |
|
||||
|`MK_C_OFFSET_0` |1 |Cursor offset per movement (`KC_ACL0`) |
|
||||
|`MK_C_INTERVAL_0` |32 |Time between cursor movements (`KC_ACL0`) |
|
||||
|`MK_C_OFFSET_1` |4 |Cursor offset per movement (`KC_ACL1`) |
|
||||
|`MK_C_INTERVAL_1` |16 |Time between cursor movements (`KC_ACL1`) |
|
||||
|`MK_C_OFFSET_2` |32 |Cursor offset per movement (`KC_ACL2`) |
|
||||
|`MK_C_INTERVAL_2` |16 |Time between cursor movements (`KC_ACL2`) |
|
||||
|`MK_W_OFFSET_UNMOD` |1 |Scroll steps per scroll action (unmodified)|
|
||||
|`MK_W_INTERVAL_UNMOD`|40 |Time between scroll steps (unmodified) |
|
||||
|`MK_W_OFFSET_0` |1 |Scroll steps per scroll action (`KC_ACL0`) |
|
||||
|`MK_W_INTERVAL_0` |360 |Time between scroll steps (`KC_ACL0`) |
|
||||
|`MK_W_OFFSET_1` |1 |Scroll steps per scroll action (`KC_ACL1`) |
|
||||
|`MK_W_INTERVAL_1` |120 |Time between scroll steps (`KC_ACL1`) |
|
||||
|`MK_W_OFFSET_2` |1 |Scroll steps per scroll action (`KC_ACL2`) |
|
||||
|`MK_W_INTERVAL_2` |20 |Time between scroll steps (`KC_ACL2`) |
|
||||
### `MOUSEKEY_INTERVAL`
|
||||
|
||||
When a movement key is held down this specifies how long to wait between each movement report. Lower settings will translate into an effectively higher mouse speed.
|
||||
|
||||
### `MOUSEKEY_MAX_SPEED`
|
||||
|
||||
As a movement key is held down the speed of the mouse cursor will increase until it reaches `MOUSEKEY_MAX_SPEED`.
|
||||
|
||||
### `MOUSEKEY_TIME_TO_MAX`
|
||||
|
||||
How long you want to hold down a movement key for until `MOUSEKEY_MAX_SPEED` is reached. This controls how quickly your cursor will accelerate.
|
||||
|
||||
### `MOUSEKEY_WHEEL_MAX_SPEED`
|
||||
|
||||
The top speed for scrolling movements.
|
||||
|
||||
### `MOUSEKEY_WHEEL_TIME_TO_MAX`
|
||||
|
||||
How long you want to hold down a scroll key for until `MOUSEKEY_WHEEL_MAX_SPEED` is reached. This controls how quickling your scrolling will accelerate.
|
@@ -1,289 +0,0 @@
|
||||
# OLED Driver
|
||||
|
||||
## OLED Supported Hardware
|
||||
|
||||
OLED modules using SSD1306 or SH1106 driver ICs, communicating over I2C.
|
||||
Tested combinations:
|
||||
|
||||
| IC driver | Size | Keyboard Platform | Notes |
|
||||
|-----------|--------|-------------------|--------------------------|
|
||||
| SSD1306 | 128x32 | AVR | Primary support |
|
||||
| SSD1306 | 128x64 | AVR | Verified working |
|
||||
| SSD1306 | 128x32 | ARM | |
|
||||
| SH1106 | 128x64 | AVR | No rotation or scrolling |
|
||||
|
||||
Hardware configurations using ARM-based microcontrollers or different sizes of OLED modules may be compatible, but are untested.
|
||||
|
||||
!> Warning: This OLED Driver currently uses the new i2c_master driver from split common code. If your split keyboard uses I2C to communicate between sides, this driver could cause an address conflict (serial is fine). Please contact your keyboard vendor and ask them to migrate to the latest split common code to fix this. In addition, the display timeout system to reduce OLED burn-in also uses split common to detect keypresses, so you will need to implement custom timeout logic for non-split common keyboards.
|
||||
|
||||
## Usage
|
||||
|
||||
To enable the OLED feature, there are three steps. First, when compiling your keyboard, you'll need to set `OLED_DRIVER_ENABLE=yes` in `rules.mk`, e.g.:
|
||||
|
||||
```
|
||||
OLED_DRIVER_ENABLE = yes
|
||||
```
|
||||
|
||||
This enables the feature and the `OLED_DRIVER_ENABLE` define. Then in your `keymap.c` file, you will need to implement the user task call, e.g:
|
||||
|
||||
```C++
|
||||
#ifdef OLED_DRIVER_ENABLE
|
||||
void oled_task_user(void) {
|
||||
// Host Keyboard Layer Status
|
||||
oled_write_P(PSTR("Layer: "), false);
|
||||
switch (biton32(layer_state)) {
|
||||
case _QWERTY:
|
||||
oled_write_P(PSTR("Default\n"), false);
|
||||
break;
|
||||
case _FN:
|
||||
oled_write_P(PSTR("FN\n"), false);
|
||||
break;
|
||||
case _ADJ:
|
||||
oled_write_P(PSTR("ADJ\n"), false);
|
||||
break;
|
||||
default:
|
||||
// Or use the write_ln shortcut over adding '\n' to the end of your string
|
||||
oled_write_ln_P(PSTR("Undefined"), false);
|
||||
}
|
||||
|
||||
// Host Keyboard LED Status
|
||||
uint8_t led_usb_state = host_keyboard_leds();
|
||||
oled_write_P(led_usb_state & (1<<USB_LED_NUM_LOCK) ? PSTR("NUMLCK ") : PSTR(" "), false);
|
||||
oled_write_P(led_usb_state & (1<<USB_LED_CAPS_LOCK) ? PSTR("CAPLCK ") : PSTR(" "), false);
|
||||
oled_write_P(led_usb_state & (1<<USB_LED_SCROLL_LOCK) ? PSTR("SCRLCK ") : PSTR(" "), false);
|
||||
}
|
||||
#endif
|
||||
```
|
||||
|
||||
## Logo Example
|
||||
|
||||
In the default font, ranges in the font file are reserved for a QMK Logo. To Render this logo to the oled screen, use the following code example:
|
||||
|
||||
```C++
|
||||
static void render_logo(void) {
|
||||
static const char PROGMEM qmk_logo[] = {
|
||||
0x80,0x81,0x82,0x83,0x84,0x85,0x86,0x87,0x88,0x89,0x8a,0x8b,0x8c,0x8d,0x8e,0x8f,0x90,0x91,0x92,0x93,0x94,
|
||||
0xa0,0xa1,0xa2,0xa3,0xa4,0xa5,0xa6,0xa7,0xa8,0xa9,0xaa,0xab,0xac,0xad,0xae,0xaf,0xb0,0xb1,0xb2,0xb3,0xb4,
|
||||
0xc0,0xc1,0xc2,0xc3,0xc4,0xc5,0xc6,0xc7,0xc8,0xc9,0xca,0xcb,0xcc,0xcd,0xce,0xcf,0xd0,0xd1,0xd2,0xd3,0xd4,0};
|
||||
|
||||
oled_write_P(qmk_logo, false);
|
||||
}
|
||||
```
|
||||
|
||||
## Other Examples
|
||||
|
||||
In split keyboards, it is very common to have two OLED displays that each render different content and oriented flipped differently. You can do this by switching which content to render by using the return from `is_keyboard_master()` or `is_keyboard_left()` found in `split_util.h`, e.g:
|
||||
|
||||
```C++
|
||||
#ifdef OLED_DRIVER_ENABLE
|
||||
oled_rotation_t oled_init_user(oled_rotation_t rotation) {
|
||||
if (!is_keyboard_master())
|
||||
return OLED_ROTATION_180; // flips the display 180 degrees if offhand
|
||||
return rotation;
|
||||
}
|
||||
|
||||
void oled_task_user(void) {
|
||||
if (is_keyboard_master()) {
|
||||
render_status(); // Renders the current keyboard state (layer, lock, caps, scroll, etc)
|
||||
} else {
|
||||
render_logo(); // Renders a statuc logo
|
||||
oled_scroll_left(); // Turns on scrolling
|
||||
}
|
||||
}
|
||||
#endif
|
||||
```
|
||||
|
||||
|
||||
## Basic Configuration
|
||||
|
||||
| Define | Default | Description |
|
||||
|------------------------|-------------------|----------------------------------------------------------------------------------------------------------------------------|
|
||||
| `OLED_DISPLAY_ADDRESS` | `0x3C` | The i2c address of the OLED Display |
|
||||
| `OLED_FONT_H` | `"glcdfont.c"` | The font code file to use for custom fonts |
|
||||
| `OLED_FONT_START` | `0` | The starting characer index for custom fonts |
|
||||
| `OLED_FONT_END` | `224` | The ending characer index for custom fonts |
|
||||
| `OLED_FONT_WIDTH` | `6` | The font width |
|
||||
| `OLED_FONT_HEIGHT` | `8` | The font height (untested) |
|
||||
| `OLED_DISABLE_TIMEOUT` | *Not defined* | Disables the built in OLED timeout feature. Useful when implementing custom timeout rules. |
|
||||
| `OLED_IC` | `OLED_IC_SSD1306` | Set to `OLED_IC_SH1106` if you're using the SH1106 OLED controller. |
|
||||
| `OLED_COLUMN_OFFSET` | `0` | (SH1106 only.) Shift output to the right this many pixels.<br />Useful for 128x64 displays centered on a 132x64 SH1106 IC. |
|
||||
|
||||
## 128x64 & Custom sized OLED Displays
|
||||
|
||||
The default display size for this feature is 128x32 and all necessary defines are precalculated with that in mind. We have added a define, `OLED_DISPLAY_128X64`, to switch all the values to be used in a 128x64 display, as well as added a custom define, `OLED_DISPLAY_CUSTOM`, that allows you to provide the necessary values to the driver.
|
||||
|
||||
|Define |Default |Description |
|
||||
|-----------------------|---------------|-----------------------------------------------------------------|
|
||||
|`OLED_DISPLAY_128X64` |*Not defined* |Changes the display defines for use with 128x64 displays. |
|
||||
|`OLED_DISPLAY_CUSTOM` |*Not defined* |Changes the display defines for use with custom displays.<br />Requires user to implement the below defines. |
|
||||
|`OLED_DISPLAY_WIDTH` |`128` |The width of the OLED display. |
|
||||
|`OLED_DISPLAY_HEIGHT` |`32` |The height of the OLED display. |
|
||||
|`OLED_MATRIX_SIZE` |`512` |The local buffer size to allocate.<br />`(OLED_DISPLAY_HEIGHT / 8 * OLED_DISPLAY_WIDTH)`. |
|
||||
|`OLED_BLOCK_TYPE` |`uint16_t` |The unsigned integer type to use for dirty rendering. |
|
||||
|`OLED_BLOCK_COUNT` |`16` |The number of blocks the display is divided into for dirty rendering.<br />`(sizeof(OLED_BLOCK_TYPE) * 8)`. |
|
||||
|`OLED_BLOCK_SIZE` |`32` |The size of each block for dirty rendering<br />`(OLED_MATRIX_SIZE / OLED_BLOCK_COUNT)`. |
|
||||
|`OLED_COM_PINS` |`COM_PINS_SEQ` |How the SSD1306 chip maps it's memory to display.<br />Options are `COM_PINS_SEQ`, `COM_PINS_ALT`, `COM_PINS_SEQ_LR`, & `COM_PINS_ALT_LR`. |
|
||||
|`OLED_SOURCE_MAP` |`{ 0, ... N }` |Precalculated source array to use for mapping source buffer to target OLED memory in 90 degree rendering. |
|
||||
|`OLED_TARGET_MAP` |`{ 24, ... N }`|Precalculated target array to use for mapping source buffer to target OLED memory in 90 degree rendering. |
|
||||
|
||||
|
||||
### 90 Degree Rotation - Technical Mumbo Jumbo
|
||||
|
||||
!> Rotation is unsupported on the SH1106.
|
||||
|
||||
```C
|
||||
// OLED Rotation enum values are flags
|
||||
typedef enum {
|
||||
OLED_ROTATION_0 = 0,
|
||||
OLED_ROTATION_90 = 1,
|
||||
OLED_ROTATION_180 = 2,
|
||||
OLED_ROTATION_270 = 3, // OLED_ROTATION_90 | OLED_ROTATION_180
|
||||
} oled_rotation_t;
|
||||
```
|
||||
|
||||
OLED displays driven by SSD1306 drivers only natively support in hard ware 0 degree and 180 degree rendering. This feature is done in software and not free. Using this feature will increase the time to calculate what data to send over i2c to the OLED. If you are strapped for cycles, this can cause keycodes to not register. In testing however, the rendering time on an `atmega32u4` board only went from 2ms to 5ms and keycodes not registering was only noticed once we hit 15ms.
|
||||
|
||||
90 Degree Rotated Rendering is achieved by using bitwise operations to rotate each 8 block of memory and uses two precalculated arrays to remap buffer memory to OLED memory. The memory map defines are precalculated for remap performance and are calculated based on the OLED Height, Width, and Block Size. For example, in the 128x32 implementation with a `uint8_t` block type, we have a 64 byte block size. This gives us eight 8 byte blocks that need to be rotated and rendered. The OLED renders horizontally two 8 byte blocks before moving down a page, e.g:
|
||||
|
||||
| | | | | | |
|
||||
|---|---|---|---|---|---|
|
||||
| 0 | 1 | | | | |
|
||||
| 2 | 3 | | | | |
|
||||
| 4 | 5 | | | | |
|
||||
| 6 | 7 | | | | |
|
||||
|
||||
However the local buffer is stored as if it was Height x Width display instead of Width x Height, e.g:
|
||||
|
||||
| | | | | | |
|
||||
|---|---|---|---|---|---|
|
||||
| 3 | 7 | | | | |
|
||||
| 2 | 6 | | | | |
|
||||
| 1 | 5 | | | | |
|
||||
| 0 | 4 | | | | |
|
||||
|
||||
So those precalculated arrays just index the memory offsets in the order in which each one iterates its data.
|
||||
|
||||
## OLED API
|
||||
|
||||
```C++
|
||||
// OLED Rotation enum values are flags
|
||||
typedef enum {
|
||||
OLED_ROTATION_0 = 0,
|
||||
OLED_ROTATION_90 = 1,
|
||||
OLED_ROTATION_180 = 2,
|
||||
OLED_ROTATION_270 = 3, // OLED_ROTATION_90 | OLED_ROTATION_180
|
||||
} oled_rotation_t;
|
||||
|
||||
// Initialize the OLED display, rotating the rendered output based on the define passed in.
|
||||
// Returns true if the OLED was initialized successfully
|
||||
bool oled_init(oled_rotation_t rotation);
|
||||
|
||||
// Called at the start of oled_init, weak function overridable by the user
|
||||
// rotation - the value passed into oled_init
|
||||
// Return new oled_rotation_t if you want to override default rotation
|
||||
oled_rotation_t oled_init_user(oled_rotation_t rotation);
|
||||
|
||||
// Clears the display buffer, resets cursor position to 0, and sets the buffer to dirty for rendering
|
||||
void oled_clear(void);
|
||||
|
||||
// Renders the dirty chunks of the buffer to OLED display
|
||||
void oled_render(void);
|
||||
|
||||
// Moves cursor to character position indicated by column and line, wraps if out of bounds
|
||||
// Max column denoted by 'oled_max_chars()' and max lines by 'oled_max_lines()' functions
|
||||
void oled_set_cursor(uint8_t col, uint8_t line);
|
||||
|
||||
// Advances the cursor to the next page, writing ' ' if true
|
||||
// Wraps to the begining when out of bounds
|
||||
void oled_advance_page(bool clearPageRemainder);
|
||||
|
||||
// Moves the cursor forward 1 character length
|
||||
// Advance page if there is not enough room for the next character
|
||||
// Wraps to the begining when out of bounds
|
||||
void oled_advance_char(void);
|
||||
|
||||
// Writes a single character to the buffer at current cursor position
|
||||
// Advances the cursor while writing, inverts the pixels if true
|
||||
// Main handler that writes character data to the display buffer
|
||||
void oled_write_char(const char data, bool invert);
|
||||
|
||||
// Writes a string to the buffer at current cursor position
|
||||
// Advances the cursor while writing, inverts the pixels if true
|
||||
void oled_write(const char *data, bool invert);
|
||||
|
||||
// Writes a string to the buffer at current cursor position
|
||||
// Advances the cursor while writing, inverts the pixels if true
|
||||
// Advances the cursor to the next page, wiring ' ' to the remainder of the current page
|
||||
void oled_write_ln(const char *data, bool invert);
|
||||
|
||||
// Writes a PROGMEM string to the buffer at current cursor position
|
||||
// Advances the cursor while writing, inverts the pixels if true
|
||||
// Remapped to call 'void oled_write(const char *data, bool invert);' on ARM
|
||||
void oled_write_P(const char *data, bool invert);
|
||||
|
||||
// Writes a PROGMEM string to the buffer at current cursor position
|
||||
// Advances the cursor while writing, inverts the pixels if true
|
||||
// Advances the cursor to the next page, wiring ' ' to the remainder of the current page
|
||||
// Remapped to call 'void oled_write_ln(const char *data, bool invert);' on ARM
|
||||
void oled_write_ln_P(const char *data, bool invert);
|
||||
|
||||
// Can be used to manually turn on the screen if it is off
|
||||
// Returns true if the screen was on or turns on
|
||||
bool oled_on(void);
|
||||
|
||||
// Can be used to manually turn off the screen if it is on
|
||||
// Returns true if the screen was off or turns off
|
||||
bool oled_off(void);
|
||||
|
||||
// Basically it's oled_render, but with timeout management and oled_task_user calling!
|
||||
void oled_task(void);
|
||||
|
||||
// Called at the start of oled_task, weak function overridable by the user
|
||||
void oled_task_user(void);
|
||||
|
||||
// Scrolls the entire display right
|
||||
// Returns true if the screen was scrolling or starts scrolling
|
||||
// NOTE: display contents cannot be changed while scrolling
|
||||
bool oled_scroll_right(void);
|
||||
|
||||
// Scrolls the entire display left
|
||||
// Returns true if the screen was scrolling or starts scrolling
|
||||
// NOTE: display contents cannot be changed while scrolling
|
||||
bool oled_scroll_left(void);
|
||||
|
||||
// Turns off display scrolling
|
||||
// Returns true if the screen was not scrolling or stops scrolling
|
||||
bool oled_scroll_off(void);
|
||||
|
||||
// Returns the maximum number of characters that will fit on a line
|
||||
uint8_t oled_max_chars(void);
|
||||
|
||||
// Returns the maximum number of lines that will fit on the OLED
|
||||
uint8_t oled_max_lines(void);
|
||||
```
|
||||
|
||||
!> Scrolling and rotation are unsupported on the SH1106.
|
||||
|
||||
## SSD1306.h driver conversion guide
|
||||
|
||||
|Old API |Recommended New API |
|
||||
|---------------------------|-----------------------------------|
|
||||
|`struct CharacterMatrix` |*removed - delete all references* |
|
||||
|`iota_gfx_init` |`oled_init` |
|
||||
|`iota_gfx_on` |`oled_on` |
|
||||
|`iota_gfx_off` |`oled_off` |
|
||||
|`iota_gfx_flush` |`oled_render` |
|
||||
|`iota_gfx_write_char` |`oled_write_char` |
|
||||
|`iota_gfx_write` |`oled_write` |
|
||||
|`iota_gfx_write_P` |`oled_write_P` |
|
||||
|`iota_gfx_clear_screen` |`oled_clear` |
|
||||
|`matrix_clear` |*removed - delete all references* |
|
||||
|`matrix_write_char_inner` |`oled_write_char` |
|
||||
|`matrix_write_char` |`oled_write_char` |
|
||||
|`matrix_write` |`oled_write` |
|
||||
|`matrix_write_ln` |`oled_write_ln` |
|
||||
|`matrix_write_P` |`oled_write_P` |
|
||||
|`matrix_write_ln_P` |`oled_write_ln_P` |
|
||||
|`matrix_render` |`oled_render` |
|
||||
|`iota_gfx_task` |`oled_task` |
|
||||
|`iota_gfx_task_user` |`oled_task_user` |
|
@@ -1,6 +1,6 @@
|
||||
## Pointing Device
|
||||
|
||||
Pointing Device is a generic name for a feature intended to be generic: moving the system pointer around. There are certainly other options for it - like mousekeys - but this aims to be easily modifiable and lightweight. You can implement custom keys to control functionality, or you can gather information from other peripherals and insert it directly here - let QMK handle the processing for you.
|
||||
Pointing Device is a generic name for a feature intended to be generic: moving the system pointer arround. There are certainly other options for it - like mousekeys - but this aims to be easily modifiable and lightweight. You can implement custom keys to control functionality, or you can gather information from other peripherals and insert it directly here - let QMK handle the processing for you.
|
||||
|
||||
To enable Pointing Device, uncomment the following line in your rules.mk:
|
||||
|
||||
@@ -44,4 +44,4 @@ case MS_SPECIAL:
|
||||
break;
|
||||
```
|
||||
|
||||
Recall that the mouse report is set to zero (except the buttons) whenever it is sent, so the scrolling would only occur once in each case.
|
||||
Recall that the mouse report is set to zero (except the buttons) whenever it is sent, so the scrolling would only occur once in each case.
|
@@ -6,25 +6,7 @@ To hook up a Trackpoint, you need to obtain a Trackpoint module (i.e. harvest fr
|
||||
|
||||
There are three available modes for hooking up PS/2 devices: USART (best), interrupts (better) or busywait (not recommended).
|
||||
|
||||
### The Cirtuitry between Trackpoint and Controller
|
||||
|
||||
To get the things working, a 4.7K drag is needed between the two lines DATA and CLK and the line 5+.
|
||||
|
||||
```
|
||||
|
||||
DATA ----------+--------- PIN
|
||||
|
|
||||
4.7K
|
||||
|
|
||||
MODULE 5+ --------+--+--------- PWR CONTROLLER
|
||||
|
|
||||
4.7K
|
||||
|
|
||||
CLK ------+------------ PIN
|
||||
```
|
||||
|
||||
|
||||
### Busywait Version
|
||||
### Busywait version
|
||||
|
||||
Note: This is not recommended, you may encounter jerky movement or unsent inputs. Please use interrupt or USART version if possible.
|
||||
|
||||
@@ -50,7 +32,7 @@ In your keyboard config.h:
|
||||
#endif
|
||||
```
|
||||
|
||||
### Interrupt Version
|
||||
### Interrupt version
|
||||
|
||||
The following example uses D2 for clock and D5 for data. You can use any INT or PCINT pin for clock, and any pin for data.
|
||||
|
||||
@@ -88,7 +70,7 @@ In your keyboard config.h:
|
||||
#endif
|
||||
```
|
||||
|
||||
### USART Version
|
||||
### USART version
|
||||
|
||||
To use USART on the ATMega32u4, you have to use PD5 for clock and PD2 for data. If one of those are unavailable, you need to use interrupt version.
|
||||
|
||||
@@ -147,13 +129,13 @@ In your keyboard config.h:
|
||||
|
||||
### Additional Settings
|
||||
|
||||
#### PS/2 Mouse Features
|
||||
#### PS/2 mouse features
|
||||
|
||||
These enable settings supported by the PS/2 mouse protocol: http://www.computer-engineering.org/ps2mouse/
|
||||
|
||||
```
|
||||
/* Use remote mode instead of the default stream mode (see link) */
|
||||
#define PS2_MOUSE_USE_REMOTE_MODE
|
||||
#define PS2_MOUSE_USE_REMOTE_MODE
|
||||
|
||||
/* Enable the scrollwheel or scroll gesture on your mouse or touchpad */
|
||||
#define PS2_MOUSE_ENABLE_SCROLLING
|
||||
@@ -188,7 +170,7 @@ void ps2_mouse_set_resolution(ps2_mouse_resolution_t resolution);
|
||||
void ps2_mouse_set_sample_rate(ps2_mouse_sample_rate_t sample_rate);
|
||||
```
|
||||
|
||||
#### Fine Control
|
||||
#### Fine control
|
||||
|
||||
Use the following defines to change the sensitivity and speed of the mouse.
|
||||
Note: you can also use `ps2_mouse_set_resolution` for the same effect (not supported on most touchpads).
|
||||
@@ -199,7 +181,7 @@ Note: you can also use `ps2_mouse_set_resolution` for the same effect (not suppo
|
||||
#define PS2_MOUSE_V_MULTIPLIER 1
|
||||
```
|
||||
|
||||
#### Scroll Button
|
||||
#### Scroll button
|
||||
|
||||
If you're using a trackpoint, you will likely want to be able to use it for scrolling.
|
||||
Its possible to enable a "scroll button/s" that when pressed will cause the mouse to scroll instead of moving.
|
||||
@@ -245,7 +227,7 @@ Fine control over the scrolling is supported with the following defines:
|
||||
#define PS2_MOUSE_SCROLL_DIVISOR_V 2
|
||||
```
|
||||
|
||||
#### Invert Mouse and Scroll Axes
|
||||
#### Invert mouse and scroll axes
|
||||
|
||||
To invert the X and Y axes you can put:
|
||||
|
||||
@@ -265,7 +247,7 @@ To reverse the scroll axes you can put:
|
||||
|
||||
into config.h.
|
||||
|
||||
#### Debug Settings
|
||||
#### Debug settings
|
||||
|
||||
To debug the mouse, add `debug_mouse = true` or enable via bootmagic.
|
||||
|
||||
|
@@ -1,403 +0,0 @@
|
||||
# RGB Matrix Lighting
|
||||
|
||||
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.
|
||||
|
||||
If you want to use single color LED's you should use the [LED Matrix Subsystem](feature_led_matrix.md) instead.
|
||||
|
||||
## Driver configuration
|
||||
---
|
||||
### IS31FL3731
|
||||
|
||||
There is basic support for addressable RGB matrix lighting with the I2C IS31FL3731 RGB controller. To enable it, add this to your `rules.mk`:
|
||||
|
||||
```C
|
||||
RGB_MATRIX_ENABLE = IS31FL3731
|
||||
```
|
||||
|
||||
Configure the hardware via your `config.h`:
|
||||
|
||||
```C
|
||||
// This is a 7-bit address, that gets left-shifted and bit 0
|
||||
// set to 0 for write, 1 for read (as per I2C protocol)
|
||||
// The address will vary depending on your wiring:
|
||||
// 0b1110100 AD <-> GND
|
||||
// 0b1110111 AD <-> VCC
|
||||
// 0b1110101 AD <-> SCL
|
||||
// 0b1110110 AD <-> SDA
|
||||
#define DRIVER_ADDR_1 0b1110100
|
||||
#define DRIVER_ADDR_2 0b1110110
|
||||
|
||||
#define DRIVER_COUNT 2
|
||||
#define DRIVER_1_LED_TOTAL 25
|
||||
#define DRIVER_2_LED_TOTAL 24
|
||||
#define DRIVER_LED_TOTAL (DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL)
|
||||
```
|
||||
|
||||
!> Note the parentheses, this is so when `DRIVER_LED_TOTAL` is used in code and expanded, the values are added together before any additional math is applied to them. As an example, `rand() % (DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL)` will give very different results than `rand() % DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL`.
|
||||
|
||||
Currently only 2 drivers are supported, but it would be trivial to support all 4 combinations.
|
||||
|
||||
Define these arrays listing all the LEDs in your `<keyboard>.c`:
|
||||
|
||||
```C
|
||||
const is31_led g_is31_leds[DRIVER_LED_TOTAL] = {
|
||||
/* Refer to IS31 manual for these locations
|
||||
* driver
|
||||
* | R location
|
||||
* | | G location
|
||||
* | | | B location
|
||||
* | | | | */
|
||||
{0, C1_3, C2_3, C3_3},
|
||||
....
|
||||
}
|
||||
```
|
||||
|
||||
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).
|
||||
|
||||
---
|
||||
### IS31FL3733/IS31FL3737
|
||||
|
||||
!> For the IS31FL3737, replace all instances of `IS31FL3733` below with `IS31FL3737`.
|
||||
|
||||
There is basic support for addressable RGB matrix lighting with the I2C IS31FL3733 RGB controller. To enable it, add this to your `rules.mk`:
|
||||
|
||||
```C
|
||||
RGB_MATRIX_ENABLE = IS31FL3733
|
||||
```
|
||||
|
||||
Configure the hardware via your `config.h`:
|
||||
|
||||
```C
|
||||
// This is a 7-bit address, that gets left-shifted and bit 0
|
||||
// set to 0 for write, 1 for read (as per I2C protocol)
|
||||
// The address will vary depending on your wiring:
|
||||
// 00 <-> GND
|
||||
// 01 <-> SCL
|
||||
// 10 <-> SDA
|
||||
// 11 <-> VCC
|
||||
// ADDR1 represents A1:A0 of the 7-bit address.
|
||||
// ADDR2 represents A3:A2 of the 7-bit address.
|
||||
// The result is: 0b101(ADDR2)(ADDR1)
|
||||
#define DRIVER_ADDR_1 0b1010000
|
||||
#define DRIVER_ADDR_2 0b1010000 // this is here for compliancy reasons.
|
||||
|
||||
#define DRIVER_COUNT 2
|
||||
#define DRIVER_1_LED_TOTAL 64
|
||||
#define DRIVER_LED_TOTAL DRIVER_1_LED_TOTAL
|
||||
```
|
||||
|
||||
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`
|
||||
|
||||
Define these arrays listing all the LEDs in your `<keyboard>.c`:
|
||||
|
||||
```C
|
||||
const is31_led g_is31_leds[DRIVER_LED_TOTAL] = {
|
||||
/* Refer to IS31 manual for these locations
|
||||
* driver
|
||||
* | R location
|
||||
* | | G location
|
||||
* | | | B location
|
||||
* | | | | */
|
||||
{0, B_1, A_1, C_1},
|
||||
....
|
||||
}
|
||||
```
|
||||
|
||||
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).
|
||||
|
||||
---
|
||||
|
||||
### WS2812 (AVR only)
|
||||
|
||||
There is basic support for addressable RGB matrix lighting with a WS2811/WS2812{a,b,c} addressable LED strand. To enable it, add this to your `rules.mk`:
|
||||
|
||||
```C
|
||||
RGB_MATRIX_ENABLE = WS2812
|
||||
```
|
||||
|
||||
Configure the hardware via your `config.h`:
|
||||
|
||||
```C
|
||||
// The pin connected to the data pin of the LEDs
|
||||
#define RGB_DI_PIN D7
|
||||
// The number of LEDs connected
|
||||
#define DRIVER_LED_TOTAL 70
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
From this point forward the configuration is the same for all the drivers. The `led_config_t` struct provides a key electrical matrix to led index lookup table, what the physical position of each LED is on the board, and what type of key or usage the LED if the LED represents. Here is a brief example:
|
||||
|
||||
```C
|
||||
const led_config_t g_led_config = { {
|
||||
// Key Matrix to LED Index
|
||||
{ 5, NO_LED, NO_LED, 0 },
|
||||
{ NO_LED, NO_LED, NO_LED, NO_LED },
|
||||
{ 4, NO_LED, NO_LED, 1 },
|
||||
{ 3, NO_LED, NO_LED, 2 }
|
||||
}, {
|
||||
// LED Index to Physical Position
|
||||
{ 188, 16 }, { 187, 48 }, { 149, 64 }, { 112, 64 }, { 37, 48 }, { 38, 16 }
|
||||
}, {
|
||||
// LED Index to Flag
|
||||
1, 4, 4, 4, 4, 1
|
||||
} };
|
||||
```
|
||||
|
||||
The first part, `// Key Matrix to LED Index`, tells the system what key this LED represents by using the key's electrical matrix row & col. The second part, `// LED Index to Physical Position` represents the LED's physical `{ x, y }` position on the keyboard. The default expected range of values for `{ x, y }` is the inclusive range `{ 0..224, 0..64 }`. This default expected range is due to effects that calculate the center of the keyboard for their animations. The easiest way to calculate these positions is imagine your keyboard is a grid, and the top left of the keyboard represents `{ x, y }` coordinate `{ 0, 0 }` and the bottom right of your keyboard represents `{ 224, 64 }`. Using this as a basis, you can use the following formula to calculate the physical position:
|
||||
|
||||
```C
|
||||
x = 224 / (NUMBER_OF_COLS - 1) * COL_POSITION
|
||||
y = 64 / (NUMBER_OF_ROWS - 1) * ROW_POSITION
|
||||
```
|
||||
|
||||
Where NUMBER_OF_COLS, NUMBER_OF_ROWS, COL_POSITION, & ROW_POSITION are all based on the physical layout of your keyboard, not the electrical layout.
|
||||
|
||||
As mentioned earlier, the center of the keyboard by default is expected to be `{ 112, 32 }`, but this can be changed if you want to more accurately calculate the LED's physical `{ x, y }` positions. Keyboard designers can implement `#define RGB_MATRIX_CENTER { 112, 32 }` in their config.h file with the new center point of the keyboard, or where they want it to be allowing more possibilities for the `{ x, y }` values. Do note that the maximum value for x or y is 255, and the recommended maximum is 224 as this gives animations runoff room before they reset.
|
||||
|
||||
`// LED Index to Flag` is a bitmask, whether or not a certain LEDs is of a certain type. It is recommended that LEDs are set to only 1 type.
|
||||
|
||||
## Flags
|
||||
|
||||
|Define |Description |
|
||||
|------------------------------------|-------------------------------------------|
|
||||
|`#define HAS_FLAGS(bits, flags)` |Returns true if `bits` has all `flags` set.|
|
||||
|`#define HAS_ANY_FLAGS(bits, flags)`|Returns true if `bits` has any `flags` set.|
|
||||
|`#define LED_FLAG_NONE 0x00` |If this LED has no flags. |
|
||||
|`#define LED_FLAG_ALL 0xFF` |If this LED has all flags. |
|
||||
|`#define LED_FLAG_MODIFIER 0x01` |If the Key for this LED is a modifier. |
|
||||
|`#define LED_FLAG_UNDERGLOW 0x02` |If the LED is for underglow. |
|
||||
|`#define LED_FLAG_KEYLIGHT 0x04` |If the LED is for key backlight. |
|
||||
|
||||
## Keycodes
|
||||
|
||||
All RGB keycodes are currently shared with the RGBLIGHT system:
|
||||
|
||||
* `RGB_TOG` - toggle
|
||||
* `RGB_MOD` - cycle through modes
|
||||
* `RGB_HUI` - increase hue
|
||||
* `RGB_HUD` - decrease hue
|
||||
* `RGB_SAI` - increase saturation
|
||||
* `RGB_SAD` - decrease saturation
|
||||
* `RGB_VAI` - increase value
|
||||
* `RGB_VAD` - decrease value
|
||||
* `RGB_SPI` - increase speed effect (no EEPROM support)
|
||||
* `RGB_SPD` - decrease speed effect (no EEPROM support)
|
||||
* `RGB_MODE_*` keycodes will generally work, but are not currently mapped to the correct effects for the RGB Matrix system
|
||||
|
||||
## RGB Matrix Effects
|
||||
|
||||
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:
|
||||
|
||||
```C
|
||||
enum rgb_matrix_effects {
|
||||
RGB_MATRIX_NONE = 0,
|
||||
RGB_MATRIX_SOLID_COLOR = 1, // Static single hue, no speed support
|
||||
RGB_MATRIX_ALPHAS_MODS, // Static dual hue, speed is hue for secondary hue
|
||||
RGB_MATRIX_GRADIENT_UP_DOWN, // Static gradient top to bottom, speed controls how much gradient changes
|
||||
RGB_MATRIX_BREATHING, // Single hue brightness cycling animation
|
||||
RGB_MATRIX_BAND_SAT, // Single hue band fading saturation scrolling left to right
|
||||
RGB_MATRIX_BAND_VAL, // Single hue band fading brightness scrolling left to right
|
||||
RGB_MATRIX_BAND_PINWHEEL_SAT, // Single hue 3 blade spinning pinwheel fades saturation
|
||||
RGB_MATRIX_BAND_PINWHEEL_VAL, // Single hue 3 blade spinning pinwheel fades brightness
|
||||
RGB_MATRIX_BAND_SPIRAL_SAT, // Single hue spinning spiral fades saturation
|
||||
RGB_MATRIX_BAND_SPIRAL_VAL, // Single hue spinning spiral fades brightness
|
||||
RGB_MATRIX_CYCLE_ALL, // Full keyboard solid hue cycling through full gradient
|
||||
RGB_MATRIX_CYCLE_LEFT_RIGHT, // Full gradient scrolling left to right
|
||||
RGB_MATRIX_CYCLE_UP_DOWN, // Full gradient scrolling top to bottom
|
||||
RGB_MATRIX_CYCLE_OUT_IN, // Full gradient scrolling out to in
|
||||
RGB_MATRIX_CYCLE_OUT_IN_DUAL, // Full dual gradients scrolling out to in
|
||||
RGB_MATRIX_RAINBOW_MOVING_CHEVRON, // Full gradent Chevron shapped scrolling left to right
|
||||
RGB_MATRIX_CYCLE_PINWHEEL, // Full gradient spinning pinwheel around center of keyboard
|
||||
RGB_MATRIX_CYCLE_SPIRAL, // Full gradient spinning spiral around center of keyboard
|
||||
RGB_MATRIX_DUAL_BEACON, // Full gradient spinning around center of keyboard
|
||||
RGB_MATRIX_RAINBOW_BEACON, // Full tighter gradient spinning around center of keyboard
|
||||
RGB_MATRIX_RAINBOW_PINWHEELS, // Full dual gradients spinning two halfs of keyboard
|
||||
RGB_MATRIX_RAINDROPS, // Randomly changes a single key's hue
|
||||
RGB_MATRIX_JELLYBEAN_RAINDROPS, // Randomly changes a single key's hue and saturation
|
||||
#if define(RGB_MATRIX_FRAMEBUFFER_EFFECTS)
|
||||
RGB_MATRIX_TYPING_HEATMAP, // How hot is your WPM!
|
||||
RGB_MATRIX_DIGITAL_RAIN, // That famous computer simulation
|
||||
#endif
|
||||
#if defined(RGB_MATRIX_KEYPRESSES) || defined(RGB_MATRIX_KEYRELEASES)
|
||||
RGB_MATRIX_SOLID_REACTIVE_SIMPLE, // Pulses keys hit to hue & value then fades value out
|
||||
RGB_MATRIX_SOLID_REACTIVE, // Static single hue, pulses keys hit to shifted hue then fades to current hue
|
||||
RGB_MATRIX_SOLID_REACTIVE_WIDE // Hue & value pulse near a single key hit then fades value out
|
||||
RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE // Hue & value pulse near multiple key hits then fades value out
|
||||
RGB_MATRIX_SOLID_REACTIVE_CROSS // Hue & value pulse the same column and row of a single key hit then fades value out
|
||||
RGB_MATRIX_SOLID_REACTIVE_MULTICROSS // Hue & value pulse the same column and row of multiple key hits then fades value out
|
||||
RGB_MATRIX_SOLID_REACTIVE_NEXUS // Hue & value pulse away on the same column and row of a single key hit then fades value out
|
||||
RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS // Hue & value pulse away on the same column and row of multiple key hits then fades value out
|
||||
RGB_MATRIX_SPLASH, // Full gradient & value pulse away from a single key hit then fades value out
|
||||
RGB_MATRIX_MULTISPLASH, // Full gradient & value pulse away from multiple key hits then fades value out
|
||||
RGB_MATRIX_SOLID_SPLASH, // Hue & value pulse away from a single key hit then fades value out
|
||||
RGB_MATRIX_SOLID_MULTISPLASH, // Hue & value pulse away from multiple key hits then fades value out
|
||||
#endif
|
||||
RGB_MATRIX_EFFECT_MAX
|
||||
};
|
||||
```
|
||||
|
||||
You can disable a single effect by defining `DISABLE_[EFFECT_NAME]` in your `config.h`:
|
||||
|
||||
|
||||
|Define |Description |
|
||||
|-------------------------------------------------------|-----------------------------------------------|
|
||||
|`#define DISABLE_RGB_MATRIX_ALPHAS_MODS` |Disables `RGB_MATRIX_ALPHAS_MODS` |
|
||||
|`#define DISABLE_RGB_MATRIX_GRADIENT_UP_DOWN` |Disables `RGB_MATRIX_GRADIENT_UP_DOWN` |
|
||||
|`#define DISABLE_RGB_MATRIX_BREATHING` |Disables `RGB_MATRIX_BREATHING` |
|
||||
|`#define DISABLE_RGB_MATRIX_BAND_SAT` |Disables `RGB_MATRIX_BAND_SAT` |
|
||||
|`#define DISABLE_RGB_MATRIX_BAND_VAL` |Disables `RGB_MATRIX_BAND_VAL` |
|
||||
|`#define DISABLE_RGB_MATRIX_BAND_PINWHEEL_SAT` |Disables `RGB_MATRIX_BAND_PINWHEEL_SAT` |
|
||||
|`#define DISABLE_RGB_MATRIX_BAND_PINWHEEL_VAL` |Disables `RGB_MATRIX_BAND_PINWHEEL_VAL` |
|
||||
|`#define DISABLE_RGB_MATRIX_BAND_SPIRAL_SAT` |Disables `RGB_MATRIX_BAND_SPIRAL_SAT` |
|
||||
|`#define DISABLE_RGB_MATRIX_BAND_SPIRAL_VAL` |Disables `RGB_MATRIX_BAND_SPIRAL_VAL` |
|
||||
|`#define DISABLE_RGB_MATRIX_CYCLE_ALL` |Disables `RGB_MATRIX_CYCLE_ALL` |
|
||||
|`#define DISABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT` |Disables `RGB_MATRIX_CYCLE_LEFT_RIGHT` |
|
||||
|`#define DISABLE_RGB_MATRIX_CYCLE_UP_DOWN` |Disables `RGB_MATRIX_CYCLE_UP_DOWN` |
|
||||
|`#define DISABLE_RGB_MATRIX_CYCLE_OUT_IN` |Disables `RGB_MATRIX_CYCLE_OUT_IN` |
|
||||
|`#define DISABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL` |Disables `RGB_MATRIX_CYCLE_OUT_IN_DUAL` |
|
||||
|`#define DISABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON` |Disables `RGB_MATRIX_RAINBOW_MOVING_CHEVRON` |
|
||||
|`#define DISABLE_RGB_MATRIX_DUAL_BEACON` |Disables `RGB_MATRIX_DUAL_BEACON` |
|
||||
|`#define DISABLE_RGB_MATRIX_CYCLE_PINWHEEL` |Disables `RGB_MATRIX_CYCLE_PINWHEEL` |
|
||||
|`#define DISABLE_RGB_MATRIX_CYCLE_SPIRAL` |Disables `RGB_MATRIX_CYCLE_SPIRAL` |
|
||||
|`#define DISABLE_RGB_MATRIX_RAINBOW_BEACON` |Disables `RGB_MATRIX_RAINBOW_BEACON` |
|
||||
|`#define DISABLE_RGB_MATRIX_RAINBOW_PINWHEELS` |Disables `RGB_MATRIX_RAINBOW_PINWHEELS` |
|
||||
|`#define DISABLE_RGB_MATRIX_RAINDROPS` |Disables `RGB_MATRIX_RAINDROPS` |
|
||||
|`#define DISABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS` |Disables `RGB_MATRIX_JELLYBEAN_RAINDROPS` |
|
||||
|`#define DISABLE_RGB_MATRIX_TYPING_HEATMAP` |Disables `RGB_MATRIX_TYPING_HEATMAP` |
|
||||
|`#define DISABLE_RGB_MATRIX_DIGITAL_RAIN` |Disables `RGB_MATRIX_DIGITAL_RAIN` |
|
||||
|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE` |Disables `RGB_MATRIX_SOLID_REACTIVE` |
|
||||
|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE` |Disables `RGB_MATRIX_SOLID_REACTIVE_SIMPLE` |
|
||||
|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE` |Disables `RGB_MATRIX_SOLID_REACTIVE_WIDE` |
|
||||
|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE` |Disables `RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE` |
|
||||
|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS` |Disables `RGB_MATRIX_SOLID_REACTIVE_CROSS` |
|
||||
|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS` |Disables `RGB_MATRIX_SOLID_REACTIVE_MULTICROSS`|
|
||||
|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS` |Disables `RGB_MATRIX_SOLID_REACTIVE_NEXUS` |
|
||||
|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS` |Disables `RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS`|
|
||||
|`#define DISABLE_RGB_MATRIX_SPLASH` |Disables `RGB_MATRIX_SPLASH` |
|
||||
|`#define DISABLE_RGB_MATRIX_MULTISPLASH` |Disables `RGB_MATRIX_MULTISPLASH` |
|
||||
|`#define DISABLE_RGB_MATRIX_SOLID_SPLASH` |Disables `RGB_MATRIX_SOLID_SPLASH` |
|
||||
|`#define DISABLE_RGB_MATRIX_SOLID_MULTISPLASH` |Disables `RGB_MATRIX_SOLID_MULTISPLASH` |
|
||||
|
||||
|
||||
## Custom RGB Matrix Effects
|
||||
|
||||
By setting `RGB_MATRIX_CUSTOM_USER` (and/or `RGB_MATRIX_CUSTOM_KB`) in `rule.mk`, new effects can be defined directly from userspace, without having to edit any QMK core files.
|
||||
|
||||
To declare new effects, create a new `rgb_matrix_user/kb.inc` that looks something like this:
|
||||
|
||||
`rgb_matrix_user.inc` should go in the root of the keymap directory.
|
||||
`rgb_matrix_kb.inc` should go in the root of the keyboard directory.
|
||||
|
||||
```C
|
||||
// !!! DO NOT ADD #pragma once !!! //
|
||||
|
||||
// Step 1.
|
||||
// Declare custom effects using the RGB_MATRIX_EFFECT macro
|
||||
// (note the lack of semicolon after the macro!)
|
||||
RGB_MATRIX_EFFECT(my_cool_effect)
|
||||
RGB_MATRIX_EFFECT(my_cool_effect2)
|
||||
|
||||
// Step 2.
|
||||
// Define effects inside the `RGB_MATRIX_CUSTOM_EFFECT_IMPLS` ifdef block
|
||||
#ifdef RGB_MATRIX_CUSTOM_EFFECT_IMPLS
|
||||
|
||||
// e.g: A simple effect, self-contained within a single method
|
||||
static bool my_cool_effect(effect_params_t* params) {
|
||||
RGB_MATRIX_USE_LIMITS(led_min, led_max);
|
||||
for (uint8_t i = led_min; i < led_max; i++) {
|
||||
rgb_matrix_set_color(i, 0xff, 0xff, 0x00);
|
||||
}
|
||||
return led_max < DRIVER_LED_TOTAL;
|
||||
}
|
||||
|
||||
// e.g: A more complex effect, relying on external methods and state, with
|
||||
// dedicated init and run methods
|
||||
static uint8_t some_global_state;
|
||||
static void my_cool_effect2_complex_init(effect_params_t* params) {
|
||||
some_global_state = 1;
|
||||
}
|
||||
static bool my_cool_effect2_complex_run(effect_params_t* params) {
|
||||
RGB_MATRIX_USE_LIMITS(led_min, led_max);
|
||||
for (uint8_t i = led_min; i < led_max; i++) {
|
||||
rgb_matrix_set_color(i, 0xff, some_global_state++, 0xff);
|
||||
}
|
||||
|
||||
return led_max < DRIVER_LED_TOTAL;
|
||||
}
|
||||
static bool my_cool_effect2(effect_params_t* params) {
|
||||
if (params->init) my_cool_effect2_complex_init(params);
|
||||
return my_cool_effect2_complex_run(params);
|
||||
}
|
||||
|
||||
#endif // RGB_MATRIX_CUSTOM_EFFECT_IMPLS
|
||||
```
|
||||
|
||||
For inspiration and examples, check out the built-in effects under `quantum/rgb_matrix_animation/`
|
||||
|
||||
|
||||
## Colors
|
||||
|
||||
These are shorthands to popular colors. The `RGB` ones can be passed to the `setrgb` functions, while the `HSV` ones to the `sethsv` functions.
|
||||
|
||||
|RGB |HSV |
|
||||
|-------------------|-------------------|
|
||||
|`RGB_WHITE` |`HSV_WHITE` |
|
||||
|`RGB_RED` |`HSV_RED` |
|
||||
|`RGB_CORAL` |`HSV_CORAL` |
|
||||
|`RGB_ORANGE` |`HSV_ORANGE` |
|
||||
|`RGB_GOLDENROD` |`HSV_GOLDENROD` |
|
||||
|`RGB_GOLD` |`HSV_GOLD` |
|
||||
|`RGB_YELLOW` |`HSV_YELLOW` |
|
||||
|`RGB_CHARTREUSE` |`HSV_CHARTREUSE` |
|
||||
|`RGB_GREEN` |`HSV_GREEN` |
|
||||
|`RGB_SPRINGGREEN` |`HSV_SPRINGGREEN` |
|
||||
|`RGB_TURQUOISE` |`HSV_TURQUOISE` |
|
||||
|`RGB_TEAL` |`HSV_TEAL` |
|
||||
|`RGB_CYAN` |`HSV_CYAN` |
|
||||
|`RGB_AZURE` |`HSV_AZURE` |
|
||||
|`RGB_BLUE` |`HSV_BLUE` |
|
||||
|`RGB_PURPLE` |`HSV_PURPLE` |
|
||||
|`RGB_MAGENTA` |`HSV_MAGENTA` |
|
||||
|`RGB_PINK` |`HSV_PINK` |
|
||||
|
||||
These are defined in [`rgblight_list.h`](https://github.com/qmk/qmk_firmware/blob/master/quantum/rgblight_list.h). Feel free to add to this list!
|
||||
|
||||
|
||||
## Additional `config.h` Options
|
||||
|
||||
```C
|
||||
#define RGB_MATRIX_KEYPRESSES // reacts to keypresses
|
||||
#define RGB_MATRIX_KEYRELEASES // reacts to keyreleases (instead of keypresses)
|
||||
#define RGB_DISABLE_AFTER_TIMEOUT 0 // number of ticks to wait until disabling effects
|
||||
#define RGB_DISABLE_WHEN_USB_SUSPENDED false // turn off effects when suspended
|
||||
#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)
|
||||
#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)
|
||||
#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
|
||||
```
|
||||
|
||||
## EEPROM storage
|
||||
|
||||
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:
|
||||
|
||||
```C
|
||||
#define EECONFIG_RGB_MATRIX (uint32_t *)28
|
||||
```
|
||||
|
||||
Where `28` is an unused index from `eeconfig.h`.
|
||||
|
||||
## Suspended state
|
||||
|
||||
To use the suspend feature, add this to your `<keyboard>.c`:
|
||||
|
||||
```C
|
||||
void suspend_power_down_kb(void)
|
||||
{
|
||||
rgb_matrix_set_suspend_state(true);
|
||||
}
|
||||
|
||||
void suspend_wakeup_init_kb(void)
|
||||
{
|
||||
rgb_matrix_set_suspend_state(false);
|
||||
}
|
||||
```
|
@@ -1,385 +1,124 @@
|
||||
# RGB Lighting
|
||||
|
||||
QMK has the ability to control RGB LEDs attached to your keyboard. This is commonly called *underglow*, due to the LEDs often being mounted on the bottom of the keyboard, producing a nice diffused effect when combined with a translucent case.
|
||||
If you've installed addressable RGB lights on your keyboard you can control them with QMK. Currently we support the following addressable LEDs on Atmel AVR processors:
|
||||
|
||||

|
||||
* WS2811 and variants (WS2812, WS2812B, WS2812C, etc)
|
||||
* SK6812RGBW
|
||||
|
||||
Some keyboards come with RGB LEDs preinstalled. Others must have them installed after the fact. See the [Hardware Modification](#hardware-modification) section for information on adding RGB lighting to your keyboard.
|
||||
Some keyboards come with RGB LEDs pre-installed. Others have to have LEDs installed after the fact. See below for information on modifying your keyboard.
|
||||
|
||||
Currently QMK supports the following addressable LEDs on AVR microcontrollers (however, the white LED in RGBW variants is not supported):
|
||||
## Selecting Colors
|
||||
|
||||
* WS2811, WS2812, WS2812B, WS2812C, etc.
|
||||
* SK6812, SK6812MINI, SK6805
|
||||
QMK uses Hue, Saturation, and Value to set color rather than using RGB. You can use the color wheel below to see how this works. Changing the Hue will cycle around the circle. Saturation will affect the intensity of the color, which you can see as you move from the inner part to the outer part of the wheel. Value sets the overall brightness.
|
||||
|
||||
These LEDs are called "addressable" because instead of using a wire per color, each LED contains a small microchip that understands a special protocol sent over a single wire. The chip passes on the remaining data to the next LED, allowing them to be chained together. In this way, you can easily control the color of the individual LEDs.
|
||||
<img src="gitbook/images/color-wheel.svg" alt="HSV Color Wheel" width="250">
|
||||
|
||||
## Usage
|
||||
|
||||
On keyboards with onboard RGB LEDs, it is usually enabled by default. If it is not working for you, check that your `rules.mk` includes the following:
|
||||
|
||||
```make
|
||||
RGBLIGHT_ENABLE = yes
|
||||
```
|
||||
|
||||
At minimum you must define the data pin your LED strip is connected to, and the number of LEDs in the strip, in your `config.h`. If your keyboard has onboard RGB LEDs, and you are simply creating a keymap, you usually won't need to modify these.
|
||||
|
||||
|Define |Description |
|
||||
|---------------|---------------------------------------------------------------------------------------------------------|
|
||||
|`RGB_DI_PIN` |The pin connected to the data pin of the LEDs |
|
||||
|`RGBLED_NUM` |The number of LEDs connected |
|
||||
|`RGBLED_SPLIT` |(Optional) For split keyboards, the number of LEDs connected on each half directly wired to `RGB_DI_PIN` |
|
||||
|
||||
Then you should be able to use the keycodes below to change the RGB lighting to your liking.
|
||||
|
||||
### Color Selection
|
||||
|
||||
QMK uses [Hue, Saturation, and Value](https://en.wikipedia.org/wiki/HSL_and_HSV) to select colors rather than RGB. The color wheel below demonstrates how this works.
|
||||
|
||||
<img src="gitbook/images/color-wheel.svg" alt="HSV Color Wheel" width="250"/>
|
||||
|
||||
Changing the **Hue** cycles around the circle.<br>
|
||||
Changing the **Saturation** moves between the inner and outer sections of the wheel, affecting the intensity of the color.<br>
|
||||
Changing the **Value** sets the overall brightness.<br>
|
||||
|
||||
## Keycodes
|
||||
|
||||
|Key |Aliases |Description |
|
||||
|-------------------|----------|--------------------------------------------------------------------|
|
||||
|`RGB_TOG` | |Toggle RGB lighting on or off |
|
||||
|`RGB_MODE_FORWARD` |`RGB_MOD` |Cycle through modes, reverse direction when Shift is held |
|
||||
|`RGB_MODE_REVERSE` |`RGB_RMOD`|Cycle through modes in reverse, forward direction when Shift is held|
|
||||
|`RGB_HUI` | |Increase hue |
|
||||
|`RGB_HUD` | |Decrease hue |
|
||||
|`RGB_SAI` | |Increase saturation |
|
||||
|`RGB_SAD` | |Decrease saturation |
|
||||
|`RGB_VAI` | |Increase value (brightness) |
|
||||
|`RGB_VAD` | |Decrease value (brightness) |
|
||||
|`RGB_MODE_PLAIN` |`RGB_M_P `|Static (no animation) mode |
|
||||
|`RGB_MODE_BREATHE` |`RGB_M_B` |Breathing animation mode |
|
||||
|`RGB_MODE_RAINBOW` |`RGB_M_R` |Rainbow animation mode |
|
||||
|`RGB_MODE_SWIRL` |`RGB_M_SW`|Swirl animation mode |
|
||||
|`RGB_MODE_SNAKE` |`RGB_M_SN`|Snake animation mode |
|
||||
|`RGB_MODE_KNIGHT` |`RGB_M_K` |"Knight Rider" animation mode |
|
||||
|`RGB_MODE_XMAS` |`RGB_M_X` |Christmas animation mode |
|
||||
|`RGB_MODE_GRADIENT`|`RGB_M_G` |Static gradient animation mode |
|
||||
|`RGB_MODE_RGBTEST` |`RGB_M_T` |Red, Green, Blue test animation mode |
|
||||
If you would like to learn more about HSV you can start with the [Wikipedia article](https://en.wikipedia.org/wiki/HSL_and_HSV).
|
||||
|
||||
## Configuration
|
||||
|
||||
Your RGB lighting can be configured by placing these `#define`s in your `config.h`:
|
||||
Before RGB Lighting can be used you have to enable it in `rules.mk`:
|
||||
|
||||
|Define |Default |Description |
|
||||
|---------------------|-------------|-----------------------------------------------------------------------------|
|
||||
|`RGBLIGHT_HUE_STEP` |`10` |The number of steps to cycle through the hue by |
|
||||
|`RGBLIGHT_SAT_STEP` |`17` |The number of steps to increment the saturation by |
|
||||
|`RGBLIGHT_VAL_STEP` |`17` |The number of steps to increment the brightness by |
|
||||
|`RGBLIGHT_LIMIT_VAL` |`255` |The maximum brightness level |
|
||||
|`RGBLIGHT_SLEEP` |*Not defined*|If defined, the RGB lighting will be switched off when the host goes to sleep|
|
||||
|`RGBLIGHT_SPLIT` |*Not defined*|If defined, synchronization functionality for split keyboards is added|
|
||||
RGBLIGHT_ENABLE = yes
|
||||
|
||||
## Effects and Animations
|
||||
You can configure the behavior of the RGB lighting by defining values inside `config.h`.
|
||||
|
||||
Not only can this lighting be whatever color you want,
|
||||
if `RGBLIGHT_EFFECT_xxxx` or `RGBLIGHT_ANIMATIONS` is defined, you also have a number of animation modes at your disposal:
|
||||
### Required Configuration
|
||||
|
||||
|Mode number symbol |Additional number |Description |
|
||||
|-----------------------------|-------------------|---------------------------------------|
|
||||
|`RGBLIGHT_MODE_STATIC_LIGHT` | *None* |Solid color (this mode is always enabled) |
|
||||
|`RGBLIGHT_MODE_BREATHING` | 0,1,2,3 |Solid color breathing |
|
||||
|`RGBLIGHT_MODE_RAINBOW_MOOD` | 0,1,2 |Cycling rainbow |
|
||||
|`RGBLIGHT_MODE_RAINBOW_SWIRL`| 0,1,2,3,4,5 |Swirling rainbow |
|
||||
|`RGBLIGHT_MODE_SNAKE` | 0,1,2,3,4,5 |Snake |
|
||||
|`RGBLIGHT_MODE_KNIGHT` | 0,1,2 |Knight |
|
||||
|`RGBLIGHT_MODE_CHRISTMAS` | *None* |Christmas |
|
||||
|`RGBLIGHT_MODE_STATIC_GRADIENT`| 0,1,..,9 |Static gradient |
|
||||
|`RGBLIGHT_MODE_RGB_TEST` | *None* |RGB Test |
|
||||
|`RGBLIGHT_MODE_ALTERNATING` | *None* |Alternating |
|
||||
|
||||
Check out [this video](https://youtube.com/watch?v=VKrpPAHlisY) for a demonstration.
|
||||
|
||||
Note: For versions older than 0.6.117, The mode numbers were written directly. In `quantum/rgblight.h` there is a contrast table between the old mode number and the current symbol.
|
||||
|
||||
### Effect and Animation Toggles
|
||||
|
||||
Use these defines to add or remove animations from the firmware. When you are running low on flash space, it can be helpful to disable animations you are not using.
|
||||
|
||||
|Define |Default |Description |
|
||||
|------------------------------------|-------------|-------------------------------------------------------------------------------------|
|
||||
|`RGBLIGHT_ANIMATIONS` |*Not defined*|Enable all additional animation modes. |
|
||||
|`RGBLIGHT_EFFECT_ALTERNATING` |*Not defined*|Enable alternating animation mode. |
|
||||
|`RGBLIGHT_EFFECT_BREATHING` |*Not defined*|Enable breathing animation mode. |
|
||||
|`RGBLIGHT_EFFECT_CHRISTMAS` |*Not defined*|Enable christmas animation mode. |
|
||||
|`RGBLIGHT_EFFECT_KNIGHT` |*Not defined*|Enable knight animation mode. |
|
||||
|`RGBLIGHT_EFFECT_RAINBOW_MOOD` |*Not defined*|Enable rainbow mood animation mode. |
|
||||
|`RGBLIGHT_EFFECT_RAINBOW_SWIRL` |*Not defined*|Enable rainbow swirl animation mode. |
|
||||
|`RGBLIGHT_EFFECT_RGB_TEST` |*Not defined*|Enable RGB test animation mode. |
|
||||
|`RGBLIGHT_EFFECT_SNAKE` |*Not defined*|Enable snake animation mode. |
|
||||
|`RGBLIGHT_EFFECT_STATIC_GRADIENT` |*Not defined*|Enable static gradient mode. |
|
||||
|
||||
### Effect and Animation Settings
|
||||
|
||||
The following options are used to tweak the various animations:
|
||||
|
||||
|Define |Default |Description |
|
||||
|------------------------------------|-------------|-------------------------------------------------------------------------------------|
|
||||
|`RGBLIGHT_EFFECT_BREATHE_CENTER` |*Not defined*|If defined, used to calculate the curve for the breathing animation. Valid values are 1.0 to 2.7 |
|
||||
|`RGBLIGHT_EFFECT_BREATHE_MAX` |`255` |The maximum brightness for the breathing mode. Valid values are 1 to 255 |
|
||||
|`RGBLIGHT_EFFECT_CHRISTMAS_INTERVAL`|`1000` |How long to wait between light changes for the "Christmas" animation, in milliseconds|
|
||||
|`RGBLIGHT_EFFECT_CHRISTMAS_STEP` |`2` |The number of LEDs to group the red/green colors by for the "Christmas" animation |
|
||||
|`RGBLIGHT_EFFECT_KNIGHT_LED_NUM` |`RGBLED_NUM` |The number of LEDs to have the "Knight" animation travel |
|
||||
|`RGBLIGHT_EFFECT_KNIGHT_LENGTH` |`3` |The number of LEDs to light up for the "Knight" animation |
|
||||
|`RGBLIGHT_EFFECT_KNIGHT_OFFSET` |`0` |The number of LEDs to start the "Knight" animation from the start of the strip by |
|
||||
|`RGBLIGHT_RAINBOW_SWIRL_RANGE` |`255` |Range adjustment for the rainbow swirl effect to get different swirls |
|
||||
|`RGBLIGHT_EFFECT_SNAKE_LENGTH` |`4` |The number of LEDs to light up for the "Snake" animation |
|
||||
|
||||
### Example Usage to Reduce Memory Footprint
|
||||
1. Remove `RGBLIGHT_ANIMATIONS` from `config.h`.
|
||||
1. Selectively add the animations you want to enable. The following would enable two animations and save about 4KiB:
|
||||
|
||||
```diff
|
||||
#undef RGBLED_NUM
|
||||
-#define RGBLIGHT_ANIMATIONS
|
||||
+#define RGBLIGHT_EFFECT_STATIC_GRADIENT
|
||||
+#define RGBLIGHT_EFFECT_RAINBOW_SWIRL
|
||||
#define RGBLED_NUM 12
|
||||
#define RGBLIGHT_HUE_STEP 8
|
||||
#define RGBLIGHT_SAT_STEP 8
|
||||
```
|
||||
|
||||
### Animation Speed
|
||||
|
||||
You can also modify the speeds that the different modes animate at:
|
||||
|
||||
Here is a quick demo on Youtube (with NPKC KC60) (https://www.youtube.com/watch?v=VKrpPAHlisY).
|
||||
At minimum you have to define the pin your LED strip is connected to and the number of LEDs connected.
|
||||
|
||||
```c
|
||||
// How long (in milliseconds) to wait between animation steps for each of the "Solid color breathing" animations
|
||||
#define RGB_DI_PIN D7 // The pin the LED strip is connected to
|
||||
#define RGBLED_NUM 14 // Number of LEDs in your strip
|
||||
```
|
||||
|
||||
### Optional Configuration
|
||||
|
||||
You can change the behavior of the RGB Lighting by setting these configuration values. Use `#define <Option> <Value>` in a `config.h` at the keyboard, revision, or keymap level.
|
||||
|
||||
| Option | Default Value | Description |
|
||||
|--------|---------------|-------------|
|
||||
| `RGBLIGHT_HUE_STEP` | 10 | How many hues you want to have available. |
|
||||
| `RGBLIGHT_SAT_STEP` | 17 | How many steps of saturation you'd like. |
|
||||
| `RGBLIGHT_VAL_STEP` | 17 | The number of levels of brightness you want. |
|
||||
|
||||
### Animations
|
||||
|
||||
If you have `#define RGBLIGHT_ANIMATIONS` in your `config.h` you will have a number of animation modes you can cycle through using the `RGB_MOD` key. You can also `#define` other options to tweak certain animations.
|
||||
|
||||
| Option | Default Value | Description |
|
||||
|--------|---------------|-------------|
|
||||
| `RGBLIGHT_ANIMATIONS` | | `#define` this to enable animation modes. |
|
||||
| `RGBLIGHT_EFFECT_BREATHE_CENTER` | 1.85 | Used to calculate the curve for the breathing animation. Valid values 1.0-2.7. |
|
||||
| `RGBLIGHT_EFFECT_BREATHE_MAX` | 255 | The maximum brightness for the breathing mode. Valid values 1-255. |
|
||||
| `RGBLIGHT_EFFECT_SNAKE_LENGTH` | 4 | The number of LEDs to light up for the "snake" animation. |
|
||||
| `RGBLIGHT_EFFECT_KNIGHT_LENGTH` | 3 | The number of LEDs to light up for the "knight" animation. |
|
||||
| `RGBLIGHT_EFFECT_KNIGHT_OFFSET` | 0 | Start the knight animation this many LEDs from the start of the strip. |
|
||||
| `RGBLIGHT_EFFECT_KNIGHT_LED_NUM` | RGBLED_NUM | The number of LEDs to have the "knight" animation travel. |
|
||||
| `RGBLIGHT_EFFECT_CHRISTMAS_INTERVAL` | 1000 | How long to wait between light changes for the "christmas" animation. Specified in ms. |
|
||||
| `RGBLIGHT_EFFECT_CHRISTMAS_STEP` | 2 | How many LED's to group the red/green colors by for the christmas mode. |
|
||||
|
||||
You can also tweak the behavior of the animations by defining these consts in your `keymap.c`. These mostly affect the speed different modes animate at.
|
||||
|
||||
```c
|
||||
// How long (in ms) to wait between animation steps for the breathing mode
|
||||
const uint8_t RGBLED_BREATHING_INTERVALS[] PROGMEM = {30, 20, 10, 5};
|
||||
|
||||
// How long (in milliseconds) to wait between animation steps for each of the "Cycling rainbow" animations
|
||||
// How long (in ms) to wait between animation steps for the rainbow mode
|
||||
const uint8_t RGBLED_RAINBOW_MOOD_INTERVALS[] PROGMEM = {120, 60, 30};
|
||||
|
||||
// How long (in milliseconds) to wait between animation steps for each of the "Swirling rainbow" animations
|
||||
// How long (in ms) to wait between animation steps for the swirl mode
|
||||
const uint8_t RGBLED_RAINBOW_SWIRL_INTERVALS[] PROGMEM = {100, 50, 20};
|
||||
|
||||
// How long (in milliseconds) to wait between animation steps for each of the "Snake" animations
|
||||
// How long (in ms) to wait between animation steps for the snake mode
|
||||
const uint8_t RGBLED_SNAKE_INTERVALS[] PROGMEM = {100, 50, 20};
|
||||
|
||||
// How long (in milliseconds) to wait between animation steps for each of the "Knight" animations
|
||||
// How long (in ms) to wait between animation steps for the knight modes
|
||||
const uint8_t RGBLED_KNIGHT_INTERVALS[] PROGMEM = {127, 63, 31};
|
||||
|
||||
// These control which hues are selected for each of the "Static gradient" modes
|
||||
const uint8_t RGBLED_GRADIENT_RANGES[] PROGMEM = {255, 170, 127, 85, 64};
|
||||
// These control which colors are selected for the gradient mode
|
||||
const uint16_t RGBLED_GRADIENT_RANGES[] PROGMEM = {360, 240, 180, 120, 90};
|
||||
```
|
||||
|
||||
## Functions
|
||||
## RGB Lighting Keycodes
|
||||
|
||||
If you need to change your RGB lighting in code, for example in a macro to change the color whenever you switch layers, QMK provides a set of functions to assist you. See [`rgblight.h`](https://github.com/qmk/qmk_firmware/blob/master/quantum/rgblight.h) for the full list, but the most commonly used functions include:
|
||||
These control the RGB Lighting functionality.
|
||||
|
||||
### Utility Functions
|
||||
|Function |Description |
|
||||
|--------------------------------------------|-------------------------------------------------------------------|
|
||||
|`sethsv(hue, sat, val, ledbuf)` |Set ledbuf to the given HSV value |
|
||||
|`sethsv_raw(hue, sat, val, ledbuf)` |Set ledbuf to the given HSV value without RGBLIGHT_LIMIT_VAL check |
|
||||
|`setrgb(r, g, b, ledbuf)` |Set ledbuf to the given RGB value where `r`/`g`/`b` |
|
||||
|
||||
### Low level Functions
|
||||
|Function |Description |
|
||||
|--------------------------------------------|-------------------------------------------|
|
||||
|`rgblight_set()` |Flash out led buffers to LEDs |
|
||||
|`rgblight_set_clipping_range(pos, num)` |Set clipping Range. see [Clipping Range](#clipping-range) |
|
||||
|
||||
Example:
|
||||
```c
|
||||
sethsv(HSV_WHITE, (LED_TYPE *)&led[0]); // led 0
|
||||
sethsv(HSV_RED, (LED_TYPE *)&led[1]); // led 1
|
||||
sethsv(HSV_GREEN, (LED_TYPE *)&led[2]); // led 2
|
||||
rgblight_set(); // Utility functions do not call rgblight_set() automatically, so they need to be called explicitly.
|
||||
```
|
||||
|
||||
### Effects and Animations Functions
|
||||
#### effect range setting
|
||||
|Function |Description |
|
||||
|--------------------------------------------|------------------|
|
||||
|`rgblight_set_effect_range(pos, num)` |Set Effects Range |
|
||||
|
||||
#### direct operation
|
||||
|Function |Description |
|
||||
|--------------------------------------------|-------------|
|
||||
|`rgblight_setrgb_at(r, g, b, index)` |Set a single LED to the given RGB value, where `r`/`g`/`b` are between 0 and 255 and `index` is between 0 and `RGBLED_NUM` (not written to EEPROM) |
|
||||
|`rgblight_sethsv_at(h, s, v, index)` |Set a single LED to the given HSV value, where `h`/`s`/`v` are between 0 and 255, and `index` is between 0 and `RGBLED_NUM` (not written to EEPROM) |
|
||||
|`rgblight_setrgb_range(r, g, b, start, end)`|Set a continuous range of LEDs to the given RGB value, where `r`/`g`/`b` are between 0 and 255 and `start`(included) and `stop`(excluded) are between 0 and `RGBLED_NUM` (not written to EEPROM)|
|
||||
|`rgblight_sethsv_range(h, s, v, start, end)`|Set a continuous range of LEDs to the given HSV value, where `h`/`s`/`v` are between 0 and 255, and `start`(included) and `stop`(excluded) are between 0 and `RGBLED_NUM` (not written to EEPROM)|
|
||||
|`rgblight_setrgb(r, g, b)` |Set effect range LEDs to the given RGB value where `r`/`g`/`b` are between 0 and 255 (not written to EEPROM) |
|
||||
|`rgblight_setrgb_master(r, g, b)` |Set the LEDs on the master side to the given RGB value, where `r`/`g`/`b` are between 0 and 255 (not written to EEPROM) |
|
||||
|`rgblight_setrgb_slave(r, g, b)` |Set the LEDs on the slave side to the given RGB value, where `r`/`g`/`b` are between 0 and 255 (not written to EEPROM) |
|
||||
|`rgblight_sethsv_master(h, s, v)` |Set the LEDs on the master side to the given HSV value, where `h`/`s`/`v` are between 0 and 255 (not written to EEPROM) |
|
||||
|`rgblight_sethsv_slave(h, s, v)` |Set the LEDs on the slave side to the given HSV value, where `h`/`s`/`v` are between 0 and 255 (not written to EEPROM) |
|
||||
|
||||
Example:
|
||||
```c
|
||||
rgblight_sethsv(HSV_WHITE, 0); // led 0
|
||||
rgblight_sethsv(HSV_RED, 1); // led 1
|
||||
rgblight_sethsv(HSV_GREEN, 2); // led 2
|
||||
// The above functions automatically calls rgblight_set(), so there is no need to call it explicitly.
|
||||
// Note that it is inefficient to call repeatedly.
|
||||
```
|
||||
|
||||
#### effect mode change
|
||||
|Function |Description |
|
||||
|--------------------------------------------|-------------|
|
||||
|`rgblight_mode(x)` |Set the mode, if RGB animations are enabled |
|
||||
|`rgblight_mode_noeeprom(x)` |Set the mode, if RGB animations are enabled (not written to EEPROM) |
|
||||
|`rgblight_step()` |Change the mode to the next RGB animation in the list of enabled RGB animations |
|
||||
|`rgblight_step_noeeprom()` |Change the mode to the next RGB animation in the list of enabled RGB animations (not written to EEPROM) |
|
||||
|`rgblight_step_reverse()` |Change the mode to the previous RGB animation in the list of enabled RGB animations |
|
||||
|`rgblight_step_reverse_noeeprom()` |Change the mode to the previous RGB animation in the list of enabled RGB animations (not written to EEPROM) |
|
||||
|
||||
#### effects mode disable/enable
|
||||
|Function |Description |
|
||||
|--------------------------------------------|-------------|
|
||||
|`rgblight_toggle()` |Toggle effect range LEDs between on and off |
|
||||
|`rgblight_toggle_noeeprom()` |Toggle effect range LEDs between on and off (not written to EEPROM) |
|
||||
|`rgblight_enable()` |Turn effect range LEDs on, based on their previous state |
|
||||
|`rgblight_enable_noeeprom()` |Turn effect range LEDs on, based on their previous state (not written to EEPROM) |
|
||||
|`rgblight_disable()` |Turn effect range LEDs off |
|
||||
|`rgblight_disable_noeeprom()` |Turn effect range LEDs off (not written to EEPROM) |
|
||||
|
||||
#### hue, sat, val change
|
||||
|Function |Description |
|
||||
|--------------------------------------------|-------------|
|
||||
|`rgblight_increase_hue()` |Increase the hue for effect range LEDs. This wraps around at maximum hue |
|
||||
|`rgblight_increase_hue_noeeprom()` |Increase the hue for effect range LEDs. This wraps around at maximum hue (not written to EEPROM) |
|
||||
|`rgblight_decrease_hue()` |Decrease the hue for effect range LEDs. This wraps around at minimum hue |
|
||||
|`rgblight_decrease_hue_noeeprom()` |Decrease the hue for effect range LEDs. This wraps around at minimum hue (not written to EEPROM) |
|
||||
|`rgblight_increase_sat()` |Increase the saturation for effect range LEDs. This wraps around at maximum saturation |
|
||||
|`rgblight_increase_sat_noeeprom()` |Increase the saturation for effect range LEDs. This wraps around at maximum saturation (not written to EEPROM) |
|
||||
|`rgblight_decrease_sat()` |Decrease the saturation for effect range LEDs. This wraps around at minimum saturation |
|
||||
|`rgblight_decrease_sat_noeeprom()` |Decrease the saturation for effect range LEDs. This wraps around at minimum saturation (not written to EEPROM) |
|
||||
|`rgblight_increase_val()` |Increase the value for effect range LEDs. This wraps around at maximum value |
|
||||
|`rgblight_increase_val_noeeprom()` |Increase the value for effect range LEDs. This wraps around at maximum value (not written to EEPROM) |
|
||||
|`rgblight_decrease_val()` |Decrease the value for effect range LEDs. This wraps around at minimum value |
|
||||
|`rgblight_decrease_val_noeeprom()` |Decrease the value for effect range LEDs. This wraps around at minimum value (not written to EEPROM) |
|
||||
|`rgblight_sethsv(h, s, v)` |Set effect range LEDs to the given HSV value where `h`/`s`/`v` are between 0 and 255 |
|
||||
|`rgblight_sethsv_noeeprom(h, s, v)` |Set effect range LEDs to the given HSV value where `h`/`s`/`v` are between 0 and 255 (not written to EEPROM) |
|
||||
|
||||
#### query
|
||||
|Function |Description |
|
||||
|-----------------------|-----------------|
|
||||
|`rgblight_get_mode()` |Get current mode |
|
||||
|`rgblight_get_hue()` |Get current hue |
|
||||
|`rgblight_get_sat()` |Get current sat |
|
||||
|`rgblight_get_val()` |Get current val |
|
||||
|
||||
## Colors
|
||||
|
||||
These are shorthands to popular colors. The `RGB` ones can be passed to the `setrgb` functions, while the `HSV` ones to the `sethsv` functions.
|
||||
|
||||
|RGB |HSV |
|
||||
|-------------------|-------------------|
|
||||
|`RGB_WHITE` |`HSV_WHITE` |
|
||||
|`RGB_RED` |`HSV_RED` |
|
||||
|`RGB_CORAL` |`HSV_CORAL` |
|
||||
|`RGB_ORANGE` |`HSV_ORANGE` |
|
||||
|`RGB_GOLDENROD` |`HSV_GOLDENROD` |
|
||||
|`RGB_GOLD` |`HSV_GOLD` |
|
||||
|`RGB_YELLOW` |`HSV_YELLOW` |
|
||||
|`RGB_CHARTREUSE` |`HSV_CHARTREUSE` |
|
||||
|`RGB_GREEN` |`HSV_GREEN` |
|
||||
|`RGB_SPRINGGREEN` |`HSV_SPRINGGREEN` |
|
||||
|`RGB_TURQUOISE` |`HSV_TURQUOISE` |
|
||||
|`RGB_TEAL` |`HSV_TEAL` |
|
||||
|`RGB_CYAN` |`HSV_CYAN` |
|
||||
|`RGB_AZURE` |`HSV_AZURE` |
|
||||
|`RGB_BLUE` |`HSV_BLUE` |
|
||||
|`RGB_PURPLE` |`HSV_PURPLE` |
|
||||
|`RGB_MAGENTA` |`HSV_MAGENTA` |
|
||||
|`RGB_PINK` |`HSV_PINK` |
|
||||
|
||||
```c
|
||||
rgblight_setrgb(RGB_ORANGE);
|
||||
rgblight_sethsv_noeeprom(HSV_GREEN);
|
||||
rgblight_setrgb_at(RGB_GOLD, 3);
|
||||
rgblight_sethsv_range(HSV_WHITE, 0, 6);
|
||||
```
|
||||
|
||||
These are defined in [`rgblight_list.h`](https://github.com/qmk/qmk_firmware/blob/master/quantum/rgblight_list.h). Feel free to add to this list!
|
||||
|
||||
|
||||
## Changing the order of the LEDs
|
||||
|
||||
If you want to make the logical order of LEDs different from the electrical connection order, you can do this by defining the `RGBLIGHT_LED_MAP` macro in your `config.h`.
|
||||
|
||||
Normally, the contents of the LED buffer are output to the LEDs in the same order.
|
||||
<img src="https://user-images.githubusercontent.com/2170248/55743718-01866c80-5a6e-11e9-8134-25419928327a.JPG" alt="simple dicrect" width="50%"/>
|
||||
|
||||
By defining `RGBLIGHT_LED_MAP` as in the example below, you can specify the LED with addressing in reverse order of the electrical connection order.
|
||||
|
||||
```c
|
||||
// config.h
|
||||
|
||||
#define RGBLED_NUM 4
|
||||
#define RGBLIGHT_LED_MAP { 3, 2, 1, 0 }
|
||||
|
||||
```
|
||||
<img src="https://user-images.githubusercontent.com/2170248/55743725-08ad7a80-5a6e-11e9-83ed-126a2b0209fc.JPG" alt="simple mapped" width="50%"/>
|
||||
|
||||
For keyboards that use the RGB LEDs as a backlight for each key, you can also define it as in the example below.
|
||||
|
||||
```c
|
||||
// config.h
|
||||
|
||||
#define RGBLED_NUM 30
|
||||
|
||||
/* RGB LED Conversion macro from physical array to electric array */
|
||||
#define LED_LAYOUT( \
|
||||
L00, L01, L02, L03, L04, L05, \
|
||||
L10, L11, L12, L13, L14, L15, \
|
||||
L20, L21, L22, L23, L24, L25, \
|
||||
L30, L31, L32, L33, L34, L35, \
|
||||
L40, L41, L42, L43, L44, L45 ) \
|
||||
{ \
|
||||
L05, L04, L03, L02, L01, L00, \
|
||||
L10, L11, L12, L13, L14, L15, \
|
||||
L25, L24, L23, L22, L21, L20, \
|
||||
L30, L31, L32, L33, L34, L35, \
|
||||
L46, L45, L44, L43, L42, L41 \
|
||||
}
|
||||
|
||||
/* RGB LED logical order map */
|
||||
/* Top->Bottom, Right->Left */
|
||||
#define RGBLIGHT_LED_MAP LED_LAYOUT( \
|
||||
25, 20, 15, 10, 5, 0, \
|
||||
26, 21, 16, 11, 6, 1, \
|
||||
27, 22, 17, 12, 7, 2, \
|
||||
28, 23, 18, 13, 8, 3, \
|
||||
29, 24, 19, 14, 9, 4 )
|
||||
|
||||
```
|
||||
## Clipping Range
|
||||
|
||||
Using the `rgblight_set_clipping_range()` function, you can prepare more buffers than the actual number of LEDs, and output some of the buffers to the LEDs. This is useful if you want the split keyboard to treat left and right LEDs as logically contiguous.
|
||||
|
||||
You can set the Clipping Range by executing the following code.
|
||||
|
||||
```c
|
||||
// some soruce
|
||||
rgblight_set_clipping_range(3, 4);
|
||||
```
|
||||
<img src="https://user-images.githubusercontent.com/2170248/55743785-2bd82a00-5a6e-11e9-9d4b-1b4ffaf4932b.JPG" alt="clip direct" width="70%"/>
|
||||
|
||||
In addition to setting the Clipping Range, you can use `RGBLIGHT_LED_MAP` together.
|
||||
|
||||
```c
|
||||
// config.h
|
||||
#define RGBLED_NUM 8
|
||||
#define RGBLIGHT_LED_MAP { 7, 6, 5, 4, 3, 2, 1, 0 }
|
||||
|
||||
// some soruce
|
||||
rgblight_set_clipping_range(3, 4);
|
||||
```
|
||||
<img src="https://user-images.githubusercontent.com/2170248/55743747-119e4c00-5a6e-11e9-91e5-013203ffae8a.JPG" alt="clip mapped" width="70%"/>
|
||||
| Long Name | Short Name | Description |
|
||||
|-----------|------------|-------------|
|
||||
||`RGB_TOG`|toggle on/off|
|
||||
||`RGB_MOD`|cycle through modes|
|
||||
||`RGB_SMOD`|cycle through modes, use reverse direction when shift is hold|
|
||||
||`RGB_HUI`|hue increase|
|
||||
||`RGB_HUD`|hue decrease|
|
||||
||`RGB_SAI`|saturation increase|
|
||||
||`RGB_SAD`|saturation decrease|
|
||||
||`RGB_VAI`|value (brightness) increase|
|
||||
||`RGB_VAD`|value (brightness) decrease|
|
||||
|`RGB_MODE_PLAIN`|`RGB_M_P `| Switch to the static no animation mode |
|
||||
|`RGB_MODE_BREATHE`|`RGB_M_B`| Switch to the breathing mode |
|
||||
|`RGB_MODE_RAINBOW`|`RGB_M_R`| Switch to the rainbow mode ||
|
||||
|`RGB_MODE_SWIRL`|`RGB_M_SW`| Switch to the swirl mode |
|
||||
|`RGB_MODE_SNAKE`|`RGB_M_SN`| Switch to the snake mode |
|
||||
|`RGB_MODE_KNIGHT`|`RGB_M_K`| Switch to the knight animation |
|
||||
|`RGB_MODE_XMAS`|`RGB_M_X`| Switch to the Christmas animation |
|
||||
|`RGB_MODE_GRADIENT`|`RGB_M_G`| Switch to the static gradient mode |
|
||||
|
||||
## Hardware Modification
|
||||
|
||||
If your keyboard lacks onboard underglow LEDs, you may often be able to solder on an RGB LED strip yourself. You will need to find an unused pin to wire to the data pin of your LED strip. Some keyboards may break out unused pins from the MCU to make soldering easier. The other two pins, VCC and GND, must also be connected to the appropriate power pins.
|
||||

|
||||
|
||||
Here is a quick demo on Youtube (with NPKC KC60) (https://www.youtube.com/watch?v=VKrpPAHlisY).
|
||||
|
||||
For this mod, you need an unused pin wiring to DI of WS2812 strip. After wiring the VCC, GND, and DI, you can enable the underglow in your Makefile.
|
||||
|
||||
RGBLIGHT_ENABLE = yes
|
||||
|
||||
In order to use the underglow animation functions, you need to have `#define RGBLIGHT_ANIMATIONS` in your `config.h`.
|
||||
|
||||
Please add the following options into your config.h, and set them up according your hardware configuration. These settings are for the `F4` pin by default:
|
||||
|
||||
#define RGB_DI_PIN F4 // The pin your RGB strip is wired to
|
||||
#define RGBLED_NUM 14 // Number of LEDs
|
||||
|
||||
You'll need to edit `RGB_DI_PIN` to the pin you have your `DI` on your RGB strip wired to.
|
||||
|
@@ -1,60 +1,24 @@
|
||||
# Space Cadet: The Future, Built In
|
||||
## Space Cadet Shift: The future, built in
|
||||
|
||||
Steve Losh described the [Space Cadet Shift](http://stevelosh.com/blog/2012/10/a-modern-space-cadet/) quite well. Essentially, when you tap Left Shift on its own, you get an opening parenthesis; tap Right Shift on its own and you get the closing one. When held, the Shift keys function as normal. Yes, it's as cool as it sounds, and now even cooler supporting Control and Alt as well!
|
||||
Steve Losh [described](http://stevelosh.com/blog/2012/10/a-modern-space-cadet/) the Space Cadet Shift quite well. Essentially, you hit the left Shift on its own, and you get an opening parenthesis; hit the right Shift on its own, and you get the closing one. When hit with other keys, the Shift key keeps working as it always does. Yes, it's as cool as it sounds.
|
||||
|
||||
## Usage
|
||||
To use it, use `KC_LSPO` (Left Shift, Parens Open) for your left Shift on your keymap, and `KC_RSPC` (Right Shift, Parens Close) for your right Shift.
|
||||
|
||||
Firstly, in your keymap, do one of the following:
|
||||
- Replace the Left Shift key with `KC_LSPO` (Left Shift, Parenthesis Open), and Right Shift with `KC_RSPC` (Right Shift, Parenthesis Close).
|
||||
- Replace the Left Control key with `KC_LCPO` (Left Control, Parenthesis Open), and Right Control with `KC_RCPC` (Right Control, Parenthesis Close).
|
||||
- Replace the Left Alt key with `KC_LAPO` (Left Alt, Parenthesis Open), and Right Alt with `KC_RAPC` (Right Alt, Parenthesis Close).
|
||||
- Replace any Shift key in your keymap with `KC_SFTENT` (Right Shift, Enter).
|
||||
It's defaulted to work on US keyboards, but if your layout uses different keys for parenthesis, you can define those in your `config.h` like this:
|
||||
|
||||
## Keycodes
|
||||
#define LSPO_KEY KC_9
|
||||
#define RSPC_KEY KC_0
|
||||
|
||||
|Keycode |Description |
|
||||
|-----------|-------------------------------------------|
|
||||
|`KC_LSPO` |Left Shift when held, `(` when tapped |
|
||||
|`KC_RSPC` |Right Shift when held, `)` when tapped |
|
||||
|`KC_LCPO` |Left Control when held, `(` when tapped |
|
||||
|`KC_RCPC` |Right Control when held, `)` when tapped |
|
||||
|`KC_LAPO` |Left Alt when held, `(` when tapped |
|
||||
|`KC_RAPC` |Right Alt when held, `)` when tapped |
|
||||
|`KC_SFTENT`|Right Shift when held, Enter when tapped |
|
||||
You can also choose between different rollover behaviors of the shift keys by defining:
|
||||
|
||||
## Caveats
|
||||
#define DISABLE_SPACE_CADET_ROLLOVER
|
||||
|
||||
Space Cadet's functionality can conflict with the default Command functionality when both Shift keys are held at the same time. See the [Command feature](feature_command.md) for info on how to change it, or make sure that Command is disabled in your `rules.mk` with:
|
||||
in your `config.h`. Disabling rollover allows you to use the opposite shift key to cancel the space cadet state in the event of an erroneous press instead of emitting a pair of parentheses when the keys are released.
|
||||
|
||||
```make
|
||||
COMMAND_ENABLE = no
|
||||
The only other thing you're going to want to do is create a `Makefile` in your keymap directory and set the following:
|
||||
|
||||
```
|
||||
COMMAND_ENABLE = no # Commands for debug and configuration
|
||||
```
|
||||
|
||||
## Configuration
|
||||
|
||||
By default Space Cadet assumes a US ANSI layout, but if your layout uses different keys for parentheses, you can redefine them in your `config.h`. In addition, you can redefine the modifier to send on tap, or even send no modifier at all. The new configuration defines bundle all options up into a single define of 3 key codes in this order: the `Modifier` when held or when used with other keys, the `Tap Modifer` sent when tapped (no modifier if `KC_TRNS`), finally the `Keycode` sent when tapped. Now keep in mind, mods from other keys will still apply to the `Keycode` if say `KC_RSFT` is held while tapping `KC_LSPO` key with `KC_TRNS` as the `Tap Modifer`.
|
||||
|
||||
|Define |Default |Description |
|
||||
|----------------|-------------------------------|---------------------------------------------------------------------------------|
|
||||
|`LSPO_KEYS` |`KC_LSFT, LSPO_MOD, LSPO_KEY` |Send `KC_LSFT` when held, the mod and key defined by `LSPO_MOD` and `LSPO_KEY`. |
|
||||
|`RSPC_KEYS` |`KC_RSFT, RSPC_MOD, RSPC_KEY` |Send `KC_RSFT` when held, the mod and key defined by `RSPC_MOD` and `RSPC_KEY`. |
|
||||
|`LCPO_KEYS` |`KC_LCTL, KC_LSFT, KC_9` |Send `KC_LCTL` when held, the mod `KC_LSFT` with the key `KC_9` when tapped. |
|
||||
|`RCPC_KEYS` |`KC_RCTL, KC_RSFT, KC_0` |Send `KC_RCTL` when held, the mod `KC_RSFT` with the key `KC_0` when tapped. |
|
||||
|`LAPO_KEYS` |`KC_LALT, KC_LSFT, KC_9` |Send `KC_LALT` when held, the mod `KC_LSFT` with the key `KC_9` when tapped. |
|
||||
|`RAPC_KEYS` |`KC_RALT, KC_RSFT, KC_0` |Send `KC_RALT` when held, the mod `KC_RSFT` with the key `KC_0` when tapped. |
|
||||
|`SFTENT_KEYS` |`KC_RSFT, KC_TRNS, SFTENT_KEY` |Send `KC_RSFT` when held, no mod with the key `SFTENT_KEY` when tapped. |
|
||||
|`SPACE_CADET_MODIFIER_CARRYOVER` |*Not defined* |Store current modifiers before the hold mod is pressed and use them with the tap mod and keycode. Useful for when you frequently release a modifier before triggering Space Cadet. |
|
||||
|
||||
|
||||
## Obsolete Configuration
|
||||
|
||||
These defines are used in the above defines internally to support backwards compatibility, so you may continue to use them, however the above defines open up a larger range of flexibility than before. As an example, say you want to not send any modifier when you tap just `KC_LSPO`, with the old defines you had an all or nothing choice of using the `DISABLE_SPACE_CADET_MODIFIER` define. Now you can define that key as: `#define LSPO_KEYS KC_LSFT, KC_TRNS, KC_9`. This tells the system to set Left Shift if held or used with other keys, then on tap send no modifier (transparent) with the `KC_9`.
|
||||
|
||||
|Define |Default |Description |
|
||||
|------------------------------|-------------|------------------------------------------------------------------|
|
||||
|`LSPO_KEY` |`KC_9` |The keycode to send when Left Shift is tapped |
|
||||
|`RSPC_KEY` |`KC_0` |The keycode to send when Right Shift is tapped |
|
||||
|`LSPO_MOD` |`KC_LSFT` |The modifier to apply to `LSPO_KEY` |
|
||||
|`RSPC_MOD` |`KC_RSFT` |The modifier to apply to `RSPC_KEY` |
|
||||
|`SFTENT_KEY` |`KC_ENT` |The keycode to send when the Shift key is tapped |
|
||||
|`DISABLE_SPACE_CADET_MODIFIER`|*Not defined*|If defined, prevent the Space Cadet from applying a modifier |
|
||||
This is just to keep the keyboard from going into command mode when you hold both Shift keys at the same time.
|
||||
|
@@ -1,190 +0,0 @@
|
||||
# Split Keyboard
|
||||
|
||||
Many keyboards in the QMK Firmware repo are "split" keyboards. They use two controllers—one plugging into USB, and the second connected by a serial or an I<sup>2</sup>C connection over a TRRS or similar cable.
|
||||
|
||||
Split keyboards can have a lot of benefits, but there is some additional work needed to get them enabled.
|
||||
|
||||
QMK Firmware has a generic implementation that is usable by any board, as well as numerous board specific implementations.
|
||||
|
||||
For this, we will mostly be talking about the generic implementation used by the Let's Split and other keyboards.
|
||||
|
||||
!> ARM is not yet supported for Split Keyboards. Progress is being made, but we are not quite there, yet.
|
||||
|
||||
|
||||
## Hardware Configuration
|
||||
|
||||
This assumes that you're using two Pro Micro-compatible controllers, and are using TRRS jacks to connect to two halves.
|
||||
|
||||
### Required Hardware
|
||||
|
||||
Apart from diodes and key switches for the keyboard matrix in each half, you will need 2x TRRS sockets and 1x TRRS cable.
|
||||
|
||||
Alternatively, you can use any sort of cable and socket that has at least 3 wires.
|
||||
|
||||
If you want to use I<sup>2</sup>C to communicate between halves, you will need a cable with at least 4 wires and 2x 4.7kΩ pull-up resistors.
|
||||
|
||||
#### Considerations
|
||||
|
||||
The most commonly used connection is a TRRS cable and jacks. These provide 4 wires, making them very useful for split keyboards, and are easy to find.
|
||||
|
||||
However, since one of the wires carries VCC, this means that the boards are not hot pluggable. You should always disconnect the board from USB before unplugging and plugging in TRRS cables, or you can short the controller, or worse.
|
||||
|
||||
Another option is to use phone cables (as in, old school RJ-11/RJ-14 cables). Make sure that you use one that actually supports 4 wires/lanes.
|
||||
|
||||
However, USB cables, SATA cables, and even just 4 wires have been known to be used for communication between the controllers.
|
||||
|
||||
!> Using USB cables for communication between the controllers works just fine, but the connector could be mistaken for a normal USB connection and potentially short out the keyboard, depending on how it's wired. For this reason, they are not recommended for connecting split keyboards.
|
||||
|
||||
### Serial Wiring
|
||||
|
||||
The 3 wires of the TRS/TRRS cable need to connect GND, VCC, and D0 (aka PDO or pin 3) between the two Pro Micros.
|
||||
|
||||
?> Note that the pin used here is actually set by `SOFT_SERIAL_PIN` below.
|
||||
|
||||

|
||||
|
||||
### I<sup>2</sup>C Wiring
|
||||
|
||||
The 4 wires of the TRRS cable need to connect GND, VCC, and SCL and SDA (aka PD0/pin 3 and PD1/pin 2, respectively) between the two Pro Micros.
|
||||
|
||||
The pull-up resistors may be placed on either half. It is also possible to use 4 resistors and have the pull-ups in both halves, but this is unnecessary in simple use cases.
|
||||
|
||||

|
||||
|
||||
## Firmware Configuration
|
||||
|
||||
To enable the split keyboard feature, add the following to your `rules.mk`:
|
||||
|
||||
```make
|
||||
SPLIT_KEYBOARD = yes
|
||||
```
|
||||
|
||||
If you're using a custom transport (communication method), then you will also need to add:
|
||||
|
||||
```make
|
||||
SPLIT_TRANSPORT = custom
|
||||
```
|
||||
|
||||
### Setting Handedness
|
||||
|
||||
By default, the firmware does not know which side is which; it needs some help to determine that. There are several ways to do this, listed in order of precedence.
|
||||
|
||||
#### Handedness by Pin
|
||||
|
||||
You can configure the firmware to read a pin on the controller to determine handedness. To do this, add the following to your `config.h` file:
|
||||
|
||||
```c
|
||||
#define SPLIT_HAND_PIN B7
|
||||
```
|
||||
|
||||
This will read the specified pin. If it's high, then the controller assumes it is the left hand, and if it's low, it's assumed to be the right side.
|
||||
|
||||
#### Handedness by EEPROM
|
||||
|
||||
This method sets the keyboard's handedness by setting a flag in the persistent storage (`EEPROM`). This is checked when the controller first starts up, and determines what half the keyboard is, and how to orient the keyboard layout.
|
||||
|
||||
|
||||
To enable this method, add the following to your `config.h` file:
|
||||
|
||||
```c
|
||||
#define EE_HANDS
|
||||
```
|
||||
|
||||
However, you'll have to flash the EEPROM files for the correct hand to each controller. You can do this manually, or there are targets for avrdude and dfu to do this, while flashing the firmware:
|
||||
|
||||
* `:avrdude-split-left`
|
||||
* `:avrdude-split-right`
|
||||
* `:dfu-split-left`
|
||||
* `:dfu-split-right`
|
||||
|
||||
This setting is not changed when re-initializing the EEPROM using the `EEP_RST` key, or using the `eeconfig_init()` function. However, if you reset the EEPROM outside of the firmware's built in options (such as flashing a file that overwrites the `EEPROM`, like how the [QMK Toolbox]()'s "Reset EEPROM" button works), you'll need to re-flash the controller with the `EEPROM` files.
|
||||
|
||||
You can find the `EEPROM` files in the QMK firmware repo, [here](https://github.com/qmk/qmk_firmware/tree/master/quantum/split_common).
|
||||
|
||||
#### Handedness by `#define`
|
||||
|
||||
You can set the handedness at compile time. This is done by adding the following to your `config.h` file:
|
||||
|
||||
```c
|
||||
#define MASTER_RIGHT
|
||||
```
|
||||
|
||||
or
|
||||
|
||||
```c
|
||||
#define MASTER_LEFT
|
||||
```
|
||||
|
||||
If neither are defined, the handedness defaults to `MASTER_LEFT`.
|
||||
|
||||
|
||||
### Communication Options
|
||||
|
||||
Because not every split keyboard is identical, there are a number of additional options that can be configured in your `config.h` file.
|
||||
|
||||
```c
|
||||
#define USE_I2C
|
||||
```
|
||||
|
||||
This enables I<sup>2</sup>C support for split keyboards. This isn't strictly for communication, but can be used for OLED or other I<sup>2</sup>C-based devices.
|
||||
|
||||
```c
|
||||
#define SOFT_SERIAL_PIN D0
|
||||
```
|
||||
|
||||
This sets the pin to be used for serial communication. If you're not using serial, you shouldn't need to define this.
|
||||
|
||||
However, if you are using serial and I<sup>2</sup>C on the board, you will need to set this, and to something other than D0 and D1 (as these are used for I<sup>2</sup>C communication).
|
||||
|
||||
```c
|
||||
#define SELECT_SOFT_SERIAL_SPEED {#}`
|
||||
```
|
||||
|
||||
If you're having issues with serial communication, you can change this value, as it controls the communication speed for serial. The default is 1, and the possible values are:
|
||||
|
||||
* **`0`**: about 189kbps (Experimental only)
|
||||
* **`1`**: about 137kbps (default)
|
||||
* **`2`**: about 75kbps
|
||||
* **`3`**: about 39kbps
|
||||
* **`4`**: about 26kbps
|
||||
* **`5`**: about 20kbps
|
||||
|
||||
### Hardware Configuration Options
|
||||
|
||||
There are some settings that you may need to configure, based on how the hardware is set up.
|
||||
|
||||
```c
|
||||
#define MATRIX_ROW_PINS_RIGHT { <row pins> }
|
||||
#define MATRIX_COL_PINS_RIGHT { <col pins> }
|
||||
```
|
||||
|
||||
This allows you to specify a different set of pins for the matrix on the right side. This is useful if you have a board with differently-shaped halves that requires a different configuration (such as Keebio's Quefrency).
|
||||
|
||||
```c
|
||||
#define DIRECT_PINS_RIGHT { { F1, F0, B0, C7 }, { F4, F5, F6, F7 } }
|
||||
```
|
||||
|
||||
This allows you to specify a different set of direct pins for the right side.
|
||||
|
||||
```c
|
||||
#define RGBLIGHT_SPLIT
|
||||
```
|
||||
|
||||
This option enables synchronization of the RGB Light modes between the controllers of the split keyboard. This is for keyboards that have RGB LEDs that are directly wired to the controller (that is, they are not using the "extra data" option on the TRRS cable).
|
||||
|
||||
```c
|
||||
#define RGBLED_SPLIT { 6, 6 }
|
||||
```
|
||||
|
||||
This sets how many LEDs are directly connected to each controller. The first number is the left side, and the second number is the right side.
|
||||
|
||||
?> This setting implies that `RGBLIGHT_SPLIT` is enabled, and will forcibly enable it, if it's not.
|
||||
|
||||
|
||||
## Additional Resources
|
||||
|
||||
Nicinabox has a [very nice and detailed guide](https://github.com/nicinabox/lets-split-guide) for the Let's Split keyboard, that covers most everything you need to know, including troubleshooting information.
|
||||
|
||||
However, the RGB Light section is out of date, as it was written long before the RGB Split code was added to QMK Firmware. Instead, wire each strip up directly to the controller.
|
||||
|
||||
<!-- I may port this information later, but for now ... it's very nice, and covers everything -->
|
@@ -14,7 +14,7 @@ To use Plover with QMK just enable NKRO and optionally adjust your layout if you
|
||||
|
||||
Plover also understands the language of several steno machines. QMK can speak a couple of these languages, TX Bolt and GeminiPR. An example layout can be found in `planck/keymaps/steno`.
|
||||
|
||||
When QMK speaks to Plover over a steno protocol Plover will not use the keyboard as input. This means that you can switch back and forth between a standard keyboard and your steno keyboard, or even switch layers from Plover to standard and back without needing to activate/deactivate Plover.
|
||||
When QMK speaks to Plover over a steno protocol Plover will not use the keyboard as input. This means that you can switch back and forth between a standard keyboard and your steno keyboard, or even switch layers from Plover to standard and back without needing to activate/deactive Plover.
|
||||
|
||||
In this mode Plover expects to speak with a steno machine over a serial port so QMK will present itself to the operating system as a virtual serial port in addition to a keyboard. By default QMK will speak the TX Bolt protocol but can be switched to GeminiPR; the last protocol used is stored in non-volatile memory so QMK will use the same protocol on restart.
|
||||
|
||||
@@ -56,29 +56,6 @@ On the display tab click 'Open stroke display'. With Plover disabled you should
|
||||
* [Steno Jig](https://joshuagrams.github.io/steno-jig/)
|
||||
* More resources at the Plover [Learning Stenography](https://github.com/openstenoproject/plover/wiki/Learning-Stenography) wiki
|
||||
|
||||
## Interfacing with the code
|
||||
|
||||
The steno code has three interceptible hooks. If you define these functions, they will be called at certain points in processing; if they return true, processing continues, otherwise it's assumed you handled things.
|
||||
|
||||
```C
|
||||
bool send_steno_chord_user(steno_mode_t mode, uint8_t chord[6]);
|
||||
```
|
||||
|
||||
This function is called when a chord is about to be sent. Mode will be one of `STENO_MODE_BOLT` or `STENO_MODE_GEMINI`. This represents the actual chord that would be sent via whichever protocol. You can modify the chord provided to alter what gets sent. Remember to return true if you want the regular sending process to happen.
|
||||
|
||||
```C
|
||||
bool process_steno_user(uint16_t keycode, keyrecord_t *record) { return true; }
|
||||
```
|
||||
|
||||
This function is called when a keypress has come in, before it is processed. The keycode should be one of `QK_STENO_BOLT`, `QK_STENO_GEMINI`, or one of the `STN_*` key values.
|
||||
|
||||
```C
|
||||
bool postprocess_steno_user(uint16_t keycode, keyrecord_t *record, steno_mode_t mode, uint8_t chord[6], int8_t pressed);
|
||||
```
|
||||
|
||||
This function is called after a key has been processed, but before any decision about whether or not to send a chord. If `IS_PRESSED(record->event)` is false, and `pressed` is 0 or 1, the chord will be sent shortly, but has not yet been sent. This is where to put hooks for things like, say, live displays of steno chords or keys.
|
||||
|
||||
|
||||
## Keycode Reference
|
||||
|
||||
As defined in `keymap_steno.h`.
|
||||
@@ -129,4 +106,3 @@ As defined in `keymap_steno.h`.
|
||||
|`STN_RES1`||(GeminiPR only)|
|
||||
|`STN_RES2`||(GeminiPR only)|
|
||||
|`STN_PWR`||(GeminiPR only)|
|
||||
|
||||
|
@@ -1,30 +0,0 @@
|
||||
# Swap-Hands Action
|
||||
|
||||
The swap-hands action allows support for one-handed typing without requiring a separate layer. Set `SWAP_HANDS_ENABLE` in the Makefile and define a `hand_swap_config` entry in your keymap. Now whenever the `ACTION_SWAP_HANDS` command key is pressed the keyboard is mirrored. For instance, to type "Hello, World" on QWERTY you would type `^Ge^s^s^w^c W^wr^sd`
|
||||
|
||||
## Configuration
|
||||
|
||||
The configuration table is a simple 2-dimensional array to map from column/row to new column/row. Example `hand_swap_config` for Planck:
|
||||
|
||||
```C
|
||||
const keypos_t hand_swap_config[MATRIX_ROWS][MATRIX_COLS] = {
|
||||
{{11, 0}, {10, 0}, {9, 0}, {8, 0}, {7, 0}, {6, 0}, {5, 0}, {4, 0}, {3, 0}, {2, 0}, {1, 0}, {0, 0}},
|
||||
{{11, 1}, {10, 1}, {9, 1}, {8, 1}, {7, 1}, {6, 1}, {5, 1}, {4, 1}, {3, 1}, {2, 1}, {1, 1}, {0, 1}},
|
||||
{{11, 2}, {10, 2}, {9, 2}, {8, 2}, {7, 2}, {6, 2}, {5, 2}, {4, 2}, {3, 2}, {2, 2}, {1, 2}, {0, 2}},
|
||||
{{11, 3}, {10, 3}, {9, 3}, {8, 3}, {7, 3}, {6, 3}, {5, 3}, {4, 3}, {3, 3}, {2, 3}, {1, 3}, {0, 3}},
|
||||
};
|
||||
```
|
||||
|
||||
Note that the array indices are reversed same as the matrix and the values are of type `keypos_t` which is `{col, row}` and all values are zero-based. In the example above, `hand_swap_config[2][4]` (third row, fifth column) would return `{7, 2}` (third row, eighth column). Yes, this is confusing.
|
||||
|
||||
## Swap Keycodes
|
||||
|
||||
|Key |Description |
|
||||
|-----------|-------------------------------------------------------------------------|
|
||||
|`SH_T(key)`|Sends `key` with a tap; momentary swap when held. |
|
||||
|`SH_ON` |Turns on swapping and leaves it on. |
|
||||
|`SH_OFF` |Turn off swapping and leaves it off. Good for returning to a known state.|
|
||||
|`SH_MON` |Swaps hands when pressed, returns to normal when released (momentary). |
|
||||
|`SH_MOFF` |Momentarily turns off swap. |
|
||||
|`SH_TG` |Toggles swap on and off with every key press. |
|
||||
|`SH_TT` |Toggles with a tap; momentary when held. |
|
@@ -1,56 +1,36 @@
|
||||
# Tap Dance: A Single Key Can Do 3, 5, or 100 Different Things
|
||||
# Tap Dance: A single key can do 3, 5, or 100 different things
|
||||
|
||||
<!-- FIXME: Break this up into multiple sections -->
|
||||
|
||||
## Introduction
|
||||
Hit the semicolon key once, send a semicolon. Hit it twice, rapidly -- send a colon. Hit it three times, and your keyboard's LEDs do a wild dance. That's just one example of what Tap Dance can do. It's one of the nicest community-contributed features in the firmware, conceived and created by [algernon](https://github.com/algernon) in [#451](https://github.com/qmk/qmk_firmware/pull/451). Here's how algernon describes the feature:
|
||||
|
||||
With this feature one can specify keys that behave differently, based on the amount of times they have been tapped, and when interrupted, they get handled before the interrupter.
|
||||
|
||||
## Explanatory Comparison with `ACTION_FUNCTION_TAP`
|
||||
`ACTION_FUNCTION_TAP` can offer similar functionality to Tap Dance, but it's worth noting some important differences. To do this, let's explore a certain setup! We want one key to send `Space` on single-tap, but `Enter` on double-tap.
|
||||
To make it clear how this is different from `ACTION_FUNCTION_TAP`, lets explore a certain setup! We want one key to send `Space` on single tap, but `Enter` on double-tap.
|
||||
|
||||
With `ACTION_FUNCTION_TAP`, it is quite a rain-dance to set this up, and has the problem that when the sequence is interrupted, the interrupting key will be sent first. Thus, `SPC a` will result in `a SPC` being sent, if `SPC` and `a` are both typed within `TAPPING_TERM`. With the Tap Dance feature, that'll come out correctly as `SPC a` (even if both `SPC` and `a` are typed within the `TAPPING_TERM`.
|
||||
With `ACTION_FUNCTION_TAP`, it is quite a rain-dance to set this up, and has the problem that when the sequence is interrupted, the interrupting key will be send first. Thus, `SPC a` will result in `a SPC` being sent, if they are typed within `TAPPING_TERM`. With the tap dance feature, that'll come out as `SPC a`, correctly.
|
||||
|
||||
To achieve this correct handling of interrupts, the implementation of Tap Dance hooks into two parts of the system: `process_record_quantum()`, and the matrix scan. These two parts are explained below, but for now the point to note is that we need the latter to be able to time out a tap sequence even when a key is not being pressed. That way, `SPC` alone will time out and register after `TAPPING_TERM` time.
|
||||
The implementation hooks into two parts of the system, to achieve this: into `process_record_quantum()`, and the matrix scan. We need the latter to be able to time out a tap sequence even when a key is not being pressed, so `SPC` alone will time out and register after `TAPPING_TERM` time.
|
||||
|
||||
## How to Use Tap Dance
|
||||
But enough of the generalities; lets look at how to actually use Tap Dance!
|
||||
But lets start with how to use it, first!
|
||||
|
||||
First, you will need `TAP_DANCE_ENABLE=yes` in your `rules.mk`, because the feature is disabled by default. This adds a little less than 1k to the firmware size.
|
||||
First, you will need `TAP_DANCE_ENABLE=yes` in your `rules.mk`, because the feature is disabled by default. This adds a little less than 1k to the firmware size. Next, you will want to define some tap-dance keys, which is easiest to do with the `TD()` macro, that - similar to `F()`, takes a number, which will later be used as an index into the `tap_dance_actions` array.
|
||||
|
||||
Optionally, you might want to set a custom `TAPPING_TERM` time by adding something like this in you `config.h`:
|
||||
|
||||
```
|
||||
#define TAPPING_TERM 175
|
||||
```
|
||||
|
||||
The `TAPPING_TERM` time is the maximum time allowed between taps of your Tap Dance key, and is measured in milliseconds. For example, if you used the above `#define` statement and set up a Tap Dance key that sends `Space` on single-tap and `Enter` on double-tap, then this key will send `ENT` only if you tap this key twice in less than 175ms. If you tap the key, wait more than 175ms, and tap the key again you'll end up sending `SPC SPC` instead.
|
||||
|
||||
Next, you will want to define some tap-dance keys, which is easiest to do with the `TD()` macro, that - similar to `F()` - takes a number, which will later be used as an index into the `tap_dance_actions` array.
|
||||
|
||||
After this, you'll want to use the `tap_dance_actions` array to specify what actions shall be taken when a tap-dance key is in action. Currently, there are five possible options:
|
||||
This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are three possible options:
|
||||
|
||||
* `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when tapped once, `kc2` otherwise. When the key is held, the appropriate keycode is registered: `kc1` when pressed and held, `kc2` when tapped once, then pressed and held.
|
||||
* `ACTION_TAP_DANCE_DUAL_ROLE(kc, layer)`: Sends the `kc` keycode when tapped once, or moves to `layer`. (this functions like the `TO` layer keycode).
|
||||
* `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the final tap count of the tap dance action.
|
||||
* `ACTION_TAP_DANCE_FN_ADVANCED(on_each_tap_fn, on_dance_finished_fn, on_dance_reset_fn)`: Calls the first specified function - defined in the user keymap - on every tap, the second function when the dance action finishes (like the previous option), and the last function when the tap dance action resets.
|
||||
* `ACTION_TAP_DANCE_FN_ADVANCED_TIME(on_each_tap_fn, on_dance_finished_fn, on_dance_reset_fn, tap_specific_tapping_term)`: This functions identically to the `ACTION_TAP_DANCE_FN_ADVANCED` function, but uses a custom tapping term for it, instead of the predefined `TAPPING_TERM`.
|
||||
* `ACTION_TAP_DANCE_FN_ADVANCED(on_each_tap_fn, on_dance_finished_fn, on_dance_reset_fn)`: Calls the first specified function - defined in the user keymap - on every tap, the second function on when the dance action finishes (like the previous option), and the last function when the tap dance action resets.
|
||||
|
||||
The first option is enough for a lot of cases, that just want dual roles. For example, `ACTION_TAP_DANCE_DOUBLE(KC_SPC, KC_ENT)` will result in `Space` being sent on single-tap, `Enter` otherwise.
|
||||
The first option is enough for a lot of cases, that just want dual roles. For example, `ACTION_TAP_DANCE(KC_SPC, KC_ENT)` will result in `Space` being sent on single-tap, `Enter` otherwise.
|
||||
|
||||
!> Keep in mind that only [basic keycodes](keycodes_basic.md) are supported here. Custom keycodes are not supported.
|
||||
And that's the bulk of it!
|
||||
|
||||
Similar to the first option, the second option is good for simple layer-switching cases.
|
||||
And now, on to the explanation of how it works!
|
||||
|
||||
For more complicated cases, use the third or fourth options (examples of each are listed below).
|
||||
The main entry point is `process_tap_dance()`, called from `process_record_quantum()`, which is run for every keypress, and our handler gets to run early. This function checks whether the key pressed is a tap-dance key. If it is not, and a tap-dance was in action, we handle that first, and enqueue the newly pressed key. If it is a tap-dance key, then we check if it is the same as the already active one (if there's one active, that is). If it is not, we fire off the old one first, then register the new one. If it was the same, we increment the counter and the timer.
|
||||
|
||||
Finally, the fifth option is particularly useful if your non-Tap-Dance keys start behaving weirdly after adding the code for your Tap Dance keys. The likely problem is that you changed the `TAPPING_TERM` time to make your Tap Dance keys easier for you to use, and that this has changed the way your other keys handle interrupts.
|
||||
|
||||
## Implementation Details
|
||||
Well, that's the bulk of it! You should now be able to work through the examples below, and to develop your own Tap Dance functionality. But if you want a deeper understanding of what's going on behind the scenes, then read on for the explanation of how it all works!
|
||||
|
||||
The main entry point is `process_tap_dance()`, called from `process_record_quantum()`, which is run for every keypress, and our handler gets to run early. This function checks whether the key pressed is a tap-dance key. If it is not, and a tap-dance was in action, we handle that first, and enqueue the newly pressed key. If it is a tap-dance key, then we check if it is the same as the already active one (if there's one active, that is). If it is not, we fire off the old one first, then register the new one. If it was the same, we increment the counter and reset the timer.
|
||||
|
||||
This means that you have `TAPPING_TERM` time to tap the key again; you do not have to input all the taps within a single `TAPPING_TERM` timeframe. This allows for longer tap counts, with minimal impact on responsiveness.
|
||||
This means that you have `TAPPING_TERM` time to tap the key again, you do not have to input all the taps within that timeframe. This allows for longer tap counts, with minimal impact on responsiveness.
|
||||
|
||||
Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys.
|
||||
|
||||
@@ -98,7 +78,7 @@ enum {
|
||||
X_TAP_DANCE
|
||||
};
|
||||
```
|
||||
### Example 1: Send `:` on Single Tap, `;` on Double Tap
|
||||
### Example 1: Send `:` on single tap, `;` on double tap
|
||||
```c
|
||||
void dance_cln_finished (qk_tap_dance_state_t *state, void *user_data) {
|
||||
if (state->count == 1) {
|
||||
@@ -123,7 +103,7 @@ qk_tap_dance_action_t tap_dance_actions[] = {
|
||||
[CT_CLN] = ACTION_TAP_DANCE_FN_ADVANCED (NULL, dance_cln_finished, dance_cln_reset)
|
||||
};
|
||||
```
|
||||
### Example 2: Send "Safety Dance!" After 100 Taps
|
||||
### Example 2: Send "Safety Dance!" after 100 taps
|
||||
```c
|
||||
void dance_egg (qk_tap_dance_state_t *state, void *user_data) {
|
||||
if (state->count >= 100) {
|
||||
@@ -137,7 +117,7 @@ qk_tap_dance_action_t tap_dance_actions[] = {
|
||||
};
|
||||
```
|
||||
|
||||
### Example 3: Turn LED Lights On Then Off, One at a Time
|
||||
### Example 3: Turn LED lights on then off, one at a time
|
||||
|
||||
```c
|
||||
// on each tap, light up one led, from right to left
|
||||
@@ -170,7 +150,7 @@ void dance_flsh_finished(qk_tap_dance_state_t *state, void *user_data) {
|
||||
}
|
||||
}
|
||||
|
||||
// if the flash state didn't happen, then turn off LEDs, left to right
|
||||
// if the flash state didnt happen, then turn off leds, left to right
|
||||
void dance_flsh_reset(qk_tap_dance_state_t *state, void *user_data) {
|
||||
ergodox_right_led_1_off();
|
||||
_delay_ms(50);
|
||||
@@ -199,100 +179,44 @@ Below is a specific example:
|
||||
* Double Tap = Send `Escape`
|
||||
* Double Tap and Hold = Send `Alt`
|
||||
|
||||
## Setup
|
||||
|
||||
You will need a few things that can be used for 'Quad Function Tap-Dance'.
|
||||
|
||||
You'll need to add these to the top of your `keymap.c` file, before your keymap.
|
||||
|
||||
The following example can be easily expanded to more than 4 quite easily:
|
||||
```c
|
||||
//**************** Definitions needed for quad function to work *********************//
|
||||
//Enums used to clearly convey the state of the tap dance
|
||||
enum {
|
||||
SINGLE_TAP = 1,
|
||||
SINGLE_HOLD = 2,
|
||||
DOUBLE_TAP = 3,
|
||||
DOUBLE_HOLD = 4,
|
||||
DOUBLE_SINGLE_TAP = 5 //send SINGLE_TAP twice - NOT DOUBLE_TAP
|
||||
// Add more enums here if you want for triple, quadruple, etc.
|
||||
};
|
||||
|
||||
typedef struct {
|
||||
bool is_press_action;
|
||||
int state;
|
||||
} tap;
|
||||
|
||||
enum {
|
||||
SINGLE_TAP = 1,
|
||||
SINGLE_HOLD = 2,
|
||||
DOUBLE_TAP = 3,
|
||||
DOUBLE_HOLD = 4,
|
||||
DOUBLE_SINGLE_TAP = 5, //send two single taps
|
||||
TRIPLE_TAP = 6,
|
||||
TRIPLE_HOLD = 7
|
||||
};
|
||||
|
||||
//Tap dance enums
|
||||
enum {
|
||||
X_CTL = 0,
|
||||
SOME_OTHER_DANCE
|
||||
};
|
||||
|
||||
int cur_dance (qk_tap_dance_state_t *state);
|
||||
|
||||
//for the x tap dance. Put it here so it can be used in any keymap
|
||||
void x_finished (qk_tap_dance_state_t *state, void *user_data);
|
||||
void x_reset (qk_tap_dance_state_t *state, void *user_data);
|
||||
|
||||
```
|
||||
|
||||
Now, at the bottom of your `keymap.c` file, you'll need to add the following:
|
||||
|
||||
```c
|
||||
/* Return an integer that corresponds to what kind of tap dance should be executed.
|
||||
*
|
||||
* How to figure out tap dance state: interrupted and pressed.
|
||||
*
|
||||
* Interrupted: If the state of a dance dance is "interrupted", that means that another key has been hit
|
||||
* under the tapping term. This is typically indicitive that you are trying to "tap" the key.
|
||||
*
|
||||
* Pressed: Whether or not the key is still being pressed. If this value is true, that means the tapping term
|
||||
* has ended, but the key is still being pressed down. This generally means the key is being "held".
|
||||
*
|
||||
* One thing that is currenlty not possible with qmk software in regards to tap dance is to mimic the "permissive hold"
|
||||
* feature. In general, advanced tap dances do not work well if they are used with commonly typed letters.
|
||||
* For example "A". Tap dances are best used on non-letter keys that are not hit while typing letters.
|
||||
*
|
||||
* Good places to put an advanced tap dance:
|
||||
* z,q,x,j,k,v,b, any function key, home/end, comma, semi-colon
|
||||
*
|
||||
* Criteria for "good placement" of a tap dance key:
|
||||
* Not a key that is hit frequently in a sentence
|
||||
* Not a key that is used frequently to double tap, for example 'tab' is often double tapped in a terminal, or
|
||||
* in a web form. So 'tab' would be a poor choice for a tap dance.
|
||||
* Letters used in common words as a double. For example 'p' in 'pepper'. If a tap dance function existed on the
|
||||
* letter 'p', the word 'pepper' would be quite frustating to type.
|
||||
*
|
||||
* For the third point, there does exist the 'DOUBLE_SINGLE_TAP', however this is not fully tested
|
||||
*
|
||||
*/
|
||||
int cur_dance (qk_tap_dance_state_t *state) {
|
||||
if (state->count == 1) {
|
||||
if (state->interrupted || !state->pressed) return SINGLE_TAP;
|
||||
//key has not been interrupted, but they key is still held. Means you want to send a 'HOLD'.
|
||||
//If count = 1, and it has been interrupted - it doesn't matter if it is pressed or not: Send SINGLE_TAP
|
||||
if (state->interrupted || state->pressed==0) return SINGLE_TAP;
|
||||
else return SINGLE_HOLD;
|
||||
}
|
||||
//If count = 2, and it has been interrupted - assume that user is trying to type the letter associated
|
||||
//with single tap. In example below, that means to send `xx` instead of `Escape`.
|
||||
else if (state->count == 2) {
|
||||
/*
|
||||
* DOUBLE_SINGLE_TAP is to distinguish between typing "pepper", and actually wanting a double tap
|
||||
* action when hitting 'pp'. Suggested use case for this return value is when you want to send two
|
||||
* keystrokes of the key, and not the 'double tap' action/macro.
|
||||
*/
|
||||
if (state->interrupted) return DOUBLE_SINGLE_TAP;
|
||||
else if (state->pressed) return DOUBLE_HOLD;
|
||||
else return DOUBLE_TAP;
|
||||
}
|
||||
//Assumes no one is trying to type the same letter three times (at least not quickly).
|
||||
//If your tap dance key is 'KC_W', and you want to type "www." quickly - then you will need to add
|
||||
//an exception here to return a 'TRIPLE_SINGLE_TAP', and define that enum just like 'DOUBLE_SINGLE_TAP'
|
||||
if (state->count == 3) {
|
||||
if (state->interrupted || !state->pressed) return TRIPLE_TAP;
|
||||
else return TRIPLE_HOLD;
|
||||
}
|
||||
else return 8; //magic number. At some point this method will expand to work for more presses
|
||||
}
|
||||
else return 6; //magic number. At some point this method will expand to work for more presses
|
||||
}
|
||||
|
||||
//**************** Definitions needed for quad function to work *********************//
|
||||
|
||||
//instanalize an instance of 'tap' for the 'x' tap dance.
|
||||
static tap xtap_state = {
|
||||
static tap xtap_state = {
|
||||
.is_press_action = true,
|
||||
.state = 0
|
||||
};
|
||||
@@ -321,203 +245,6 @@ void x_reset (qk_tap_dance_state_t *state, void *user_data) {
|
||||
}
|
||||
xtap_state.state = 0;
|
||||
}
|
||||
|
||||
qk_tap_dance_action_t tap_dance_actions[] = {
|
||||
[X_CTL] = ACTION_TAP_DANCE_FN_ADVANCED(NULL,x_finished, x_reset)
|
||||
};
|
||||
```
|
||||
|
||||
And then simply use `TD(X_CTL)` anywhere in your keymap.
|
||||
|
||||
If you want to implement this in your userspace, then you may want to check out how [DanielGGordon](https://github.com/qmk/qmk_firmware/tree/master/users/gordon) has implemented this in their userspace.
|
||||
|
||||
### Example 5: Using tap dance for advanced mod-tap and layer-tap keys
|
||||
|
||||
Tap dance can be used to emulate `MT()` and `LT()` behavior when the tapped code is not a basic keycode. This is useful to send tapped keycodes that normally require `Shift`, such as parentheses or curly braces—or other modified keycodes, such as `Control + X`.
|
||||
|
||||
Below your layers and custom keycodes, add the following:
|
||||
|
||||
```c
|
||||
// tapdance keycodes
|
||||
enum td_keycodes {
|
||||
ALT_LP // Our example key: `LALT` when held, `(` when tapped. Add additional keycodes for each tapdance.
|
||||
};
|
||||
|
||||
// define a type containing as many tapdance states as you need
|
||||
typedef enum {
|
||||
SINGLE_TAP,
|
||||
SINGLE_HOLD,
|
||||
DOUBLE_SINGLE_TAP
|
||||
} td_state_t;
|
||||
|
||||
// create a global instance of the tapdance state type
|
||||
static td_state_t td_state;
|
||||
|
||||
// declare your tapdance functions:
|
||||
|
||||
// function to determine the current tapdance state
|
||||
int cur_dance (qk_tap_dance_state_t *state);
|
||||
|
||||
// `finished` and `reset` functions for each tapdance keycode
|
||||
void altlp_finished (qk_tap_dance_state_t *state, void *user_data);
|
||||
void altlp_reset (qk_tap_dance_state_t *state, void *user_data);
|
||||
```
|
||||
|
||||
Below your `LAYOUT`, define each of the tapdance functions:
|
||||
|
||||
```c
|
||||
// determine the tapdance state to return
|
||||
int cur_dance (qk_tap_dance_state_t *state) {
|
||||
if (state->count == 1) {
|
||||
if (state->interrupted || !state->pressed) { return SINGLE_TAP; }
|
||||
else { return SINGLE_HOLD; }
|
||||
}
|
||||
if (state->count == 2) { return DOUBLE_SINGLE_TAP; }
|
||||
else { return 3; } // any number higher than the maximum state value you return above
|
||||
}
|
||||
|
||||
// handle the possible states for each tapdance keycode you define:
|
||||
|
||||
void altlp_finished (qk_tap_dance_state_t *state, void *user_data) {
|
||||
td_state = cur_dance(state);
|
||||
switch (td_state) {
|
||||
case SINGLE_TAP:
|
||||
register_code16(KC_LPRN);
|
||||
break;
|
||||
case SINGLE_HOLD:
|
||||
register_mods(MOD_BIT(KC_LALT)); // for a layer-tap key, use `layer_on(_MY_LAYER)` here
|
||||
break;
|
||||
case DOUBLE_SINGLE_TAP: // allow nesting of 2 parens `((` within tapping term
|
||||
tap_code16(KC_LPRN);
|
||||
register_code16(KC_LPRN);
|
||||
}
|
||||
}
|
||||
|
||||
void altlp_reset (qk_tap_dance_state_t *state, void *user_data) {
|
||||
switch (td_state) {
|
||||
case SINGLE_TAP:
|
||||
unregister_code16(KC_LPRN);
|
||||
break;
|
||||
case SINGLE_HOLD:
|
||||
unregister_mods(MOD_BIT(KC_LALT)); // for a layer-tap key, use `layer_off(_MY_LAYER)` here
|
||||
break;
|
||||
case DOUBLE_SINGLE_TAP:
|
||||
unregister_code16(KC_LPRN);
|
||||
}
|
||||
}
|
||||
|
||||
// define `ACTION_TAP_DANCE_FN_ADVANCED()` for each tapdance keycode, passing in `finished` and `reset` functions
|
||||
qk_tap_dance_action_t tap_dance_actions[] = {
|
||||
[ALT_LP] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, altlp_finished, altlp_reset)
|
||||
};
|
||||
```
|
||||
|
||||
Wrap each tapdance keycode in `TD()` when including it in your keymap, e.g. `TD(ALT_LP)`.
|
||||
|
||||
### Example 6: Using tap dance for momentary-layer-switch and layer-toggle keys
|
||||
|
||||
Tap Dance can be used to mimic MO(layer) and TG(layer) functionality. For this example, we will set up a key to function as `KC_QUOT` on single-tap, as `MO(_MY_LAYER)` on single-hold, and `TG(_MY_LAYER)` on double-tap.
|
||||
|
||||
The first step is to include the following code towards the beginning of your `keymap.c`:
|
||||
|
||||
```
|
||||
typedef struct {
|
||||
bool is_press_action;
|
||||
int state;
|
||||
} tap;
|
||||
|
||||
//Define a type for as many tap dance states as you need
|
||||
enum {
|
||||
SINGLE_TAP = 1,
|
||||
SINGLE_HOLD = 2,
|
||||
DOUBLE_TAP = 3
|
||||
};
|
||||
|
||||
enum {
|
||||
QUOT_LAYR = 0 //Our custom tap dance key; add any other tap dance keys to this enum
|
||||
};
|
||||
|
||||
//Declare the functions to be used with your tap dance key(s)
|
||||
|
||||
//Function associated with all tap dances
|
||||
int cur_dance (qk_tap_dance_state_t *state);
|
||||
|
||||
//Functions associated with individual tap dances
|
||||
void ql_finished (qk_tap_dance_state_t *state, void *user_data);
|
||||
void ql_reset (qk_tap_dance_state_t *state, void *user_data);
|
||||
|
||||
//Declare variable to track which layer is active
|
||||
int active_layer;
|
||||
```
|
||||
|
||||
The above code is similar to that used in previous examples. The one point to note is that you need to declare a variable to keep track of what layer is currently the active layer. We'll see why shortly.
|
||||
|
||||
Towards the bottom of your `keymap.c`, include the following code:
|
||||
|
||||
```
|
||||
//Update active_layer
|
||||
uint32_t layer_state_set_user(uint32_t state) {
|
||||
switch (biton32(state)) {
|
||||
case 1:
|
||||
active_layer = 1;
|
||||
break;
|
||||
case 2:
|
||||
active_layer = 2;
|
||||
break;
|
||||
case 3:
|
||||
active_layer = 3;
|
||||
break;
|
||||
default:
|
||||
active_layer = 0;
|
||||
break;
|
||||
}
|
||||
return state;
|
||||
}
|
||||
|
||||
//Determine the current tap dance state
|
||||
int cur_dance (qk_tap_dance_state_t *state) {
|
||||
if (state->count == 1) {
|
||||
if (!state->pressed) {return SINGLE_TAP;}
|
||||
else return SINGLE_HOLD;
|
||||
} else if (state->count == 2) {return DOUBLE_TAP;}
|
||||
else return 8;
|
||||
}
|
||||
|
||||
//Initialize tap structure associated with example tap dance key
|
||||
static tap ql_tap_state = {
|
||||
.is_press_action = true,
|
||||
.state = 0
|
||||
};
|
||||
|
||||
//Functions that control what our tap dance key does
|
||||
void ql_finished (qk_tap_dance_state_t *state, void *user_data) {
|
||||
ql_tap_state.state = cur_dance(state);
|
||||
switch (ql_tap_state.state) {
|
||||
case SINGLE_TAP: tap_code(KC_QUOT); break;
|
||||
case SINGLE_HOLD: layer_on(_MY_LAYER); break;
|
||||
case DOUBLE_TAP:
|
||||
if (active_layer==_MY_LAYER) {layer_off(_MY_LAYER);}
|
||||
else layer_on(_MY_LAYER);
|
||||
}
|
||||
}
|
||||
|
||||
void ql_reset (qk_tap_dance_state_t *state, void *user_data) {
|
||||
if (ql_tap_state.state==SINGLE_HOLD) {layer_off(_MY_LAYER);}
|
||||
ql_tap_state.state = 0;
|
||||
}
|
||||
|
||||
//Associate our tap dance key with its functionality
|
||||
qk_tap_dance_action_t tap_dance_actions[] = {
|
||||
[QUOT_LAYR] = ACTION_TAP_DANCE_FN_ADVANCED_TIME(NULL, ql_finished, ql_reset, 275)
|
||||
};
|
||||
```
|
||||
|
||||
The is where the real logic of our tap dance key gets worked out. Since `layer_state_set_user()` is called on any layer switch, we use it to update `active_layer`. Our example is assuming that your `keymap.c` includes 4 layers, so adjust the switch statement here to fit your actual number of layers.
|
||||
|
||||
The use of `cur_dance()` and `ql_tap_state` mirrors the above examples.
|
||||
|
||||
The `case:SINGLE_TAP` in `ql_finished` is similar to the above examples. The `case:SINGLE_HOLD` works in conjunction with `ql_reset()` to switch to `_MY_LAYER` while the tap dance key is held, and to switch away from `_MY_LAYER` when the key is released. This mirrors the use of `MO(_MY_LAYER)`. The `case:DOUBLE_TAP` works by checking whether `_MY_LAYER` is the active layer, and toggling it on or off accordingly. This mirrors the use of `TG(_MY_LAYER)`.
|
||||
|
||||
`tap_dance_actions[]` works similar to the above examples. Note that I used `ACTION_TAP_DANCE_FN_ADVANCED_TIME()` instead of `ACTION_TAP_DANCE_FN_ADVANCED()`. This is because I like my `TAPPING_TERM` to be short (~175ms) for my non-tap-dance keys but find that this is too quick for me to reliably complete tap dance actions - thus the increased time of 275ms here.
|
||||
|
||||
Finally, to get this tap dance key working, be sure to include `TD(QUOT_LAYR)` in your `keymaps[]`.
|
||||
And then simply add this to your list of tap dance functions:
|
||||
`[X_TAP_DANCE] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, x_finished, x_reset)`
|
||||
|
@@ -14,14 +14,12 @@ When enabled, a `> ` prompt will appear, where you'll be able to type, backspace
|
||||
|
||||
`#define TERMINAL_HELP` enables some other output helpers that aren't really needed with this page.
|
||||
|
||||
Pressing "up" and "down" will allow you to cycle through the past 5 commands entered.
|
||||
## Future ideas
|
||||
|
||||
## Future Ideas
|
||||
|
||||
* Keyboard/user-extensible commands
|
||||
* Keyboard/user-extendable commands
|
||||
* Smaller footprint
|
||||
* Arrow key support
|
||||
* Command history - Done
|
||||
* Command history
|
||||
* SD card support
|
||||
* LCD support for buffer display
|
||||
* Keycode -> name string LUT
|
||||
@@ -32,7 +30,7 @@ Pressing "up" and "down" will allow you to cycle through the past 5 commands ent
|
||||
* EEPROM read/write
|
||||
* Audio control
|
||||
|
||||
## Current Commands
|
||||
## Current commands
|
||||
|
||||
### `about`
|
||||
|
||||
@@ -45,39 +43,14 @@ QMK Firmware
|
||||
Built: 2017-08-29-20:24:44
|
||||
```
|
||||
|
||||
|
||||
### `print-buffer`
|
||||
|
||||
Outputs the last 5 commands entered
|
||||
|
||||
```
|
||||
> print-buffer
|
||||
0. print-buffer
|
||||
1. help
|
||||
2. about
|
||||
3. keymap 0
|
||||
4. help
|
||||
5. flush-buffer
|
||||
```
|
||||
|
||||
### `flush-buffer`
|
||||
|
||||
Clears command buffer
|
||||
```
|
||||
> flush-buffer
|
||||
Buffer cleared!
|
||||
```
|
||||
|
||||
|
||||
### `help`
|
||||
|
||||
|
||||
Prints out the available commands:
|
||||
|
||||
```
|
||||
> help
|
||||
commands available:
|
||||
about help keycode keymap exit print-buffer flush-buffer
|
||||
about help keycode keymap exit
|
||||
```
|
||||
|
||||
### `keycode <layer> <row> <col>`
|
||||
@@ -95,13 +68,13 @@ Prints out the entire keymap for a certain layer
|
||||
|
||||
```
|
||||
> keymap 0
|
||||
0x002b, 0x0014, 0x001a, 0x0008, 0x0015, 0x0017, 0x001c, 0x0018, 0x000c, 0x0012, 0x0013, 0x002a,
|
||||
0x0029, 0x0004, 0x0016, 0x0007, 0x0009, 0x000a, 0x000b, 0x000d, 0x000e, 0x000f, 0x0033, 0x0034,
|
||||
0x00e1, 0x001d, 0x001b, 0x0006, 0x0019, 0x0005, 0x0011, 0x0010, 0x0036, 0x0037, 0x0038, 0x0028,
|
||||
0x002b, 0x0014, 0x001a, 0x0008, 0x0015, 0x0017, 0x001c, 0x0018, 0x000c, 0x0012, 0x0013, 0x002a,
|
||||
0x0029, 0x0004, 0x0016, 0x0007, 0x0009, 0x000a, 0x000b, 0x000d, 0x000e, 0x000f, 0x0033, 0x0034,
|
||||
0x00e1, 0x001d, 0x001b, 0x0006, 0x0019, 0x0005, 0x0011, 0x0010, 0x0036, 0x0037, 0x0038, 0x0028,
|
||||
0x5cd6, 0x00e0, 0x00e2, 0x00e3, 0x5cd4, 0x002c, 0x002c, 0x5cd5, 0x0050, 0x0051, 0x0052, 0x004f,
|
||||
>
|
||||
>
|
||||
```
|
||||
|
||||
### `exit`
|
||||
|
||||
Exits the terminal - same as `TERM_OFF`.
|
||||
Exits the terminal - same as `TERM_OFF`.
|
@@ -4,7 +4,7 @@
|
||||
|
||||
## Thermal Printer Keycodes
|
||||
|
||||
|Key |Description |
|
||||
|-----------|----------------------------------------|
|
||||
|`PRINT_ON` |Start printing everything the user types|
|
||||
|`PRINT_OFF`|Stop printing everything the user types |
|
||||
|Name|Description|
|
||||
|----|-----------|
|
||||
|`PRINT_ON`|Start printing everything the user types|
|
||||
|`PRINT_OFF`|Stop printing everything the user types|
|
||||
|
@@ -1,214 +1,43 @@
|
||||
# Unicode Support
|
||||
# Unicode support
|
||||
|
||||
Unicode characters can be input straight from your keyboard! There are some limitations, however.
|
||||
There are three Unicode keymap definition method available in QMK:
|
||||
|
||||
QMK has three different methods for enabling Unicode input and defining keycodes:
|
||||
## UNICODE_ENABLE
|
||||
|
||||
## Basic Unicode
|
||||
Supports Unicode input up to 0xFFFF. The keycode function is `UC(n)` in
|
||||
keymap file, where *n* is a 4 digit hexadecimal.
|
||||
|
||||
This method supports Unicode code points up to `0x7FFF`. This covers characters for most modern languages, as well as symbols, but it doesn't cover emoji.
|
||||
## UNICODEMAP_ENABLE
|
||||
|
||||
Add the following to your `rules.mk`:
|
||||
Supports Unicode up to 0xFFFFFFFF. You need to maintain a separate mapping
|
||||
table `const uint32_t PROGMEM unicode_map[] = {...}` in your keymap file.
|
||||
The keycode function is `X(n)` where *n* is the array index of the mapping
|
||||
table.
|
||||
|
||||
```make
|
||||
UNICODE_ENABLE = yes
|
||||
```
|
||||
## UCIS_ENABLE
|
||||
|
||||
Then add `UC(c)` keycodes to your keymap, where _c_ is the code point (preferably in hexadecimal, up to 4 digits long). For example: `UC(0x45B)`, `UC(0x30C4)`.
|
||||
TBD
|
||||
|
||||
## Unicode Map
|
||||
Unicode input in QMK works by inputing a sequence of characters to the OS,
|
||||
sort of like macro. Unfortunately, each OS has different ideas on how Unicode is inputted.
|
||||
|
||||
This method supports all possible code points (up to `0x10FFFF`); however, you need to maintain a separate mapping table in your keymap file, which may contain at most 16384 entries.
|
||||
This is the current list of Unicode input method in QMK:
|
||||
|
||||
Add the following to your `rules.mk`:
|
||||
* UC_OSX: MacOS Unicode Hex Input support. Works only up to 0xFFFF. Disabled by default. To enable: go to System Preferences -> Keyboard -> Input Sources, and enable Unicode Hex.
|
||||
* UC_OSX_RALT: Same as UC_OSX, but sends the Rigt Alt key for unicode input
|
||||
* UC_LNX: Unicode input method under Linux. Works up to 0xFFFFF. Should work almost anywhere on ibus enabled distros. Without ibus, this works under GTK apps, but rarely anywhere else.
|
||||
* UC_WIN: (not recommended) Windows built-in Unicode input. To enable: create registry key under `HKEY_CURRENT_USER\Control Panel\Input Method\EnableHexNumpad` of type `REG_SZ` called `EnableHexNumpad`, set its value to 1, and reboot. This method is not recommended because of reliability and compatibility issue, use WinCompose method below instead.
|
||||
* UC_WINC: Windows Unicode input using WinCompose. Requires [WinCompose](https://github.com/samhocevar/wincompose). Works reliably under many (all?) variations of Windows.
|
||||
|
||||
```make
|
||||
UNICODEMAP_ENABLE = yes
|
||||
```
|
||||
|
||||
Then add `X(i)` keycodes to your keymap, where _i_ is an array index into the mapping table:
|
||||
|
||||
```c
|
||||
enum unicode_names {
|
||||
BANG,
|
||||
IRONY,
|
||||
SNEK
|
||||
};
|
||||
|
||||
const uint32_t PROGMEM unicode_map[] = {
|
||||
[BANG] = 0x203D, // ‽
|
||||
[IRONY] = 0x2E2E, // ⸮
|
||||
[SNEK] = 0x1F40D, // 🐍
|
||||
};
|
||||
```
|
||||
|
||||
Then you can use `X(BANG)`, `X(SNEK)` etc. in your keymap.
|
||||
|
||||
### Lower and Upper Case
|
||||
|
||||
Characters often come in lower and upper case pairs, such as å and Å. To make inputting these characters easier, you can use `XP(i, j)` in your keymap, where _i_ and _j_ are the mapping table indices of the lower and upper case character, respectively. If you're holding down Shift or have Caps Lock turned on when you press the key, the second (upper case) character will be inserted; otherwise, the first (lower case) version will appear.
|
||||
|
||||
This is most useful when creating a keymap for an international layout with special characters. Instead of having to put the lower and upper case versions of a character on separate keys, you can have them both on the same key by using `XP()`. This helps blend Unicode keys in with regular alphas.
|
||||
|
||||
Due to keycode size constraints, _i_ and _j_ can each only refer to one of the first 128 characters in your `unicode_map`. In other words, 0 ≤ _i_ ≤ 127 and 0 ≤ _j_ ≤ 127. This is enough for most use cases, but if you'd like to customize the index calculation, you can override the [`unicodemap_index()`](https://github.com/qmk/qmk_firmware/blob/71f640d47ee12c862c798e1f56392853c7b1c1a8/quantum/process_keycode/process_unicodemap.c#L40) function. This also allows you to, say, check Ctrl instead of Shift/Caps.
|
||||
|
||||
## UCIS
|
||||
|
||||
This method also supports all possible code points. As with the Unicode Map method, you need to maintain a mapping table in your keymap file. However, there are no built-in keycodes for this feature — you have to create a custom keycode or function that invokes this functionality.
|
||||
|
||||
Add the following to your `rules.mk`:
|
||||
|
||||
```make
|
||||
UCIS_ENABLE = yes
|
||||
```
|
||||
|
||||
Then define a table like this in your keymap file:
|
||||
|
||||
```c
|
||||
const qk_ucis_symbol_t ucis_symbol_table[] = UCIS_TABLE(
|
||||
UCIS_SYM("poop", 0x1F4A9), // 💩
|
||||
UCIS_SYM("rofl", 0x1F923), // 🤣
|
||||
UCIS_SYM("kiss", 0x1F619) // 😙
|
||||
);
|
||||
```
|
||||
|
||||
To use it, call `qk_ucis_start()`. Then, type the mnemonic for the character (such as "rofl"), and hit Space or Enter. QMK should erase the "rofl" text and insert the laughing emoji.
|
||||
|
||||
### Customization
|
||||
|
||||
There are several functions that you can define in your keymap to customize the functionality of this feature.
|
||||
|
||||
* `void qk_ucis_start_user(void)` – This runs when you call the "start" function, and can be used to provide feedback. By default, it types out a keyboard emoji.
|
||||
* `void qk_ucis_success(uint8_t symbol_index)` – This runs when the input has matched something and has completed. By default, it doesn't do anything.
|
||||
* `void qk_ucis_symbol_fallback (void)` – This runs when the input doesn't match anything. By default, it falls back to trying that input as a Unicode code.
|
||||
|
||||
You can find the default implementations of these functions in [`process_ucis.c`](https://github.com/qmk/qmk_firmware/blob/master/quantum/process_keycode/process_ucis.c).
|
||||
|
||||
## Input Modes
|
||||
|
||||
Unicode input in QMK works by inputting a sequence of characters to the OS, sort of like a macro. Unfortunately, the way this is done differs for each platform. Specifically, each platform requires a different combination of keys to trigger Unicode input. Therefore, a corresponding input mode has to be set in QMK.
|
||||
|
||||
The following input modes are available:
|
||||
|
||||
* **`UC_OSX`**: macOS built-in Unicode hex input. Supports code points up to `0xFFFF` (`0x10FFFF` with Unicode Map).
|
||||
|
||||
To enable, go to _System Preferences > Keyboard > Input Sources_, add _Unicode Hex Input_ to the list (it's under _Other_), then activate it from the input dropdown in the Menu Bar.
|
||||
By default, this mode uses the left Option key (`KC_LALT`) for Unicode input, but this can be changed by defining [`UNICODE_KEY_OSX`](#input-key-configuration) with another keycode.
|
||||
|
||||
!> Using the _Unicode Hex Input_ input source may disable some Option based shortcuts, such as Option + Left Arrow and Option + Right Arrow.
|
||||
|
||||
* **`UC_LNX`**: Linux built-in IBus Unicode input. Supports code points up to `0x10FFFF` (all possible code points).
|
||||
|
||||
Enabled by default and works almost anywhere on IBus-enabled distros. Without IBus, this mode works under GTK apps, but rarely anywhere else.
|
||||
By default, this mode uses Ctrl+Shift+U (`LCTL(LSFT(KC_U))`) to start Unicode input, but this can be changed by defining [`UNICODE_KEY_LNX`](#input-key-configuration) with another keycode. This might be required for IBus versions ≥1.5.15, where Ctrl+Shift+U behavior is consolidated into Ctrl+Shift+E.
|
||||
|
||||
* **`UC_WIN`**: _(not recommended)_ Windows built-in hex numpad Unicode input. Supports code points up to `0xFFFF`.
|
||||
|
||||
To enable, create a registry key under `HKEY_CURRENT_USER\Control Panel\Input Method\EnableHexNumpad` of type `REG_SZ` called `EnableHexNumpad` and set its value to `1`. This can be done from the Command Prompt by running `reg add "HKCU\Control Panel\Input Method" -v EnableHexNumpad -t REG_SZ -d 1` with administrator privileges. Reboot afterwards.
|
||||
This mode is not recommended because of reliability and compatibility issues; use the `UC_WINC` mode instead.
|
||||
|
||||
* **`UC_BSD`**: _(non implemented)_ Unicode input under BSD. Not implemented at this time. If you're a BSD user and want to help add support for it, please [open an issue on GitHub](https://github.com/qmk/qmk_firmware/issues).
|
||||
|
||||
* **`UC_WINC`**: Windows Unicode input using [WinCompose](https://github.com/samhocevar/wincompose). As of v0.9.0, supports code points up to `0x10FFFF` (all possible code points).
|
||||
|
||||
To enable, install the [latest release](https://github.com/samhocevar/wincompose/releases/latest). Once installed, WinCompose will automatically run on startup. Works reliably under all version of Windows supported by the app.
|
||||
By default, this mode uses right Alt (`KC_RALT`) as the Compose key, but this can be changed in the WinCompose settings and by defining [`UNICODE_KEY_WINC`](#input-key-configuration) with another keycode.
|
||||
|
||||
### Switching Input Modes
|
||||
|
||||
There are two ways to set the input mode for Unicode: by keycode or by function. Keep in mind that both methods write to persistent storage (EEPROM), and are loaded each time the keyboard starts. So once you've set it the first time, you don't need to set it again unless you want to change it, or you've reset the EEPROM settings.
|
||||
|
||||
You can switch the input mode at any time by using one of the following keycodes. The easiest way is to add the ones you use to your keymap.
|
||||
|
||||
|Keycode |Alias |Input Mode |Description |
|
||||
|----------------------|---------|------------|--------------------------------------------------------------|
|
||||
|`UNICODE_MODE_FORWARD`|`UC_MOD` |Next in list|[Cycle](#input-mode-cycling) through selected modes |
|
||||
|`UNICODE_MODE_REVERSE`|`UC_RMOD`|Prev in list|[Cycle](#input-mode-cycling) through selected modes in reverse|
|
||||
|`UNICODE_MODE_OSX` |`UC_M_OS`|`UC_OSX` |Switch to macOS input |
|
||||
|`UNICODE_MODE_LNX` |`UC_M_LN`|`UC_LNX` |Switch to Linux input |
|
||||
|`UNICODE_MODE_WIN` |`UC_M_WI`|`UC_WIN` |Switch to Windows input |
|
||||
|`UNICODE_MODE_BSD` |`UC_M_BS`|`UC_BSD` |Switch to BSD input (not implemented) |
|
||||
|`UNICODE_MODE_WINC` |`UC_M_WC`|`UC_WINC` |Switch to Windows input using WinCompose |
|
||||
|
||||
You can also switch the input mode by calling `set_unicode_input_mode(x)` in your code, where _x_ is one of the above input mode constants (e.g. `UC_LNX`). Since the function only needs to be called once, it's recommended that you do it in `eeconfig_init_user()` (or a similar function). For example:
|
||||
|
||||
```c
|
||||
void eeconfig_init_user(void) {
|
||||
set_unicode_input_mode(UC_LNX);
|
||||
}
|
||||
```
|
||||
|
||||
### Audio Feedback
|
||||
|
||||
If you have the [Audio feature](feature_audio.md) enabled on the board, you can set melodies to be played when you press the above keys. That way you can have some audio feedback when switching input modes.
|
||||
|
||||
For instance, you can add these definitions to your `config.h` file:
|
||||
|
||||
```c
|
||||
#define UNICODE_SONG_OSX COIN_SOUND
|
||||
#define UNICODE_SONG_LNX UNICODE_LINUX
|
||||
#define UNICODE_SONG_BSD MARIO_GAMEOVER
|
||||
#define UNICODE_SONG_WIN UNICODE_WINDOWS
|
||||
#define UNICODE_SONG_WINC UNICODE_WINDOWS
|
||||
```
|
||||
|
||||
### Additional Customization
|
||||
|
||||
Because Unicode is a large and versatile feature, there are a number of options you can customize to make it work better on your system.
|
||||
|
||||
#### Start and Finish Input Functions
|
||||
|
||||
The functions for starting and finishing Unicode input on your platform can be overridden locally. Possible uses include customizing input mode behavior if you don't use the default keys, or adding extra visual/audio feedback to Unicode input.
|
||||
|
||||
* `void unicode_input_start(void)` – This sends the initial sequence that tells your platform to enter Unicode input mode. For example, it presses Ctrl+Shift+U on Linux and holds the Option key on macOS.
|
||||
* `void unicode_input_finish(void)` – This is called to exit Unicode input mode, for example by pressing Space or releasing the Option key.
|
||||
|
||||
You can find the default implementations of these functions in [`process_unicode_common.c`](https://github.com/qmk/qmk_firmware/blob/master/quantum/process_keycode/process_unicode_common.c).
|
||||
|
||||
#### Input Key Configuration
|
||||
|
||||
You can customize the keys used to trigger Unicode input for macOS, Linux and WinCompose by adding corresponding defines to your `config.h`. The default values match the platforms' default settings, so you shouldn't need to change this unless Unicode input isn't working, or you want to use a different key (e.g. in order to free up left or right Alt).
|
||||
|
||||
|Define |Type |Default |Example |
|
||||
|------------------|----------|------------------|-------------------------------------------|
|
||||
|`UNICODE_KEY_OSX` |`uint8_t` |`KC_LALT` |`#define UNICODE_KEY_OSX KC_RALT` |
|
||||
|`UNICODE_KEY_LNX` |`uint16_t`|`LCTL(LSFT(KC_U))`|`#define UNICODE_KEY_LNX LCTL(LSFT(KC_E))`|
|
||||
|`UNICODE_KEY_WINC`|`uint8_t` |`KC_RALT` |`#define UNICODE_KEY_WINC KC_RGUI` |
|
||||
|
||||
#### Input Mode Cycling
|
||||
|
||||
You can choose which input modes are available for cycling through. By default, this is disabled. If you want to enable it, limiting it to just the modes you use makes sense. Note that the values in the list are comma-delimited.
|
||||
|
||||
```c
|
||||
#define UNICODE_SELECTED_MODES UC_OSX, UC_LNX, UC_WIN, UC_WINC
|
||||
```
|
||||
|
||||
You can cycle through the selected modes by using the `UC_MOD`/`UC_RMOD` keycodes, or by calling `cycle_unicode_input_mode(offset)` in your code (`offset` is how many modes to move forward by, so +1 corresponds to `UC_MOD`).
|
||||
|
||||
By default, when the keyboard boots, it will initialize the input mode to the last one you used. You can disable this and make it start with the first mode in the list every time by adding the following to your `config.h`:
|
||||
|
||||
```c
|
||||
#define UNICODE_CYCLE_PERSIST false
|
||||
```
|
||||
|
||||
!> Using `UNICODE_SELECTED_MODES` means you don't have to initially set the input mode in `matrix_init_user()` (or a similar function); the Unicode system will do that for you on startup. This has the added benefit of avoiding unnecessary writes to EEPROM.
|
||||
|
||||
## `send_unicode_hex_string`
|
||||
|
||||
To type multiple characters for things like (ノಠ痊ಠ)ノ彡┻━┻, you can use `send_unicode_hex_string()` much like `SEND_STRING()` except you would use hex values separate by spaces.
|
||||
For example, the table flip seen above would be `send_unicode_hex_string("0028 30CE 0CA0 75CA 0CA0 0029 30CE 5F61 253B 2501 253B")`
|
||||
|
||||
There are many ways to get a hex code, but an easy one is [this site](https://r12a.github.io/app-conversion/). Just make sure to convert to hexadecimal, and that is your string.
|
||||
|
||||
## Additional Language Support
|
||||
# Additional language support
|
||||
|
||||
In `quantum/keymap_extras/`, you'll see various language files - these work the same way as the alternative layout ones do. Most are defined by their two letter country/language code followed by an underscore and a 4-letter abbreviation of its name. `FR_UGRV` which will result in a `ù` when using a software-implemented AZERTY layout. It's currently difficult to send such characters in just the firmware.
|
||||
|
||||
## International Characters on Windows
|
||||
# International Characters on Windows
|
||||
|
||||
### AutoHotkey allows Windows users to create custom hotkeys among others.
|
||||
[AutoHotkey](https://autohotkey.com) allows Windows users to create custom hotkeys among others.
|
||||
|
||||
The method does not require Unicode support in the keyboard itself but depends instead of [AutoHotkey](https://autohotkey.com) running in the background.
|
||||
The method does not require Unicode support in the keyboard itself but depends instead of AutoHotkey running in the background.
|
||||
|
||||
First you need to select a modifier combination that is not in use by any of your programs.
|
||||
CtrlAltWin is not used very widely and should therefore be perfect for this.
|
||||
@@ -224,10 +53,3 @@ In the default script of AutoHotkey you can define custom hotkeys.
|
||||
The hotkeys above are for the combination CtrlAltGui and CtrlAltGuiShift plus the letter a.
|
||||
AutoHotkey inserts the Text right of `Send, ` when this combination is pressed.
|
||||
|
||||
### US International
|
||||
|
||||
If you enable the US International layout on the system, it will use punctuation to accent the characters.
|
||||
|
||||
For instance, typing "`a" will result in à.
|
||||
|
||||
You can find details on how to enable this [here](https://support.microsoft.com/en-us/help/17424/windows-change-keyboard-layout).
|
||||
|
@@ -1,251 +1,33 @@
|
||||
# Userspace: Sharing Code Between Keymaps
|
||||
# Userspace: sharing code between keymaps
|
||||
|
||||
If you use more than one keyboard with a similar keymap, you might see the benefit in being able to share code between them. Create your own folder in `users/` named the same as your keymap (ideally your github username, `<name>`) with the following structure:
|
||||
|
||||
* `/users/<name>/` (added to the path automatically)
|
||||
* `readme.md` (optional, recommended)
|
||||
* `readme.md`
|
||||
* `rules.mk` (included automatically)
|
||||
* `config.h` (included automatically)
|
||||
* `<name>.h` (optional)
|
||||
* `<name>.c` (optional)
|
||||
* `cool_rgb_stuff.c` (optional)
|
||||
* `cool_rgb_stuff.h` (optional)
|
||||
|
||||
`<name>.c` will need to be added to the SRC in `rules.mk` like this:
|
||||
|
||||
SRC += <name>.c
|
||||
|
||||
Additional files may be added in the same way - it's recommended you have one named `<name>`.c/.h though.
|
||||
|
||||
All this only happens when you build a keymap named `<name>`, like this:
|
||||
|
||||
make planck:<name>
|
||||
|
||||
For example,
|
||||
For example,
|
||||
|
||||
make planck:jack
|
||||
|
||||
Will include the `/users/jack/` folder in the path, along with `/users/jack/rules.mk`.
|
||||
Will include the `/users/jack/` folder in the path, along with `/users/jack/rules.mk`.
|
||||
|
||||
!> This `name` can be [overridden](#override-default-userspace), if needed.
|
||||
|
||||
## `Rules.mk`
|
||||
|
||||
The `rules.mk` is one of the two files that gets processed automatically. This is how you add additional source files (such as `<name>.c`) will be added when compiling.
|
||||
|
||||
It's highly recommended that you use `<name>.c` as the default source file to be added. And to add it, you need to add it the SRC in `rules.mk` like this:
|
||||
|
||||
SRC += <name>.c
|
||||
|
||||
Additional files may be added in the same way - it's recommended you have one named `<name>`.c/.h to start off with, though.
|
||||
|
||||
The `/users/<name>/rules.mk` file will be included in the build _after_ the `rules.mk` from your keymap. This allows you to have features in your userspace `rules.mk` that depend on individual QMK features that may or may not be available on a specific keyboard.
|
||||
|
||||
For example, if you have RGB control features shared between all your keyboards that support RGB lighting, you can add support for that if the RGBLIGHT feature is enabled:
|
||||
```make
|
||||
ifeq ($(strip $(RGBLIGHT_ENABLE)), yes)
|
||||
# Include my fancy rgb functions source here
|
||||
SRC += cool_rgb_stuff.c
|
||||
endif
|
||||
```
|
||||
|
||||
Alternatively, you can `define RGB_ENABLE` in your keymap's `rules.mk` and then check for the variable in your userspace's `rules.mk` like this:
|
||||
```make
|
||||
ifdef RGB_ENABLE
|
||||
# Include my fancy rgb functions source here
|
||||
SRC += cool_rgb_stuff.c
|
||||
endif
|
||||
```
|
||||
|
||||
### Override default userspace
|
||||
|
||||
By default the userspace used will be the same as the keymap name. In some situations this isn't desirable. For instance, if you use the [layout](feature_layouts.md) feature you can't use the same name for different keymaps (e.g. ANSI and ISO). You can name your layouts `mylayout-ansi` and `mylayout-iso` and add the following line to your layout's `rules.mk`:
|
||||
|
||||
```
|
||||
USER_NAME := mylayout
|
||||
```
|
||||
|
||||
This is also useful if you have multiple different keyboards with different features physically present on the board (such as one with RGB Lights, and one with Audio, or different number of LEDs, or connected to a different PIN on the controller).
|
||||
|
||||
## Configuration Options (`config.h`)
|
||||
|
||||
Additionally, `config.h` here will be processed like the same file in your keymap folder. This is handled separately from the `<name>.h` file.
|
||||
|
||||
The reason for this, is that `<name>.h` won't be added in time to add settings (such as `#define TAPPING_TERM 100`), and including the `<name.h>` file in any `config.h` files will result in compile issues.
|
||||
|
||||
!>You should use the `config.h` for [configuration options](config_options.md), and the `<name>.h` file for user or keymap specific settings (such as the enum for layer or keycodes)
|
||||
|
||||
|
||||
## Readme (`readme.md`)
|
||||
## Readme
|
||||
|
||||
Please include authorship (your name, github username, email), and optionally [a license that's GPL compatible](https://www.gnu.org/licenses/license-list.html#GPLCompatibleLicenses).
|
||||
|
||||
You can use this as a template:
|
||||
```
|
||||
Copyright <year> <name> <email> @<github_username>
|
||||
## Example
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 2 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
```
|
||||
|
||||
You'd want to replace the year, name, email and github username with your info.
|
||||
|
||||
Additionally, this is a good place to document your code, if you wish to share it with others.
|
||||
|
||||
# Examples
|
||||
|
||||
For a brief example, checkout [`/users/_example/`](https://github.com/qmk/qmk_firmware/tree/master/users/drashna).
|
||||
For a more complicated example, checkout [`/users/drashna/`](https://github.com/qmk/qmk_firmware/tree/master/users/drashna)'s userspace.
|
||||
|
||||
|
||||
## Customized Functions
|
||||
|
||||
QMK has a bunch of [functions](custom_quantum_functions.md) that have [`_quantum`, `_kb`, and `_user` versions](custom_quantum_functions.md#a-word-on-core-vs-keyboards-vs-keymap) that you can use. You will pretty much always want to use the user version of these functions. But the problem is that if you use them in your userspace, then you don't have a version that you can use in your keymap.
|
||||
|
||||
However, you can actually add support for keymap version, so that you can use it in both your userspace and your keymap!
|
||||
|
||||
|
||||
For instance, let's look at the `layer_state_set_user()` function. You can enable the [Tri Layer State](ref_functions.md#olkb-tri-layers) functionality on all of your boards, while also retaining the Tri Layer functionality in your `keymap.c` files.
|
||||
|
||||
In your `<name.c>` file, you'd want to add this:
|
||||
```c
|
||||
__attribute__ ((weak))
|
||||
uint32_t layer_state_set_keymap (uint32_t state) {
|
||||
return state;
|
||||
}
|
||||
|
||||
uint32_t layer_state_set_user (uint32_t state) {
|
||||
state = update_tri_layer_state(state, 2, 3, 5);
|
||||
return layer_state_set_keymap (state);
|
||||
}
|
||||
```
|
||||
The `__attribute__ ((weak))` part tells the compiler that this is a placeholder function that can then be replaced by a version in your `keymap.c`. That way, you don't need to add it to your `keymap.c`, but if you do, you won't get any conflicts because the function is the same name.
|
||||
|
||||
The `_keymap` part here doesn't matter, it just needs to be something other than `_quantum`, `_kb`, or `_user`, since those are already in use. So you could use `layer_state_set_mine`, `layer_state_set_fn`, or anything else.
|
||||
|
||||
You can see a list of this and other common functions in [`template.c`](https://github.com/qmk/qmk_firmware/blob/master/users/drashna/template.c) in [`users/drashna`](https://github.com/qmk/qmk_firmware/tree/master/users/drashna).
|
||||
|
||||
## Custom Features
|
||||
|
||||
Since the Userspace feature can support a staggering number of boards, you may have boards that you want to enable certain functionality for, but not for others. And you can actually create "features" that you can enable or disable in your own userspace.
|
||||
|
||||
For instance, if you wanted to have a bunch of macros available, but only on certain boards (to save space), you could "hide" them being a `#ifdef MACROS_ENABLED`, and then enable it per board. To do this, add this to your rules.mk
|
||||
```make
|
||||
ifeq ($(strip $(MACROS_ENABLED)), yes)
|
||||
OPT_DEFS += -DMACROS_ENABLED
|
||||
endif
|
||||
```
|
||||
The `OPT_DEFS` setting causes `MACROS_ENABLED` to be defined for your keyboards (note the `-D` in front of the name), and you could use `#ifdef MACROS_ENABLED` to check the status in your c/h files, and handle that code based on that.
|
||||
|
||||
Then you add `MACROS_ENABLED = yes` to the `rules.mk` for you keymap to enable this feature and the code in your userspace.
|
||||
|
||||
And in your `process_record_user` function, you'd do something like this:
|
||||
```c
|
||||
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
|
||||
switch (keycode) {
|
||||
#ifdef MACROS_ENABLED
|
||||
case MACRO1:
|
||||
if (!record->event.pressed) {
|
||||
SEND_STRING("This is macro 1!");
|
||||
}
|
||||
break;
|
||||
case MACRO2:
|
||||
if (!record->event.pressed) {
|
||||
SEND_STRING("This is macro 2!");
|
||||
}
|
||||
break;
|
||||
#endif
|
||||
}
|
||||
return true;
|
||||
}
|
||||
```
|
||||
|
||||
|
||||
## Consolidated Macros
|
||||
|
||||
If you wanted to consolidate macros and other functions into your userspace for all of your keymaps, you can do that. This builds upon the [Customized Functions](#customized-functions) example above. This lets you maintain a bunch of macros that are shared between the different keyboards, and allow for keyboard specific macros, too.
|
||||
|
||||
First, you'd want to go through all of your `keymap.c` files and replace `process_record_user` with `process_record_keymap` instead. This way, you can still use keyboard specific codes on those boards, and use your custom "global" keycodes as well. You'll also want to replace `SAFE_RANGE` with `NEW_SAFE_RANGE` so that you wont have any overlapping keycodes
|
||||
|
||||
Then add `#include <name.h>` to all of your keymap.c files. This allows you to use these new keycodes without having to redefine them in each keymap.
|
||||
|
||||
Once you've done that, you'll want to set the keycode definitions that you need to the `<name>.h` file. For instance:
|
||||
```c
|
||||
#pragma once
|
||||
|
||||
#include "quantum.h"
|
||||
#include "action.h"
|
||||
#include "version.h"
|
||||
|
||||
// Define all of
|
||||
enum custom_keycodes {
|
||||
KC_MAKE = SAFE_RANGE,
|
||||
NEW_SAFE_RANGE //use "NEW_SAFE_RANGE" for keymap specific codes
|
||||
};
|
||||
```
|
||||
|
||||
Now you want to create the `<name>.c` file, and add this content to it:
|
||||
|
||||
```c
|
||||
#include "<name>.h"
|
||||
|
||||
__attribute__ ((weak))
|
||||
bool process_record_keymap(uint16_t keycode, keyrecord_t *record) {
|
||||
return true;
|
||||
}
|
||||
|
||||
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
|
||||
switch (keycode) {
|
||||
case KC_MAKE: // Compiles the firmware, and adds the flash command based on keyboard bootloader
|
||||
if (!record->event.pressed) {
|
||||
uint8_t temp_mod = get_mods();
|
||||
uint8_t temp_osm = get_oneshot_mods();
|
||||
clear_mods(); clear_oneshot_mods();
|
||||
SEND_STRING("make " QMK_KEYBOARD ":" QMK_KEYMAP);
|
||||
#ifndef FLASH_BOOTLOADER
|
||||
if ( (temp_mod | temp_osm) & MOD_MASK_SHIFT )
|
||||
#endif
|
||||
{ //
|
||||
#if defined(__arm__) // only run for ARM boards
|
||||
SEND_STRING(":dfu-util");
|
||||
#elif defined(BOOTLOADER_DFU) // only run for DFU boards
|
||||
SEND_STRING(":dfu");
|
||||
#elif defined(BOOTLOADER_HALFKAY) // only run for teensy boards
|
||||
SEND_STRING(":teensy");
|
||||
#elif defined(BOOTLOADER_CATERINA) // only run for Pro Micros
|
||||
SEND_STRING(":avrdude");
|
||||
#endif // bootloader options
|
||||
}
|
||||
if ( (temp_mod | temp_osm) & MOD_MASK_CTRL) {
|
||||
SEND_STRING(" -j8 --output-sync");
|
||||
}
|
||||
SEND_STRING(SS_TAP(X_ENTER));
|
||||
set_mods(temp_mod);
|
||||
}
|
||||
break;
|
||||
|
||||
}
|
||||
return process_record_keymap(keycode, record);
|
||||
}
|
||||
```
|
||||
|
||||
For boards that may not have a shift button (such as on a macro pad), we need a way to always include the bootloader option. To do that, add the following to the `rules.mk` in your userspace folder:
|
||||
|
||||
```make
|
||||
ifeq ($(strip $(FLASH_BOOTLOADER)), yes)
|
||||
OPT_DEFS += -DFLASH_BOOTLOADER
|
||||
endif
|
||||
```
|
||||
|
||||
This will add a new `KC_MAKE` keycode that can be used in any of your keymaps. And this keycode will output `make <keyboard>:<keymap>`, making frequent compiling easier. And this will work with any keyboard and any keymap as it will output the current boards info, so that you don't have to type this out every time.
|
||||
|
||||
Also, holding `shift` will add the appropriate flashing command (`:dfu`, `:teensy`, `:avrdude`, `:dfu-util`) for a majority of keyboards. Holding `control` will add some commands that will speed up compiling time by processing multiple files at once.
|
||||
|
||||
And for the boards that lack a shift key, or that you want to always attempt the flashing part, you can add `FLASH_BOOTLOADER = yes` to the `rules.mk` of that keymap.
|
||||
|
||||
?> This should flash the newly compiled firmware automatically, using the correct utility, based on the bootloader settings (or default to just generating the HEX file). However, it should be noted that this may not work on all systems. AVRDUDE doesn't work on WSL, namely. And this doesn't support BootloadHID or mdloader.
|
||||
For a brief example, checkout `/users/_example/` until we have more reasonable and useful examples.
|
@@ -1,30 +0,0 @@
|
||||
# Velocikey
|
||||
|
||||
Velocikey is a feature that lets you control the speed of lighting effects (like the Rainbow Swirl effect) with the speed of your typing. The faster you type, the faster the lights will go!
|
||||
|
||||
## Usage
|
||||
For Velocikey to take effect, there are two steps. First, when compiling your keyboard, you'll need to set `VELOCIKEY_ENABLE=yes` in `rules.mk`, e.g.:
|
||||
|
||||
```
|
||||
BOOTMAGIC_ENABLE = no
|
||||
MOUSEKEY_ENABLE = no
|
||||
STENO_ENABLE = no
|
||||
EXTRAKEY_ENABLE = yes
|
||||
VELOCIKEY_ENABLE = yes
|
||||
```
|
||||
|
||||
Then, while using your keyboard, you need to also turn it on with the VLK_TOG keycode, which toggles the feature on and off.
|
||||
|
||||
The following light effects will all be controlled by Velocikey when it is enabled:
|
||||
- RGB Breathing
|
||||
- RGB Rainbow Mood
|
||||
- RGB Rainbow Swirl
|
||||
- RGB Snake
|
||||
- RGB Knight
|
||||
|
||||
Support for LED breathing effects is planned but not available yet.
|
||||
|
||||
As long as Velocikey is enabled, it will control the speed regardless of any other speed setting that your RGB lights are currently on.
|
||||
|
||||
## Configuration
|
||||
Velocikey doesn't currently support any configuration via keyboard settings. If you want to adjust something like the speed increase or decay rate, you would need to edit `velocikey.c` and adjust the values there to achieve the kinds of speeds that you like.
|
@@ -1,41 +1,26 @@
|
||||
# QMK Features
|
||||
|
||||
QMK has a staggering number of features for building your keyboard. It can take some time to understand all of them and determine which one will achieve your goal.
|
||||
QMK has a staggering number of features for building your keyboard. It can take some time to understand all of them and determine which one will acheive your goal.
|
||||
|
||||
|
||||
* [Advanced Keycodes](feature_advanced_keycodes.md) - Change layers, dual-action keys, and more. Go beyond typing simple characters.
|
||||
* [Advanced Keycodes](feature_advanced_keycodes.md) - Change layers, type shifted keys, and more. Go beyond typing simple characters.
|
||||
* [Audio](feature_audio.md) - Connect a speaker to your keyboard for audio feedback, midi support, and music mode.
|
||||
* [Auto Shift](feature_auto_shift.md) - Tap for the normal key, hold slightly longer for its shifted state.
|
||||
* [Backlight](feature_backlight.md) - LED lighting support for your keyboard.
|
||||
* [Bluetooth](feature_bluetooth.md) - BlueTooth support for your keyboard.
|
||||
* [Bootmagic](feature_bootmagic.md) - Adjust the behavior of your keyboard using hotkeys.
|
||||
* [Combos](feature_combo.md) - Custom actions for multiple key holds.
|
||||
* [Command](feature_command.md) - Runtime version of bootmagic (Formerly known as "Magic").
|
||||
* [Debounce API](feature_debounce_type.md) - Customization of debouncing algorithms, and the ability to add more/custom debouncing.
|
||||
* [Dynamic Macros](feature_dynamic_macros.md) - Record and playback macros from the keyboard itself.
|
||||
* [Encoders](feature_encoders.md) - Rotary encoders!
|
||||
* [Grave Escape](feature_grave_esc.md) - Lets you use a single key for Esc and Grave.
|
||||
* [Haptic Feedback](feature_haptic_feedback.md) - Add haptic feedback drivers to your board.
|
||||
* [HD44780 LCD Display](feature_hd44780.md) - Support for LCD character displays using the HD44780 standard.
|
||||
* [Key Lock](feature_key_lock.md) - Lock a key in the "down" state.
|
||||
* [Layouts](feature_layouts.md) - Use one keymap with any keyboard that supports your layout.
|
||||
* [Leader Key](feature_leader_key.md) - Tap the leader key followed by a sequence to trigger custom behavior.
|
||||
* [LED Matrix](feature_led_matrix.md) - LED Matrix single color lights for per key lighting (Single Color, not RGB).
|
||||
* [Macros](feature_macros.md) - Send multiple key presses when pressing only one physical key.
|
||||
* [Mouse keys](feature_mouse_keys.md) - Control your mouse pointer from your keyboard.
|
||||
* [OLED Driver](feature_oled_driver.md) - Add OLED screens to your keyboard.
|
||||
* [One Shot Keys](feature_advanced_keycodes.md#one-shot-keys) - Sticky Keys, lets you hit a key rather than holding it.
|
||||
* [Pointing Device](feature_pointing_device.md) - Framework for connecting your custom pointing device to your keyboard.
|
||||
* [PS2 Mouse](feature_ps2_mouse.md) - Driver for connecting a PS/2 mouse directly to your keyboard.
|
||||
* [PS2 Mouse](feature_ps2_mouse.md) - Driver for connecting a ps2 mouse directly to your keyboard.
|
||||
* [RGB Light](feature_rgblight.md) - RGB lighting for your keyboard.
|
||||
* [RGB Matrix](feature_rgb_matrix.md) - RGB Matrix lights for per key lighting.
|
||||
* [Space Cadet](feature_space_cadet.md) - Use your left/right shift keys to type parenthesis and brackets.
|
||||
* [Split Keyboard](feature_split_keyboard.md)
|
||||
* [Space Cadet](feature_space_cadet_shift.md) - Use your left/right shift keys to type parenthesis and brackets.
|
||||
* [Stenography](feature_stenography.md) - Put your keyboard into Plover mode for stenography use.
|
||||
* [Swap Hands](feature_swap_hands.md) - Mirror your keyboard for one handed usage.
|
||||
* [Tap Dance](feature_tap_dance.md) - Make a single key do as many things as you want.
|
||||
* [Terminal](feature_terminal.md) - CLI interface to the internals of your keyboard.
|
||||
* [Thermal Printer](feature_thermal_printer.md) - Connect a thermal printer to your keyboard to be able to toggle on a printed log of everything you type.
|
||||
* [Unicode](feature_unicode.md) - Unicode input support.
|
||||
* [Userspace](feature_userspace.md) - Share code between different keymaps and keyboards.
|
||||
* [Velocikey](feature_velocikey.md) - Allows changes in RGB animation speed based on WPM/Typing speed.
|
||||
|
135
docs/flashing.md
135
docs/flashing.md
@@ -1,26 +1,18 @@
|
||||
# Flashing Instructions and Bootloader Information
|
||||
# Flashing Intrustructions
|
||||
|
||||
There are quite a few different types of bootloaders that keyboards use, and just about all of the use a different flashing method. Luckily, projects like the [QMK Toolbox](https://github.com/qmk/qmk_toolbox/releases) aim to be compatible with all the different types without having to think about it much, but this article will describe the different types of bootloaders, and available methods for flashing them.
|
||||
|
||||
If you have a bootloader selected with the `BOOTLOADER` variable in your `rules.mk`, QMK will automatically calculate if your .hex file is the right size to be flashed to the device, and output the total size in bytes (along with the max). To run this process manually, compile with the target `check-size`, eg `make planck/rev4:default:check-size`.
|
||||
|
||||
## DFU
|
||||
|
||||
Atmel's DFU bootloader comes on all atmega32u4 chips by default, and is used by many keyboards that have their own ICs on their PCBs (Older OLKB boards, Clueboards). Some keyboards may also use LUFA's DFU bootloader (or QMK's fork) (Newer OLKB boards) that adds in additional features specific to that hardware.
|
||||
|
||||
To ensure compatibility with the DFU bootloader, make sure this block is present your `rules.mk` (optionally with `lufa-dfu` or `qmk-dfu` instead):
|
||||
|
||||
# Bootloader
|
||||
# This definition is optional, and if your keyboard supports multiple bootloaders of
|
||||
# different sizes, comment this out, and the correct address will be loaded
|
||||
# automatically (+60). See bootloader.mk for all options.
|
||||
BOOTLOADER = atmel-dfu
|
||||
These bootloaders are usually 4096 bytes for the atmega32u4 chip.
|
||||
|
||||
Compatible flashers:
|
||||
|
||||
* [QMK Toolbox](https://github.com/qmk/qmk_toolbox/releases) (recommended GUI)
|
||||
* [dfu-programmer](https://github.com/dfu-programmer/dfu-programmer) / `:dfu` in QMK (recommended command line)
|
||||
* [Atmel's Flip](http://www.microchip.com/developmenttools/productdetails.aspx?partno=flip) (not recommended)
|
||||
* [dfu-programmer](https://github.com/dfu-programmer/dfu-programmer) / `:dfu` in QMK (recommended commandline)
|
||||
* [Atmel's Flip](http://www.atmel.com/tools/flip.aspx) (not recommended)
|
||||
|
||||
Flashing sequence:
|
||||
|
||||
@@ -34,144 +26,49 @@ or:
|
||||
|
||||
make <keyboard>:<keymap>:dfu
|
||||
|
||||
### QMK DFU
|
||||
|
||||
QMK has a fork of the LUFA DFU bootloader that allows for a simple matrix scan for exiting the bootloader and returning to the application, as well as flashing an LED/making a ticking noise with a speaker when things are happening. To enable these features, use this block in your `config.h` (The key that exits the bootloader needs to be hooked-up to the INPUT and OUTPUT defined here):
|
||||
|
||||
#define QMK_ESC_OUTPUT F1 // usually COL
|
||||
#define QMK_ESC_INPUT D5 // usually ROW
|
||||
#define QMK_LED E6
|
||||
#define QMK_SPEAKER C6
|
||||
|
||||
The Manufacturer and Product names are automatically pulled from your `config.h`, and "Bootloader" is added to the product.
|
||||
|
||||
To generate this bootloader, use the `bootloader` target, eg `make planck/rev4:default:bootloader`.
|
||||
|
||||
To generate a production-ready .hex file (containing the application and the bootloader), use the `production` target, eg `make planck/rev4:default:production`.
|
||||
|
||||
### DFU commands
|
||||
|
||||
There are a number of DFU commands that you can use to flash firmware to a DFU device:
|
||||
|
||||
* `:dfu` - This is the normal option and waits until a DFU device is available, and then flashes the firmware. This will check every 5 seconds, to see if a DFU device has appeared.
|
||||
* `:dfu-ee` - This flashes an `eep` file instead of the normal hex. This is uncommon.
|
||||
* `:dfu-split-left` - This flashes the normal firmware, just like the default option (`:dfu`). However, this also flashes the "Left Side" EEPROM file for split keyboards. _This is ideal for Elite C based split keyboards._
|
||||
* `:dfu-split-right` - This flashes the normal firmware, just like the default option (`:dfu`). However, this also flashes the "Right Side" EEPROM file for split keyboards. _This is ideal for Elite C based split keyboards._
|
||||
|
||||
## Caterina
|
||||
|
||||
Arduino boards and their clones use the [Caterina bootloader](https://github.com/arduino/ArduinoCore-avr/tree/master/bootloaders/caterina) (any keyboard built with a Pro Micro, or clone), and uses the avr109 protocol to communicate through virtual serial. Bootloaders like [A-Star](https://www.pololu.com/docs/0J61/9) are based on Caterina.
|
||||
Arduino boards and their clones use the [Caterina bootloader](https://github.com/arduino/Arduino/tree/master/hardware/arduino/avr/bootloaders/caterina) (any keyboard built with a Pro Micro, or clone), and uses the avr109 protocol to communicate through virtual serial. Bootloaders like [A-Star](https://www.pololu.com/docs/0J61/9) are based on Caterina.
|
||||
|
||||
To ensure compatibility with the Caterina bootloader, make sure this block is present your `rules.mk`:
|
||||
This block of code allows for Caterina compatibility in QMK:
|
||||
|
||||
# Bootloader
|
||||
# This definition is optional, and if your keyboard supports multiple bootloaders of
|
||||
# different sizes, comment this out, and the correct address will be loaded
|
||||
# automatically (+60). See bootloader.mk for all options.
|
||||
BOOTLOADER = caterina
|
||||
#define CATERINA_BOOTLOADER
|
||||
|
||||
These bootloaders are usually 4096 bytes for the atmega32u4 chip.
|
||||
|
||||
Compatible flashers:
|
||||
|
||||
* [QMK Toolbox](https://github.com/qmk/qmk_toolbox/releases) (recommended GUI)
|
||||
* [avrdude](http://www.nongnu.org/avrdude/) with avr109 / `:avrdude` (recommended command line)
|
||||
* [avrdude](http://www.nongnu.org/avrdude/) with avr109 / `:avrdude` (recommended commandline)
|
||||
* [AVRDUDESS](https://github.com/zkemble/AVRDUDESS)
|
||||
|
||||
Flashing sequence:
|
||||
|
||||
1. Press the `RESET` keycode, or short RST to GND quickly (you only have 7 seconds to flash once it enters)
|
||||
2. Wait for the OS to detect the device
|
||||
3. Flash a .hex file
|
||||
4. Wait for the device to reset automatically
|
||||
4. Flash a .hex file
|
||||
5. Wait for the device to reset automatically
|
||||
|
||||
or
|
||||
|
||||
make <keyboard>:<keymap>:avrdude
|
||||
|
||||
or if you want to flash multiple boards, use the following command
|
||||
|
||||
make <keyboard>:<keymap>:avrdude-loop
|
||||
|
||||
When you're done flashing boards, you'll need to hit Ctrl + C or whatever the correct keystroke is for your operating system to break the loop.
|
||||
|
||||
|
||||
## Halfkay
|
||||
|
||||
Halfkay is a super-slim protocol developed by PJRC that uses HID, and come on all Teensys (namely the 2.0).
|
||||
|
||||
To ensure compatibility with the Halfkay bootloader, make sure this block is present your `rules.mk`:
|
||||
|
||||
# Bootloader
|
||||
# This definition is optional, and if your keyboard supports multiple bootloaders of
|
||||
# different sizes, comment this out, and the correct address will be loaded
|
||||
# automatically (+60). See bootloader.mk for all options.
|
||||
BOOTLOADER = halfkay
|
||||
This bootloader is 512 bytes.
|
||||
|
||||
Compatible flashers:
|
||||
|
||||
* [QMK Toolbox](https://github.com/qmk/qmk_toolbox/releases) (recommended GUI)
|
||||
* [Teensy Loader](https://www.pjrc.com/teensy/loader.html)
|
||||
* [Teensy Loader Command Line](https://www.pjrc.com/teensy/loader_cli.html) (recommended command line)
|
||||
* [Teensy Loader Command Line](https://www.pjrc.com/teensy/loader_cli.html) (recommended commandline)
|
||||
|
||||
Flashing sequence:
|
||||
|
||||
1. Press the `RESET` keycode, or short RST to GND quickly (you only have 7 seconds to flash once it enters)
|
||||
2. Wait for the OS to detect the device
|
||||
3. Flash a .hex file
|
||||
4. Reset the device into application mode (may be done automatically)
|
||||
4. Flash a .hex file
|
||||
5. Reset the device into application mode (may be done automatically)
|
||||
|
||||
## USBasploader
|
||||
|
||||
USBasploader is a bootloader developed by matrixstorm. It is used in some non-USB AVR chips such as the ATmega328P, which run V-USB.
|
||||
|
||||
To ensure compatibility with the USBasploader bootloader, make sure this block is present in your `rules.mk`:
|
||||
|
||||
# Bootloader
|
||||
# This definition is optional, and if your keyboard supports multiple bootloaders of
|
||||
# different sizes, comment this out, and the correct address will be loaded
|
||||
# automatically (+60). See bootloader.mk for all options.
|
||||
BOOTLOADER = USBasp
|
||||
|
||||
Compatible flashers:
|
||||
|
||||
* [QMK Toolbox](https://github.com/qmk/qmk_toolbox/releases) (recommended GUI)
|
||||
* [avrdude](http://www.nongnu.org/avrdude/) with the `usbasp` programmer
|
||||
* [AVRDUDESS](https://github.com/zkemble/AVRDUDESS)
|
||||
|
||||
Flashing sequence:
|
||||
|
||||
1. Press the `RESET` keycode, or keep the boot pin shorted to GND while quickly shorting RST to GND
|
||||
2. Wait for the OS to detect the device
|
||||
3. Flash a .hex file
|
||||
4. Reset the device into application mode (may be done automatically)
|
||||
|
||||
## STM32
|
||||
|
||||
All STM32 chips come preloaded with a factory bootloader that cannot be modified nor deleted. Some STM32 chips have bootloaders that do not come with USB programming (e.g. STM32F103) but the process is still the same.
|
||||
|
||||
At the moment, no `BOOTLOADER` variable is needed on `rules.mk` for STM32.
|
||||
|
||||
Compatible flashers:
|
||||
|
||||
* [QMK Toolbox](https://github.com/qmk/qmk_toolbox/releases) (recommended GUI)
|
||||
* [dfu-util](https://github.com/Stefan-Schmidt/dfu-util) / `:dfu-util` (recommended command line)
|
||||
|
||||
Flashing sequence:
|
||||
|
||||
1. Enter the bootloader using any of the following methods:
|
||||
* Tap the `RESET` keycode (may not work on STM32F042 devices)
|
||||
* If a reset circuit is present, tap the RESET button
|
||||
* Otherwise, you need to bridge BOOT0 to VCC (via BOOT0 button or bridge), short RESET to GND (via RESET button or bridge), and then let go of the BOOT0 bridge
|
||||
2. Wait for the OS to detect the device
|
||||
3. Flash a .bin file
|
||||
* You will receive a warning about the DFU signature; Just ignore it
|
||||
4. Reset the device into application mode (may be done automatically)
|
||||
* If you are building from command line (e.g. `make planck/rev6:default:dfu-util`), make sure that `:leave` is passed to the `DFU_ARGS` variable inside your `rules.mk` (e.g. `DFU_ARGS = -d 0483:df11 -a 0 -s 0x08000000:leave`) so that your device resets after flashing
|
||||
|
||||
### STM32 Commands
|
||||
|
||||
There are a number of DFU commands that you can use to flash firmware to a STM32 device:
|
||||
|
||||
* `:dfu-util` - The default command for flashing to STM32 devices.
|
||||
* `:dfu-util-wait` - This works like the default command, but it gives you a (configurable) 10 second timeout before it attempts to flash the firmware. You can use `TIME_DELAY=20` from the command line to change the timeout.
|
||||
* Eg: `make <keyboard>:<keymap>:dfu-util TIME_DELAY=5`
|
||||
* `:st-link-cli` - This allows you to flash the firmware via ST-LINK's CLI utility, rather than dfu-util.
|
||||
|
@@ -4,13 +4,9 @@ This page describes setting up the build environment for QMK. These instructions
|
||||
|
||||
<!-- FIXME: We should have ARM instructions somewhere. -->
|
||||
|
||||
**Note:** If this is your first time here, check out the [Complete Newbs Guide](newbs.md) page.
|
||||
|
||||
Before continuing, double check that your submodules (third-party libraries) are up to date by running `make git-submodule`.
|
||||
|
||||
## Linux
|
||||
|
||||
To ensure you are always up to date, you can just run `sudo util/qmk_install.sh`. That should always install all the dependencies needed. **This will run `apt-get upgrade`.**
|
||||
To ensure you are always up to date, you can just run `sudo util/install_dependencies.sh`. That should always install all the dependencies needed. **This will run `apt-get upgrade`.**
|
||||
|
||||
You can also install things manually, but this documentation might not be always up to date with all requirements.
|
||||
|
||||
@@ -35,19 +31,11 @@ git
|
||||
|
||||
Install the dependencies with your favorite package manager.
|
||||
|
||||
Debian / Ubuntu example:
|
||||
Debian/Ubuntu example:
|
||||
|
||||
sudo apt-get update
|
||||
sudo apt-get install gcc unzip wget zip gcc-avr binutils-avr avr-libc dfu-programmer dfu-util gcc-arm-none-eabi binutils-arm-none-eabi libnewlib-arm-none-eabi
|
||||
|
||||
Fedora / Red Hat example:
|
||||
|
||||
sudo dnf install gcc unzip wget zip dfu-util dfu-programmer avr-gcc avr-libc binutils-avr32-linux-gnu arm-none-eabi-gcc-cs arm-none-eabi-binutils-cs arm-none-eabi-newlib
|
||||
|
||||
Arch / Manjaro example:
|
||||
|
||||
pacman -S base-devel gcc unzip wget zip avr-gcc avr-binutils avr-libc dfu-util arm-none-eabi-gcc arm-none-eabi-binutils arm-none-eabi-newlib git dfu-programmer dfu-util
|
||||
|
||||
## Nix
|
||||
|
||||
If you're on [NixOS](https://nixos.org/), or have Nix installed on Linux or macOS, run `nix-shell` from the repository root to get a build environment.
|
||||
@@ -62,14 +50,11 @@ If you're using [homebrew,](http://brew.sh/) you can use the following commands:
|
||||
brew tap osx-cross/avr
|
||||
brew tap PX4/homebrew-px4
|
||||
brew update
|
||||
brew install avr-gcc@8
|
||||
brew link --force avr-gcc@8
|
||||
brew install avr-gcc
|
||||
brew install dfu-programmer
|
||||
brew install dfu-util
|
||||
brew install gcc-arm-none-eabi
|
||||
brew install avrdude
|
||||
|
||||
This is the recommended method. If you don't have homebrew, [install it!](http://brew.sh/) It's very much worth it for anyone who works in the command line. Note that the `make` and `make install` portion during the homebrew installation of `avr-gcc@8` can take over 20 minutes and exhibit high CPU usage.
|
||||
This is the recommended method. If you don't have homebrew, [install it!](http://brew.sh/) It's very much worth it for anyone who works in the command line. Note that the `make` and `make install` portion during the homebrew installation of avr-libc can take over 20 minutes and exhibit high CPU usage.
|
||||
|
||||
## Windows with msys2 (recommended)
|
||||
|
||||
@@ -77,9 +62,9 @@ The best environment to use, for Windows Vista through any later version (tested
|
||||
|
||||
* Install msys2 by downloading it and following the instructions here: http://www.msys2.org
|
||||
* Open the ``MSYS2 MingGW 64-bit`` shortcut
|
||||
* Navigate to your QMK repository. For example, if it's in the root of your c drive:
|
||||
* Navigate to your qmk checkout. For example, if it's in the root of your c drive:
|
||||
* `$ cd /c/qmk_firmware`
|
||||
* Run `util/qmk_install.sh` and follow the prompts
|
||||
* Run `util/msys2_install.sh` and follow the prompts
|
||||
|
||||
## Windows 10 (deprecated)
|
||||
These are the old instructions for Windows 10. We recommend you use [MSYS2 as outlined above](#windows-with-msys2-recommended).
|
||||
@@ -93,26 +78,26 @@ In addition to the Creators Update, you need Windows 10 Subystem for Linux, so i
|
||||
### Git
|
||||
If you already have cloned the repository on your Windows file system you can ignore this section.
|
||||
|
||||
You will need to clone the repository to your Windows file system using the normal Git for Windows and **not** the WSL Git. So if you haven't installed Git before, [download](https://git-scm.com/download/win) and install it. Then [set it up](https://git-scm.com/book/en/v2/Getting-Started-First-Time-Git-Setup), it's important that you setup the e-mail and user name, especially if you are planning to contribute.
|
||||
You will need to clone the repository to your Windows file system using the normal Git for Windows and **not** the WSL Git. So if you haven't installed Git before, [download](https://git-scm.com/download/win) and install it. Then [set it up](https://git-scm.com/book/en/v2/Getting-Started-First-Time-Git-Setup), it's important that you setup the e-mail and user name, especially if you are planning to contribute.
|
||||
|
||||
Once Git is installed, open the Git Bash command and change the directory to where you want to clone QMK; note that you have to use forward slashes, and that your c drive is accessed like this `/c/path/to/where/you/want/to/go`. Then run `git clone --recurse-submodules https://github.com/qmk/qmk_firmware`, this will create a new folder `qmk_firmware` as a subfolder of the current one.
|
||||
|
||||
### Toolchain Setup
|
||||
### Toolchain setup
|
||||
The Toolchain setup is done through the Windows Subsystem for Linux, and the process is fully automated. If you want to do everything manually, there are no other instructions than the scripts themselves, but you can always open issues and ask for more information.
|
||||
|
||||
1. Open "Bash On Ubuntu On Windows" from the start menu.
|
||||
2. Go to the directory where you cloned `qmk_firmware`. Note that the paths start with `/mnt/` in the WSL, so you have to write for example `cd /mnt/c/path/to/qmk_firmware`.
|
||||
1. Open "Bash On Ubuntu On Windows" from the start menu.
|
||||
2. Go to the directory where you cloned `qmk_firmware`. Note that the paths start with `/mnt/` in the WSL, so you have to write for example `cd /mnt/c/path/to/qmk_firmware`.
|
||||
3. Run `util/wsl_install.sh` and follow the on-screen instructions.
|
||||
4. Close the Bash command window, and re-open it.
|
||||
5. You are ready to compile and flash the firmware!
|
||||
|
||||
### Some Important Things to Keep in Mind
|
||||
### Some important things to keep in mind
|
||||
* You can run `util/wsl_install.sh` again to get all the newest updates.
|
||||
* Your QMK repository need to be on a Windows file system path, since WSL can't run executables outside it.
|
||||
* The WSL Git is **not** compatible with the Windows Git, so use the Windows Git Bash or a windows Git GUI for all Git operations
|
||||
* You can edit files either inside WSL or normally using Windows, but note that if you edit makefiles or shell scripts, make sure you are using an editor that saves the files with Unix line endings. Otherwise the compilation might not work.
|
||||
|
||||
## Windows (Vista and Later) (Deprecated)
|
||||
## Windows (Vista and later) (Deprecated)
|
||||
|
||||
These are the old instructions for Windows Vista and later. We recommend you use [MSYS2 as outlined above](#windows-with-msys2-recommended).
|
||||
|
||||
@@ -129,27 +114,24 @@ If you have trouble and want to ask for help, it is useful to generate a *Win_Ch
|
||||
|
||||
## Docker
|
||||
|
||||
If this is a bit complex for you, Docker might be the turnkey solution you need. After installing [Docker CE](https://docs.docker.com/install/#supported-platforms), run the following command from the `qmk_firmware` directory to build a keyboard/keymap:
|
||||
```bash
|
||||
util/docker_build.sh keyboard:keymap
|
||||
# For example: util/docker_build.sh ergodox_ez:steno
|
||||
```
|
||||
This will compile the desired keyboard/keymap and leave the resulting `.hex` or `.bin` file in the QMK directory for you to flash. If `:keymap` is omitted, the `default` keymap is used. Note that the parameter format is the same as when building with `make`.
|
||||
If this is a bit complex for you, Docker might be the turn-key solution you need. After installing [Docker](https://www.docker.com/products/docker), run the following command at the root of the QMK folder to build a keyboard/keymap:
|
||||
|
||||
You can also start the script without any parameters, in which case it will ask you to input the build parameters one by one, which you may find easier to use:
|
||||
```bash
|
||||
util/docker_build.sh
|
||||
# Reads parameters as input (leave blank for defaults)
|
||||
# You'll run this every time you want to build a keymap
|
||||
# modify the keymap and keyboard assigment to compile what you want
|
||||
# defaults are ergodox/default
|
||||
|
||||
docker run -e keymap=gwen -e keyboard=ergodox_ez --rm -v $('pwd'):/qmk:rw edasque/qmk_firmware
|
||||
```
|
||||
|
||||
There is also support for building _and_ flashing the keyboard straight from Docker by specifying the `target` as well:
|
||||
```bash
|
||||
util/docker_build.sh keyboard:keymap:target
|
||||
# For example: util/docker_build.sh planck/rev6:default:dfu-util
|
||||
```
|
||||
If you're on Linux, this should work out of the box. On Windows and macOS, it requires [Docker Machine](http://gw.tnode.com/docker/docker-machine-with-usb-support-on-windows-macos/) to be running. This is tedious to set up, so it's not recommended; use [QMK Toolbox](https://github.com/qmk/qmk_toolbox) instead.
|
||||
On Windows Docker seems to have issues with the VOLUME tag in Dockerfile, and `$('pwd')` won't print a Windows compliant path; use full path instead, like this:
|
||||
|
||||
!> Docker for Windows requires [Hyper-V](https://docs.microsoft.com/en-us/virtualization/hyper-v-on-windows/quick-start/enable-hyper-v) to be enabled. This means that it cannot work on versions of Windows which don't have Hyper-V, such as Windows 7, Windows 8 and **Windows 10 Home**.
|
||||
```bash
|
||||
docker run -e keymap=default -e keyboard=ergobox_ez --rm -v D:/Users/Sacapuces/Documents/Repositories/qmk:/qmk:rw edasque/qmk_firmware
|
||||
|
||||
```
|
||||
|
||||
This will compile the targeted keyboard/keymap and leave it in your QMK directory for you to flash.
|
||||
|
||||
## Vagrant
|
||||
If you have any problems building the firmware, you can try using a tool called Vagrant. It will set up a virtual computer with a known configuration that's ready-to-go for firmware building. OLKB does NOT host the files for this virtual computer. Details on how to set up Vagrant are in the [vagrant guide](getting_started_vagrant.md).
|
||||
|
@@ -1,15 +0,0 @@
|
||||
# Getting Help
|
||||
|
||||
There are a lot of resources for getting help with QMK.
|
||||
|
||||
## Realtime Chat
|
||||
|
||||
You can find QMK developers and users on our main [Discord server](https://discord.gg/Uq7gcHh). There are specific channels in the server for chatting about the firmware, Toolbox, hardware, and configurator.
|
||||
|
||||
## OLKB Subreddit
|
||||
|
||||
The official QMK forum is [/r/olkb](https://reddit.com/r/olkb) on [reddit.com](https://reddit.com).
|
||||
|
||||
## Github Issues
|
||||
|
||||
You can open an [issue on GitHub](https://github.com/qmk/qmk_firmware/issues). This is especially handy when your issue will require long-term discussion or debugging.
|
@@ -1,14 +1,16 @@
|
||||
# How to Use Github with QMK
|
||||
# How to use Github with QMK
|
||||
|
||||
Github can be a little tricky to those that aren't familiar with it - this guide will walk through each step of forking, cloning, and submitting a pull request with QMK.
|
||||
|
||||
?> This guide assumes you're somewhat comfortable with running things at the command line, and have git installed on your system.
|
||||
{% hint style='info' %}
|
||||
This guide assumes you're somewhat comfortable with running things at the command line, and have git installed on your system.
|
||||
{% endhint %}
|
||||
|
||||
Start on the [QMK Github page](https://github.com/qmk/qmk_firmware), and you'll see a button in the upper right that says "Fork":
|
||||
|
||||

|
||||
|
||||
If you're a part of an organization, you'll need to choose which account to fork it to. In most circumstances, you'll want to fork it to your personal account. Once your fork is completed (sometimes this takes a little while), click the "Clone or Download" button:
|
||||
If you're apart of an organization, you'll need to choose which account to fork it to. In most circumstances, you'll want to fork it to your personal account. Once your fork is completed (sometimes this takes a little while), click the "Clone or Download" button:
|
||||
|
||||

|
||||
|
||||
@@ -19,7 +21,8 @@ And be sure to select "HTTPS", and select the link and copy it:
|
||||
From here, enter `git clone ` into the command line, and then paste your link:
|
||||
|
||||
```
|
||||
user@computer:~$ git clone https://github.com/whoeveryouare/qmk_firmware.git
|
||||
**[terminal]
|
||||
**[prompt you@computer]**[path ~]**[delimiter $ ]**[command git clone https://github.com/whoeveryouare/qmk_firmware.git]
|
||||
Cloning into 'qmk_firmware'...
|
||||
remote: Counting objects: 46625, done.
|
||||
remote: Compressing objects: 100% (2/2), done.
|
||||
@@ -32,12 +35,13 @@ Checking out files: 100% (2799/2799), done.
|
||||
You now have your QMK fork on your local machine, and you can add your keymap, compile it and flash it to your board. Once you're happy with your changes, you can add, commit, and push them to your fork like this:
|
||||
|
||||
```
|
||||
user@computer:~$ git add .
|
||||
user@computer:~$ git commit -m "adding my keymap"
|
||||
**[terminal]
|
||||
**[prompt you@computer]**[path ~/qmk_firmware]**[delimiter $ ]**[command git add .]
|
||||
**[prompt you@computer]**[path ~/qmk_firmware]**[delimiter $ ]**[command git commit -m "adding my keymap"]
|
||||
[master cccb1608] adding my keymap
|
||||
1 file changed, 1 insertion(+)
|
||||
create mode 100644 keyboards/planck/keymaps/mine/keymap.c
|
||||
user@computer:~$ git push
|
||||
**[prompt you@computer]**[path ~/qmk_firmware]**[delimiter $ ]**[command git push]
|
||||
Counting objects: 1, done.
|
||||
Delta compression using up to 4 threads.
|
||||
Compressing objects: 100% (1/1), done.
|
||||
|
@@ -2,29 +2,19 @@
|
||||
|
||||
This page attempts to explain the basic information you need to know to work with the QMK project. It assumes that you are familiar with navigating a Unix shell, but does not assume you are familiar with C or with compiling using make.
|
||||
|
||||
## Basic QMK Structure
|
||||
## Basic QMK structure
|
||||
|
||||
QMK is a fork of [Jun Wako](https://github.com/tmk)'s [tmk_keyboard](https://github.com/tmk/tmk_keyboard) project. The original TMK code, with modifications, can be found in the `tmk` folder. The QMK additions to the project may be found in the `quantum` folder. Keyboard projects may be found in the `handwired` and `keyboard` folders.
|
||||
|
||||
### Userspace Structure
|
||||
### Keyboard project structure
|
||||
|
||||
Within the folder `users` is a directory for each user. This is a place for users to put code that they might use between keyboards. See the docs for [Userspace feature](feature_userspace.md) for more information.
|
||||
|
||||
### Keyboard Project Structure
|
||||
|
||||
Within the folder `keyboards`, its subfolder `handwired` and its vendor and manufacture subdirectories e.g. `clueboard` is a directory for each keyboard project, for example `qmk_firmware/keyboards/clueboard/2x1800`. Within it, you'll find the following structure:
|
||||
Within the folder `keyboards` and its subfolder `handwired` is a directory for each keyboard project, for example `qmk_firmware/keyboards/clueboard`. Within it you'll find the following structure:
|
||||
|
||||
* `keymaps/`: Different keymaps that can be built
|
||||
* `rules.mk`: The file that sets the default "make" options. Do not edit this file directly, instead use a keymap specific `rules.mk`.
|
||||
* `rules.mk`: The file that sets the default "make" options. Do not edit this file directly, instead use a keymap specific `Makefile`
|
||||
* `config.h`: The file that sets the default compile time options. Do not edit this file directly, instead use a keymap specific `config.h`.
|
||||
* `info.json`: The file used for setting layout for QMK Configurator. See [Configurator Support](reference_configurator_support.md) for more information.
|
||||
* `readme.md`: A brief overview of the keyboard.
|
||||
* `<keyboardName>.h`: This file is where the keyboard layout is defined against the keyboard's switch matrix.
|
||||
* `<keyboardName>.c`: This file is where you can find custom code for the keyboard.
|
||||
|
||||
For more information on project structure, see [QMK Keyboard Guidelines](hardware_keyboard_guidelines.md).
|
||||
|
||||
### Keymap Structure
|
||||
### Keymap structure
|
||||
|
||||
In every keymap folder, the following files may be found. Only `keymap.c` is required, and if the rest of the files are not found the default options will be chosen.
|
||||
|
||||
@@ -33,28 +23,25 @@ In every keymap folder, the following files may be found. Only `keymap.c` is req
|
||||
* `rules.mk`: the features of QMK that are enabled
|
||||
* `readme.md`: a description of your keymap, how others might use it, and explanations of features. Please upload images to a service like imgur.
|
||||
|
||||
# The `config.h` File
|
||||
# The `config.h` file
|
||||
|
||||
There are 3 possible `config.h` locations:
|
||||
There are 2 `config.h` locations:
|
||||
|
||||
* keyboard (`/keyboards/<keyboard>/config.h`)
|
||||
* userspace (`/users/<user>/config.h`)
|
||||
* keymap (`/keyboards/<keyboard>/keymaps/<keymap>/config.h`)
|
||||
|
||||
The build system automatically picks up the config files in the above order. If you wish to override any setting set by a previous `config.h` you will need to first include some boilerplate code for the settings you wish to change.
|
||||
If the keymap `config.h` exists, that file is included by the build system and the keyboard `config.h` is not included. If you wish to override settings in your keymap's `config.h` you will need to include some glue code:
|
||||
|
||||
```
|
||||
#pragma once
|
||||
#ifndef CONFIG_USER_H
|
||||
#define CONFIG_USER_H
|
||||
|
||||
#include "config_common.h"
|
||||
```
|
||||
|
||||
Then to override a setting from the previous `config.h` file you must `#undef` and then `#define` the setting again.
|
||||
If you want to override a setting from the parent `config.h` file, you need to `#undef` and then `#define` the setting again, like this:
|
||||
|
||||
The boilerplate code and setting look like this together:
|
||||
|
||||
```
|
||||
#pragma once
|
||||
|
||||
// overrides go here!
|
||||
```c
|
||||
#undef MY_SETTING
|
||||
#define MY_SETTING 4
|
||||
```
|
||||
|
@@ -1,10 +1,10 @@
|
||||
# More Detailed `make` Instructions
|
||||
# More detailed make instruction
|
||||
|
||||
The full syntax of the `make` command is `<keyboard_folder>:<keymap>:<target>`, where:
|
||||
|
||||
* `<keyboard_folder>` is the path of the keyboard, for example `planck`
|
||||
* Use `all` to compile all keyboards
|
||||
* Specify the path to compile a revision, for example `planck/rev4` or `planck/rev3`
|
||||
* Specify the path to compile a revision, for example `planck/rev4` or `planck/rev3`
|
||||
* If the keyboard doesn't have any folders, it can be left out
|
||||
* To compile the default folder, you can leave it out
|
||||
* `<keymap>` is the name of the keymap, for example `algernon`
|
||||
@@ -13,8 +13,8 @@ The full syntax of the `make` command is `<keyboard_folder>:<keymap>:<target>`,
|
||||
|
||||
The `<target>` means the following
|
||||
* If no target is given, then it's the same as `all` below
|
||||
* `all` compiles as many keyboard/revision/keymap combinations as specified. For example, `make planck/rev4:default` will generate a single .hex, while `make planck/rev4:all` will generate a hex for every keymap available to the planck.
|
||||
* `dfu`, `teensy`, `avrdude` or `dfu-util`, compile and upload the firmware to the keyboard. If the compilation fails, then nothing will be uploaded. The programmer to use depends on the keyboard. For most keyboards it's `dfu`, but for ChibiOS keyboards you should use `dfu-util`, and `teensy` for standard Teensys. To find out which command you should use for your keyboard, check the keyboard specific readme.
|
||||
* `all` compiles as many keyboard/revision/keymap combinations as specified. For example, `make planck/rev4:default:all` will generate a single .hex, while `make planck/rev4:all` will generate a hex for every keymap available to the planck.
|
||||
* `dfu`, `teensy` or `dfu-util`, compile and upload the firmware to the keyboard. If the compilation fails, then nothing will be uploaded. The programmer to use depends on the keyboard. For most keyboards it's `dfu`, but for ChibiOS keyboards you should use `dfu-util`, and `teensy` for standard Teensys. To find out which command you should use for your keyboard, check the keyboard specific readme.
|
||||
* **Note**: some operating systems need root access for these commands to work, so in that case you need to run for example `sudo make planck/rev4:default:dfu`.
|
||||
* `clean`, cleans the build output folders to make sure that everything is built from scratch. Run this before normal compilation if you have some unexplainable problems.
|
||||
|
||||
@@ -30,10 +30,10 @@ The make command itself also has some additional options, type `make --help` for
|
||||
Here are some examples commands
|
||||
|
||||
* `make all:all` builds everything (all keyboard folders, all keymaps). Running just `make` from the `root` will also run this.
|
||||
* `make ergodox_infinity:algernon:clean` will clean the build output of the Ergodox Infinity keyboard.
|
||||
* `make ergodox_infinity:algernon:clean` will clean the build output of the Ergodox Infinity keyboard.
|
||||
* `make planck/rev4:default:dfu COLOR=false` builds and uploads the keymap without color output.
|
||||
|
||||
## `rules.mk` Options
|
||||
## `rules.mk` options
|
||||
|
||||
Set these variables to `no` to disable them, and `yes` to enable them.
|
||||
|
||||
@@ -53,9 +53,9 @@ This allows you to use the system and audio control key codes.
|
||||
|
||||
`CONSOLE_ENABLE`
|
||||
|
||||
This allows you to print messages that can be read using [`hid_listen`](https://www.pjrc.com/teensy/hid_listen.html).
|
||||
This allows you to print messages that can be read using [`hid_listen`](https://www.pjrc.com/teensy/hid_listen.html).
|
||||
|
||||
By default, all debug (*dprint*) print (*print*, *xprintf*), and user print (*uprint*) messages will be enabled. This will eat up a significant portion of the flash and may make the keyboard .hex file too big to program.
|
||||
By default, all debug (*dprint*) print (*print*, *xprintf*), and user print (*uprint*) messages will be enabled. This will eat up a significant portion of the flash and may make the keyboard .hex file too big to program.
|
||||
|
||||
To disable debug messages (*dprint*) and reduce the .hex file size, include `#define NO_DEBUG` in your `config.h` file.
|
||||
|
||||
@@ -65,7 +65,7 @@ To disable print messages (*print*, *xprintf*) and **KEEP** user print messages
|
||||
|
||||
To see the text, open `hid_listen` and enjoy looking at your printed messages.
|
||||
|
||||
**NOTE:** Do not include *uprint* messages in anything other than your keymap code. It must not be used within the QMK system framework. Otherwise, you will bloat other people's .hex files.
|
||||
**NOTE:** Do not include *uprint* messages in anything other than your keymap code. It must not be used within the QMK system framework. Otherwise, you will bloat other people's .hex files.
|
||||
|
||||
Consumes about 400 bytes.
|
||||
|
||||
@@ -83,7 +83,7 @@ This allows the keyboard to tell the host OS that up to 248 keys are held down a
|
||||
|
||||
`BACKLIGHT_ENABLE`
|
||||
|
||||
This enables the in-switch LED backlighting. You can specify the backlight pin by putting this in your `config.h`:
|
||||
This enables your backlight on Timer1 and ports B5, B6, or B7 (for now). You can specify your port by putting this in your `config.h`:
|
||||
|
||||
#define BACKLIGHT_PIN B7
|
||||
|
||||
@@ -93,17 +93,19 @@ This enables MIDI sending and receiving with your keyboard. To enter MIDI send m
|
||||
|
||||
`UNICODE_ENABLE`
|
||||
|
||||
This allows you to send Unicode characters using `UC(<code point>)` in your keymap. Code points up to `0x7FFF` are supported. This covers characters for most modern languages, as well as symbols, but it doesn't cover emoji.
|
||||
This allows you to send unicode symbols via `UC(<unicode>)` in your keymap. Only codes up to 0x7FFF are currently supported.
|
||||
|
||||
`UNICODEMAP_ENABLE`
|
||||
|
||||
This allows you to send Unicode characters using `X(<map index>)` in your keymap. You will need to maintain a mapping table in your keymap file. All possible code points (up to `0x10FFFF`) are supported.
|
||||
This allows sending unicode symbols using `X(<unicode>)` in your keymap. Codes
|
||||
up to 0xFFFFFFFF are supported, including emojis. You will need to maintain
|
||||
a separate mapping table in your keymap file.
|
||||
|
||||
`UCIS_ENABLE`
|
||||
Known limitations:
|
||||
- Under Mac OS, only codes up to 0xFFFF are supported.
|
||||
- Under Linux ibus, only codes up to 0xFFFFF are supported (but anything important is still under this limit for now).
|
||||
|
||||
This allows you to send Unicode characters by inputting a mnemonic corresponding to the character you want to send. You will need to maintain a mapping table in your keymap file. All possible code points (up to `0x10FFFF`) are supported.
|
||||
|
||||
For further details, as well as limitations, see the [Unicode page](feature_unicode.md).
|
||||
Characters out of range supported by the OS will be ignored.
|
||||
|
||||
`BLUETOOTH_ENABLE`
|
||||
|
||||
@@ -115,7 +117,7 @@ This allows you output audio on the C6 pin (needs abstracting). See the [audio p
|
||||
|
||||
`FAUXCLICKY_ENABLE`
|
||||
|
||||
Uses buzzer to emulate clicky switches. A cheap imitation of the Cherry blue switches. By default, uses the C6 pin, same as `AUDIO_ENABLE`.
|
||||
Uses buzzer to emulate clicky switches. A cheap imitation of the Cherry blue switches. By default, uses the C6 pin, same as AUDIO_ENABLE.
|
||||
|
||||
`VARIABLE_TRACE`
|
||||
|
||||
@@ -131,23 +133,7 @@ This consumes about 5390 bytes.
|
||||
|
||||
This enables [key lock](feature_key_lock.md). This consumes an additional 260 bytes.
|
||||
|
||||
`SPLIT_KEYBOARD`
|
||||
|
||||
This enables split keyboard support (dual MCU like the let's split and bakingpy's boards) and includes all necessary files located at quantum/split_common
|
||||
|
||||
`SPLIT_TRANSPORT`
|
||||
|
||||
As there is no standard split communication driver for ARM-based split keyboards yet, `SPLIT_TRANSPORT = custom` must be used for these. It will prevent the standard split keyboard communication code (which is AVR-specific) from being included, allowing a custom implementation to be used.
|
||||
|
||||
`CUSTOM_MATRIX`
|
||||
|
||||
Lets you replace the default matrix scanning routine with your own code. You will need to provide your own implementations of matrix_init() and matrix_scan().
|
||||
|
||||
`DEBOUNCE_TYPE`
|
||||
|
||||
Lets you replace the default key debouncing routine with an alternative one. If `custom` you will need to provide your own implementation.
|
||||
|
||||
## Customizing Makefile Options on a Per-Keymap Basis
|
||||
## Customizing Makefile options on a per-keymap basis
|
||||
|
||||
If your keymap directory has a file called `rules.mk` any options you set in that file will take precedence over other `rules.mk` options for your particular keyboard.
|
||||
|
||||
|
@@ -1,57 +1,21 @@
|
||||
# Vagrant Quick Start
|
||||
|
||||
This project includes a `Vagrantfile` that will allow you to build a new firmware for your keyboard very easily without major changes to your primary operating system. This also ensures that when you clone the project and perform a build, you have the exact same environment as anyone else using the Vagrantfile to build. This makes it much easier for people to help you troubleshoot any issues you encounter.
|
||||
This project includes a Vagrantfile that will allow you to build a new firmware for your keyboard very easily without major changes to your primary operating system. This also ensures that when you clone the project and perform a build, you have the exact same environment as anyone else using the Vagrantfile to build. This makes it much easier for people to help you troubleshoot any issues you encounter.
|
||||
|
||||
## Requirements
|
||||
|
||||
Using the `Vagrantfile` in this repository requires you have [Vagrant](http://www.vagrantup.com/) as well as a supported provider installed:
|
||||
Using the `/Vagrantfile` in this repository requires you have [Vagrant](http://www.vagrantup.com/) as well as [VirtualBox](https://www.virtualbox.org/) (or [VMware Workstation](https://www.vmware.com/products/workstation) and [Vagrant VMware plugin](http://www.vagrantup.com/vmware) but the (paid) VMware plugin requires a licensed copy of VMware Workstation/Fusion).
|
||||
|
||||
* [VirtualBox](https://www.virtualbox.org/) (Version at least 5.0.12)
|
||||
* Sold as 'the most accessible platform to use Vagrant'
|
||||
* [VMware Workstation](https://www.vmware.com/products/workstation) and [Vagrant VMware plugin](http://www.vagrantup.com/vmware)
|
||||
* The (paid) VMware plugin requires a licensed copy of VMware Workstation/Fusion
|
||||
* [Docker](https://www.docker.com/)
|
||||
*COMPATIBILITY NOTICE* Certain versions of Virtualbox 5 appear to have an incompatibility with the Virtualbox extensions installed in the boxes in this Vagrantfile. If you encounter any issues with the /vagrant mount not succeeding, please upgrade your version of Virtualbox to at least 5.0.12. **Alternately, you can try running the following command:** `vagrant plugin install vagrant-vbguest`
|
||||
|
||||
Other than having Vagrant, a suitable provider installed and possibly a restart of your computer afterwards, you can simple run a 'vagrant up' anywhere inside the folder where you checked out this project and it will start an environment (either a virtual machine or container) that contains all the tools required to build this project. There is a post Vagrant startup hint that will get you off on the right foot, otherwise you can also reference the build documentation below.
|
||||
Other than having Vagrant and Virtualbox installed and possibly a restart of your computer afterwards, you can simple run a 'vagrant up' anywhere inside the folder where you checked out this project and it will start a Linux virtual machine that contains all the tools required to build this project. There is a post Vagrant startup hint that will get you off on the right foot, otherwise you can also reference the build documentation below.
|
||||
|
||||
## Flashing the Firmware
|
||||
# Flashing the firmware
|
||||
|
||||
The "easy" way to flash the firmware is using a tool from your host OS:
|
||||
|
||||
* [QMK Toolbox](https://github.com/qmk/qmk_toolbox) (recommended)
|
||||
* [QMK Toolbox](https://github.com/qmk/qmk_toolbox) (reccommened)
|
||||
* [Teensy Loader](https://www.pjrc.com/teensy/loader.html)
|
||||
* [Atmel FLIP](http://www.atmel.com/tools/flip.aspx)
|
||||
|
||||
If you want to program via the command line you can uncomment the ['modifyvm'] lines in the Vagrantfile to enable the USB passthrough into Linux and then program using the command line tools like dfu-util/dfu-programmer or you can install the Teensy CLI version.
|
||||
|
||||
## Vagrantfile Overview
|
||||
The development environment is configured to run the QMK Docker image, `qmkfm/base_container`. This not only ensures predictability between systems, it also mirrors the CI environment.
|
||||
|
||||
## FAQ
|
||||
|
||||
### Why am I seeing issues under Virtualbox?
|
||||
Certain versions of Virtualbox 5 appear to have an incompatibility with the Virtualbox extensions installed in the boxes in this Vagrantfile. If you encounter any issues with the /vagrant mount not succeeding, please upgrade your version of Virtualbox to at least 5.0.12. **Alternately, you can try running the following command:**
|
||||
|
||||
```console
|
||||
vagrant plugin install vagrant-vbguest
|
||||
```
|
||||
|
||||
### How do I remove an existing environment?
|
||||
Finished with your environment? From anywhere inside the folder where you checked out this project, Execute:
|
||||
|
||||
```console
|
||||
vagrant destory
|
||||
```
|
||||
|
||||
### What if I want to use Docker directly?
|
||||
Want to benefit from the Vagrant workflow without a virtual machine? The Vagrantfile is configured to bypass running a virtual machine, and run the container directly. Execute the following when bringing up the environment to force the use of Docker:
|
||||
```console
|
||||
vagrant up --provider=docker
|
||||
```
|
||||
|
||||
### How do I access the virtual machine instead of the Docker container?
|
||||
Execute the following to bypass the `vagrant` user booting directly to the official qmk builder image:
|
||||
|
||||
```console
|
||||
vagrant ssh -c 'sudo -i'
|
||||
```
|
170
docs/glossary.md
Normal file
170
docs/glossary.md
Normal file
@@ -0,0 +1,170 @@
|
||||
# Glossary of QMK terms
|
||||
|
||||
## ARM
|
||||
A line of 32-bit MCU's produced by a number of companies, such as Atmel, Cypress, Kinetis, NXP, ST, and TI.
|
||||
|
||||
## AVR
|
||||
A line of 8-bit MCU's produced by [Atmel](http://atmel.com). AVR was the original platform that TMK supported.
|
||||
|
||||
## AZERTY
|
||||
The standard Français (French) keyboard layout. Named for the first 6 keys on the keyboard.
|
||||
|
||||
## Backlight
|
||||
A generic term for lighting on a keyboard. The backlight is typically, but not always, an array of LED's that shine through keycaps and/or switches.
|
||||
|
||||
## Bluetooth
|
||||
A short range peer to peer wireless protocol. Most common wireless protocol for a keyboard.
|
||||
|
||||
## Bootloader
|
||||
A special program that is written to a protected area of your MCU that allows the MCU to upgrade its own firmware, typically over USB.
|
||||
|
||||
## Bootmagic
|
||||
A feature that allows for various keyboard behavior changes to happen on the fly, such as swapping or disabling common keys.
|
||||
|
||||
## C
|
||||
A low-level programming language suitable for system code. Most QMK code is written in C.
|
||||
|
||||
## Colemak
|
||||
An alternative keyboard layout that is gaining in popularity.
|
||||
|
||||
## Compile
|
||||
The process of turning human readable code into machine code your MCU can run.
|
||||
|
||||
## Dvorak
|
||||
An alternative keyboard layout developed by Dr. August Dvorak in the 1930's. A shortened form of the Dvorak Simplified Keyboard.
|
||||
|
||||
## Dynamic Macro
|
||||
A macro which has been recorded on the keyboard and which will be lost when the keyboard is unplugged or the computer rebooted.
|
||||
|
||||
* [Dynamic Macro Documentation](feature_dynamic_macros.md)
|
||||
|
||||
## Eclipse
|
||||
An IDE that is popular with many C developers.
|
||||
|
||||
* [Eclipse Setup Instructions](eclipse.html)
|
||||
|
||||
## Firmware
|
||||
The software that controls your MCU.
|
||||
|
||||
## FLIP
|
||||
Software provided by Atmel for flashing AVR devices. We generally recommend [QMK Flasher](https://github.com/qmk/qmk_flasher) instead, but for some advanced use cases FLIP is required.
|
||||
|
||||
## git
|
||||
Versioning software used at the commandline
|
||||
|
||||
## GitHub
|
||||
The website that hosts most of the QMK project. It provides integration with git, issue tracking, and other features that help us run QMK.
|
||||
|
||||
## ISP
|
||||
In-system programming, a method of programming an AVR chip using external hardware and the JTAG pins.
|
||||
|
||||
## hid_listen
|
||||
An interface for receiving debugging messages from your keyboard. You can view these messages using [QMK Flasher](https://github.com/qmk/qmk_flasher) or [PJRC's hid_listen](https://www.pjrc.com/teensy/hid_listen.html)
|
||||
|
||||
## Keycode
|
||||
A 2-byte number that represents a particular key. `0x00`-`0xFF` are used for [Basic Keycodes](keycodes_basic.html) while `0x100`-`0xFFFF` are used for [Quantum Keycodes](quantum_keycodes.html).
|
||||
|
||||
## Key Down
|
||||
An event that happens when a key is pressed down, but is completed before a key is released.
|
||||
|
||||
## Key Up
|
||||
An event that happens when a key is released.
|
||||
|
||||
## Keymap
|
||||
An array of keycodes mapped to a physical keyboard layout, which are processed on key presses and releases
|
||||
|
||||
## Layer
|
||||
An abstraction used to allow a key to serve multiple purposes. The highest active layer takes precedence.
|
||||
|
||||
## Leader Key
|
||||
A feature that allows you to tap the leader key followed by a sequence of 1, 2, or 3 keys to activate key presses or other quantum features.
|
||||
|
||||
* [Leader Key Documentation](feature_leader_key.html)
|
||||
|
||||
## LED
|
||||
Light Emitting Diode, the most common device used for indicators on a keyboard.
|
||||
|
||||
## Make
|
||||
Software package that is used to compile all the source files. You run `make` with various options to compile your keyboard firmware.
|
||||
|
||||
## Matrix
|
||||
A wiring pattern of columns and rows that enables the MCU to detect keypresses with a fewer number of pins. The matrix often incorporates diodes to allow for NKRO.
|
||||
|
||||
## Macro
|
||||
A feature that lets you send muiltple keypress events (hid reports) after having pressed only a single key.
|
||||
|
||||
* [Macro Documentation](feature_macros.md)
|
||||
|
||||
## MCU
|
||||
Microcontrol Unit, the processor that powers your keyboard.
|
||||
|
||||
## Modifier
|
||||
A key that is held down while typing another key to modify the action of that key. Examples include Ctrl, Alt, and Shift.
|
||||
|
||||
## Mousekeys
|
||||
A feature that lets you control your mouse cursor and click from your keyboard.
|
||||
|
||||
* [Mousekeys Documentation](feature_mouse_keys.html)
|
||||
|
||||
## N-Key Rollover (NKRO)
|
||||
A term that applies to keyboards that are capable of reporting any number of key-presses at once.
|
||||
|
||||
## Oneshot Modifier
|
||||
A modifier that acts as if it is held down until another key is released, so you can press the mod and then press the key, rather than holding the mod while pressing the key.
|
||||
|
||||
## ProMicro
|
||||
A low cost AVR development board. Clones of this device are often found on ebay very inexpensively (under $5) but people often struggle with flashing their pro micros.
|
||||
|
||||
## Pull Request
|
||||
A request to submit code to QMK. We encourage all users to submit Pull Requests for their personal keymaps.
|
||||
|
||||
## QWERTY
|
||||
The standard English keyboard layout, and often a shortcut for other language's standard layouts. Named for the first 6 letters on the keyboard.
|
||||
|
||||
## QWERTZ
|
||||
The standard Deutsche (German) keyboard layout. Named for the first 6 letters on the keyboard.
|
||||
|
||||
## Rollover
|
||||
The term for pressing a key while a key is already held down. Variants include 2KRO, 6KRO, and NKRO.
|
||||
|
||||
## Scancode
|
||||
A 1 byte number that is sent as part of a HID report over USB that represents a single key. These numbers are documented in the [HID Usage Tables](http://www.usb.org/developers/hidpage/Hut1_12v2.pdf) published by the [USB-IF](http://www.usb.org/).
|
||||
|
||||
## Space Cadet Shift
|
||||
A special set of shift keys which allow you to type various types of braces by tapping the left or right shift one or more times.
|
||||
|
||||
* [Space Cadet Shift Documentation](feature_space_cadet.html)
|
||||
|
||||
## Tap
|
||||
Pressing and releasing a key. In some situations you will need to distinguish between a key down and a key up event, and Tap always refers to both at once.
|
||||
|
||||
## Tap Dance
|
||||
A feature that lets you assign muiltple keycodes to the same key based on how many times you press it.
|
||||
|
||||
* [Tap Dance Documentation](feature_tap_dance.md)
|
||||
|
||||
## Teensy
|
||||
A low-cost AVR development board that is commonly used for hand-wired builds. A teensy is often chosen despite costing a few dollors more due to its halfkay bootloader, which makes flashing very simple.
|
||||
|
||||
## Underlight
|
||||
A generic term for LEDs that light the underside of the board. These LED's typically shine away from the bottom of the PCB and towards the surface the keyboard rests on.
|
||||
|
||||
## Unicode
|
||||
In the larger computer world Unicode is a set of encoding schemes for representing characters in any language. As it relates to QMK it means using various OS schemes to send unicode codepoints instead of scancodes.
|
||||
|
||||
* [Unicode Documentation](feature_unicode.md)
|
||||
|
||||
## Unit Testing
|
||||
A framework for running automated tests against QMK. Unit testing helps us be confident that our changes do not break anything.
|
||||
|
||||
* [Unit Testing Documentation](unit_testing.md)
|
||||
|
||||
## USB
|
||||
Universal Serial Bus, the most common wired interface for a keyboard.
|
||||
|
||||
## USB Host (or simply Host)
|
||||
The USB Host is your computer, or whatever device your keyboard is plugged into.
|
||||
|
||||
# Couldn't find the term you're looking for?
|
||||
|
||||
[Open an issue](https://github.com/qmk/qmk_firmware/issues) with your question and the term in question could be added here. Better still, open a pull request with the definition. :)
|
@@ -1,4 +1,4 @@
|
||||
# Quantum Hand-Wiring Guide
|
||||
# Quantum Hand-wiring Guide
|
||||
|
||||
Parts list:
|
||||
* *x* keyswitches (MX, Matias, Gateron, etc)
|
||||
@@ -6,12 +6,12 @@ Parts list:
|
||||
* Keyboard plate (metal, plastic, cardboard, etc)
|
||||
* Wire (strained for wiring to the Teensy, anything for the rows/columns)
|
||||
* Soldering iron set at 600ºF or 315ºC (if temperature-controlled)
|
||||
* Rosin-cored solder (leaded or lead-free)
|
||||
* Resin-cored solder (leaded or lead-free)
|
||||
* Adequate ventilation/a fan
|
||||
* Tweezers (optional)
|
||||
* Wire cutters/snippers
|
||||
|
||||
## How the Matrix Works (Why We Need Diodes)
|
||||
## How the matrix works (why we need diodes)
|
||||
|
||||
The microcontroller (in this case, the Teensy 2.0) will be setup up via the firmware to send a logical 1 to the columns, one at a time, and read from the rows, all at once - this process is called matrix scanning. The matrix is a bunch of open switches that, by default, don't allow any current to pass through - the firmware will read this as no keys being pressed. As soon as you press one key down, the logical 1 that was coming from the column the keyswitch is attached to gets passed through the switch and to the corresponding row - check out the following 2x2 example:
|
||||
|
||||
@@ -100,9 +100,9 @@ Things act as they should! Which will get us the following data:
|
||||
|
||||
The firmware can then use this correct data to detect what it should do, and eventually, what signals it needs to send to the OS.
|
||||
|
||||
# The Actual Hand-Wiring
|
||||
# The actual hand-wiring
|
||||
|
||||
## Getting Things in Place
|
||||
## Getting things in place
|
||||
|
||||
When starting this, you should have all of your stabilisers and keyswitches already installed (and optionally keycaps). If you're using a Cherry-type stabiliser (plate-mounted only, obviously), you'll need to install that before your keyswitches. If you're using Costar ones, you can installed them afterwards.
|
||||
|
||||
@@ -112,7 +112,7 @@ Get your soldering iron heated-up and collect the rest of the materials from the
|
||||
|
||||
Before continuing, plan out where you're going to place your Teensy. If you're working with a board that has a large (6.25u) spacebar, it may be a good idea to place it in-between switches against the plate. Otherwise, you may want to trim some of the leads on the keyswitches where you plan on putting it - this will make it a little harder to solder the wire/diodes, but give you more room to place the Teensy.
|
||||
|
||||
## Preparing the Diodes
|
||||
## Preparing the diodes
|
||||
|
||||
It's a little easier to solder the diodes in place if you bend them at a 90º angle immediately after the black line - this will help to make sure you put them on the right way (direction matters), and in the correct position. The diodes will look like this when bent (with longer leads):
|
||||
|
||||
@@ -125,7 +125,7 @@ It's a little easier to solder the diodes in place if you bend them at a 90º an
|
||||
|
||||
We'll be using the long lead at the bent end to connect it to the elbow (bent part) of the next diode, creating the row.
|
||||
|
||||
## Soldering the Diodes
|
||||
## Soldering the diodes
|
||||
|
||||
Starting at the top-left switch, place the diode (with tweezers if you have them) on the switch so that the diode itself is vertically aligned, and the black line is facing toward you. The straight end of the diode should be touching the left contact on the switch, and the bent end should be facing to the right and resting on the switch there, like this:
|
||||
|
||||
@@ -133,7 +133,7 @@ Starting at the top-left switch, place the diode (with tweezers if you have them
|
||||
│o
|
||||
┌┴┐ o
|
||||
│ │ O
|
||||
├─┤
|
||||
├─┤
|
||||
└┬┘
|
||||
└─────────────
|
||||
```
|
||||
@@ -142,7 +142,7 @@ Letting the diode rest, grab your solder, and touch both it and the soldering ir
|
||||
|
||||
The smoke that the rosin releases is harmful, so be careful not to breath it or get it in your eyes/face.
|
||||
|
||||
After soldering things in place, it may be helpful to blow on the joint to push the smoke away from your face, and cool the solder quicker. You should see the solder develop a matte (not shiny) surface as it solidifies. Keep in mind that it will still be very hot afterwards, and will take a couple minutes to be cool to touch. Blow on it will accelerate this process.
|
||||
After soldering things in place, it may be helpful to blow on the joint to push the smoke away from your face, and cool the solder quicker. You should see the solder develop a matte (not shiney) surface as it solidifies. Keep in mind that it will still be very hot afterwards, and will take a couple minutes to be cool to touch. Blow on it will accelerate this process.
|
||||
|
||||
When the first diode is complete, the next one will need to be soldered to both the keyswitch, and the previous diode at the new elbow. That will look something like this:
|
||||
|
||||
@@ -150,7 +150,7 @@ When the first diode is complete, the next one will need to be soldered to both
|
||||
│o │o
|
||||
┌┴┐ o ┌┴┐ o
|
||||
│ │ O │ │ O
|
||||
├─┤ ├─┤
|
||||
├─┤ ├─┤
|
||||
└┬┘ └┬┘
|
||||
└────────────────┴─────────────
|
||||
```
|
||||
@@ -159,7 +159,7 @@ After completing a row, use the wire cutters to trim the excess wire from the to
|
||||
|
||||
When all of the diodes are completely soldered, it's a good idea to quickly inspect each one to ensure that your solder joints are solid and sturdy - repairing things after this is possible, but more difficult.
|
||||
|
||||
## Soldering the Columns
|
||||
## Soldering the columns
|
||||
|
||||
You'll have some options in the next process - it's a good idea to insulate the column wires (since the diodes aren't), but if you're careful enough, you can use exposed wires for the columns - it's not recommended, though. If you're using single-cored wire, stripping the plastic off of the whole wire and feeding it back on is probably the best option, but can be difficult depending on the size and materials. You'll want to leave parts of the wire exposed where you're going to be solder it onto the keyswitch.
|
||||
|
||||
@@ -169,7 +169,7 @@ Before beginning to solder, it helps to have your wire pre-bent (if using single
|
||||
|
||||
If you're not using any insulation, you can try to keep the column wires elevated, and solder them near the tips of the keyswitch contacts - if the wires are sturdy enough, they won't short out to the row wiring an diodes.
|
||||
|
||||
## Wiring Things to the Teensy
|
||||
## Wiring things to the Teensy
|
||||
|
||||
Now that the matrix itself is complete, it's time to connect what you've done to the Teensy. You'll be needing the number of pins equal to your number of columns + your number of rows. There are some pins on the Teensy that are special, like D6 (the LED on the chip), or some of the UART, SPI, I2C, or PWM channels, but only avoid those if you're planning something in addition to a keyboard. If you're unsure about wanting to add something later, you should have enough pins in total to avoid a couple.
|
||||
|
||||
@@ -185,40 +185,31 @@ When you're done with the columns, start with the rows in the same process, from
|
||||
|
||||
As you move along, be sure that the Teensy is staying in place - recutting and soldering the wires is a pain!
|
||||
|
||||
## Additional guides
|
||||
|
||||
If you're more of a visual learner, or want some additional tips and something more to follow along, these two visual step by step guides may be helpful:
|
||||
|
||||
- [BrownFox's step by step guide](https://deskthority.net/viewtopic.php?f=7&t=6050)
|
||||
- [Cribbit's modern hand wiring guide](https://geekhack.org/index.php?topic=87689.0)
|
||||
|
||||
# Getting Some Basic Firmware Set Up
|
||||
# Getting some basic firmware set-up
|
||||
|
||||
From here, you should have a working keyboard once you program a firmware. Before we attach the Teensy permanently to the keyboard, let's quickly get some firmware loaded onto the Teensy so we can test each keyswitch.
|
||||
|
||||
To start out, download [the firmware](https://github.com/qmk/qmk_firmware/) - we'll be using my (Jack's) fork of TMK called QMK/Quantum. We'll be doing a lot from the Terminal/command prompt, so get that open, along with a decent text editor like [Sublime Text](http://www.sublimetext.com/) (paid) or [Visual Studio Code](https://code.visualstudio.com) (free).
|
||||
To start out, download [the firmware](https://github.com/qmk/qmk_firmware/) - we'll be using my (Jack's) fork of TMK called QMK/Quantum. We'll be doing a lot from the Terminal/command prompt, so get that open, along with a decent text editor like [Sublime Text](http://www.sublimetext.com/).
|
||||
|
||||
The first thing we're going to do is create a new keyboard. In your terminal, run this command, which will ask you some questions and generate a basic keyboard project:
|
||||
The first thing we're going to do is create a new project using the script in the root directory of the firmware. In your terminal, run this command with `<project_name>` replaced by the name of your project - it'll need to be different from any other project in the `keyboards/` folder:
|
||||
|
||||
```
|
||||
./util/new_keyboard.sh
|
||||
util/new_project.sh <project_name>
|
||||
```
|
||||
|
||||
You'll want to navigate to the `keyboards/<project_name>/` folder by typing, like the print-out from the script specifies:
|
||||
|
||||
```
|
||||
cd keyboards/<project_name>
|
||||
```
|
||||
cd keyboards/<project_name>
|
||||
|
||||
### `config.h`
|
||||
### config.h
|
||||
|
||||
The first thing you're going to want to modify is the `config.h` file. Find `MATRIX_ROWS` and `MATRIX_COLS` and change their definitions to match the dimensions of your keyboard's matrix.
|
||||
|
||||
Farther down are `MATRIX_ROW_PINS` and `MATRIX_COL_PINS`. Change their definitions to match how you wired up your matrix (looking from the top of the keyboard, the rows run top-to-bottom and the columns run left-to-right). Likewise, change the definition of `UNUSED_PINS` to match the pins you did not use (this will save power).
|
||||
|
||||
### `<project_name>.h`
|
||||
### \<project_name\>.h
|
||||
|
||||
The next file you'll want to look at is `<project_name>.h`. You're going to want to rewrite the `LAYOUT` definition - the format and syntax here is extremely important, so pay attention to how things are setup. The first half of the definition are considered the arguments - this is the format that you'll be following in your keymap later on, so you'll want to have as many k*xy* variables here as you do keys. The second half is the part that the firmware actually looks at, and will contain gaps depending on how you wired your matrix.
|
||||
The next file you'll want to look at is `<project_name>.h`. You're going to want to rewrite the `KEYMAP` definition - the format and syntax here is extremely important, so pay attention to how things are setup. The first half of the definition are considered the arguments - this is the format that you'll be following in your keymap later on, so you'll want to have as many k*xy* variables here as you do keys. The second half is the part that the firmware actually looks at, and will contain gaps depending on how you wired your matrix.
|
||||
|
||||
We'll dive into how this will work with the following example. Say we have a keyboard like this:
|
||||
|
||||
@@ -240,10 +231,10 @@ This can be described by saying the top row is 3 1u keys, and the bottom row is
|
||||
└─────┴─────┘
|
||||
```
|
||||
|
||||
The middle column is unused on the bottom row in this example. Our `LAYOUT` definition would look like this:
|
||||
The middle column is unused on the bottom row in this example. Our `KEYMAP` definition would look like this:
|
||||
|
||||
```
|
||||
#define LAYOUT( \
|
||||
#define KEYMAP( \
|
||||
k00, k01, k02, \
|
||||
k10, k11, \
|
||||
) \
|
||||
@@ -265,10 +256,10 @@ Let's say that instead, we wired our keyboard like this (a fair thing to do):
|
||||
└─────┴─────┘
|
||||
```
|
||||
|
||||
This would require our `LAYOUT` definition to look like this:
|
||||
This would require our `KEYMAP` definition to look like this:
|
||||
|
||||
```
|
||||
#define LAYOUT( \
|
||||
#define KEYMAP( \
|
||||
k00, k01, k02, \
|
||||
k10, k11, \
|
||||
) \
|
||||
@@ -278,9 +269,9 @@ This would require our `LAYOUT` definition to look like this:
|
||||
}
|
||||
```
|
||||
|
||||
Notice how the `k11` and `KC_NO` switched places to represent the wiring, and the unused final column on the bottom row. Sometimes it'll make more sense to put a keyswitch on a particular column, but in the end, it won't matter, as long as all of them are accounted for. You can use this process to write out the `LAYOUT` for your entire keyboard - be sure to remember that your keyboard is actually backwards when looking at the underside of it.
|
||||
Notice how the `k11` and `KC_NO` switched places to represent the wiring, and the unused final column on the bottom row. Sometimes it'll make more sense to put a keyswitch on a particular column, but in the end, it won't matter, as long as all of them are accounted for. You can use this process to write out the `KEYMAP` for your entire keyboard - be sure to remember that your keyboard is actually backwards when looking at the underside of it.
|
||||
|
||||
### `keymaps/<variant>/default.c`
|
||||
### keymaps/<variant>/default.c
|
||||
|
||||
This is the actual keymap for your keyboard, and the main place you'll make changes as you perfect your layout. `default.c` is the file that gets pull by default when typing `make`, but you can make other files as well, and specify them by typing `make handwired/<keyboard>:<variant>`, which will pull `keymaps/<variant>/keymap.c`.
|
||||
|
||||
@@ -300,7 +291,7 @@ This can be accomplished by using the following `keymaps` definition:
|
||||
|
||||
```
|
||||
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
|
||||
[0] = LAYOUT( /* Base */
|
||||
[0] = KEYMAP( /* Base */
|
||||
KC_A, KC_1, KC_H, \
|
||||
KC_TAB, KC_SPC \
|
||||
),
|
||||
@@ -309,9 +300,9 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
|
||||
|
||||
Note that the layout of the keycodes is similar to the physical layout of our keyboard - this make it much easier to see what's going on. A lot of the keycodes should be fairly obvious, but for a full list of them, check out [Keycodes](keycodes.md) - there are also a lot of aliases to condense your keymap file.
|
||||
|
||||
It's also important to use the `LAYOUT` function we defined earlier - this is what allows the firmware to associate our intended readable keymap with the actual wiring.
|
||||
It's also important to use the `KEYMAP` function we defined earlier - this is what allows the firmware to associate our intended readable keymap with the actual wiring.
|
||||
|
||||
## Compiling Your Firmware
|
||||
## Compiling your firmware
|
||||
|
||||
After you've written out your entire keymap, you're ready to get the firmware compiled and onto your Teensy. Before compiling, you'll need to get your [development environment set-up](getting_started_build_tools.md) - you can skip the dfu-programmer instructions, but you'll need to download and install the [Teensy Loader](https://www.pjrc.com/teensy/loader.html) to get the firmware on your Teensy.
|
||||
|
||||
@@ -319,7 +310,7 @@ Once everything is installed, running `make` in the terminal should get you some
|
||||
|
||||
Once you have your `<project_name>.hex` file, open up the Teensy loader application, and click the file icon. From here, navigate to your `QMK/keyboards/<project_name>/` folder, and select the `<project_name>.hex` file. Plug in your keyboard and press the button on the Teensy - you should see the LED on the device turn off once you do. The Teensy Loader app will change a little, and the buttons should be clickable - click the download button (down arrow), and then the reset button (right arrow), and your keyboard should be ready to go!
|
||||
|
||||
## Testing Your Firmware
|
||||
## Testing your firmware
|
||||
|
||||
Carefully flip your keyboard over, open up a new text document, and try typing - you should get the characters that you put into your keymap. Test each key, and note the ones that aren't working. Here's a quick trouble-shooting guide for non-working keys:
|
||||
|
||||
@@ -328,13 +319,13 @@ Carefully flip your keyboard over, open up a new text document, and try typing -
|
||||
2. Check the solder joints on the diode - if the diode is loose, part of your row may register, while the other may not.
|
||||
3. Check the solder joints on the columns - if your column wiring is loose, part or all of the column may not work.
|
||||
4. Check the solder joints on both sides of the wires going to/from the Teensy - the wires need to be fully soldered and connect to both sides.
|
||||
5. Check the `<project_name>.h` file for errors and incorrectly placed `KC_NO`s - if you're unsure where they should be, instead duplicate a k*xy* variable.
|
||||
5. Check the <project_name>.h file for errors and incorrectly placed `KC_NO`s - if you're unsure where they should be, instead duplicate a k*xy* variable.
|
||||
6. Check to make sure you actually compiled the firmware and flashed the Teensy correctly. Unless you got error messages in the terminal, or a pop-up during flashing, you probably did everything correctly.
|
||||
|
||||
If you've done all of these things, keep in mind that sometimes you might have had multiple things affecting the keyswitch, so it doesn't hurt to test the keyswitch by shorting it out at the end.
|
||||
|
||||
# Securing the Teensy, Finishing Your Hardware, Getting Fancier Firmware
|
||||
# Securing the Teensy, finishing your hardware, getting fancier firmware
|
||||
|
||||
Now that you have a working board, it's time to get things in their permanent positions. I've often used liberal amounts of hot glue to secure and insulate things, so if that's your style, start spreading that stuff like butter. Otherwise, double-sided tape is always an elegant solution, and electrical tape is a distant second. Due to the nature of these builds, a lot of this part is up to you and how you planned (or didn't plan) things out.
|
||||
|
||||
There are a lot of possibilities inside the firmware - explore [docs.qmk.fm](http://docs.qmk.fm) for a full feature list, and dive into the different keyboards (Planck, Clueboard, Ergodox EZ, etc) to see how people use all of them. You can always stop by [the OLKB subreddit for help!](http://reddit.com/r/olkb)
|
||||
There are a lot of possibilities inside the firmware - explore [docs.qmk.fm](http://docs.qmk.fm) for a full feature list, and dive into the different project (Planck, Clueboard, Ergodox EZ, etc) to see how people use all of them. You can always stop by [the OLKB subreddit for help!](http://reddit.com/r/olkb)
|
||||
|
@@ -1,6 +1,6 @@
|
||||
# Hardware
|
||||
|
||||
QMK runs on a variety of hardware. If your processor can be targeted by [LUFA](http://www.fourwalledcubicle.com/LUFA.php) or [ChibiOS](http://www.chibios.com) you can probably get QMK running on it. This section explores getting QMK running on, and communicating with, hardware of all kinds.
|
||||
QMK runs on a variety of hardware. If your processor can be targetted by [LUFA](http://www.fourwalledcubicle.com/LUFA.php) or [ChibiOS](http://www.chibios.com) you can probably get QMK running on it. This section explores getting QMK running on, and communicating with, hardware of all kinds.
|
||||
|
||||
* [Keyboard Guidelines](hardware_keyboard_guidelines.md)
|
||||
* [AVR Processors](hardware_avr.md)
|
||||
|
@@ -1,4 +1,4 @@
|
||||
# Keyboards with AVR Processors
|
||||
# Keyboards With AVR Processors
|
||||
|
||||
This page describes the support for for AVR processors in QMK. AVR processors include the atmega32u4, atmega32u2, at90usb1286, and other processors from Atmel Corporation. AVR processors are 8-bit MCU's that are designed to be easy to work with. The most common AVR processors in keyboards have on-board USB and plenty of GPIO for supporting large keyboard matrices. They are the most popular MCU for use in keyboards today.
|
||||
|
||||
@@ -6,26 +6,14 @@ If you have not yet you should read the [Keyboard Guidelines](hardware_keyboard_
|
||||
|
||||
## Adding Your AVR Keyboard to QMK
|
||||
|
||||
QMK has a number of features to simplify working with AVR keyboards. For most keyboards you don't have to write a single line of code. To get started, run the `util/new_keyboard.sh` script:
|
||||
QMK has a number of features to simplify working with AVR keyboards. For most keyboards you don't have to write a single line of code. To get started run the `util/new_project.sh` script:
|
||||
|
||||
```
|
||||
$ ./util/new_keyboard.sh
|
||||
Generating a new QMK keyboard directory
|
||||
|
||||
Keyboard Name: mycoolkb
|
||||
Keyboard Type [avr]:
|
||||
Your Name [John Smith]:
|
||||
|
||||
Copying base template files... done
|
||||
Copying avr template files... done
|
||||
Renaming keyboard files... done
|
||||
Replacing %KEYBOARD% with mycoolkb... done
|
||||
Replacing %YOUR_NAME% with John Smith... done
|
||||
|
||||
Created a new keyboard called mycoolkb.
|
||||
|
||||
To start working on things, cd into keyboards/mycoolkb,
|
||||
or open the directory in your favourite text editor.
|
||||
$ util/new_project.sh my_awesome_keyboard
|
||||
######################################################
|
||||
# /keyboards/my_awesome_keyboard project created. To start
|
||||
# working on things, cd into keyboards/my_awesome_keyboard
|
||||
######################################################
|
||||
```
|
||||
|
||||
This will create all the files needed to support your new keyboard, and populate the settings with default values. Now you just need to customize it for your keyboard.
|
||||
@@ -40,9 +28,9 @@ This is where all the custom logic for your keyboard goes. Many keyboards do not
|
||||
|
||||
## `<keyboard>.h`
|
||||
|
||||
This is the file you define your [Layout Macro(s)](feature_layouts.md) in. At minimum you should have a `#define LAYOUT` for your keyboard that looks something like this:
|
||||
This is the file you define your [Layout Macro(s)](feature_layouts.md) in. At minumum you should have a `#define LAYOUT` for your keyboard that looks something like this:
|
||||
|
||||
```c
|
||||
```
|
||||
#define LAYOUT( \
|
||||
k00, k01, k02, \
|
||||
k10, k11 \
|
||||
@@ -56,7 +44,7 @@ The first half of the `LAYOUT` pre-processor macro defines the physical arrangem
|
||||
|
||||
Each of the `k__` variables needs to be unique, and typically they follow the format `k<row><col>`.
|
||||
|
||||
The physical matrix (the second half) must have a number of rows equaling `MATRIX_ROWS`, and each row must have exactly `MATRIX_COLS` elements in it. If you do not have this many physical keys you can use `KC_NO` to fill in the blank spots.
|
||||
The physical matrix (the second half) must have a number of rows equalling `MATRIX_ROWS`, and each row must have exactly `MATRIX_COLS` elements in it. If you do not have this many physical keys you can use `KC_NO` to fill in the blank spots.
|
||||
|
||||
## `config.h`
|
||||
|
||||
@@ -69,7 +57,7 @@ At the top of the `config.h` you'll find USB related settings. These control how
|
||||
|
||||
Do change the `MANUFACTURER`, `PRODUCT`, and `DESCRIPTION` lines to accurately reflect your keyboard.
|
||||
|
||||
```c
|
||||
```
|
||||
#define VENDOR_ID 0xFEED
|
||||
#define PRODUCT_ID 0x6060
|
||||
#define DEVICE_VER 0x0001
|
||||
@@ -78,20 +66,22 @@ Do change the `MANUFACTURER`, `PRODUCT`, and `DESCRIPTION` lines to accurately r
|
||||
#define DESCRIPTION A custom keyboard
|
||||
```
|
||||
|
||||
?> Note: On Windows and macOS the `MANUFACTURER`, `PRODUCT`, and `DESCRIPTION` fields will be displayed in the list of USB devices. ?> On Linux these values will not be visible in lsusb by default, since Linux takes the information from the list maintained by [USB ID Repository](http://www.linux-usb.org/usb-ids.html) by default. lsusb will show the information reported by the device when executed with -v option. It is also present in kernel logs after plugging in the device.
|
||||
{% hint style='info' %}
|
||||
Note: On Windows and macOS the `MANUFACTURER`, `PRODUCT`, and `DESCRIPTION` fields will be displayed in the list of USB devices. On Linux these values will not be visible in `lsusb`, since Linux takes that information from the list published by the USB-IF.
|
||||
{% endhint %}
|
||||
|
||||
### Keyboard Matrix Configuration
|
||||
|
||||
The next section of the `config.h` file deals with your keyboard's matrix. The first thing you should set is the matrix's size. This is usually, but not always, the same number of rows and columns as the physical key arrangement.
|
||||
|
||||
```c
|
||||
```
|
||||
#define MATRIX_ROWS 2
|
||||
#define MATRIX_COLS 3
|
||||
```
|
||||
|
||||
Once you've defined the size of your matrix you need to define which pins on your MCU are connected to rows and columns. To do so simply specify the names of those pins:
|
||||
|
||||
```c
|
||||
```
|
||||
#define MATRIX_ROW_PINS { D0, D5 }
|
||||
#define MATRIX_COL_PINS { F1, F0, B0 }
|
||||
#define UNUSED_PINS
|
||||
@@ -99,40 +89,25 @@ Once you've defined the size of your matrix you need to define which pins on you
|
||||
|
||||
The number of `MATRIX_ROW_PINS` entries must be the same as the number you assigned to `MATRIX_ROWS`, and likewise for `MATRIX_COL_PINS` and `MATRIX_COLS`. You do not have to specify `UNUSED_PINS`, but you can if you want to document what pins are open.
|
||||
|
||||
Finally, you can specify the direction your diodes point. This can be `COL2ROW` or `ROW2COL`.
|
||||
Finally, you can specify the direction your diodes point. This can be `COL2ROW`, `ROW2COL`, or `CUSTOM_MATRIX`.
|
||||
|
||||
```c
|
||||
#define DIODE_DIRECTION COL2ROW
|
||||
```
|
||||
|
||||
#### Direct Pin Matrix
|
||||
To configure a keyboard where each switch is connected to a separate pin and ground instead of sharing row and column pins, use `DIRECT_PINS`. The mapping defines the pins of each switch in rows and columns, from left to right. Must conform to the sizes within `MATRIX_ROWS` and `MATRIX_COLS`, use `NO_PIN` to fill in blank spaces. Overrides the behaviour of `DIODE_DIRECTION`, `MATRIX_ROW_PINS` and `MATRIX_COL_PINS`.
|
||||
|
||||
```c
|
||||
// #define MATRIX_ROW_PINS { D0, D5 }
|
||||
// #define MATRIX_COL_PINS { F1, F0, B0 }
|
||||
#define DIRECT_PINS { \
|
||||
{ F1, E6, B0, B2, B3 }, \
|
||||
{ F5, F0, B1, B7, D2 }, \
|
||||
{ F6, F7, C7, D5, D3 }, \
|
||||
{ B5, C6, B6, NO_PIN, NO_PIN } \
|
||||
}
|
||||
#define UNUSED_PINS
|
||||
|
||||
/* COL2ROW, ROW2COL */
|
||||
//#define DIODE_DIRECTION
|
||||
#define DIODE_DIRECTION COL2ROW
|
||||
```
|
||||
|
||||
### Backlight Configuration
|
||||
|
||||
QMK supports backlighting on most GPIO pins. A select few of these can be driven by the MCU in hardware. For more details see the [Backlight Documentation](feature_backlight.md).
|
||||
By default QMK supports backlighting on pins `B5`, `B6`, and `B7`. If you are using one of those you can simply enable it here. For more details see the [Backlight Documentation](feature_backlight.md).
|
||||
|
||||
```c
|
||||
#define BACKLIGHT_PIN B7
|
||||
#define BACKLIGHT_LEVELS 3
|
||||
#define BACKLIGHT_BREATHING
|
||||
#define BREATHING_PERIOD 6
|
||||
```
|
||||
#define BACKLIGHT_PIN B7
|
||||
#define BACKLIGHT_BREATHING
|
||||
#define BACKLIGHT_LEVELS 3
|
||||
```
|
||||
|
||||
{% hint style='info' %}
|
||||
You can use backlighting on any pin you like, but you will have to do more work to support that. See the [Backlight Documentation](feature_backlight.md) for more details.
|
||||
{% endhint %}
|
||||
|
||||
### Other Configuration Options
|
||||
|
||||
@@ -146,7 +121,7 @@ You use the `rules.mk` file to tell QMK what files to build and what features to
|
||||
|
||||
These options tell the build system what CPU to build for. Be very careful if you change any of these settings, you can render your keyboard inoperable.
|
||||
|
||||
```make
|
||||
```
|
||||
MCU = atmega32u4
|
||||
F_CPU = 16000000
|
||||
ARCH = AVR8
|
||||
@@ -154,28 +129,29 @@ F_USB = $(F_CPU)
|
||||
OPT_DEFS += -DINTERRUPT_CONTROL_ENDPOINT
|
||||
```
|
||||
|
||||
### Bootloaders
|
||||
### Bootloader Size
|
||||
|
||||
The bootloader is a special section of your MCU that allows you to upgrade the code stored on the MCU. Think of it like a Rescue Partition for your keyboard.
|
||||
The bootloader is a special section of your MCU that allows you to upgrade the code stored on the MCU. Think of it like a Rescue Partition for your keyboard. If you are using a teensy 2.0, or a device like the Ergodox EZ that uses the teensy bootloader you should set this to `512`. Most other bootloaders should be set to `4096`, but `1024` and `2048` are other possible values you may encounter.
|
||||
|
||||
#### Teensy Bootloader Example
|
||||
#### Teensy 2.0 Bootloader Example
|
||||
|
||||
```make
|
||||
BOOTLOADER = halfkay
|
||||
```
|
||||
OPT_DEFS += -DBOOTLOADER_SIZE=512
|
||||
```
|
||||
|
||||
#### Teensy 2.0++ Bootloader Example
|
||||
|
||||
```
|
||||
OPT_DEFS += -DBOOTLOADER_SIZE=1024
|
||||
```
|
||||
|
||||
#### Atmel DFU Loader Example
|
||||
|
||||
```make
|
||||
BOOTLOADER = atmel-dfu
|
||||
```
|
||||
|
||||
#### Pro Micro Bootloader Example
|
||||
|
||||
```make
|
||||
BOOTLOADER = caterina
|
||||
OPT_DEFS += -DBOOTLOADER_SIZE=4096
|
||||
```
|
||||
|
||||
### Build Options
|
||||
|
||||
There are a number of features that can be turned on or off in `rules.mk`. See the [Config Options](config_options.md#feature-options) page for a detailed list and description.
|
||||
|
||||
|
@@ -10,26 +10,18 @@ QMK is used on a lot of different hardware. While support for the most common MC
|
||||
|
||||
# Available Drivers
|
||||
|
||||
## ProMicro (AVR Only)
|
||||
## ProMicro (AVR only)
|
||||
|
||||
Support for addressing pins on the ProMicro by their Arduino name rather than their AVR name. This needs to be better documented, if you are trying to do this and reading the code doesn't help please [open an issue](https://github.com/qmk/qmk_firmware/issues/new) and we can help you through the process.
|
||||
|
||||
## SSD1306 OLED Driver
|
||||
## SSD1306 (AVR only)
|
||||
|
||||
Support for SSD1306 based OLED displays. For more information see the [OLED Driver Feature](feature_oled_driver.md) page.
|
||||
Support for SSD1306 based OLED displays. This needs to be better documented, if you are trying to do this and reading the code doesn't help please [open an issue](https://github.com/qmk/qmk_firmware/issues/new) and we can help you through the process.
|
||||
|
||||
## uGFX
|
||||
|
||||
You can make use of uGFX within QMK to drive character and graphic LCD's, LED arrays, OLED, TFT, and other display technologies. This needs to be better documented, if you are trying to do this and reading the code doesn't help please [open an issue](https://github.com/qmk/qmk_firmware/issues/new) and we can help you through the process.
|
||||
|
||||
## WS2812 (AVR Only)
|
||||
## WS2812 (AVR only)
|
||||
|
||||
Support for WS2811/WS2812{a,b,c} LED's. For more information see the [RGB Light](feature_rgblight.md) page.
|
||||
|
||||
## IS31FL3731
|
||||
|
||||
Support for up to 2 drivers. Each driver impliments 2 charlieplex matrices to individually address LEDs using I2C. This allows up to 144 same color LEDs or 32 RGB LEDs. For more information on how to setup the driver see the [RGB Matrix](feature_rgb_matrix.md) page.
|
||||
|
||||
## IS31FL3733
|
||||
|
||||
Support for up to a single driver with room for expansion. Each driver can control 192 individual LEDs or 64 RGB LEDs. For more information on how to setup the driver see the [RGB Matrix](feature_rgb_matrix.md) page.
|
||||
|
@@ -1,126 +1,114 @@
|
||||
# QMK Keyboard Guidelines
|
||||
|
||||
Since starting, QMK has grown by leaps and bounds thanks to people like you who contribute to creating and maintaining our community keyboards. As we've grown we've discovered some patterns that work well, and ask that you conform to them to make it easier for other people to benefit from your hard work.
|
||||
We welcome all keyboard projects into QMK, but ask that you try to stick to a couple guidelines that help us keep things organised and consistent.
|
||||
|
||||
## Naming your keyboard/project
|
||||
|
||||
## Naming Your Keyboard/Project
|
||||
All names should be lowercase alphanumeric, and separated by an underscore (`_`), but not begin with one. Your directory and your `.h` and `.c` files should have exactly the same name. All folders should follow the same format.
|
||||
|
||||
All keyboard names are in lower case, consisting only of letters, numbers, and underscore (`_`). Names may not begin with an underscore. Forward slash (`/`) is used as a sub-folder separation character.
|
||||
## `readme.md`
|
||||
|
||||
The names `test`, `keyboard`, and `all` are reserved for make commands and may not be used as a keyboard or subfolder name.
|
||||
All projects need to have a `readme.md` file that explains what the keyboard is, who made it, where it is available, and links to more information. Please follow the [published template](documentation_templates.md#keyboard-readmemd-template).
|
||||
|
||||
Valid Examples:
|
||||
## Image/Hardware files
|
||||
|
||||
* `412_64`
|
||||
* `chimera_ortho`
|
||||
* `clueboard/66/rev3`
|
||||
* `planck`
|
||||
* `v60_type_r`
|
||||
In an effort to keep the repo size down, we're no longer accepting images of any format in the repo, with few exceptions. Hosting them elsewhere (imgur) and linking them in the `readme.md` is the preferred method.
|
||||
|
||||
## Sub-folders
|
||||
Any sort of hardware file (plate, case, pcb) can't be stored in qmk_firmware, but we have the [qmk.fm repo](https://github.com/qmk/qmk.fm) where such files (as well as in-depth info) can be stored and viewed on [qmk.fm](http://qmk.fm). Downloadable files are stored in `/<keyboard>/` (name follows the same format as above) which are served at `http://qmk.fm/<keyboard>/`, and pages are generated from `/_pages/<keyboard>/` which are served at the same location (.md files are generated into .html files through Jekyll). Check out the `lets_split` directory for an example.
|
||||
|
||||
QMK uses sub-folders both for organization and to share code between revisions of the same keyboard. You can nest folders up to 4 levels deep:
|
||||
## Keyboard Metadata
|
||||
|
||||
qmk_firmware/keyboards/top_folder/sub_1/sub_2/sub_3/sub_4
|
||||
As QMK grows so does the ecosystem surrounding QMK. To make it easier for projects in that ecosystem to tie into QMK as we make changes we are developing a metadata system to expose information about keyboards in QMK.
|
||||
|
||||
If a sub-folder has a `rules.mk` file it will be considered a compilable keyboard. It will be available in QMK Configurator and tested with `make all`. If you are using a folder to organize several keyboards from the same maker you should not have a `rules.mk` file.
|
||||
You can create `info.json` files at every level under `qmk_firmware/keyboards/<name>` to specify this metadata. These files are combined, with more specific files overriding keys in less specific files. This means you do not need to duplicate your metadata information. For example, `qmk_firmware/keyboards/clueboard/info.json` specifies `manufacturer` and `maintainer`, while `qmk_firmware/keyboards/clueboard/66/info.json` specifies more specific information about Clueboard 66%.
|
||||
|
||||
Example:
|
||||
### `info.json` Format
|
||||
|
||||
Clueboard uses sub-folders for both purposes, organization and keyboard revisions.
|
||||
The `info.json` file is a JSON formatted dictionary with the following keys available to be set. You do not have to set all of them, merely the keys that apply to your keyboard.
|
||||
|
||||
* [`qmk_firmware`](https://github.com/qmk/qmk_firmware/tree/master)
|
||||
* [`keyboards`](https://github.com/qmk/qmk_firmware/tree/master/keyboards)
|
||||
* [`clueboard`](https://github.com/qmk/qmk_firmware/tree/master/keyboards/clueboard) ← This is the organization folder, there's no `rules.mk` file
|
||||
* [`60`](https://github.com/qmk/qmk_firmware/tree/master/keyboards/clueboard/60) ← This is a compilable keyboard, it has a `rules.mk` file
|
||||
* [`66`](https://github.com/qmk/qmk_firmware/tree/master/keyboards/clueboard/66) ← This is also compilable- it uses `DEFAULT_FOLDER` to specify `rev3` as the default revision
|
||||
* [`rev1`](https://github.com/qmk/qmk_firmware/tree/master/keyboards/clueboard/66/rev1) ← compilable: `make clueboard/66/rev1`
|
||||
* [`rev2`](https://github.com/qmk/qmk_firmware/tree/master/keyboards/clueboard/66/rev2) ← compilable: `make clueboard/66/rev2`
|
||||
* [`rev3`](https://github.com/qmk/qmk_firmware/tree/master/keyboards/clueboard/66/rev3) ← compilable: `make clueboard/66/rev3` or `make clueboard/66`
|
||||
* `keyboard_name`
|
||||
* A free-form text string describing the keyboard.
|
||||
* Example: `Clueboard 66%`
|
||||
* `manufacturer`
|
||||
* A free-form text string naming the manufacturer.
|
||||
* Example: `Clueboard`
|
||||
* `identifier`
|
||||
* The Vendor, Product, and Revision ID's joined by a :
|
||||
* Example: `c1ed:2370:0001`
|
||||
* `url`
|
||||
* A URL to the keyboard's product page, [QMK.fm/keyboards](https://qmk.fm/keyboards) page, or other page describing information about the keyboard.
|
||||
* `processor`
|
||||
* The MCU or CPU this keyboard uses.
|
||||
* Example: `atmega32u4` or `stm32f303`
|
||||
* `bootloader`
|
||||
* What bootloader this keyboard uses. Available options:
|
||||
* `atmel-dfu`
|
||||
* `kiibohd-dfu-util`
|
||||
* `lufa-dfu`
|
||||
* `qmk-dfu`
|
||||
* `stm32-dfu-util`
|
||||
* (FIXME: This list is incomplete.)
|
||||
* `maintainer`
|
||||
* GitHub username of the maintainer, or `qmk` for community maintained boards
|
||||
* `width`
|
||||
* Width of the board in Key Units
|
||||
* `height`
|
||||
* Height of the board in Key Units
|
||||
* `layouts`
|
||||
* Physical Layout representations. See the next section for more detail.
|
||||
|
||||
## Keyboard Folder Structure
|
||||
#### Layout Format
|
||||
|
||||
Your keyboard should be located in `qmk_firmware/keyboards/` and the folder name should be your keyboard's name as described in the previous section. Inside this folder should be several files:
|
||||
Within our `info.json` file the `layouts` portion of the dictionary contains several nested dictionaries. The outer layer consists of QMK layout macros, for example `LAYOUT_ansi` or `LAYOUT_iso`. Within each layout macro are keys for `width`, `height`, and `key_count`, each of which should be self-explanatory.
|
||||
|
||||
* `readme.md`
|
||||
* `info.json`
|
||||
* `config.h`
|
||||
* `rules.mk`
|
||||
* `<keyboard_name>.c`
|
||||
* `<keyboard_name>.h`
|
||||
* `width`
|
||||
* Optional: The width of the layout in Key Units
|
||||
* `height`
|
||||
* Optional: The height of the layout in Key Units
|
||||
* `key_count`
|
||||
* **Required**: The number of keys in this layout
|
||||
* `layout`
|
||||
* A list of Key Dictionaries describing the physical layout. See the next section for more details.
|
||||
|
||||
### `readme.md`
|
||||
#### Key Dictionary Format
|
||||
|
||||
All projects need to have a `readme.md` file that explains what the keyboard is, who made it and where it's available. If applicable, it should also contain links to more information, such as the maker's website. Please follow the [published template](documentation_templates.md#keyboard-readmemd-template).
|
||||
Each Key Dictionary in a layout describes the physical properties of a key. If you are familiar with the Raw Code for <http://keyboard-layout-editor.com> you will find many of the concepts the same. We re-use the same key names and layout choices wherever possible, but unlike keyboard-layout-editor each key is stateless, inheriting no properties from the keys that came before it.
|
||||
|
||||
### `info.json`
|
||||
All key positions and rotations are specified in relation to the top-left corner of the keyboard, and the top-left corner of each key.
|
||||
|
||||
This file is used by the [QMK API](https://github.com/qmk/qmk_api). It contains the information [QMK Configurator](https://config.qmk.fm/) needs to display a representation of your keyboard. You can also set metadata here. For more information see the [reference page](reference_info_json.md).
|
||||
* `X`
|
||||
* **Required**: The absolute position of the key in the horizontal axis, in Key Units.
|
||||
* `Y`
|
||||
* **Required**: The absolute position of the key in the vertical axis, in Key Units.
|
||||
* `W`
|
||||
* The width of the key, in Key Units. Ignored if `ks` is provided. Default: `1`
|
||||
* `H`
|
||||
* The height of the key, in Key Units. Ignored if `ks` is provided. Default: `1`
|
||||
* `R`
|
||||
* How many degrees clockwise to rotate the key.
|
||||
* `RX`
|
||||
* The absolute position of the point to rotate the key around in the horizontal axis. Default: `x`
|
||||
* `RY`
|
||||
* The absolute position of the point to rotate the key around in the vertical axis. Default: `y`
|
||||
* `KS`
|
||||
* Key Shape: define a polygon by providing a list of points, in Key Units.
|
||||
* **Important**: These are relative to the top-left of the key, not absolute.
|
||||
* Example ISO Enter: `[ [0,0], [1.5,0], [1.5,2], [0.25,2], [0.25,1], [0,1], [0,0] ]`
|
||||
|
||||
### `config.h`
|
||||
### How Is The Metadata Exposed?
|
||||
|
||||
All projects need to have a `config.h` file that sets things like the matrix size, product name, USB VID/PID, description and other settings. In general, use this file to set essential information and defaults for your keyboard that will always work.
|
||||
This metadata is primarily used in two ways:
|
||||
|
||||
### `rules.mk`
|
||||
* To allow web-based configurators to dynamically generate UI
|
||||
* To support the new `make keyboard:keymap:qmk` target, which bundles this metadata up with the firmware to allow QMK Toolbox to be smarter.
|
||||
|
||||
The presence of this file means that the folder is a keyboard target and can be used in `make` commands. This is where you setup the build environment for your keyboard and configure the default set of features.
|
||||
Configurator authors can see the [QMK Compiler](https://docs.compile.qmk.fm/api_docs.html) docs for more information on using the JSON API.
|
||||
|
||||
### `<keyboard_name.c>`
|
||||
|
||||
This is where you will write custom code for your keyboard. Typically you will write code to initialize and interface with the hardware in your keyboard. If your keyboard consists of only a key matrix with no LEDs, speakers, or other auxillary hardware this file can be blank.
|
||||
|
||||
The following functions are typically defined in this file:
|
||||
|
||||
* `void matrix_init_kb(void)`
|
||||
* `void matrix_scan_kb(void)`
|
||||
* `bool process_record_kb(uint16_t keycode, keyrecord_t *record)`
|
||||
* `void led_set_kb(uint8_t usb_led)`
|
||||
|
||||
### `<keyboard_name.h>`
|
||||
|
||||
This file is used to define the matrix for your keyboard. You should define at least one C macro which translates an array into a matrix representing the physical switch matrix for your keyboard. If it's possible to build your keyboard with multiple layouts you should define additional macros.
|
||||
|
||||
If you have only a single layout you should call this macro `LAYOUT`.
|
||||
|
||||
When defining multiple layouts you should have a base layout, named `LAYOUT_all`, that supports all possible switch positions on your matrix, even if that layout is impossible to build physically. This is the macro you should use in your `default` keymap. You should then have additional keymaps named `default_<layout>` that use your other layout macros. This will make it easier for people to use the layouts you define.
|
||||
|
||||
Layout macro names are entirely lowercase, except for the word `LAYOUT` at the front.
|
||||
|
||||
As an example, if you have a 60% PCB that supports ANSI and ISO you might define the following layouts and keymaps:
|
||||
|
||||
| Layout Name | Keymap Name | Description |
|
||||
|-------------|-------------|-------------|
|
||||
| LAYOUT_all | default | A layout that supports both ISO and ANSI |
|
||||
| LAYOUT_ansi | default_ansi | An ANSI layout |
|
||||
| LAYOUT_iso | default_iso | An ISO layout |
|
||||
|
||||
## Image/Hardware Files
|
||||
|
||||
In an effort to keep the repo size down we're no longer accepting binary files of any format, with few exceptions. Hosting them elsewhere (such as <https://imgur.com>) and linking them in the `readme.md` is preferred.
|
||||
|
||||
Hardware files (such as plates, cases, pcb) can be contributed to the [qmk.fm repo](https://github.com/qmk/qmk.fm) and they will be made available on [qmk.fm](http://qmk.fm). Downloadable files are stored in `/<keyboard>/` (name follows the same format as above) which are served at `http://qmk.fm/<keyboard>/`, and pages are generated from `/_pages/<keyboard>/` which are served at the same location (.md files are generated into .html files through Jekyll). Check out the `lets_split` folder for an example.
|
||||
|
||||
## Keyboard Defaults
|
||||
|
||||
Given the amount of functionality that QMK exposes it's very easy to confuse new users. When putting together the default firmware for your keyboard we recommend limiting your enabled features and options to the minimal set needed to support your hardware. Recommendations for specific features follow.
|
||||
|
||||
### Bootmagic and Command
|
||||
|
||||
[Bootmagic](feature_bootmagic.md) and [Command](feature_command.md) are two related features that allow a user to control their keyboard in non-obvious ways. We recommend you think long and hard about if you're going to enable either feature, and how you will expose this functionality. Keep in mind that users who want this functionality can enable it in their personal keymaps without affecting all the novice users who may be using your keyboard as their first programmable board.
|
||||
|
||||
By far the most common problem new users encounter is accidentally triggering Bootmagic while they're plugging in their keyboard. They're holding the keyboard by the bottom, unknowingly pressing in alt and spacebar, and then they find that these keys have been swapped on them. We recommend leaving this feature disabled by default, but if you do turn it on consider setting `BOOTMAGIC_KEY_SALT` to a key that is hard to press while plugging your keyboard in.
|
||||
|
||||
If your keyboard does not have 2 shift keys you should provide a working default for `IS_COMMAND`, even when you have set `COMMAND_ENABLE = no`. This will give your users a default to conform to if they do enable Command.
|
||||
|
||||
## Custom Keyboard Programming
|
||||
|
||||
As documented on [Customizing Functionality](custom_quantum_functions.md) you can define custom functions for your keyboard. Please keep in mind that your users may want to customize that behavior as well, and make it possible for them to do that. If you are providing a custom function, for example `process_record_kb()`, make sure that your function calls the `_user()` version of the call too. You should also take into account the return value of the `_user()` version, and only run your custom code if the user returns `true`.
|
||||
|
||||
## Non-Production/Handwired Projects
|
||||
## Non-production/handwired projects
|
||||
|
||||
We're happy to accept any project that uses QMK, including prototypes and handwired ones, but we have a separate `/keyboards/handwired/` folder for them, so the main `/keyboards/` folder doesn't get overcrowded. If a prototype project becomes a production project at some point in the future, we'd be happy to move it to the main `/keyboards/` folder!
|
||||
|
||||
## Warnings as Errors
|
||||
## Warnings as errors
|
||||
|
||||
When developing your keyboard, keep in mind that all warnings will be treated as errors - these small warnings can build-up and cause larger errors down the road (and keeping them is generally a bad practice).
|
||||
|
||||
@@ -144,6 +132,6 @@ The core of QMK is licensed under the [GNU General Public License](https://www.g
|
||||
|
||||
If your keyboard makes use of the [uGFX](https://ugfx.io) features within QMK you must comply with the [uGFX License](https://ugfx.io/license.html), which requires a separate commercial license before selling a device containing uGFX.
|
||||
|
||||
## Technical Details
|
||||
## Technical details
|
||||
|
||||
If you're looking for more information on making your keyboard work with QMK, [check out the hardware section](hardware.md)!
|
||||
|
@@ -1,10 +1,10 @@
|
||||
# How Keys Are Registered, and Interpreted by Computers
|
||||
# How keys are registered, and interpreted by computers
|
||||
|
||||
In this file, you can will learn the concepts of how keyboards work over USB,
|
||||
and you'll be able to better understand what you can expect from changing your
|
||||
firmware directly.
|
||||
|
||||
## Schematic View
|
||||
## Schematic view
|
||||
|
||||
Whenever you type on 1 particular key, here is the chain of actions taking
|
||||
place:
|
||||
@@ -12,7 +12,7 @@ place:
|
||||
``` text
|
||||
+------+ +-----+ +----------+ +----------+ +----+
|
||||
| User |-------->| Key |------>| Firmware |----->| USB wire |---->| OS |
|
||||
+------+ +-----+ +----------+ +----------+ +----+
|
||||
+------+ +-----+ +----------+ +----------+ |----+
|
||||
```
|
||||
|
||||
This scheme is a very simple view of what's going on, and more details follow
|
||||
@@ -27,17 +27,17 @@ This usually happens with a periodic scan of key presses. This speed often is li
|
||||
|
||||
## 2. What the Firmware Sends
|
||||
|
||||
The [HID specification](https://www.usb.org/sites/default/files/documents/hut1_12v2.pdf) tells what a keyboard can actually send through USB to have a chance to be properly recognised. This includes a pre-defined list of scancodes which are simple numbers from `0x00` to `0xE7`. The firmware assigns a scancode to each key of the keyboard.
|
||||
The [HID specification](http://www.usb.org/developers/hidpage/Hut1_12v2.pdf) tells what a keyboard can actually send through USB to have a chance to be properly recognised. This includes a pre-defined list of scancodes which are simple numbers from `0x00` to `0xE7`. The firmware assigns a scancode to each key of the keyboard.
|
||||
|
||||
The firmware does not send actual letters or characters, but only scancodes.
|
||||
Thus, by modifying the firmware, you can only modify what scancode is sent over
|
||||
The firmware does not send actually letters or characters, but only scancodes.
|
||||
Thus, by modifying the firmware, you only can modify what scancode is sent over
|
||||
USB for a given key.
|
||||
|
||||
## 3. What the Operating System Does
|
||||
|
||||
Once the keycode reaches the operating system, a piece of software has to have
|
||||
it match an actual character thanks to a keyboard layout. For example, if your
|
||||
layout is set to QWERTY, a sample of the matching table is as follows:
|
||||
layout is set to QWERTY, a sample of the matching table is as follow:
|
||||
|
||||
| keycode | character |
|
||||
|---------|-----------|
|
||||
@@ -49,24 +49,24 @@ layout is set to QWERTY, a sample of the matching table is as follows:
|
||||
| 0x1D | z/Z |
|
||||
| ... | ... |
|
||||
|
||||
## Back to the Firmware
|
||||
## Back to the firmware
|
||||
|
||||
As the layout is generally fixed (unless you create your own), the firmware can actually call a keycode by its layout name directly to ease things for you. This is exactly what is done here with `KC_A` actually representing `0x04` in QWERTY. The full list can be found in [keycodes](keycodes.md).
|
||||
|
||||
## List of Characters You Can Send
|
||||
|
||||
Putting aside shortcuts, having a limited set of keycodes mapped to a limited layout means that **the list of characters you can assign to a given key are only the ones present in the layout**.
|
||||
Putting aside shortcuts, having a limited set of keycodes mapped to a limited layout means that **the list of characters you can assign to a given key only is the ones present in the layout**.
|
||||
|
||||
For example, this means that if you have a QWERTY US layout, and you want to assign one key to produce `€` (euro currency symbol), you are unable to do so, because the QWERTY US layout does not have such mapping. You could fix that by using a QWERTY UK layout, or a QWERTY US International.
|
||||
For example, this means that if you have a QWERTY US layout, and you want to assign 1 key to produce `€` (euro currency symbol), you are unable to do so, because the QWERTY US layout does not have such mapping. You could fix that by using a QWERTY UK layout, or a QWERTY US International.
|
||||
|
||||
You may wonder why a keyboard layout containing all of Unicode is not devised then? The limited number of keycodes available through USB simply disallows such a thing.
|
||||
You may wonder why a keyboard layout containing all of Unicode is not devised then? The limited number of keycode available through USB simply disallow such a thing.
|
||||
|
||||
## How to (Maybe) Enter Unicode Characters
|
||||
|
||||
You can have the firmware send *sequences of keys* to use the [software Unicode Input Method](https://en.wikipedia.org/wiki/Unicode_input#Hexadecimal_input) of the target operating system, thus effectively entering characters independently of the layout defined in the OS.
|
||||
You can have the firmware send *sequences of keys* to use the [software Unicode Input Method](https://en.wikipedia.org/wiki/Unicode_input#Hexadecimal_code_input) of the target operating system, thus effectively entering characters independently of the layout defined in the OS.
|
||||
|
||||
Yet, it does come with multiple disadvantages:
|
||||
|
||||
- Tied to a specific OS at a time (need recompilation when changing OS);
|
||||
- Tied to a specific OS a a time (need recompilation when changing OS);
|
||||
- Within a given OS, does not work in all software;
|
||||
- Limited to a subset of Unicode on some systems.
|
||||
|
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user