* Fixed the indentation of the sample code in docs/feature_pointing_device.md sample.
* Update docs/feature_pointing_device.md
Co-authored-by: Joel Challis <git@zvecr.com>
Co-authored-by: Joel Challis <git@zvecr.com>
* Fix info about RGB LEDs on the bottom.
* Added RGB LEDs support
* Added RGB LEDs config options
* Added minila layout with RGB keys
* Create readme.md
* Update keyboards/ymdk/bface/keymaps/minila/keymap.c
Co-authored-by: Joel Challis <git@zvecr.com>
* Update keyboards/ymdk/bface/keymaps/minila/keymap.c
Co-authored-by: Joel Challis <git@zvecr.com>
* Update keyboards/ymdk/bface/keymaps/minila/keymap.c
Co-authored-by: Joel Challis <git@zvecr.com>
* Update keyboards/ymdk/bface/keymaps/minila/readme.md
Co-authored-by: James Young <18669334+noroadsleft@users.noreply.github.com>
* Update keyboards/ymdk/bface/keymaps/minila/readme.md
Co-authored-by: James Young <18669334+noroadsleft@users.noreply.github.com>
Co-authored-by: Joel Challis <git@zvecr.com>
Co-authored-by: James Young <18669334+noroadsleft@users.noreply.github.com>
* initial commit for tsangan_hhkb community layout
* keymap.c done
* wrote readme
* move media keys; add shortcuts
* edit to reflect changes in keymap
* update readme with imgur link
* do the basic port for the WM1
* with much help from tzarc, get the addresses correct
* make the keymap more closely mirror what the board has
* Add QMK Configurator support
* update the readme
* get indicator leds working
* enable RGB underglow
* fix up rgb underglow
* add notes regarding existence of backlight
* Update keyboards/wolfmarkclub/wm1/readme.md
* Update keyboards/wolfmarkclub/wm1/rules.mk
* Update keyboards/wolfmarkclub/wm1/rules.mk
* Update keyboards/wolfmarkclub/wm1/rules.mk
* Update keyboards/wolfmarkclub/wm1/rules.mk
* Update keyboards/wolfmarkclub/wm1/config.h
* Update keyboards/wolfmarkclub/wm1/ld/wm1_f103.ld
* Update keyboards/wolfmarkclub/wm1/bootloader_defs.h
* Update keyboards/wolfmarkclub/wm1/config.h
* Update keyboards/wolfmarkclub/wm1/rules.mk
* Update keyboards/wolfmarkclub/wm1/wm1.c
* Update keyboards/wolfmarkclub/wm1/wm1.c
* Update keyboards/wolfmarkclub/wm1/rules.mk
* Update keyboards/wolfmarkclub/wm1/rules.mk
* Update keyboards/wolfmarkclub/wm1/readme.md
* Update keyboards/wolfmarkclub/wm1/rules.mk
* Update keyboards/wolfmarkclub/wm1/rules.mk
* Update keyboards/wolfmarkclub/wm1/rules.mk
* Update keyboards/wolfmarkclub/wm1/rules.mk
* update readme
* Add support for Ace of Spades
* Fix the F-row mappings
* Add the tkl_iso layout
* Put KC_PAUS back in place of top layer reset
* aholland909 personal keymap for Ace of Spades
* Address PR feedback and rename to aos/tkl
* Rename keyboard implementation filenames
* Remove unnecessary layers
* info.json for the configurator
* ARM split - Add uart half duplex transport support
* Fix for f103
* initial full duplex pass
* partially remove full duplex
* Correct speeds within driver docs
Co-authored-by: Nick Brassel <nick@tzarc.org>
Co-authored-by: Nick Brassel <nick@tzarc.org>
* newbs_flashing.md: place bootloader instructions before Toolbox intro
* Update docs/newbs_flashing.md
* More wordsmithing, point ARM users at Discord if all else fails
* Link Discord
The factory TMK firmware for the TADA68 supports backlight breathing,
so I was surprised when the BL_BRTG key I set up in the online QMK
configurator didn't work.
As far as I can tell, this was just a simple omission.
* CLI: Improve experience when running `qmk setup` on FreeBSD.
* Install the `avrdude` package as well.
* Switch to installing python packages w/ `--user` flag.
* Basic getting started sections for FreeBSD.
* Update `util/freebsd_install.sh` for root/non-root branches.
* Add ID to doc section.
Co-Authored-By: skullydazed <skullydazed@users.noreply.github.com>
* Add ID to another docs section.
Co-Authored-By: skullydazed <skullydazed@users.noreply.github.com>
* Use `; then` in script for consistency.
Co-Authored-By: skullydazed <skullydazed@users.noreply.github.com>
* Updated to use sudo in one shot if available.
* Apply suggestions from code review
Co-authored-by: Erovia <Erovia@users.noreply.github.com>
* Style fixes for latest version in master.
* Apply suggestions from code review
Co-authored-by: Ryan <fauxpark@gmail.com>
Co-authored-by: skullydazed <skullydazed@users.noreply.github.com>
Co-authored-by: Erovia <Erovia@users.noreply.github.com>
Co-authored-by: Ryan <fauxpark@gmail.com>
* Added Chimera Ortho keymap
* Cleaning up the rules
* Removing firmware sizes
* Modified URLs to point to new locations
* Remove _quantum functions from custom matrix.c code
* Fix 1<col instead of 1<<col typo in matrix_is_on()
* Make PREVENT_STUCK_MODIFIERS the default
* Removing the IS_COMMAND custom definition
* Adding info.json
* Adding config overrides
* Adjusting for the reformat
* removing backlight reference
* fixing some compile issues
* Fixing a matrix issue
* Update keyboards/chimera_ortho_plus/rules.mk
Co-authored-by: Ryan <fauxpark@gmail.com>
* Update keyboards/chimera_ortho_plus/rules.mk
Co-authored-by: Ryan <fauxpark@gmail.com>
* Update keyboards/chimera_ortho_plus/readme.md
Co-authored-by: Ryan <fauxpark@gmail.com>
* Update keyboards/chimera_ortho_plus/readme.md
Co-authored-by: Ryan <fauxpark@gmail.com>
* Update keyboards/chimera_ortho_plus/config.h
Co-authored-by: Ryan <fauxpark@gmail.com>
* Update keyboards/chimera_ortho_plus/keymaps/default/keymap.c
Co-authored-by: Ryan <fauxpark@gmail.com>
* Update keyboards/chimera_ortho_plus/keymaps/default/keymap.c
Co-authored-by: Ryan <fauxpark@gmail.com>
* Update keyboards/chimera_ortho_plus/keymaps/default/keymap.c
Co-authored-by: Ryan <fauxpark@gmail.com>
* Update keyboards/chimera_ortho_plus/keymaps/default/keymap.c
Co-authored-by: Ryan <fauxpark@gmail.com>
* Update keyboards/chimera_ortho_plus/keymaps/default/keymap.c
Co-authored-by: Ryan <fauxpark@gmail.com>
* Update keyboards/chimera_ortho_plus/config.h
Co-authored-by: Ryan <fauxpark@gmail.com>
* Update keyboards/chimera_ortho_plus/chimera_ortho_plus.h
Co-authored-by: Ryan <fauxpark@gmail.com>
* Update keyboards/chimera_ortho_plus/chimera_ortho_plus.h
Co-authored-by: Ryan <fauxpark@gmail.com>
* Update keyboards/chimera_ortho_plus/chimera_ortho_plus.c
Co-authored-by: Ryan <fauxpark@gmail.com>
* Update keyboards/chimera_ortho_plus/chimera_ortho_plus.c
Co-authored-by: Ryan <fauxpark@gmail.com>
* Update keyboards/chimera_ortho_plus/keymaps/default/keymap.c
Co-authored-by: Ryan <fauxpark@gmail.com>
* Update keyboards/chimera_ortho_plus/keymaps/default/keymap.c
Co-authored-by: Ryan <fauxpark@gmail.com>
* Update keyboards/chimera_ortho_plus/chimera_ortho_plus.h
Co-authored-by: Ryan <fauxpark@gmail.com>
* lining up the matrix
* Update keyboards/chimera_ortho_plus/readme.md
Co-authored-by: James Young <18669334+noroadsleft@users.noreply.github.com>
* Update keyboards/chimera_ortho_plus/readme.md
Co-authored-by: James Young <18669334+noroadsleft@users.noreply.github.com>
* Update keyboards/chimera_ortho_plus/info.json
Co-authored-by: James Young <18669334+noroadsleft@users.noreply.github.com>
* Update keyboards/chimera_ortho_plus/chimera_ortho_plus.h
Co-authored-by: James Young <18669334+noroadsleft@users.noreply.github.com>
* Update keyboards/chimera_ortho_plus/keymaps/default/keymap.c
Co-authored-by: Ryan <fauxpark@gmail.com>
* Update keyboards/chimera_ortho_plus/config.h
Co-authored-by: Ryan <fauxpark@gmail.com>
Co-authored-by: Ryan <fauxpark@gmail.com>
Co-authored-by: James Young <18669334+noroadsleft@users.noreply.github.com>
* added git codes
* started git layer
* finished structure for git layer. MOD: replaced mouse with mod keys on right hand
* layout changing layer
* mod enter. default qwerty layer. removed mods on number layer
* workman layout. git log, show. blank enter and bsspace
* config layer. toggleable ctrl/alt for OS
* removed keymap comments
* strings and combos layers. sarcasm and ctrl_ctv. RGB configs
* reintroduced enter and bspace. delete backspace as a function. git push -u and checkout -b
* string macros
* OS specific home/end
* OS mac & win keys. N delete global backspace
* refactored backspace functions
* ctrl lctv macro
* base layer toggle fix
* whitespace
* BS + L for FF and chrome
* replaced 1 keycode with userspace
* added userspace config
* remove comments
* add another keycode with a variable
* moved all keymaps and codes to common file
* ctrl z mod
* removed ctrl z
* sipmlified OS functions
* moved is_win to keyboard level
* added mac alt tab
* added ctrl tab in mac + clean up variables in art.h
* tild string macro. added mac left/right + home/end
* mac ctrl backspace
* enum layers for default layout
* added ergodone keymap
* ergodone compiles
* clean up
* clean up
* removed obsolete OS_HOME/END
* removed var
* added ctrl nav to split75
* ergodone clean up + caps lock fix 75
* fix mac ctrl alt on right handside. added mac alt tab left right
* fix ergodone config override
* fixed alt left right not working on mac
* added OS ctr_alt
* mac ctrl del. fix tild
* simplified tild macro
* git stash apply
* send_string_remembering_lenght
* shifted strings print
* restored KC_BSPACE functionality
* moved KC_BSPC
* numpad layer on Fn
* media lights
* ergodone final clean up
* ergodone GIT AND MEDIA layers
* ergodone GIT LAYER switch
* default behaviour for all modified keys on BASE layer
* refactored logic for default keycodes
* ergodone final layers
* ctrl_cav for translation and ctrl_l fix
* toggleable layer with numpad
* comments
* numpad layer
* Update users/art/config.h
Co-authored-by: Joel Challis <git@zvecr.com>
* enable dynamic macros for split75
* git branch and develop/master
* removed esc from Nav
* ergodone: ctrl alt for shift layer
* macros and right alt for ergodone
* fix ergodone N_backspace not working on git layers
* mac language switch with alt+shift
* Update users/art/art.c
Co-authored-by: Ryan <fauxpark@gmail.com>
* Update users/art/art.c
Co-authored-by: Ryan <fauxpark@gmail.com>
* Update users/art/art.c
Co-authored-by: Ryan <fauxpark@gmail.com>
* Update keyboards/ergodone/keymaps/art/keymap.c
Co-authored-by: Ryan <fauxpark@gmail.com>
* Update users/art/art.h
Co-authored-by: Ryan <fauxpark@gmail.com>
* flashing leds to indicate current os
* using rshift on shifted layers
Co-authored-by: Joel Challis <git@zvecr.com>
Co-authored-by: Ryan <fauxpark@gmail.com>
* Add Via support to the YMD09
* Update keyboards/ymdk/ymd09/config.h
Co-authored-by: Ryan <fauxpark@gmail.com>
* Update keyboards/ymdk/ymd09/keymaps/via/rules.mk
Co-authored-by: Ryan <fauxpark@gmail.com>
Co-authored-by: Ryan <fauxpark@gmail.com>
* Candybar: VIA support for lefty and righty
* Update keyboards/candybar/lefty/config.h
Co-authored-by: Ryan <fauxpark@gmail.com>
* Update keyboards/candybar/righty/config.h
Co-authored-by: Ryan <fauxpark@gmail.com>
* Update keyboards/candybar/lefty/keymaps/via/keymap.c
Co-authored-by: Joel Challis <git@zvecr.com>
Co-authored-by: Ryan <fauxpark@gmail.com>
Co-authored-by: Joel Challis <git@zvecr.com>
* add feature_leader_key.md translation
* update based on comment
* set link as lang dir
* update based on comment
* update based on comment
* update based on comment
* Add Via keymap for Contra
* Added Via-enabled keymap
* Changed VENDOR_ID from 0xFEED to 0x4354 (CT)
* Removed unnecessary RGB mappings
* PR changes
* Removed empty via/config.h
* Changed product ID from 0x6060 to 0x0001
* Add files needed to The Via support on Melody 96
* Remove manufacture name from product name
* replace blank key with Transparent keys
* Update keyboards/melody96/rules.mk
* Update keyboards/melody96/keymaps/via/keymap.c
* Change Product ID to "M" + 96
* Update keyboards/melody96/keymaps/via/rules.mk
* add LTO to via's local file
* Update keyboards/melody96/rules.mk
* more stoof
* readme update
* reverting keymap
* re-adding userspace
* new userspace needed
* no want 0 under thumb
* gettin fancier with my knob
* macro fix
* had pins for oled ver
* wait, these are the right pins
* reduntant line
* image fix
* get highest layer every day
* whoops
* correct rev name in json
* a few good catches
* what I had planned
* Replace custom RCTRL implementation with built-in LM
Caveat: sends LCtrl instead of RCtrl
* Enable VIA support in KBD6X keymap
* Disable LTO on ChibiOS boards
* Disable locking support and Magic keycodes for all keymaps
* Organize and annotate rules.mk and config.h files
* Enable Console for Melody96 keymap
* L_RANGE_KEYMAP → LAYERS_KEYMAP
* Revert "Replace custom RCTRL implementation with built-in LM"
This reverts commit 17d706a82d7e31b53cd84efeb9b2ddb9922a2368.
* Set DYNAMIC_KEYMAP_LAYER_COUNT to 3 in Doro67 and Wasdat keymaps
* Enable Bootmagic Lite for all VIA keymaps
* added koy layout to qmk on xd75 board
* added koy keymap for the atreus62 board
* reduced time for autoshift
* added documentation
* changed layer 7 to a tap toggle and adjusted mouse speed a little
* Update keyboards/xd75/keymaps/ScheiklP/koy_keys_on_quertz_de_latin1.h
* Update keyboards/xd75/keymaps/ScheiklP/koy_keys_on_quertz_de_latin1.h
* Update keyboards/xd75/keymaps/ScheiklP/koy_common.h
* Update keyboards/atreus62/keymaps/ScheiklP/koy_common.h
* Update keyboards/atreus62/keymaps/ScheiklP/koy_keys_on_quertz_de_latin1.h
* Update keyboards/atreus62/keymaps/ScheiklP/koy_keys_on_quertz_de_latin1.h
* changed keymap to lowercase name to conform with qmk guidelines
* Update keyboards/xd75/keymaps/scheiklp/rules.mk
remove unnecessary rules
* Update keyboards/atreus62/keymaps/scheiklp/rules.mk
remove unnecessary rules
* moved common files for koy layouts to the users folder and removed empty file
* Update keyboards/atreus62/keymaps/scheiklp/keymap.c
* Update keyboards/xd75/keymaps/scheiklp/readme.md
* Update keyboards/xd75/keymaps/scheiklp/readme.md
* Update keyboards/atreus62/keymaps/scheiklp/readme.md
* Update keyboards/atreus62/keymaps/scheiklp/readme.md
* [kle2jinfo] use min/max instead of if
This is a slight change.
Before, the key_skel would keep the invalid value for future keys.
I think this is what was actually intended.
* [kle2info] calculate x
x is the current_x * key_size + (key_size/2)
y is the current_y * key_size + (key_size/2)
no reason to track both
* Improve stock bootloader list
* Switch version numbers on USB64/128 bootloaders
* Unix line endings for PS2AVRGB bootloader
* Update PS2AVRGB bootloader to 1.0.1
* Also mention bootloader rule
* Didn't need to change the links
This commits add the SH_OS keycode, which works similarly to one shot
layers:
* while pressed, the keyboard is swapped
* if no keys were pressed while it was pressed, the next key press is
swapped
SH_OS also supports chaining with one shot layers:
OSL(x) + SH_OS + key interprets the key press on the oneshot layer.
The ONESHOT_TIMEOUT setting used by one shot keys and layers is also
used by oneshot swap hands. In the above chaining scenario the timeout
of the oneshot layer is reset when swap hands is activated.
Resolves#2682
* Allow 16 lighting layers
* Require #define RGBLIGHT_LAYERS_16 to enable 16 layers
* Override RGBLIGHT_MAX_LAYERS to set maximum number of lighting layers
* Enforce lower bound on RGBLIGHT_MAX_LAYERS
Co-Authored-By: Takeshi ISHII <2170248+mtei@users.noreply.github.com>
* Fix an error in the check for valid RGBLIGHT_MAX_LAYERS
* Don't use bitfield / PACKED, as it causes bloat
* Update documentation re: up to 32 lighting layers
* Run cformat
* Add note about increasing FW size in docs/config_options.md
Co-authored-by: Drashna Jaelre <drashna@live.com>
* Remove no-longer-valid comment
* Add doc note that split sync will be slower
Co-authored-by: Takeshi ISHII <2170248+mtei@users.noreply.github.com>
Co-authored-by: Drashna Jaelre <drashna@live.com>
* Improve security by eliminating the use of well-known names.
* Add an additional $ so the shell expands $TMP1 and $TMP2
Co-authored-by: Joel Challis <git@zvecr.com>
Co-authored-by: Joel Challis <git@zvecr.com>
* Added MACLOCK macro
Added my MACLOCK macro to my Atreus keymap.
* Updated comments & readme
Documented where in the layout I added the MACLOCK macro.
* Updated with my super16 version for my keypad
* Added my folder to super16
* Set max LED brightness to 50%
* Added custom keycodes for enter/shift+enter and copy/paste on one key
* Fixed the boot up layer color
* Renamed folder
* Revert changes to root super16 files
* Update keymap config.h and rules.mk files
* Restore deleted 15game keymap files
* Corrected the hold keycode for CCCV
* Removed unnecessary comments
* Update keyboards/1upkeyboards/super16/keymaps/nblyumberg/keymap.c
Co-Authored-By: ridingqwerty <george.g.koenig@gmail.com>
* Update keyboards/1upkeyboards/super16/keymaps/nblyumberg/config.h
Co-Authored-By: ridingqwerty <george.g.koenig@gmail.com>
* Update keyboards/1upkeyboards/super16/keymaps/nblyumberg/keymap.c
Co-Authored-By: ridingqwerty <george.g.koenig@gmail.com>
* Rewriting the layer color functionality
* Revisions
* Fixed the layer switching
* Fixed the default layer color problem
* Added a function suggested by Drashna but it won't compile
* Cleaned up the code for PR
* Removed unnecessary define for layer colors
Co-authored-by: ridingqwerty <george.g.koenig@gmail.com>
* Implement momentarily blink of lighting layers
* Refactor spidey3 userspace to use rgb layer blink
* Remove un-necessary line from example in documentation
* Revert "Refactor spidey3 userspace to use rgb layer blink"
This reverts commit 831649bb68.
* Adds a missing bit of documentation about lighting layer blink
* Update docs/feature_rgblight.md per suggestions
Co-authored-by: James Young <18669334+noroadsleft@users.noreply.github.com>
* Update docs/feature_rgblight.md per suggestions
Co-authored-by: James Young <18669334+noroadsleft@users.noreply.github.com>
* Update docs/feature_rgblight.md per suggestions
Co-authored-by: James Young <18669334+noroadsleft@users.noreply.github.com>
* cformat, as suggested
Co-authored-by: James Young <18669334+noroadsleft@users.noreply.github.com>
* Invert UC_MOD/UC_RMOD direction when Shift is held
Also use MOD_MASK_SHIFT in process_rgb.c
* Allow audio to be played for UC_MOD, UC_RMOD keycodes as well
* Fix signedness bug in reverse input mode cycling
* Misc formatting in process_unicode_common.c
* Address clang-format issues
* Make decode_utf8 helper function file-local (static)
* [Keyboard] Added D48 keyboard.
* Updated README.
* Cleanups.
* Moved d48 to handwired/
* Added link to build process album.
* Coding conventions cleanups.
* Added DS1307 RTC!
* Minor cleanups.
* Apply suggestions from code review
Co-Authored-By: Drashna Jaelre <drashna@live.com>
* Minor refactoring.
* Readme fix.
* Moved leftover keymap-specific code from keyboard space into keymap.
* Added encoder button pins to extra matrix row.
* Updated README, updated pinout & cleaned up the glcdfont
* Apply suggestions from code review
Co-Authored-By: Drashna Jaelre <drashna@live.com>
* Update config.h
* Apply suggestions from code review
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Added default keymap. Refactored existing keymap.
* Update keyboards/handwired/d48/README.md
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Apply suggestions from code review
Co-Authored-By: Joel Challis <git@zvecr.com>
* Minor alignment fix.
* Update keyboards/handwired/d48/glcdfont_d48.c
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Changes as per PR.
* Apply suggestions from code review
Co-authored-by: James Young <18669334+noroadsleft@users.noreply.github.com>
Co-authored-by: Drashna Jaelre <drashna@live.com>
Co-authored-by: Ryan <fauxpark@gmail.com>
Co-authored-by: Joel Challis <git@zvecr.com>
Co-authored-by: James Young <18669334+noroadsleft@users.noreply.github.com>
* initial user directory
* fix missing endif in vi mode
* fix includes per drashna and a few typos. I have not tested the userspace keymap, it is just there to help keep the user space and keymap in sync
* move babblepaste docs to md format
* clean up block quotes
* TIL clang-format - miles2go userspace
* Add TENKI keyboard
Add TENKI keyboard, default keymap and via keymap
* Minor Update Readme.md
Change description of hardware supported
* change layout name
change layout name from ortho_20 to ortho_5x4
* Fix invalid format in info.json
Fix invalid format in info.json
* Fix invalid format
* Fix formatting
Fix formatting tenki.h
* Fix formatting in keymap.c
Fix formatting in keymap.c
* Add new line at EOF info.json
Add new line at EOF
* Fix formatting
* Fix formatting
* Update rules.mk
Fix Formatting
* Initial
* update json, added basic oled config, updated matrix to correct rotary location
* disable oled by default
* Tuned oled for release
* Completed OLED function implementation
Correct spelling error in readme
* Fixed image in readme
* Should not be in this branch
* Incorporating recommended changes by zvecr
* Update keyboards/le_chiffre/info.json
Co-authored-by: James Young <18669334+noroadsleft@users.noreply.github.com>
* Update keyboards/le_chiffre/readme.md
Co-authored-by: James Young <18669334+noroadsleft@users.noreply.github.com>
Co-authored-by: James Young <18669334+noroadsleft@users.noreply.github.com>
* Keyboard: add treeadstone48
* rename layout defines
* Use of pragma once
* move common include code
* fixed info.json
* change keymap layout from kc to normal
* fix alpha revision keymap
* fixed info.json
* remove USE_Link_Time_Optimization
* Add keyboard firmware of treadstone32lite
* fixed by the review
* I used to set this to a per-keymap setting, so I'll undo it.
* Community layout support for KBD67 hotswap
* Community layout support for KBD67 rev1
* Community layout support for KBD67 rev2
* Move bcat's KBD67 hotswap layout to community
* New keymap layout for dztech/dz65rgb/keymaps
* New keymap layout for dztech/dz65rgb/keymaps
- Conding conventions fixes
* Fix typo in Leader Key table
* PR #8199 Feedback Commit #1
* Fixed data types and function names - Simplified accent macros by removing repetition - Added selection wrap macros - readme.md doc updated with changes
* PR #8199 second feedback commit - Clarified function names, variables names and comments
* Fix: accent output fix _grave <==> _circumflex
* dry fixes on led set_color with hsv and led blinking code blocks
* my new layout, draft one, untested.
* updated mapping to include more keys
* updated layout name to be more descriptive. Updated readme with more information.
* added more info to the readme and spellchecked it.
* Added the Json for the keyboard layout images and updated the readme to reflect this.
* Updated Image link
Updated Image link so that it links to the correct place
* updated copyright info to include MY name.
* Updated copyright attribuatation to include the author of the file I modified.
* added the backlighting key back to the adjust layer so that it is usable.
* updated the name of the keymap to match my github name.
* Mitor Tweaks
Updating Dvorak keymap to change location of Slash and Backslash
to positions more in line with my 12x5 and similar ortho layouts
* Fixed readme.md
Tidied up the readme and make some minor changes.
* Adding atreus config file
Adding a config file for my Atreus keyboard. This is to help with
the keychatter issues I've been having on my Atreus.
* Changes as requested per @zvecr
Added `#pragma once` to beginning of config.h file as requested
by @zvecr.
* Working on proto
* Start adding VIA support
* Apply suggestions from code review
Removed redundant comments and fixed typos
Co-Authored-By: Ryan <fauxpark@gmail.com>
Co-Authored-By: Joel Challis <git@zvecr.com>
* Delete useless config.h
As per code review
* Delete elongate.c
As per code review
* Updated readme.md
* Update keyboards/acheron/elongate/keymaps/default/keymap.c
As per code review
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Apply suggestions from code review
Removed RGB_MODE_TEST definition and substituted for RGB_M_T
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Apply suggestions from code review
Reverted changes to alice.h
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Update info.json
* Update via/keymap.c
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Solve compiling issue for via keymap
* Add botmagic support and remoce console_enable
Co-Authored-By: Joel Challis <git@zvecr.com>
* Update keyboards/acheron/elongate/rules.mk
Co-authored-by: Ryan <fauxpark@gmail.com>
* Update keyboards/acheron/elongate/keymaps/via/rules.mk
Co-authored-by: Ryan <fauxpark@gmail.com>
* Update keyboards/acheron/elongate/rules.mk
Co-authored-by: Ryan <fauxpark@gmail.com>
* Update keyboards/acheron/elongate/config.h
Co-authored-by: Ryan <fauxpark@gmail.com>
Co-authored-by: Gondolindrim <alvaro.augusto.volpato@gmail.com>
Co-authored-by: Ryan <fauxpark@gmail.com>
Co-authored-by: Joel Challis <git@zvecr.com>
* Refactor to use mpaland/printf
* trim firmware size
* remove keymap changes
* run clang format
* Fixup after rebase
* fix up git-submodule command for printf
* Branch point for 2020 May 30 Breaking Change
* audio-configuration: template: audio_avr.c does NOT default to C6
not on its own, it needs a pin configured per define in config.h for audio to actually work
otherwise only parts of the code are included in the firmware, wasting space and possibly breaking builds because auf hitting the firmware-size limits
* audio-configuration: strip comment to bare essentials
Co-Authored-By: Ryan <fauxpark@gmail.com>
* revert future change
Co-authored-by: James Young <18669334+noroadsleft@users.noreply.github.com>
Co-authored-by: Johannes <you@example.com>
Co-authored-by: Ryan <fauxpark@gmail.com>
Co-authored-by: zvecr <git@zvecr.com>
* Added raw hid feature documentation page
* Update docs/feature_rawhid.md
Co-Authored-By: fauxpark <fauxpark@gmail.com>
* Update docs/feature_rawhid.md
Co-Authored-By: fauxpark <fauxpark@gmail.com>
* Update docs/feature_rawhid.md
Co-Authored-By: fauxpark <fauxpark@gmail.com>
* Update docs/features.md
Co-Authored-By: fauxpark <fauxpark@gmail.com>
* added feature_rawhid.md to _summary.md in docs
* fixed _summary.md order
* Update docs/feature_rawhid.md
Co-Authored-By: fauxpark <fauxpark@gmail.com>
* Update feature_rawhid.md
Removed the useless bit about finding usage page and usage.
* Update feature_rawhid.md
* Update docs/feature_rawhid.md
Co-Authored-By: Nick Brassel <nick@tzarc.org>
* Update docs/feature_rawhid.md
Co-Authored-By: Nick Brassel <nick@tzarc.org>
* Update docs/feature_rawhid.md
Co-Authored-By: Nick Brassel <nick@tzarc.org>
* Update docs/feature_rawhid.md
Co-Authored-By: Nick Brassel <nick@tzarc.org>
* Remove teensy client, small origanization fixes
* Fixed merge conflicts
Removed features.md
Updated _summary.md with new format and added RAW HID entry under Software Features
* Added rawhid feature page
Messy is what you get when you don't do things right the first time
Co-authored-by: fauxpark <fauxpark@gmail.com>
Co-authored-by: Nick Brassel <nick@tzarc.org>
* add 'togglePin' conveniance function
for AVR and chibios
* drop outmost parantheses
Co-Authored-By: Konstantin Đorđević <vomindoraan@gmail.com>
* toggle pin on avrs
toggle a pin configured as output by writing the corresponding bit to the PIN register
Co-Authored-By: Takeshi ISHII <2170248+mtei@users.noreply.github.com>
* togglepin: add documentation for newly added function
* Update docs/internals_gpio_control.md
Co-Authored-By: Konstantin Đorđević <vomindoraan@gmail.com>
* on AVR: use PORTD to toggle the output
... since not all MCUs support toggling through writing to PIN
Co-Authored-By: Ryan <fauxpark@gmail.com>
Co-authored-by: Johannes <you@example.com>
Co-authored-by: Konstantin Đorđević <vomindoraan@gmail.com>
Co-authored-by: Takeshi ISHII <2170248+mtei@users.noreply.github.com>
Co-authored-by: Ryan <fauxpark@gmail.com>
* id80: Transpose matrix to use faster COL2ROW routines
Even the standard QMK matrix_scan() function can give about 2 times
higher scan rate (if compiled with optimizations enabled) if the COL2ROW
matrix layout is used instead of ROW2COL. Although the ID80 PCB is
wired using the ROW2COL matrix layout, it is possible to transpose the
matrix from the QMK standpoint, so that "columns" would correspond to
horizontal connections, and "rows" would correspond to (mostly) vertical
connections; in this case the matrix could be handled as if it had the
COL2ROW layout.
The matrix layout change makes the older VIA JSON layout definition
incompatible, but the corresponding JSON was not yet accepted to the VIA
repository, so it should still be safe to make this change.
* id80: Remove obsolete comments
* A few final edits to the keymap and readme.
* Update keyboards/xd75/keymaps/buzzlighter1/readme.md
Co-Authored-By: Joel Challis <git@zvecr.com>
* Update keyboards/xd75/keymaps/buzzlighter1/readme.md
Co-Authored-By: Joel Challis <git@zvecr.com>
* Update keyboards/xd75/keymaps/buzzlighter1/readme.md
Co-Authored-By: Joel Challis <git@zvecr.com>
* Update keyboards/xd75/keymaps/buzzlighter1/readme.md
Co-Authored-By: Joel Challis <git@zvecr.com>
Co-authored-by: Joel Challis <git@zvecr.com>
* initial commit for TGR 910 CE
* got firmware working on the 910 CE
* add VIA support
* add iso and all layouts
* update information about resetting the board
* fixup default keymap to have a second layer
* fixup default keymap
* add VIA enabled keymap
* cleanups and adding community layout support
* add caps lock led support and backlight
* add qmk configurator support
* Update keyboards/tgr/910ce/info.json
* Adding all relevant files for the Funky40
This should add all proper files for the funky40 a keyboard I designed for myself, /u/TheFourthcow, a 40% ortholinear with split spacebar.
* Second attempt to add all relevant files for the funky40, includes all reccomended changes from my previous pull request
* Revised most files for Funky40 including reccomenations from my previous pull request
* further modifications made to default funky40 board, compiles on my side with no errors hopefully this one works!
* Update keyboards/funky40/readme.mk.mk
* Update keyboards/funky40/keymaps/default/readme.md.md
* Update keyboards/funky40/keymaps/default/keymap.c
* Update keyboards/funky40/keymaps/default/keymap.c
* Update keyboards/funky40/keymaps/default/keymap.c
* Update keyboards/funky40/config.h
* updating readmes and keymap
* final update to keymap and readmes should function correctly with updates requested
* made changes as requested by noroadsleft to config and readme
* mpstewart dz60 layout
* Remove macro aliases from keymap
* Remove macro aliases from keymap
* Update keyboards/dz60/keymaps/mpstewart/keymap.c
* Remove macro aliases from keymap
* use AG_TOGG instead of AG_SWAP
Also some commentary changes, and a change to one of the layout graphics
* Update and try to clarify the CLI installation on Linux
* Update commands, add note for Debian/Ubuntu
* Update docs/newbs_getting_started.md
Co-Authored-By: Joel Challis <git@zvecr.com>
Co-authored-by: Joel Challis <git@zvecr.com>
* Add new keymap to vitamins_included, this has four layers. Updated config file to sync rgb between the two halves.
* Cleaned up and added documentation for the keymap
* Updated the keymaps and documentation.
* Update keyboards/vitamins_included/keymaps/vitavim/keymap.c
* Update keyboards/vitamins_included/keymaps/vitavim/keymap.c
* Update keyboards/vitamins_included/keymaps/vitavim/keymap.c
* Update keyboards/vitamins_included/keymaps/vitavim/config.h
* Update keyboards/vitamins_included/keymaps/vitavim/keymap.c
* Update keyboards/vitamins_included/keymaps/vitavim/keymap.c
* Update keyboards/vitamins_included/keymaps/vitavim/keymap.c
* Update keyboards/vitamins_included/keymaps/vitavim/keymap.c
* Update keyboards/vitamins_included/keymaps/vitavim/keymap.c
* Update keyboards/vitamins_included/keymaps/vitavim/keymap.c
* add feature_grave_esc.md translation
* update based on comment
* update based on comment
* update based on comment
* update based on comment
* update based on comment
* Move menu key on ergo boards to match staggered
* Unify 60_tsangan_hhkb and 60_ansi_split_bs_rshift
* Sync KBD67, Quefrency with community layouts
* Update ergo KLE images
* Update community layout KLE images
* Update KLE images/descriptions for remaining keebs
* Add 65 ANSI Blocker Split BS default layout
- Add new 65 ANSI Blocker Split BS layout as many 65 ANSI Blocker layouts also support split backspace
* Add 65 ANSI Blocker Tsangan default layout
- Add new 65 ANSI Blocker Tsangan layout as many 65 ANSI Blocker layouts also support a split backspace and a 7u bottom row configuration.
* Fix file names
* Fix 65_ansi_blocker_tsangan keymap
* Fix 65_ansi_blocker_split_bs alignment
* Fix readme name for 65_ansi_blocker_split_bs
* Change 65_ansi_blocker_tsangan to 2u backspace
* Change spaces in preview to NBSP
* Change more spaces in preview to NBSP (right-alt)
* Add VIA keymap
Also adds more backlight levels.
* Change wasdat code PID
* Alias LAYOUT_fullsize_iso to LAYOUT_all
* Change VIA layout macro to LAYOUT_all
Co-authored-by: Maarten Dekkers <maartenn2001@gmail.com>
* Remove more mouse keys settings missed in #8836
* Turn off more unwanted make options
* clang-format my userspace
* Reword ergo layout docs so Crkbd is canonical
* Add a basic readme to my userspace
* Tweak Crkbd readme wording and fix typos
* Enable SPLIT_USB_DETECT for Lily58 w/ Elite-C bug
* add rev2 and thus rev1 as well
* nitpicks :)
* buncha stuff
* back to one rev
* back to community layout with errors
* I see you've met my typo
* remove default48 kemap rules
* re-rework into 2 revs
* readme changes
* whitespace cleanup
* default folder
* rev1 be default
* Update default vitamins_included keymap
* Turned on NKRO support
* Added NKRO toggle key to keymap
* Cleaned up key map to be more up to date with current standards
* configured RGBLED_SPLIT
* Update to xealousbrown.
5-13ms Latency decrease, 4x scan rate improvement.
(CUSTOM_MATRIX = lite) is a really great feature!
* Updated Readme.md, added an extra speedhack.
* More optimizations
* Update keyboards/handwired/xealousbrown/rules.mk
* Update keyboards/handwired/xealousbrown/rules.mk
Evidently there is a polycarb variant with underglow LEDs. This change should support that without negatively impacting aluminum case variant which only has 2 RGB LEDs on top.
* Give Tsangan layout a real Fn2 layer
* Disable mouse keys to work around qmk#8323
I don't actually use this feature, so there's no reason for it to be
enabled anyway, and it seems to cause spurious wakeups on Windows.
* Adding Novem keyboard (macropad) and demo layout
* Making changes suggested during pull request
* Removing keyboards/novem/keymaps/default/config.h as suggested during the pull request
* Moving keyboard to the handwired folder and changing the build line from readme in order to reflect this new location
* Add revision 1 and revision 2 to ProjectKB Alice PCB
* Swap SLEEP LED to no
* Basic root rules.mk
* Apply suggestions from code review
* Update keyboards/projectkb/alice/rules.mk
Using just qmk setup <github_username> would fail w/ "Could not find repo github.com/<username>, whereas the repo is actually after another slash after the user name. Can consider changing code to add the default forked repo name if slash is not detected in the arg.
* add VIA enabled keymap with some layers taken out for space
* get a more sane VID and PID so we don't collide with the other BMC powered boards
* small cleanups
* Update keyboards/tgr/jane/keymaps/via/keymap.c
Co-Authored-By: Ryan <fauxpark@gmail.com>
* add tkl_ansi_tsangan LAYOUT
* add tkl_iso_tsangan LAYOUT
Co-authored-by: Ryan <fauxpark@gmail.com>
* porting the niu_mini to via
* Wrong values in mk
* Updating to unique Vendor ID and Product ID
* Addressing zvecr comments
* Addressing fauxpark comments
Co-Authored-By: Ryan <fauxpark@gmail.com>
Co-authored-by: Lauren Harris <lauren.y.harris@outlook.com>
Co-authored-by: Ryan <fauxpark@gmail.com>
* Add support for hardware and board initialisation overrides.
* qmk cformat.
* Add some documentation.
* Docs clarity.
* Make early_hardware_init_pre a no-op for now, until migrations occur.
* Doco update
* Make distinction between keyboard and ChibiOS board in docs
* Doc anchors.
* Update tmk_core/protocol/chibios/main.c
Co-Authored-By: Joel Challis <git@zvecr.com>
* Rework bootloader entry to be off by default, allow opting-in.
Co-authored-by: Joel Challis <git@zvecr.com>
* id80: New keyboard (IDOBAO ID80)
Add initial support for the IDOBAO ID80 keyboard.
Most source files were generated by the KBFirmware JSON to QMK Parser
(https://noroadsleft.github.io/kbf_qmk_converter/) based on the
ID80.json file provided by the keyboard vendor. The only change to
rules.mk was to set `COMMAND_ENABLE = no` to make the compiled firmware
fit into the available flash space.
* id80: Update default keymap to match stock
Update the Fn layer in the default keymap to match the stock firmware
which was actually flashed into the PCB.
* id80: Add Caps Lock indicator support
Although the KBFirmware JSON includes information about the MCU pins
used for keyboard indicator LEDs, the KBF to QMK converter does not
generate the required code automatically. Implement the LED handling
code, and at the same time switch from the older `led_set_kb` API to the
newer `led_update_kb`.
* id80: Remove placeholder functions
The provided skeletons for `matrix_scan_kb` and `process_record_kb` did
not do anything useful, so remove them.
* id80: Use Esc as the Bootmagic Lite activation key
The Esc key is not at the (0, 0) position in the ID80 matrix, therefore
setting `BOOTMAGIC_LITE_ROW` and `BOOTMAGIC_LITE_COLUMN` is required to
use the Esc key for Bootmagic Lite.
* id80: Update info.json
Replace info.json generated by the KBF to QMK converter with another
version generated using http://www.keyboard-layout-editor.com/ and the
KLE raw to QMK info.json converter (https://qmk.fm/converter/). The
updated info.json has the correct physical layout (the distance between
the function key row and the main block is actually 0.25U, but the
vendor-provided ID80.json had 0.5U there) and correct key labels (using
the stock layout instead of raw matrix locations and pin names).
* id80: Enable NKRO
The default keymap is updated to have NK_TOGG at Fn+N, like most other
keyboards which have NKRO enabled.
* id80: Use unique USB vendor/product ID
Having an unique USB vendor/product ID is required for VIA support.
The vendor ID value is the same as for the `idobo` (ID75) keyboard.
* id80: Fix right modifiers in the default keymap
For some reason the default keymap converted from the vendor-supplied
JSON had the right Shift, Alt and Ctrl keys mapped to the left side
modifier keycodes.
* id80: Remove empty row 6 (F0) from matrix
The matrix layout which was defined in the vendor-supplied ID80.json
file had 12 rows which corresponded to the left and right parts of the
6 physical rows. However, the row 6 of the matrix (connected to the F0
pin), which corresponded to the right part of the physical bottom row,
was completely empty (all 9 keys of the bottom row were placed in the
matrix row for the left part). Keeping this row in the matrix just
wastes resources; in particular, when the VIA support is enabled, having
a 9×12 matrix with 4 layers leaves only 122 bytes available for dynamic
macros, which is less than the recommended minimum of 128 bytes.
Removing the unused row reduces the matrix size to 9×11, which leaves
194 bytes of EEPROM space for dynamic macros.
* id80: Update row numbers in the LAYOUT macro
Update row numbers in the names of the LAYOUT macro parameters after
removing a row in the middle.
* id80: Set RGBLED_NUM to 20 to match the actual PCB
The vendor-supplied ID80.json file specified that the PCB should have
28 RGB LEDs in the chain. However, the actual PCB that was shipped
from AliExpress had 20 LEDs in the chain (16 underglow LEDs, and then 4
more LEDs on top of the PCB, to the right of the Enter key location).
Update RGBLED_NUM to match the actual PCB.
* Add support for Caps Lock LED
Currently ignores the fact that led_state is not synced between halves, so caps lock LED doesn't do anything if USB is plugged into right half
* Set initial backlight and RGB mode/values on blank EEPROM
* Set default VIA layout options
* Add backlight/RGB ifdefs
* Set bootloaders for each rev
* dipsw test on helix/rev2/sc/back:five_rows
* bug fix quantum/dip_switch.c
* test end. remove test code. Revert "dipsw test on helix/rev2/sc/back:five_rows"
This reverts commit 4b13ebb996.
* dipsw test on helix/rev2/sc/back:five_rows
* update quantum/dip_switch.c
* test end. remove test code. Revert "dipsw test on helix/rev2/sc/back:five_rows"
This reverts commit bf99ace095.
GCC 4.9.4 is no longer available on Gentoo (or Sabayon), which causes
problems when attempting to install on either of these platforms. Since
QMK is not particularly sensitive to its GCC version, modify the version
restriction to <9 so newer versions of GCC may be installed. Since the
toolchain for arm-none-eabi isn't currently installed as part of setup,
add that as well.
Additionally, drop the Python installation as part of the Gentoo
installation process. Python is a core system package on Gentoo and can
therefore be assumed to be present; in addition, the slot restriction of
3.5 which was present is also no longer available in Gentoo.
Finally, separate the gcc rebuild invocation of `emerge` from the new
packages that may need to be installed, and apply the `--noreplace` flag
to new packages so that they are not rebuilt if already present.
* Cannonkeys DB60 Keyboard
* WhitespacE
* Add ISO and make layer names more idiomatic
* backlight enable
* Remove big backslash from ISO
* Apply suggestions from code review
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Update for correct matrix
* Apply suggestions from code review
Co-Authored-By: James Young <18669334+noroadsleft@users.noreply.github.com>
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Update chibios config files
* Complete VIA keymap
* Remove ugly hack comments
* Update keyboards/cannonkeys/db60/rules.mk
Co-Authored-By: Joel Challis <git@zvecr.com>
Co-authored-by: Ryan <fauxpark@gmail.com>
Co-authored-by: James Young <18669334+noroadsleft@users.noreply.github.com>
Co-authored-by: Joel Challis <git@zvecr.com>
* Save progress
* Finished matrix and everything
* Apply suggestions from code review
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Update DevastatingTKL
* Renames
* Add renamed files
* Update chibios files and VIA keymap for completion
* Some cleanup
* Apply suggestions from code review
Co-Authored-By: James Young <18669334+noroadsleft@users.noreply.github.com>
* Update keyboards/cannonkeys/devastatingtkl/rules.mk
Co-Authored-By: Joel Challis <git@zvecr.com>
Co-authored-by: Ryan <fauxpark@gmail.com>
Co-authored-by: James Young <18669334+noroadsleft@users.noreply.github.com>
Co-authored-by: Joel Challis <git@zvecr.com>
* quantum/debounce: Added sym_pk debounce algorithm
* Apply suggestions from code review
Co-Authored-By: Ryan <fauxpark@gmail.com>
* quantum/debounce/sym_pk: delete comments and rename functions following code review
* quantum/debounce/sym_pk: Modifications for code readability according to code review
* quantum/debounce/sym_pk: Modifications for code readability according to code review (2)
* quantum/debounce/sym_pk: code review: cleaner code
Co-Authored-By: Nick Brassel <nick@tzarc.org>
Co-authored-by: Ryan <fauxpark@gmail.com>
Co-authored-by: Nick Brassel <nick@tzarc.org>
* Added personal minivan keymap, and started work on splitish directory
* Merge branch 'splitish' of github.com:RSchneyer/qmk_firmware into splitish
Trying to undo attempted fix
Added splitish keyboard files, removed personal Minivan keymap
* Removed personal Minivan keymaps
* Fixed small issue in readme
* Added changes based on inital PR feedback
* forgot a semicolon
* Quick config.h file and default keymap update
* tmk_core/common: Fixing TIMER_DIFF macro to calculate difference correctly after the timer wraps.
Let's go through an example, using the following macro:
If the first timer read is 0xe4 and the second one is 0x32, the timer wrapped.
If the timer would have had more bits, it's new value would have been 0x132,
and the correct difference in time is 0x132 - 0xe4 = 0x4e
old code TIMER_DIFF_8(0x32, 0xe4) = 0xff - 0xe4 + 0x32 = 0x4d, which is wrong.
new code TIMER_DIFF_8(0x32, 0xe4) = 0xff + 1 - 0xe4 + 0x32 = 0x4e, which is correct.
This also gives a chance for a smart compiler to optimize the code using normal
integer overflow.
For example on AVR, the following C code:
uint8_t __attribute__ ((noinline)) test(uint8_t current_timer, uint8_t start_timer)
{
return TIMER_DIFF_8(current_timer, start_timer);
}
With the original code, it gets translated to the following list of instructions:
00004c6e <test>:
4c6e: 98 2f mov r25, r24
4c70: 86 1b sub r24, r22
4c72: 96 17 cp r25, r22
4c74: 08 f4 brcc .+2 ; 0x4c78 <test+0xa>
4c76: 81 50 subi r24, 0x01 ; 1
4c78: 08 95 ret
But with this commit, it gets translated to a single instruction:
00004c40 <test>:
4c40: 86 1b sub r24, r22
4c42: 08 95 ret
This unfortunately doesn't always work so nicely, for example the following C code:
int __attribute__ ((noinline)) test(uint8_t current_timer, uint8_t start_timer)
{
return TIMER_DIFF_8(current_timer, start_timer);
}
(Note: return type changed to int)
With the original code it gets translated to:
00004c6e <test>:
4c6e: 28 2f mov r18, r24
4c70: 30 e0 ldi r19, 0x00 ; 0
4c72: 46 2f mov r20, r22
4c74: 50 e0 ldi r21, 0x00 ; 0
4c76: 86 17 cp r24, r22
4c78: 20 f0 brcs .+8 ; 0x4c82 <test+0x14>
4c7a: c9 01 movw r24, r18
4c7c: 84 1b sub r24, r20
4c7e: 95 0b sbc r25, r21
4c80: 08 95 ret
4c82: c9 01 movw r24, r18
4c84: 84 1b sub r24, r20
4c86: 95 0b sbc r25, r21
4c88: 81 50 subi r24, 0x01 ; 1
4c8a: 9f 4f sbci r25, 0xFF ; 255
4c8c: 08 95 ret
Wth this commit it gets translated to:
00004c40 <test>:
4c40: 28 2f mov r18, r24
4c42: 30 e0 ldi r19, 0x00 ; 0
4c44: 46 2f mov r20, r22
4c46: 50 e0 ldi r21, 0x00 ; 0
4c48: 86 17 cp r24, r22
4c4a: 20 f0 brcs .+8 ; 0x4c54 <test+0x14>
4c4c: c9 01 movw r24, r18
4c4e: 84 1b sub r24, r20
4c50: 95 0b sbc r25, r21
4c52: 08 95 ret
4c54: c9 01 movw r24, r18
4c56: 84 1b sub r24, r20
4c58: 95 0b sbc r25, r21
4c5a: 93 95 inc r25
4c5c: 08 95 ret
There is not much performance improvement in this case, however at least with this
commit it functions correctly.
Note: The following commit will improve compiler output for the latter example.
* tmk_core/common: Improve code generation for TIMER_DIFF* macros
Because of integer promotion the compiler is having a hard time generating
efficient code to calculate TIMER_DIFF* macros in some situations.
In the below example, the return value is "int", and this is causing the
trouble.
Example C code:
int __attribute__ ((noinline)) test(uint8_t current_timer, uint8_t start_timer)
{
return TIMER_DIFF_8(current_timer, start_timer);
}
BEFORE: (with -Os)
00004c40 <test>:
4c40: 28 2f mov r18, r24
4c42: 30 e0 ldi r19, 0x00 ; 0
4c44: 46 2f mov r20, r22
4c46: 50 e0 ldi r21, 0x00 ; 0
4c48: 86 17 cp r24, r22
4c4a: 20 f0 brcs .+8 ; 0x4c54 <test+0x14>
4c4c: c9 01 movw r24, r18
4c4e: 84 1b sub r24, r20
4c50: 95 0b sbc r25, r21
4c52: 08 95 ret
4c54: c9 01 movw r24, r18
4c56: 84 1b sub r24, r20
4c58: 95 0b sbc r25, r21
4c5a: 93 95 inc r25
4c5c: 08 95 ret
AFTER: (with -Os)
00004c40 <test>:
4c40: 86 1b sub r24, r22
4c42: 90 e0 ldi r25, 0x00 ; 0
4c44: 08 95 ret
Note: the example is showing -Os but improvements can be seen at all optimization levels,
including -O0. We never use -O0, but I tested it to make sure that no extra code is
generated in that case.OA
* quantum/debounce: Fix custom wrapping timers in eager_pr and eager_pk debounce algorithms
Please see the below simulated sequence of events:
Column A is the 16-bit value returned by read_timer();
Column B is the value returned by custom_wrap_timer_read();
Column C is the original code: (timer_read() % MAX_DEBOUNCE)
A, B, C
65530, 19, 30
65531, 20, 31
65532, 21, 32
65533, 22, 33
65534, 23, 34
65535, 24, 35
0 25, 0
1, 26, 1
2, 27, 2
3, 28, 3
4, 29, 4
5, 30, 5
read_timer() wraps about every 1.09 seconds, and so debouncing might
fail at these times without this commit.
* quantum/debounce/eager_pr and eager_pk: modifications for code readability according to code review.
* quantum/debounce/eager_pr and eager_pk: modifications for code readability according to code review. (2)
* First cut at Josh Diamond's KBD75 customizations.
Includes:
* My unique keymap with ChromeOS specific keys
* Use RGB underglow to indicate Caps Lock
* Some unicode bindings
* Some changes to make debugging easier
* Updated spidey3 to be applicable to all 75_ansi boards
* Sadly, ChromeOS doesn't pay attention to most consumer codes
* Add mac layer; fix flakeyness in CAPS_LOCK underglow.
* Make layers.json match the keymap (to the extent possible)
* Major cleanup; fix broken debug persistence
* Cleanup some whitespace issues
* Fix incorrect log message.
* Rework layer indication to user RGBLIGHT_LAYERS
* Update layouts/community/75_ansi/spidey3/keymap.c
Co-Authored-By: Drashna Jaelre <drashna@live.com>
* Rename users/spidey3/rgblight.c to layer_rgb.c per suggestion
* Refactor to use set_single_persistant_default_layer().
* Use dprint/f to make logging more elegant.
* Update users/spidey3/config.h
Co-Authored-By: Drashna Jaelre <drashna@live.com>
* Update users/spidey3/config.h
Co-Authored-By: Drashna Jaelre <drashna@live.com>
* Update layouts/community/75_ansi/spidey3/rules.mk
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Update users/spidey3/spidey3.c
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Update users/spidey3/layer_rgb.c
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Update users/spidey3/init.c
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Changes from code review
* Numpad layer, various keys for 75_ansi/spidey3
* Add Fn-B to toggle NKRO
* Blink rgb to acknowledge some setting changes
* Updated media control & reset key location
* Minor cleanup
Co-authored-by: Joshua Diamond <jdiamond@Deep-Thought.local>
Co-authored-by: Drashna Jaelre <drashna@live.com>
Co-authored-by: Ryan <fauxpark@gmail.com>
* added vim compatibility, backspace above enter, and general macOS optimizations on top of default layout
* add space65 macOS keymap for vim users with an optimized bottom row
* Update keyboards/projectkb/alice/keymaps/keithlo/keymap.c
* Update mousekey parameters in userspace
* Disable GRAVE_ESC in boards where it isn't used
* Tweak MODERN_DOLCH_RED and reset RGB on Shift+Toggle in KBD6X
* Disable RGB controls when Fn/Caps indicator lights are on
* Use LTO_ENABLE instead of setting -flto directly
* Add led_update_keymap, use SS_LCTL instead of SS_LCTRL
* Change TAPPING_TOGGLE from 2 to 3
* Add PS2_MOUSE_ROTATE to compensate for device orientation
* fixup! Add PS2_MOUSE_ROTATE to compensate for device orientation
* Reformat with IndentPPDirectives: AfterHash as per #6316
* Fix RGB LED count on YD60MQ
* Split YD60MQ into 12-LED and 16-LED revisions
* Update readmes
* Make 12led the default version
* Readd base rules.mk, version→variant in readme
* Add syntax highlighting to code blocks in readme
* Define NO_ACTION_MACRO/FUNCTION in header instead of makefile when LTO is enabled
Currently, boards and keymaps that define NO_ACTION_MACRO/FUNCTION unconditionally
will not compile with LTO_ENABLE (#8604). This fixes the issue by moving the
definitions from common.mk to action.h, which enables us to check for previous
definitions of those macros (this cannot be done in a makefile).
* Remove LTO checks in templates
Since now NO_ACTION_MACRO/FUNCTION are defined as needed in action.h (which is
included by quantum.h), checking for LTO in keyboard and user code is no
longer required.
* Update LTO_ENABLE docs
* enable rgblight layers
* rgblight layers code
* switch to new rgblight layers
* testing led positions
* fix caps typo
* lights and colors working
* rules updated for different rgb use
* Extra spaces removed
Without this check, users can lock themselves out by enabling developer
mode, than disabling the dependencies. They wouldn't be able to turn off
developer mode as none of the subcommands (including 'config') would
work.
The list of hidden subcommands were approved by @skullydazed ;)
Currently hidden if 'user.developer' is not True:
- cformat
- docs
- kle2json
- pyformat
- pytest
Use milc's config finding and parsing to check if the user is a
developer or not.
'requirements-dev.txt' will now load 'requirements.txt', so no need to
run pip twice.
Add missing 'yapf' dependency to 'requirements-dev.txt'.
* Change _delay_ms/us() to wait_ms/us()
* Switch to platform-agnostic GPIO macros
* Add AVR spi_master and migrate Adafruit BLE code
* Set verbose back to false
* Add clock divisor, bit order and SPI mode configuration for init
* Add start and stop functions
* Move configuration of mode, endianness and speed to `spi_start()`
* Some breaks here would be good
* Default Adafruit BLE clock divisor to 4 (2MHz on the Feather 32U4)
* Remove mode and divisor enums
* Add some docs
* No hr at EOF
* Add links in sidebar
* Selectively adding pieces
* Adding georgi keymap
* Adding more files, fixing make
* Smaller makefiles
* Fixing make rules
* README more inline with QMK's guidelines
* Turning off buggy assert
* Improving documentation based on a user feedback.
* Slightly better schema
* Resurrected state machine diagram
* updated rules.mk and default keymap of Wonderland for VIA support
* Restored default keymap and rules.mk, added via keymap folder with modified default keymap and rules.mk, also fixed VendorID in config.h
* fixed jargon on layers 3 and 4 of Wonderland VIA keymap
* cleaned up via keymap, removed fluff
* default keymap for Wonderland restored
* removed unnecessary information from rules.mk
* made more readable per noroadsleft suggestion
Co-Authored-By: James Young <18669334+noroadsleft@users.noreply.github.com>
Co-authored-by: James Young <18669334+noroadsleft@users.noreply.github.com>
* Add Polish keymap
* Fix wrong AltGr mapping
* These are ogoneks, not cedillas
* Too many !s
* ANSI
* Just use BSLS
* Move BSLS
* Move PIPE
* Fix some incorrect names in keymap_slovak.h
Thanks to vomindoraan
* Add Korean keymap
* Switch to ANSI layout
* Update quantum/keymap_extras/keymap_korean.h
Co-Authored-By: Konstantin Đorđević <vomindoraan@gmail.com>
Co-authored-by: Konstantin Đorđević <vomindoraan@gmail.com>
* ADD DecadePad
* Fix Key display bug
* fix
* firmware1
THIS IS A Backup commit
* firmware2
* rename all fill with lower case
* fix bug
* Final Version
Fix all bugs
* Requested change apply
* suggested apply
* change apply
* via test
* Apply change and fix via support problem
* created initial files for the lattice60
* modifying the keymaps and config
* keymap edits and docs
* modifying docs and added personal keymap
* added pic and website to readme
* added layout image for default keymap
* updating layout pictures
* minor formatting edit
* file cleanup
* trying to prevent errors with usbconfig
* removed usbconfig.h
* cleaning up comments
* switched to use community hhkb layout
* Make initial batch of files
* Tweak keymap
* Mod default keymap
* Add via compat
* Update default keymap based on real world use
* Remove RGB, LCD, MIDI options
* Remove unnecessary functons from orbit_x.c
* Update readme
* Cleanup makefile as necessary
* Make the readme file for default keymap not completely empty
* Update keyboards/ai03/orbit_x/keymaps/default/keymap.c
* Update keyboards/ai03/orbit_x/readme.md
* Update keyboards/ai03/orbit_x/info.json
* Add VIA to Gingham
- Add VIA keymap
- Fix minor typo in config.h
- Remove redundunt methods and defines
* Update keyboards/gingham/config.h
Co-Authored-By: Ryan <fauxpark@gmail.com>
Co-authored-by: Ryan <fauxpark@gmail.com>
* define VID/PID in post_config.h, add via keymap
* update readme, set vid/pid for via
* update keymap
* delete usbconfig.h, update keymap
* add status led feature
* Apply suggestions from code review
Co-Authored-By: Joel Challis <git@zvecr.com>
* undef vid/pid in keymap
Co-authored-by: Joel Challis <git@zvecr.com>
* add feature part 01
* update sentences
* update sentences
* update sentences
* update file based on comment
* leave ctrl, shift, alt key name as alphabet
* update file based on comment
* update file based on comment
* update file based on comment
* update file based on comment
* remove unnecessary space on define line
* update sentence based on pull request's comment
* translate 'breathing' in document
* change expression in table
* update file based on comment
* change the word 'brightness', and update based on comment
* update based on comment
* update based on comment
* add language directory name to each internal link
* update based on comment
* update based on comment
* Changes to my Ergodox & Planck keymaps
* Fixed Typos
Corrected some typos and omissions to my Ergodox layout and readme
* Fixed Typos
Fixed some typos in my ErgoDox Readme and keymap.c files
* Add Serbian keymaps and sendstring LUT
* Apply suggestions from code review
Co-Authored-By: Konstantin Đorđević <vomindoraan@gmail.com>
* Fix formatting
Co-authored-by: Konstantin Đorđević <vomindoraan@gmail.com>
* Enable External EEPROM on Planck Rev6
* Update KC_MAKE macro to use qmk cli util
* Disable additional gradients for rgb matrix
* Update analog code for newer methods
* Update ergodox layout
* Disable Grave Escape
* Cleanup OLED code a bit
* Remove old unicode code
* Seperate RGB Matrix code from RGB Light code in userspace
* Massive overhaul an generalization of personal OLED code
Now lets hope I NEVER get a keyboard using a 128x32 in a normal orientation.
* Super tiny cleanup
* Enable Diablo layer on kyria
* clang format pass
* Additional OLED cleanup
* Added via config support for the launchpad
Added via config support for the launchpad
* Update keyboards/launchpad/keymaps/via/rules.mk
Co-Authored-By: Joel Challis <git@zvecr.com>
* Update keyboards/launchpad/keymaps/via/keymap.c
Co-Authored-By: Joel Challis <git@zvecr.com>
* Update keyboards/launchpad/keymaps/via/keymap.c
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Update keyboards/launchpad/keymaps/via/keymap.c
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Update keyboards/launchpad/keymaps/via/keymap.c
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Update keyboards/launchpad/keymaps/via/keymap.c
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Update keyboards/launchpad/keymaps/via/keymap.c
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Update keyboards/launchpad/keymaps/via/keymap.c
Co-Authored-By: Ryan <fauxpark@gmail.com>
Co-authored-by: Joel Challis <git@zvecr.com>
Co-authored-by: Ryan <fauxpark@gmail.com>
* Keyboard: add treeadstone48
* rename layout defines
* Use of pragma once
* move common include code
* fixed info.json
* change keymap layout from kc to normal
* fix alpha revision keymap
* fixed info.json
* remove USE_Link_Time_Optimization
* Refactoring all my keymaps.
- Not use tap dance
- Remove not use define aliases
- Remove not use incluse and extern value.
* default keymap extra key was changed
* remove rgblight_config
Co-authored-by: root <root>
* remove IT_PIPE duplicate and add IT_GRAD
IT_PIPE was declared 2 times, ones as ° and once as |. I changed the first declaration and called it IT_GRAD. I even fixed the definition because the ° in Italian is obtained with LSFT(IT_AACC)
* rename IT_GRAD to IT_DEGR
* fix missing music mode legend
* add missing plus_and_minus
* fix missing IT_ACUT definition
* change KC_LALT(KC_LSFT to LALT(LSFT
* Fix alignment
* remove leftover
* fix issue generated with chars while pushing
* fix typo
* add sigul folder in Planck keymaps
* fix LCBR and RCBR
* fix euro symbol
* fix RBRC
* change IT_LESS form KC_NUBS to KC_GRAVE
* add IT_TILDE and change IT_GRAV to IT_GRAVE
* initial commit
* add ideas to readme
* comment key lock
* add a bunch of new features as stated in readme.md
* check features added and list to do
* add macros on RAISE
* add F keys on numbers row on FN layer
* flag features added
* fix macro formulas
* move DESK and SGCOM under D and S
* invert IT_EACC and S(IT_EACC) to align the layout with that of the default Planck
* invert IT_EACC and S(IT_EACC) to align the layout with that of the default Planck
fix spaces for readability
* add missing legends for accented vowels
* format for readability
* move MOUSE button on B (same key that activates it) on MOUSE layer
* revert to commit befor I edit it
* initial commit
* edited to be easier to compare to _ansi.h
* remove keymap_italian_osx_iso.h and rename with edits keymap_italian_osx_ansi.h to keymap_italian_osx.h
I found out there were no difference at all
* fix missing #endif
* change the included file from italian.h to italian_osx.h
* fix debug key
* edit Numapd layer, add enter and bsps
* change TAPPING_TOGGLE from 2 to 3
* change italian_osx.h to italian_ansi.h
* rename quantum/keymap_extras/keymap_italian_osx.h to quantum/keymap_extras/keymap_italian_ansi.h
Now this file is a clone of the keymap_italian.h that appears to be working only for ISO keyboards. It also contains a few improvements for IT_PIPE (defined two times) and IT_ACUT (missing definition). Additionally it redefines LCBR and RCBR to LSFT(IT_LBRC) and LSFT(IT_RBRC)
* rename file
* redefines IT_BKSL and IT_PIPE based on KC_BKSL
* merge new italian
* add new osx_iso and osx_ansi version for italian.h and align BKSL to BSLS, fix double definition of PIPE
* rename BKSL to BSLS
* add FN_D and some comments
* add MOUSEKEY configuration
* update
* edit swap =/+ with ò/ì
* merge with master
* add MS_B to have _MOUSE when pressing B
* move RAISE on _FN
* add phone number
* remove CONTRA folder
* remove CONTRA folder
* Update keyboards/planck/keymaps/sigul/keymap.c
fix include definition
Co-Authored-By: Ryan <fauxpark@gmail.com>
* remove default planck kemap
* remove extern keymap_config_t keymap_config;
based on suggestion from @fauxpark, It's not needed as it should already be externed through one of the includes provided by QMK_KEYBOARD_H.
Co-Authored-By: Ryan <fauxpark@gmail.com>
* add user space for user sigul
* remove custom config moved to user space sigul
* comment tri layers state (moved to user space)
* remove tri layers update comment (code moved in user space)
* add secrets
* move enum and define to userspace
* Edit title
* move enum and define to sigul.h
* add thanks
* edit: moving to userspace enum, define and process_records
* add enum and defines
* add process_records
* cleaning code after moving code to user space
* add process_records
* cleaning code
* adding rules to manage secrets
* remove secretes
* first commit
* add macro timer
* add keycodes macro
* edit custom keycodes order
* add strings to send inside the secrets array
* remove codes for secrets & change secret to secrets
* edit secrets keycodes
* edit keycodes names and order
* add secrets.h and secrets.c
* add #pragma once
Co-Authored-By: Joel Challis <git@zvecr.com>
* Update .gitignore
Co-Authored-By: Joel Challis <git@zvecr.com>
* add local gitignore for secrets
* remove secrets
* update for secrets
* change FN_D to IT_D
* remove FN_D definition
Co-authored-by: pisilvio <silvio@picampus.it>
Co-authored-by: admin <admin@admins-MacBook-Pro.local>
Co-authored-by: Ryan <fauxpark@gmail.com>
Co-authored-by: Joel Challis <git@zvecr.com>
* Rename UC_OSX (and related constants) to UC_MAC
* Update UNICODE_SONG_OSX references to UNICODE_SONG_MAC
* Update UC_M_OS references to UC_M_MA
* Add UC_OSX alias for backwards compatibility
* Add deprecation warning for UC_OSX to Unicode docs
* Add UC_M_OS alias for backwards compatibility
* Update newly found UC_M_OS and UNICODE_SONG_OSX references
* Add legacy UNICODE_MODE_OSX alias, revert changes to user keymaps
* Add legacy UNICODE_SONG_OSX alias, revert changes to user keymaps
* Replace removed sounds in Unicode song doc examples
* rewrite usbhid feature on vusb
* Apply suggestions from code review
Co-Authored-By: Ryan <fauxpark@gmail.com>
* fix typo
* fix typo again
* Update tmk_core/protocol/vusb/vusb.c
Co-Authored-By: Ryan <fauxpark@gmail.com>
* clean up defines
Co-authored-by: Ryan <fauxpark@gmail.com>
* Change PID to allow differentiation between Rev. 3 and Rev. 4
* Rebadge thumb keys in macro to show physical wiring better
* Add more rules for VIA keymap
* added the description of the reading order of the rules.mk files.
* Update docs/hardware_keyboard_guidelines.md
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Update docs/hardware_keyboard_guidelines.md
Co-Authored-By: Ryan <fauxpark@gmail.com>
Co-authored-by: Ryan <fauxpark@gmail.com>
* CLI: More MSYS2 fixes
Now I can fully setup and work with qmk_firmware on an MSYS2
installation without any errors or exceptions.
* Apply suggestions from code review
Co-Authored-By: skullydazed <skullydazed@users.noreply.github.com>
* Some improvements
* Remove unnecessary import
* Remove slow, unused code
Getting the version from GIT was slow on both Windows and Docker.
Until we find a better, faster way, this is removed.
* remove unused imports
* Implement @vomindoraan's suggestions
* refine how we pick the shell to use
* Apply @fauxpark's suggestions
fauxpark investigated the topic of shells in MSYS2 a bit and we come to the conclusion that the safest bet was to just use the user's shell.
Anything more just opens up more edge-cases than it solves.
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Use `platform_id` in doctor
This will bring it in line with the new code.
Co-authored-by: skullydazed <skullydazed@users.noreply.github.com>
Co-authored-by: skullY <skullydazed@gmail.com>
Co-authored-by: Ryan <fauxpark@gmail.com>
* Update tmk_core/common/progmem.h
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Update quantum/rgblight.c
Co-Authored-By: Ryan <fauxpark@gmail.com>
* fixed problem with implicit declaration in quantum/rgblight.c (#8381)
Co-authored-by: Ryan <fauxpark@gmail.com>
* convert my 60 keymap to alice
* add via to rules for alice
* remove split backspace and add backlight keycodes
* disable LTO for alice pcb
* keymap alignment formatting
* initial commit
* preliminary support for mb17 using the qmk default keymap
* add the VIA keymap
* add qmk configurator support
* code cleanups before submission
* Update keyboards/mountainblocks/mb17/rules.mk
* Update keyboards/mountainblocks/mb17/info.json
* remove file
* Port over some AVR backlight logic to SLEEP_LED
* Port over some AVR backlight logic to SLEEP_LED - add timer 3
* Port over some AVR backlight logic to SLEEP_LED - clang format
* Enable SLEEP_LED within vusb protocol
* Add support for RAW endpoint for arm_atsam
This the excellent work from helluvamatt/qmk_firmware in bb6eeb93b.
* Reformat arm_atsam RAW endpoint code
Co-authored-by: Matt Schneeberger <helluvamatt@gmail.com>
* add new layout for 65% with blocker and add matching keymap
the rev2 pcb gets used in the kbd67 which has a blocker between the left arrow key and the right ctrl key. this layout is missing so far even though it's probably the most used one for this board.
* add split backspace layout with blocker
* change keycode for backslash
* update rules.mk and add missing layouts in info.json
* Update keyboards/kbdfans/kbd67/rev2/rules.mk
Co-Authored-By: Joel Challis <git@zvecr.com>
Co-authored-by: Joel Challis <git@zvecr.com>
* [Docs] Update RGB Matrix docs with function refs
* Fix up code samples
* suggestions by noroadsleft
* Fix small typo
Co-authored-by: James Young <xxiinophobia@yahoo.com>
* Add Kudox Game rev2.
* Add the keymap of Kudox Game a layer for regulating RGB.
* Modified rgblight_init when RGBLIGHT_ENABLE=no.
* Remove invalid codes.
* Modified *init* function right intention of framework.
* Set backlight and RGB pins for AVR onekeys
* Set pin for ADC as well
* Define ADC_PIN for F4 blackpills
* Use A0 for F4 ADCs
* Set ADC pins for F0 and F1
* [Keymap] Minidox Bepo layout
Todo :
Lower
Adjust
Update Lower E and Lower S on schema
* Added config.h
* Code review, update config.h
Co-Authored-By: Ryan <fauxpark@gmail.com>
Co-authored-by: dolie <olivier.ghafari@pm.me>
Co-authored-by: Ryan <fauxpark@gmail.com>
* First cut at Josh Diamond's KBD75 customizations.
Includes:
* My unique keymap with ChromeOS specific keys
* Use RGB underglow to indicate Caps Lock
* Some unicode bindings
* Some changes to make debugging easier
* Updated spidey3 to be applicable to all 75_ansi boards
* Sadly, ChromeOS doesn't pay attention to most consumer codes
* Add mac layer; fix flakeyness in CAPS_LOCK underglow.
* Make layers.json match the keymap (to the extent possible)
* Major cleanup; fix broken debug persistence
* Cleanup some whitespace issues
* Fix incorrect log message.
* Rework layer indication to user RGBLIGHT_LAYERS
* Update layouts/community/75_ansi/spidey3/keymap.c
Co-Authored-By: Drashna Jaelre <drashna@live.com>
* Rename users/spidey3/rgblight.c to layer_rgb.c per suggestion
* Refactor to use set_single_persistant_default_layer().
* Use dprint/f to make logging more elegant.
* Update users/spidey3/config.h
Co-Authored-By: Drashna Jaelre <drashna@live.com>
* Update users/spidey3/config.h
Co-Authored-By: Drashna Jaelre <drashna@live.com>
* Update layouts/community/75_ansi/spidey3/rules.mk
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Update users/spidey3/spidey3.c
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Update users/spidey3/layer_rgb.c
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Update users/spidey3/init.c
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Changes from code review
Co-authored-by: Joshua Diamond <jdiamond@Deep-Thought.local>
Co-authored-by: Drashna Jaelre <drashna@live.com>
Co-authored-by: Ryan <fauxpark@gmail.com>
* Improve process_record system
Code based on @colinta's
* Rename and better handle functions
* Fix incorrect function call to process_record_user
* Add documentation for post_process_record
* Add both get_event_keycode and get_record_keycode functions
And add some comments about these functions
* Update code format
* Cleanup merge artifacts
* Add Word Per Minute calculation feature
* Fix copyright info
* Remove header from quantum.c, setup overloadable keycode inclusion for WPM, update docs
* Simplify logic for keycode filtering
* Adding link from summary to wpm_feature info
* Update docs/feature_wpm.md
Typo in function prototype example in docs
Co-Authored-By: James Young <18669334+noroadsleft@users.noreply.github.com>
* Add WPM transport via i2c
Co-authored-by: James Young <18669334+noroadsleft@users.noreply.github.com>
* Reorder logic within common_features.mk
* Revert haptic logic
* Add back path to make tests happy
* Update common_features.mk
Co-Authored-By: Ryan <fauxpark@gmail.com>
Co-authored-by: Ryan <fauxpark@gmail.com>
* Add support for Bootmagic lite when using SPLIT_HAND_PIN
* Deduplicate bootmagic_lite logic from within via
* Revert location of defaults so that user overrides still work for now
* Tidy up code slightly
* Lodestone: add ANSI and ISO layout data and keymaps
* rename layout macros
LAYOUT_ansi -> LAYOUT_65_ansi_blocker_split_bs
LAYOUT_iso -> LAYOUT_65_iso_blocker_split_bs
* use four-space indent on the new keymaps
* add 65_ansi_blocker and 65_iso_blocker layouts
* [Docs] Update layer documentation
* Add layer_state_cmp functions
* Fix cut/copy/paste issue
* Add id tags
* Apply noroads corrections
* Move Layers section to separate document
* Fix ID tag for layers
* Use better name for summary/side bar
* Fix feature page linkage
As well as a small spell error close by
* Remove paper analogy for now
* VIA Support: GH60 Rev C and GH60 Satan
* Corrected GH60 VIA default keymap
* Corrected GH60 VIA default keymap pt 2
* Copied default keymap over via default keymap
* Satan GH60 default corrected for VIA
* Satan GH60 default corrected for VIA pt 2
* Satan GH60 LTO enable for size
* Transparent 4th dynamic layer for GH60 Via support
* Update keyboards/gh60/revc/info.json
* Update keyboards/gh60/satan/info.json
* Update keyboards/gh60/satan/info.json
* Removed deprecated JSON keys gh60/revc/info.json
* Removed inline comment next to VID for GH60 Satan
* add via support for pdxkbc macropad
* add VIA support for the pdxkbc
* clean out some commented code
* remove unused files
* comment the vendor ID
* Update keyboards/pdxkbc/keymaps/via/keymap.c
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Update keyboards/pdxkbc/keymaps/via/keymap.c
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Update keyboards/pdxkbc/keymaps/via/keymap.c
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Update keyboards/pdxkbc/keymaps/via/keymap.c
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Update keyboards/pdxkbc/keymaps/via/keymap.c
Co-Authored-By: Joel Challis <git@zvecr.com>
* Update keyboards/pdxkbc/keymaps/via/keymap.c
Co-Authored-By: Joel Challis <git@zvecr.com>
* Update keyboards/pdxkbc/keymaps/via/keymap.c
Co-Authored-By: Joel Challis <git@zvecr.com>
Co-authored-by: Ryan <fauxpark@gmail.com>
Co-authored-by: Joel Challis <git@zvecr.com>
* Create rules.mk
Added rules.mk in keymaps/via
* Update rules.mk
Added new line at the end of the file
* Create via\keymap.c
Added keymap.c inside the via directory
* Update config.h in projectkb/alice
Defined VIA eeprom layout size to 2 bits to allow for 4 layout options
* Add Lodestone PCB
Working Firmware for Lodestone PCB tested on physical PCB prototypes.
* Update keyboards/flx/lodestone/lodestone.c
* Update keyboards/flx/lodestone/keymaps/default/config.h
* Update keyboards/flx/lodestone/rules.mk
* Update keyboards/flx/lodestone/readme.md
* Delete config.h
* Update keyboards/flx/lodestone/info.json
Suggested by noroadsleft
* Update keyboards/flx/lodestone/info.json
* Update keyboards/flx/lodestone/info.json
Changed maintainer name as suggested.
* Update keyboards/flx/lodestone/keymaps/default/readme.md
* Update keyboards/flx/lodestone/info.json
* Update keyboards/flx/lodestone/rules.mk
Changed Link_Time_Optimization to LTO didn't know this was a thing :)
* Update keyboards/flx/lodestone/keymaps/default/keymap.c
Removed 2 unessisary layers from the default map.
* Update keyboards/flx/lodestone/readme.md
* Update keyboards/flx/lodestone/info.json
* Changed from LAYOUT to LAYOUT_all
AS suggested by noroadsleft, changed 4 files to match, and re-testeed on my hardware to confirm working.
* Update keyboards/flx/lodestone/config.h
Cleaned up Manu, Product and Descriptor as suggested.
* Update keyboards/flx/lodestone/readme.md
* Assign unique VID to LazyDesigners' boards
* Add VIA support for LazyDesigners Dimple
* Apply @fauxpark's suggestions
Co-Authored-By: Ryan <fauxpark@gmail.com>
Co-authored-by: Ryan <fauxpark@gmail.com>
* Update switch to array to allow custom values
* Add adc keymap
* update docs to reflect alignment of default 10 bit
* start conversion to USE_ADCVn
* samplerate is hella wrong...stub out for now
* basic f1 and f4 functionality
* Tidy up current changes
* Restore old pinToMux function
* Add back sample rate for supported platforms
* F0 compile fixes
* wordsmithery
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Remove reference to avr only function
Co-authored-by: Ryan <fauxpark@gmail.com>
* Remove unnecessary import of rgblight.h in tmk_core/protocol/*/*.c
* tmk_core/protocol/chibios/main.c
* tmk_core/protocol/lufa/lufa.c
see #8380 for tmk_core/protocol/vusb/main.c.
* Remove '#include "rgblight.h"' from tmk_core/protocol/vusb/main.c.
* fix CLI section links in the Summary
* fix heading in Pointing Device doc
* fix headings in PS/2 Mouse Support doc
* add explicit section ids to I2C Master Driver doc
* reformat GPIO Controls table
Much like the I2C Master Driver doc, I found this a bit less than ideal to read. (The table was actually wider than the space available for it.)
Reformatted so each GPIO function is an H3 heading, followed by a paragraph and a table of each architecture's old-style function.
* migrate changes from I2C Master Driver doc to Japanese translation
* add explicit anchors to I2C Master Driver docs
* fix code block language markers
The language markers are case-sensitive; using the wrong case means the syntax highlighting doesn't work.
Good: ```c
Bad: ```C
* restore Japanese I2C Master Driver doc to current master
Can't update the internal tracking references accurately until the changes to the English doc are committed to master.
* add explicit anchors to edited files
* change ChibiOS/ARM to ARM/ChibiOS
Because ARM/ATSAM is also a thing that exists.
* fix code block language markers again
Used the wrong markers in a few spots. Also these are apparently always supposed to be lowercase.
* add section anchors to cli.md
* restore table formatting on GPIO Control doc
* remove changes to _summary.md
* fix some broken links
* remove duplicate and confusing material from cli.md
* Switch brazil to the 2 letter country code
* Update docs/_langs.md
Co-Authored-By: Ryan <fauxpark@gmail.com>
Co-authored-by: Ryan <fauxpark@gmail.com>
* add via keymap for doro67
* have more sensible VID and PID
* apply the same VIA changes to the regular PCB
* Update keyboards/doro67/rgb/keymaps/via/keymap.c
* Update keyboards/doro67/regular/config.h
* fix some formatting
* add via support for multi doro67
* added olkb_style layout for XD75
* removed unnecessary config.h
* cleaned up empty functions
* refactored fuction type for clarity
* renamed the layout
* Use pathlib everywhere we can
* Improvements based on @erovia's feedback
* rework qmk compile and qmk flash to use pathlib
* style
* Remove the subcommand_name argument from find_keyboard_keymap()
* add experimental decorators
* Create decorators for finding keyboard and keymap based on current directory.
Decorators were inspired by @Erovia's brilliant work on the proof of concept.
* Fix extra keyboard report during test_fixture teardown
* Add tests for pressing two keys with only different modifers
* Fix#1708
When two keys that use the same keycode, but different modifiers were
pressed at the same time, the second keypress wasn't registered. This is
fixed by forcing a key release when we detect a new press for the same
keycode.
* Fix the NKRO version of is_key_pressed
* Fix uninitalized loop variable
Co-authored-by: Jack Humbert <jack.humb@gmail.com>
* Add new keymap with split right shift and split backspace for bananasplit PCB
* Remove unecessary config.h
* Remove unecessary line breaks
Co-Authored-By: Ryan <fauxpark@gmail.com>
Co-authored-by: Christopher Janzen <hello@christopherjanzen.com>
Co-authored-by: Ryan <fauxpark@gmail.com>
* Rearrange the custom CSS a bit.
* fix css name
* add missing quote
* Fix up dark mode rendering. (#8392)
* Fix up dark mode rendering.
* Update index.html
* Fix up code blocks
* Fix code in page toc
* Update docs/qmk_custom_dark.css
Co-Authored-By: Ryan <fauxpark@gmail.com>
Co-authored-by: skullY <skullydazed@gmail.com>
Co-authored-by: Ryan <fauxpark@gmail.com>
* feat(build): added script for compiling with docker easily
* chore: bring my own build with docker to master
* chore: delete a file that does not make sense anymore
* feat: first redox for danielo
* chore: basic compatibility between redox and my space
* refactor: removed some old stuff
* feat: added go coding symbols
* feat: name control_k and alt_j
* chore: reduce combo term
* feat: improved first layer of redox
* feat: add configurations to the redox
* feat: make alt tab more portable
* feat: small improvements to redox layout
* feat: added leader
* refactor: move leader defs to my userspace config
* chore: movement modified
* feat: more predefined keys and a a new combo
* feat: redox alt tab functionality
* refactor: move alt_tab processing to a separate file
* refactor: early return
* refactor: move process record to a separate file
* format leader function
* chore: backspace on digits layer
* feat: add extra combo
* feat: added more combos
* implement guard proposed by @drashna
Co-Authored-By: Drashna Jaelre <drashna@live.com>
* chore: include @drashna placeholder suggestion
Co-Authored-By: Drashna Jaelre <drashna@live.com>
Co-authored-by: Drashna Jaelre <drashna@live.com>
* Add support for STM32L0/L1 onboard EEPROM.
* Update docs/eeprom_driver.md
Co-Authored-By: Joel Challis <git@zvecr.com>
Co-authored-by: Joel Challis <git@zvecr.com>
Since #7773 caused a build error for `mxss:default`, I made similar changes to 'keyboards/mxss/rgblight.h' as #7773 did to 'quantum/rgblight.h'.
**This commit does not change the build result.**
Testing script
```shell
# build on versions earlier than PR #7773
git checkout 0.8.24
echo master > /tmp/master_md5.txt
make mxss:default:clean
make mxss:default
md5 mxss_default.hex >> /tmp/master_md5.txt
# build on this commit
git checkout fix-keyboards-mxss-rgblight.h
echo fix-keyboards-mxss-rgblight.h > /tmp/branch_md5.txt
make mxss:default:clean
make mxss:default
md5 mxss_default.hex >> /tmp/branch_md5.txt
diff -u /tmp/master_md5.txt /tmp/branch_md5.txt
```
Test result:
```
--- /tmp/master_md5.txt 2020-03-12 05:51:39.000000000 +0900
+++ /tmp/branch_md5.txt 2020-03-12 05:51:49.000000000 +0900
@@ -1,2 +1,2 @@
-master
+fix-keyboards-mxss-rgblight.h
MD5 (mxss_default.hex) = 3034b2504d0c7fc6bd8bf1dffb6b8486
```
* Initial commit of oddball keyboard
* Update oddball project url
* Update pointer functions to only run on master side
* Add unique product version
* Capitalise product name
* Convert oddball keymap layer flags to enum
* Remove commented keyboard boilerplate code
* Remove unused keymap config
* Fix incorrect layout in info.json
* Add markdown link text in readme
* New feature: RGBLIGHT_LAYERS
This feature allows users to define multiple independent layers of lighting
that can be toggled on and off individually, making it easy to use your
RGB lighting to indicate things like active keyboard layer & modifier state.
* Demonstrate built in functions for layer state checking
Also link the video in the docs.
* Follow existing pattern for setting rgblight_status flags
* Eliminate rgblight_is_static_mode since it's not needed
Just check to see if the timer is enabled directly.
* Moved contents of rgblight_reconfig.h to rgblight_post_config.h.
In #3582, rgblight_reconfig.h had to be newly created. Now, the build system of qmk_firmware has a post_cofig feature, so that what was done in rgblight_reconfig.h can now be realized in rgblight_post_config.h.
**This commit does not change the build result.**
Testing script
```shell
# build on master
git checkout master
echo master > /tmp/master_md5.txt
# RGBLIGHT_ENABLE = no
make HELIX=verbose helix/rev2:default:clean
make HELIX=verbose helix/rev2:default
md5 helix_rev2_default.hex >> /tmp/master_md5.txt
# RGBLIGHT_ENABLE = yes, with animations
make HELIX=verbose helix/rev2/back:default:clean
make HELIX=verbose helix/rev2/back:default
md5 helix_rev2_back_default.hex >> /tmp/master_md5.txt
# RGBLIGHT_ENABLE = yes, without animations
make HELIX=verbose,no_ani helix/rev2/back:default:clean
make HELIX=verbose,no_ani helix/rev2/back:default
md5 helix_rev2_back_default.hex >> /tmp/master_md5.txt
# build on refactor_rgblight_reconfig.h
git checkout refactor_rgblight_reconfig.h
echo refactor_rgblight_reconfig.h > /tmp/branch_md5.txt
# RGBLIGHT_ENABLE = no
make HELIX=verbose helix/rev2:default:clean
make HELIX=verbose helix/rev2:default
md5 helix_rev2_default.hex >> /tmp/branch_md5.txt
# RGBLIGHT_ENABLE = yes, with animations
make HELIX=verbose helix/rev2/back:default:clean
make HELIX=verbose helix/rev2/back:default
md5 helix_rev2_back_default.hex >> /tmp/branch_md5.txt
# RGBLIGHT_ENABLE = yes, without animations
make HELIX=verbose,no_ani helix/rev2/back:default:clean
make HELIX=verbose,no_ani helix/rev2/back:default
md5 helix_rev2_back_default.hex >> /tmp/branch_md5.txt
diff -u /tmp/master_md5.txt /tmp/branch_md5.txt
```
Test result:
```
--- /tmp/master_md5.txt 2020-01-03 15:42:22.000000000 +0900
+++ /tmp/branch_md5.txt 2020-01-03 15:42:42.000000000 +0900
@@ -1,4 +1,4 @@
-master
+refactor_rgblight_reconfig.h
MD5 (helix_rev2_default.hex) = f360032edd522448366d471d8f4f8181
MD5 (helix_rev2_back_default.hex) = 0c663acc6cccc44476b3b969ad22a48f
MD5 (helix_rev2_back_default.hex) = e66b1195ff6d38e6e22c975b8ae42fd3
```
* Expressions that are too long are difficult to read, so wrap them.
* Edit the expression again
* remove `defined(RGBLIGHT_ANIMATIONS)` in `tmk_core/common/*/suspend.c`, `tmk_core/protocol/*/main.c`
move contents of rgblight_reconfig.h to rgblight.h.
The following changes were made to rgblight.h.
```diff
+#ifdef RGBLIGHT_USE_TIMER
void rgblight_task(void);
void rgblight_timer_init(void);
void rgblight_timer_enable(void);
void rgblight_timer_disable(void);
void rgblight_timer_toggle(void);
+#else
+#define rgblight_task()
+#define rgblight_timer_init()
+#define rgblight_timer_enable()
+#define rgblight_timer_disable()
+#define rgblight_timer_toggle()
+#endif
```
The following changes were made to tmk_core/common/avr/suspend.c, tmk_core/common/chibios/suspend.c, tmk_core/protocol/chibios/main.c, tmk_core/protocol/lufa/lufa.c, tmk_core/protocol/vusb/main.c.
```diff
-# ifdef RGBLIGHT_ANIMATIONS
rgblight_timer_enable();
-# endif
```
```diff
-#if defined(RGBLIGHT_ANIMATIONS) && defined(RGBLIGHT_ENABLE)
+#if defined(RGBLIGHT_ENABLE)
rgblight_task();
#endif
```
* remove 'defined(RGBLIGHT_ANIMATIONS)' in tmk_core/common/keyboard.c
Co-authored-by: Joel Challis <git@zvecr.com>
* is_master, has_usb() move to rev2.[hc]
* Do recent helix/rev2 changes to helix/pico as well.
helix/pico/matrix.c: remove 'is_master'
helix/pico/pico.c: add 'is_master'
helix/pico/pico.h: add 'has_usb()' macro
helix/pico/split_util.c: remove 'setup_handedness()' 'has_usb()', add 'is_helix_master()' etc
* add HELIX=scan option into {rev2/pico}/local_features.mk
Made DEBUG_MATRIX_SCAN_RATE easy to use.
* Changed rules.mk to link "helix/local_drivers/ssd1306.c" only when OLED_ENABLE = yes.
* Added option to use split_common for helix/rev2, helix/pico keyboard.
how to build:
### build helix/pico (HelixPico) with helix current codes
$ make helix/pico:KEY_MAP
$ make helix/pico/back:KEY_MAP
### build helix/rev2 (Helix or Helix beta) with helix current codes
$ make helix:KEY_MAP
$ make helix/rev2/back:KEY_MAP
$ make helix/rev2/under:KEY_MAP
$ make helix/rev2/oled:KEY_MAP
$ make helix/rev2/oled/back:KEY_MAP
$ make helix/rev2/oled/under:KEY_MAP
### build helix/pico (HelixPico) with split_common codes
$ make helix/pico/sc:KEY_MAP
$ make helix/pico/sc/back:KEY_MAP
$ make helix/pico/sc/under:KEY_MAP
### build helix/rev2 (Helix) with split_common codes
$ make helix/rev2/sc:KEY_MAP
$ make helix/rev2/sc/back:KEY_MAP
$ make helix/rev2/sc/under:KEY_MAP
$ make helix/rev2/sc/oled:KEY_MAP
$ make helix/rev2/sc/oledback:KEY_MAP
$ make helix/rev2/sc/oledunder:KEY_MAP
* add matrix_slave_scan_user() to helix/rev2/rev2.c, helix/pico/pico.h
* Changed 'helix:xulkal' to always use split_common and removed ad hoc code.
Added the following line to 'helix/rev2/keymaps/xulkal/rules.mk':
SPLIT_KEYBOARD = yes
Removed the following ad hoc code from 'users/xulkal/custom_oled.c':
#if KEYBOARD_helix_rev2
extern uint8_t is_master;
bool is_keyboard_master(void) { return is_master; }
#endif
* add '#define DIODE_DIRECTION COL2ROW' into helix/{rev2|pico}/config.h
This commit does not change the build result.
* update helix readme
* keyboards/helix/readme.md
* keyboards/helix/pico/keymaps/default/readme.md
* keyboards/helix/rev2/keymaps/default/readme.md
Co-authored-by: mtei <2170248+mtei@users.noreply.github.com>
* rename backlight_soft to match rules.mk
* rename backlight_soft to match rules.mk - update common_features
* Carve out a better location for private driver backlight functionality
* adding Handwired Skeeb Keyboard
* Apply suggestions from fauxpark
* Apply more suggestions from fauxpark and small change to layout
* Apply more suggestions from noroadsleft and last tap dance
* Add buffer based single line pan, arbitrary byte write to buffer
* Change dirty mask to inverse of OLED_BLOCK_TYPE for future proofing larger buffer sizes
* Updating docs to include new functions
* Updating to clarify scroll vs pan
* 15/16 game with lights for the super 16
* Updated readme with style
* adding comments and initial style to keymap
trying to make the code look prettier, need to test by redownloading
* Final style revisions before pull request
* formatting changes, removed config.h
* modified rules.mk, works with changes in PR8314
* formatting
no number of spaces is enough for a newline, whoops
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Update keyboards/1upkeyboards/super16/keymaps/15game/keymap.c
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Update keyboards/1upkeyboards/super16/keymaps/15game/keymap.c
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Update keyboards/1upkeyboards/super16/keymaps/15game/keymap.c
Co-Authored-By: Ryan <fauxpark@gmail.com>
Co-authored-by: Sam Reinehr <swreinehr@mines.edu>
Co-authored-by: Ryan <fauxpark@gmail.com>
* Added more led helpers
* Working keymap
* Added new mouse button an made lower layer toggleable
* Small improvement to process_record_user
* Removed extra layer buttons
* Added Numpad to apply layer
* Moved buttons and added toggle for raise button
* Added Menu,PrintScreen and Windowslock buttons, and left handmouse
* Fixed Scroll Buttons
* Turned TAPPING TOGGLE to 2
* Switched Del and Ctrl on left hand
* Added Home Button to Mouse layer
* Fixed led initialization to avoid red led on boot
* Updated formatting to follow guidelines
* Used enums instead of defines and used layer_state_t type
* Added license
* Moved TAPPING settings to keymap config
* Fixed small formatting issue in keymap.c
* Use GPIO Control instead of lowlevel ports
- minor typo on intro paragraph (the -> them)
- remove note about :check-size target (`make` task now does this automatically)
- heading level for Caterina commands section
- typo regarding Halfkay (come -> comes)
* Add Colemak layout
* Add status bar for mods & locks with a custom font
* Swap DEL and TAB
* Fix media keys and add QMK Configurator layout
* Add dead grave accent on <leader>e
* via configurator can't do AG_TOGG with any key - meh
* same issue - via can't do AG_TOGG
* oops - missed AG_TOGG on the NK65
* add media and mousekeys
* Update keyboards/nk65/keymaps/madhatter/keymap.c
* refactor yd60mq.h
- four-space indent
- use K<row><col> base32hex notation
- rename LAYOUT to LAYOUT_all (with alias for backwards compatibility)
* refactor yd60mq.c to use led_update_kb()
* align rules.mk to AVR template
* refactor default keymap
Also correct positions for KC_NUHS and KC_NUBS.
* update readme
* add Configurator layout support
* initialize the Caps Lock LED pin properly
* Keymap Update
Some key codes have been updated.
naked64:salicylic
7skb:default
* Keymap Update
Some key codes have been updated.
KC_GRAVE to KC_GRV
7skb:default
* Initial commit of majbritt
* Add QMK and VIA support to majbritt
* Change vendor and product id
* Change name
* Change make path
* Move Majbritt into sidderskb directory
* Update keyboards/sidderskb/majbritt/majbritt.c
Co-Authored-By: Drashna Jaelre <drashna@live.com>
Co-Authored-By: Ryan <fauxpark@gmail.com>
* Update keyboards/sidderskb/majbritt/keymaps/default/config.h
Co-Authored-By: Ryan <fauxpark@gmail.com>
* remove unused file
Co-authored-by: Drashna Jaelre <drashna@live.com>
Co-authored-by: Ryan <fauxpark@gmail.com>
* Change include guards to pragma once
* Clean up default keymaps
* Remove some magic numbers and use GPIO macros
* Clean up keyboard.[ch]
* Tidy up info.json and readme
* Align config.h with template
* Split up revision code into subfolders
* rev C-H has no audio, apparently
* Change revc_h to revc and document differences
* Turn off Audio on revb for now, for Travis' sake
* Split info.json into revision folders
* Clean up default keymaps some more
* to ease the maintenance for some boards ibnuda has.
* followed ridingqwerty's suggestion on 8821.
* folloing drashna's suggestion on qmk's 8221.
* following drashn's suggestion on qmk's 8211
* WIP do not merge
* first pass at custom preonic layout
* add auto shift and reset via leader key
* Update readme
* update copyright notice
* formatting changes
* fix: use MO instead of process_record_user
* added backslash and moved grave position
* remove extraneous 'j' characer in NUMPAD template
* update template formatting
* remove process_record_user
* swap "!" with "@"
* fix readme formatting
* update readme layout image
* restore settings layer
* add windows minimize sequence
* fix: switch to correct seq function for three-key sequence
* fix: missing semicolon
* refactor: move keymap to userspace and generic 5x12 layout
* add numlock to numpad layer
* add readme
* update readme formatting
* remove unused wrappers from layout keymap
* update readme title to reflect new location
* remove alfrdmalr directory from preonic/keymaps
* add ortho 4x12 support
* add 'trilayer' settings and update keymap
* update SYMBOLS layer to SYMBOL
* remove minimize sequence
* clean up user config
* add brightness controls
* update settings ascii
* moved some symbols around to make vim/linux smoother
* Reduce PROGMEM usage for keycode map
Bit-pack the keycode bool array to gain back a small amount of flash space.
The trade-off is an increase in runtime instructions when running macros.
It does make the code a bit harder to read, as well as maintain.
For configs that use send_string() et al, it saves ~100 bytes.
* Switch to macro and common definition
Rewrite the array declarations so both the unpacked (original) and
packed LUT arrays can use the same value definitions. This is done by
defining a macro that "knows what to do".
This makes the code much easier to read and maintain.
* Fix macro typos and improve perf
Pack the bits in a more efficient order for extraction.
And also fix the copy/paste error in the macro...
* Switch fully to packed LUT
Some minor reformatting.
Compile tested all sendstring_xyz.h to make sure they were converted
properly. Also checked that an unconverted version would generate a
compile error.
* Apply whitespace suggestions from code review
Co-Authored-By: Ryan <fauxpark@gmail.com>
Co-authored-by: Ryan <fauxpark@gmail.com>
* Keyboard: revamp frosty-flake leds
This commit transitions bpiphany/frosty_flake to led_update_{kb,user}
and rewrites the AVR bit twiddling logic to use the standard QMK GPIO
API.
* Keyboard: rewrite frosty_flake's matrix reader to be a lite custom matrix
This commit replaces frosty_flake's custom matrix and debounce logic
with a "lite" custom matrix. In addition to being somewhat clearer, this
allows a consumer of the flake board to choose their own debouncing
algorithm. The one closest to the implementation originally in use is
sym_g, but this opens us up to supporting eager_pk and eager_pr.
The original matrix code was 18 columns for 8 rows, but using a single
row read and unpacking the bits into individual columns. To simplify,
I've changed the key layout to be 8C 18R instead of 18C 8R: this lets us
use a single read directly into the matrix _and_ drop down to a uint8_t
instead of a uint32_t for matrix_row_t.
Since we're no longer implementing our own debouncing and row unpacking,
we save ~400 bytes on the final firmware image.
Fully tested against a CM Storm QFR hosting the flake -- this commit
message was written using the new matrix code.
Firmware Sizes (assuming stock configuration as of 42d6270f2)
Matrix+Debounce Size (bytes)
--------------- ------------
original 17740
new + sym_g 17284
new + eager_pr 18106
new + eager_pk 18204
I expect that there are some scanning speed benefits as well.
* Keyboard: update frosty_flake's UNUSED_PINS
* Keyboard: Remove meaningless weak redefinitions from frosty
These are not necessary (and all of them already live somewhere in
Quantum).
* complete translation.
* Update docs/ja/feature_tap_dance.md
Update the file based on the suggestions.
* Update docs/ja/feature_tap_dance.md
Update the file based on the suggestions.
* Apply suggestions from code review
Update the file based on the suggestions.
* Apply suggestions from code review
Update the file based on the suggestions (Part 2).
* Apply suggestions from code review
Update the file based on the suggestions (Part 3).
* Apply suggestions from code review
Update the file based on the suggestions (Part 3).
* Apply suggestions from code review
Update the file based on the suggestions (Part 4).
* Apply suggestions from code review
Update the file based on the suggestions (Part 5).
ご提案いただいた修正案は全て確認できました。
続いて、コメント行の調整、「打つ・叩く」の変更、その他の修正を行います。
* fixed typo.
* Update the file based on the suggestions (Part 6).
* Update the file based on the suggestions (Part 7).
* Fixed sentence.
* Update docs/ja/feature_tap_dance.md
Update the file based on the suggestions (Part 8).
* Update the file based on the suggestions (Part 9).
Co-Authored-By: Takeshi ISHII <2170248+mtei@users.noreply.github.com>
Co-Authored-By: shela <shelaf@users.noreply.github.com>
* Add VIA support for Prime_L
* Update keyboards/primekb/prime_l/v1/config.h
* Add prime_exl_plus keyboard
* Temporary removal of prime_exl_plus
* Add Prime_EXL Plus, including VIA support
* Update keyboards/handwired/prime_exl_plus/readme.md
* Update keyboards/handwired/prime_exl_plus/readme.md
* Update keyboards/handwired/prime_exl_plus/readme.md
* Update keyboards/handwired/prime_exl_plus/rules.mk
* Update keyboards/handwired/prime_exl_plus/info.json
* Update keyboards/handwired/prime_exl_plus/info.json
* Update keyboards/handwired/prime_exl_plus/info.json
* Update keymap.c
* correct spacing of keymaps and layout macro. move indicator logic from user space to keyboard space
* further corrections to keymaps and layout macro.
* Update keyboards/handwired/prime_exl_plus/prime_exl_plus.c
* Update keyboards/handwired/prime_exl_plus/prime_exl_plus.c
* Update keyboards/handwired/prime_exl_plus/prime_exl_plus.c
* Update keyboards/handwired/prime_exl_plus/prime_exl_plus.c
* Update prime_exl_plus.c
* small edit to prime_exl_plus.c
* Add via support to Prime_M and clean things up
* Update rules.mk
* Update keyboards/primekb/prime_m/readme.md
* Update keyboards/primekb/prime_m/readme.md
* Update keyboards/primekb/prime_m/config.h
Including the `xB` suffix prevents qmk_compiler (and thus QMK Configurator) from compiling firmware for the Wete.
Rolling this change back until we work out a long-term solution for the suffixes.
* Add VIA support for Prime_L
* Update keyboards/primekb/prime_l/v1/config.h
* Add prime_exl_plus keyboard
* Temporary removal of prime_exl_plus
* Add Prime_EXL Plus, including VIA support
* Update keyboards/handwired/prime_exl_plus/readme.md
* Update keyboards/handwired/prime_exl_plus/readme.md
* Update keyboards/handwired/prime_exl_plus/readme.md
* Update keyboards/handwired/prime_exl_plus/rules.mk
* Update keyboards/handwired/prime_exl_plus/info.json
* Update keyboards/handwired/prime_exl_plus/info.json
* Update keyboards/handwired/prime_exl_plus/info.json
* Update keymap.c
* correct spacing of keymaps and layout macro. move indicator logic from user space to keyboard space
* further corrections to keymaps and layout macro.
* Update keyboards/handwired/prime_exl_plus/prime_exl_plus.c
* Update keyboards/handwired/prime_exl_plus/prime_exl_plus.c
* Update keyboards/handwired/prime_exl_plus/prime_exl_plus.c
* Update keyboards/handwired/prime_exl_plus/prime_exl_plus.c
* Update prime_exl_plus.c
* small edit to prime_exl_plus.c
* [Keyboard] Add Wete
* Fix width and height in Wete info.json
* Use default board files, core backlight, and disable RTC
* Disable I2C, SPI. Minor corrections
* Keymap typo update
* Add LAYOUT_all to info.json
* Remove extra spaces in README, delete matrix_*_kb functions
* Fix layout errors in wete.h, and some minor corrections
* Actually fix LAYOUT_all in info.json
* move lighting code from VIA into the keyboard's .c file so that every keymap can access it
* after some serious conversations with default and wkl, they agreed to let me modify their keymaps. They weren't too happy
* Add link to "Useful functions" in macro docs
Help people find additional features they can activate within a macro
* Update docs/feature_macros.md
Co-Authored-By: Drashna Jaelre <drashna@live.com>
Co-authored-by: skullydazed <skullydazed@users.noreply.github.com>
Co-authored-by: Drashna Jaelre <drashna@live.com>
* add a VIA keymap for kbd75
* rev2 is a completely different pcb allowing a NEW layout, setting this to have a different product id so users don't get confused when they're able to enable numpad layout on rev1 VIA
* Update keyboards/kbdfans/kbd75/rev1/config.h
Co-Authored-By: Joel Challis <git@zvecr.com>
* Update keyboards/kbdfans/kbd75/rev2/config.h
Co-Authored-By: Joel Challis <git@zvecr.com>
Co-authored-by: Joel Challis <git@zvecr.com>
* Added custom keymap
* Update keyboards/preonic/keymaps/elisiano/keymap.c
Co-Authored-By: fauxpark <fauxpark@gmail.com>
* Address PR comments and added CTL_T(KC_ESC) on other layouts as well
Co-authored-by: Ryan <fauxpark@gmail.com>
* correct indicator light states.
function of indicator lights was inverted. these changes correct that.
* flesh out keymaps pre production
* Enable extrakey in rules
* Prime_BLE initial commit
* Initial commit for Prime_L V2
* Update info.json
correct key spacing.
* update copyright
* Update readme.md
* Inital commit
* updates before PR into QMK master
* Drop Prime_EXL Plus from PR. Make requested changes to Prime_L V2
* Rename keyboards/primekb/Prime_l_v2/config.h to keyboards/primekb/prime_l_v2/config.h
* Rename keyboards/primekb/prime_l_v2/config.h to keyboards/primekb/Prime_l_v2/config.h
* remove directory Prime_l_v2
* re-submit with proper folder name.
* Restructure /primekb directory to merge /prime_l and /prime_l_v2
* made changes requested by QMK reviewers
* Update keyboards/primekb/prime_l/v1/readme.md
* Update keyboards/primekb/prime_l/v1/readme.md
* Update keyboards/primekb/prime_l/v1/readme.md
* Use pathlib everywhere we can
* Update lib/python/qmk/path.py
Co-Authored-By: Erovia <Erovia@users.noreply.github.com>
* Update lib/python/qmk/path.py
Co-Authored-By: Erovia <Erovia@users.noreply.github.com>
* Improvements based on @erovia's feedback
* rework qmk compile and qmk flash to use pathlib
* style
* Remove the subcommand_name argument from find_keyboard_keymap()
Co-authored-by: Erovia <Erovia@users.noreply.github.com>
* [keymap] ninjonas keymap updates
* [refactor(kyria)] updating keymap for numpad layer to be transparent rather than ignores
* [keymap(lily58)] added numpad layer
* [keymap(crkbd)] added numpad layer activated through tapdance
* [fix(8170)] fixing code review changes requested by noroadsleft
* [fix(8170)] updating comments and .md files to use 'Cmd' instead of and ⌘
* add detail-guide part
* some updates for easy reading
* some updates for easy reading
* some updates for easy reading
* some updates for easy reading
* some updates for easy reading
* some updates for easy reading
* some updates for easy reading
* some updates for easy reading
* update file based on comment
* update file based on comment
* update file based on comment
* update git command in header
* update files based on comments, and update git command in header
* update file based on comment
* update file based on comment
* update file based on comment
* update file based on comment
* update file based on comment
* update file based on comment
* update file based on comment
* update file based on comment
Co-Authored-By: shela <shelaf@users.noreply.github.com>
Co-Authored-By: Takeshi ISHII <2170248+mtei@users.noreply.github.com>
Clean up checks and logics that are unnecessary due to MILC updates.
Use pathlib instead of os.path for readability.
Use the 'pytest' keyboard for the tests.
Add community layout for 'handwired/onekey/pytest' so we can test
community layouts.
Instead of using regexes and globbing to find the rules.mk and keymap.c
files, walk the directory tree to find them.
Also, do away with the concept of revision.
The command now return all keymaps that's buildable for a
keyboard/revision. If the base directory of a keyboard does not contain
a 'rules.mk' file, nothing is returned. If the base directory contains a
'keymaps' directory, those keycaps will be returned for every revision.
* Adding VIA support for 40percentclub/luddite
* Update config.h
* Update rules.mk
* Delete config.h
config.h was created to override the "default" of RGBLED_NUM 8
deleting the file to keep with defaults
* Removing block and comment as suggested
* Update PRODUCT_ID
Changing from:
#define PRODUCT_ID 0x0A0C
To:
#define PRODUCT_ID 0x4C55 // "LU"
* Changing Vendor ID
Changing Vendor ID from:
#define VENDOR_ID 0xFEED
To:
#define VENDOR_ID 0x3430 // "40"
* Use TAPPING_TERM constant (and redefine value to 200ms)
* change TAPPING_TOGGLE to 2 to require two taps to lock in layer 4
* add support for Shift-Command 3/4/5 key combinations that are used in
macOS Catalina
* avoid false positive tap detecion for RMOD3 when the whole sequence of
pressing RMOD3, tapping another key and releasing RMOD3 took less than
TAPPING_TERM milliseconds.
* replace SEND_STRING with tap_code()/tap_code16(), saving ~860 bytes in
compiled firmware size.
* VIA support for Think6.5
* VIA support for Think6.5 Hotswap
* VIA works better with separate layout options
* Remove the colours used to help develop it in KLE
* Pay better attention to the JSON linter
* Update Think6.5 PRODUCT and remove VIA JSON defs
* Fix out of bound OLED font access
The default font is 1344 bytes, or a total of 224 glyphs (each 6-bytes wide).
OLED_FONT_END defaults to 224, which if used will then index off the end of
the font array. So either the documentation or code is wrong.
Instead of figuring out the rewording of the documentation, just change
the OLED_FONT_END default value to 223, to match the documentation and code.
* Add static assert to check array size
Build bomb if the font array size doesn't match to the defines.
* VIA Support for the Idobo (ID75)
* Implemented the requested PR changes
* Readme was pointing to the wrong board
* Fixed Product ID
* Fixed Manufacturer name
* Better Vendor ID
Using the two 8-bit ASCII values from the keyboard name.
* Removed Bootmagic Lite as enabled anyway by VIA
* update zh-cn translate
Timestamp was added at the end of the document, it can help me manage version easier.
* fix _summary.md to utf-8
* fix _summary.md with vscode
* initial commit of VIA Support
* update PRODUCT (and MANUFACTURER) per VIA docs
Reference: https://caniusevia.com/docs/configuring_qmk#change-product
Updated MANUFACTURER so it matches what the PRODUCT says.
* enable Link Time Optimization per mechmerlin
* revert change to USB Product Name
* add two empty layers to via keymap
VIA keymaps need four layers in flash.
* correct the layer indexes
Start from 0, not 1.
* Drop in old files
* Make a blank template keyboard to refresh ancient files to latest config
* Update keymaps files to new format
* Remove chunks of config asked for removal in previous pullreqs
* Remove split pin option from config
* Update rules.mk to latest version
* Remove unused functions from polaris.c
* Add via keymap
* Build basic tsangan keymap; add QMK configurator info
* Remove temporary template
* Update keyboards/ai03/polaris/config.h
* Update keyboards/ai03/polaris/readme.md
* Update keyboards/ai03/polaris/readme.md
* Update keyboards/ai03/polaris/readme.md
* Update rules.mk
* Fixes as per pullreq
* Update keyboards/ai03/polaris/keymaps/default_ansi_tsangan/keymap.c
* Update keyboards/ai03/polaris/polaris.h
* Update keyboards/ai03/polaris/keymaps/default_ansi_tsangan/keymap.c
* Update keyboards/ai03/polaris/info.json
* Update keyboards/ai03/polaris/keymaps/testing/readme.md
* Compile error if ONESHOT_TIMEOUT defined but oneshot disabled
When ONESHOT_TIMEOUT and NO_ACTION_ONESHOT are both defined, this code
fails to compile.
Wrap the one usage of ONESHOT_TIMEOUT that is inconsistent with the
rest so all usages are properly wrapped by a check of NO_ACTION_ONESHOT.
* Run file through clang-format
Co-authored-by: Ted M Lin <tedmlin@gmail.com>
* refactor keymaps
Create one keymap for each layout macro.
* remove config.h for default keymap
There's nothing in it.
* update readme
- use the new list format
- use a smaller version of the keyboard photo (does the readme really need a 14MP image on it?)
* correct indicator light states.
function of indicator lights was inverted. these changes correct that.
* flesh out keymaps pre production
* Enable extrakey in rules
* Prime_BLE initial commit
* Initial commit for Prime_L V2
* Update info.json
correct key spacing.
* update copyright
* Update readme.md
* Inital commit
* updates before PR into QMK master
* Drop Prime_EXL Plus from PR. Make requested changes to Prime_L V2
* Rename keyboards/primekb/Prime_l_v2/config.h to keyboards/primekb/prime_l_v2/config.h
* Rename keyboards/primekb/prime_l_v2/config.h to keyboards/primekb/Prime_l_v2/config.h
* remove directory Prime_l_v2
* re-submit with proper folder name.
* houndstooth
* Amended with collaborator suggestions
* LAYOUT fixup, left crud in keymap
* Fix missing comma in keymap.c
* Correct RGBLIGHT_ENABLE to no
Co-authored-by: ridingqwerty <george.g.koenig@gmail.com>
* YMDK NP21: matrix and keymap refactor
- refactored layout macros
- LAYOUT_ortho_6x4 orients the keyboard with the USB port to the back instead of to the right
- LAYOUT uses the previous sideways orientation (included for backwards compatibility)
- removed redundant includes from ymdk_np21.h
- added a readme for the default keymap
* add Configurator layout support
* Option to use function for KEYCODE2 routines.
Convert the KEYCODE2SYSTEM and KEYCODE2CONSUMER macros to functions,
defaulting to using the macros. The function form allows the compiler
to optimize the switch statement itself, over the macro nested
ternaries.
To enable this feature, #define USE_KEYCODE2_FUNCTION.
Testing against a random selection of avr-based keyboards, this
increased available flash by ~500 bytes. For arm-based keyboards,
the available flash increased by ~400 bytes.
* Replace macro with function entirely.
As zvecr states, go bold and just commit to using the function instead
of the macro.
* Reformat whitespace now that functional review is done
Verified against clang-format output.
* fix layout macro and update keymaps
K2D switch position is actually physically on the top row, as the right half of a split Backspace.
* add QMK Configurator layout support
* Adding my keymap
Adding a personalized keymap to the Raine keyboard. This diffirentiates itself by being useble with nordic characters even when the bottom row has blockers. Also added ASCII art to help visualize what you are doing when programming the board.
* Update Readme.md
Ned image of the board
* Update Readme.md
Forgot a space in Readme
* Update Readme.md
And another missed space
* Update keymap.c
Renoved Definetion that is not used
* Update Readme.md
* Remove files for renaming
* Adding files after renaming
Was unable to get Girthub to push renamed files/folders. Therefore removeing and adding them again.
* add the via keymap
* get an appropriate unused VID
* fix formatting up a bit
* Update keyboards/kbdfans/kbd67/mkiirgb/v1/config.h
* Update keyboards/kbdfans/kbd67/mkiirgb/v2/config.h
* new alternative controller.
* following suggestions at qmk's 8059.
* forgot to replace some underscores and keycodes.
* following drashna's suggestions at qmk's 8059.
* following zvecr's suggestion in qmk's 8059.
* following noroadsleft's suggestion at qmk's 8059.
* [keymap(kyria)] moved OLED & encoder implementation to separate classes
* [feat] created logic to cycle through hue wheel when starting keyboard
* [feat] created logic to cycle through hue wheel and return to user's default color
* [refactor] updating OLED layout for crkbd & lily58
* [refactor] updating OLED layout for crkbd & lily58
* [fix(8070)] updating encoder.c logic based off drashna's code review
* [refactor(8070)] added key to send + Shift + M
* Dedupe extrakey report struct, and send functions in V-USB & LUFA
* Doc comment for consistency
* Wrap it in ifdef to prevent unused function error
* Do the same for ATSAM
* disable Console to save firmware space
* rules.mk templating
Add comments regarding the rules, to more closely match the ps2avrgb template.
* update info.json
This board has a quite interesting take on the standard TKL; why not show it off?
* update the vendor id for 1upkeyboards 1up60hte
* add the via keymap and rules file
* fix typo
* move the LTO to the keyboard's rules.mk
* Update keyboards/1upkeyboards/1up60hte/config.h
* Created the yoryer layout for the Quefrency 65%
* added rgb control layer
* Required changes to resolve PR #7947 issues
* - Updated the layer list as an enum
- Removed .gitignore file from keymap folder
* Removed the .gitignore from keymap folder
* Begin work on spfs, migrating ancient config
* QMK breaks if there's a dash in the board name
* Update info.json
* Make indicator LEDs work
* Build a readme
* Change title to match official GB thread name
* Add an ANSI WKL layout for simplicity
* Adjustments as per pullreq recommendations
* Remove unused functions from other keymap
* Add backlight custom driver to all boards not declaring it but overriding backlight
* Apply suggestions from code review
Co-Authored-By: fauxpark <fauxpark@gmail.com>
* Apply suggestions from code review
Co-Authored-By: fauxpark <fauxpark@gmail.com>
* Remove old tmk references from show_options.mk
Co-authored-by: fauxpark <fauxpark@gmail.com>
* Add initial configuration and keymaps for Yatara Drink Me.
* Apply suggestions from code review
* Apply suggestions from code review
* Add transparent layers in VIA layout so there are four layers in total. Amend closing bracket indentation in keymap.c files.
* Add the Whitefox vanilla layout
Initial commit for whitefox vanilla keymap
Fix the mapped layout to match vanilla
Cleanup vanilla default
Rework the info file
Remove vanilla keymap as we don't really need this
* adds to theDora readme for more explicit directions on flashing,
with links and how to enter bootloader mode.
* fmt
* Corrects language of steps for loading firmware
* Update keyboards/ckeys/thedora/readme.md
* Add German programming layout for Lets Split
* Update copyright in config.h
* Add Hash-Symbol to keymap
* Change to fit suggestions in PR
* Changes as requested, but broken.
* Fix layer switching issue
* Add Quefrency Rev. 2
* Add encoder support
* Add RGB LED mapping info
* Add diode direction
* Revert removal of default folder for CI purposes
* Remove unneeded lines
* Rename ISO layout macros
* add VIA support for 1up60hse
* choose a vendor and product id that is not taken
* add mousekey_enable set to no as per Wilba's recommendation
* Update keyboards/1upkeyboards/1up60hse/keymaps/via/readme.md
* Update keyboards/1upkeyboards/1up60hse/keymaps/via/readme.md
* add a fourth layer
* might as well remove the config file as we are not including the one thing that was in it
* Fix Pulse4k info.json LAYOUT name
* Add missing functions to fix configurator
Add empty encoder functions to the keyboard code, as the configurator doesn't see the keymap defined functions at first.
To be able to override these functions, they are marked as 'weak'.
* Rework encoder functions another time
Default implementation is now provided as part of the keyboard, but they can still be overriden within the keymap (template is commented out by default)
* Reworked for VIA support
Reworked for VIA support and tidying up of older code.
* Fixed naming issues, and prepared for VIA compat
Via compat added
* Improve layouts, tidy code, via keymap
Added support for VIA and cleaned up some code and layouts.
* Implimented suggestions by MechMerlin
* Fix capitalisation
Mistake raised by Drashna now fixed.
* Tidy comments as requested by noroadsleft
* Tidy comments as requested by fauxpark
* feat(build): added script for compiling with docker easily
* chore: bring my own build with docker to master
* feat: merge ergodox ez into latest maste
* chore: remove my build with docker file
* chore: remove my changes to process_leader
* feat: more modular user danielo515
* Apply suggestions from @ridingqwerty
Co-Authored-By: ridingqwerty <george.g.koenig@gmail.com>
* chore: more suggestions implemented
* chore: add my basic details
* Apply suggestions from @drashna
Co-Authored-By: Drashna Jaelre <drashna@live.com>
* fix: more @drashna fixes
* feat: @fauxpark optimization
* fix: some more @drashna improvements
Co-Authored-By: Drashna Jaelre <drashna@live.com>
* chore: small improvement on layout
* fix: some more @drashna improvements
* chore: remove some F dance
Co-authored-by: ridingqwerty <george.g.koenig@gmail.com>
Co-authored-by: Drashna Jaelre <drashna@live.com>
* Ensure setPinInput actually sets input high-z
* Fixed _PIN_ADDRESS Macro arguments
as recommended by vomindoraan
* Fixed instances of setInput to use new behavour
* Changed kmac matrix to use input with pullups
* Update keyboards/gh60/revc/revc.h
Co-Authored-By: fauxpark <fauxpark@gmail.com>
* Fixed input state for unselect_rows
* fixed merge conflict
* Updated all instances of older uses of setPinInput()
* Fixed naming mistake
Co-authored-by: fauxpark <fauxpark@gmail.com>
* Add VIA support to mxss and general cleanup
* Add support for RGB test for FLEDs
* Add LAYOUT_all to allow for more configuration
* Remove blank layers
* Updated readme
* Improve use of EEPROM
* Credit where its due
* Use the latest iteration of rgblight code
* Keep the RGB timer running if the front LED is in RGB mode
* Fix RGB breathing animation
* Better supported RGB animation
Only thing not working is alternating, but that's not too important
* Abstract front LED handlers from main kb code
* Add support for indicator LED color changing
* Remove debug statement
* Persist indicator LED colors
* Mark custom sections in rgblight.c
* Light commenting
* Fix up keymaps
* Add/update comments
* Remove bloat from default hex
* Tidy a stray tab
* Out with the old, in with the new
* Out with the old, in with the new
* Add LAYER_STATE_8BIT for VIA keymap
* Added KidBrazil custom keymap for CRKBD
-Custom Font
-Custom OLED output
* Added missing readme
* Oled Timeout Update for KidBrazil Keymap (#1)
* Setup Oled timeout based on simple timer
* Cleaned up comments and added timeout for LEDs
* Fixed some small errors
* Updated oled timout with matrix scan
* Updated oled timout with matrix scan
* Update withou eeprom
* Update timer code
* Use process user instead of keymap
* Added ifdef to protect oledtimer
* Updated with half timeout state for logo
* Removed middle tier timer
* Final cleanup of unused files
* Updated code as per suggestions & requests
* Second round of revisions
* Updated keymap to better handle LED timeout
- Added boolean to hold LED state
- Added init function to set rgb to known state
- Modified RGB_TOG to work with noeeprom commands
* Finished adding the timeout for OLED and testing on CRKBD
* Updated documentation
* fixed the timeout logic so it works as intended
* Added initial limits to color settings
* Added layer reset as part of the iddle timeout process
* Split Keymap into more manageable files
* Finalizing RGB Layer status on CRKBD
- Refactored OLED timeout to deal only with oled
- If user remains iddle on game layer for too long it will switch to
default
- LED / OLED iddle working
- Minor changes to _SYM layer
- Removed some rgb controls from keyboard due to layer dependent RGB
colors
* Update keyboards/crkbd/keymaps/kidbrazil/keymap.c
Used suggestion from Drashna to replace EEPROM_RESET with shorter version.
Co-Authored-By: Drashna Jaelre <drashna@live.com>
* Update keyboards/crkbd/keymaps/kidbrazil/keymap.c
Co-Authored-By: Drashna Jaelre <drashna@live.com>
* Implemented drashna's comment
Co-authored-by: Drashna Jaelre <drashna@live.com>
- uprintf -> dprintf
- Fix atsam "vendor" eeprom.
- Bump Kinetis K20x to 64 bytes, too.
- Rollback Kinetis to 32 bytes as partitioning can only be done once. Add warning about changing the value.
- Change RAM-backed "fake" EEPROM implementations to match eeconfig's current usage.
- Add 24LC128 by request.
* fix audio enable repetition
* remove RGB LED support as this board has no RGB LB LEDs
* use pragma once
* this board has no backlight support
* enable COMMAND_ENABLE
* comment cleanups
* setting bootmagic to lite as the first board thathat has this PCB has a solid bottom. If someone forgets to put in a RESET key on their keymap, they are not going to have fun resetting the board
* Update keyboards/clueboard/66/rev4/rules.mk
Co-Authored-By: fauxpark <fauxpark@gmail.com>
* Update keyboards/clueboard/66/rev4/rules.mk
Co-Authored-By: fauxpark <fauxpark@gmail.com>
* Update keyboards/clueboard/66/rev4/rules.mk
Co-Authored-By: fauxpark <fauxpark@gmail.com>
* Update keyboards/clueboard/66/rev4/rules.mk
Co-Authored-By: fauxpark <fauxpark@gmail.com>
* convert the palset and palclear routines to setpinoutput and writepinlow
* remove scankb
* restore original guards instead of pragma once
Co-authored-by: fauxpark <fauxpark@gmail.com>
Four times a year QMK runs a process for merging Breaking Changes. A Breaking Change is any change which modifies how QMK behaves in a way that is incompatible or potentially dangerous. We limit these changes to 4 times per year so that users can have confidence that updating their QMK tree will not break their keymaps.
## Update ChibiOS/ChibiOS-Contrib/uGFX submodules
* General Notes
* A `make git-submodule` may be required after pulling the latest QMK firmware code to update affected submodules to the upgraded revisions
* Enabling link-time-optimization (`LINK_TIME_OPTIMIZATION_ENABLE = yes`) should work on a lot more boards
* Upgrade to ChibiOS ver19.1.3
* This will allow QMK to update to upstream ChibiOS a lot easier -- the old version was ~2 years out of date. Automated update scripts have been made available to simplify future upgrades.
* Includes improved MCU support and bugfixes
* ChibiOS revision is now included in Command output
* Timers should now be more accurate
* Upgrade to newer ChibiOS-Contrib
* Also includes improved MCU support and bugfixes
* ChibiOS-Contrib revision is now included in Command output
* Upgrade to newer uGFX
* Required in order to support updated ChibiOS
## Fix ChibiOS timer overflow for 16-bit SysTick devices
* On 16-bit SysTick devices, the timer subsystem in QMK was incorrectly dealing with overflow.
* When running at a 100000 SysTick frequency (possible on 16-bit devices, but uncommon), this overflow would occur after 0.65 seconds.
* Timers are now correctly handling this overflow case and timing should now be correct on ChibiOS/ARM.
## Update LUFA submodule
* Updates the LUFA submodule to include updates from upstream (abcminiuser/lufa)
* Includes some cleanup for QMK DFU generation
## Encoder flip
* Flips the encoder direction so that `clockwise == true` is for actually turning the knob clockwise
* Adds `ENCODER_DIRECTION_FLIP` define, so that reversing the expected dirction is simple for users.
* Cleans up documentation page for encoders
## Adding support for `BACKLIGHT_ON_STATE` for hardware PWM backlight
* Previously, the define only affected software PWM, and hardware PWM always assumed an N-channel MOSFET.
* The hardware PWM backlight setup has been updated to respect this option.
* The default "on" state has been changed to `1` - **this impacts all keyboards using software PWM backlight that do not define it explicitly**. If your keyboard's backlight is acting strange, it may have a P-channel MOSFET, and will need to have `#define BACKLIGHT_ON_STATE 0` added to the keyboard-level `config.h`. Please see the PR for more detailed information.
## Migrating `ACTION_LAYER_TAP_KEY()` entries in `fn_actions` to `LT()` keycodes
*`fn_actions` is deprecated, and its functionality has been superseded by direct keycodes and `process_record_user()`
* The end result of removing this obsolete feature should result in a decent reduction in firmware size and code complexity
* All keymaps affected are recommended to switch away from `fn_actions` in favour of the [custom keycode](https://docs.qmk.fm/#/custom_quantum_functions) and [macro](https://docs.qmk.fm/#/feature_macros) features
## Moving backlight keycode handling to `process_keycode/`
* This refactors the backlight keycode logic to be clearer and more modular.
* All backlight-related keycodes are now actioned in a single file.
* The `ACTION_BACKLIGHT_*` macros have also been deleted. If you are still using these in a `fn_actions[]` block, please switch to using the backlight keycodes or functions directly.
## Refactor Planck keymaps to use Layout Macros
* Refactor Planck keymaps to use layout macros instead of raw matrix assignments
* Makes keymaps revision-agnostic
* Should reduce noise and errors in Travis CI logs
## GON NerD codebase refactor
* Splits the codebase for GON NerD 60 and NerdD TKL PCBs into two separate directories.
* If your keymap is for a NerD 60 PCB, your `make` command is now `make gon/nerd60:<keymap>`.
* If your keymap is for a NerD TKL PCB, your `make` command is now `make gon/nerdtkl:<keymap>`.
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.
QMK (*Quantum Mechanical Keyboard*) is an open source community centered around developing computer input devices. The community encompasses all sorts of input devices, such as keyboards, mice, and MIDI devices. A core group of collaborators maintains [QMK Firmware](https://github.com/qmk/qmk_firmware), [QMK Configurator](https://config.qmk.fm), [QMK Toolbox](https://github.com/qmk/qmk_toolbox), [qmk.fm](https://qmk.fm), and this documentation with the help of community members like you.
## How to Get It
## Get Started
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.
Totally new to QMK? There are two ways to get started:
Otherwise, you can clone it directly with `git clone https://github.com/qmk/qmk_firmware`. Do not download the zip or tar files; a git repository is required to download the submodules in order to compile.
* Just select your keyboard from the dropdown and program your keyboard.
* We have an [introductory video](https://www.youtube.com/watch?v=-imgglzDMdY) you can watch.
* There is also an overview [document you can read](newbs_building_firmware_configurator.md).
* Advanced: [Use The Source](newbs.md)
* More powerful, but harder to use
## How to Compile
## Make It Yours
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:
QMK has lots of [features](features.md) to explore, and a good deal of reference documentation to dig through. Most features are taken advantage of by modifying your [keymap](keymap.md), and changing the [keycodes](keycodes.md).
make planck/rev4:default
## Need help?
This would build the `rev4` revision of the `planck` with the `default` keymap. Not all keyboards have revisions (also called subprojects or folders), in which case, it can be omitted:
Check out the [support page](support.md) to see how you can get help using QMK.
make preonic:default
## Give Back
## How to Customize
There are a lot of ways you can contribute to the QMK Community. The easiest way to get started is to use it and spread the word to your friends.
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).
* Help people out on our forums and chat rooms:
* [/r/olkb](https://www.reddit.com/r/olkb/)
* [Discord Server](https://discord.gg/Uq7gcHh)
* Contribute to our documentation by clicking "Edit This Page" at the bottom
* [Translate our documentation into your language](translating.md)
* [Report a bug](https://github.com/qmk/qmk_firmware/issues/new/choose)
QMK can leverage the Analog-to-Digital Converter (ADC) on supported MCUs to measure voltages on certain pins. This can be useful for implementing things such as battery level indicators for Bluetooth keyboards, or volume controls using a potentiometer, as opposed to a [rotary encoder](feature_encoders.md).
This driver is currently AVR-only. The values returned are 10-bit integers (0-1023) mapped between 0V and VCC (usually 5V or 3.3V).
This driver currently supports both AVR and a limited selection of ARM devices. The values returned are 10-bit integers (0-1023) mapped between 0V and VCC (usually 5V or 3.3V for AVR, 3.3V only for ARM), however on ARM there is more flexibility in control of operation through `#define`s if you need more precision.
## Usage
@@ -20,6 +20,8 @@ Then place this include at the top of your code:
@@ -39,8 +41,84 @@ Then place this include at the top of your code:
<sup>\* The ATmega328P possesses two extra ADC channels; however, they are not present on the DIP pinout, and are not shared with GPIO pins. You can use `adc_read()` directly to gain access to these.</sup>
### ARM
Note that some of these pins are doubled-up on ADCs with the same channel. This is because the pins can be used for either ADC.
Also note that the F0 and F3 use different numbering schemes. The F0 has a single ADC and the channels are 0-based, whereas the F3 has 4 ADCs and the channels are 1 based. This is because the F0 uses the `ADCv1` implementation of the ADC, whereas the F3 uses the `ADCv3` implementation.
|`analogReference(mode)` |Sets the analog voltage reference source. Must be one of `ADC_REF_EXTERNAL`, `ADC_REF_POWER` or `ADC_REF_INTERNAL`.|
@@ -48,3 +126,28 @@ Then place this include at the top of your code:
|`analogReadPin(pin)` |Reads the value from the specified QMK pin, eg. `F6` for ADC6 on the ATmega32U4. |
|`pinToMux(pin)` |Translates a given QMK pin to a mux value. If an unsupported pin is given, returns the mux value for "0V (GND)". |
|`adc_read(mux)` |Reads the value from the ADC according to the specified mux. See your MCU's datasheet for more information. |
### ARM
Note that care was taken to match all of the functions used for AVR devices, however complications in the ARM platform prevent that from always being possible. For example, the `STM32` chips do not have assigned Arduino pins. We could use the default pin numbers, but those numbers change based on the package type of the device. For this reason, please specify your target pins with their identifiers (`A0`, `F3`, etc.). Also note that there are some variants of functions that accept the target ADC for the pin. Some pins can be used for multiple ADCs, and this specified can help you pick which ADC will be used to interact with that pin.
|`analogReadPin(pin)` |Reads the value from the specified QMK pin, eg. `A0` for channel 0 on the STM32F0 and ADC1 channel 1 on the STM32F3. Note that if a pin can be used for multiple ADCs, it will pick the lower numbered ADC for this function. eg. `C0` will be channel 6 of ADC 1 when it could be used for ADC 2 as well.|
|`analogReadPinAdc(pin, adc)`|Reads the value from the specified QMK pin and ADC, eg. `C0, 1` will read from channel 6, ADC 2 instead of ADC 1. Note that the ADCs are 0-indexed for this function.|
|`pinToMux(pin)` |Translates a given QMK pin to a channel and ADC combination. If an unsupported pin is given, returns the mux value for "0V (GND)".|
|`adc_read(mux)` |Reads the value from the ADC according to the specified pin and adc combination. See your MCU's datasheet for more information.|
## Configuration
## ARM
The ARM implementation of the ADC has a few additional options that you can override in your own keyboards and keymaps to change how it operates.
|ADC_CIRCULAR_BUFFER|`bool`|`false` |If `TRUE`, then the implementation will use a circular buffer.|
|ADC_NUM_CHANNELS |`int` |`1` |Sets the number of channels that will be scanned as part of an ADC operation. The current implementation only supports `1`.|
|ADC_BUFFER_DEPTH |`int` |`2` |Sets the depth of each result. Since we are only getting a 12-bit result by default, we set this to `2` bytes so we can contain our one value. This could be set to 1 if you opt for a 8-bit or lower result.|
|ADC_SAMPLING_RATE |`int` |`ADC_SMPR_SMP_1P5` |Sets the sampling rate of the ADC. By default, it is set to the fastest setting. Please consult the corresponding `hal_adc_lld.h` in ChibiOS for your specific microcontroller for further documentation on your available options.|
|ADC_RESOLUTION |`int` |`ADC_CFGR1_RES_12BIT`|The resolution of your result. We choose 12 bit by default, but you can opt for 12, 10, 8, or 6 bit. Please consult the corresponding `hal_adc_lld.h` in ChibiOS for your specific microcontroller for further documentation on your available options.|
This page attempts to introduce developers to the QMK Compiler. It does not go into nitty gritty details- for that you should read code. What this will give you is a framework to hang your understanding on as you read the code.
# Overview
The QMK Compile API consists of a few movings parts:
API Clients interact exclusively with the API service. This is where they submit jobs, check status, and download results. The API service inserts compile jobs into [Redis Queue](https://python-rq.org) and checks both RQ and S3 for the results of those jobs.
Workers fetch new compile jobs from RQ, compile them, and then upload the source and the binary to an S3 compatible storage engine.
# Workers
QMK Compiler Workers are responsible for doing the actual building. When a worker pulls a job from RQ it does several things to complete that job:
* Make a fresh qmk_firmware checkout
* Use the supplied layers and keyboard metadata to build a `keymap.c`
* Build the firmware
* Zip a copy of the source
* Upload the firmware, source zip, and a metadata file to S3.
* Report the status of the job to RQ
# API Service
The API service is a relatively simple Flask application. There are a few main views you should understand.
## @app.route('/v1/compile', methods=['POST'])
This is the main entrypoint for the API. A client's interaction starts here. The client POST's a JSON document describing their keyboard, and the API does some (very) basic validation of that JSON before submitting the compile job.
This is the most frequently called endpoint. It pulls the job details from redis, if they're still available, or the cached job details on S3 if they're not.
This page describes using the QMK API. If you are an application developer you can use this API to compile firmware for any [QMK](https://qmk.fm) Keyboard.
## Overview
This service is an asynchronous API for compiling custom keymaps. You POST some JSON to the API, periodically check the status, and when your firmware has finished compiling you can download the resulting firmware and (if desired) source code for that firmware.
As you can see the payload describes all aspects of a keyboard necessary to create and generate a firmware. Each layer is a single list of QMK keycodes the same length as the keyboard's `LAYOUT` macro. If a keyboard supports mulitple `LAYOUT` macros you can specify which macro to use.
## Submitting a Compile Job
To compile your keymap into a firmware simply POST your JSON to the `/v1/compile` endpoint. In the following example we've placed the JSON payload into a file named `json_data`.
The QMK API provides an asynchronous API that Web and GUI tools can use to compile arbitrary keymaps for any keyboard supported by [QMK](http://qmk.fm/). The stock keymap template supports all QMK keycodes that do not require supporting C code. Keyboard maintainers can supply their own custom templates to enable more functionality.
## App Developers
If you are an app developer interested in using this API in your application you should head over to [Using The API](api_docs.md).
## Keyboard Maintainers
If you would like to enhance your keyboard's support in the QMK Compiler API head over to the [Keyboard Support](reference_configurator_support.md) section.
## Backend Developers
If you are interested in working on the API itself you should start by setting up a [Development Environment](api_development_environment.md), then check out [Hacking On The API](api_development_overview.md).
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 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!
A QMK member may have replied to your pull request stating that your submission is a breaking change. In their judgment, the changes you have proposed have greater implications for either QMK, or its users.
Some things that may cause a pull request to be flagged are:
- **Edits to User Keymaps**
A user may submit their keymap to QMK, then some time later open a pull request with further updates, only to find it can't be merged because it was edited in the `qmk/qmk_firmware` repository. As not all users are proficient at using Git or GitHub, the user may find themself unable to fix the issue on their own.
- **Changes to Expected Behavior**
Changes to QMK behavior may cause users to believe their hardware or QMK is broken if they flash new firmware that incorporates changes to existing QMK features, and find themselves without a means to restore the desired behavior.
- **Changes Requiring User Action**
Changes may also require action to be taken by users, such as updating a toolchain or taking some action in Git.
- **Changes Necessitating Increased Scrutiny**
On occasion, a submission may have implications for QMK as a project. This could be copyright/licensing issues, coding conventions, large feature overhauls, "high-risk" changes that need wider testing by our community, or something else entirely.
- **Changes Requiring Communication to End Users**
This includes warnings about future deprecations, outdated practices, and anything else that needs to be communicated but doesn't fit into one of the above categories.
## What Do I Do?
If it is determined that your submission is a breaking change, there are a few things you can do to smooth the process:
### Consider Splitting Up Your PR
If you are contributing core code, and the only reason it needs to go through breaking changes is that you are updating keymaps to match your change, consider whether you can submit your feature in a way that the old keymaps continue to work. Then submit a separate PR that goes through the breaking changes process to remove the old code.
### Contribute a ChangeLog Entry
We require submissions that go through the Breaking Change process to include a changelog entry. The entry should be a short summary of the changes your pull request makes – [each section here started as a changelog](ChangeLog/20190830.md "n.b. This should link to the 2019 Aug 30 Breaking Changes doc - @noroadsleft").
Your changelog should be located at `docs/ChangeLog/YYYYMMDD/PR####.md`, where `YYYYMMDD` is the date on which QMK's breaking change branch – usually named `future`– will be merged into the `master` branch, and `####` is the number of your pull request.
If your submission requires action on the part of users, your changelog should instruct users what action(s) must be taken, or link to a location that does so.
### Document Your Changes
Understanding the purpose for your submission, and possible implications or actions it will require can make the review process more straightforward. A changelog may suffice for this purpose, but more extensive changes may require a level of detail that is ill-suited for a changelog.
Commenting on your pull request and being responsive to questions, comments, and change requests is much appreciated.
### Ask for Help
Having your submission flagged may have caught you off guard. If you find yourself intimidated or overwhelmed, let us know. Comment on your pull request, or [reach out to the QMK team on Discord](https://discord.gg/Uq7gcHh).
This page describes how to setup and use the QMK CLI.
# Overview
## Overview :id=overview
The QMK CLI makes building and working with QMK keyboards easier. We have provided a number of commands to simplify and streamline tasks such as obtaining and compiling the QMK firmware, creating keymaps, and more.
* [Global CLI](#global-cli)
* [Local CLI](#local-cli)
* [CLI Commands](#cli-commands)
### Requirements :id=requirements
# Requirements
QMK requires Python 3.6 or greater. We try to keep the number of requirements small but you will also need to install the packages listed in [`requirements.txt`](https://github.com/qmk/qmk_firmware/blob/master/requirements.txt). These are installed automatically when you install the QMK CLI.
The CLI requires Python 3.5 or greater. We try to keep the number of requirements small but you will also need to install the packages listed in [`requirements.txt`](https://github.com/qmk/qmk_firmware/blob/master/requirements.txt).
# Global CLI
QMK provides an installable CLI that can be used to setup your QMK build environment, work with QMK, and which makes working with multiple copies of `qmk_firmware` easier. We recommend installing and updating this periodically.
## Install Using Homebrew (macOS, some Linux)
### Install Using Homebrew (macOS, some Linux) :id=install-using-homebrew
If you have installed [Homebrew](https://brew.sh) you can tap and install QMK:
```
brew tap qmk/qmk
brew install qmk
brew install qmk/qmk/qmk
export QMK_HOME='~/qmk_firmware' # Optional, set the location for `qmk_firmware`
qmk setup # This will clone `qmk/qmk_firmware` and optionally set up your build environment
```
## Install Using easy_installorpip
### Install Using pip :id=install-using-easy_install-or-pip
If your system is not listed above you can install QMK manually. First ensure that you have python 3.5 (or later) installed and have installed pip. Then install QMK with this command:
If your system is not listed above you can install QMK manually. First ensure that you have Python 3.6 (or later) installed and have installed pip. Then install QMK with this command:
```
pip3 install qmk
python3 -m pip install qmk
export QMK_HOME='~/qmk_firmware' # Optional, set the location for `qmk_firmware`
qmk setup # This will clone `qmk/qmk_firmware` and optionally set up your build environment
```
## Packaging For Other Operating Systems
### Packaging For Other Operating Systems :id=packaging-for-other-operating-systems
We are looking for people to create and maintain a `qmk` package for more operating systems. If you would like to create a package for your OS please follow these guidelines:
@@ -47,176 +36,3 @@ We are looking for people to create and maintain a `qmk` package for more operat
* Document why in a comment when you do deviate
* Install using a virtualenv
* Instruct the user to set the environment variable `QMK_HOME` to have the firmware source checked out somewhere other than `~/qmk_firmware`.
# Local CLI
If you do not want to use the global CLI there is a local CLI bundled with `qmk_firmware`. You can find it in `qmk_firmware/bin/qmk`. You can run the `qmk` command from any directory and it will always operate on that copy of `qmk_firmware`.
**Example**:
```
$ ~/qmk_firmware/bin/qmk hello
Ψ Hello, World!
```
## Local CLI Limitations
There are some limitations to the local CLI compared to the global CLI:
* The local CLI does not support `qmk setup` or `qmk clone`
* The local CLI always operates on the same `qmk_firmware` tree, even if you have multiple repositories cloned.
* The local CLI does not run in a virtualenv, so it's possible that dependencies will conflict
# CLI Commands
## `qmk cformat`
This command formats C code using clang-format. Run it with no arguments to format all core code, or pass filenames on the command line to run it on specific files.
**Usage**:
```
qmk cformat [file1] [file2] [...] [fileN]
```
## `qmk compile`
This command allows you to compile firmware from any directory. You can compile JSON exports from <https://config.qmk.fm> or compile keymaps in the repo.
**Usage for Configurator Exports**:
```
qmk compile <configuratorExport.json>
```
**Usage for Keymaps**:
```
qmk compile -kb <keyboard_name> -km <keymap_name>
```
## `qmk flash`
This command is similar to `qmk compile`, but can also target a bootloader. The bootloader is optional, and is set to `:flash` by default.
To specify a different bootloader, use `-bl <bootloader>`. Visit <https://docs.qmk.fm/#/flashing>
This command starts a local HTTP server which you can use for browsing or improving the docs. Default port is 8936.
**Usage**:
```
qmk docs [-p PORT]
```
## `qmk doctor`
This command examines your environment and alerts you to potential build or flash problems.
**Usage**:
```
qmk doctor
```
## `qmk json-keymap`
Creates a keymap.c from a QMK Configurator export.
**Usage**:
```
qmk json-keymap [-o OUTPUT] filename
```
## `qmk kle2json`
This command allows you to convert from raw KLE data to QMK Configurator JSON. It accepts either an absolute file path, or a file name in the current directory. By default it will not overwrite `info.json` if it is already present. Use the `-f` or `--force` flag to overwrite.
**Usage**:
```
qmk kle2json [-f] <filename>
```
**Examples**:
```
$ qmk kle2json kle.txt
☒ File info.json already exists, use -f or --force to overwrite.
```
```
$ qmk kle2json -f kle.txt -f
Ψ Wrote out to info.json
```
## `qmk list-keyboards`
This command lists all the keyboards currently defined in `qmk_firmware`
**Usage**:
```
qmk list-keyboards
```
## `qmk new-keymap`
This command creates a new keymap based on a keyboard's existing default keymap.
**Usage**:
```
qmk new-keymap [-kb KEYBOARD] [-km KEYMAP]
```
## `qmk pyformat`
This command formats python code in `qmk_firmware`.
**Usage**:
```
qmk pyformat
```
## `qmk pytest`
This command runs the python test suite. If you make changes to python code you should ensure this runs successfully.
This command allows you to compile firmware from any directory. You can compile JSON exports from <https://config.qmk.fm>, compile keymaps in the repo, or compile the keyboard in the current working directory.
**Usage for Configurator Exports**:
```
qmk compile <configuratorExport.json>
```
**Usage for Keymaps**:
```
qmk compile -kb <keyboard_name> -km <keymap_name>
```
**Usage in Keyboard Directory**:
Must be in keyboard directory with a default keymap, or in keymap directory for keyboard, or supply one with `--keymap <keymap_name>`
```
qmk compile
```
**Usage for building all keyboards that support a specific keymap**:
```
qmk compile -kb all -km <keymap_name>
```
**Example**:
```
$ qmk config compile.keymap=default
$ cd ~/qmk_firmware/keyboards/planck/rev6
$ qmk compile
Ψ Compiling keymap with make planck/rev6:default
...
```
or with optional keymap argument
```
$ cd ~/qmk_firmware/keyboards/clueboard/66/rev4
$ qmk compile -km 66_iso
Ψ Compiling keymap with make clueboard/66/rev4:66_iso
...
```
or in keymap directory
```
$ cd ~/qmk_firmware/keyboards/gh60/satan/keymaps/colemak
$ qmk compile
Ψ Compiling keymap with make make gh60/satan:colemak
...
```
**Usage in Layout Directory**:
Must be under `qmk_firmware/layouts/`, and in a keymap folder.
```
qmk compile -kb <keyboard_name>
```
**Example**:
```
$ cd ~/qmk_firmware/layouts/community/60_ansi/mechmerlin-ansi
$ qmk compile -kb dz60
Ψ Compiling keymap with make dz60:mechmerlin-ansi
...
```
## `qmk flash`
This command is similar to `qmk compile`, but can also target a bootloader. The bootloader is optional, and is set to `:flash` by default.
To specify a different bootloader, use `-bl <bootloader>`. Visit the [Flashing Firmware](flashing.md) guide for more details of the available bootloaders.
This command examines your environment and alerts you to potential build or flash problems. It can fix many of them if you want it to.
**Usage**:
```
qmk doctor [-y] [-n]
```
**Examples**:
Check your environment for problems and prompt to fix them:
qmk doctor
Check your environment and automatically fix any problems found:
qmk doctor -y
Check your environment and report problems only:
qmk doctor -n
## `qmk json2c`
Creates a keymap.c from a QMK Configurator export.
**Usage**:
```
qmk json2c [-o OUTPUT] filename
```
## `qmk list-keyboards`
This command lists all the keyboards currently defined in `qmk_firmware`
**Usage**:
```
qmk list-keyboards
```
## `qmk list-keymaps`
This command lists all the keymaps for a specified keyboard (and revision).
**Usage**:
```
qmk list-keymaps -kb planck/ez
```
## `qmk new-keymap`
This command creates a new keymap based on a keyboard's existing default keymap.
**Usage**:
```
qmk new-keymap [-kb KEYBOARD] [-km KEYMAP]
```
---
# Developer Commands
## `qmk cformat`
This command formats C code using clang-format.
Run it with no arguments to format all core code that has been changed. Default checks `origin/master` with `git diff`, branch can be changed using `-b <branch_name>`
Run it with `-a` to format all core code, or pass filenames on the command line to run it on specific files.
**Usage for specified files**:
```
qmk cformat [file1] [file2] [...] [fileN]
```
**Usage for all core files**:
```
qmk cformat -a
```
**Usage for only changed files against origin/master**:
```
qmk cformat
```
**Usage for only changed files against branch_name**:
```
qmk cformat -b branch_name
```
## `qmk docs`
This command starts a local HTTP server which you can use for browsing or improving the docs. Default port is 8936.
**Usage**:
```
qmk docs [-p PORT]
```
## `qmk kle2json`
This command allows you to convert from raw KLE data to QMK Configurator JSON. It accepts either an absolute file path, or a file name in the current directory. By default it will not overwrite `info.json` if it is already present. Use the `-f` or `--force` flag to overwrite.
**Usage**:
```
qmk kle2json [-f] <filename>
```
**Examples**:
```
$ qmk kle2json kle.txt
☒ File info.json already exists, use -f or --force to overwrite.
```
```
$ qmk kle2json -f kle.txt -f
Ψ Wrote out to info.json
```
## `qmk pyformat`
This command formats python code in `qmk_firmware`.
**Usage**:
```
qmk pyformat
```
## `qmk pytest`
This command runs the python test suite. If you make changes to python code you should ensure this runs successfully.
@@ -4,7 +4,7 @@ This document explains how `qmk config` works.
# Introduction
Configuration for QMK CLI is a key/value system. Each key consists of a subcommand and an argument name separated by a period. This allows for a straightforward and direct translation between config keys and the arguments they set.
Configuration for the QMK CLI is a key/value system. Each key consists of a subcommand and an argument name separated by a period. This allows for a straightforward and direct translation between config keys and the arguments they set.
@@ -6,6 +6,18 @@ This document has useful information for developers wishing to write new `qmk` s
The QMK CLI operates using the subcommand pattern made famous by git. The main `qmk` script is simply there to setup the environment and pick the correct entrypoint to run. Each subcommand is a self-contained module with an entrypoint (decorated by `@cli.subcommand()`) that performs some action and returns a shell returncode, or None.
## Developer mode:
If you intend to maintain keyboards and/or contribute to QMK, you can enable the CLI's "Developer" mode:
`qmk config user.developer=True`
This will allow you to see all available subcommands.
**Note:** You will have to install additional requirements:
```bash
python3 -m pip install -r requirements-dev.txt
```
# Subcommands
[MILC](https://github.com/clueboard/milc) is the CLI framework `qmk` uses to handle argument parsing, configuration, logging, and many other features. It lets you focus on writing your tool without wasting your time writing glue code.
@@ -32,7 +44,7 @@ def hello(cli):
First we import the `cli` object from `milc`. This is how we interact with the user and control the script's behavior. We use `@cli.argument()` to define a command line flag, `--name`. This also creates a configuration variable named `hello.name` (and the corresponding `user.name`) which the user can set so they don't have to specify the argument. The `cli.subcommand()` decorator designates this function as a subcommand. The name of the subcommand will be taken from the name of the function.
Once inside our function we find a typical "Hello, World!" program. We use `cli.log` to access the underlying [Logger Object](https://docs.python.org/3.5/library/logging.html#logger-objects), whose behavior is user controllable. We also access the value for name supplied by the user as `cli.config.hello.name`. The value for `cli.config.hello.name` will be determined by looking at the `--name` argument supplied by the user, if not provided it will use the value in the `qmk.ini` config file, and if neither of those is provided it will fall back to the default supplied in the `cli.argument()` decorator.
Once inside our function we find a typical "Hello, World!" program. We use `cli.log` to access the underlying [Logger Object](https://docs.python.org/3.6/library/logging.html#logger-objects), whose behavior is user controllable. We also access the value for name supplied by the user as `cli.config.hello.name`. The value for `cli.config.hello.name` will be determined by looking at the `--name` argument supplied by the user, if not provided it will use the value in the `qmk.ini` config file, and if neither of those is provided it will fall back to the default supplied in the `cli.argument()` decorator.
# User Interaction
@@ -44,13 +56,13 @@ There are two main methods for outputting text in a subcommand- `cli.log` and `c
You can use special tokens to colorize your text, to make it easier to understand the output of your program. See [Colorizing Text](#colorizing-text) below.
Both of these methods support built-in string formatting using python's [printf style string format operations](https://docs.python.org/3.5/library/stdtypes.html#old-string-formatting). You can use tokens such as `%s` and `%d` within your text strings then pass the values as arguments. See our Hello, World program above for an example.
Both of these methods support built-in string formatting using python's [printf style string format operations](https://docs.python.org/3.6/library/stdtypes.html#old-string-formatting). You can use tokens such as `%s` and `%d` within your text strings then pass the values as arguments. See our Hello, World program above for an example.
You should never use the format operator (`%`) directly, always pass values as arguments.
### Logging (`cli.log`)
The `cli.log` object gives you access to a [Logger Object](https://docs.python.org/3.5/library/logging.html#logger-objects). We have configured our log output to show the user a nice emoji for each log level (or the log level name if their terminal does not support unicode.) This way the user can tell at a glance which messages are most important when something goes wrong.
The `cli.log` object gives you access to a [Logger Object](https://docs.python.org/3.6/library/logging.html#logger-objects). We have configured our log output to show the user a nice emoji for each log level (or the log level name if their terminal does not support unicode.) This way the user can tell at a glance which messages are most important when something goes wrong.
The default log level is `INFO`. If the user runs `qmk -v <subcommand>` the default log level will be set to `DEBUG`.
@@ -20,11 +20,11 @@ Most of our style is pretty easy to pick up on, but right now it's not entirely
* 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.
*When deciding how (or if) to indent preprocessor 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 indenting, keep the hash at the start of the line and add whitespace between `#` and `if`, starting with 4 spaces after the `#`.
*You can follow the indention level of the surrounding C code, or preprocessor directives can have their own indentation levels. Choose the style that best communicates the intent of your code.
* disable old-style macro handling using `MACRO()`, `action_get_macro()`_(deprecated)_
*`#define NO_ACTION_FUNCTION`
* disable calling of action_function() from the fn_actions array (deprecated)
* disable old-style function handling using `fn_actions`, `action_function()`_(deprecated)_
## Features That Can Be Enabled
@@ -134,20 +136,22 @@ If you define these options you will enable the associated feature, which may in
* enables handling for per key `TAPPING_TERM` settings
*`#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
* See [Retro Tapping](tap_hold.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
* See [Permissive Hold](tap_hold.md#permissive-hold) for details
*`#define PERMISSIVE_HOLD_PER_KEY`
* enabled handling for per key `PERMISSIVE_HOLD` settings
*`#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
* See [Ignore Mod Tap Interrupt](tap_hold.md#ignore-mod-tap-interrupt) for details
*`#define IGNORE_MOD_TAP_INTERRUPT_PER_KEY`
* enables handling for per key `IGNORE_MOD_TAP_INTERRUPT` settings
*`#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)
* See [Tapping Force Hold](tap_hold.md#tapping-force-hold)
* Breaks any Tap Toggle functionality (`TT` or the One Shot Tap Toggle)
*`#define TAPPING_FORCE_HOLD_PER_KEY`
* enables handling for per key `TAPPING_FORCE_HOLD` settings
@@ -186,6 +190,13 @@ If you define these options you will enable the associated feature, which may in
* pin the DI on the WS2812 is hooked-up to
*`#define RGBLIGHT_ANIMATIONS`
* run RGB animations
*`#define RGBLIGHT_LAYERS`
* Lets you define [lighting layers](feature_rgblight.md?id=lighting-layers) that can be toggled on or off. Great for showing the current keyboard layer or caps lock state.
*`#define RGBLIGHT_MAX_LAYERS`
* Defaults to 8. Can be expanded up to 32 if more [lighting layers](feature_rgblight.md?id=lighting-layers) are needed.
* Note: Increasing the maximum will increase the firmware size and slow sync on split keyboards.
*`#define RGBLIGHT_LAYER_BLINK`
* Adds ability to [blink](feature_rgblight.md?id=lighting-layer-blink) a lighting layer for a specified number of milliseconds (e.g. to acknowledge an action).
*`#define RGBLED_NUM 12`
* number of LEDs
*`#define RGBLIGHT_SPLIT`
@@ -276,9 +287,12 @@ There are a few different ways to set handedness for split keyboards (listed in
* Default behavior for ARM
* Required for AVR Teensy
*`#define SPLIT_USB_TIMEOUT 2500`
*`#define SPLIT_USB_TIMEOUT 2000`
* Maximum timeout when detecting master/slave when using `SPLIT_USB_DETECT`
*`#define SPLIT_USB_TIMEOUT_POLL 10`
* Poll frequency when detecting master/slave when using `SPLIT_USB_DETECT`
# 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.
@@ -308,10 +322,10 @@ This is a [make](https://www.gnu.org/software/make/manual/make.html) file that i
* `LAYOUTS`
* A list of [layouts](feature_layouts.md) this keyboard supports.
* `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 noticeable). 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`
* Enables Link Time Optimization (LTO) when compiling the keyboard. This makes the process take longer, but it can significantly reduce the compiled size (and since the firmware is small, the added time is not noticeable).
However, this will automatically disable the legacy TMK Macros and Functions features, as these break when LTO is enabled. It does this by automatically defining `NO_ACTION_MACRO` and `NO_ACTION_FUNCTION`. (Note: This does not affect QMK [Macros](feature_macros.md) and [Layers](feature_layers.md).)
* `LTO_ENABLE`
* It has the same meaning as LINK_TIME_OPTIMIZATION_ENABLE. You can use `LTO_ENABLE` instead of `LINK_TIME_OPTIMIZATION_ENABLE`.
* Has the same meaning as `LINK_TIME_OPTIMIZATION_ENABLE`. You can use `LTO_ENABLE` instead of `LINK_TIME_OPTIMIZATION_ENABLE`.
## AVR MCU Options
* `MCU = atmega32u4`
@@ -328,7 +342,7 @@ This is a [make](https://www.gnu.org/software/make/manual/make.html) file that i
* `bootloadHID`
* `USBasp`
## Feature Options
## Feature Options :id=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.
This page describes the steps for building your firmware in QMK Configurator.
## Step 1: Select Your Keyboard
Click the drop down box and select the keyboard you want to create a keymap for.
?> If your keyboard has several versions, make sure you select the correct one.
I'll say that again because it's important:
!> **MAKE SURE YOU SELECT THE RIGHT VERSION!**
If your keyboard has been advertised to be powered by QMK but is not in the list, chances are a developer hasn't gotten to it yet or we haven't had a chance to merge it in yet. File an issue at [qmk_firmware](https://github.com/qmk/qmk_firmware/issues) requesting to support that particular keyboard, if there is no active [Pull Request](https://github.com/qmk/qmk_firmware/pulls?q=is%3Aopen+is%3Apr+label%3Akeyboard) for it. There are also QMK powered keyboards that are in their manufacturer's own github accounts. Double check for that as well. <!-- FIXME(skullydazed): This feels too wordy and I'm not sure we want to encourage these kinds of issues. Also, should we prompt them to bug the manufacutrer? -->
## Step 2: Select Your Keyboard Layout
Choose the layout that best represents the keymap you want to create. Some keyboards do not have enough layouts or correct layouts defined yet. They will be supported in the future.
!> Sometimes there isn't a layout that supports your exact build. In that case select `LAYOUT_all`.
## Step 3: Name Your Keymap
Call this keymap what you want.
?> If you are running into issues when compiling, it may be worth changing this name, as it may already exist in the QMK Firmware repo.
## Step 4: Define Your Keymap
Keycode Entry is accomplished in one of 3 ways:
1. Drag and drop
2. Clicking on an empty spot on the layout, then clicking the keycode you desire
3. Clicking on an empty spot on the layout, then pressing the physical key on your keyboard
?> Hover your mouse over a key and a short blurb will tell you what that keycode does. For a more verbose description please see:
!> If your selected layout doesn't match your physical build leave the unused keys blank. If you're not sure which key is in use, for example you have a one backspace key but `LAYOUT_all` has 2 keys, put the same keycode in both locations.
## Step 5: Save Your Keymap for Future Changes
When you're satisfied with your keymap or just want to work on it later, press the `Export Keymap` button. It will save your keymap to your computer. You can then load this .json file in the future by pressing the `Import Keymap` button.
!> **CAUTION:** This is not the same type of .json file used for kbfirmware.com or any other tool. If you try to use this for those tools, or the .json from those tools with QMK Configurator, you will encounter problems.
## Step 6: Compile Your Firmware File
Press the green `Compile` button.
When the compilation is done, you will be able to press the green `Download Firmware` button.
## Next steps: Flashing Your Keyboard
Please refer to [Flashing Firmware](newbs_flashing.md).
If the .json file was generated with QMK Configurator, congratulations you have stumbled upon a bug. File an issue at [qmk_configurator](https://github.com/qmk/qmk_configurator/issues).
If not... how did you miss the big bold message at the top saying not to use other .json files?
## There are extra spaces in my layout? What do I do?
If you're referring to having three spots for space bar, the best course of action is to just fill them all with Space. The same can be done for Backspace and Shift keys.
### Previewing the Documentation :id=previewing-the-documentation
Before opening a pull request, you can preview your changes if you have set up the development environment by running this command from the `qmk_firmware/` folder:
@@ -4,7 +4,7 @@ For a lot of people a custom keyboard is about more than sending button presses
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.
## A Word on Core vs Keyboards vs Keymap
## A Word on Core vs Keyboards vs Keymap :id=a-word-on-core-vs-keyboards-vs-keymap
We have structured QMK as a hierarchy:
@@ -34,7 +34,7 @@ enum my_keycodes {
};
```
## Programming the Behavior of Any Keycode
## Programming the Behavior of Any Keycode :id=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.
Most keymaps have an image depicting the layout. You can use [Keyboard Layout Editor](http://keyboard-layout-editor.com) to create an image. Upload it to [Imgur](http://imgur.com) or another hosting service, please do not include images in your Pull Request.
`EEPROM_DRIVER = vendor` (default) | Uses the on-chip driver provided by the chip manufacturer. For AVR, this is provided by avr-libc. This is supported on ARM for a subset of chips -- STM32F3xx, STM32F1xx, and STM32F072xB will be emulated by writing to flash. STM32L0xx and STM32L1xx will use the onboard dedicated true EEPROM. Other chips will generally act as "transient" below.
`EEPROM_DRIVER = i2c` | Supports writing to I2C-based 24xx EEPROM chips. See the driver section below.
`EEPROM_DRIVER = spi` | Supports writing to SPI-based 25xx EEPROM chips. See the driver section below.
`EEPROM_DRIVER = transient` | Fake EEPROM driver -- supports reading/writing to RAM, and will be discarded when power is lost.
`#define STM32_ONBOARD_EEPROM_SIZE` | The size of the EEPROM to use, in bytes. Erase times can be high, so it's configurable here, if not using the default value. | Minimum required to cover base _eeconfig_ data, or `1024` if VIA is enabled.
Currently QMK supports 24xx-series chips over I2C. As such, requires a working i2c_master driver configuration. You can override the driver configuration via your config.h:
MB85RC256V FRAM | `#define EEPROM_I2C_MB85RC256V` | <https://www.adafruit.com/product/1895>
?> If you find that the EEPROM is not cooperating, ensure you've correctly shifted up your EEPROM address by 1. For example, the datasheet might state the address as `0b01010000` -- the correct value of `EXTERNAL_EEPROM_I2C_BASE_ADDRESS` needs to be `0b10100000`.
Currently QMK supports 25xx-series chips over SPI. As such, requires a working spi_master driver configuration. You can override the driver configuration via your config.h:
Un colaborador QMK es un maker o diseñador de teclados que tiene interés en ayudar a QMK a crecer y mantener sus teclado(s), y alentar a los usuarios y clientes a presentar herramientas, ideas, y keymaps. Siempre procuramos agregar más teclados y colaboradores, pero pedimos que cumplan los siguientes requisitos:
* **Tener un PCB disponible a la venta.** Desafortunadamente, hay demasiada variación y complicaciones con teclados cableados a mano.
* **Realizar el mantenimiento de tu teclado en QMK.** Este podría requirir un setup inicial para hacer que tu teclado funcione, pero también podría incluir adaptarse a cambios hecho al base de QMK que podrían descomponer o rendir código superfluo.
* **Aprobar e incorporar pull requests de keymaps para tu teclado.** Nos gusta alentar a los usuarios a contribuir sus keymaps para que otros los vean y los puedan usar para crear sus propios.
Si sientes que cumples los requisitos, ¡mándanos un email a hello@qmk.fm con una introducción y algunos enlaces para tu teclado!
[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).
## I don't know where to start!
If this is the case, then you should start with our [Newbs Guide](newbs.md). There is a lot of great info there, and that should cover everything you need to get started.
If that's an issue, hop onto the [QMK Configurator](https://config.qmk.fm), as that will handle a majority of what you need there.
## How can I flash the firmware I built?
First, head to the [Compiling/Flashing FAQ Page](faq_build.md). There is a good deal of info there, and you'll find a bunch of solutions to common issues there.
## What if I have an issue that isn't covered here?
Okay, that's fine. Then please check the [open issues in our GitHub](https://github.com/qmk/qmk_firmware/issues) to see if somebody is experiencing the same thing (make sure it's not just similar, but actually the same).
If you can't find anything, then please open a [new issue](https://github.com/qmk/qmk_firmware/issues/new)!
## What if I found a bug?
Then please open an [issue](https://github.com/qmk/qmk_firmware/issues/new), and if you know how to fix it, open up a Pull Request on GitHub with the fix.
## But `git` and `GitHub` are intimidating!
Don't worry, we have some pretty nice [Guidelines](newbs_git_best_practices.md) on how to start using `git` and GitHub to make things easier to develop.
Additionally, you can find additional `git` and GitHub related links [here](newbs_learn_more_resources.md).
## I have a Keyboard that I want to add support for
Awesome! Open up a Pull Request for it. We'll review the code, and merge it!
### What if I want to do brand it with `QMK`?
That's amazing! We would love to assist you with that!
In fact, we have a [whole page](https://qmk.fm/powered/) dedicated to adding QMK Branding to your page and keyboard. This covers pretty much everything you need (knowledge and images) to officially support QMK.
If you have any questions about this, open an issue or head to [Discord](https://discord.gg/Uq7gcHh).
## What Differences Are There Between QMK and TMK?
TMK was originally designed and implemented by [Jun Wako](https://github.com/tmk). QMK started as [Jack Humbert](https://github.com/jackhumbert)'s fork of TMK for the Planck. After a while Jack's fork had diverged quite a bit from TMK, and in 2015 Jack decided to rename his fork to QMK.
## How Can I Make Custom Names For Complex Keycodes?
Sometimes, for readability's sake, it's useful to define custom names for some keycodes. People often define custom names using `#define`. For example:
```c
#define FN_CAPS LT(_FL, KC_CAPSLOCK)
#define ALT_TAB LALT(KC_TAB)
```
This will allow you to use `FN_CAPS` and `ALT_TAB` in your keymap, keeping it more readable.
## 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.
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.
## Assigning Custom Names
People often define custom names using `#define`. For example:
```c
#define FN_CAPS LT(_FL, KC_CAPSLOCK)
#define ALT_TAB LALT(KC_TAB)
```
This will allow you to use `FN_CAPS` and `ALT_TAB` in your keymap, keeping it more readable.
## Caveats
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](feature_tap_dance.md#example-5-using-tap-dance-for-advanced-mod-tap-and-layer-tap-keys) can be used to accomplish this.
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
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.
*`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
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
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).
* 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.
## 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.
## 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).
# Modifier Keys
# Modifier Keys :id=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.
@@ -64,11 +6,11 @@ These allow you to combine a modifier with a keycode. When pressed, the keydown
|`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` |
|`LALT(kc)`|`A(kc)`, `LOPT(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` |
|`RALT(kc)`|`ROPT(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` |
@@ -76,291 +18,24 @@ These allow you to combine a modifier with a keycode. When pressed, the keydown
|`MEH(kc)` | |Hold Left Control, Shift and Alt and press `kc` |
|`HYPR(kc)`| |Hold Left Control, Shift, Alt and GUI and press `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 them, for example `LCTL(LALT(KC_DEL))` or `C(A(KC_DEL))` makes a key that sends Control+Alt+Delete with a single keypress.
# Mod-Tap
# Legacy Content :id=legacy-content
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.
This page used to encompass a large set of features. We have moved many sections that used to be part of this page to their own pages. Everything below this point is simply a redirect so that people following old links on the web find what they're looking for.
The modifiers this keycode and `OSM()` accept are prefixed with `MOD_`, not `KC_`:
|`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/)|
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.
# 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".
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_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 `clear_oneshot_layer_state(ONESHOT_OTHER_KEY_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
voidoneshot_mods_changed_user(uint8_tmods){
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:
Last, there is also a callback for the `OSL(layer)` one shot key:
```c
voidoneshot_layer_changed_user(uint8_tlayer){
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
voidoneshot_locked_mods_changed_kb(uint8_tmods);
voidoneshot_mods_changed_kb(uint8_tmods);
voidoneshot_layer_changed_kb(uint8_tlayer);
```
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.
## 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.
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.
For Instance:
-`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`.
For more granular control of this feature, you can add the following to your `config.h`:
```c
#define IGNORE_MOD_TAP_INTERRUPT_PER_KEY
```
You can then add the following function to your keymap:
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).
For more granular control of this feature, you can add the following to your `config.h`:
```c
#define TAPPING_FORCE_HOLD_PER_KEY
```
You can then add the following function to your keymap:
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.
|`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` |`1` |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
@@ -167,7 +179,7 @@ BACKLIGHT_DRIVER = pwm
Currently only hardware PWM is supported, not timer assisted, and does not provide automatic configuration.
?> STMF072 support is being investigated.
?> Backlight support for STMF072 has had limited testing, YMMV. If unsure, set `BACKLIGHT_ENABLE = no` in your rules.mk.
### ARM Configuration
@@ -180,7 +192,7 @@ To change the behavior of the backlighting, `#define` these in your `config.h`:
|`BACKLIGHT_PWM_CHANNEL` |`3` |The PWM channel to use, see ST datasheets for pin to PWM channel mapping. Unless you are designing your own keyboard, you shouldn't need to change this|
|`BACKLIGHT_PAL_MODE` |`2` |The pin alternative function to use, see ST datasheets for pin AF mapping. Unless you are designing your own keyboard, you shouldn't need to change this|
## Software PWM Driver
## Software PWM Driver :id=software-pwm-driver
Emulation of PWM while running other keyboard tasks, it offers maximum hardware compatibility without extra platform configuration. The tradeoff is the backlight might jitter when the keyboard is busy. To enable, add this to your rules.mk:
@@ -121,9 +121,9 @@ If you would like to change the hotkey assignments for Bootmagic, `#define` thes
|`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
# Bootmagic Lite :id=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.
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:
@@ -131,7 +131,7 @@ To enable this version of Bootmagic, you need to enable it in your `rules.mk` wi
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:
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
@@ -144,9 +144,20 @@ And to trigger the bootloader, you hold this key down when plugging the keyboard
!> Using bootmagic lite will **always reset** the EEPROM, so you will lose any settings that have been saved.
## Split Keyboards
When handedness is predetermined via an option like `SPLIT_HAND_PIN`, you might need to configure a different key between halves. This To do so, add these entries to your `config.h` file:
```c
#define BOOTMAGIC_LITE_ROW_RIGHT 4
#define BOOTMAGIC_LITE_COLUMN_RIGHT 1
```
By default, these values are not set.
## 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.
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:
@@ -163,4 +174,4 @@ void bootmagic_lite(void) {
}
```
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.
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.
@@ -38,5 +38,6 @@ For use in keyboards where refreshing ```NUM_KEYS``` 8-bit counters is computati
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``` milliseconds of no further input for that key
* sym_g - debouncing per keyboard. On any state change, a global timer is set. When ```DEBOUNCE``` milliseconds of no changes has occured, all input changes are pushed.
* sym_pk - debouncing per key. On any state change, a per-key timer is set. When ```DEBOUNCE``` milliseconds of no changes have occured on that key, the key status change is pushed.
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)
This is an integration of Peter Fleury's LCD library. This page will explain the basics. [For in depth documentation visit his page.](http://www.peterfleury.epizy.com/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.
@@ -50,8 +50,8 @@ 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 do so call `lcd_clrscr()`.
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 methods available 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)
There are more methods available to control the display. [For in depth documentation please visit the linked page.](http://www.peterfleury.epizy.com/doxygen/avr-gcc-libraries/group__pfleury__lcd.html)
@@ -16,7 +16,7 @@ First, enable Key Lock by setting `KEY_LOCK_ENABLE = yes` in your `rules.mk`. Th
## Caveats
Key Lock is only able to hold standard action keys and [One Shot modifier](feature_advanced_keycodes.md#one-shot-keys) keys (for example, if you have your Shift defined as `OSM(KC_LSFT)`).
Key Lock is only able to hold standard action keys and [One Shot modifier](one_shot_keys.md) 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.
One of the most powerful and well used features of QMK Firmware is the ability to use layers. For most people, this amounts to a function key that allows for different keys, much like what you would see on a laptop or tablet keyboard.
For a detailed explanation of how the layer stack works, checkout [Keymap Overview](keymap.md#keymap-and-layers).
## Switching and Toggling Layers :id=switching-and-toggling-layers
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. 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.
*`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.md) 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.
### Caveats :id=caveats
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`. Specifically, dual function keys like `LT` and `MT` use a 16 bit keycode. 4 bits are used for the function identifier, the next 12 are divided into the parameters. Layer Tap uses 4 bits for the layer (and is why it's limited to layers 0-16, actually), while Mod Tap does the same, 4 bits for the identifier, 4 bits for which mods are used, and all of them use 8 bits for the keycode. Because of this, the keycode used is limited to `0xFF` (0-255), which are the basic keycodes only.
Expanding this would be complicated, at best. Moving to a 32-bit keycode would solve a lot of this, but would double the amount of space that the keymap matrix uses. And it could potentially cause issues, too. If you need to apply modifiers to your tapped keycode, [Tap Dance](feature_tap_dance.md#example-5-using-tap-dance-for-advanced-mod-tap-and-layer-tap-keys) can be used to accomplish this.
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.
## Working with Layers :id=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 :id=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).
* 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.
### Intermediate Users :id=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.
### Advanced Users :id=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).
## Functions :id=functions
There are a number of functions (and variables) related to how you can use or manipulate the layers.
| `layer_state_set(layer_mask)` | Directly sets the layer state (recommended, do not use unless you know what you are doing). |
| `layer_clear()` | Clears all layers (turns them all off). |
| `layer_move(layer)` | Turns specified layer on, and all other layers off. |
| `layer_on(layer)` | Turns specified layer on, leaves all other layers in existing state. |
| `layer_off(layer)` | Turns specified layer off, leaves all other layers in existing state. |
| `layer_invert(layer)` | Interverts/toggles the state of the specified layer |
| `layer_or(layer_mask)` | Turns on layers based on matching bits between specifed layer and existing layer state. |
| `layer_and(layer_mask)` | Turns on layers based on matching enabled bits between specifed layer and existing layer state. |
| `layer_xor(layer_mask)` | Turns on layers based on non-matching bits between specifed layer and existing layer state. |
| `layer_debug(layer_mask)` | Prints out the current bit mask and highest active layer to debugger console. |
| `default_layer_set(layer_mask)` | Directly sets the default layer state (recommended, do not use unless you know what you are doing). |
| `default_layer_or(layer_mask)` | Turns on layers based on matching bits between specifed layer and existing default layer state. |
| `default_layer_and(layer_mask)` | Turns on layers based on matching enabled bits between specifed layer and existing default layer state. |
| `default_layer_xor(layer_mask)` | Turns on layers based on non-matching bits between specifed layer and existing default layer state. |
| `default_layer_debug(layer_mask)` | Prints out the current bit mask and highest active default layer to debugger console. |
| [`set_single_persistent_default_layer(layer)`](ref_functions.md#setting-the-persistent-default-layer) | Sets the default layer and writes it to persistent memory (EEPROM). |
| [`update_tri_layer(x, y, z)`](ref_functions.md#update_tri_layerx-y-z) | Checks if layers `x` and `y` are both on, and sets `z` based on that (on if both on, otherwise off). |
| [`update_tri_layer_state(state, x, y, z)`](ref_functions.md#update_tri_layer_statestate-x-y-z) | Does the same as `update_tri_layer(x, y, z)`, but from `layer_state_set_*` functions. |
In additional to the functions that you can call, there are a number of callback functions that get called every time the layer changes. This passed the layer state to the function, which can be read or modified.
| `layer_state_set_kb(layer_state_t state)` | Callback for layer functions, for keyboard. |
| `layer_state_set_user(layer_state_t state)` | Callback for layer functions, for users. |
| `default_layer_state_set_kb(layer_state_t state)` | Callback for default layer functions, for keyboard. Called on keyboard initialization. |
| `default_layer_state_set_user(layer_state_t state)` | Callback for default layer functions, for users. Called on keyboard initialization. |
?> For additional details on how you can use these callbacks, check out the [Layer Change Code](custom_quantum_functions.md#layer-change-code) document.
| `layer_state_cmp(cmp_layer_state, layer)` | This checks the `cmp_layer_state` to see if the specific `layer` is enabled. This is meant for use with the layer callbacks. |
| `layer_state_is(layer)` | This checks the layer state to see if the specific `layer` is enabled. (calls `layer_state_cmp` for the global layer state). |
!> There is `IS_LAYER_ON(layer)` as well, however the `layer_state_cmp` function has some additional handling to ensure that on layer 0 that it returns the correct value. Otherwise, if you check to see if layer 0 is on, you may get an incorrect value returned.
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.
By default, the Leader Key feature will filter the keycode out of [`Mod-Tap`](mod_tap.md) and [`Layer Tap`](feature_layers.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.
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 will then disable the filtering, and you'll need to specify the whole keycode.
In addition to the `process_record_user()` function, is the `post_process_record_user()` function. This runs after `process_record` and can be used to do things after a keystroke has been sent. This is useful if you want to have a key pressed before and released after a normal key, for instance.
In this example, we modify most normal keypresses so that `F22` is pressed before the keystroke is normally sent, and release it __only after__ it's been released.
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.
?> You can also use the functions described in [Useful function](ref_functions.md) for additional functionality. For example `reset_keyboard()` allows you to reset the keyboard as part of a macro.
### `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
@@ -198,11 +250,11 @@ This will clear all mods currently pressed.
This will clear all keys besides the mods currently pressed.
## Advanced Example:
## Advanced Example:
### 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.
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.
@@ -58,6 +58,8 @@ This is the default mode. You can adjust the cursor and scrolling acceleration u
|`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_DELAY` |300 |Delay between pressing a wheel key and wheel movement |
|`MOUSEKEY_WHEEL_INTERVAL` |100 |Time between wheel movements |
|`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 |
@@ -66,6 +68,7 @@ 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.
* Setting `MOUSEKEY_WHEEL_INTERVAL` too low will make scrolling too fast. Setting it too high will make scrolling too slow when the wheel key is held down.
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).
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.
To enable Pointing Device, uncomment the following line in your rules.mk:
```
```makefile
POINTING_DEVICE_ENABLE= yes
```
@@ -25,22 +25,19 @@ When the mouse report is sent, the x, y, v, and h values are set to 0 (this is d
In the following example, a custom key is used to click the mouse and scroll 127 units vertically and horizontally, then undo all of that when released - because that's a totally useful function. Listen, this is an example:
Raw HID allows for bidirectional communication between QMK and the host computer over an HID interface. This has many potential use cases, such as switching keymaps on the fly or changing RGB LED colors and modes.
There are two main components to getting raw HID working with your keyboard.
## Keyboard firmware
The implementation is fairly straightforward for the firmware.
In your `rules.mk` add:
```make
RAW_ENABLE= yes
```
In your `keymap.c` include `"raw_hid.h"` and implement the following:
```C
voidraw_hid_receive(uint8_t*data,uint8_tlength){
// Your code goes here. data is the packet received from host.
}
```
The `"raw_hid.h"` header also declares `void raw_hid_send(uint8_t *data, uint8_t length);` which allows sending packets from keyboard to host. As an example, it can also be used for debugging when building your host application by returning all data back to the host.
```C
voidraw_hid_receive(uint8_t*data,uint8_tlength){
raw_hid_send(data,length);
}
```
`raw_hid_receive` can receive variable size packets from host with maximum length `RAW_EPSIZE`. `raw_hid_send` on the other hand can send packets to host of exactly `RAW_EPSIZE` length, therefore it should be used with data of length `RAW_EPSIZE`.
Make sure to flash raw enabled firmware before proceeding with working on the host side.
## Host (Windows/macOS/Linux)
This is the more complicated part as it will require some digging.
To connect your host computer to your keyboard with raw HID you need four pieces of information about your keyboard:
1. Vendor ID
2. Product ID
3. Usage Page
4. Usage
The first two can easily be found in your keyboard's `config.h` in the keyboard's main directory under `VENDOR_ID` and `PRODUCT_ID`.
The final two can be overridden in your keyboard's `config.h` in the keyboard's main directory by redefining the values: `#define RAW_USAGE_PAGE 0xFF60` and `#define RAW_USAGE_ID 0x61`.
By default, **Usage Page** is `0xFF60` and **Usage** is `0x61`.
### Building your host
You can build your host using any language that has an available HID implementation library if you don't wish to make your own. The ones we know of for popular languages are:
This is not an exhaustive cross-platform list but should get you started. There are no special requirements for using raw HID so any HID library should work.
Now that you have all four pieces of information required to open HID interface to your keyboard. All you need to do is use your library's available functions to open the device with its ID parameters.
Note that Vendor ID and Product ID are not actually required to open the device. They are used only to filter to a specific device out of the many HID devices you have plugged in. Many libraries will give you the option to open the device using Product Name or Manufacturer Name instead, `node-hid` being a prime example. This will create issues for devices with builtin USB Hub or any extra HID interfaces where you will have multiple interfaces with the same name or from the same manufacturer. The Vendor ID together with Product ID create a unique designation to a single interface and will not exhibit this problem. Therefore, even if your library doesn't require you to, it is best to use them to avoid issues.
Unlike Vendor ID and Product ID though, Usage Page and Usage are necessary for successful communication.
It should go without saying that regardless of the library you're using, you should always make sure to close the interface when finished. Depending on the operating system and your particular environment there may be issues connecting to it again afterwards with another client or another instance of the same client if it's not explicitly closed.
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
## Driver configuration :id=driver-configuration
---
### IS31FL3731
### IS31FL3731 :id=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
```makefile
RGB_MATRIX_ENABLE= IS31FL3731
```
Configure the hardware via your `config.h`:
```C
```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:
@@ -39,7 +39,7 @@ Currently only 2 drivers are supported, but it would be trivial to support all 4
Define these arrays listing all the LEDs in your `<keyboard>.c`:
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).
!> 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
```makefile
RGB_MATRIX_ENABLE= IS31FL3733
```
Configure the hardware via your `config.h`:
```C
```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:
@@ -90,7 +90,7 @@ Currently only a single drivers is supported, but it would be trivial to support
Define these arrays listing all the LEDs in your `<keyboard>.c`:
```C
```c
constis31_ledg_is31_leds[DRIVER_LED_TOTAL]={
/* Refer to IS31 manual for these locations
* driver
@@ -107,17 +107,17 @@ Where `X_Y` is the location of the LED in the matrix defined by [the datasheet](
---
### WS2812
### WS2812 :id=ws2812
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
```makefile
RGB_MATRIX_ENABLE= WS2812
```
Configure the hardware via your `config.h`:
```C
```c
// The pin connected to the data pin of the LEDs
#define RGB_DI_PIN D7
// The number of LEDs connected
@@ -128,7 +128,7 @@ Configure the hardware via your `config.h`:
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:
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
```c
x=224/(NUMBER_OF_COLS-1)*COL_POSITION
y=64/(NUMBER_OF_ROWS-1)*ROW_POSITION
```
@@ -157,7 +157,7 @@ As mentioned earlier, the center of the keyboard by default is expected to be `{
`// 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.
@@ -169,7 +169,7 @@ As mentioned earlier, the center of the keyboard by default is expected to be `{
|`#define LED_FLAG_UNDERGLOW 0x02` |If the LED is for underglow. |
|`#define LED_FLAG_KEYLIGHT 0x04` |If the LED is for key backlight. |
## Keycodes
## Keycodes :id=keycodes
All RGB keycodes are currently shared with the RGBLIGHT system:
@@ -189,11 +189,11 @@ All RGB keycodes are currently shared with the RGBLIGHT system:
*`RGB_MODE_*` keycodes will generally work, but are not currently mapped to the correct effects for the RGB Matrix system
## RGB Matrix Effects
## RGB Matrix Effects :id=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
```c
enumrgb_matrix_effects{
RGB_MATRIX_NONE=0,
RGB_MATRIX_SOLID_COLOR=1,// Static single hue, no speed support
@@ -285,7 +285,7 @@ You can disable a single effect by defining `DISABLE_[EFFECT_NAME]` in your `con
By setting `RGB_MATRIX_CUSTOM_USER` (and/or `RGB_MATRIX_CUSTOM_KB`) in `rules.mk`, new effects can be defined directly from userspace, without having to edit any QMK core files.
@@ -294,7 +294,7 @@ To declare new effects, create a new `rgb_matrix_user/kb.inc` that looks somethi
`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.
#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
@@ -386,28 +386,102 @@ These are defined in [`rgblight_list.h`](https://github.com/qmk/qmk_firmware/blo
#define RGB_MATRIX_STARTUP_SPD 127 // Sets the default animation speed, if none has been set
```
## EEPROM storage
## EEPROM storage :id=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
```c
#define EECONFIG_RGB_MATRIX (uint32_t *)28
```
Where `28` is an unused index from `eeconfig.h`.
## Suspended state
## Functions :id=functions
To use the suspend feature, add this to your `<keyboard>.c`:
|`rgb_matrix_set_color_all(r, g, b)` |Set all of the LEDs to the given RGB value, where `r`/`g`/`b` are between 0 and 255 (not written to EEPROM) |
|`rgb_matrix_set_color(index, r, g, b)` |Set a single LED to the given RGB value, where `r`/`g`/`b` are between 0 and 255, and `index` is between 0 and `DRIVER_LED_TOTAL` (not written to EEPROM) |
|`rgb_matrix_is_enabled()` |Gets current on/off status |
|`rgb_matrix_get_mode()` |Gets current mode |
|`rgb_matrix_get_hue()` |Gets current hue |
|`rgb_matrix_get_sat()` |Gets current sat |
|`rgb_matrix_get_val()` |Gets current val |
|`rgb_matrix_get_hsv()` |Gets hue, sat, and val and returns a [`HSV` structure](https://github.com/qmk/qmk_firmware/blob/7ba6456c0b2e041bb9f97dbed265c5b8b4b12192/quantum/color.h#L56-L61)|
|`rgb_matrix_get_speed()` |Gets current speed |
|`rgb_matrix_get_suspend_state()` |Gets current suspend state |
## Callbacks :id=callbacks
### Indicators :id=indicators
If you want to set custom indicators, such as an LED for Caps Lock, or layer indication, you can use the `rgb_matrix_indicators_kb` or `rgb_matrix_indicators_user` function for that:
```c
voidrgb_matrix_indicators_kb(void){
rgb_matrix_set_color(index,red,green,blue);
}
```
### Suspended state :id=suspended-state
To use the suspend feature, make sure that `#define RGB_DISABLE_WHEN_USB_SUSPENDED true` is added to the `config.h` file.
Check out [this video](https://youtube.com/watch?v=VKrpPAHlisY) for a demonstration.
@@ -103,8 +104,8 @@ Note: For versions older than 0.6.117, The mode numbers were written directly. I
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.
By including `#define RGBLIGHT_LAYERS` in your `config.h` file you can enable lighting layers. These make
it easy to use your underglow LEDs as status indicators to show which keyboard layer is currently active, or the state of caps lock, all without disrupting any animations. [Here's a video](https://youtu.be/uLGE1epbmdY) showing an example of what you can do.
By default, 8 layers are possible. This can be expanded to as many as 32 by overriding the definition of `RGBLIGHT_MAX_LAYERS` in `config.h` (e.g. `#define RGBLIGHT_MAX_LAYERS 32`). Please note, if you use a split keyboard, you will need to flash both sides of the split after changing this. Also, increasing the maximum will increase the firmware size, and will slow sync on split keyboards.
To define a layer, we modify `keymap.c` to list out LED ranges and the colors we want to overlay on them using an array of `rgblight_segment_t` using the `RGBLIGHT_LAYER_SEGMENTS` macro. We can define multiple layers and enable/disable them independently:
```c
// Light LEDs 6 to 9 and 12 to 15 red when caps lock is active. Hard to ignore!
We combine these layers into an array using the `RGBLIGHT_LAYERS_LIST` macro, and assign it to the `rgblight_layers` variable during keyboard setup. Note that you can only define up to 8 lighting layers. Any extra layers will be ignored. Since the different lighting layers overlap, the order matters in the array, with later layers taking precedence:
```c
// Now define the array of layers. Later layers take precedence
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:
@@ -263,13 +369,21 @@ rgblight_sethsv(HSV_GREEN, 2); // led 2
|`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) |
@@ -8,9 +8,20 @@ QMK Firmware has a generic implementation that is usable by any board, as well a
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.
!> ARM is not yet fully supported for Split Keyboards and has many limitations. Progress is being made, but we have not yet reached 100% feature parity.
1. Both hardware and software limitations are detailed within the [driver documentation](serial_driver.md).
## Hardware Configuration
This assumes that you're using two Pro Micro-compatible controllers, and are using TRRS jacks to connect to two halves.
@@ -198,10 +209,15 @@ This option changes the startup behavior to detect an active USB connection when
?> This setting will stop the ability to demo using battery packs.
```c
#define SPLIT_USB_TIMEOUT 2500
#define SPLIT_USB_TIMEOUT 2000
```
This sets the maximum timeout when detecting master/slave when using `SPLIT_USB_DETECT`.
```c
#define SPLIT_USB_TIMEOUT_POLL 10
```
This sets the poll frequency when detecting master/slave when using `SPLIT_USB_DETECT`
## 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.
[Stenography](https://en.wikipedia.org/wiki/Stenotype) is a method of writing most often used by court reports, closed-captioning, and real-time transcription for the deaf. In stenography words are chorded syllable by syllable with a mixture of spelling, phonetic, and shortcut (briefs) strokes. Professional stenographers can reach 200-300 WPM without any of the strain usually found in standard typing and with far fewer errors (>99.9% accuracy).
The [Open Steno Project](http://www.openstenoproject.org/) has built an open-source program called Plover that provides real-time translation of steno strokes into words and commands. It has an established dictionary and supports
## Plover with QWERTY Keyboard
## Plover with QWERTY Keyboard :id=plover-with-qwerty-keyboard
Plover can work with any standard QWERTY keyboard, although it is more efficient if the keyboard supports NKRO (n-key rollover) to allow Plover to see all the pressed keys at once. An example keymap for Plover can be found in `planck/keymaps/default`. Switching to the `PLOVER` layer adjusts the position of the keyboard to support the number bar.
To use Plover with QMK just enable NKRO and optionally adjust your layout if you have anything other than a standard layout. You may also want to purchase some steno-friendly keycaps to make it easier to hit multiple keys.
## Plover with Steno Protocol
## Plover with Steno Protocol :id=plover-with-steno-protocol
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`.
@@ -20,26 +20,26 @@ In this mode Plover expects to speak with a steno machine over a serial port so
> Note: Due to hardware limitations you may not be able to run both a virtual serial port and mouse emulation at the same time.
### TX Bolt
### TX Bolt :id=tx-bolt
TX Bolt communicates the status of 24 keys over a very simple protocol in variable-sized (1-5 byte) packets.
### GeminiPR
### GeminiPR :id=geminipr
GeminiPR encodes 42 keys into a 6-byte packet. While TX Bolt contains everything that is necessary for standard stenography, GeminiPR opens up many more options, including supporting non-English theories.
## Configuring QMK for Steno
## Configuring QMK for Steno :id=configuring-qmk-for-steno
Firstly, enable steno in your keymap's Makefile. You may also need disable mousekeys, extra keys, or another USB endpoint to prevent conflicts. The builtin USB stack for some processors only supports a certain number of USB endpoints and the virtual serial port needed for steno fills 3 of them.
```Makefile
```makefile
STENO_ENABLE= yes
MOUSEKEY_ENABLE= no
```
In your keymap create a new layer for Plover. You will need to include `keymap_steno.h`. See `planck/keymaps/steno/keymap.c` for an example. Remember to create a key to switch to the layer as well as a key for exiting the layer. If you would like to switch modes on the fly you can use the keycodes `QK_STENO_BOLT` and `QK_STENO_GEMINI`. If you only want to use one of the protocols you may set it up in your initialization function:
```C
```c
voidmatrix_init_user(){
steno_set_mode(STENO_MODE_GEMINI);// or STENO_MODE_BOLT
}
@@ -49,37 +49,37 @@ Once you have your keyboard flashed launch Plover. Click the 'Configure...' butt
On the display tab click 'Open stroke display'. With Plover disabled you should be able to hit keys on your keyboard and see them show up in the stroke display window. Use this to make sure you have set up your keymap correctly. You are now ready to steno!
* More resources at the Plover [Learning Stenography](https://github.com/openstenoproject/plover/wiki/Learning-Stenography) wiki
## Interfacing with the code
## Interfacing with the code :id=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.
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.
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.
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.
@@ -335,7 +335,7 @@ If you want to implement this in your userspace, then you may want to check out
> In this configuration "hold" takes place **after** tap dance timeout (see `ACTION_TAP_DANCE_FN_ADVANCED_TIME`). To achieve instant hold, remove `state->interrupted` checks in conditions. As a result you may use comfortable longer tapping periods to have more time for taps and not to wait too long for holds (try starting with doubled `TAPPING_TERM`).
### Example 5: Using tap dance for advanced mod-tap and layer-tap keys
### Example 5: Using tap dance for advanced mod-tap and layer-tap keys :id=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`.
@@ -90,13 +90,15 @@ Unicode input in QMK works by inputting a sequence of characters to the OS, sort
The following input modes are available:
* **`UC_OSX`**: macOS built-in Unicode hex input. Supports code points up to `0xFFFF` (`0x10FFFF` with Unicode Map).
* **`UC_MAC`**: 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.
By default, this mode uses the left Option key (`KC_LALT`) for Unicode input, but this can be changed by defining [`UNICODE_KEY_MAC`](#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_OSX` is a deprecated alias of `UC_MAC` that will be removed in a future version of QMK.
* **`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.
@@ -124,7 +126,7 @@ You can switch the input mode at any time by using one of the following keycodes
@@ -180,7 +182,7 @@ You can customize the keys used to trigger Unicode input for macOS, Linux and Wi
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.
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`).
@@ -193,12 +195,23 @@ By default, when the keyboard boots, it will initialize the input mode to the la
!> 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`
## `send_unicode_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")`
This function is much like `send_string()` but allows you to input UTF-8 characters directly, and supports all code points (provided the selected input method also supports it). Make sure your `keymap.c` is formatted in UTF-8 encoding.
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.
```c
send_unicode_string("(ノಠ痊ಠ)ノ彡┻━┻");
```
## `send_unicode_hex_string()`
Similar to `send_unicode_string()`, but the characters are represented by their code point values in ASCII, separated by spaces. For example, the table flip above would be achieved with:
An easy way to convert your Unicode string to this format is by using [this site](https://r12a.github.io/app-conversion/), and taking the result in the "Hex/UTF-32" section.
## Additional Language Support
@@ -228,6 +241,6 @@ AutoHotkey inserts the Text right of `Send, ` when this combination is pressed.
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.
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).
@@ -97,13 +97,25 @@ 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
## Build All Keyboards That Support a Specific Keymap
Want to check all your keymaps build in a single command? You can run:
make all:<name>
For example,
make all:jack
This is ideal for when you want ensure everything compiles successfully when preparing a [_Pull request_](https://github.com/qmk/qmk_firmware/pulls).
## 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
### 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.
@@ -130,7 +142,7 @@ The `_keymap` part here doesn't matter, it just needs to be something other than
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
### 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.
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.
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.
* [Advanced Keycodes](feature_advanced_keycodes.md) - Change layers, dual-action 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.
* [DIP Switch](feature_dip_switch.md) - Toggle switches for customizing board function.
* [Dynamic Macros](feature_dynamic_macros.md) - Record and playback macros from the keyboard itself.
* [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.
* [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)
* [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.
# Flashing Instructions and Bootloader Information
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.
There are quite a few different types of bootloaders that keyboards use, and just about all of them 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`.
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).
This page describes setting up the build environment for QMK. These instructions cover AVR processors (such as the atmega32u4).
<!-- 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`.**
You can also install things manually, but this documentation might not be always up to date with all requirements.
The current requirements are the following, but not all might be needed depending on what you do. Also note that some systems might not have all the dependencies available as packages, or they might be named differently.
```
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
```
Install the dependencies with your favorite package manager.
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.
By default, this will download compilers for both AVR and ARM. If you don't need both, disable the `avr` or `arm` arguments, e.g.:
nix-shell --arg arm false
## macOS
If you're using [Homebrew](http://brew.sh/), you can use the following commands:
brew tap osx-cross/avr
brew tap osx-cross/arm
brew update
brew install avr-gcc@8
brew link --force avr-gcc@8
brew install dfu-programmer
brew install dfu-util
brew install arm-gcc-bin@8
brew link --force arm-gcc-bin@8
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.
## Windows with msys2 (recommended)
The best environment to use, for Windows Vista through any later version (tested on 7 and 10), is [msys2](http://www.msys2.org).
* 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:
*`$ cd /c/qmk_firmware`
* Run `util/qmk_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).
### Creators Update
If you have Windows 10 with Creators Update or later, you can build and flash the firmware directly. Before the Creators Update, only building was possible. If you don't have it yet or if are unsure, follow [these instructions](https://support.microsoft.com/en-us/instantanswers/d4efb316-79f0-1aa1-9ef3-dcada78f3fa0/get-the-windows-10-creators-update).
### Windows Subsystem for Linux
In addition to the Creators Update, you need Windows 10 Subystem for Linux, so install it following [these instructions](http://www.howtogeek.com/249966/how-to-install-and-use-the-linux-bash-shell-on-windows-10/). If you already have the Windows 10 Subsystem for Linux from the Anniversary update it's recommended that you [upgrade](https://betanews.com/2017/04/14/upgrade-windows-subsystem-for-linux/) it to 16.04LTS, because some keyboards don't compile with the toolchains included in 14.04LTS. Note that you need to know what your are doing if you chose the `sudo do-release-upgrade` method.
### 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.
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
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`.
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
* 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.
## 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, all keymaps are used. Note that the parameter format is the same as when building with `make`.
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 all keyboards/keymaps)
```
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:flash
```
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.
!> 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**.
## 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).
This project includes a Docker workflow 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 and the QMK build infrastructure. This makes it much easier for people to help you troubleshoot any issues you encounter.
## Requirements
The main prerequisite is a working `docker` install.
# For example: util/docker_build.sh planck/rev6:default
```
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, all keymaps are used. Note that the parameter format is the same as when building with `make`.
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:flash
```
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 all keyboards/keymaps)
```
## FAQ
### Why can't I flash on Windows/macOS
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.
!> 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**.
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.
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.
## Preamble: How a Keyboard Matrix Works (and why we need diodes)
The collapsible section below covers why keyboards are wired the way they are, as outlined in this guide. It isn't required reading to make your own hand wired keyboard, but provides background information.
<details>
<summary>Click for details</summary>
Without a matrix circuit each switch would require its own wire directly to the controller.
Simply put, when the circuit is arranged in rows and columns, if a key is pressed, a column wire makes contact with a row wire and completes a circuit. The keyboard controller detects this closed circuit and registers it as a key press.
The microcontroller 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:
Column 0 being scanned Column 1 being scanned
x x
col0 col1 col0 col1
| | | |
row0 ---(key0)---(key1) row0 ---(key0)---(key1)
| | | |
row1 ---(key2)---(key3) row1 ---(key2)---(key3)
The `x` represents that the column/row associated has a value of 1, or is HIGH. Here, we see that no keys are being pressed, so no rows get an `x`. For one keyswitch, keep in mind that one side of the contacts is connected to its row, and the other, its column.
When we press `key0`, `col0` gets connected to `row0`, so the values that the firmware receives for that row is `0b01` (the `0b` here means that this is a bit value, meaning all of the following digits are bits - 0 or 1 - and represent the keys in that column). We'll use this notation to show when a keyswitch has been pressed, to show that the column and row are being connected:
Column 0 being scanned Column 1 being scanned
x x
col0 col1 col0 col1
| | | |
x row0 ---(-+-0)---(key1) row0 ---(-+-0)---(key1)
| | | |
row1 ---(key2)---(key3) row1 ---(key2)---(key3)
We can now see that `row0` has an `x`, so has the value of 1. As a whole, the data the firmware receives when `key0` is pressed is
col0: 0b01
col1: 0b00
│└row0
└row1
A problem arises when you start pressing more than one key at a time. Looking at our matrix again, it should become pretty obvious:
Column 0 being scanned Column 1 being scanned
x x
col0 col1 col0 col1
| | | |
x row0 ---(-+-0)---(-+-1) x row0 ---(-+-0)---(-+-1)
| | | |
x row1 ---(key2)---(-+-3) x row1 ---(key2)---(-+-3)
Remember that this ^ is still connected to row1
The data we get from that is:
col0: 0b11
col1: 0b11
│└row0
└row1
Which isn't accurate, since we only have 3 keys pressed down, not all 4. This behavior is called ghosting, and only happens in odd scenarios like this, but can be much more common on a bigger keyboard. The way we can get around this is by placing a diode after the keyswitch, but before it connects to its row. A diode only allows current to pass through one way, which will protect our other columns/rows from being activated in the previous example. We'll represent a dioded matrix like this;
Column 0 being scanned Column 1 being scanned
x x
col0 col1 col0 col1
│ │ | │
(key0) (key1) (key0) (key1)
! │ ! │ ! | ! │
row0 ─────┴────────┘ │ row0 ─────┴────────┘ │
│ │ | │
(key2) (key3) (key2) (key3)
! ! ! !
row1 ─────┴────────┘ row1 ─────┴────────┘
In practical applications, the black line of the diode will be placed facing the row, and away from the keyswitch - the `!` in this case is the diode, where the gap represents the black line. A good way to remember this is to think of this symbol: `>|`
Now when we press the three keys, invoking what would be a ghosting scenario:
Column 0 being scanned Column 1 being scanned
x x
col0 col1 col0 col1
│ │ │ │
(┌─┤0) (┌─┤1) (┌─┤0) (┌─┤1)
! │ ! │ ! │ ! │
x row0 ─────┴────────┘ │ x row0 ─────┴────────┘ │
│ │ │ │
(key2) (┌─┘3) (key2) (┌─┘3)
! ! ! !
row1 ─────┴────────┘ x row1 ─────┴────────┘
Things act as they should! Which will get us the following data:
col0: 0b01
col1: 0b11
│└row0
└row1
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.
- [Keyboard Matrix Help by Dave Dribin (2000)](https://www.dribin.org/dave/keyboard/one_html/)
- [How Key Matrices Works by PCBheaven](http://pcbheaven.com/wikipages/How_Key_Matrices_Works/) (animated examples)
- [How keyboards work - QMK documentation](how_keyboards_work.md)
</details>
## Parts list
You will need: (where *x* is the number of keys on your planned keyboard)
@@ -141,29 +32,29 @@ Start by installing the switches and stabilisers in the plate. Depending on the
If you are following a pre-existing handwire guide (e.g. for the keyboards in the [handwire firmware section](https://github.com/qmk/qmk_firmware/tree/master/keyboards/handwired) you can skip this step, just ensure you wire the matrix as described.
What you want to achieve is one leg from each switch being attached to the corresponding switches next to it (rows) and the other leg being attached to the switches above and below it (columns) and a diode to one of the legs, mosy commonly this will be the leg attached to the rows, and the diode will face away from it (Column to Row) i.e. with the wire furthest from the black line on the diode connected to the switch (as current will only travel in one direction through a diode)
What you want to achieve is one leg from each switch being attached to the corresponding switches next to it (rows) and the other leg being attached to the switches above and below it (columns) and a diode to one of the legs, mosy commonly this will be the leg attached to the rows, and the diode will face away from it (Column to Row) i.e. with the wire furthest from the black line on the diode connected to the switch (as current will only travel in one direction through a diode).
It is fairly simple to plan for an ortholinear keyboard (like a Planck).
Image from [RoastPotatoes' "How to hand wire a Planck"](https://blog.roastpotatoes.co/guide/2015/11/04/how-to-handwire-a-planck/)
But the larger and more complicated your keyboard, the more complex the matrix. [Keyboard Firmware Builder](https://kbfirmware.com/) can help you plan your matrix layout (shown here with a basic fullsize ISO keyboard imported from [Keyboard Layout Editor](http://www.keyboard-layout-editor.com).

Bear in mind that the number of rows plus the number of columns can not exceed the number of I/O pins on your controller. So the fullsize matrix shown above would be possible on a Proton C or Teensy++, but not on a regular Teensy or Pro Micro
Bear in mind that the number of rows plus the number of columns can not exceed the number of I/O pins on your controller. So the fullsize matrix shown above would be possible on a Proton C or Teensy++, but not on a regular Teensy or Pro Micro.
*Elite C is essentially the same as a pro micro with a USB-C instead of Micro-USB
*Elite C is essentially the same as a Pro Micro with a USB-C instead of Micro-USB
There are also a number of boards designed specifically for handwiring that mount directly to a small number of switches and offer pinouts for the rest. Though these are generally more expensive and may be more difficult to get hold of.
@@ -204,7 +95,7 @@ If you are planning a split keyboard (e.g. Dactyl) each half will require a cont
There are a lot of soldering guides and tips available elsewhere but here are some of the most useful and relevant for hand wiring:
To ensure a strong solder joint you want a good amount of contact between the solder and the 2 peices of metal you are connecting, a good way of doing this (though not required) is looping around pins or twisting wires together before applying solder.
To ensure a strong solder joint you want a good amount of contact between the solder and the two pieces of metal you are connecting. A good way of doing this (though not required) is looping around pins or twisting wires together before applying solder.
<imgsrc="https://i.imgur.com/eHJjmnU.jpg"alt="Looped around rod"width="200"/><imgsrc="https://i.imgur.com/8nbxmmr.jpg?1"alt="Looped diode leg"width="200"/>
@@ -220,24 +111,11 @@ When you come to apply the solder, hold the soldering iron against the two surfa
Don't hold the iron on the solder/joint longer than necessary. Heat will be conducted through the surfaces and can damage components (melt switch housings etc.). Also, solder contains flux, which aids in ["wetting"](https://en.m.wikipedia.org/wiki/Wetting). The longer heat is applied to the solder the more flux will evaporate meaning you may end up with a bad solder joint with peaks which, apart from looking bad, may also increase the risk of electrical shorts.
The following collapsible section describes in detail how to solder rows using the bent diode technique and columns using short lengths of wire.
#### Soldering the Diodes
<details>
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 input lead of the diode should be touching the left contact on the switch, and the bent, output end should be facing to the right and resting on the switch there, like this:
<summary>Click for details</summary>
## 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:
Letting the diode rest, grab your solder, and touch both it and the soldering iron to the left contact at the same time - the rosin in the solder should make it easy for the solder to flow over both the diode and the keyswitch contact. The diode may move a little, and if it does, carefully position it back it place by grabbing the bent end of the diode - the other end will become hot very quickly. If you find that it's moving too much, using needle-nose pliers of some sort may help to keep the diode still when soldering.
@@ -247,20 +125,13 @@ After soldering things in place, it may be helpful to blow on the joint to push
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:
After completing a row, use the wire cutters to trim the excess wire from the tops of the diodes, and from the right side on the final switch. This process will need to completed for each row you have.
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.
@@ -270,9 +141,7 @@ 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.
</details>
# Wiring up the controller
## Wiring up the controller
Now that the matrix itself is complete, it's time to connect what you've done to the microcontroller board.
@@ -280,15 +149,16 @@ Place the microcontroller where you want it to be located, give thought to mount
Find the pinout/documentation for your microcontroller board ([links here](#common-microcontroller-boards)) and make a note of all the digital I/O pins on it (note that on some controllers, like the teensy, analogue I/O can double as digital) as these are the pins you want to connect your wires to.
<details>
----
<summary>Specific instructions for the Teensy 2.0</summary>
### Specific instructions for the Teensy 2.0
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.
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.
The pins you'll absolutely have to avoid, as with any controller, are: GND, VCC, AREF, and RST - all the others are usable and accessible in the firmware.
</details>
----
Cut wires to the length of the distance from the a point on each column/row to the controller. You can solder anywhere along the row, as long as it's after the diode - soldering before the diode (on the keyswitch side) will cause that row not to work.
@@ -301,150 +171,32 @@ As you solder the wires to the controller make a note of which row/column is goi
As you move along, be sure that the controller is staying in place - recutting and soldering the wires is a pain!
# 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.
Simple firmware can be created easily using the [Keyboard Firmware Builder](https://kbfirmware.com/) website. Recreate your layout using [Keyboard Layout Editor](http://www.keyboard-layout-editor.com), import it and recreate the matrix (if not already done as part of [planning the matrix](#planning-the-matrix).
Go through the rest of the tabs, assigning keys until you get to the last one where you can compile and download your firmware. The .hex file can be flashed straight onto your keyboard, and the .zip of source files can be modified for advanced functionality and compiled locally using the method described in the collapsable section below, or using the more comprehensive [getting started guide.](newbs_getting_started)
Go through the rest of the tabs, assigning keys until you get to the last one where you can compile and download your firmware. The .hex file can be flashed straight onto your keyboard, and the .zip of source files can be modified for advanced functionality and compiled locally using the method described in [Building Your First Firmware](newbs_building_firmware?id=build-your-firmware).
The source given by Keyboard Firmware Builder is QMK, but is based on a version of QMK from early 2017. To compile the code from your .zip file in a modern version of QMK Firmware, you'll need to open the .zip and follow these instructions:
<details>
<summary>Creating and compiling your firmware locally (command line method)</summary>
To start out, download [the firmware](https://github.com/qmk/qmk_firmware/) - 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).
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:
```
./util/new_keyboard.sh
```
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>
```
### `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`
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.
We'll dive into how this will work with the following example. Say we have a keyboard like this:
```
┌───┬───┬───┐
│ │ │ │
├───┴─┬─┴───┤
│ │ │
└─────┴─────┘
```
This can be described by saying the top row is 3 1u keys, and the bottom row is 2 1.5u keys. The difference between the two rows is important, because the bottom row has an unused column spot (3 v 2). Let's say that this is how we wired the columns:
```
┌───┬───┬───┐
│ ┋ │ ┋ │ ┋ │
├─┋─┴─┬─┴─┋─┤
│ ┋ │ ┋ │
└─────┴─────┘
```
The middle column is unused on the bottom row in this example. Our `LAYOUT` definition would look like this:
```
#define LAYOUT( \
k00, k01, k02, \
k10, k11, \
) \
{ \
{ k00, k01, k02 }, \
{ k10, KC_NO, k11 }, \
1. Extract the `kb` folder to `qmk_firmware/keyboards/handwired/`.
2. Open the extracted `kb` folder, then proceed to the `keymaps/default/` folder, and open `keymap.c`.
3. Locate and delete the `action_get_macro` code block:
Notice how the top half is spaced to resemble our physical layout - this helps us understand which keys are associated with which columns. The bottom half uses the keycode `KC_NO` where there is no keyswitch wired in. It's easiest to keep the bottom half aligned in a grid to help us make sense of how the firmware actually sees the wiring.
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:
```
#define LAYOUT( \
k00, k01, k02, \
k10, k11, \
) \
{ \
{ k00, k01, k02 }, \
{ k10, k11, KC_NO }, \
}
```
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.
### `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`.
The basis of a keymap is its layers - by default, layer 0 is active. You can activate other layers, the highest of which will be referenced first. Let's start with our base layer.
Using our previous example, let's say we want to create the following layout:
```
┌───┬───┬───┐
│ A │ 1 │ H │
├───┴─┬─┴───┤
│ TAB │ SPC │
└─────┴─────┘
```
This can be accomplished by using the following `keymaps` definition:
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.
## 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.
Once everything is installed, running `make` in the terminal should get you some output, and eventually a `<project_name>.hex` file in that folder. If you're having trouble with this step, see the end of the guide for the trouble-shooting section.
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!

Under "Local File" navigate to your newly created .hex file. Under "Microcontroller", select the corresponding one for your controller board (common ones available [here](#common-microcontroller-boards)).
@@ -453,20 +205,20 @@ Plug in your keyboard and press the reset button (or short the Reset and Ground
## Testing Your Firmware
Use a website such as [keyboard tester](https://www.keyboardtester.com/tester.html)/[keyboard checker](http://keyboardchecker.com/) or just open a text editor and try typing - you should get the characters that you put into your keymap. Test each key, and make a note of the ones that aren't working. Here's a quick trouble-shooting guide for non-working keys:
Use a website such as [QMK Configurator's Keyboard Tester](https://config.qmk.fm/#/test), [Keyboard Tester](https://www.keyboardtester.com/tester.html), or [Keyboard Checker](http://keyboardchecker.com/) or just open a text editor and try typing - you should get the characters that you put into your keymap. Test each key, and make a note of the ones that aren't working. Here's a quick trouble-shooting guide for non-working keys:
0. Flip the keyboard back over and short the keyswitch's contacts with a piece wire - this will eliminate the possibility of the keyswitch being bad and needing to be replaced.
1. Check the solder points on the keyswitch - these need to be plump and whole. If you touch it with a moderate amount of force and it comes apart, it's not strong enough.
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.
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.
7. Use a multimeter to check that the switch is actually closing when actuated (completing the circuit when pressed down).
1. Flip the keyboard back over and short the keyswitch's contacts with a piece wire - this will eliminate the possibility of the keyswitch being bad and needing to be replaced.
2. Check the solder points on the keyswitch - these need to be plump and whole. If you touch it with a moderate amount of force and it comes apart, it's not strong enough.
3. Check the solder joints on the diode - if the diode is loose, part of your row may register, while the other may not.
4. Check the solder joints on the columns - if your column wiring is loose, part or all of the column may not work.
5. 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.
6. 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.
7. 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.
8. Use a multimeter to check that the switch is actually closing when actuated (completing the circuit when pressed down).
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.
# Finishing up
## Finishing up
Once you have confirmed that the keyboard is working, if you have used a seperate (non handwire specific) controller you will want to secure it in place. This can be done in many different ways e.g. hot glue, double sided sticky tape, 3D printed caddy, electrical tape.
@@ -474,7 +226,7 @@ If you found this fullfilling you could experiment by adding additional features
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 to see how people use all of them. You can always stop by [the OLKB subreddit](http://reddit.com/r/olkb) or [QMK Discord](https://discord.gg/Uq7gcHh) for help!
# Links to other guides:
## Links to Other Guides
- [matt3o's step by step guide (BrownFox build)](https://deskthority.net/viewtopic.php?f=7&t=6050) also his [website](https://matt3o.com/hand-wiring-a-custom-keyboard/) and [video guide](https://www.youtube.com/watch?v=LVzpsjFWPP4)
- [Cribbit's "Modern hand wiring guide - stronger, cleaner, easier"](https://geekhack.org/index.php?topic=87689.0)
@@ -483,4 +235,10 @@ There are a lot of possibilities inside the firmware - explore [docs.qmk.fm](htt
This page used to include more content. We have moved a section that used to be part of this page its own page. Everything below this point is simply a redirect so that people following old links on the web find what they're looking for.
## Preamble: How a Keyboard Matrix Works (and why we need diodes) :id=preamble-how-a-keyboard-matrix-works-and-why-we-need-diodes
* [How a Keyboard Matrix Works](how_a_matrix_works.md)
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.
@@ -33,3 +33,7 @@ Support for up to 2 drivers. Each driver impliments 2 charlieplex matrices to in
## 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.
## 24xx series external I2C EEPROM
Support for an external I2C-based EEPROM instead of using the on-chip EEPROM. For more information on how to setup the driver see the [EEPROM Driver](eeprom_driver.md) page.
@@ -61,10 +61,76 @@ This file is used by the [QMK API](https://github.com/qmk/qmk_api). It contains
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.
The `config.h` files can also be placed in sub-folders, and the order in which they are read is as follows:
The `post_config.h` file can be used for additional post-processing, depending on what is specified in the `config.h` file. For example, if you define the `IOS_DEVICE_ENABLE` macro in your keymap-level `config.h` file as follows, you can configure more detailed settings accordingly in the `post_config.h` file:
*`keyboards/top_folder/keymaps/a_keymap/config.h`
```c
#define IOS_DEVICE_ENABLE
```
* `keyboards/top_folder/post_config.h`
```c
#ifndef IOS_DEVICE_ENABLE
// USB_MAX_POWER_CONSUMPTION value for this keyboard
#define USB_MAX_POWER_CONSUMPTION 400
#else
// fix iPhone and iPad power adapter issue
// iOS device need lessthan 100
#define USB_MAX_POWER_CONSUMPTION 100
#endif
#ifdef RGBLIGHT_ENABLE
#ifndef IOS_DEVICE_ENABLE
#define RGBLIGHT_LIMIT_VAL 200
#define RGBLIGHT_VAL_STEP 17
#else
#define RGBLIGHT_LIMIT_VAL 35
#define RGBLIGHT_VAL_STEP 4
#endif
#ifndef RGBLIGHT_HUE_STEP
#define RGBLIGHT_HUE_STEP 10
#endif
#ifndef RGBLIGHT_SAT_STEP
#define RGBLIGHT_SAT_STEP 17
#endif
#endif
```
?> If you define options using `post_config.h` as in the above example, you should not define the same options in the keyboard- or user-level `config.h`.
### `rules.mk`
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.
The `rules.mk` file can also be placed in a sub-folder, and its reading order is as follows:
Many of the settings written in the `rules.mk` file are interpreted by `common_features.mk`, which sets the necessary source files and compiler options.
?> See `build_keyboard.mk` and `common_features.mk` for more details.
### `<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 auxiliary hardware this file can be blank.
שותף של QMK הוא יצרן מקלדות או מעצב שמעוניין בלעזור ל-QMK לגדול ולתמוך במקלד(ו)ת שלהם, ולעודד את המשתמשים והצרכנים להוסיף יכולות, רעיונות ומיפויים. אנחנו תמיד מחפשים עוד מקלדות ומשתפי פעולה, אבל אנחנו מבקשים שיעמדו בדרישות הבאות:
* **קיום לוח PCB למכירה.** לצערינו, יש יותר מידי הסתבכויות ובעיות עם מקלדות המחווטות ידנית.
* **תחזוק המקלדת ב-QMK.** זה אולי רק ידרוש הגדרה בסיסית כדי לגרום למקלדת לעבוד, אבל זה גם יכול לכלול התאמה של שינויים בקוד הליבה של QMK שיכול לשבור קוד ייחודי שלכם.
* **אישור ומיזוג Pull Requests של מיפויי מקלדת עבור המקלדת** אנחנו רוצים לעודד משתמשים לתרום את מיפויי המקלדת שלהם לאחרים כדי לעזור לאחרים להתחיל ליצור את שלהם.
אם אתם עומדים בדרישות הללו, שלחו לנו מייל לכתובת hello@qmk.fm עם מבוא וקישורים עבור המקלדת שלכם.
Keyboard switch matrices are arranged in rows and columns. Without a matrix circuit, each switch would require its own wire directly to the controller.
When the circuit is arranged in rows and columns, if a key is pressed, a column wire makes contact with a row wire and completes a circuit. The keyboard controller detects this closed circuit and registers it as a key press.
The microcontroller will be set 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:
Column 0 being scanned Column 1 being scanned
x x
col0 col1 col0 col1
| | | |
row0 ---(key0)---(key1) row0 ---(key0)---(key1)
| | | |
row1 ---(key2)---(key3) row1 ---(key2)---(key3)
The `x` represents that the column/row associated has a value of 1, or is HIGH. Here, we see that no keys are being pressed, so no rows get an `x`. For one keyswitch, keep in mind that one side of the contacts is connected to its row, and the other, its column.
When we press `key0`, `col0` gets connected to `row0`, so the values that the firmware receives for that row is `0b01` (the `0b` here means that this is a bit value, meaning all of the following digits are bits - 0 or 1 - and represent the keys in that column). We'll use this notation to show when a keyswitch has been pressed, to show that the column and row are being connected:
Column 0 being scanned Column 1 being scanned
x x
col0 col1 col0 col1
| | | |
x row0 ---(-+-0)---(key1) row0 ---(-+-0)---(key1)
| | | |
row1 ---(key2)---(key3) row1 ---(key2)---(key3)
We can now see that `row0` has an `x`, so has the value of 1. As a whole, the data the firmware receives when `key0` is pressed is:
col0: 0b01
col1: 0b00
│└row0
└row1
A problem arises when you start pressing more than one key at a time. Looking at our matrix again, it should become pretty obvious:
Column 0 being scanned Column 1 being scanned
x x
col0 col1 col0 col1
| | | |
x row0 ---(-+-0)---(-+-1) x row0 ---(-+-0)---(-+-1)
| | | |
x row1 ---(key2)---(-+-3) x row1 ---(key2)---(-+-3)
Remember that this ^ is still connected to row1
The data we get from that is:
col0: 0b11
col1: 0b11
│└row0
└row1
Which isn't accurate, since we only have 3 keys pressed down, not all 4. This behavior is called ghosting, and only happens in odd scenarios like this, but can be much more common on a bigger keyboard. The way we can get around this is by placing a diode after the keyswitch, but before it connects to its row. A diode only allows current to pass through one way, which will protect our other columns/rows from being activated in the previous example. We'll represent a dioded matrix like this;
Column 0 being scanned Column 1 being scanned
x x
col0 col1 col0 col1
│ │ | │
(key0) (key1) (key0) (key1)
! │ ! │ ! | ! │
row0 ─────┴────────┘ │ row0 ─────┴────────┘ │
│ │ | │
(key2) (key3) (key2) (key3)
! ! ! !
row1 ─────┴────────┘ row1 ─────┴────────┘
In practical applications, the black line of the diode will be placed facing the row, and away from the keyswitch - the `!` in this case is the diode, where the gap represents the black line. A good way to remember this is to think of this symbol: `>|`
Now when we press the three keys, invoking what would be a ghosting scenario:
Column 0 being scanned Column 1 being scanned
x x
col0 col1 col0 col1
│ │ │ │
(┌─┤0) (┌─┤1) (┌─┤0) (┌─┤1)
! │ ! │ ! │ ! │
x row0 ─────┴────────┘ │ x row0 ─────┴────────┘ │
│ │ │ │
(key2) (┌─┘3) (key2) (┌─┘3)
! ! ! !
row1 ─────┴────────┘ x row1 ─────┴────────┘
Things act as they should! Which will get us the following data:
col0: 0b01
col1: 0b11
│└row0
└row1
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 I2C Master drivers used in QMK have a set of common functions to allow portability between MCUs.
## Available functions
## An important note on I2C Addresses :id=note-on-i2c-addresses
All of the addresses expected by this driver should be pushed to the upper 7 bits of the address byte. Setting
the lower bit (indicating read/write) will be done by the respective functions. Almost all I2C addresses listed
on datasheets and the internet will be represented as 7 bits occupying the lower 7 bits and will need to be
shifted to the left (more significant) by one bit. This is easy to do via the bitwise shift operator `<< 1`.
You can either do this on each call to the functions below, or once in your definition of the address. For example if your device has an address of `0x18`:
`#define MY_I2C_ADDRESS (0x18 << 1)`
See https://www.robot-electronics.co.uk/i2c-tutorial for more information about I2C addressing and other technical details.
|`void i2c_init(void);` |Initializes the I2C driver. This function should be called once before any transaction is initiated. |
|`uint8_t i2c_start(uint8_t address, uint16_t timeout);` |Starts an I2C transaction. Address is the 7-bit slave address without the direction bit. |
|`uint8_t i2c_transmit(uint8_t address, uint8_t* data, uint16_t length, uint16_t timeout);` |Transmit data over I2C. Address is the 7-bit slave address without the direction. Returns status of transaction. |
|`uint8_t i2c_receive(uint8_t address, uint8_t* data, uint16_t length, uint16_t timeout);` |Receive data over I2C. Address is the 7-bit slave address without the direction. Saves number of bytes specified by `length` in `data` array. Returns status of transaction. |
|`uint8_t i2c_writeReg(uint8_t devaddr, uint8_t regaddr, uint8_t* data, uint16_t length, uint16_t timeout);` |Same as the `i2c_transmit` function but `regaddr` sets where in the slave the data will be written. |
|`uint8_t i2c_readReg(uint8_t devaddr, uint8_t regaddr, uint8_t* data, uint16_t length, uint16_t timeout);` |Same as the `i2c_receive` function but `regaddr` sets from where in the slave the data will be read. |
|`uint8_t i2c_stop(void);` |Ends an I2C transaction. |
|`i2c_status_t i2c_start(uint8_t address, uint16_t timeout);` |Starts an I2C transaction. Address is the 7-bit slave address without the direction bit. |
|`i2c_status_t i2c_transmit(uint8_t address, uint8_t* data, uint16_t length, uint16_t timeout);` |Transmit data over I2C. Address is the 7-bit slave address without the direction. Returns status of transaction. |
|`i2c_status_t i2c_receive(uint8_t address, uint8_t* data, uint16_t length, uint16_t timeout);` |Receive data over I2C. Address is the 7-bit slave address without the direction. Saves number of bytes specified by `length` in `data` array. Returns status of transaction. |
|`i2c_status_t i2c_writeReg(uint8_t devaddr, uint8_t regaddr, uint8_t* data, uint16_t length, uint16_t timeout);` |Same as the `i2c_transmit` function but `regaddr` sets where in the slave the data will be written. |
|`i2c_status_t i2c_readReg(uint8_t devaddr, uint8_t regaddr, uint8_t* data, uint16_t length, uint16_t timeout);` |Same as the `i2c_receive` function but `regaddr` sets from where in the slave the data will be read. |
|`i2c_status_t i2c_stop(void);` |Ends an I2C transaction. |
### Function Return
### Function Return :id=function-return
All the above functions, except `void i2c_init(void);` return the following truth table:
The following defines can be used to configure the I2C master driver.
@@ -37,12 +50,12 @@ The following defines can be used to configure the I2C master driver.
AVRs usually have set GPIO which turn into I2C pins, therefore no further configuration is required.
## ARM
## ARM :id=arm
For ARM the Chibios I2C HAL driver is under the hood.
This section assumes an STM32 MCU.
### Configuration
### Configuration :id=arm-configuration
The configuration for ARM MCUs can be quite complex as often there are multiple I2C drivers which can be assigned to a variety of ports.
@@ -77,7 +90,7 @@ The ChibiOS I2C driver configuration depends on STM32 MCU:
STM32F1xx, STM32F2xx, STM32F4xx, STM32L0xx and STM32L1xx use I2Cv1;
STM32F0xx, STM32F3xx, STM32F7xx and STM32L4xx use I2Cv2;
#### I2Cv1
#### I2Cv1 :id=i2cv1
STM32 MCUs allow for different clock and duty parameters when configuring I2Cv1. These can be modified using the following parameters, using <https://www.playembedded.org/blog/stm32-i2c-chibios/#I2Cv1_configuration_structure> as a reference:
| Variable | Default |
@@ -86,7 +99,7 @@ STM32 MCUs allow for different clock and duty parameters when configuring I2Cv1.
| `I2C1_CLOCK_SPEED` | `100000` |
| `I2C1_DUTY_CYCLE` | `STD_DUTY_CYCLE` |
#### I2Cv2
#### I2Cv2 :id=i2cv2
STM32 MCUs allow for different timing parameters when configuring I2Cv2. These can be modified using the following parameters, using <https://www.st.com/en/embedded-software/stsw-stm32126.html> as a reference:
| Variable | Default |
@@ -104,10 +117,10 @@ STM32 MCUs allow for different "alternate function" modes when configuring GPIO
| `I2C1_SCL_PAL_MODE` | `4` |
| `I2C1_SDA_PAL_MODE` | `4` |
#### Other
#### Other :id=other
You can also overload the `void i2c_init(void)` function, which has a weak attribute. If you do this the configuration variables above will not be used. Please consult the datasheet of your MCU for the available GPIO configurations. The following is an example initialization function:
```C
```c
voidi2c_init(void)
{
setPinInput(B6);// Try releasing special pins for a short time
QMK has a GPIO control abstraction layer which is microcontroller agnostic. This is done to allow easy access to pin control across different platforms.
## Functions
## Functions :id=functions
The following functions can provide basic control of GPIOs and are found in `quantum/quantum.h`.
|Function |Description | Old AVR Examples | Old ChibiOS/ARM Examples |
|`setPinInput(pin)` | Set pin as input with high impedance (High-Z) | `DDRB &= ~(1<<2)` | `palSetLineMode(pin, PAL_MODE_INPUT)` |
|`setPinInputHigh(pin)` | Set pin as input with builtin pull-up resistor | `DDRB &= ~(1<<2); PORTB \|= (1<<2)` | `palSetLineMode(pin, PAL_MODE_INPUT_PULLUP)` |
|`setPinInputLow(pin)` | Set pin as input with builtin pull-down resistor | N/A (Not supported on AVR) | `palSetLineMode(pin, PAL_MODE_INPUT_PULLDOWN)` |
|`setPinOutput(pin)` | Set pin as output | `DDRB \|= (1<<2)` | `palSetLineMode(pin, PAL_MODE_OUTPUT_PUSHPULL)` |
|`writePinHigh(pin)` | Set pin level as high, assuming it is an output | `PORTB \|= (1<<2)` | `palSetLine(pin)` |
|`writePinLow(pin)` | Set pin level as low, assuming it is an output | `PORTB &= ~(1<<2)` | `palClearLine(pin)` |
|`writePin(pin, level)` | Set pin level, assuming it is an output | `(level) ? PORTB \|= (1<<2) : PORTB &= ~(1<<2)` | `(level) ? palSetLine(pin) : palClearLine(pin)` |
|`readPin(pin)` | Returns the level of the pin | `_SFR_IO8(pin >> 4) & _BV(pin & 0xF)` | `palReadLine(pin)` |
| `togglePin(pin)` | Invert pin level, assuming it is an output | `PORTB ^= (1<<2)` | `palToggleLine(pin)` |
## Advanced Settings
## Advanced Settings :id=advanced-settings
Each microcontroller can have multiple advanced settings regarding its GPIO. This abstraction layer does not limit the use of architecture-specific functions. Advanced users should consult the datasheet of their desired device and include any needed libraries. For AVR, the standard avr/io.h library is used; for STM32, the ChibiOS [PAL library](http://chibios.sourceforge.net/docs3/hal/group___p_a_l.html) is used.
If you're having trouble flashing/erasing your board, and running into cryptic error messages like any of the following:
ISP flashing (also known as ICSP flashing) is the process of programming a microcontroller directly. This allows you to replace the bootloader, or change the "fuses" on the controller, which control a number of hardware- and software-related functions, such as the speed of the controller, how it boots, and other options.
The main use of ISP flashing for QMK is flashing or replacing the bootloader on your AVR-based controller (Pro Micros, or V-USB chips).
?> This is only for programming AVR based boards, such as the Pro Micro or other ATmega controllers. It is not for Arm controllers, such as the Proton C.
## Dealing with Corrupted Bootloaders
If you're having trouble flashing/erasing your board, and running into cryptic error messages like any of the following for a DFU based controller:
libusb: warning [darwin_transfer_status] transfer error: timed out
dfu.c:844: -ETIMEDOUT: Transfer timed out, NAK 0xffffffc4 (-60)
@@ -19,16 +27,60 @@ If you're having trouble flashing/erasing your board, and running into cryptic e
You're likely going to need to ISP flash your board/device to get it working again. Luckily, this process is pretty straight-forward, provided you have any extra programmable keyboard, Pro Micro, or Teensy 2.0/Teensy 2.0++. There are also dedicated ISP flashers available for this, but most cost >$15, and it's assumed that if you are googling this error, this is the first you've heard about ISP flashing, and don't have one readily available (whereas you might have some other AVR board). __We'll be using a Teensy 2.0 or Pro Micro with Windows 10 in this guide__ - if you are comfortable doing this on another system, please consider editing this guide and contributing those instructions!
Or, if you see this sort of message for a Pro Micro based controller:
avrdude: butterfly_recv(): programmer is not responding
avrdude: butterfly_recv(): programmer is not responding
avrdude: verification error, first mismatch at byte 0x002a
0x2b != 0x75
avrdude: verification error; content mismatch
avrdude: verification error; content mismatch
You're likely going to need to ISP flash your board/device to get it working again.
## Hardware Needed
You'll need one of the following to actually perform the ISP flashing (followed by the protocol they use):
There are other devices that can be used to ISP flash, but these are the main ones. Also, all product links are to the official versions. You can source them elsewhere.
You'll also need something to wire your "ISP Programmer" to the device that you're programming. Some PCBs may have ISP headers that you can use directly, but this often isn't the case, so you'll likely need to solder to the controller itself or to different switches or other components.
### The ISP Firmware
The Teensy and Pro Micro controllers will need you to flash the ISP firmware to the controllers before you can use them as an ISP programmer. The rest of the hardware should come preprogrammed. So, for these controllers, download the correct hex file, and flash it first.
* Pro Micro: [`util/pro_micro_ISP_B6_10.hex`](https://github.com/qmk/qmk_firmware/blob/master/util/pro_micro_ISP_B6_10.hex) (`10/B6`)
Once you've flashed your controller, you won't need this hex file anymore.
## Software Needed
* [Teensy Loader](https://www.pjrc.com/teensy/loader.html) (if using a Teensy)
* QMK Toolbox (flash as usual - be sure to select the correct MCU) or `avrdude` via [WinAVR](http://www.ladyada.net/learn/avr/setup-win.html) (for Teensy & Pro Micro)
The QMK Toolbox can be used for most (all) of this.
However, you can grab the [Teensy Loader](https://www.pjrc.com/teensy/loader.html) to flash your Teensy 2.0 board, if you are using that. Or you can use `avrdude` (installed as part of `qmk_install.sh`), or [AVRDUDESS](https://blog.zakkemble.net/avrdudess-a-gui-for-avrdude/) (for Windows) to flash the Pro Micro, and the ISP flashing.
## Wiring
This is pretty straight-forward - we'll be connecting like-things to like-things in the following manner:
This is pretty straight-forward - we'll be connecting like-things to like-things in the following manner.
### SparkFun Pocket AVR
PocketAVR RST <-> Keyboard RESET
PocketAVR SCLK <-> Keyboard B1 (SCLK)
PocketAVR MOSI <-> Keyboard B2 (MOSI)
PocketAVR MISO <-> Keyboard B3 (MISO)
PocketAVR VCC <-> Keyboard VCC
PocketAVR GND <-> Keyboard GND
### Teensy 2.0
@@ -39,6 +91,8 @@ This is pretty straight-forward - we'll be connecting like-things to like-things
Teensy VCC <-> Keyboard VCC
Teensy GND <-> Keyboard GND
!> Note that the B0 pin on the Teensy is wired to the RESET/RST pin on the keyboard's controller. ***DO NOT*** wire the RESET pin on the Teensy to the RESET on the keyboard.
### Pro Micro
Pro Micro 10 (B6) <-> Keyboard RESET
@@ -48,45 +102,67 @@ This is pretty straight-forward - we'll be connecting like-things to like-things
Pro Micro VCC <-> Keyboard VCC
Pro Micro GND <-> Keyboard GND
## The ISP Firmware (now pre-compiled)
!> Note that the 10/B6 pin on the Pro Micro is wired to the RESET/RST pin on the keyboard's controller. ***DO NOT*** wire the RESET pin on the Pro Micro to the RESET on the keyboard.
The only difference between the .hex files below is which pin is connected to RESET. You can use them on other boards as well, as long as you're aware of the pins being used. If for some reason neither of these pins are available, [create an issue](https://github.com/qmk/qmk_firmware/issues/new), and we can generate one for you!
* Pro Micro: [`util/pro_micro_ISP_B6_10.hex`](https://github.com/qmk/qmk_firmware/blob/master/util/pro_micro_ISP_B6_10.hex) (`B6/10`)
## Flashing Your Keyboard
**Flash your Teenys/Pro Micro with one of these and continue - you won't need the file after flashing your ISP device.**
After you have your ISP programmer set up, and wired to your keyboard, it's time to flash your keyboard.
## Just the Bootloader File
### The Bootloader File
If you just want to get things back to normal, you can flash only a bootloader from [`util/` folder](https://github.com/qmk/qmk_firmware/tree/master/util), and use your normal process to flash the firmware afterwards. Be sure to flash the correct bootloader for your chip:
The simplest and quickest way to get things back to normal is to flash only a bootloader to the keyboard. Once this is done, you can connect the keyboard normally and flash the keyboard like you normally would.
You can find the stock bootloaders in the [`util/` folder](https://github.com/qmk/qmk_firmware/tree/master/util). Be sure to flash the correct bootloader for your chip:
If you're not sure what your board uses, look in the `rules.mk` file for the keyboard in QMK. The `MCU =` line will have the value you need. It may differ between different versions of the board.
If you're not sure what your board uses, look in the `rules.mk` file for the keyboard in QMK. The `MCU` and `BOOTLOADER` lines will have the value you need. It may differ between different versions of the board.
If you'd like to flash both the bootloader **and** the regular firmware at the same time, you need to combine the files.
### Production Techniques
If you'd like to flash both the bootloader **and** the regular firmware at the same time, there are two options to do so. Manually, or with the `:production` target when compiling.
To do this manually:
1. Open the original firmware .hex file in a text editor
2. Remove the last line (which should be `:00000001FF` - this is an EOF message)
3. Copy the entire bootloader's contents onto a new line (with no empty lines between) and paste it at the end of the original file
4. Save it as a new file by naming it `<keyboard>_<keymap>_production.hex`
It's possible to use other bootloaders here in the same way, but __you need a bootloader__, otherwise you'll have to use ISP again to write new firmware to your keyboard.
?> It's possible to use other bootloaders here in the same way, but __you need a bootloader__, otherwise you'll have to use ISP again to write new firmware to your keyboard.
To do this the easy way, you can flash the board using the `:production` target when compiling. This compiles the firmware, then compiles the QMK DFU bootloader, and then creates a combined image. Once this is done, you'll see three files:
*`<keyboard>_<keymap>.hex`
*`<keyboard>_<keymap>_bootloader.hex`
*`<keyboard>_<keymap>_production.hex`
The QMK DFU bootloader has only really been tested on `atmega32u4` controllers (such as the AVR based Planck boards, and the Pro Micro), and hasn't been tested on other controllers. However, it will definitely not work on V-USB controllers, such as the `atmega32a` or `atmega328p`.
You can flash either the bootloader or the production firmware file. The production firmware file will take a lot longer to flash, since it's flashing a lot more data.
?> Note: You should stay with the same bootloader. If you're using DFU already, switching to QMK DFU is fine. But flashing QMK DFU onto a Pro Micro, for instance, has additional steps needed.
## Flashing Your Bootloader/Production File
Make sure your keyboard is unplugged from any device, and plug in your Teensy.
Make sure your keyboard is unplugged from any device, and plug in your ISP Programmer.
If you want to change bootloader types, You'll need to use the command line.
### QMK Toolbox
1.`AVRISP device connected` will show up in yellow
1.`AVRISP device connected` or `USB Tiny device connected` will show up in yellow
2. Select the correct bootloader/production .hex file with the `Open` dialog (spaces can't be in the path)
3. Be sure the correct `Microcontroller` option is selected
3. Be sure the correct `Microcontroller` option for the keyboard you're flashing (not the ISP programmer) is selected
4. Hit `Flash`
5. Wait, as nothing will output for a while, especially with production files
@@ -94,7 +170,7 @@ If the verification and fuse checks are ok, you're done! Your board may restart
### Command Line
Open `cmd` and navigate to your where your modified .hex file is. We'll pretend this file is called `main.hex`, and that your Teensy 2.0 is on the `COM3` port - if you're unsure, you can open your Device Manager, and look for `Ports > USB Serial Device`. Use that COM port here. You can confirm it's the right port with:
Open a terminal (`cmd` on Windows, for instance) and navigate to your where your modified .hex file is. We'll pretend this file is called `main.hex`, and that your Teensy 2.0 is on the `COM3` port - if you're unsure, you can open your Device Manager, and look for `Ports > USB Serial Device`. Use that COM port here. You can confirm it's the right port with:
avrdude -c avrisp -P COM3 -p atmega32u4
@@ -129,4 +205,47 @@ You should see a couple of progress bars, then you should see:
Which means everything should be ok! Your board may restart automatically, otherwise, unplug your Teensy and plug in your keyboard - you can leave your Teensy wired to your keyboard while testing things, but it's recommended that you desolder it/remove the wiring once you're sure everything works.
If you're using a SparkFun PocketAVR Programmer, or another USB Tiny based ISP programmer, you will want to use something like this:
avrdude -c usbtiny -P usb -p atmega32u4
#### Advanced: Changing Fuses
If you're switching bootloaders, such as flashing QMK DFU on a Pro Micro, you will need to change the fuses, in additional to flashing the bootloader hex file. This is because `caterina` (the Pro Micro bootloader) and `dfu` handle the startup routines differently, and that behavior is controlled by the fuses.
!> This is one area that it is very important to be careful, as changing fuses is one of the ways that you can permanently brick your controller.
For this, we are assuming the 5V 16MHz versions of the `atmega32u4` (such as the 5V Pro Micro).
For DFU on the `atmega32u4`, these are the fuse settings that you want:
| Fuse | Setting |
|----------|------------------|
| Low | `0x5E` |
| High | `0xD9` or `0x99` |
| Extended | `0xC3` |
The High fuse can be 0xD9 or 0x99. The difference is that 0xD9 disables JTAG, which QMK Firmware disables via software as well, while 0x99 doesn't disable JTAG.
To set this add `-U lfuse:w:0x5E:m -U hfuse:w:0xD9:m -U efuse:w:0xC3:m` to your command. So the final command should look something like:
If you are using a different controller or want different configuration, you can use [this AVR Fuse Calculator](http://www.engbedded.com/fusecalc/) to find a better value for you.
## Help
If you have any questions/problems, feel free to [open an issue](https://github.com/qmk/qmk_firmware/issues/new)!
original document: eae21eed7:docs/arm_debugging.md
git diff eae21eed7 HEAD -- docs/arm_debugging.md | cat
original document: 0.8.58:docs/arm_debugging.md
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このページでは、SWD アダプタとオープンソース/フリーツールを使って ARM MCU をデバッグするためのセットアップ方法について説明します。このガイドでは、GNU MCU Eclipse IDE for C/C++ Developers および OpenOCD を必要な依存関係と一緒にインストールします。
虫アイコンをクリックし、もし全てうまく行けば Debug パースペクティブに移動します。ここでは、main 関数の最初でプログラムカウンタが停止するので、Play ボタンを押します。全てのデバッガのほとんどの機能は ARM MCU で動作しますが、正確な詳細については google があなたのお友達です!
虫アイコンをクリックし、もし全てうまく行けば Debug パースペクティブに移動します。ここでは、main 関数の最初でプログラムカウンタが停止し、Play ボタンが押されるのを待ちます。全てのデバッガのほとんどの機能は Arm MCU で動作しますが、正確な詳細については Google があなたのお友達です!
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