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2 Commits

Author SHA1 Message Date
Jack Humbert
4f71243453 line endings 2017-08-02 23:57:02 -04:00
Jack Humbert
4e7ee5b0d5 start planning eeprom stuff 2017-08-01 16:45:33 -04:00
13606 changed files with 498896 additions and 827523 deletions

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@@ -1,26 +0,0 @@
---
BasedOnStyle: Google
AlignAfterOpenBracket: Align
AlignConsecutiveAssignments: 'true'
AlignConsecutiveDeclarations: 'true'
AlignOperands: 'true'
AllowAllParametersOfDeclarationOnNextLine: 'false'
AlwaysBreakAfterDefinitionReturnType: None
AlwaysBreakAfterReturnType: None
AlwaysBreakBeforeMultilineStrings: 'false'
BinPackArguments: 'true'
BinPackParameters: 'true'
ColumnLimit: '1000'
IndentCaseLabels: 'true'
IndentPPDirectives: AfterHash
IndentWidth: '4'
MaxEmptyLinesToKeep: '1'
PointerAlignment: Right
SortIncludes: 'false'
SpaceBeforeAssignmentOperators: 'true'
SpaceBeforeParens: ControlStatements
SpaceInEmptyParentheses: 'false'
TabWidth: '4'
UseTab: Never
...

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@@ -1,24 +0,0 @@
-I.
-I./drivers
-I./drivers/avr
-I./keyboards/ergodox_ez
-I./keyboards/ergodox_ez/keymaps/vim
-I./lib
-I./lib/lufa
-I./quantum
-I./quantum/api
-I./quantum/audio
-I./quantum/keymap_extras
-I./quantum/process_keycode
-I./quantum/serial_link
-I./quantum/template
-I./quantum/tools
-I./quantum/visualizer
-I./tmk_core
-I./tmk_core/common
-I./tmk_core/common/debug.h
-I./tmk_core/protocol
-I./tmk_core/protocol/lufa
-I./util
-DQMK_KEYBOARD=\"$(KEYBOARD)\" -DQMK_KEYMAP=\"$(KEYMAP)\"

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@@ -1,42 +0,0 @@
# EditorConfig helps developers define and maintain consistent coding styles between different editors and IDEs
# editorconfig.org
root = true
[*]
indent_style = space
indent_size = 4
# We recommend you to keep these unchanged
charset = utf-8
trim_trailing_whitespace = true
insert_final_newline = true
[*.md]
trim_trailing_whitespace = false
indent_size = 4
[{qmk,*.py}]
charset = utf-8
max_line_length = 200
# Make these match what we have in .gitattributes
[*.mk]
end_of_line = lf
indent_style = tab
[Makefile]
end_of_line = lf
indent_style = tab
[*.sh]
end_of_line = lf
# The gitattributes file will handle the line endings conversion properly according to the operating system settings for other files
# We don't have gitattributes properly for these
# So if the user have for example core.autocrlf set to true
# the line endings would be wrong.
[lib/**]
end_of_line = unset

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@@ -1,5 +0,0 @@
---
name: Blank issue
about: If you're 100% sure that you don't need one of the other issue templates, use this one instead.
---

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@@ -1,32 +0,0 @@
---
name: Bug report
about: Create a report to help us improve the QMK Firmware
---
<!-- Provide a general summary of the bug in the title above. -->
<!--- This template is entirely optional and can be removed, but is here to help both you and us. -->
<!--- Anything on lines wrapped in comments like these will not show up in the final text. -->
## Describe the Bug
<!-- A clear and concise description of what the bug is. -->
## System Information
- Keyboard:
- Revision (if applicable):
- Operating system:
- AVR GCC version:
<!-- Run `avr-gcc --version` to find this out. -->
- ARM GCC version:
<!-- Run `arm-none-eabi-gcc --version` to find this out. -->
- QMK Firmware version:
<!-- Run `git describe --abbrev=0 --tags` to find this out. -->
- Any keyboard related software installed?
- [ ] AutoHotKey
- [ ] Karabiner
- [ ] Other:
## Additional Context
<!-- Add any other relevant information about the problem here. -->

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@@ -1,19 +0,0 @@
---
name: Feature request
about: Suggest a new feature or changes to existing features
---
<!--- Provide a general summary of the changes you want in the title above. -->
<!--- This template is entirely optional and can be removed, but is here to help both you and us. -->
<!--- Anything on lines wrapped in comments like these will not show up in the final text. -->
## Feature Request Type
- [ ] Core functionality
- [ ] Add-on hardware support (eg. audio, RGB, OLED screen, etc.)
- [ ] Alteration (enhancement/optimization) of existing feature(s)
- [ ] New behavior
## Description
<!-- A few sentences describing what it is that you'd like to see in QMK. Additional information (such as links to spec sheets, licensing info, other related issues or PRs, etc) would be helpful. -->

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@@ -1,9 +0,0 @@
---
name: Other issues
about: Anything else that doesn't fall into the above categories.
---
<!--- Provide a general summary of the changes you want in the title above. -->
<!--- Anything on lines wrapped in comments like these will not show up in the final text. -->
<!-- Please check https://docs.qmk.fm/#/support for additional resources first. If that doesn't answer your question, choose the bug report template instead, as that may be more appropriate. -->

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@@ -1,34 +0,0 @@
<!--- Provide a general summary of your changes in the title above. -->
<!--- This template is entirely optional and can be removed, but is here to help both you and us. -->
<!--- Anything on lines wrapped in comments like these will not show up in the final text. -->
## Description
<!--- Describe your changes in detail here. -->
## Types of Changes
<!--- What types of changes does your code introduce? Put an `x` in all the boxes that apply. -->
- [ ] Core
- [ ] Bugfix
- [ ] New feature
- [ ] Enhancement/optimization
- [ ] Keyboard (addition or update)
- [ ] Keymap/layout/userspace (addition or update)
- [ ] Documentation
## Issues Fixed or Closed by This PR
*
## Checklist
<!--- Go over all the following points, and put an `x` in all the boxes that apply. -->
<!--- If you're unsure about any of these, don't hesitate to ask. We're here to help! -->
- [ ] My code follows the code style of this project.
- [ ] My change requires a change to the documentation.
- [ ] I have updated the documentation accordingly.
- [ ] I have read the [**CONTRIBUTING** document](https://docs.qmk.fm/#/contributing).
- [ ] I have added tests to cover my changes.
- [ ] I have tested the changes and verified that they work and don't break anything (as well as I can manage).

33
.gitignore vendored
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@@ -1,11 +1,9 @@
.history/
.dep
*.o
*.bin
*.eep
*.elf
*.hex
*.qmk
!util/bootloader.hex
!quantum/tools/eeprom_reset.hex
*.log
@@ -23,53 +21,24 @@ build/
quantum/version.h
.idea/
CMakeLists.txt
cmake-build-debug
doxygen/
.DS_STORE
/util/wsl_downloaded
/util/win_downloaded
/keyboards/*/Makefile
/keyboards/*/*/Makefile
/keyboards/*/*/*/Makefile
/keyboards/*/*/*/*/Makefile
/keyboards/*/*/*/*/*/Makefile
/keyboards/*/keymaps/Makefile
/keyboards/*/*/keymaps/Makefile
/keyboards/*/*/*/keymaps/Makefile
/keyboards/*/*/*/*/keymaps/Makefile
/keyboards/*/*/*/*/*/keymaps/Makefile
# Eclipse/PyCharm/Other IDE Settings
.cproject
.project
.settings/
.idea
*.iml
.browse.VC.db*
*.stackdump
util/Win_Check_Output.txt
# Let these ones be user specific, since we have so many different configurations
.vscode/c_cpp_properties.json
.vscode/launch.json
.vscode/tasks.json
.vscode/last.sql
.vscode/temp.sql
.vscode/ipch/
.stfolder
.tags
# ignore image files
*.png
*.jpg
*.gif
# Do not ignore MiniDox left/right hand eeprom files
!keyboards/minidox/*.eep
# things travis sees
secrets.tar
id_rsa_*
/.vs
# python things
__pycache__
*.gif

4
.gitmodules vendored
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@@ -4,13 +4,9 @@
[submodule "lib/chibios-contrib"]
path = lib/chibios-contrib
url = https://github.com/qmk/ChibiOS-Contrib
branch = k-type-fix
[submodule "lib/ugfx"]
path = lib/ugfx
url = https://github.com/qmk/uGFX
[submodule "lib/googletest"]
path = lib/googletest
url = https://github.com/google/googletest
[submodule "lib/lufa"]
path = lib/lufa
url = https://github.com/qmk/lufa

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@@ -10,24 +10,26 @@ branches:
env:
global:
- secure: vBTSL34BDPxDilKUuTXqU4CJ26Pv5hogD2nghatkxSQkI1/jbdnLj/DQdPUrMJFDIY6TK3AltsBx72MaMsLQ1JO/Ou24IeHINHXzUC1FlS9yQa48cpxnhX5kzXNyGs3oa0qaFbvnr7RgYRWtmD52n4bIZuSuW+xpBv05x2OCizdT2ZonH33nATaHGFasxROm4qYZ241VfzcUv766V6RVHgL4x9V08warugs+RENVkfzxxwhk3NmkrISabze0gSVJLHBPHxroZC6EUcf/ocobcuDrCwFqtEt90i7pNIAFUE7gZsN2uE75LmpzAWin21G7lLPcPL2k4FJVd8an1HiP2WmscJU6U89fOfMb2viObnKcCzebozBCmKGtHEuXZo9FcReOx49AnQSpmESJGs+q2dL/FApkTjQiyT4J6O5dJpoww0/r57Wx0cmmqjETKBb5rSgXM51Etk3wO09mvcPHsEwrT7qH8r9XWdyCDoEn7FCLX3/LYnf/D4SmZ633YPl5gv3v9XEwxR5+04akjgnvWDSNIaDbWBdxHNb7l4pMc+WR1bwCyMyA7KXj0RrftEGOrm9ZRLe6BkbT4cycA+j77nbPOMcyZChliV9pPQos+4TOJoTzcK2L8yWVoY409aDNVuAjdP6Yum0R2maBGl/etLmIMpJC35C5/lZ+dUNjJAM=
- MAKEFLAGS="-j3 --output-sync"
services:
- docker
before_install:
- wget http://www.atmel.com/images/avr8-gnu-toolchain-3.5.4.1709-linux.any.x86_64.tar.gz
install:
- npm install -g moxygen
- tar -zxf avr8-gnu-toolchain-3.5.4.1709-linux.any.x86_64.tar.gz
- export PATH="$PATH:$TRAVIS_BUILD_DIR/avr8-gnu-toolchain-linux_x86_64/bin"
before_script:
- avr-gcc --version
script:
- git rev-parse --short HEAD
- bash util/travis_test.sh
- bash util/travis_build.sh
- bash util/travis_docs.sh
- make test AUTOGEN=false
- bash util/travis_build.sh
addons:
apt:
packages:
- dfu-programmer
- pandoc
- gcc-arm-none-eabi
- binutils-arm-none-eabi
- libnewlib-arm-none-eabi
- diffutils
- dos2unix
- doxygen
after_script:
after_success:
bash util/travis_compiled_push.sh
notifications:
webhooks:
@@ -35,4 +37,4 @@ notifications:
- https://webhooks.gitter.im/e/afce403d65f143dfac09
on_success: always # options: [always|never|change] default: always
on_failure: always # options: [always|never|change] default: always
on_start: never # options: [always|never|change] default: always
on_start: never # options: [always|never|change] default: always

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@@ -1,11 +0,0 @@
// Suggested extensions
{
"recommendations": [
"EditorConfig.EditorConfig",
"xaver.clang-format",
"ms-vscode.cpptools",
"bierner.github-markdown-preview",
"donjayamanne.git-extension-pack",
"CoenraadS.bracket-pair-colorizer-2"
]
}

15
.vscode/settings.json vendored
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@@ -1,19 +1,14 @@
// Place your settings in this file to overwrite default and user settings.
{
// Unofficially, QMK uses spaces for indentation
"editor.insertSpaces": true,
// Configure glob patterns for excluding files and folders.
"files.exclude": {
"**/.build": true,
"**/*.hex": true
},
"files.associations": {
"*.h": "c",
"*.c": "c",
"*.cpp": "cpp",
"*.hpp": "cpp",
"xstddef": "c",
"type_traits": "c",
"utility": "c"
"*.h": "c",
"*.c": "c",
"*.cpp": "cpp",
"*.hpp": "cpp"
}
}
}

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@@ -1,24 +1,15 @@
# Code Of Conduct
QMK strives to be an inclusive, tolerant, and welcoming community. We encourage participation from anyone regardless of age, disability, ethnicity, gender identity and expression, level of experience, nationality, personal appearance, political belief, race, religion, or sexual identity and orientation.
QMK strives to be an inclusive and tolerant community. We welcome participation from anyone regardless of age, disability, ethnicity, gender identity and expression, level of experience, nationality, personal appearance, political belief, race, religion, or sexual identity and orientation.
> “A gentle word turns away wrath, but a harsh word stirs up anger."
> “A gentle word turns away wrath, but a harsh word stirs up anger.
Our users, contributors, and collaborators are expected to treat each other with kindness and respect, to assume good intentions, and to gently correct, where possible, rather than react with escalation. While our goal is to be as accurate as possible, kindness and understanding are more valuable than correctness. Some examples of behavior we will not tolerate include, but is not limited to:
Our users, contributors, and collaborators are expected to treat each other with respect, to assume good intentions, and to gently correct, where possible, rather than react with escalation. Some examples of behavior we will not tolerate include, but is not limited to:
* The use of sexualized language or imagery
* Unwelcome advances, sexual or otherwise
* Deliberate intimidation, stalking, or following
* Insults or derogatory comments, or personal or political attacks
* Publishing others private information without explicit permission
* Sustained disruption of talks or other events
* Other conduct which could reasonably be considered inappropriate in a professional setting
* Advocating for, or encouraging, any of the above behaviour
# Reporting
If someone is violating this Code of Conduct, please email hello@qmk.fm or reach out to one of the Collaborators to bring it to our attention. All complaints will be reviewed and investigated.
QMK will seek to use the least punitive means available to resolve an issue. If the circumstances require asking an offender to leave, we will do that.
Reports will be taken and kept in strict confidence. You will not be required to confront an offender directly.
If someone is violating this Code of Conduct you may email hello@qmk.fm to bring your concern to the Members. All complaints will be reviewed and investigated and will result in a response that is deemed necessary and appropriate to the circumstances. The project team is obligated to maintain confidentiality with regard to the reporter of an incident.

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@@ -1,7 +1,28 @@
FROM qmkfm/base_container
FROM debian:jessie
MAINTAINER Erik Dasque <erik@frenchguys.com>
VOLUME /qmk_firmware
WORKDIR /qmk_firmware
COPY . .
RUN apt-get update && apt-get install --no-install-recommends -y build-essential \
gcc \
unzip \
wget \
zip \
gcc-avr \
binutils-avr \
avr-libc \
dfu-programmer \
dfu-util \
gcc-arm-none-eabi \
binutils-arm-none-eabi \
libnewlib-arm-none-eabi \
git \
software-properties-common \
avrdude \
&& rm -rf /var/lib/apt/lists/*
CMD make all:default
ENV keyboard=ergodox
ENV subproject=ez
ENV keymap=default
VOLUME /qmk
WORKDIR /qmk
CMD make clean; make;

266
Doxyfile
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@@ -1,266 +0,0 @@
# Doxyfile 1.8.14
# This file describes the settings to be used by the documentation system
# doxygen (www.doxygen.org) for qmk_firmware (github.com/qmk/qmk_firmware)
#
# All text after a double hash (##) is considered a comment and is placed in
# front of the TAG it is preceding.
#
# All text after a single hash (#) is considered a comment and will be ignored.
# The format is:
# TAG = value [value, ...]
# For lists, items can also be appended using:
# TAG += value [value, ...]
# Values that contain spaces should be placed between quotes (\" \").
#---------------------------------------------------------------------------
# Project related configuration options
#---------------------------------------------------------------------------
DOXYFILE_ENCODING = UTF-8
PROJECT_NAME = "QMK Firmware"
PROJECT_NUMBER = https://github.com/qmk/qmk_firmware
PROJECT_BRIEF = "Keyboard controller firmware for Atmel AVR and ARM USB families"
OUTPUT_DIRECTORY = doxygen
ALLOW_UNICODE_NAMES = NO
OUTPUT_LANGUAGE = English
BRIEF_MEMBER_DESC = YES
REPEAT_BRIEF = YES
ABBREVIATE_BRIEF = "The $name class" \
"The $name widget" \
"The $name file" \
is \
provides \
specifies \
contains \
represents \
a \
an \
the
ALWAYS_DETAILED_SEC = NO
INLINE_INHERITED_MEMB = NO
FULL_PATH_NAMES = YES
STRIP_FROM_PATH =
STRIP_FROM_INC_PATH =
SHORT_NAMES = NO
JAVADOC_AUTOBRIEF = NO
QT_AUTOBRIEF = NO
MULTILINE_CPP_IS_BRIEF = NO
INHERIT_DOCS = YES
SEPARATE_MEMBER_PAGES = NO
TAB_SIZE = 4
ALIASES =
TCL_SUBST =
OPTIMIZE_OUTPUT_FOR_C = YES
OPTIMIZE_OUTPUT_JAVA = NO
OPTIMIZE_FOR_FORTRAN = NO
OPTIMIZE_OUTPUT_VHDL = NO
EXTENSION_MAPPING =
MARKDOWN_SUPPORT = YES
TOC_INCLUDE_HEADINGS = 2
AUTOLINK_SUPPORT = YES
BUILTIN_STL_SUPPORT = NO
CPP_CLI_SUPPORT = NO
SIP_SUPPORT = NO
IDL_PROPERTY_SUPPORT = YES
DISTRIBUTE_GROUP_DOC = NO
GROUP_NESTED_COMPOUNDS = NO
SUBGROUPING = YES
INLINE_GROUPED_CLASSES = NO
INLINE_SIMPLE_STRUCTS = NO
TYPEDEF_HIDES_STRUCT = NO
LOOKUP_CACHE_SIZE = 0
#---------------------------------------------------------------------------
# Build related configuration options
#---------------------------------------------------------------------------
EXTRACT_ALL = NO
EXTRACT_PRIVATE = NO
EXTRACT_PACKAGE = NO
EXTRACT_STATIC = NO
EXTRACT_LOCAL_CLASSES = YES
EXTRACT_LOCAL_METHODS = NO
EXTRACT_ANON_NSPACES = NO
HIDE_UNDOC_MEMBERS = NO
HIDE_UNDOC_CLASSES = NO
HIDE_FRIEND_COMPOUNDS = NO
HIDE_IN_BODY_DOCS = NO
INTERNAL_DOCS = NO
CASE_SENSE_NAMES = NO
HIDE_SCOPE_NAMES = YES
HIDE_COMPOUND_REFERENCE= NO
SHOW_INCLUDE_FILES = YES
SHOW_GROUPED_MEMB_INC = NO
FORCE_LOCAL_INCLUDES = NO
INLINE_INFO = YES
SORT_MEMBER_DOCS = YES
SORT_BRIEF_DOCS = NO
SORT_MEMBERS_CTORS_1ST = NO
SORT_GROUP_NAMES = NO
SORT_BY_SCOPE_NAME = NO
STRICT_PROTO_MATCHING = NO
GENERATE_TODOLIST = YES
GENERATE_TESTLIST = YES
GENERATE_BUGLIST = YES
GENERATE_DEPRECATEDLIST= YES
ENABLED_SECTIONS =
MAX_INITIALIZER_LINES = 30
SHOW_USED_FILES = YES
SHOW_FILES = YES
SHOW_NAMESPACES = YES
FILE_VERSION_FILTER =
LAYOUT_FILE =
CITE_BIB_FILES =
#---------------------------------------------------------------------------
# Configuration options related to warning and progress messages
#---------------------------------------------------------------------------
QUIET = NO
WARNINGS = YES
WARN_IF_UNDOCUMENTED = YES
WARN_IF_DOC_ERROR = YES
WARN_NO_PARAMDOC = NO
WARN_AS_ERROR = NO
WARN_FORMAT = "$file:$line: $text"
WARN_LOGFILE =
#---------------------------------------------------------------------------
# Configuration options related to the input files
#---------------------------------------------------------------------------
INPUT = tmk_core quantum drivers
INPUT_ENCODING = UTF-8
FILE_PATTERNS = *.c \
*.cc \
*.cxx \
*.cpp \
*.c++ \
*.h \
*.hh \
*.hxx \
*.hpp \
*.h++
RECURSIVE = YES
EXCLUDE =
EXCLUDE_SYMLINKS = NO
EXCLUDE_PATTERNS =
EXCLUDE_SYMBOLS =
EXAMPLE_PATH =
EXAMPLE_PATTERNS = *
EXAMPLE_RECURSIVE = NO
IMAGE_PATH =
INPUT_FILTER =
FILTER_PATTERNS =
FILTER_SOURCE_FILES = NO
FILTER_SOURCE_PATTERNS =
USE_MDFILE_AS_MAINPAGE =
#---------------------------------------------------------------------------
# Configuration options related to source browsing
#---------------------------------------------------------------------------
SOURCE_BROWSER = YES
INLINE_SOURCES = NO
STRIP_CODE_COMMENTS = YES
REFERENCED_BY_RELATION = NO
REFERENCES_RELATION = NO
REFERENCES_LINK_SOURCE = YES
SOURCE_TOOLTIPS = YES
USE_HTAGS = NO
VERBATIM_HEADERS = YES
#---------------------------------------------------------------------------
# Configuration options related to the alphabetical class index
#---------------------------------------------------------------------------
ALPHABETICAL_INDEX = YES
COLS_IN_ALPHA_INDEX = 5
IGNORE_PREFIX =
#---------------------------------------------------------------------------
# Configuration options related to disabled outputs
#---------------------------------------------------------------------------
GENERATE_HTML = NO
GENERATE_LATEX = NO
GENERATE_RTF = NO
GENERATE_MAN = NO
GENERATE_DOCBOOK = NO
GENERATE_AUTOGEN_DEF = NO
GENERATE_PERLMOD = NO
#---------------------------------------------------------------------------
# Configuration options related to the XML output
#---------------------------------------------------------------------------
GENERATE_XML = YES
XML_OUTPUT = xml
XML_PROGRAMLISTING = YES
#---------------------------------------------------------------------------
# Configuration options related to the preprocessor
#---------------------------------------------------------------------------
ENABLE_PREPROCESSING = YES
MACRO_EXPANSION = NO
EXPAND_ONLY_PREDEF = NO
SEARCH_INCLUDES = YES
INCLUDE_PATH =
INCLUDE_FILE_PATTERNS =
PREDEFINED =
EXPAND_AS_DEFINED =
SKIP_FUNCTION_MACROS = YES
#---------------------------------------------------------------------------
# Configuration options related to external references
#---------------------------------------------------------------------------
TAGFILES =
GENERATE_TAGFILE =
ALLEXTERNALS = NO
EXTERNAL_GROUPS = YES
EXTERNAL_PAGES = YES
PERL_PATH = /usr/bin/perl
#---------------------------------------------------------------------------
# Configuration options related to the dot tool
#---------------------------------------------------------------------------
CLASS_DIAGRAMS = YES
MSCGEN_PATH =
DIA_PATH =
HIDE_UNDOC_RELATIONS = YES
HAVE_DOT = NO
DOT_NUM_THREADS = 0
DOT_FONTNAME = Helvetica
DOT_FONTSIZE = 10
DOT_FONTPATH =
CLASS_GRAPH = YES
COLLABORATION_GRAPH = YES
GROUP_GRAPHS = YES
UML_LOOK = NO
UML_LIMIT_NUM_FIELDS = 10
TEMPLATE_RELATIONS = NO
INCLUDE_GRAPH = YES
INCLUDED_BY_GRAPH = YES
CALL_GRAPH = NO
CALLER_GRAPH = NO
GRAPHICAL_HIERARCHY = YES
DIRECTORY_GRAPH = YES
DOT_IMAGE_FORMAT = png
INTERACTIVE_SVG = NO
DOT_PATH =
DOTFILE_DIRS =
MSCFILE_DIRS =
DIAFILE_DIRS =
PLANTUML_JAR_PATH =
PLANTUML_CFG_FILE =
PLANTUML_INCLUDE_PATH =
DOT_GRAPH_MAX_NODES = 50
MAX_DOT_GRAPH_DEPTH = 0
DOT_TRANSPARENT = NO
DOT_MULTI_TARGETS = NO
GENERATE_LEGEND = YES
DOT_CLEANUP = YES

339
LICENSE
View File

@@ -1,339 +0,0 @@
GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
License is intended to guarantee your freedom to share and change free
software--to make sure the software is free for all its users. This
General Public License applies to most of the Free Software
Foundation's software and to any other program whose authors commit to
using it. (Some other Free Software Foundation software is covered by
the GNU Lesser General Public License instead.) You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
this service if you wish), that you receive source code or can get it
if you want it, that you can change the software or use pieces of it
in new free programs; and that you know you can do these things.
To protect your rights, we need to make restrictions that forbid
anyone to deny you these rights or to ask you to surrender the rights.
These restrictions translate to certain responsibilities for you if you
distribute copies of the software, or if you modify it.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must give the recipients all the rights that
you have. You must make sure that they, too, receive or can get the
source code. And you must show them these terms so they know their
rights.
We protect your rights with two steps: (1) copyright the software, and
(2) offer you this license which gives you legal permission to copy,
distribute and/or modify the software.
Also, for each author's protection and ours, we want to make certain
that everyone understands that there is no warranty for this free
software. If the software is modified by someone else and passed on, we
want its recipients to know that what they have is not the original, so
that any problems introduced by others will not reflect on the original
authors' reputations.
Finally, any free program is threatened constantly by software
patents. We wish to avoid the danger that redistributors of a free
program will individually obtain patent licenses, in effect making the
program proprietary. To prevent this, we have made it clear that any
patent must be licensed for everyone's free use or not licensed at all.
The precise terms and conditions for copying, distribution and
modification follow.
GNU GENERAL PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License applies to any program or other work which contains
a notice placed by the copyright holder saying it may be distributed
under the terms of this General Public License. The "Program", below,
refers to any such program or work, and a "work based on the Program"
means either the Program or any derivative work under copyright law:
that is to say, a work containing the Program or a portion of it,
either verbatim or with modifications and/or translated into another
language. (Hereinafter, translation is included without limitation in
the term "modification".) Each licensee is addressed as "you".
Activities other than copying, distribution and modification are not
covered by this License; they are outside its scope. The act of
running the Program is not restricted, and the output from the Program
is covered only if its contents constitute a work based on the
Program (independent of having been made by running the Program).
Whether that is true depends on what the Program does.
1. You may copy and distribute verbatim copies of the Program's
source code as you receive it, in any medium, provided that you
conspicuously and appropriately publish on each copy an appropriate
copyright notice and disclaimer of warranty; keep intact all the
notices that refer to this License and to the absence of any warranty;
and give any other recipients of the Program a copy of this License
along with the Program.
You may charge a fee for the physical act of transferring a copy, and
you may at your option offer warranty protection in exchange for a fee.
2. You may modify your copy or copies of the Program or any portion
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It is not the purpose of this section to induce you to infringe any
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integrity of the free software distribution system, which is
implemented by public license practices. Many people have made
generous contributions to the wide range of software distributed
through that system in reliance on consistent application of that
system; it is up to the author/donor to decide if he or she is willing
to distribute software through any other system and a licensee cannot
impose that choice.
This section is intended to make thoroughly clear what is believed to
be a consequence of the rest of this License.
8. If the distribution and/or use of the Program is restricted in
certain countries either by patents or by copyrighted interfaces, the
original copyright holder who places the Program under this License
may add an explicit geographical distribution limitation excluding
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countries not thus excluded. In such case, this License incorporates
the limitation as if written in the body of this License.
9. The Free Software Foundation may publish revised and/or new versions
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Each version is given a distinguishing version number. If the Program
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either of that version or of any later version published by the Free
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NO WARRANTY
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
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WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
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POSSIBILITY OF SUCH DAMAGES.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
Also add information on how to contact you by electronic and paper mail.
If the program is interactive, make it output a short notice like this
when it starts in an interactive mode:
Gnomovision version 69, Copyright (C) year name of author
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, the commands you use may
be called something other than `show w' and `show c'; they could even be
mouse-clicks or menu items--whatever suits your program.
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the program, if
necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
`Gnomovision' (which makes passes at compilers) written by James Hacker.
<signature of Ty Coon>, 1 April 1989
Ty Coon, President of Vice
This General Public License does not permit incorporating your program into
proprietary programs. If your program is a subroutine library, you may
consider it more useful to permit linking proprietary applications with the
library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License.

407
Makefile
View File

@@ -19,16 +19,6 @@ endif
# Otherwise the [OK], [ERROR] and [WARN] messages won't be displayed correctly
override SILENT := false
ifndef SUB_IS_SILENT
ifndef SKIP_GIT
QMK_VERSION := $(shell git describe --abbrev=0 --tags 2>/dev/null)
endif
ifneq ($(QMK_VERSION),)
$(info QMK Firmware $(QMK_VERSION))
endif
endif
ON_ERROR := error_occurred=1
BREAK_ON_ERRORS = no
@@ -70,110 +60,80 @@ $(eval $(call NEXT_PATH_ELEMENT))
# It's really a very simple if else chain, if you squint enough,
# but the makefile syntax makes it very verbose.
# If we are in a subfolder of keyboards
#
# *** No longer needed **
#
# ifeq ($(CURRENT_PATH_ELEMENT),keyboards)
# $(eval $(call NEXT_PATH_ELEMENT))
# KEYBOARD := $(CURRENT_PATH_ELEMENT)
# $(eval $(call NEXT_PATH_ELEMENT))
# # If we are in a subfolder of keymaps, or in other words in a keymap
# # folder
# ifeq ($(CURRENT_PATH_ELEMENT),keymaps)
# $(eval $(call NEXT_PATH_ELEMENT))
# KEYMAP := $(CURRENT_PATH_ELEMENT)
# # else if we are not in the keyboard folder itself
# else ifneq ($(CURRENT_PATH_ELEMENT),)
# # the we can assume it's a subproject, as no other folders
# # should have make files in them
# SUBPROJECT := $(CURRENT_PATH_ELEMENT)
# $(eval $(call NEXT_PATH_ELEMENT))
# # if we are inside a keymap folder of a subproject
# ifeq ($(CURRENT_PATH_ELEMENT),keymaps)
# $(eval $(call NEXT_PATH_ELEMENT))
# KEYMAP := $(CURRENT_PATH_ELEMENT)
# endif
# endif
# endif
define GET_KEYBOARDS
ifndef ALT_GET_KEYBOARDS
All_RULES_MK := $$(patsubst $(ROOT_DIR)/keyboards/%/rules.mk,%,$$(wildcard $(ROOT_DIR)/keyboards/*/rules.mk))
All_RULES_MK += $$(patsubst $(ROOT_DIR)/keyboards/%/rules.mk,%,$$(wildcard $(ROOT_DIR)/keyboards/*/*/rules.mk))
All_RULES_MK += $$(patsubst $(ROOT_DIR)/keyboards/%/rules.mk,%,$$(wildcard $(ROOT_DIR)/keyboards/*/*/*/rules.mk))
All_RULES_MK += $$(patsubst $(ROOT_DIR)/keyboards/%/rules.mk,%,$$(wildcard $(ROOT_DIR)/keyboards/*/*/*/*/rules.mk))
KEYMAPS_MK := $$(patsubst $(ROOT_DIR)/keyboards/%/rules.mk,%,$$(wildcard $(ROOT_DIR)/keyboards/*/keymaps/*/rules.mk))
KEYMAPS_MK += $$(patsubst $(ROOT_DIR)/keyboards/%/rules.mk,%,$$(wildcard $(ROOT_DIR)/keyboards/*/*/keymaps/*/rules.mk))
KEYMAPS_MK += $$(patsubst $(ROOT_DIR)/keyboards/%/rules.mk,%,$$(wildcard $(ROOT_DIR)/keyboards/*/*/*/keymaps/*/rules.mk))
KEYMAPS_MK += $$(patsubst $(ROOT_DIR)/keyboards/%/rules.mk,%,$$(wildcard $(ROOT_DIR)/keyboards/*/*/*/*/keymaps/*/rules.mk))
KEYBOARDS := $$(sort $$(filter-out $$(KEYMAPS_MK), $$(All_RULES_MK)))
else
KEYBOARDS := $(shell find keyboards/ -type f -iname "rules.mk" | grep -v keymaps | sed 's!keyboards/\(.*\)/rules.mk!\1!' | sort | uniq)
ifeq ($(CURRENT_PATH_ELEMENT),keyboards)
$(eval $(call NEXT_PATH_ELEMENT))
KEYBOARD := $(CURRENT_PATH_ELEMENT)
$(eval $(call NEXT_PATH_ELEMENT))
# If we are in a subfolder of keymaps, or in other words in a keymap
# folder
ifeq ($(CURRENT_PATH_ELEMENT),keymaps)
$(eval $(call NEXT_PATH_ELEMENT))
KEYMAP := $(CURRENT_PATH_ELEMENT)
# else if we are not in the keyboard folder itself
else ifneq ($(CURRENT_PATH_ELEMENT),)
# the we can assume it's a subproject, as no other folders
# should have make files in them
SUBPROJECT := $(CURRENT_PATH_ELEMENT)
$(eval $(call NEXT_PATH_ELEMENT))
# if we are inside a keymap folder of a subproject
ifeq ($(CURRENT_PATH_ELEMENT),keymaps)
$(eval $(call NEXT_PATH_ELEMENT))
KEYMAP := $(CURRENT_PATH_ELEMENT)
endif
endif
endif
endef
$(eval $(call GET_KEYBOARDS))
# Only consider folders with makefiles, to prevent errors in case there are extra folders
#KEYBOARDS += $(patsubst $(ROOD_DIR)/keyboards/%/rules.mk,%,$(wildcard $(ROOT_DIR)/keyboards/*/*/rules.mk))
.PHONY: list-keyboards
list-keyboards:
echo $(KEYBOARDS)
define PRINT_KEYBOARD
$(info $(PRINTING_KEYBOARD))
endef
.PHONY: generate-keyboards-file
generate-keyboards-file:
$(foreach PRINTING_KEYBOARD,$(KEYBOARDS),$(eval $(call PRINT_KEYBOARD)))
.PHONY: clean
clean:
echo -n 'Deleting .build/ ... '
rm -rf $(BUILD_DIR)
echo 'done.'
.PHONY: distclean
distclean: clean
echo -n 'Deleting *.bin and *.hex ... '
rm -f *.bin *.hex
echo 'done.'
KEYBOARDS := $(notdir $(patsubst %/Makefile,%,$(wildcard $(ROOT_DIR)/keyboards/*/Makefile)))
#Compatibility with the old make variables, anything you specify directly on the command line
# always overrides the detected folders
ifdef keyboard
KEYBOARD := $(keyboard)
endif
ifdef sub
SUBPROJECT := $(sub)
endif
ifdef subproject
SUBPROJECT := $(subproject)
endif
ifdef keymap
KEYMAP := $(keymap)
endif
# Uncomment these for debugging
# $(info Keyboard: $(KEYBOARD))
# $(info Keymap: $(KEYMAP))
# $(info Subproject: $(SUBPROJECT))
# $(info Keyboards: $(KEYBOARDS))
#$(info Keyboard: $(KEYBOARD))
#$(info Keymap: $(KEYMAP))
#$(info Subproject: $(SUBPROJECT))
#$(info Keyboards: $(KEYBOARDS))
# Set the default goal depending on where we are running make from
# this handles the case where you run make without any arguments
.DEFAULT_GOAL := all:all
.DEFAULT_GOAL := all
ifneq ($(KEYMAP),)
.DEFAULT_GOAL := $(KEYBOARD):$(KEYMAP)
ifeq ($(SUBPROJECT),)
# Inside a keymap folder, just build the keymap, with the
# default subproject
.DEFAULT_GOAL := $(KEYBOARD)-$(KEYMAP)
else
# Inside a subproject keyamp folder, build the keymap
# for that subproject
.DEFAULT_GOAL := $(KEYBOARD)-$(SUBPROJECT)-$(KEYMAP)
endif
else ifneq ($(SUBPROJECT),)
# Inside a subproject folder, build all keymaps for that subproject
.DEFAULT_GOAL := $(KEYBOARD)-$(SUBPROJECT)-allkm
else ifneq ($(KEYBOARD),)
# Inside a keyboard folder, build all keymaps for all subprojects
# Note that this is different from the old behaviour, which would
# build only the default keymap of the default keyboard
.DEFAULT_GOAL := $(KEYBOARD):all
.DEFAULT_GOAL := $(KEYBOARD)-allsp-allkm
endif
# Compare the start of the RULE variable with the first argument($1)
# If the rules equals $1 or starts with $1:, RULE_FOUND is set to true
# If the rules equals $1 or starts with $1-, RULE_FOUND is set to true
# and $1 is removed from the RULE variable
# Otherwise the RULE_FOUND variable is set to false, and RULE left as it was
# The function is a bit tricky, since there's no built in $(startswith) function
@@ -182,10 +142,10 @@ define COMPARE_AND_REMOVE_FROM_RULE_HELPER
RULE:=
RULE_FOUND := true
else
STARTCOLON_REMOVED=$$(subst START$1:,,START$$(RULE))
ifneq ($$(STARTCOLON_REMOVED),START$$(RULE))
STARTDASH_REMOVED=$$(subst START$1-,,START$$(RULE))
ifneq ($$(STARTDASH_REMOVED),START$$(RULE))
RULE_FOUND := true
RULE := $$(STARTCOLON_REMOVED)
RULE := $$(STARTDASH_REMOVED)
else
RULE_FOUND := false
endif
@@ -264,14 +224,14 @@ define PARSE_ALL_IN_LIST
endef
# The entry point for rule parsing
# parses a rule in the format <keyboard>:<keymap>:<target>
# parses a rule in the format <keyboard>-<subproject>-<keymap>-<target>
# but this particular function only deals with the first <keyboard> part
define PARSE_RULE
RULE := $1
COMMANDS :=
# If the rule starts with all, then continue the parsing from
# If the rule starts with allkb, then continue the parsing from
# PARSE_ALL_KEYBOARDS
ifeq ($$(call COMPARE_AND_REMOVE_FROM_RULE,all),true)
ifeq ($$(call COMPARE_AND_REMOVE_FROM_RULE,allkb),true)
$$(eval $$(call PARSE_ALL_KEYBOARDS))
else ifeq ($$(call COMPARE_AND_REMOVE_FROM_RULE,test),true)
$$(eval $$(call PARSE_TEST))
@@ -285,105 +245,35 @@ define PARSE_RULE
$$(eval $$(call PARSE_KEYBOARD,$$(KEYBOARD)))
else
$$(info make: *** No rule to make target '$1'. Stop.)
$$(info |)
$$(info | QMK's make format recently changed to use folder locations and colons:)
$$(info | make project_folder:keymap[:target])
$$(info | Examples:)
$$(info | make planck/rev4:default:dfu)
$$(info | make planck:default)
$$(info |)
# Notice the tab instead of spaces below!
exit 1
endif
endef
# $1 = Keyboard
# Parses a rule in the format <keymap>:<target>
# Parses a rule in the format <subproject>-<keymap>-<target>
# the keyboard is already known when entering this function
define PARSE_KEYBOARD
# If we want to compile the default subproject, then we need to
# include the correct makefile to determine the actual name of it
CURRENT_KB := $1
# KEYBOARD_FOLDERS := $$(subst /, , $(CURRENT_KB))
DEFAULT_FOLDER := $$(CURRENT_KB)
# We assume that every rules.mk will contain the full default value
$$(eval include $(ROOT_DIR)/keyboards/$$(CURRENT_KB)/rules.mk)
ifneq ($$(DEFAULT_FOLDER),$$(CURRENT_KB))
$$(eval include $(ROOT_DIR)/keyboards/$$(DEFAULT_FOLDER)/rules.mk)
endif
CURRENT_KB := $$(DEFAULT_FOLDER)
# 5/4/3/2/1
KEYBOARD_FOLDER_PATH_1 := $$(CURRENT_KB)
KEYBOARD_FOLDER_PATH_2 := $$(patsubst %/,%,$$(dir $$(KEYBOARD_FOLDER_PATH_1)))
KEYBOARD_FOLDER_PATH_3 := $$(patsubst %/,%,$$(dir $$(KEYBOARD_FOLDER_PATH_2)))
KEYBOARD_FOLDER_PATH_4 := $$(patsubst %/,%,$$(dir $$(KEYBOARD_FOLDER_PATH_3)))
KEYBOARD_FOLDER_PATH_5 := $$(patsubst %/,%,$$(dir $$(KEYBOARD_FOLDER_PATH_4)))
KEYMAPS :=
# get a list of all keymaps
KEYMAPS += $$(notdir $$(patsubst %/.,%,$$(wildcard $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_PATH_1)/keymaps/*/.)))
KEYMAPS += $$(notdir $$(patsubst %/.,%,$$(wildcard $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_PATH_2)/keymaps/*/.)))
KEYMAPS += $$(notdir $$(patsubst %/.,%,$$(wildcard $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_PATH_3)/keymaps/*/.)))
KEYMAPS += $$(notdir $$(patsubst %/.,%,$$(wildcard $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_PATH_4)/keymaps/*/.)))
KEYMAPS += $$(notdir $$(patsubst %/.,%,$$(wildcard $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_PATH_5)/keymaps/*/.)))
# this might be needed, but in a different form
#KEYMAPS := $$(sort $$(filter-out $$(KEYBOARD_FOLDER_1) $$(KEYBOARD_FOLDER_2) \
$$(KEYBOARD_FOLDER_3) $$(KEYBOARD_FOLDER_4) $$(KEYBOARD_FOLDER_5), $$(KEYMAPS)))
KEYBOARD_LAYOUTS :=
ifneq ("$$(wildcard $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_PATH_5)/rules.mk)","")
LAYOUTS :=
$$(eval include $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_PATH_5)/rules.mk)
KEYBOARD_LAYOUTS := $$(sort $$(LAYOUTS) $$(KEYBOARD_LAYOUTS))
endif
ifneq ("$$(wildcard $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_PATH_4)/rules.mk)","")
LAYOUTS :=
$$(eval include $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_PATH_4)/rules.mk)
KEYBOARD_LAYOUTS := $$(sort $$(LAYOUTS) $$(KEYBOARD_LAYOUTS))
endif
ifneq ("$$(wildcard $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_PATH_3)/rules.mk)","")
LAYOUTS :=
$$(eval include $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_PATH_3)/rules.mk)
KEYBOARD_LAYOUTS := $$(sort $$(LAYOUTS) $$(KEYBOARD_LAYOUTS))
endif
ifneq ("$$(wildcard $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_PATH_2)/rules.mk)","")
LAYOUTS :=
$$(eval include $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_PATH_2)/rules.mk)
KEYBOARD_LAYOUTS := $$(sort $$(LAYOUTS) $$(KEYBOARD_LAYOUTS))
endif
ifneq ("$$(wildcard $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_PATH_1)/rules.mk)","")
LAYOUTS :=
$$(eval include $(ROOT_DIR)/keyboards/$$(KEYBOARD_FOLDER_PATH_1)/rules.mk)
KEYBOARD_LAYOUTS := $$(sort $$(LAYOUTS) $$(KEYBOARD_LAYOUTS))
endif
LAYOUT_KEYMAPS :=
$$(foreach LAYOUT,$$(KEYBOARD_LAYOUTS),$$(eval LAYOUT_KEYMAPS += $$(notdir $$(patsubst %/.,%,$$(wildcard $(ROOT_DIR)/layouts/*/$$(LAYOUT)/*/.)))))
KEYMAPS := $$(sort $$(KEYMAPS) $$(LAYOUT_KEYMAPS))
# if the rule after removing the start of it is empty (we haven't specified a kemap or target)
# compile all the keymaps
ifeq ($$(RULE),)
$$(eval $$(call PARSE_ALL_KEYMAPS))
# The same if all was specified
else ifeq ($$(call COMPARE_AND_REMOVE_FROM_RULE,all),true)
$$(eval $$(call PARSE_ALL_KEYMAPS))
# List all keymaps for the given keyboard
else ifeq ($$(call COMPARE_AND_REMOVE_FROM_RULE,list-keymaps),true)
$$(eval $$(call LIST_ALL_KEYMAPS))
# Try to match the specified keyamp with the list of known keymaps
else ifeq ($$(call TRY_TO_MATCH_RULE_FROM_LIST,$$(KEYMAPS)),true)
$$(eval $$(call PARSE_KEYMAP,$$(MATCHED_ITEM)))
# Otherwise try to match the keymap from the current folder, or arguments to the make command
else ifneq ($$(KEYMAP),)
$$(eval $$(call PARSE_KEYMAP,$$(KEYMAP)))
# Otherwise, make all keymaps, again this is consistent with how it works without
# any arguments
# A subproject is any keyboard subfolder with a makefile
SUBPROJECTS := $$(notdir $$(patsubst %/Makefile,%,$$(wildcard $(ROOT_DIR)/keyboards/$$(CURRENT_KB)/*/Makefile)))
# if the rule starts with allsp, then continue with looping over all subprojects
ifeq ($$(call COMPARE_AND_REMOVE_FROM_RULE,allsp),true)
$$(eval $$(call PARSE_ALL_SUBPROJECTS))
# A special case for matching the defaultsp (default subproject)
else ifeq ($$(call COMPARE_AND_REMOVE_FROM_RULE,defaultsp),true)
$$(eval $$(call PARSE_SUBPROJECT,defaultsp))
# If the rule starts with the name of a known subproject
else ifeq ($$(call TRY_TO_MATCH_RULE_FROM_LIST,$$(SUBPROJECTS)),true)
$$(eval $$(call PARSE_SUBPROJECT,$$(MATCHED_ITEM)))
# Try to use the SUBPROJECT variable, which is either determined by the
# directory which invoked make, or passed as an argument to make
else ifneq ($$(SUBPROJECT),)
$$(eval $$(call PARSE_SUBPROJECT,$$(SUBPROJECT)))
# If there's no matching subproject, we assume it's the default
# This will allow you to leave the subproject part of the target out
else
$$(eval $$(call PARSE_ALL_KEYMAPS))
$$(eval $$(call PARSE_SUBPROJECT,))
endif
endef
@@ -396,28 +286,73 @@ endef
# $1 Subproject
# When entering this, the keyboard and subproject are known, so now we need
# to determine which keymaps are going to get compiled
# define PARSE_SUBPROJECT
# endef
define PARSE_SUBPROJECT
# If we want to compile the default subproject, then we need to
# include the correct makefile to determine the actual name of it
CURRENT_SP := $1
ifeq ($$(CURRENT_SP),)
CURRENT_SP := defaultsp
endif
ifeq ($$(CURRENT_SP),defaultsp)
SUBPROJECT_DEFAULT=
$$(eval include $(ROOT_DIR)/keyboards/$$(CURRENT_KB)/Makefile)
CURRENT_SP := $$(SUBPROJECT_DEFAULT)
endif
# If current subproject is empty (the default was not defined), and we have a list of subproject
# then make all of them
ifeq ($$(CURRENT_SP),)
ifneq ($$(SUBPROJECTS),)
CURRENT_SP := allsp
endif
endif
# The special allsp is handled later
ifneq ($$(CURRENT_SP),allsp)
# get a list of all keymaps
KEYMAPS := $$(notdir $$(patsubst %/.,%,$$(wildcard $(ROOT_DIR)/keyboards/$$(CURRENT_KB)/keymaps/*/.)))
ifneq ($$(CURRENT_SP),)
# if the subproject is defined, then also look for keymaps inside the subproject folder
SP_KEYMAPS := $$(notdir $$(patsubst %/.,%,$$(wildcard $(ROOT_DIR)/keyboards/$$(CURRENT_KB)/$$(CURRENT_SP)/keymaps/*/.)))
KEYMAPS := $$(sort $$(KEYMAPS) $$(SP_KEYMAPS))
endif
# if the rule after removing the start of it is empty (we haven't specified a kemap or target)
# compile all the keymaps
ifeq ($$(RULE),)
$$(eval $$(call PARSE_ALL_KEYMAPS))
# The same if allkm was specified
else ifeq ($$(call COMPARE_AND_REMOVE_FROM_RULE,allkm),true)
$$(eval $$(call PARSE_ALL_KEYMAPS))
# Try to match the specified keyamp with the list of known keymaps
else ifeq ($$(call TRY_TO_MATCH_RULE_FROM_LIST,$$(KEYMAPS)),true)
$$(eval $$(call PARSE_KEYMAP,$$(MATCHED_ITEM)))
# Otherwise try to match the keymap from the current folder, or arguments to the make command
else ifneq ($$(KEYMAP),)
$$(eval $$(call PARSE_KEYMAP,$$(KEYMAP)))
# No matching keymap found, so we assume that the rest of the rule is the target
# If we haven't been able to parse out a subproject, then make all of them
# This is consistent with running make without any arguments from the keyboard
# folder
else ifeq ($1,)
$$(eval $$(call PARSE_ALL_SUBPROJECTS))
# Otherwise, make all keymaps, again this is consistent with how it works without
# any arguments
else
$$(eval $$(call PARSE_ALL_KEYMAPS))
endif
else
# As earlier mentioned when allsb is specified, we call our self recursively
# for all of the subprojects
$$(eval $$(call PARSE_ALL_IN_LIST,PARSE_SUBPROJECT,$(SUBPROJECTS)))
endif
endef
# If we want to parse all subprojects, but the keyboard doesn't have any,
# then use defaultsp instead
# define PARSE_ALL_SUBPROJECTS
# ifeq ($$(SUBPROJECTS),)
# $$(eval $$(call PARSE_SUBPROJECT,defaultsp))
# else
# $$(eval $$(call PARSE_ALL_IN_LIST,PARSE_SUBPROJECT,$$(SUBPROJECTS)))
# endif
# endef
# Prints a list of all known keymaps for the given keyboard
define LIST_ALL_KEYMAPS
COMMAND_true_LIST_KEYMAPS := \
printf "$$(KEYMAPS)\n";
COMMAND_false_LIST_KEYMAPS := \
printf "$$(MSG_AVAILABLE_KEYMAPS)\n"; \
printf "$$(KEYMAPS)\n";
COMMANDS += LIST_KEYMAPS
define PARSE_ALL_SUBPROJECTS
ifeq ($$(SUBPROJECTS),)
$$(eval $$(call PARSE_SUBPROJECT,defaultsp))
else
$$(eval $$(call PARSE_ALL_IN_LIST,PARSE_SUBPROJECT,$$(SUBPROJECTS)))
endif
endef
# $1 Keymap
@@ -428,18 +363,21 @@ endef
define PARSE_KEYMAP
CURRENT_KM = $1
# The rest of the rule is the target
# Remove the leading ":" from the target, as it acts as a separator
MAKE_TARGET := $$(patsubst :%,%,$$(RULE))
# Remove the leading "-" from the target, as it acts as a separator
MAKE_TARGET := $$(patsubst -%,%,$$(RULE))
# We need to generate an unique indentifer to append to the COMMANDS list
CURRENT_KB_UNDER := $$(subst /,_,$$(CURRENT_KB))
COMMAND := COMMAND_KEYBOARD_$$(CURRENT_KB_UNDER)_KEYMAP_$$(CURRENT_KM)
COMMAND := COMMAND_KEYBOARD_$$(CURRENT_KB)_SUBPROJECT_$(CURRENT_SP)_KEYMAP_$$(CURRENT_KM)
# If we are compiling a keyboard without a subproject, we want to display just the name
# of the keyboard, otherwise keyboard/subproject
KB_SP := $$(CURRENT_KB)
ifeq ($$(CURRENT_SP),)
KB_SP := $(CURRENT_KB)
else
KB_SP := $(CURRENT_KB)/$$(CURRENT_SP)
endif
# Format it in bold
KB_SP := $(BOLD)$$(KB_SP)$(NO_COLOR)
# Specify the variables that we are passing forward to submake
MAKE_VARS := KEYBOARD=$$(CURRENT_KB) KEYMAP=$$(CURRENT_KM)
MAKE_VARS := KEYBOARD=$$(CURRENT_KB) SUBPROJECT=$$(CURRENT_SP) KEYMAP=$$(CURRENT_KM)
# And the first part of the make command
MAKE_CMD := $$(MAKE) -r -R -C $(ROOT_DIR) -f build_keyboard.mk $$(MAKE_TARGET)
# The message to display
@@ -500,8 +438,8 @@ endef
define PARSE_TEST
TESTS :=
TEST_NAME := $$(firstword $$(subst :, ,$$(RULE)))
TEST_TARGET := $$(subst $$(TEST_NAME),,$$(subst $$(TEST_NAME):,,$$(RULE)))
TEST_NAME := $$(firstword $$(subst -, ,$$(RULE)))
TEST_TARGET := $$(subst $$(TEST_NAME),,$$(subst $$(TEST_NAME)-,,$$(RULE)))
ifeq ($$(TEST_NAME),all)
MATCHED_TESTS := $$(TEST_LIST)
else
@@ -549,19 +487,18 @@ if [ $$error_occurred -gt 0 ]; then $(HANDLE_ERROR); fi;
endef
# Allow specifying just the subproject, in the keyboard directory, which will compile all keymaps
SUBPROJECTS := $(notdir $(patsubst %/Makefile,%,$(wildcard ./*/Makefile)))
.PHONY: $(SUBPROJECTS)
$(SUBPROJECTS): %: %-allkm
# Let's match everything, we handle all the rule parsing ourselves
.PHONY: %
%:
# Check if we have the CMP tool installed
cmp $(ROOT_DIR)/Makefile $(ROOT_DIR)/Makefile >/dev/null 2>&1; if [ $$? -gt 0 ]; then printf "$(MSG_NO_CMP)"; exit 1; fi;
# Ensure that python3 is installed. This check can be removed after python is used in more places.
if ! python3 --version 1> /dev/null 2>&1; then printf "$(MSG_PYTHON_MISSING)"; fi
# Check if the submodules are dirty, and display a warning if they are
ifndef SKIP_GIT
if [ ! -e lib/chibios ]; then git submodule sync lib/chibios && git submodule update --depth 1 --init lib/chibios; fi
if [ ! -e lib/chibios-contrib ]; then git submodule sync lib/chibios-contrib && git submodule update --depth 1 --init lib/chibios-contrib; fi
if [ ! -e lib/ugfx ]; then git submodule sync lib/ugfx && git submodule update --depth 1 --init lib/ugfx; fi
if [ ! -e lib/lufa ]; then git submodule sync lib/lufa && git submodule update --depth 1 --init lib/lufa; fi
git submodule status --recursive 2>/dev/null | \
while IFS= read -r x; do \
case "$$x" in \
@@ -577,39 +514,27 @@ endif
# it has to be there to allow parallel execution of the submake
# This always tries to compile everything, even if error occurs in the middle
# But we return the error code at the end, to trigger travis failures
# The sort at this point is to remove duplicates
$(foreach COMMAND,$(sort $(COMMANDS)),$(RUN_COMMAND))
$(foreach COMMAND,$(COMMANDS),$(RUN_COMMAND))
if [ -f $(ERROR_FILE) ]; then printf "$(MSG_ERRORS)" & exit 1; fi;
$(foreach TEST,$(sort $(TESTS)),$(RUN_TEST))
$(foreach TEST,$(TESTS),$(RUN_TEST))
if [ -f $(ERROR_FILE) ]; then printf "$(MSG_ERRORS)" & exit 1; fi;
# These no longer work because of the colon system
# All should compile everything
# .PHONY: all
# all: all-keyboards test-all
.PHONY: all
all: all-keyboards test-all
# Define some shortcuts, mostly for compatibility with the old syntax
# .PHONY: all-keyboards
# all-keyboards: all\:all\:all
.PHONY: all-keyboards
all-keyboards: allkb-allsp-allkm
# .PHONY: all-keyboards-defaults
# all-keyboards-defaults: all\:default
.PHONY: all-keyboards-defaults
all-keyboards-defaults: allkb-allsp-default
# .PHONY: test
# test: test-all
.PHONY: test
test: test-all
# .PHONY: test-clean
# test-clean: test-all-clean
lib/%:
git submodule sync $?
git submodule update --init $?
.PHONY: git-submodule
git-submodule:
git submodule sync --recursive
git submodule update --init --recursive --progress
.PHONY: test-clean
test-clean: test-all-clean
ifdef SKIP_VERSION
SKIP_GIT := yes

83
Vagrantfile vendored
View File

@@ -2,13 +2,27 @@
# vi: set ft=ruby :
Vagrant.configure(2) do |config|
# define a name instead of just 'default'
config.vm.define "qmk_firmware"
# You can only have one config.vm.box uncommented at a time
# VMware/Virtualbox ( and also Hyperv/Parallels) 64 bit
config.vm.box = "generic/debian9"
config.vm.synced_folder '.', '/vagrant'
# Comment this and uncomment another if you don't want to use the minimal Arch box
#config.vm.box = "dragon788/arch-ala-elasticdog"
# VMware/Virtualbox 64 bit
config.vm.box = "phusion/ubuntu-14.04-amd64"
#
# VMware/Virtualbox 64 bit
#config.vm.box = "puphpet/centos65-x64"
#
# The opensuse boxes don't have dfu-util in their default repositories
#
# The virtualbox version has tools issues
# VMware/Virtualbox 64 bit
#config.vm.box = "bento/opensuse-13.2-x86_64"
#
# Virtualbox only
#config.vm.box = "bento/opensuse-13.2-i386"
# config.vm.box = ""
# config.vm.box = ""
# This section allows you to customize the Virtualbox VM
# settings, ie showing the GUI or upping the memory
@@ -20,16 +34,13 @@ Vagrant.configure(2) do |config|
# your Teensy via the VM rather than your host OS
#vb.customize ['modifyvm', :id, '--usb', 'on']
#vb.customize ['usbfilter', 'add', '0',
# '--target', :id,
# '--name', 'teensy',
# '--vendorid', '0x16c0',
# '--productid','0x0478'
# ]
# '--target', :id,
# '--name', 'teensy',
# '--vendorid', '0x16c0',
# '--productid','0x0478'
# ]
# Customize the amount of memory on the VM:
vb.memory = "512"
# Uncomment the below lines if you have time sync
# issues with make and incremental builds
#vb.customize [ "guestproperty", "set", :id, "/VirtualBox/GuestAdd/VBoxService/--timesync-set-threshold", 1000 ]
end
# This section allows you to customize the VMware VM
@@ -52,44 +63,36 @@ Vagrant.configure(2) do |config|
end
# Docker provider pulls from hub.docker.com respecting docker.image if
# config.vm.box is nil. In this case, we adhoc build util/vagrant/Dockerfile.
# Note that this bind-mounts from the current dir to
# config.vm.box is nil. Note that this bind-mounts from the current dir to
# /vagrant in the guest, so unless your UID is 1000 to match vagrant in the
# image, you'll need to: chmod -R a+rw .
config.vm.provider "docker" do |docker, override|
override.vm.box = nil
docker.build_dir = "util/vagrant"
docker.image = "jesselang/debian-vagrant:jessie"
docker.has_ssh = true
end
# Unless we are running the docker container directly
# 1. run container detached on vm
# 2. attach on 'vagrant ssh'
["virtualbox", "vmware_workstation", "vmware_fusion"].each do |type|
config.vm.provider type do |virt, override|
override.vm.provision "docker" do |d|
d.run "qmkfm/base_container",
cmd: "tail -f /dev/null",
args: "--privileged -v /dev:/dev -v '/vagrant:/vagrant'"
end
# This script ensures the required packages for AVR programming are installed
# It also ensures the system always gets the latest updates when powered on
# If this causes issues you can run a 'vagrant destroy' and then
# add a # before ,args: and run 'vagrant up' to get a working
# non-updated box and then attempt to troubleshoot or open a Github issue
override.vm.provision "shell", inline: <<-SHELL
echo 'docker restart qmkfm-base_container && exec docker exec -it qmkfm-base_container /bin/bash -l' >> ~vagrant/.bashrc
SHELL
end
end
config.vm.provision "shell", run: "always", path: "./util/install_dependencies.sh", args: "-update"
config.vm.post_up_message = <<-EOT
Log into the VM using 'vagrant ssh' on OSX or from Git Bash (Win)
or 'vagrant ssh-config' and Putty or Bitvise SSH or another SSH tool
Log into the environment using 'vagrant ssh'. QMK directory synchronized with
host is located at /vagrant
To compile the .hex files use make command inside this directory, e.g.
cd /vagrant
make <keyboard>:default
Change directory (cd) to the keyboard you wish to program
(Optionally) modify your layout,
then run 'make clean'
and then 'make' to compile the .eep and .hex files.
Or you can copy and paste the example line below.
cd /vagrant; cd keyboards; cd ergodox; make clean; make
Examples:
make planck/rev4:default:dfu
make planck:default
EOT
end

File diff suppressed because one or more lines are too long

103
bin/qmk
View File

@@ -1,103 +0,0 @@
#!/usr/bin/env python3
"""CLI wrapper for running QMK commands.
"""
import os
import subprocess
import sys
from glob import glob
from time import strftime
from importlib import import_module
from importlib.util import find_spec
# Add the QMK python libs to our path
script_dir = os.path.dirname(os.path.realpath(__file__))
qmk_dir = os.path.abspath(os.path.join(script_dir, '..'))
python_lib_dir = os.path.abspath(os.path.join(qmk_dir, 'lib', 'python'))
sys.path.append(python_lib_dir)
# Change to the root of our checkout
os.environ['ORIG_CWD'] = os.getcwd()
os.chdir(qmk_dir)
# Make sure our modules have been setup
with open('requirements.txt', 'r') as fd:
for line in fd.readlines():
line = line.strip().replace('<', '=').replace('>', '=')
if line[0] == '#':
continue
if '#' in line:
line = line.split('#')[0]
module = line.split('=')[0] if '=' in line else line
if not find_spec(module):
print('Your QMK build environment is not fully setup!\n')
print('Please run `./util/qmk_install.sh` to setup QMK.')
exit(255)
# Figure out our version
command = ['git', 'describe', '--abbrev=6', '--dirty', '--always', '--tags']
result = subprocess.run(command, universal_newlines=True, stdout=subprocess.PIPE, stderr=subprocess.PIPE)
if result.returncode == 0:
os.environ['QMK_VERSION'] = 'QMK ' + result.stdout.strip()
else:
os.environ['QMK_VERSION'] = 'QMK ' + strftime('%Y-%m-%d-%H:%M:%S')
# Setup the CLI
import milc
milc.EMOJI_LOGLEVELS['INFO'] = '{fg_blue}Ψ{style_reset_all}'
# If we were invoked as `qmk <cmd>` massage sys.argv into `qmk-<cmd>`.
# This means we can't accept arguments to the qmk script itself.
script_name = os.path.basename(sys.argv[0])
if script_name == 'qmk':
if len(sys.argv) == 1:
milc.cli.log.error('No subcommand specified!\n')
if len(sys.argv) == 1 or sys.argv[1] in ['-h', '--help']:
milc.cli.echo('usage: qmk <subcommand> [...]')
milc.cli.echo('\nsubcommands:')
subcommands = glob(os.path.join(qmk_dir, 'bin', 'qmk-*'))
for subcommand in sorted(subcommands):
subcommand = os.path.basename(subcommand).split('-', 1)[1]
milc.cli.echo('\t%s', subcommand)
milc.cli.echo('\nqmk <subcommand> --help for more information')
exit(1)
if sys.argv[1] in ['-V', '--version']:
milc.cli.echo(os.environ['QMK_VERSION'])
exit(0)
sys.argv[0] = script_name = '-'.join((script_name, sys.argv[1]))
del sys.argv[1]
# Look for which module to import
if script_name == 'qmk':
milc.cli.print_help()
exit(0)
elif not script_name.startswith('qmk-'):
milc.cli.log.error('Invalid symlink, must start with "qmk-": %s', script_name)
else:
subcommand = script_name.replace('-', '.').replace('_', '.').split('.')
subcommand.insert(1, 'cli')
subcommand = '.'.join(subcommand)
try:
import_module(subcommand)
except ModuleNotFoundError as e:
if e.__class__.__name__ != subcommand:
raise
milc.cli.log.error('Invalid subcommand! Could not import %s.', subcommand)
exit(1)
if __name__ == '__main__':
return_code = milc.cli()
if return_code is False:
exit(1)
elif return_code is not True and isinstance(return_code, int) and return_code < 256:
exit(return_code)
else:
exit(0)

View File

@@ -1 +0,0 @@
qmk

View File

@@ -1 +0,0 @@
qmk

View File

@@ -1 +0,0 @@
qmk

View File

@@ -1 +0,0 @@
qmk

View File

@@ -3,13 +3,15 @@
"summary": "_summary.md"
},
"plugins" : [
"anchors",
"edit-link",
"forkmegithub",
"git-author",
"hints",
"numbered-headings",
"page-toc",
"terminal",
"toolbar",
"bulk-redirect"
"toolbar"
],
"pluginsConfig": {
"edit-link": {
@@ -23,11 +25,6 @@
"page-toc": {
"selector": ".markdown-section h1, .markdown-section h2"
},
"terminal": {
"copyButtons": true,
"fade": false,
"style": "flat"
},
"toolbar": {
"buttons": [
{
@@ -36,10 +33,6 @@
"url": "https://github.com/qmk/qmk_firmware"
}
]
},
"bulk-redirect": {
"basepath": "/",
"redirectsFile": "docs/redirects.json"
}
},
"root": "./docs/"

View File

@@ -1,88 +0,0 @@
# Copyright 2017 Jack Humbert
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
# If it's possible that multiple bootloaders can be used for one project,
# you can leave this unset, and the correct size will be selected
# automatically.
#
# Sets the bootloader defined in the keyboard's/keymap's rules.mk
# Current options:
#
# halfkay PJRC Teensy
# caterina Pro Micro (Sparkfun/generic)
# atmel-dfu Atmel factory DFU
# lufa-dfu LUFA DFU
# qmk-dfu QMK DFU (LUFA + blinkenlight)
# bootloadHID HIDBootFlash compatible (ATmega32A)
# USBasp USBaspLoader (ATmega328P)
#
# BOOTLOADER_SIZE can still be defined manually, but it's recommended
# you add any possible configuration to this list
ifeq ($(strip $(BOOTLOADER)), atmel-dfu)
OPT_DEFS += -DBOOTLOADER_ATMEL_DFU
OPT_DEFS += -DBOOTLOADER_DFU
ifneq (,$(filter $(MCU), at90usb646 atmega16u2 atmega16u4 atmega32u2 atmega32u4))
BOOTLOADER_SIZE = 4096
endif
ifeq ($(strip $(MCU)), at90usb1286)
BOOTLOADER_SIZE = 8192
endif
endif
ifeq ($(strip $(BOOTLOADER)), lufa-dfu)
OPT_DEFS += -DBOOTLOADER_LUFA_DFU
OPT_DEFS += -DBOOTLOADER_DFU
ifneq (,$(filter $(MCU), at90usb646 atmega16u2 atmega16u4 atmega32u2 atmega32u4))
BOOTLOADER_SIZE = 4096
endif
ifeq ($(strip $(MCU)), at90usb1286)
BOOTLOADER_SIZE = 8192
endif
endif
ifeq ($(strip $(BOOTLOADER)), qmk-dfu)
OPT_DEFS += -DBOOTLOADER_QMK_DFU
OPT_DEFS += -DBOOTLOADER_DFU
ifneq (,$(filter $(MCU), at90usb646 atmega16u2 atmega16u4 atmega32u2 atmega32u4))
BOOTLOADER_SIZE = 4096
endif
ifeq ($(strip $(MCU)), at90usb1286)
BOOTLOADER_SIZE = 8192
endif
endif
ifeq ($(strip $(BOOTLOADER)), halfkay)
OPT_DEFS += -DBOOTLOADER_HALFKAY
ifeq ($(strip $(MCU)), atmega32u4)
BOOTLOADER_SIZE = 512
endif
ifeq ($(strip $(MCU)), at90usb1286)
BOOTLOADER_SIZE = 1024
endif
endif
ifeq ($(strip $(BOOTLOADER)), caterina)
OPT_DEFS += -DBOOTLOADER_CATERINA
BOOTLOADER_SIZE = 4096
endif
ifeq ($(strip $(BOOTLOADER)), bootloadHID)
OPT_DEFS += -DBOOTLOADER_BOOTLOADHID
BOOTLOADER_SIZE = 4096
endif
ifeq ($(strip $(BOOTLOADER)), USBasp)
OPT_DEFS += -DBOOTLOADER_USBASP
BOOTLOADER_SIZE = 4096
endif
ifdef BOOTLOADER_SIZE
OPT_DEFS += -DBOOTLOADER_SIZE=$(strip $(BOOTLOADER_SIZE))
endif

View File

@@ -1,27 +0,0 @@
# Look for a json keymap file
ifneq ("$(wildcard $(MAIN_KEYMAP_PATH_5)/keymap.json)","")
KEYMAP_C := $(KEYBOARD_OUTPUT)/src/keymap.c
KEYMAP_JSON := $(MAIN_KEYMAP_PATH_5)/keymap.json
KEYMAP_PATH := $(MAIN_KEYMAP_PATH_5)
else ifneq ("$(wildcard $(MAIN_KEYMAP_PATH_4)/keymap.json)","")
KEYMAP_C := $(KEYBOARD_OUTPUT)/src/keymap.c
KEYMAP_JSON := $(MAIN_KEYMAP_PATH_4)/keymap.json
KEYMAP_PATH := $(MAIN_KEYMAP_PATH_4)
else ifneq ("$(wildcard $(MAIN_KEYMAP_PATH_3)/keymap.json)","")
KEYMAP_C := $(KEYBOARD_OUTPUT)/src/keymap.c
KEYMAP_JSON := $(MAIN_KEYMAP_PATH_3)/keymap.json
KEYMAP_PATH := $(MAIN_KEYMAP_PATH_3)
else ifneq ("$(wildcard $(MAIN_KEYMAP_PATH_2)/keymap.json)","")
KEYMAP_C := $(KEYBOARD_OUTPUT)/src/keymap.c
KEYMAP_JSON := $(MAIN_KEYMAP_PATH_2)/keymap.json
KEYMAP_PATH := $(MAIN_KEYMAP_PATH_2)
else ifneq ("$(wildcard $(MAIN_KEYMAP_PATH_1)/keymap.json)","")
KEYMAP_C := $(KEYBOARD_OUTPUT)/src/keymap.c
KEYMAP_JSON := $(MAIN_KEYMAP_PATH_1)/keymap.json
KEYMAP_PATH := $(MAIN_KEYMAP_PATH_1)
endif
# Generate the keymap.c
ifneq ("$(KEYMAP_JSON)","")
_ = $(shell test -e $(KEYMAP_C) || bin/qmk-json-keymap $(KEYMAP_JSON) -o $(KEYMAP_C))
endif

View File

@@ -1,9 +1,3 @@
# Determine what keyboard we are building and setup the build environment.
#
# We support folders up to 5 levels deep below `keyboards/`. This file is
# responsible for determining which folder is being used and doing the
# corresponding environment setup.
ifndef VERBOSE
.SILENT:
endif
@@ -12,16 +6,18 @@ endif
include common.mk
# Set the filename for the final firmware binary
KEYBOARD_FILESAFE := $(subst /,_,$(KEYBOARD))
TARGET ?= $(KEYBOARD_FILESAFE)_$(KEYMAP)
KEYBOARD_OUTPUT := $(BUILD_DIR)/obj_$(KEYBOARD_FILESAFE)
STM32_PATH := quantum/stm32
ifneq ($(SUBPROJECT),)
TARGET ?= $(KEYBOARD)_$(SUBPROJECT)_$(KEYMAP)
KEYBOARD_OUTPUT := $(BUILD_DIR)/obj_$(KEYBOARD)_$(SUBPROJECT)
else
TARGET ?= $(KEYBOARD)_$(KEYMAP)
KEYBOARD_OUTPUT := $(BUILD_DIR)/obj_$(KEYBOARD)
endif
# Force expansion
TARGET := $(TARGET)
# For split boards we need to set a master half.
MASTER ?= left
ifdef master
MASTER = $(master)
@@ -35,321 +31,111 @@ $(error MASTER does not have a valid value(left/right))
endif
endif
ifdef SKIP_VERSION
OPT_DEFS += -DSKIP_VERSION
KEYBOARD_PATH := keyboards/$(KEYBOARD)
KEYBOARD_C := $(KEYBOARD_PATH)/$(KEYBOARD).c
ifneq ("$(wildcard $(KEYBOARD_C))","")
include $(KEYBOARD_PATH)/rules.mk
else
$(error "$(KEYBOARD_C)" does not exist)
endif
# Determine which subfolders exist.
KEYBOARD_FOLDER_PATH_1 := $(KEYBOARD)
KEYBOARD_FOLDER_PATH_2 := $(patsubst %/,%,$(dir $(KEYBOARD_FOLDER_PATH_1)))
KEYBOARD_FOLDER_PATH_3 := $(patsubst %/,%,$(dir $(KEYBOARD_FOLDER_PATH_2)))
KEYBOARD_FOLDER_PATH_4 := $(patsubst %/,%,$(dir $(KEYBOARD_FOLDER_PATH_3)))
KEYBOARD_FOLDER_PATH_5 := $(patsubst %/,%,$(dir $(KEYBOARD_FOLDER_PATH_4)))
KEYBOARD_FOLDER_1 := $(notdir $(KEYBOARD_FOLDER_PATH_1))
KEYBOARD_FOLDER_2 := $(notdir $(KEYBOARD_FOLDER_PATH_2))
KEYBOARD_FOLDER_3 := $(notdir $(KEYBOARD_FOLDER_PATH_3))
KEYBOARD_FOLDER_4 := $(notdir $(KEYBOARD_FOLDER_PATH_4))
KEYBOARD_FOLDER_5 := $(notdir $(KEYBOARD_FOLDER_PATH_5))
KEYBOARD_PATHS :=
KEYBOARD_PATH_1 := keyboards/$(KEYBOARD_FOLDER_PATH_1)
KEYBOARD_PATH_2 := keyboards/$(KEYBOARD_FOLDER_PATH_2)
KEYBOARD_PATH_3 := keyboards/$(KEYBOARD_FOLDER_PATH_3)
KEYBOARD_PATH_4 := keyboards/$(KEYBOARD_FOLDER_PATH_4)
KEYBOARD_PATH_5 := keyboards/$(KEYBOARD_FOLDER_PATH_5)
ifneq ("$(wildcard $(KEYBOARD_PATH_5)/)","")
KEYBOARD_PATHS += $(KEYBOARD_PATH_5)
endif
ifneq ("$(wildcard $(KEYBOARD_PATH_4)/)","")
KEYBOARD_PATHS += $(KEYBOARD_PATH_4)
endif
ifneq ("$(wildcard $(KEYBOARD_PATH_3)/)","")
KEYBOARD_PATHS += $(KEYBOARD_PATH_3)
endif
ifneq ("$(wildcard $(KEYBOARD_PATH_2)/)","")
KEYBOARD_PATHS += $(KEYBOARD_PATH_2)
endif
ifneq ("$(wildcard $(KEYBOARD_PATH_1)/)","")
KEYBOARD_PATHS += $(KEYBOARD_PATH_1)
endif
# Pull in rules.mk files from all our subfolders
ifneq ("$(wildcard $(KEYBOARD_PATH_5)/rules.mk)","")
include $(KEYBOARD_PATH_5)/rules.mk
endif
ifneq ("$(wildcard $(KEYBOARD_PATH_4)/rules.mk)","")
include $(KEYBOARD_PATH_4)/rules.mk
endif
ifneq ("$(wildcard $(KEYBOARD_PATH_3)/rules.mk)","")
include $(KEYBOARD_PATH_3)/rules.mk
endif
ifneq ("$(wildcard $(KEYBOARD_PATH_2)/rules.mk)","")
include $(KEYBOARD_PATH_2)/rules.mk
endif
ifneq ("$(wildcard $(KEYBOARD_PATH_1)/rules.mk)","")
include $(KEYBOARD_PATH_1)/rules.mk
endif
MAIN_KEYMAP_PATH_1 := $(KEYBOARD_PATH_1)/keymaps/$(KEYMAP)
MAIN_KEYMAP_PATH_2 := $(KEYBOARD_PATH_2)/keymaps/$(KEYMAP)
MAIN_KEYMAP_PATH_3 := $(KEYBOARD_PATH_3)/keymaps/$(KEYMAP)
MAIN_KEYMAP_PATH_4 := $(KEYBOARD_PATH_4)/keymaps/$(KEYMAP)
MAIN_KEYMAP_PATH_5 := $(KEYBOARD_PATH_5)/keymaps/$(KEYMAP)
# Check for keymap.json first, so we can regenerate keymap.c
include build_json.mk
ifeq ("$(wildcard $(KEYMAP_PATH))", "")
# Look through the possible keymap folders until we find a matching keymap.c
ifneq ("$(wildcard $(MAIN_KEYMAP_PATH_5)/keymap.c)","")
-include $(MAIN_KEYMAP_PATH_5)/rules.mk
KEYMAP_C := $(MAIN_KEYMAP_PATH_5)/keymap.c
KEYMAP_PATH := $(MAIN_KEYMAP_PATH_5)
else ifneq ("$(wildcard $(MAIN_KEYMAP_PATH_4)/keymap.c)","")
-include $(MAIN_KEYMAP_PATH_4)/rules.mk
KEYMAP_C := $(MAIN_KEYMAP_PATH_4)/keymap.c
KEYMAP_PATH := $(MAIN_KEYMAP_PATH_4)
else ifneq ("$(wildcard $(MAIN_KEYMAP_PATH_3)/keymap.c)","")
-include $(MAIN_KEYMAP_PATH_3)/rules.mk
KEYMAP_C := $(MAIN_KEYMAP_PATH_3)/keymap.c
KEYMAP_PATH := $(MAIN_KEYMAP_PATH_3)
else ifneq ("$(wildcard $(MAIN_KEYMAP_PATH_2)/keymap.c)","")
-include $(MAIN_KEYMAP_PATH_2)/rules.mk
KEYMAP_C := $(MAIN_KEYMAP_PATH_2)/keymap.c
KEYMAP_PATH := $(MAIN_KEYMAP_PATH_2)
else ifneq ("$(wildcard $(MAIN_KEYMAP_PATH_1)/keymap.c)","")
-include $(MAIN_KEYMAP_PATH_1)/rules.mk
KEYMAP_C := $(MAIN_KEYMAP_PATH_1)/keymap.c
KEYMAP_PATH := $(MAIN_KEYMAP_PATH_1)
else ifneq ($(LAYOUTS),)
# If we haven't found a keymap yet fall back to community layouts
include build_layout.mk
ifneq ($(SUBPROJECT),)
SUBPROJECT_PATH := keyboards/$(KEYBOARD)/$(SUBPROJECT)
SUBPROJECT_C := $(SUBPROJECT_PATH)/$(SUBPROJECT).c
ifneq ("$(wildcard $(SUBPROJECT_C))","")
OPT_DEFS += -DSUBPROJECT_$(SUBPROJECT)
include $(SUBPROJECT_PATH)/rules.mk
else
$(error Could not find keymap)
# this state should never be reached
$(error "$(SUBPROJECT_PATH)/$(SUBPROJECT).c" does not exist)
endif
endif
ifeq ($(strip $(CTPC)), yes)
CONVERT_TO_PROTON_C=yes
endif
ifeq ($(strip $(CONVERT_TO_PROTON_C)), yes)
TARGET := $(TARGET)_proton_c
include $(STM32_PATH)/proton_c.mk
OPT_DEFS += -DCONVERT_TO_PROTON_C
endif
ifneq ($(FORCE_LAYOUT),)
TARGET := $(TARGET)_$(FORCE_LAYOUT)
endif
include quantum/mcu_selection.mk
# We can assume a ChibiOS target When MCU_FAMILY is defined, since it's not used for LUFA
ifdef MCU_FAMILY
OPT_DEFS += -DQMK_STM32
KEYBOARD_PATHS += $(STM32_PATH)
endif
# Find all the C source files to be compiled in subfolders.
KEYBOARD_SRC :=
KEYBOARD_C_1 := $(KEYBOARD_PATH_1)/$(KEYBOARD_FOLDER_1).c
KEYBOARD_C_2 := $(KEYBOARD_PATH_2)/$(KEYBOARD_FOLDER_2).c
KEYBOARD_C_3 := $(KEYBOARD_PATH_3)/$(KEYBOARD_FOLDER_3).c
KEYBOARD_C_4 := $(KEYBOARD_PATH_4)/$(KEYBOARD_FOLDER_4).c
KEYBOARD_C_5 := $(KEYBOARD_PATH_5)/$(KEYBOARD_FOLDER_5).c
ifneq ("$(wildcard $(KEYBOARD_C_5))","")
KEYBOARD_SRC += $(KEYBOARD_C_5)
endif
ifneq ("$(wildcard $(KEYBOARD_C_4))","")
KEYBOARD_SRC += $(KEYBOARD_C_4)
endif
ifneq ("$(wildcard $(KEYBOARD_C_3))","")
KEYBOARD_SRC += $(KEYBOARD_C_3)
endif
ifneq ("$(wildcard $(KEYBOARD_C_2))","")
KEYBOARD_SRC += $(KEYBOARD_C_2)
endif
ifneq ("$(wildcard $(KEYBOARD_C_1))","")
KEYBOARD_SRC += $(KEYBOARD_C_1)
endif
# Generate KEYBOARD_name_subname for all levels of the keyboard folder
KEYBOARD_FILESAFE_1 := $(subst .,,$(subst /,_,$(KEYBOARD_FOLDER_PATH_1)))
KEYBOARD_FILESAFE_2 := $(subst .,,$(subst /,_,$(KEYBOARD_FOLDER_PATH_2)))
KEYBOARD_FILESAFE_3 := $(subst .,,$(subst /,_,$(KEYBOARD_FOLDER_PATH_3)))
KEYBOARD_FILESAFE_4 := $(subst .,,$(subst /,_,$(KEYBOARD_FOLDER_PATH_4)))
KEYBOARD_FILESAFE_5 := $(subst .,,$(subst /,_,$(KEYBOARD_FOLDER_PATH_5)))
ifneq ("$(wildcard $(KEYBOARD_PATH_5)/)","")
OPT_DEFS += -DKEYBOARD_$(KEYBOARD_FILESAFE_5)
endif
ifneq ("$(wildcard $(KEYBOARD_PATH_4)/)","")
OPT_DEFS += -DKEYBOARD_$(KEYBOARD_FILESAFE_4)
endif
ifneq ("$(wildcard $(KEYBOARD_PATH_3)/)","")
OPT_DEFS += -DKEYBOARD_$(KEYBOARD_FILESAFE_3)
endif
ifneq ("$(wildcard $(KEYBOARD_PATH_2)/)","")
OPT_DEFS += -DKEYBOARD_$(KEYBOARD_FILESAFE_2)
endif
ifneq ("$(wildcard $(KEYBOARD_PATH_1)/)","")
OPT_DEFS += -DKEYBOARD_$(KEYBOARD_FILESAFE_1)
endif
# Setup the define for QMK_KEYBOARD_H. This is used inside of keymaps so
# that the same keymap may be used on multiple keyboards.
#
# We grab the most top-level include file that we can. That file should
# use #ifdef statements to include all the neccesary subfolder includes,
# as described here:
#
# https://docs.qmk.fm/#/feature_layouts?id=tips-for-making-layouts-keyboard-agnostic
#
ifneq ("$(wildcard $(KEYBOARD_PATH_1)/$(KEYBOARD_FOLDER_1).h)","")
QMK_KEYBOARD_H = $(KEYBOARD_FOLDER_1).h
endif
ifneq ("$(wildcard $(KEYBOARD_PATH_2)/$(KEYBOARD_FOLDER_2).h)","")
QMK_KEYBOARD_H = $(KEYBOARD_FOLDER_2).h
endif
ifneq ("$(wildcard $(KEYBOARD_PATH_3)/$(KEYBOARD_FOLDER_3).h)","")
QMK_KEYBOARD_H = $(KEYBOARD_FOLDER_3).h
endif
ifneq ("$(wildcard $(KEYBOARD_PATH_4)/$(KEYBOARD_FOLDER_4).h)","")
QMK_KEYBOARD_H = $(KEYBOARD_FOLDER_4).h
endif
ifneq ("$(wildcard $(KEYBOARD_PATH_5)/$(KEYBOARD_FOLDER_5).h)","")
QMK_KEYBOARD_H = $(KEYBOARD_FOLDER_5).h
endif
# Determine and set parameters based on the keyboard's processor family.
# We can assume a ChibiOS target When MCU_FAMILY is defined since it's
# not used for LUFA
ifdef MCU_FAMILY
FIRMWARE_FORMAT?=bin
PLATFORM=CHIBIOS
else ifdef ARM_ATSAM
PLATFORM=ARM_ATSAM
FIRMWARE_FORMAT=bin
else
PLATFORM=AVR
FIRMWARE_FORMAT?=hex
endif
ifeq ($(PLATFORM),CHIBIOS)
include $(TMK_PATH)/protocol/chibios.mk
include $(TMK_PATH)/chibios.mk
OPT_OS = chibios
ifneq ("$(wildcard $(KEYBOARD_PATH_5)/bootloader_defs.h)","")
OPT_DEFS += -include $(KEYBOARD_PATH_5)/bootloader_defs.h
else ifneq ("$(wildcard $(KEYBOARD_PATH_5)/boards/$(BOARD)/bootloader_defs.h)","")
OPT_DEFS += -include $(KEYBOARD_PATH_5)/boards/$(BOARD)/bootloader_defs.h
else ifneq ("$(wildcard $(KEYBOARD_PATH_4)/bootloader_defs.h)","")
OPT_DEFS += -include $(KEYBOARD_PATH_4)/bootloader_defs.h
else ifneq ("$(wildcard $(KEYBOARD_PATH_4)/boards/$(BOARD)/bootloader_defs.h)","")
OPT_DEFS += -include $(KEYBOARD_PATH_4)/boards/$(BOARD)/bootloader_defs.h
else ifneq ("$(wildcard $(KEYBOARD_PATH_3)/bootloader_defs.h)","")
OPT_DEFS += -include $(KEYBOARD_PATH_3)/bootloader_defs.h
else ifneq ("$(wildcard $(KEYBOARD_PATH_3)/boards/$(BOARD)/bootloader_defs.h)","")
OPT_DEFS += -include $(KEYBOARD_PATH_3)/boards/$(BOARD)/bootloader_defs.h
else ifneq ("$(wildcard $(KEYBOARD_PATH_2)/bootloader_defs.h)","")
OPT_DEFS += -include $(KEYBOARD_PATH_2)/bootloader_defs.h
else ifneq ("$(wildcard $(KEYBOARD_PATH_2)/boards/$(BOARD)/bootloader_defs.h)","")
OPT_DEFS += -include $(KEYBOARD_PATH_2)/boards/$(BOARD)/bootloader_defs.h
else ifneq ("$(wildcard $(KEYBOARD_PATH_1)/bootloader_defs.h)","")
OPT_DEFS += -include $(KEYBOARD_PATH_1)/bootloader_defs.h
else ifneq ("$(wildcard $(KEYBOARD_PATH_1)/boards/$(BOARD)/bootloader_defs.h)","")
OPT_DEFS += -include $(KEYBOARD_PATH_1)/boards/$(BOARD)/bootloader_defs.h
else ifneq ("$(wildcard $(TOP_DIR)/drivers/boards/$(BOARD)/bootloader_defs.h)","")
OPT_DEFS += -include $(TOP_DIR)/drivers/boards/$(BOARD)/bootloader_defs.h
ifneq ("$(wildcard $(SUBPROJECT_PATH)/bootloader_defs.h)","")
OPT_DEFS += -include $(SUBPROJECT_PATH)/bootloader_defs.h
else ifneq ("$(wildcard $(SUBPROJECT_PATH)/boards/$(BOARD)/bootloader_defs.h)","")
OPT_DEFS += -include $(SUBPROJECT_PATH)/boards/$(BOARD)/bootloader_defs.h
else ifneq ("$(wildcard $(KEYBOARD_PATH)/bootloader_defs.h)","")
OPT_DEFS += -include $(KEYBOARD_PATH)/bootloader_defs.h
else ifneq ("$(wildcard $(KEYBOARD_PATH)/boards/$(BOARD)/bootloader_defs.h)","")
OPT_DEFS += -include $(KEYBOARD_PATH)/boards/$(BOARD)/bootloader_defs.h
endif
endif
# Find all of the config.h files and add them to our CONFIG_H define.
CONFIG_H :=
ifneq ("$(wildcard $(KEYBOARD_PATH_5)/config.h)","")
CONFIG_H += $(KEYBOARD_PATH_5)/config.h
endif
ifneq ("$(wildcard $(KEYBOARD_PATH_4)/config.h)","")
CONFIG_H += $(KEYBOARD_PATH_4)/config.h
endif
ifneq ("$(wildcard $(KEYBOARD_PATH_3)/config.h)","")
CONFIG_H += $(KEYBOARD_PATH_3)/config.h
endif
ifneq ("$(wildcard $(KEYBOARD_PATH_2)/config.h)","")
CONFIG_H += $(KEYBOARD_PATH_2)/config.h
endif
ifneq ("$(wildcard $(KEYBOARD_PATH_1)/config.h)","")
CONFIG_H += $(KEYBOARD_PATH_1)/config.h
endif
POST_CONFIG_H :=
ifneq ("$(wildcard $(KEYBOARD_PATH_1)/post_config.h)","")
POST_CONFIG_H += $(KEYBOARD_PATH_1)/post_config.h
endif
ifneq ("$(wildcard $(KEYBOARD_PATH_2)/post_config.h)","")
POST_CONFIG_H += $(KEYBOARD_PATH_2)/post_config.h
endif
ifneq ("$(wildcard $(KEYBOARD_PATH_3)/post_config.h)","")
POST_CONFIG_H += $(KEYBOARD_PATH_3)/post_config.h
endif
ifneq ("$(wildcard $(KEYBOARD_PATH_4)/post_config.h)","")
POST_CONFIG_H += $(KEYBOARD_PATH_4)/post_config.h
endif
ifneq ("$(wildcard $(KEYBOARD_PATH_5)/post_config.h)","")
POST_CONFIG_H += $(KEYBOARD_PATH_5)/post_config.h
CONFIG_H = $(KEYBOARD_PATH)/config.h
ifneq ($(SUBPROJECT),)
ifneq ("$(wildcard $(SUBPROJECT_C))","")
CONFIG_H = $(SUBPROJECT_PATH)/config.h
endif
endif
# Save the defines and includes here, so we don't include any keymap specific ones
PROJECT_DEFS := $(OPT_DEFS)
PROJECT_INC := $(VPATH) $(EXTRAINCDIRS) $(KEYBOARD_PATHS)
PROJECT_INC := $(VPATH) $(EXTRAINCDIRS) $(SUBPROJECT_PATH) $(KEYBOARD_PATH)
PROJECT_CONFIG := $(CONFIG_H)
# Userspace setup and definitions
ifeq ("$(USER_NAME)","")
USER_NAME := $(KEYMAP)
MAIN_KEYMAP_PATH := $(KEYBOARD_PATH)/keymaps/$(KEYMAP)
MAIN_KEYMAP_C := $(MAIN_KEYMAP_PATH)/keymap.c
SUBPROJ_KEYMAP_PATH := $(SUBPROJECT_PATH)/keymaps/$(KEYMAP)
SUBPROJ_KEYMAP_C := $(SUBPROJ_KEYMAP_PATH)/keymap.c
ifneq ("$(wildcard $(SUBPROJ_KEYMAP_C))","")
-include $(SUBPROJ_KEYMAP_PATH)/Makefile
KEYMAP_C := $(SUBPROJ_KEYMAP_C)
KEYMAP_PATH := $(SUBPROJ_KEYMAP_PATH)
else ifneq ("$(wildcard $(MAIN_KEYMAP_C))","")
-include $(MAIN_KEYMAP_PATH)/Makefile
KEYMAP_C := $(MAIN_KEYMAP_C)
KEYMAP_PATH := $(MAIN_KEYMAP_PATH)
else
$(error "$(MAIN_KEYMAP_C)/keymap.c" does not exist)
endif
USER_PATH := users/$(USER_NAME)
-include $(USER_PATH)/rules.mk
ifneq ("$(wildcard $(USER_PATH)/config.h)","")
CONFIG_H += $(USER_PATH)/config.h
endif
# Object files directory
# To put object files in current directory, use a dot (.), do NOT make
# this an empty or blank macro!
KEYMAP_OUTPUT := $(BUILD_DIR)/obj_$(TARGET)
ifneq ("$(wildcard $(KEYMAP_PATH)/config.h)","")
CONFIG_H += $(KEYMAP_PATH)/config.h
CONFIG_H = $(KEYMAP_PATH)/config.h
endif
# project specific files
SRC += $(KEYBOARD_SRC) \
# # project specific files
SRC += $(KEYBOARD_C) \
$(KEYMAP_C) \
$(QUANTUM_SRC)
ifneq ($(SUBPROJECT),)
SRC += $(SUBPROJECT_C)
endif
# Optimize size but this may cause error "relocation truncated to fit"
#EXTRALDFLAGS = -Wl,--relax
# Search Path
VPATH += $(KEYMAP_PATH)
VPATH += $(USER_PATH)
VPATH += $(KEYBOARD_PATHS)
ifneq ($(SUBPROJECT),)
VPATH += $(SUBPROJECT_PATH)
endif
VPATH += $(KEYBOARD_PATH)
VPATH += $(COMMON_VPATH)
include common_features.mk
include $(TMK_PATH)/protocol.mk
include $(TMK_PATH)/common.mk
include bootloader.mk
SRC += $(patsubst %.c,%.clib,$(LIB_SRC))
SRC += $(patsubst %.c,%.clib,$(QUANTUM_LIB_SRC))
SRC += $(TMK_COMMON_SRC)
OPT_DEFS += $(TMK_COMMON_DEFS)
EXTRALDFLAGS += $(TMK_COMMON_LDFLAGS)
@@ -363,42 +149,30 @@ endif
include $(TMK_PATH)/avr.mk
endif
ifeq ($(PLATFORM),ARM_ATSAM)
include $(TMK_PATH)/arm_atsam.mk
include $(TMK_PATH)/protocol/arm_atsam.mk
endif
ifeq ($(PLATFORM),CHIBIOS)
include $(TMK_PATH)/protocol/chibios.mk
endif
ifeq ($(strip $(VISUALIZER_ENABLE)), yes)
VISUALIZER_DIR = $(QUANTUM_DIR)/visualizer
VISUALIZER_PATH = $(QUANTUM_PATH)/visualizer
include $(VISUALIZER_PATH)/visualizer.mk
endif
CONFIG_H += $(POST_CONFIG_H)
ALL_CONFIGS := $(PROJECT_CONFIG) $(CONFIG_H)
OUTPUTS := $(KEYMAP_OUTPUT) $(KEYBOARD_OUTPUT)
$(KEYMAP_OUTPUT)_SRC := $(SRC)
$(KEYMAP_OUTPUT)_DEFS := $(OPT_DEFS) $(GFXDEFS) \
-DQMK_KEYBOARD=\"$(KEYBOARD)\" -DQMK_KEYBOARD_H=\"$(QMK_KEYBOARD_H)\" -DQMK_KEYBOARD_CONFIG_H=\"$(KEYBOARD_PATH_1)/config.h\" \
-DQMK_KEYMAP=\"$(KEYMAP)\" -DQMK_KEYMAP_H=\"$(KEYMAP).h\" -DQMK_KEYMAP_CONFIG_H=\"$(KEYMAP_PATH)/config.h\" \
-DQMK_SUBPROJECT -DQMK_SUBPROJECT_H -DQMK_SUBPROJECT_CONFIG_H
$(KEYMAP_OUTPUT)_DEFS := $(OPT_DEFS) $(GFXDEFS) -DQMK_KEYBOARD=\"$(KEYBOARD)\" -DQMK_KEYMAP=\"$(KEYMAP)\"
$(KEYMAP_OUTPUT)_INC := $(VPATH) $(EXTRAINCDIRS)
$(KEYMAP_OUTPUT)_CONFIG := $(CONFIG_H)
$(KEYBOARD_OUTPUT)_SRC := $(CHIBISRC) $(GFXSRC)
$(KEYBOARD_OUTPUT)_DEFS := $(PROJECT_DEFS) $(GFXDEFS)
$(KEYBOARD_OUTPUT)_INC := $(PROJECT_INC) $(GFXINC)
$(KEYBOARD_OUTPUT)_CONFIG := $(PROJECT_CONFIG)
$(KEYBOARD_OUTPUT)_CONFIG := $(PROJECT_CONFIG)
# Default target.
all: build check-size
build: elf cpfirmware
check-size: build
objs-size: build
all: build sizeafter
# Change the build target to build a HEX file or a library.
build: elf hex
#build: elf hex eep lss sym
#build: lib
include show_options.mk
include $(TMK_PATH)/rules.mk

View File

@@ -1,27 +0,0 @@
LAYOUTS_PATH := layouts
LAYOUTS_REPOS := $(patsubst %/,%,$(sort $(dir $(wildcard $(LAYOUTS_PATH)/*/))))
define SEARCH_LAYOUTS_REPO
LAYOUT_KEYMAP_PATH := $$(LAYOUTS_REPO)/$$(LAYOUT)/$$(KEYMAP)
LAYOUT_KEYMAP_C := $$(LAYOUT_KEYMAP_PATH)/keymap.c
ifneq ("$$(wildcard $$(LAYOUT_KEYMAP_C))","")
-include $$(LAYOUT_KEYMAP_PATH)/rules.mk
KEYMAP_C := $$(LAYOUT_KEYMAP_C)
KEYMAP_PATH := $$(LAYOUT_KEYMAP_PATH)
endif
endef
define SEARCH_LAYOUTS
$$(foreach LAYOUTS_REPO,$$(LAYOUTS_REPOS),$$(eval $$(call SEARCH_LAYOUTS_REPO)))
endef
ifneq ($(FORCE_LAYOUT),)
ifneq (,$(findstring $(FORCE_LAYOUT),$(LAYOUTS)))
$(info Forcing layout: $(FORCE_LAYOUT))
LAYOUTS := $(FORCE_LAYOUT)
else
$(error Forced layout does not exist)
endif
endif
$(foreach LAYOUT,$(LAYOUTS),$(eval $(call SEARCH_LAYOUTS)))

View File

@@ -3,16 +3,16 @@ include message.mk
# Directory common source files exist
TOP_DIR = .
TMK_DIR = tmk_core
TMK_PATH = $(TMK_DIR)
LIB_PATH = lib
TMK_PATH = $(TOP_DIR)/$(TMK_DIR)
LIB_PATH = $(TOP_DIR)/lib
QUANTUM_DIR = quantum
QUANTUM_PATH = $(QUANTUM_DIR)
QUANTUM_PATH = $(TOP_DIR)/$(QUANTUM_DIR)
DRIVER_DIR = drivers
DRIVER_PATH = $(DRIVER_DIR)
DRIVER_PATH = $(TOP_DIR)/$(DRIVER_DIR)
BUILD_DIR := .build
BUILD_DIR := $(TOP_DIR)/.build
COMMON_VPATH := $(TOP_DIR)
COMMON_VPATH += $(TMK_PATH)
@@ -21,4 +21,4 @@ COMMON_VPATH += $(QUANTUM_PATH)/keymap_extras
COMMON_VPATH += $(QUANTUM_PATH)/audio
COMMON_VPATH += $(QUANTUM_PATH)/process_keycode
COMMON_VPATH += $(QUANTUM_PATH)/api
COMMON_VPATH += $(DRIVER_PATH)
COMMON_VPATH += $(DRIVER_PATH)

View File

@@ -34,12 +34,7 @@ ifeq ($(strip $(AUDIO_ENABLE)), yes)
OPT_DEFS += -DAUDIO_ENABLE
MUSIC_ENABLE := 1
SRC += $(QUANTUM_DIR)/process_keycode/process_audio.c
SRC += $(QUANTUM_DIR)/process_keycode/process_clicky.c
ifeq ($(PLATFORM),AVR)
SRC += $(QUANTUM_DIR)/audio/audio.c
else
SRC += $(QUANTUM_DIR)/audio/audio_arm.c
endif
SRC += $(QUANTUM_DIR)/audio/audio.c
SRC += $(QUANTUM_DIR)/audio/voices.c
SRC += $(QUANTUM_DIR)/audio/luts.c
endif
@@ -61,8 +56,8 @@ endif
ifeq ($(strip $(STENO_ENABLE)), yes)
OPT_DEFS += -DSTENO_ENABLE
VIRTSER_ENABLE := yes
SRC += $(QUANTUM_DIR)/process_keycode/process_steno.c
VIRTSER_ENABLE := yes
SRC += $(QUANTUM_DIR)/process_keycode/process_steno.c
endif
ifeq ($(strip $(VIRTSER_ENABLE)), yes)
@@ -74,12 +69,6 @@ ifeq ($(strip $(FAUXCLICKY_ENABLE)), yes)
SRC += $(QUANTUM_DIR)/fauxclicky.c
endif
ifeq ($(strip $(POINTING_DEVICE_ENABLE)), yes)
OPT_DEFS += -DPOINTING_DEVICE_ENABLE
OPT_DEFS += -DMOUSE_ENABLE
SRC += $(QUANTUM_DIR)/pointing_device.c
endif
ifeq ($(strip $(UCIS_ENABLE)), yes)
OPT_DEFS += -DUCIS_ENABLE
UNICODE_COMMON = yes
@@ -103,88 +92,11 @@ ifeq ($(strip $(UNICODE_COMMON)), yes)
endif
ifeq ($(strip $(RGBLIGHT_ENABLE)), yes)
POST_CONFIG_H += $(QUANTUM_DIR)/rgblight_post_config.h
OPT_DEFS += -DRGBLIGHT_ENABLE
SRC += $(QUANTUM_DIR)/color.c
SRC += ws2812.c
SRC += $(QUANTUM_DIR)/rgblight.c
CIE1931_CURVE = yes
LED_BREATHING_TABLE = yes
ifeq ($(strip $(RGBLIGHT_CUSTOM_DRIVER)), yes)
OPT_DEFS += -DRGBLIGHT_CUSTOM_DRIVER
else
SRC += ws2812.c
endif
endif
VALID_MATRIX_TYPES := yes IS31FL3731 IS31FL3733 IS31FL3737 WS2812 custom
LED_MATRIX_ENABLE ?= no
ifneq ($(strip $(LED_MATRIX_ENABLE)), no)
ifeq ($(filter $(LED_MATRIX_ENABLE),$(VALID_MATRIX_TYPES)),)
$(error LED_MATRIX_ENABLE="$(LED_MATRIX_ENABLE)" is not a valid matrix type)
else
OPT_DEFS += -DLED_MATRIX_ENABLE -DBACKLIGHT_ENABLE -DBACKLIGHT_CUSTOM_DRIVER
SRC += $(QUANTUM_DIR)/led_matrix.c
SRC += $(QUANTUM_DIR)/led_matrix_drivers.c
endif
endif
ifeq ($(strip $(LED_MATRIX_ENABLE)), IS31FL3731)
OPT_DEFS += -DIS31FL3731
COMMON_VPATH += $(DRIVER_PATH)/issi
SRC += is31fl3731-simple.c
QUANTUM_LIB_SRC += i2c_master.c
endif
RGB_MATRIX_ENABLE ?= no
ifneq ($(strip $(RGB_MATRIX_ENABLE)), no)
ifeq ($(filter $(RGB_MATRIX_ENABLE),$(VALID_MATRIX_TYPES)),)
$(error RGB_MATRIX_ENABLE="$(RGB_MATRIX_ENABLE)" is not a valid matrix type)
endif
OPT_DEFS += -DRGB_MATRIX_ENABLE
SRC += $(QUANTUM_DIR)/color.c
SRC += $(QUANTUM_DIR)/rgb_matrix.c
SRC += $(QUANTUM_DIR)/rgb_matrix_drivers.c
CIE1931_CURVE = yes
endif
ifeq ($(strip $(RGB_MATRIX_ENABLE)), yes)
RGB_MATRIX_ENABLE = IS31FL3731
endif
ifeq ($(strip $(RGB_MATRIX_ENABLE)), IS31FL3731)
OPT_DEFS += -DIS31FL3731 -DSTM32_I2C -DHAL_USE_I2C=TRUE
COMMON_VPATH += $(DRIVER_PATH)/issi
SRC += is31fl3731.c
QUANTUM_LIB_SRC += i2c_master.c
endif
ifeq ($(strip $(RGB_MATRIX_ENABLE)), IS31FL3733)
OPT_DEFS += -DIS31FL3733 -DSTM32_I2C -DHAL_USE_I2C=TRUE
COMMON_VPATH += $(DRIVER_PATH)/issi
SRC += is31fl3733.c
QUANTUM_LIB_SRC += i2c_master.c
endif
ifeq ($(strip $(RGB_MATRIX_ENABLE)), IS31FL3737)
OPT_DEFS += -DIS31FL3737 -DSTM32_I2C -DHAL_USE_I2C=TRUE
COMMON_VPATH += $(DRIVER_PATH)/issi
SRC += is31fl3737.c
QUANTUM_LIB_SRC += i2c_master.c
endif
ifeq ($(strip $(RGB_MATRIX_ENABLE)), WS2812)
OPT_DEFS += -DWS2812
SRC += ws2812.c
endif
ifeq ($(strip $(RGB_MATRIX_CUSTOM_KB)), yes)
OPT_DEFS += -DRGB_MATRIX_CUSTOM_KB
endif
ifeq ($(strip $(RGB_MATRIX_CUSTOM_USER)), yes)
OPT_DEFS += -DRGB_MATRIX_CUSTOM_USER
endif
ifeq ($(strip $(TAP_DANCE_ENABLE)), yes)
@@ -192,25 +104,12 @@ ifeq ($(strip $(TAP_DANCE_ENABLE)), yes)
SRC += $(QUANTUM_DIR)/process_keycode/process_tap_dance.c
endif
ifeq ($(strip $(KEY_LOCK_ENABLE)), yes)
OPT_DEFS += -DKEY_LOCK_ENABLE
SRC += $(QUANTUM_DIR)/process_keycode/process_key_lock.c
endif
ifeq ($(strip $(PRINTING_ENABLE)), yes)
OPT_DEFS += -DPRINTING_ENABLE
SRC += $(QUANTUM_DIR)/process_keycode/process_printer.c
SRC += $(TMK_DIR)/protocol/serial_uart.c
endif
ifeq ($(strip $(AUTO_SHIFT_ENABLE)), yes)
OPT_DEFS += -DAUTO_SHIFT_ENABLE
SRC += $(QUANTUM_DIR)/process_keycode/process_auto_shift.c
ifeq ($(strip $(AUTO_SHIFT_MODIFIERS)), yes)
OPT_DEFS += -DAUTO_SHIFT_MODIFIERS
endif
endif
ifeq ($(strip $(SERIAL_LINK_ENABLE)), yes)
SRC += $(patsubst $(QUANTUM_PATH)/%,%,$(SERIAL_SRC))
OPT_DEFS += $(SERIAL_DEFS)
@@ -233,9 +132,6 @@ ifeq ($(strip $(BACKLIGHT_ENABLE)), yes)
ifeq ($(strip $(VISUALIZER_ENABLE)), yes)
CIE1931_CURVE = yes
endif
ifeq ($(strip $(BACKLIGHT_CUSTOM_DRIVER)), yes)
OPT_DEFS += -DBACKLIGHT_CUSTOM_DRIVER
endif
endif
ifeq ($(strip $(CIE1931_CURVE)), yes)
@@ -252,116 +148,12 @@ ifeq ($(strip $(LED_TABLES)), yes)
SRC += $(QUANTUM_DIR)/led_tables.c
endif
ifeq ($(strip $(TERMINAL_ENABLE)), yes)
SRC += $(QUANTUM_DIR)/process_keycode/process_terminal.c
OPT_DEFS += -DTERMINAL_ENABLE
OPT_DEFS += -DUSER_PRINT
endif
ifeq ($(strip $(USB_HID_ENABLE)), yes)
include $(TMK_DIR)/protocol/usb_hid.mk
endif
ifeq ($(strip $(ENCODER_ENABLE)), yes)
SRC += $(QUANTUM_DIR)/encoder.c
OPT_DEFS += -DENCODER_ENABLE
endif
HAPTIC_ENABLE ?= no
ifneq ($(strip $(HAPTIC_ENABLE)),no)
COMMON_VPATH += $(DRIVER_PATH)/haptic
SRC += haptic.c
OPT_DEFS += -DHAPTIC_ENABLE
endif
ifneq ($(filter DRV2605L, $(HAPTIC_ENABLE)), )
SRC += DRV2605L.c
QUANTUM_LIB_SRC += i2c_master.c
OPT_DEFS += -DDRV2605L
endif
ifneq ($(filter SOLENOID, $(HAPTIC_ENABLE)), )
SRC += solenoid.c
OPT_DEFS += -DSOLENOID_ENABLE
endif
ifeq ($(strip $(HD44780_ENABLE)), yes)
SRC += drivers/avr/hd44780.c
OPT_DEFS += -DHD44780_ENABLE
endif
ifeq ($(strip $(VELOCIKEY_ENABLE)), yes)
OPT_DEFS += -DVELOCIKEY_ENABLE
SRC += $(QUANTUM_DIR)/velocikey.c
endif
ifeq ($(strip $(DYNAMIC_KEYMAP_ENABLE)), yes)
OPT_DEFS += -DDYNAMIC_KEYMAP_ENABLE
SRC += $(QUANTUM_DIR)/dynamic_keymap.c
endif
ifeq ($(strip $(LEADER_ENABLE)), yes)
SRC += $(QUANTUM_DIR)/process_keycode/process_leader.c
OPT_DEFS += -DLEADER_ENABLE
endif
include $(DRIVER_PATH)/qwiic/qwiic.mk
QUANTUM_SRC:= \
$(QUANTUM_DIR)/quantum.c \
$(QUANTUM_DIR)/keymap_common.c \
$(QUANTUM_DIR)/keycode_config.c
$(QUANTUM_DIR)/keycode_config.c \
$(QUANTUM_DIR)/process_keycode/process_leader.c
# Include the standard or split matrix code if needed
ifneq ($(strip $(CUSTOM_MATRIX)), yes)
ifeq ($(strip $(SPLIT_KEYBOARD)), yes)
QUANTUM_SRC += $(QUANTUM_DIR)/split_common/matrix.c
else
QUANTUM_SRC += $(QUANTUM_DIR)/matrix.c
endif
endif
DEBOUNCE_DIR:= $(QUANTUM_DIR)/debounce
# Debounce Modules. Set DEBOUNCE_TYPE=custom if including one manually.
DEBOUNCE_TYPE?= sym_g
ifneq ($(strip $(DEBOUNCE_TYPE)), custom)
QUANTUM_SRC += $(DEBOUNCE_DIR)/$(strip $(DEBOUNCE_TYPE)).c
endif
ifeq ($(strip $(SPLIT_KEYBOARD)), yes)
POST_CONFIG_H += $(QUANTUM_DIR)/split_common/post_config.h
OPT_DEFS += -DSPLIT_KEYBOARD
# Include files used by all split keyboards
QUANTUM_SRC += $(QUANTUM_DIR)/split_common/split_util.c
# Determine which (if any) transport files are required
ifneq ($(strip $(SPLIT_TRANSPORT)), custom)
QUANTUM_SRC += $(QUANTUM_DIR)/split_common/transport.c
# Functions added via QUANTUM_LIB_SRC are only included in the final binary if they're called.
# Unused functions are pruned away, which is why we can add multiple drivers here without bloat.
QUANTUM_LIB_SRC += $(QUANTUM_DIR)/split_common/serial.c \
i2c_master.c \
i2c_slave.c
endif
COMMON_VPATH += $(QUANTUM_PATH)/split_common
endif
ifeq ($(strip $(OLED_DRIVER_ENABLE)), yes)
OPT_DEFS += -DOLED_DRIVER_ENABLE
COMMON_VPATH += $(DRIVER_PATH)/oled
QUANTUM_LIB_SRC += i2c_master.c
SRC += oled_driver.c
endif
SPACE_CADET_ENABLE ?= yes
ifeq ($(strip $(SPACE_CADET_ENABLE)), yes)
SRC += $(QUANTUM_DIR)/process_keycode/process_space_cadet.c
OPT_DEFS += -DSPACE_CADET_ENABLE
endif
ifeq ($(strip $(DIP_SWITCH_ENABLE)), yes)
SRC += $(QUANTUM_DIR)/dip_switch.c
OPT_DEFS += -DDIP_SWITCH_ENABLE
endif
ifndef CUSTOM_MATRIX
QUANTUM_SRC += $(QUANTUM_DIR)/matrix.c
endif

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@@ -1 +0,0 @@
docs.qmk.fm

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@@ -1,53 +0,0 @@
# QMK Breaking Change - 2019 Aug 30
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.
This document marks the inaugural Breaking Change merge. A list of changes follows.
## Core code formatting with clang-format
* All core files (`drivers/`, `quantum/`, `tests/`, and `tmk_core/`) have been formatted with clang-format
* A travis process to reformat PR's on merge has been instituted
* You can use the new CLI command `qmk cformat` to format before submitting your PR if you wish.
## LUFA USB descriptor cleanup
* Some code cleanups related to the USB HID descriptors on AVR keyboards, to make them easier to read and understand
* More information: see https://github.com/qmk/qmk_firmware/pull/4871
* No behaviour changes anticipated and no keymaps modified
## Migrating `ACTION_LAYER_MOMENTARY()` entries in `fn_actions` to `MO()` 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
## Update Atreus to current code conventions
* Duplicate include guards have bypassed the expected header processing behavior
* All keymaps affected are recommended to remove duplication of `<keyboard>/config.h` to `<keyboard>/keymaps/<user>/config.h` and only provide overrides at the keymap level
## Backport changes to keymap language files from ZSA fork
* Fixes an issue in the `keymap_br_abnt2.h` file that includes the wrong source (`keymap_common.h` instead of `keymap.h`)
* Updates the `keymap_swedish.h` file to be specific to swedish, and not just "nordic" in general.
* Any keymaps using this will need to remove `NO_*` and replace it with `SE_*`.
## Update repo to use LUFA as a git submodule
* `/lib/LUFA` removed from the repo
* LUFA set as a submodule, pointing to qmk/lufa
* This should allow more flexibility with LUFA, and allow us to keep the sub-module up to date, a lot more easily. It was ~2 years out of date with no easy path to fix that. This prevents that from being an issue in the future
## Migrating `ACTION_BACKLIGHT_*()` entries in `fn_actions` to `BL_` keycodes
* `fn_actions` is deprecated, and its functionality has been superseded by direct keycodes and `process_record_user()`
* All keymaps using these actions have had the relevant `KC_FN*` keys replaced with the equivalent `BL_*` keys
* If you currently use `KC_FN*` you will need to replace `fn_actions` with the [custom keycode](https://docs.qmk.fm/#/custom_quantum_functions) and [macro](https://docs.qmk.fm/#/feature_macros) features
## Remove `KC_DELT` alias in favor of `KC_DEL`
* `KC_DELT` was a redundant, undocumented alias for `KC_DELETE`
* It has been removed and all its uses replaced with the more common `KC_DEL` alias
* Around 90 keymaps (mostly for ErgoDox boards) have been modified as a result

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@@ -1,4 +0,0 @@
# Languages
* [English](/)
* [Chinese](zh/)

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@@ -1,32 +1,25 @@
# Quantum Mechanical Keyboard Firmware
[![Current Version](https://img.shields.io/github/tag/qmk/qmk_firmware.svg)](https://github.com/qmk/qmk_firmware/tags)
[![Build Status](https://travis-ci.org/qmk/qmk_firmware.svg?branch=master)](https://travis-ci.org/qmk/qmk_firmware)
[![Discord](https://img.shields.io/discord/440868230475677696.svg)](https://discord.gg/Uq7gcHh)
[![Docs Status](https://img.shields.io/badge/docs-ready-orange.svg)](https://docs.qmk.fm)
[![GitHub contributors](https://img.shields.io/github/contributors/qmk/qmk_firmware.svg)](https://github.com/qmk/qmk_firmware/pulse/monthly)
[![GitHub forks](https://img.shields.io/github/forks/qmk/qmk_firmware.svg?style=social&label=Fork)](https://github.com/qmk/qmk_firmware/)
## What is QMK Firmware? {#what-is-qmk-firmware}
## What is QMK Firmware?
QMK (*Quantum Mechanical Keyboard*) is an open source community that maintains QMK Firmware, QMK Flasher, qmk.fm, and these docs. QMK Firmware is a keyboard firmware based on the [tmk\_keyboard](http://github.com/tmk/tmk_keyboard) with some useful features for Atmel AVR controllers, and more specifically, the [OLKB product line](http://olkb.com), the [ErgoDox EZ](http://www.ergodox-ez.com) keyboard, and the [Clueboard product line](http://clueboard.co/). It has also been ported to ARM chips using ChibiOS. You can use it to power your own hand-wired or custom keyboard PCB.
QMK (*Quantum Mechanical Keyboard*) is an open source community that maintains QMK Firmware, QMK Toolbox, qmk.fm, and these docs. QMK Firmware is a keyboard firmware based on the [tmk\_keyboard](http://github.com/tmk/tmk_keyboard) with some useful features for Atmel AVR controllers, and more specifically, the [OLKB product line](http://olkb.com), the [ErgoDox EZ](http://www.ergodox-ez.com) keyboard, and the [Clueboard product line](http://clueboard.co/). It has also been ported to ARM chips using ChibiOS. You can use it to power your own hand-wired or custom keyboard PCB.
## How to Get It
## How to get it {#how-to-get-it}
If you plan on contributing a keymap, keyboard, or features to QMK, the easiest thing to do is [fork the repo through Github](https://github.com/qmk/qmk_firmware#fork-destination-box), and clone your repo locally to make your changes, push them, then open a [Pull Request](https://github.com/qmk/qmk_firmware/pulls) from your fork.
Otherwise, you can either download it directly ([zip](https://github.com/qmk/qmk_firmware/zipball/master), [tar](https://github.com/qmk/qmk_firmware/tarball/master)), or clone it via git (`git@github.com:qmk/qmk_firmware.git`), or https (`https://github.com/qmk/qmk_firmware.git`).
## How to Compile
## How to compile {#how-to-compile}
Before you are able to compile, you'll need to [install an environment](getting_started_build_tools.md) for AVR or/and ARM development. Once that is complete, you'll use the `make` command to build a keyboard and keymap with the following notation:
Before you are able to compile, you'll need to [install an environment](build_environment_setup.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:
make planck/rev4:default
make planck-rev4-default
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:
This would build the `rev4` revision of the `planck` with the `default` keymap. Not all keyboards have revisions (also called subprojects), in which case, it can be omitted:
make preonic:default
make preonic-default
## How to Customize
## How to customize {#how-to-customize}
QMK has lots of [features](features.md) to explore, and a good deal of [reference documentation](http://docs.qmk.fm) to dig through. Most features are taken advantage of by modifying your [keymap](keymap.md), and changing the [keycodes](keycodes.md).
QMK has lots of [features](features/README.md) to explore, and a good deal of [reference documentation](reference/README.md) to dig through. Most features are taken advantage of by modifying your [keymap](keymap.md), and changing the [keycodes](keycodes.md).

View File

@@ -1,119 +1,46 @@
* [Complete Newbs Guide](newbs.md)
* [Getting Started](newbs_getting_started.md)
* [Building Your First Firmware](newbs_building_firmware.md)
* [Flashing Firmware](newbs_flashing.md)
* [Testing and Debugging](newbs_testing_debugging.md)
* [Git Best Practices](newbs_best_practices.md)
* [Learning Resources](newbs_learn_more_resources.md)
* [QMK Basics](README.md)
* [QMK Introduction](getting_started_introduction.md)
* [QMK CLI](cli.md)
* [Contributing to QMK](contributing.md)
* [How to Use Github](getting_started_github.md)
* [Getting Help](getting_started_getting_help.md)
* [Breaking Changes](breaking_changes.md)
* [2019 Aug 30](ChangeLog/20190830.md)
* [FAQ](faq.md)
* [General FAQ](faq_general.md)
* [Build/Compile QMK](faq_build.md)
* [Debugging/Troubleshooting QMK](faq_debug.md)
* [Keymap](faq_keymap.md)
* [Driver Installation with Zadig](driver_installation_zadig.md)
* Detailed Guides
* [Install Build Tools](getting_started_build_tools.md)
* [Vagrant Guide](getting_started_vagrant.md)
* [Build/Compile Instructions](getting_started_make_guide.md)
* [Flashing Firmware](flashing.md)
* [Customizing Functionality](custom_quantum_functions.md)
* [Keymap Overview](keymap.md)
* [Hardware](hardware.md)
* [AVR Processors](hardware_avr.md)
* [Drivers](hardware_drivers.md)
* Reference
* [Keyboard Guidelines](hardware_keyboard_guidelines.md)
* [Config Options](config_options.md)
* [Keycodes](keycodes.md)
* [Coding Conventions - C](coding_conventions_c.md)
* [Coding Conventions - Python](coding_conventions_python.md)
* [Documentation Best Practices](documentation_best_practices.md)
* [Documentation Templates](documentation_templates.md)
* [Glossary](reference_glossary.md)
* [Unit Testing](unit_testing.md)
* [Useful Functions](ref_functions.md)
* [Configurator Support](reference_configurator_support.md)
* [info.json Format](reference_info_json.md)
* [Python Development](python_development.md)
* [Getting started](README.md)
* [QMK Overview](qmk_overview.md)
* [Build Environment Setup](build_environment_setup.md)
* [Vagrant Guide](vagrant_guide.md)
* [Make instructions](make_instructions.md)
* [FAQ: Creating a Keymap](faq_keymap.md)
* [FAQ: Compiling QMK](faq_build.md)
* [How to Github](how_to_github.md)
* [Features](features.md)
* [Basic Keycodes](keycodes_basic.md)
* [US ANSI Shifted Keys](keycodes_us_ansi_shifted.md)
* [Quantum Keycodes](quantum_keycodes.md)
* [Advanced Keycodes](feature_advanced_keycodes.md)
* [Audio](feature_audio.md)
* [Auto Shift](feature_auto_shift.md)
* [Backlight](feature_backlight.md)
* [Bluetooth](feature_bluetooth.md)
* [Bootmagic](feature_bootmagic.md)
* [Combos](feature_combo.md)
* [Command](feature_command.md)
* [Debounce API](feature_debounce_type.md)
* [DIP Switch](feature_dip_switch.md)
* [Dynamic Macros](feature_dynamic_macros.md)
* [Encoders](feature_encoders.md)
* [Grave Escape](feature_grave_esc.md)
* [Haptic Feedback](feature_haptic_feedback.md)
* [HD44780 LCD Controller](feature_hd44780.md)
* [Key Lock](feature_key_lock.md)
* [Layouts](feature_layouts.md)
* [Leader Key](feature_leader_key.md)
* [LED Matrix](feature_led_matrix.md)
* [Macros](feature_macros.md)
* [Mouse Keys](feature_mouse_keys.md)
* [OLED Driver](feature_oled_driver.md)
* [One Shot Keys](feature_advanced_keycodes.md#one-shot-keys)
* [Pointing Device](feature_pointing_device.md)
* [PS/2 Mouse](feature_ps2_mouse.md)
* [RGB Lighting](feature_rgblight.md)
* [RGB Matrix](feature_rgb_matrix.md)
* [Space Cadet](feature_space_cadet.md)
* [Split Keyboard](feature_split_keyboard.md)
* [Stenography](feature_stenography.md)
* [Swap Hands](feature_swap_hands.md)
* [Tap Dance](feature_tap_dance.md)
* [Terminal](feature_terminal.md)
* [Thermal Printer](feature_thermal_printer.md)
* [Unicode](feature_unicode.md)
* [Userspace](feature_userspace.md)
* [Velocikey](feature_velocikey.md)
* [Layer switching](key_functions.md)
* [Leader Key](leader_key.md)
* [Macros](macros.md)
* [Dynamic Macros](dynamic_macros.md)
* [Space Cadet](space_cadet_shift.md)
* [Tap Dance](tap_dance.md)
* [Mouse keys](mouse_keys.md)
* [Unicode](unicode.md)
* [Stenography](stenography.md)
* Reference
* [Glossary](glossary.md)
* [Keymap overview](keymap.md)
* [Keycodes](keycodes.md)
* [Basic Keycodes](basic_keycodes.md)
* [Quantum Keycodes](quantum_keycodes.md)
* [The `config.h` File](config_options.md)
* [Customizing Functionality](custom_quantum_functions.md)
* [Documentation Best Practices](documentation_best_practices.md)
* [Unit Testing](unit_testing.md)
* For Makers and Modders
* [Hand Wiring Guide](hand_wire.md)
* [ISP Flashing Guide](isp_flashing_guide.md)
* [ARM Debugging Guide](arm_debugging.md)
* [I2C Driver](i2c_driver.md)
* [GPIO Controls](internals_gpio_control.md)
* [Proton C Conversion](proton_c_conversion.md)
* [Adding a keyboard to QMK](adding_a_keyboard_to_qmk.md)
* [Adding features to QMK](adding_features_to_qmk.md)
* [Hand Wiring Guide](hand_wiring.md)
* [ISP flashing guide](isp_flashing_guide.md)
* [Modding your keyboard](modding_your_keyboard.md)
* [Porting your keyboard to QMK](porting_your_keyboard_to_qmk.md)
* For a Deeper Understanding
* [How Keyboards Work](how_keyboards_work.md)
* [How Keyboards Work](basic_how_keyboards_work.md)
* [Understanding QMK](understanding_qmk.md)
* Other Topics
* [Using Eclipse with QMK](other_eclipse.md)
* [Using VSCode with QMK](other_vscode.md)
* [Support](support.md)
* QMK Internals (In Progress)
* [Defines](internals_defines.md)
* [Input Callback Reg](internals_input_callback_reg.md)
* [Midi Device](internals_midi_device.md)
* [Midi Device Setup Process](internals_midi_device_setup_process.md)
* [Midi Util](internals_midi_util.md)
* [Send Functions](internals_send_functions.md)
* [Sysex Tools](internals_sysex_tools.md)
* [General FAQ](faq.md)
* [Using Eclipse with QMK](eclipse.md)

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@@ -0,0 +1,35 @@
# Adding your keyboard to QMK
We welcome all keyboard projects into QMK, but ask that you try to stick to a couple guidelines that help us keep things organised and consistent.
## Naming your directory/project
All names should be lowercase alphanumeric, and separated by an underscore (`_`), but not begin with one. Dashes (`-`) aren't allow by our build system, and will confuse it with keymaps/subprojects. Your directory and your `.h` and `.c` files should have exactly the same name. Subprojects/revision should follow the same format.
## `readme.md`
All projects need to have a `readme.md` file that explains what the keyboard is, who made it, where it is available, and links to move information (template coming).
## Image/Hardware files
In an effort to keep the repo size down, we're no longer accepting images of any format in the repo, with few exceptions. Hosting them elsewhere (imgur) and linking them in the readme.md is the preferred method.
Any sort of hardware file (plate, case, pcb) can't be stored in qmk_firmware, but we have the [qmk.fm repo](https://github.com/qmk/qmk.fm) where such files (as well as in-depth info) can be store, and viewed on [qmk.fm](http://qmk.fm). Downloadable files are stored in `/<keyboard>/` (name follows the same format as above) which are served at `http://qmk.fm/<keyboard>/`, and pages are generated from `/_pages/<keyboard>/` which are served at the same location (.md files are generated into .html files through Jekyll). Check out the `lets_split` directory for an example.
## Non-production/handwired projects
We're happy to accept any project that uses QMK, including prototypes and handwired ones, but we have a separate `/keyboards/handwired/` folder for them, so the main `/keyboards/` folder doesn't get overcrowded. If a prototype project becomes a production project at some point in the future, we'd be happy to move it to the main `/keyboards/` folder!
## Warnings as errors
When developing your keyboard, keep in mind that all warnings will be treated as errors - these small warnings can build-up and cause larger errors down the road (and keeping them is generally a bad practice).
## Licenses
If you're adapting your keyboard's setup from another project, but not using the same code, but sure to update the copyright header at the top of the files to show your name, it this format:
Copyright 2017 Your Name <your@email.com>
## Technical details
If you're looking for more information on making your keyboard work with QMK, [check out this guide](porting_your_keyboard_to_qmk.md)!

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@@ -0,0 +1,16 @@
# How To Add Features To QMK
If you have an idea for a custom feature or extra hardware connection, we'd love to accept it into QMK!
Before you put a lot of work into building your new feature you should make sure you are implementing it in the best way. You can get a basic understanding of QMK by reading [Understaning QMK](understanding_qmk.html), which will take you on a tour of the QMK program flow. From here you should talk to us to get a sense of the best way to implement your idea. There are two main ways to do this:
* [Chat on Gitter](https://gitter.im/qmk/qmk_firmware)
* [Open an Issue](https://github.com/qmk/qmk_firmware/issues/new)
Once you have implemented your new feature you will generally submit a [pull request](https://github.com/qmk/qmk_firmware/pulls). Here are some things to keep in mind when creating one:
* **Disabled by default** - memory is a pretty limited on most chips QMK supports, and it's important that current keymaps aren't broken, so please allow your feature to be turned **on**, rather than being turned off. If you think it should be on by default, or reduces the size of the code, please talk with us about it.
* **Compile locally before submitting** - hopefully this one is obvious, but things need to compile! Our Travis system will catch any issues, but it's generally faster for you to compile a few keyboards locally instead of waiting for the results to come back.
* **Consider subprojects and different chip-bases** - there are several keyboards that have subprojects that have allow for slightly different configurations, and even different chip-bases. Try to make a feature supported in ARM and AVR, or automatically disabled in one that doesn't work.
* **Explain your feature** - Document it in `docs/`, either as a new file or as part of an existing file. If you don't document it other people won't be able to benefit from your hard work.
* **Don't refactor code** - to maintain a clear vision of how things are laid out in QMK, we try to plan out refactors in-depth, and have a collaborator make the changes. If you have an idea for refactoring, or suggestions, [open an issue](https://github.com/qmk/qmk_firmware/issues).

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# ARM Debugging usign Eclipse
This page describes how to setup debugging for ARM MCUs using an SWD adapter and open-source/free tools. In this guide we will install GNU MCU Eclipse IDE for C/C++ Developers and OpenOCD together with all the necessary dependencies.
This guide is catered towards advance users and assumes you can compile an ARM compatible keyboard on your machine using the MAKE flow.
## Installing the software
The main objective here is to get the MCU Eclipse IDE correcly installed on our machine. The necesarry instructions are derived from [this](https://gnu-mcu-eclipse.github.io/install/) install guide.
### The xPack Manager
This tool is a software package manager and it is used to help us get the necesarry depencencies.
XPM runs using Node.js so grab that form [here](https://nodejs.org/en/). After installation, open a terminal and type `npm -v`. A reply with the version number means that the instalation was successful.
XPM instalation instructions can be found [here](https://www.npmjs.com/package/xpm) and are OS specific. Entering `xpm --version` to your terminal should return the software version.
### The ARM Toolchain
Using XPM it is very easy to install the ARM toolchain. Enter the command `xpm install --global @gnu-mcu-eclipse/arm-none-eabi-gcc`.
### Windows build tools
If you are using windows you need to install this!
`xpm install --global @gnu-mcu-eclipse/windows-build-tools`
### Programer/Debugger Drivers
Now its the time to install your programer's drivers. This tutorial was made using an ST-Link v2 which you can get from almost anywhere.
If you have an ST-Link the drivers can be found [here](https://www.st.com/en/development-tools/stsw-link009.html) otherwise consult the manufuturer of your tool.
### OpenOCD
This dependency allows SWD access from GDB and it is essential for debugging. Run `xpm install --global @gnu-mcu-eclipse/openocd`.
### Java
Java is needed by Eclipse so please download it from [here](https://www.oracle.com/technetwork/java/javase/downloads/index.html).
### GNU MCU Eclipse IDE
Now its finally time to install the IDE. Use the Release page [here](https://github.com/gnu-mcu-eclipse/org.eclipse.epp.packages/releases/) to get the latest version.
## Configuring Eclipse
Open up the Eclipse IDE we just downloaded. To import our QMK directory select File -> Import -> C/C++ -> Existing code as Makefile Project. Select next and use Browse to select your QMK folder. In the tool-chain list select ARM Cross GCC and select Finish.
Now you can see the QMK folder on the left hand side. Right click it and select Properties. On the left hand side, expand MCU and select ARM Toolchain Paths. Press xPack and OK. Repeat for OpenOCD Path and if you are on windows for Build Tool Path. Select Apply and Close.
Now its time to install the necessary MCU packages. Go to Packs perspective by selecting Window -> Open Perspective -> Others -> Packs. Now select the yellow refresh symbol next to the Packs tab. This will take a long time as it is requesting the MCU definitions from various places. If some of the links fail you can probably select Ignore.
When this finishes you must find the MCU which we will be building/debugging for. In this example I will be using the STM32F3 series MCUs. On the left, select STMicroelectonics -> STM32F3 Series. On the middle window we can see the pack. Right click and select Install. Once that is done we can go back to the default perspective, Window -> Open Perspective -> Others -> C/C++.
We need to let eclipse know the device we intent to build QMK on. Right click on the QMK folder -> Properties -> C/C++ Build -> Settings. Select the Devices tab and under devices select the appropriate variant of your MCU. For my example it is STM32F303CC
While we are here let's setup the build command as well. Select C/C++ Build and then the Behavior tab. On the build command, replace `all` with your necessary make command. For example for a rev6 Planck with the default keymap this would be `planck/rev6:default`. Select Apply and Close.
## Building
If you have setup everything correctly pressing the hammer button should build the firmware for you and a .bin file should appear.
## Debugging
### Connecting the Debugger
ARM MCUs use the Single Wire Debug (SWD) protocol which comprises of the clock (SWCLK) signal and the data (SWDIO) signal. Connecting this two wires and ground should be enough to allow full manipulation of the MCU. Here we assume that the keyboard will be powered though USB. The RESET signal is not necessary as we can manually assert it using the reset button. For a more advance setup, the SWO signal can be used which pipes printf and scanf asynchronously to the host but for our setup we will ignore it.
NOTE: Make sure the SWCLK and SWDIO pins are not used in the matrix of your keyboard. If they are you can temporarily switch them for some other pins.
### Configuring the Debugger
Right click on your QMK folder, select Debug As -> Debug Configuration. Here double click on GDB OpenOCD Debugging. Select the debugger tab and enter the configuration necessary for your MCU. This might take some fiddling and googleing to find out. The default script for the STM32F3 is called stm32f3discovery.cfg. To let OpenOCD know, in the Config options enter `-f board/stm32f3discovery.cfg`.
NOTE: In my case this configuration script requires editing to disable the reset assertion. The locations of the scripts can be found in the actual executable field usually under the path `openocd/version/.content/scripts/board`. Here I edited `reset_config srst_only` to `reset_config none`.
Select Apply and Close.
### Running the Debugger.
Reset your keyboard.
Press the bug icon and if all goes well you should soon find yourself in the debug perspective. Here the program counter will pause at the beginning of the main function and way for you to press Play. Most of the features of all debuggers work on ARM MCUs but for exact details google is your friend!
Happy debugging!

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# How keys are registered, and interpreted by computers
In this file, you can will learn the concepts of how keyboards work over USB,
and you'll be able to better understand what you can expect from changing your
firmware directly.
## Schematic view
Whenever you type on 1 particular key, here is the chain of actions taking
place:
``` text
+------+ +-----+ +----------+ +----------+ +----+
| User |-------->| Key |------>| Firmware |----->| USB wire |---->| OS |
+------+ +-----+ +----------+ +----------+ |----+
```
This scheme is a very simple view of what's going on, and more details follow
in the next sections.
## 1. You Press a Key
Whenever you press a key, the firmware of your keyboard can register this event.
It can register when the key is pressed, held and released.
This usually happens with a periodic scan of key presses. This speed often is limited by the mechanical key response time, the protocol to transfer those key presses (here USB HID), and by the software it is used in.
## 2. What the Firmware Sends
The [HID specification](http://www.usb.org/developers/hidpage/Hut1_12v2.pdf) tells what a keyboard can actually send through USB to have a chance to be properly recognised. This includes a pre-defined list of scancodes which are simple numbers from `0x00` to `0xE7`. The firmware assigns a scancode to each key of the keyboard.
The firmware does not send actually letters or characters, but only scancodes.
Thus, by modifying the firmware, you only can modify what scancode is sent over
USB for a given key.
## 3. What the Operating System Does
Once the keycode reaches the operating system, a piece of software has to have
it match an actual character thanks to a keyboard layout. For example, if your
layout is set to QWERTY, a sample of the matching table is as follow:
| keycode | character |
|---------|-----------|
| 0x04 | a/A |
| 0x05 | b/B |
| 0x06 | c/C |
| ... | ... |
| 0x1C | y/Y |
| 0x1D | z/Z |
| ... | ... |
## Back to the firmware
As the layout is generally fixed (unless you create your own), the firmware can actually call a keycode by its layout name directly to ease things for you. This is exactly what is done here with `KC_A` actually representing `0x04` in QWERTY. The full list can be found in `keycode.txt`.
## List of Characters You Can Send
Putting aside shortcuts, having a limited set of keycodes mapped to a limited layout means that **the list of characters you can assign to a given key only is the ones present in the layout**.
For example, this means that if you have a QWERTY US layout, and you want to assign 1 key to produce `€` (euro currency symbol), you are unable to do so, because the QWERTY US layout does not have such mapping. You could fix that by using a QWERTY UK layout, or a QWERTY US International.
You may wonder why a keyboard layout containing all of Unicode is not devised then? The limited number of keycode available through USB simply disallow such a thing.
## How to (Maybe) Enter Unicode Characters
You can have the firmware send *sequences of keys* to use the [software Unicode Input Method](https://en.wikipedia.org/wiki/Unicode_input#Hexadecimal_code_input) of the target operating system, thus effectively entering characters independently of the layout defined in the OS.
Yet, it does come with multiple disadvantages:
- Tied to a specific OS a a time (need recompilation when changing OS);
- Within a given OS, does not work in all software;
- Limited to a subset of Unicode on some systems.

186
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# Basic keycodes
## Letters and Numbers
|KC_1|KC_2|KC_3|KC_4|KC_5|KC_6|KC_7|KC_8|
|----|----|----|----|----|----|----|----|
|KC_9|KC_0|KC_F1|KC_F2|KC_F3|KC_F4|KC_F5|KC_F6|
|KC_F7|KC_F8|KC_F9|KC_F10|KC_F11|KC_F12|KC_F13|KC_F14|
|KC_F15|KC_F16|KC_F17|KC_F18|KC_F19|KC_F20|KC_F21|KC_F22|
|KC_F23|KC_F24|KC_A|KC_B|KC_C|KC_D|KC_E|KC_F|
|KC_G|KC_H|KC_I|KC_J|KC_K|KC_L|KC_M|KC_N|
|KC_O|KC_P|KC_Q|KC_R|KC_S|KC_T|KC_U|KC_V|
|KC_W|KC_X|KC_Y|KC_Z|||||
## Punctuation
|Long Name|Short Name|Description|
|---------|----------|-----------|
|KC_ENTER|KC_ENT|`Return (ENTER)`|
|KC_ESCAPE|KC_ESC|`ESCAPE`|
|KC_BSPACE|KC_BSPC|`DELETE (Backspace)`|
|KC_TAB||`Tab`|
|KC_SPACE|KC_SPC|Spacebar|
|KC_MINUS|KC_MINS|`-` and `_`|
|KC_EQUAL|KC_EQL|`=` and `+`|
|KC_LBRACKET|KC_LBRC|`[` and `{`|
|KC_RBRACKET|KC_RBRC|`]` and `}`|
|KC_BSLASH|KC_BSLS|`\` and <code>&#124;</code> |
|KC_NONUS_HASH|KC_NUHS|Non-US `#` and `~`|
|KC_NONUS_BSLASH|KC_NUBS|Non-US `\` and <code>&#124;</code> |
|KC_INT1|KC_RO|JIS `\` and <code>&#124;</code> |
|KC_INT2|KC_KANA|International216|
|KC_INT3|KC_JYEN|Yen Symbol (`¥`)|
|KC_SCOLON|KC_SCLN|`;` and `:`|
|KC_QUOTE|KC_QUOT|`` and `“`|
|KC_GRAVE|KC_GRV|Grave Accent and Tilde|
|KC_COMMA|KC_COMM|`,` and `<`|
|KC_DOT||`.` and `>`|
|KC_SLASH|KC_SLSH|`/` and `?`|
|KC_CAPSLOCK|KC_CAPS|Caps Lock|
## Modifiers
|Long Name|Short Name|Description|
|---------|----------|-----------|
|KC_LCTRL|KC_LCTL|LeftControl|
|KC_LSHIFT|KC_LSFT|LeftShift|
|KC_LALT||LeftAlt|
|KC_LGUI||Left GUI(Windows/Apple/Meta key)|
|KC_RCTRL|KC_RCTL|RightControl|
|KC_RSHIFT|KC_RSFT|RightShift|
|KC_RALT||RightAlt|
|KC_RGUI||Right GUI(Windows/Apple/Meta key)|
|KC_LOCKING_CAPS||Locking Caps Lock|
|KC_LOCKING_NUM||Locking Num Lock|
|KC_LOCKING_SCROLL||Locking Scroll Lock|
|KC_INT4|KC_HENK|JIS Henken|
|KC_INT5|KC_MHEN|JIS Muhenken|
## Commands
|Long Name|Short Name|Description|
|---------|----------|-----------|
|KC_PSCREEN|KC_PSCR|PrintScreen|
|KC_SCROLLLOCK|KC_SLCK|Scroll Lock|
|KC_PAUSE|KC_PAUS|Pause|
|KC_INSERT|KC_INS|Insert|
|KC_HOME||Home|
|KC_PGUP||PageUp|
|KC_DELETE|KC_DEL|Delete Forward|
|KC_END||End|
|KC_PGDOWN|KC_PGDN|PageDown|
|KC_RIGHT|KC_RGHT|RightArrow|
|KC_LEFT||LeftArrow|
|KC_DOWN||DownArrow|
|KC_UP||UpArrow|
|KC_APPLICATION|KC_APP|Application|
|KC_POWER||Power|
|KC_EXECUTE||Execute|
|KC_HELP||Help|
|KC_MENU||Menu|
|KC_SELECT||Select|
|KC_AGAIN||Again|
|KC_UNDO||Undo|
|KC_CUT||Cut|
|KC_COPY||Copy|
|KC_PASTE||Paste|
|KC_FIND||Find|
|KC_ALT_ERASE||Alternate Erase|
|KC_SYSREQ||SysReq/Attention|
|KC_CANCEL||Cancel|
|KC_CLEAR||Clear|
|KC_PRIOR||Prior|
|KC_RETURN||Return|
|KC_SEPARATOR||Separator|
|KC_OUT||Out|
|KC_OPER||Oper|
|KC_CLEAR_AGAIN||Clear/Again|
|KC_CRSEL||CrSel/Props|
|KC_EXSEL||ExSel|
|KC_SYSTEM_POWER|KC_PWR|System Power Down|
|KC_SYSTEM_SLEEP|KC_SLEP|System Sleep|
|KC_SYSTEM_WAKE|KC_WAKE|System Wake|
|KC_MAIL|KC_MAIL||
|KC_CALCULATOR|KC_CALC||
|KC_MY_COMPUTER|KC_MYCM||
|KC_WWW_SEARCH|KC_WSCH||
|KC_WWW_HOME|KC_WHOM||
|KC_WWW_BACK|KC_WBAK||
|KC_WWW_FORWARD|KC_WFWD||
|KC_WWW_STOP|KC_WSTP||
|KC_WWW_REFRESH|KC_WREF||
|KC_WWW_FAVORITES|KC_WFAV||
## Media Keys
Windows and Mac use different key codes for next track and previous track. Make sure you choose the keycode that corresponds to your OS.
|Long Name|Short Name|Description|
|---------|----------|-----------|
|KC_STOP||Stop|
|KC__MUTE||Mute|
|KC__VOLUP||Volume Up|
|KC__VOLDOWN||Volume Down|
|KC_AUDIO_MUTE|KC_MUTE||
|KC_AUDIO_VOL_UP|KC_VOLU||
|KC_AUDIO_VOL_DOWN|KC_VOLD||
|KC_MEDIA_NEXT_TRACK|KC_MNXT|Next Track (Windows)|
|KC_MEDIA_PREV_TRACK|KC_MPRV|Previous Track (Windows)|
|KC_MEDIA_FAST_FORWARD|KC_MFFD|Next Track (macOS)|
|KC_MEDIA_REWIND|KC_MRWD|Previous Track (macOS)|
|KC_MEDIA_STOP|KC_MSTP||
|KC_MEDIA_PLAY_PAUSE|KC_MPLY||
|KC_MEDIA_SELECT|KC_MSEL||
## Numpad
|Long Name|Short Name|Description|
|---------|----------|-----------|
|KC_NUMLOCK|KC_NLCK|Keypad Num Lock and Clear|
|KC_KP_SLASH|KC_PSLS|Keypad /|
|KC_KP_ASTERISK|KC_PAST|Keypad *|
|KC_KP_MINUS|KC_PMNS|Keypad -|
|KC_KP_PLUS|KC_PPLS|Keypad +|
|KC_KP_ENTER|KC_PENT|Keypad ENTER|
|KC_KP_1|KC_P1|Keypad 1 and End|
|KC_KP_2|KC_P2|Keypad 2 and Down Arrow|
|KC_KP_3|KC_P3|Keypad 3 and PageDn|
|KC_KP_4|KC_P4|Keypad 4 and Left Arrow|
|KC_KP_5|KC_P5|Keypad 5|
|KC_KP_6|KC_P6|Keypad 6 and Right Arrow|
|KC_KP_7|KC_P7|Keypad 7 and Home|
|KC_KP_8|KC_P8|Keypad 8 and Up Arrow|
|KC_KP_9|KC_P9|Keypad 9 and PageUp|
|KC_KP_0|KC_P0|Keypad 0 and Insert|
|KC_KP_DOT|KC_PDOT|Keypad . and Delete|
|KC_KP_EQUAL|KC_PEQL|Keypad =|
|KC_KP_COMMA|KC_PCMM|Keypad Comma|
|KC_KP_EQUAL_AS400||Keypad Equal Sign|
## Special Keys
|Long Name|Short Name|Description|
|---------|----------|-----------|
|KC_NO||Ignore this key. (NOOP) |
## Mousekey
|Long Name|Short Name|Description|
|---------|----------|-----------|
|KC_MS_UP|KC_MS_U|Mouse Cursor Up|
|KC_MS_DOWN|KC_MS_D|Mouse Cursor Down|
|KC_MS_LEFT|KC_MS_L|Mouse Cursor Left|
|KC_MS_RIGHT|KC_MS_R|Mouse Cursor Right|
|KC_MS_BTN1|KC_BTN1|Mouse Button 1|
|KC_MS_BTN2|KC_BTN2|Mouse Button 2|
|KC_MS_BTN3|KC_BTN3|Mouse Button 3|
|KC_MS_BTN4|KC_BTN4|Mouse Button 4|
|KC_MS_BTN5|KC_BTN5|Mouse Button 5|
|KC_MS_WH_UP|KC_WH_U|Mouse Wheel Up|
|KC_MS_WH_DOWN|KC_WH_D|Mouse Wheel Down|
|KC_MS_WH_LEFT|KC_WH_L|Mouse Wheel Left|
|KC_MS_WH_RIGHT|KC_WH_R|Mouse Wheel Right|
|KC_MS_ACCEL0|KC_ACL0|Mouse Acceleration 0|
|KC_MS_ACCEL1|KC_ACL1|Mouse Acceleration 1|
|KC_MS_ACCEL2|KC_ACL2|Mouse Acceleration 2|

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# Becoming a QMK Collaborator
A QMK collaborator is a keyboard maker/designer that is interested in helping QMK grow and fully support their keyboard(s), and encouraging their users/customers to submit features, ideas, and keymaps. We're always looking to add more keyboards and collaborators, but we ask that they fulfill these requirements:
A QMK collaborator is a keyboard maker or designer that is interested in helping QMK grow and fully support their keyboard(s), and encouraging their users and customers to submit features, ideas, and keymaps. We're always looking to add more keyboards and collaborators, but we ask that they fulfill these requirements:
* **Have a PCB available for sale** - unfortunately there's just too much variation and complications with handwired keyboards.
* **Maintain the your keyboard's directory** - this may just require an initial setup to get your keyboard working, but it could also include accommodating changes made to QMK's core.
* **Approve and merge your keyboard's keymap pull requests** - we like to encourage users to contribute their keymaps for others to see and work from when creating their own.
* **Have a PCB available for sale.** Unfortunately there's just too much variation and complications with handwired keyboards.
* **Maintain your keyboard in QMK.** This may just require an initial setup to get your keyboard working, but it could also include accommodating changes made to QMK's core that might break or render any custom code redundant.
* **Approve and merge keymap pull requests for your keyboard.** We like to encourage users to contribute their keymaps for others to see and work from when creating their own.
If you feel you meet these requirements, shoot us an email at hello@qmk.fm with an introduction and some links to your keyboard!
If you feel you meet these requirements, shoot us an email at hello@qmk.fm with an introduction and some links to your keyboard!

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# Breaking Changes
This document describes QMK's Breaking Change process. A Breaking Change is any change which modifies how QMK behaves in a way that in incompatible or potentially dangerous. We limit these changes so that users can have confidence that updating their QMK tree will not break their keymaps.
The breaking change period is when we will merge PR's that change QMK in dangerous or unexpected ways. There is a built-in period of testing so we are confident that any problems caused are rare or unable to be predicted.
## What has been included in past Breaking Changes?
* [2019 Aug 30](ChangeLog/20190830.md)
## When is the next Breaking Change?
The next Breaking Change is scheduled for Nov 29.
### Important Dates
* [ ] 2019 Oct 04 - `future` is created. It will be rebased weekly.
* [ ] 2019 Nov 01 - `future` closed to new PR's.
* [ ] 2019 Nov 01 - Call for testers.
* [ ] 2019 Nov 27 - `master` is locked, no PR's merged.
* [ ] 2019 Nov 29 - Merge `future` to `master`.
* [ ] 2019 Nov 30 - `master` is unlocked. PR's can be merged again.
## What changes will be included?
To see a list of breaking change candidates you can look at the [`breaking_change` label](https://github.com/qmk/qmk_firmware/pulls?q=is%3Aopen+label%3Abreaking_change+is%3Apr). New changes might be added between now and when `future` is closed, and a PR with that label applied is not guaranteed to be merged.
If you want your breaking change to be included in this round you need to create a PR with the `breaking_change` label and have it accepted before `future` closes. After `future` closes no new breaking changes will be accepted.
Criteria for acceptance:
* PR is complete and ready to merge
* PR has a ChangeLog
# Checklists
This section documents various processes we use when running the Breaking Changes process.
## Rebase `future` from `master`
This is run every Friday while `future` is open.
Process:
```
cd qmk_firmware
git checkout master
git pull --ff-only
git checkout future
git rebase master
git push --force
```
## 8 Weeks Before Merge
* `qmk_firmware` git commands
* [ ] `git checkout master`
* [ ] `git pull --ff-only`
* [ ] `git checkout -b future`
* [ ] Edit `readme.md`
* [ ] Add a big notice at the top that this is a testing branch.
* [ ] Include a link to this document
* [ ] `git commit -m 'Branch point for <DATE> Breaking Change'`
* [ ] `git tag breakpoint_<YYYY>_<MM>_<DD>`
* [ ] `git tag <next_version>` # Prevent the breakpoint tag from confusing version incrementing
* [ ] `git push origin future`
* [ ] `git push --tags`
* GitHub Actions
* [ ] Switch all [breaking_change PR's](https://github.com/qmk/qmk_firmware/pulls?utf8=%E2%9C%93&q=is%3Apr+is%3Aopen+label%3Abreaking_change) to `future`
* [ ] Any that have a ChangeLog entry may be merged immediately.
## 4 Weeks Before Merge
* `future` is now closed to new PR's, only fixes for current PR's may be merged
* Post call for testers
* [ ] Discord
* [ ] GitHub PR
* [ ] https://reddit.com/r/olkb
## 1 Week Before Merge
* Announce that master will be closed from <2 Days Before> to <Day of Merge>
* [ ] Discord
* [ ] GitHub PR
* [ ] https://reddit.com/r/olkb
## 2 Days Before Merge
* Announce that master is closed for 2 days
* [ ] Discord
* [ ] GitHub PR
* [ ] https://reddit.com/r/olkb
## Day Of Merge
* `qmk_firmware` git commands
* [ ] `git checkout future`
* [ ] `git pull --ff-only`
* [ ] `git rebase origin/master`
* [ ] Edit `readme.md`
* [ ] Remove the notes about `future`
* [ ] Roll up the ChangeLog into one file.
* [ ] `git commit -m 'Merge point for <DATE> Breaking Change'`
* [ ] `git push origin future`
* Github Actions
* [ ] Create a PR for `future`
* [ ] Make sure travis comes back clean
* [ ] Merge `future` PR

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# Build Environment Setup
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. -->
# Windows 10
## 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.
# Windows (Vista and later)
1. If you have ever installed WinAVR, uninstall it.
2. Install [MHV AVR Tools](https://infernoembedded.com/sites/default/files/project/MHV_AVR_Tools_20131101.exe). Disable smatch, but **be sure to leave the option to add the tools to the PATH checked**.
3. If you are going to flash Infinity based keyboards you will need to install dfu-util, refer to the instructions by [Input Club](https://github.com/kiibohd/controller/wiki/Loading-DFU-Firmware).
4. Install [MinGW](https://sourceforge.net/projects/mingw/files/Installer/mingw-get-setup.exe/download). During installation, uncheck the option to install a graphical user interface. **DO NOT change the default installation folder.** The scripts depend on the default location.
5. Clone this repository. [This link will download it as a zip file, which you'll need to extract.](https://github.com/qmk/qmk_firmware/archive/master.zip) Open the extracted folder in Windows Explorer.
6. Open the `\util` folder.
7. Double-click on the `1-setup-path-win` batch script to run it. You'll need to accept a User Account Control prompt. Press the spacebar to dismiss the success message in the command prompt that pops up.
8. Right-click on the `2-setup-environment-win` batch script, select "Run as administrator", and accept the User Account Control prompt. This part may take a couple of minutes, and you'll need to approve a driver installation, but once it finishes, your environment is complete!
If you have trouble and want to ask for help, it is useful to generate a *Win_Check_Output.txt* file by running `Win_Check.bat` in the `\util` folder.
# Mac
If you're using [homebrew,](http://brew.sh/) you can use the following commands:
brew tap osx-cross/avr
brew install avr-libc
brew install dfu-programmer
This is the recommended method. If you don't have homebrew, [install it!](http://brew.sh/) It's very much worth it for anyone who works in the command line. Note that the `make` and `make install` portion during the homebrew installation of avr-libc can take over 20 minutes and exhibit high CPU usage.
You can also try these instructions:
1. Install Xcode from the App Store.
2. Install the Command Line Tools from `Xcode->Preferences->Downloads`.
3. Install [DFU-Programmer](https://dfu-programmer.github.io/).
If you are going to flash Infinity based keyboards you will also need dfu-util
brew install dfu-util
# Linux
To ensure you are always up to date, you can just run `sudo util/install_dependencies.sh`. That should always install all the dependencies needed. **This will run `apt-get upgrade`.**
You can also install things manually, but this documentation might not be always up to date with all requirements.
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.
Debian/Ubuntu example:
sudo apt-get update
sudo apt-get install gcc unzip wget zip gcc-avr binutils-avr avr-libc dfu-programmer dfu-util gcc-arm-none-eabi binutils-arm-none-eabi libnewlib-arm-none-eabi
# Docker
If this is a bit complex for you, Docker might be the turn-key solution you need. After installing [Docker](https://www.docker.com/products/docker), run the following command at the root of the QMK folder to build a keyboard/keymap:
```bash
# You'll run this every time you want to build a keymap
# modify the keymap and keyboard assigment to compile what you want
# defaults are ergodox/default
docker run -e keymap=gwen -e subproject=ez -e keyboard=ergodox --rm -v $('pwd'):/qmk:rw edasque/qmk_firmware
# On windows docker seems to have issue with VOLUME tag in Dockerfile, and $('pwd') won't print a windows compliant path, use full path instead like this
docker run -e keymap=default -e subproject=ez -e keyboard=ergobox --rm -v D:/Users/Sacapuces/Documents/Repositories/qmk:/qmk:rw edasque/qmk_firmware
```
This will compile the targeted keyboard/keymap and leave it in your QMK directory for you to flash.
# Vagrant
If you have any problems building the firmware, you can try using a tool called Vagrant. It will set up a virtual computer with a known configuration that's ready-to-go for firmware building. OLKB does NOT host the files for this virtual computer. Details on how to set up Vagrant are in the [vagrant guide](vagrant_guide.md).
# Verify Your Installation
1. If you haven't already, obtain this repository ([https://github.com/qmk/qmk_firmware](https://github.com/qmk/qmk_firmware)). You can either download it as a zip file and extract it, or clone it using the command line tool git or the Github Desktop application.
2. Open up a terminal or command prompt and navigate to the `qmk_firmware` folder using the `cd` command. The command prompt will typically open to your home directory. If, for example, you cloned the repository to your Documents folder, then you would type `cd Documents/qmk_firmware`. If you extracted the file from a zip, then it may be named `qmk_firmware-master` instead.
3. To confirm that you're in the correct location, you can display the contents of your current folder using the `dir` command on Windows, or the `ls` command on Linux or Mac. You should see several files, including `readme.md` and a `quantum` folder. From here, you need to navigate to the appropriate folder under `keyboards/`. For example, if you're building for a Planck, run `cd keyboards/planck`.
4. Once you're in the correct keyboard-specific folder, run the `make` command. This should output a lot of information about the build process. More information about the `make` command can be found below.

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@@ -1,48 +0,0 @@
# QMK CLI
This page describes how to setup and use the QMK CLI.
# Overview
The QMK CLI makes building and working with QMK keyboards easier. We have provided a number of commands to help you work with QMK:
* `qmk compile`
* `qmk doctor`
# Setup
Simply add the `qmk_firmware/bin` directory to your `PATH`. You can run the `qmk` commands from any directory.
```
export PATH=$PATH:$HOME/qmk_firmware/bin
```
You may want to add this to your `.profile`, `.bash_profile`, `.zsh_profile`, or other shell startup scripts.
# Commands
## `qmk compile`
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 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]
```

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@@ -1,58 +0,0 @@
# Coding Conventions (C)
Most of our style is pretty easy to pick up on, but right now it's not entirely consistent. You should match the style of the code surrounding your change, but if that code is inconsistent or unclear use the following guidelines:
* We indent using four (4) spaces (soft tabs)
* We use a modified One True Brace Style
* Opening Brace: At the end of the same line as the statement that opens the block
* Closing Brace: Lined up with the first character of the statement that opens the block
* Else If: Place the closing brace at the beginning of the line and the next opening brace at the end of the same line.
* Optional Braces: Always include optional braces.
* Good: if (condition) { return false; }
* Bad: if (condition) return false;
* We encourage use of C style comments: `/* */`
* Think of them as a story describing the feature
* Use them liberally to explain why particular decisions were made.
* Do not write obvious comments
* If you not sure if a comment is obvious, go ahead and include it.
* In general we don't wrap lines, they can be as long as needed. If you do choose to wrap lines please do not wrap any wider than 76 columns.
* We use `#pragma once` at the start of header files rather than old-style include guards (`#ifndef THIS_FILE_H`, `#define THIS_FILE_H`, ..., `#endif`)
* We accept both forms of preprocessor if's: `#ifdef DEFINED` and `#if defined(DEFINED)`
* If you are not sure which to prefer use the `#if defined(DEFINED)` form.
* Do not change existing code from one style to the other, except when moving to a multiple condition `#if`.
* Do not put whitespace between `#` and `if`.
* When deciding how (or if) to indent directives keep these points in mind:
* Readability is more important than consistency.
* Follow the file's existing style. If the file is mixed follow the style that makes sense for the section you are modifying.
* When choosing to indent you can follow the indention level of the surrounding C code, or preprocessor directives can have their own indent level. Choose the style that best communicates the intent of your code.
Here is an example for easy reference:
```c
/* Enums for foo */
enum foo_state {
FOO_BAR,
FOO_BAZ,
};
/* Returns a value */
int foo(void) {
if (some_condition) {
return FOO_BAR;
} else {
return -1;
}
}
```
# Auto-formatting with clang-format
[Clang-format](https://clang.llvm.org/docs/ClangFormat.html) is part of LLVM and can automatically format your code for you, because ain't nobody got time to do it manually. We supply a configuration file for it that applies most of the coding conventions listed above. It will only change whitespace and newlines, so you will still have to remember to include optional braces yourself.
Use the [full LLVM installer](http://llvm.org/builds/) to get clang-format on Windows, or use `sudo apt install clang-format` on Ubuntu.
If you run it from the command-line, pass `-style=file` as an option and it will automatically find the .clang-format configuration file in the QMK root directory.
If you use VSCode, the standard C/C++ plugin supports clang-format, alternatively there is a [separate extension](https://marketplace.visualstudio.com/items?itemName=LLVMExtensions.ClangFormat) for it.
Some things (like LAYOUT macros) are destroyed by clang-format, so either don't run it on those files, or wrap the sensitive code in `// clang-format off` and `// clang-format on`.

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@@ -1,314 +0,0 @@
# Coding Conventions (Python)
Most of our style follows PEP8 with some local modifications to make things less nit-picky.
* We target Python 3.5 for compatability with all supported platforms.
* We indent using four (4) spaces (soft tabs)
* We encourage liberal use of comments
* Think of them as a story describing the feature
* Use them liberally to explain why particular decisions were made.
* Do not write obvious comments
* If you not sure if a comment is obvious, go ahead and include it.
* We require useful docstrings for all functions.
* In general we don't wrap lines, they can be as long as needed. If you do choose to wrap lines please do not wrap any wider than 76 columns.
* Some of our practices conflict with the wider python community to make our codebase more approachable to non-pythonistas.
# YAPF
You can use [yapf](https://github.com/google/yapf) to style your code. We provide a config in [setup.cfg](setup.cfg).
# Imports
We don't have a hard and fast rule for when to use `import ...` vs `from ... import ...`. Understandability and maintainability is our ultimate goal.
Generally we prefer to import specific function and class names from a module to keep code shorter and easier to understand. Sometimes this results in a name that is ambiguous, and in such cases we prefer to import the module instead. You should avoid using the "as" keyword when importing, unless you are importing a compatability module.
Imports should be one line per module. We group import statements together using the standard python rules- system, 3rd party, local.
Do not use `from foo import *`. Supply a list of objects you want to import instead, or import the whole module.
## Import Examples
Good:
```
from qmk import effects
effects.echo()
```
Bad:
```
from qmk.effects import echo
echo() # It's unclear where echo comes from
```
Good:
```
from qmk.keymap import compile_firmware
compile_firmware()
```
OK, but the above is better:
```
import qmk.keymap
qmk.keymap.compile_firmware()
```
# Statements
One statement per line.
Even when allowed (EG `if foo: bar`) we do not combine 2 statements onto a single line.
# Naming
`module_name`, `package_name`, `ClassName`, `method_name`, `ExceptionName`, `function_name`, `GLOBAL_CONSTANT_NAME`, `global_var_name`, `instance_var_name`, `function_parameter_name`, `local_var_name`.
Function names, variable names, and filenames should be descriptive; eschew abbreviation. In particular, do not use abbreviations that are ambiguous or unfamiliar to readers outside your project, and do not abbreviate by deleting letters within a word.
Always use a .py filename extension. Never use dashes.
## Names to Avoid
* single character names except for counters or iterators. You may use "e" as an exception identifier in try/except statements.
* dashes (-) in any package/module name
* __double_leading_and_trailing_underscore__ names (reserved by Python)
# Docstrings
To maintain consistency with our docstrings we've set out the following guidelines.
* Use markdown formatting
* Always use triple-dquote docstrings with at least one linebreak: `"""\n"""`
* First line is a short (< 70 char) description of what the function does
* If you need more in your docstring leave a blank line between the description and the rest.
* Start indented lines at the same indent level as the opening triple-dquote
* Document all function arguments using the format described below
* If present, Args:, Returns:, and Raises: should be the last three things in the docstring, separated by a blank line each.
## Simple docstring example
```
def my_awesome_function():
"""Return the number of seconds since 1970 Jan 1 00:00 UTC.
"""
return int(time.time())
```
## Complex docstring example
```
def my_awesome_function():
"""Return the number of seconds since 1970 Jan 1 00:00 UTC.
This function always returns an integer number of seconds.
"""
return int(time.time())
```
## Function arguments docstring example
```
def my_awesome_function(start=None, offset=0):
"""Return the number of seconds since 1970 Jan 1 00:00 UTC.
This function always returns an integer number of seconds.
Args:
start
The time to start at instead of 1970 Jan 1 00:00 UTC
offset
Return an answer that has this number of seconds subtracted first
Returns:
An integer describing a number of seconds.
Raises:
ValueError
When `start` or `offset` are not positive numbers
"""
if start < 0 or offset < 0:
raise ValueError('start and offset must be positive numbers.')
if not start:
start = time.time()
return int(start - offset)
```
# Exceptions
Exceptions are used to handle exceptional situations. They should not be used for flow control. This is a break from the python norm of "ask for forgiveness." If you are catching an exception it should be to handle a situation that is unusual.
If you use a catch-all exception for any reason you must log the exception and stacktrace using cli.log.
Make your try/except blocks as short as possible. If you need a lot of try statements you may need to restructure your code.
# Tuples
When defining one-item tuples always include a trailing comma so that it is obvious you are using a tuple. Do not rely on implicit one-item tuple unpacking. Better still use a list which is unambiguous.
This is particularly important when using the printf-style format strings that are commonly used.
# Lists and Dictionaries
We have configured YAPF to differentiate between sequence styles with a trailing comma. When a trailing comma is omitted YAPF will format the sequence as a single line. When a trailing comma is included YAPF will format the sequence with one item per line.
You should generally prefer to keep short definition on a single line. Break out to multiple lines sooner rather than later to aid readability and maintainability.
# Parentheses
Avoid excessive parentheses, but do use parentheses to make code easier to understand. Do not use them in return statements unless you are explicitly returning a tuple, or it is part of a math expression.
# Format Strings
We generally prefer printf-style format strings. Example:
```
name = 'World'
print('Hello, %s!' % (name,))
```
This style is used by the logging module, which we make use of extensively, and we have adopted it in other places for consistency. It is also more familiar to C programmers, who are a big part of our casual audience.
Our included CLI module has support for using these without using the percent (%) operator. Look at `cli.echo()` and the various `cli.log` functions (EG, `cli.log.info()`) for more details.
# Comprehensions & Generator Expressions
We encourage the liberal use of comprehensions and generators, but do not let them get too complex. If you need complexity fall back to a for loop that is easier to understand.
# Lambdas
OK to use but probably should be avoided. With comprehensions and generators the need for lambdas is not as strong as it once was.
# Conditional Expressions
OK in variable assignment, but otherwise should be avoided.
Conditional expressions are if statements that are in line with code. For example:
```
x = 1 if cond else 2
```
It's generally not a good idea to use these as function arguments, sequence items, etc. It's too easy to overlook.
# Default Argument Values
Encouraged, but values must be immutable objects.
When specifying default values in argument lists always be careful to specify objects that can't be modified in place. If you use a mutable object the changes you make will persist between calls, which is usually not what you want. Even if that is what you intend to do it is confusing for others and will hinder understanding.
Bad:
```
def my_func(foo={}):
pass
```
Good:
```
def my_func(foo=None):
if not foo:
foo = {}
```
# Properties
Always use properties instead of getter and setter functions.
```
class Foo(object):
def __init__(self):
self._bar = None
@property
def bar(self):
return self._bar
@bar.setter
def bar(self, bar):
self._bar = bar
```
# True/False Evaluations
You should generally prefer the implicit True/False evaluation in if statements, rather than checking equivalency.
Bad:
```
if foo == True:
pass
if bar == False:
pass
```
Good:
```
if foo:
pass
if not bar:
pass
```
# Decorators
Use when appropriate. Try to avoid too much magic unless it helps with understanding.
# Threading and Multiprocessing
Should be avoided. If you need this you will have to make a strong case before we merge your code.
# Power Features
Python is an extremely flexible language and gives you many fancy features such as custom metaclasses, access to bytecode, on-the-fly compilation, dynamic inheritance, object reparenting, import hacks, reflection, modification of system internals, etc.
Don't use these.
Performance is not a critical concern for us, and code understandability is. We want our codebase to be approachable by someone who only has a day or two to play with it. These features generally come with a cost to easy understanding, and we would prefer to have code that can be readily understood over faster or more compact code.
Note that some standard library modules use these techniques and it is ok to make use of those modules. But please keep readability and understandability in mind when using them.
# Type Annotated Code
For now we are not using any type annotation system, and would prefer that code remain unannotated. We may revisit this in the future.
# Function length
Prefer small and focused functions.
We recognize that long functions are sometimes appropriate, so no hard limit is placed on function length. If a function exceeds about 40 lines, think about whether it can be broken up without harming the structure of the program.
Even if your long function works perfectly now, someone modifying it in a few months may add new behavior. This could result in bugs that are hard to find. Keeping your functions short and simple makes it easier for other people to read and modify your code.
You could find long and complicated functions when working with some code. Do not be intimidated by modifying existing code: if working with such a function proves to be difficult, you find that errors are hard to debug, or you want to use a piece of it in several different contexts, consider breaking up the function into smaller and more manageable pieces.
# FIXMEs
It is OK to leave FIXMEs in code. Why? Encouraging people to at least document parts of code that need to be thought out more (or that are confusing) is better than leaving this code undocumented.
All FIXMEs should be formatted like:
```
FIXME(username): Revisit this code when the frob feature is done.
```
...where username is your GitHub username.
# Unit Tests
These are good. We should have some one day.

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@@ -22,4 +22,4 @@ You can also use any ARM processor that [ChibiOS](http://www.chibios.org) suppor
* [Kinetis MKL26Z64](http://www.nxp.com/products/microcontrollers-and-processors/arm-processors/kinetis-cortex-m-mcus/l-series-ultra-low-power-m0-plus/kinetis-kl2x-48-mhz-usb-ultra-low-power-microcontrollers-mcus-based-on-arm-cortex-m0-plus-core:KL2x)
* [Kinetis MK20DX128](http://www.nxp.com/assets/documents/data/en/data-sheets/K20P64M50SF0.pdf)
* [Kinetis MK20DX128](http://www.nxp.com/assets/documents/data/en/data-sheets/K20P64M50SF0.pdf)
* [Kinetis MK20DX256](http://www.nxp.com/products/microcontrollers-and-processors/arm-processors/kinetis-cortex-m-mcus/k-series-performance-m4/k2x-usb/kinetis-k20-72-mhz-full-speed-usb-mixed-signal-integration-microcontrollers-mcus-based-on-arm-cortex-m4-core:K20_72)
* [Kinetis MK20DX256](http://www.nxp.com/products/microcontrollers-and-processors/arm-processors/kinetis-cortex-m-mcus/k-series-performance-m4/k2x-usb/kinetis-k20-72-mhz-full-speed-usb-mixed-signal-integration-microcontrollers-mcus-based-on-arm-cortex-m4-core:K20_72)

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@@ -1,371 +1,133 @@
# Configuring QMK
# The `config.h` file
QMK is nearly infinitely configurable. Wherever possible we err on the side of allowing users to customize their keyboard, even at the expense of code size. That level of flexibility makes for a daunting configuration experience, however.
There are two main types of configuration files in QMK- `config.h` and `rules.mk`. These files exist at various levels in QMK and all files of the same type are combined to build the final configuration. The levels, from lowest priority to highest priority, are:
* QMK Default
* Keyboard
* Folders (Up to 5 levels deep)
* Keymap
## QMK Default
Every available setting in QMK has a default. If that setting is not set at the Keyboard, Folder, or Keymap level this is the setting that will be used.
This is a c header file that is one of the first things included, and will persist over the whole project (if included). Lots of variables can be set here and accessed elsewhere (namely keymaps). This file can exist at a couple different levels:
## Keyboard
This level contains config options that should apply to the whole keyboard. Some settings won't change in revisions, or most keymaps. Other settings are merely defaults for this keyboard and can be overridden by folders and/or keymaps.
```c
#ifndef CONFIG_H
#define CONFIG_H
## Folders
#include "config_common.h"
Some keyboards have folders and sub-folders to allow for different hardware configurations. Most keyboards only go 1 folder deep, but QMK supports structures up to 5 folders deep. Each folder can have its own `config.h` and `rules.mk` files that are incorporated into the final configuration.
// config options
#ifdef SUBPROJECT_<subproject>
#include "<subproject>/config.h"
#endif
#endif
```
This file contains config options that should apply to the whole keyboard, and won't change in subprojects, or most keymaps. The suproject block here only applies to keyboards with subprojects.
## Subproject
```c
#ifndef <subproject>_CONFIG_H
#define <subproject>_CONFIG_H
#include "../config.h"
// config options
#endif
```
For keyboards that have subprojects, this file contains config options that should apply to only that subproject, and won't change in most keymaps.
## Keymap
This level contains all of the options for that particular keymap. If you wish to override a previous declaration, you can use `#undef <variable>` to undefine it, where you can then redefine it without an error.
```c
#ifndef CONFIG_USER_H
#define CONFIG_USER_H
# The `config.h` File
#include "../../config.h"
This is a C header file that is one of the first things included, and will persist over the whole project (if included). Lots of variables can be set here and accessed elsewhere. The `config.h` file shouldn't be including other `config.h` files, or anything besides this:
// config options
#include "config_common.h"
#endif
```
This file contains all of the options for that particular keymap. If you wish to override a previous declaration, you can use `#undef <variable>` to undefine it, where you can then redefine it without an error.
## Hardware Options
* `#define VENDOR_ID 0x1234`
* defines your VID, and for most DIY projects, can be whatever you want
* `#define PRODUCT_ID 0x5678`
* defines your PID, and for most DIY projects, can be whatever you want
* `#define DEVICE_VER 0`
* defines the device version (often used for revisions)
* `#define MANUFACTURER Me`
* generally who/whatever brand produced the board
* `#define PRODUCT Board`
* the name of the keyboard
* `#define DESCRIPTION a keyboard`
* a short description of what the keyboard is
* `#define MATRIX_ROWS 5`
* the number of rows in your keyboard's matrix
* `#define MATRIX_COLS 15`
* the number of columns in your keyboard's matrix
* `#define MATRIX_ROW_PINS { D0, D5, B5, B6 }`
* pins of the rows, from top to bottom
* `#define MATRIX_COL_PINS { F1, F0, B0, C7, F4, F5, F6, F7, D4, D6, B4, D7 }`
* pins of the columns, from left to right
* `#define UNUSED_PINS { D1, D2, D3, B1, B2, B3 }`
* pins unused by the keyboard for reference
* `#define MATRIX_HAS_GHOST`
* define is matrix has ghost (unlikely)
* `#define DIODE_DIRECTION COL2ROW`
* COL2ROW or ROW2COL - how your matrix is configured. COL2ROW means the black mark on your diode is facing to the rows, and between the switch and the rows.
* `#define DIRECT_PINS { { F1, F0, B0, C7 }, { F4, F5, F6, F7 } }`
* pins mapped to rows and columns, from left to right. Defines a matrix where each switch is connected to a separate pin and ground.
* `#define AUDIO_VOICES`
* turns on the alternate audio voices (to cycle through)
* `#define C4_AUDIO`
* enables audio on pin C4
* `#define C5_AUDIO`
* enables audio on pin C5
* `#define C6_AUDIO`
* enables audio on pin C6
* `#define B5_AUDIO`
* enables audio on pin B5 (duophony is enables if one of B[5-7]\_AUDIO is enabled along with one of C[4-6]\_AUDIO)
* `#define B6_AUDIO`
* enables audio on pin B6 (duophony is enables if one of B[5-7]\_AUDIO is enabled along with one of C[4-6]\_AUDIO)
* `#define B7_AUDIO`
* enables audio on pin B7 (duophony is enables if one of B[5-7]\_AUDIO is enabled along with one of C[4-6]\_AUDIO)
* `#define BACKLIGHT_PIN B7`
* pin of the backlight
* `#define BACKLIGHT_LEVELS 3`
* number of levels your backlight will have (maximum 15 excluding off)
* `#define BACKLIGHT_BREATHING`
* enables backlight breathing
* `#define BREATHING_PERIOD 6`
* the length of one backlight "breath" in seconds
* `#define DEBOUNCE 5`
* the delay when reading the value of the pin (5 is default)
* `#define LOCKING_SUPPORT_ENABLE`
* mechanical locking support. Use KC_LCAP, KC_LNUM or KC_LSCR instead in keymap
* `#define LOCKING_RESYNC_ENABLE`
* tries to keep switch state consistent with keyboard LED state
* `#define IS_COMMAND() (get_mods() == MOD_MASK_SHIFT)`
* key combination that allows the use of magic commands (useful for debugging)
* `#define USB_MAX_POWER_CONSUMPTION 500`
* sets the maximum power (in mA) over USB for the device (default: 500)
* `#define USB_POLLING_INTERVAL_MS 10`
* sets the USB polling rate in milliseconds for the keyboard, mouse, and shared (NKRO/media keys) interfaces
* `#define F_SCL 100000L`
* sets the I2C clock rate speed for keyboards using I2C. The default is `400000L`, except for keyboards using `split_common`, where the default is `100000L`.
# Config Options
## Features That Can Be Disabled
```c
#define VENDOR_ID 0x1234 // defines your VID, and for most DIY projects, can be whatever you want
#define PRODUCT_ID 0x5678 // defines your PID, and for most DIY projects, can be whatever you want
#define DEVICE_VER 0 // defines the device version (often used for revisions)
If you define these options you will disable the associated feature, which can save on code size.
#define MANUFACTURER Me // generally who/whatever brand produced the board
#define PRODUCT Board // the name of the keyboard
#define DESCRIPTION a keyboard // a short description of what the keyboard is
* `#define NO_DEBUG`
* disable debugging
* `#define NO_PRINT`
* disable printing/debugging using hid_listen
* `#define NO_ACTION_LAYER`
* disable layers
* `#define NO_ACTION_TAPPING`
* disable tap dance and other tapping features
* `#define NO_ACTION_ONESHOT`
* disable one-shot modifiers
* `#define NO_ACTION_MACRO`
* disable old style macro handling: MACRO() & action_get_macro
* `#define NO_ACTION_FUNCTION`
* disable calling of action_function() from the fn_actions array (deprecated)
#define MATRIX_ROWS 5 // the number of rows in your keyboard's matrix
#define MATRIX_COLS 15 // the number of columns in your keyboard's matrix
## Features That Can Be Enabled
#define MATRIX_ROW_PINS { D0, D5, B5, B6 } // pins of the rows, from top to bottom
#define MATRIX_COL_PINS { F1, F0, B0, C7, F4, F5, F6, F7, D4, D6, B4, D7 } // pins of the columns, from left to right
#define UNUSED_PINS { D1, D2, D3, B1, B2, B3 } // pins unused by the keyboard for reference
#define MATRIX_HAS_GHOST // define is matrix has ghost (unlikely)
#define DIODE_DIRECTION COL2ROW // COL2ROW or ROW2COL - how your matrix is configured
// COL2ROW means the black mark on your diode is facing to the rows, and between the switch and the rows
If you define these options you will enable the associated feature, which may increase your code size.
#define AUDIO_VOICES // turns on the alternate audio voices (to cycle through)
#define C6_AUDIO // enables audio on pin C6
#define B5_AUDIO // enables audio on pin B5 (duophony is enable if both are enabled)
* `#define FORCE_NKRO`
* NKRO by default requires to be turned on, this forces it on during keyboard startup regardless of EEPROM setting. NKRO can still be turned off but will be turned on again if the keyboard reboots.
* `#define STRICT_LAYER_RELEASE`
* force a key release to be evaluated using the current layer stack instead of remembering which layer it came from (used for advanced cases)
#define BACKLIGHT_PIN B7 // pin of the backlight - B5, B6, B7 use PWM, others use softPWM
#define BACKLIGHT_LEVELS 3 // number of levels your backlight will have (not including off)
## Behaviors That Can Be Configured
#define DEBOUNCING_DELAY 5 // the delay when reading the value of the pin (5 is default)
* `#define TAPPING_TERM 200`
* how long before a tap becomes a hold, if set above 500, a key tapped during the tapping term will turn it into a hold too
* `#define TAPPING_TERM_PER_KEY`
* enables handling for per key `TAPPING_TERM` settings
* `#define RETRO_TAPPING`
* tap anyway, even after TAPPING_TERM, if there was no other key interruption between press and release
* See [Retro Tapping](feature_advanced_keycodes.md#retro-tapping) for details
* `#define TAPPING_TOGGLE 2`
* how many taps before triggering the toggle
* `#define PERMISSIVE_HOLD`
* makes tap and hold keys trigger the hold if another key is pressed before releasing, even if it hasn't hit the `TAPPING_TERM`
* See [Permissive Hold](feature_advanced_keycodes.md#permissive-hold) for details
* `#define IGNORE_MOD_TAP_INTERRUPT`
* makes it possible to do rolling combos (zx) with keys that convert to other keys on hold, by enforcing the `TAPPING_TERM` for both keys.
* See [Mod tap interrupt](feature_advanced_keycodes.md#ignore-mod-tap-interrupt) for details
* `#define TAPPING_FORCE_HOLD`
* makes it possible to use a dual role key as modifier shortly after having been tapped
* See [Hold after tap](feature_advanced_keycodes.md#tapping-force-hold)
* Breaks any Tap Toggle functionality (`TT` or the One Shot Tap Toggle)
* `#define LEADER_TIMEOUT 300`
* how long before the leader key times out
* If you're having issues finishing the sequence before it times out, you may need to increase the timeout setting. Or you may want to enable the `LEADER_PER_KEY_TIMING` option, which resets the timeout after each key is tapped.
* `#define LEADER_PER_KEY_TIMING`
* sets the timer for leader key chords to run on each key press rather than overall
* `#define LEADER_KEY_STRICT_KEY_PROCESSING`
* Disables keycode filtering for Mod-Tap and Layer-Tap keycodes. Eg, if you enable this, you would need to specify `MT(MOD_CTL, KC_A)` if you want to use `KC_A`.
* `#define ONESHOT_TIMEOUT 300`
* how long before oneshot times out
* `#define ONESHOT_TAP_TOGGLE 2`
* how many taps before oneshot toggle is triggered
* `#define QMK_KEYS_PER_SCAN 4`
* Allows sending more than one key per scan. By default, only one key event gets
sent via `process_record()` per scan. This has little impact on most typing, but
if you're doing a lot of chords, or your scan rate is slow to begin with, you can
have some delay in processing key events. Each press and release is a separate
event. For a keyboard with 1ms or so scan times, even a very fast typist isn't
going to produce the 500 keystrokes a second needed to actually get more than a
few ms of delay from this. But if you're doing chording on something with 3-4ms
scan times? You probably want this.
* `#define COMBO_COUNT 2`
* Set this to the number of combos that you're using in the [Combo](feature_combo.md) feature.
* `#define COMBO_TERM 200`
* how long for the Combo keys to be detected. Defaults to `TAPPING_TERM` if not defined.
* `#define TAP_CODE_DELAY 100`
* Sets the delay between `register_code` and `unregister_code`, if you're having issues with it registering properly (common on VUSB boards). The value is in milliseconds.
* `#define TAP_HOLD_CAPS_DELAY 80`
* Sets the delay for Tap Hold keys (`LT`, `MT`) when using `KC_CAPSLOCK` keycode, as this has some special handling on MacOS. The value is in milliseconds, and defaults to 80 ms if not defined. For macOS, you may want to set this to 200 or higher.
#define LOCKING_SUPPORT_ENABLE // mechanical locking support. Use KC_LCAP, KC_LNUM or KC_LSCR instead in keymap
#define LOCKING_RESYNC_ENABLE // tries to keep switch state consistent with keyboard LED state
## RGB Light Configuration
#define IS_COMMAND() ( \ // key combination that allows the use of magic commands (useful for debugging)
keyboard_report->mods == (MOD_BIT(KC_LSHIFT) | MOD_BIT(KC_RSHIFT)) \
)
* `#define RGB_DI_PIN D7`
* pin the DI on the WS2812 is hooked-up to
* `#define RGBLIGHT_ANIMATIONS`
* run RGB animations
* `#define RGBLED_NUM 12`
* number of LEDs
* `#define RGBLIGHT_SPLIT`
* Needed if both halves of the board have RGB LEDs wired directly to the RGB output pin on the controllers instead of passing the output of the left half to the input of the right half
* `#define RGBLED_SPLIT { 6, 6 }`
* number of LEDs connected that are directly wired to `RGB_DI_PIN` on each half of a split keyboard
* First value indicates number of LEDs for left half, second value is for the right half
* When RGBLED_SPLIT is defined, RGBLIGHT_SPLIT is implicitly defined.
* `#define RGBLIGHT_HUE_STEP 12`
* units to step when in/decreasing hue
* `#define RGBLIGHT_SAT_STEP 25`
* units to step when in/decreasing saturation
* `#define RGBLIGHT_VAL_STEP 12`
* units to step when in/decreasing value (brightness)
* `#define RGBW_BB_TWI`
* bit-bangs TWI to EZ RGBW LEDs (only required for Ergodox EZ)
// the following options can save on file size at the expense of that feature
#define NO_DEBUG // disable debuging (saves on file size)
#define NO_PRINT // disable printing (saves of file size)
#define NO_ACTION_LAYER // no layers
#define NO_ACTION_TAPPING // no tapping for layers/mods
#define NO_ACTION_ONESHOT // no oneshot for layers/mods
#define NO_ACTION_MACRO // no macros
#define NO_ACTION_FUNCTION // no functions
## Mouse Key Options
#define FORCE_NKRO // NKRO by default requires to be turned on, this forces it to be on always
* `#define MOUSEKEY_INTERVAL 20`
* `#define MOUSEKEY_DELAY 0`
* `#define MOUSEKEY_TIME_TO_MAX 60`
* `#define MOUSEKEY_MAX_SPEED 7`
* `#define MOUSEKEY_WHEEL_DELAY 0`
#define PREVENT_STUCK_MODIFIERS // when switching layers, this will release all mods
## Split Keyboard Options
#define TAPPING_TERM 200 // how long before a tap becomes a hold
#define TAPPING_TOGGLE 2 // how many taps before triggering the toggle
Split Keyboard specific options, make sure you have 'SPLIT_KEYBOARD = yes' in your rules.mk
#define PERMISSIVE_HOLD // makes tap and hold keys work better for fast typers who don't want tapping term set above 500
* `SPLIT_TRANSPORT = custom`
* Allows replacing the standard split communication routines with a custom one. ARM based split keyboards must use this at present.
#define LEADER_TIMEOUT 300 // how long before the leader key times out
### Setting Handedness
#define ONESHOT_TIMEOUT 300 // how long before oneshot times out
#define ONESHOT_TAP_TOGGLE 2 // how many taps before oneshot toggle is triggered
One thing to remember, the side that the USB port is plugged into is always the master half. The side not plugged into USB is the slave.
#define IGNORE_MOD_TAP_INTERRUPT // makes it possible to do rolling combos (zx) with keys that convert to other keys on hold
There are a few different ways to set handedness for split keyboards (listed in order of precedence):
// ws2812 options
#define RGB_DI_PIN D7 // pin the DI on the ws2812 is hooked-up to
#define RGBLIGHT_ANIMATIONS // run RGB animations
#define RGBLED_NUM 15 // number of LEDs
#define RGBLIGHT_HUE_STEP 12 // units to step when in/decreasing hue
#define RGBLIGHT_SAT_STEP 25 // units to step when in/decresing saturation
#define RGBLIGHT_VAL_STEP 12 // units to step when in/decreasing value (brightness)
1. Set `SPLIT_HAND_PIN`: Reads a pin to determine handedness. If pin is high, it's the left side, if low, the half is determined to be the right side
2. Set `EE_HANDS` and flash `eeprom-lefthand.eep`/`eeprom-righthand.eep` to each half
* For boards with DFU bootloader you can use `:dfu-split-left`/`:dfu-split-right` to flash these EEPROM files
* For boards with Caterina bootloader (like stock Pro Micros), use `:avrdude-split-left`/`:avrdude-split-right`
3. Set `MASTER_RIGHT`: Half that is plugged into the USB port is determined to be the master and right half (inverse of the default)
4. Default: The side that is plugged into the USB port is the master half and is assumed to be the left half. The slave side is the right half
#define RGBW_BB_TWI // bit-bangs twi to EZ RGBW LEDs (only required for Ergodox EZ)
#### Defines for handedness
// mousekey options (self-describing)
#define MOUSEKEY_INTERVAL 20
#define MOUSEKEY_DELAY 0
#define MOUSEKEY_TIME_TO_MAX 60
#define MOUSEKEY_MAX_SPEED 7
#define MOUSEKEY_WHEEL_DELAY 0
* `#define SPLIT_HAND_PIN B7`
* For using high/low pin to determine handedness, low = right hand, high = left hand. Replace `B7` with the pin you are using. This is optional, and if you leave `SPLIT_HAND_PIN` undefined, then you can still use the EE_HANDS method or MASTER_LEFT / MASTER_RIGHT defines like the stock Let's Split uses.
* `#define EE_HANDS` (only works if `SPLIT_HAND_PIN` is not defined)
* Reads the handedness value stored in the EEPROM after `eeprom-lefthand.eep`/`eeprom-righthand.eep` has been flashed to their respective halves.
* `#define MASTER_RIGHT`
* Master half is defined to be the right half.
### Other Options
* `#define USE_I2C`
* For using I2C instead of Serial (defaults to serial)
* `#define SOFT_SERIAL_PIN D0`
* When using serial, define this. `D0` or `D1`,`D2`,`D3`,`E6`.
* `#define MATRIX_ROW_PINS_RIGHT { <row pins> }`
* `#define MATRIX_COL_PINS_RIGHT { <col pins> }`
* If you want to specify a different pinout for the right half than the left half, you can define `MATRIX_ROW_PINS_RIGHT`/`MATRIX_COL_PINS_RIGHT`. Currently, the size of `MATRIX_ROW_PINS` must be the same as `MATRIX_ROW_PINS_RIGHT` and likewise for the definition of columns.
* `#define DIRECT_PINS_RIGHT { { F1, F0, B0, C7 }, { F4, F5, F6, F7 } }`
* If you want to specify a different direct pinout for the right half than the left half, you can define `DIRECT_PINS_RIGHT`. Currently, the size of `DIRECT_PINS` must be the same as `DIRECT_PINS_RIGHT`.
* `#define RGBLED_SPLIT { 6, 6 }`
* See [RGB Light Configuration](#rgb-light-configuration)
* `#define SELECT_SOFT_SERIAL_SPEED <speed>` (default speed is 1)
* Sets the protocol speed when using serial communication
* Speeds:
* 0: about 189kbps (Experimental only)
* 1: about 137kbps (default)
* 2: about 75kbps
* 3: about 39kbps
* 4: about 26kbps
* 5: about 20kbps
# The `rules.mk` File
This is a [make](https://www.gnu.org/software/make/manual/make.html) file that is included by the top-level `Makefile`. It is used to set some information about the MCU that we will be compiling for as well as enabling and disabling certain features.
## Build Options
* `DEFAULT_FOLDER`
* Used to specify a default folder when a keyboard has more than one sub-folder.
* `FIRMWARE_FORMAT`
* Defines which format (bin, hex) is copied to the root `qmk_firmware` folder after building.
* `SRC`
* Used to add files to the compilation/linking list.
* `LAYOUTS`
* A list of [layouts](feature_layouts.md) this keyboard supports.
## AVR MCU Options
* `MCU = atmega32u4`
* `F_CPU = 16000000`
* `ARCH = AVR8`
* `F_USB = $(F_CPU)`
* `OPT_DEFS += -DINTERRUPT_CONTROL_ENDPOINT`
* `BOOTLOADER = atmel-dfu` with the following options:
* `atmel-dfu`
* `lufa-dfu`
* `qmk-dfu`
* `halfkay`
* `caterina`
* `bootloadHID`
* `USBasp`
## 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.
* `BOOTMAGIC_ENABLE`
* Virtual DIP switch configuration(+1000)
* `MOUSEKEY_ENABLE`
* Mouse keys(+4700)
* `EXTRAKEY_ENABLE`
* Audio control and System control(+450)
* `CONSOLE_ENABLE`
* Console for debug(+400)
* `COMMAND_ENABLE`
* Commands for debug and configuration
* `COMBO_ENABLE`
* Key combo feature
* `NKRO_ENABLE`
* USB N-Key Rollover - if this doesn't work, see here: https://github.com/tmk/tmk_keyboard/wiki/FAQ#nkro-doesnt-work
* `AUDIO_ENABLE`
* Enable the audio subsystem.
* `RGBLIGHT_ENABLE`
* Enable keyboard underlight functionality
* `LEADER_ENABLE`
* Enable leader key chording
* `MIDI_ENABLE`
* MIDI controls
* `UNICODE_ENABLE`
* Unicode
* `BLUETOOTH_ENABLE`
* Legacy option to Enable Bluetooth with the Adafruit EZ-Key HID. See BLUETOOTH
* `BLUETOOTH`
* Current options are AdafruitEzKey, AdafruitBLE, RN42
* `SPLIT_KEYBOARD`
* Enables split keyboard support (dual MCU like the let's split and bakingpy's boards) and includes all necessary files located at quantum/split_common
* `CUSTOM_MATRIX`
* Allows replacing the standard matrix scanning routine with a custom one.
* `DEBOUNCE_TYPE`
* Allows replacing the standard key debouncing routine with an alternative or custom one.
* `WAIT_FOR_USB`
* Forces the keyboard to wait for a USB connection to be established before it starts up
* `NO_USB_STARTUP_CHECK`
* Disables usb suspend check after keyboard startup. Usually the keyboard waits for the host to wake it up before any tasks are performed. This is useful for split keyboards as one half will not get a wakeup call but must send commands to the master.
* `LINK_TIME_OPTIMIZATION_ENABLE`
= Enables Link Time Optimization (`LTO`) when compiling the keyboard. This makes the process take longer, but can significantly reduce the compiled size (and since the firmware is small, the added time is not noticable). However, this will automatically disable the old Macros and Functions features automatically, as these break when `LTO` is enabled. It does this by automatically defining `NO_ACTION_MACRO` and `NO_ACTION_FUNCTION`
## USB Endpoint Limitations
In order to provide services over USB, QMK has to use USB endpoints.
These are a finite resource: each microcontroller has only a certain number.
This limits what features can be enabled together.
If the available endpoints are exceeded, a build error is thrown.
The following features can require separate endpoints:
* `MOUSEKEY_ENABLE`
* `EXTRAKEY_ENABLE`
* `CONSOLE_ENABLE`
* `NKRO_ENABLE`
* `MIDI_ENABLE`
* `RAW_ENABLE`
* `VIRTSER_ENABLE`
In order to improve utilisation of the endpoints, the HID features can be combined to use a single endpoint.
By default, `MOUSEKEY`, `EXTRAKEY`, and `NKRO` are combined into a single endpoint.
The base keyboard functionality can also be combined into the endpoint,
by setting `KEYBOARD_SHARED_EP = yes`.
This frees up one more endpoint,
but it can prevent the keyboard working in some BIOSes,
as they do not implement Boot Keyboard protocol switching.
Combining the mouse also breaks Boot Mouse compatibility.
The mouse can be uncombined by setting `MOUSE_SHARED_EP = no` if this functionality is required.
```

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@@ -1,154 +0,0 @@
# How to Contribute
👍🎉 First off, thanks for taking the time to read this and contribute! 🎉👍
Third-party contributions help us grow and improve QMK. We want to make the pull request and contribution process useful and easy for both contributors and maintainers. To this end we've put together some guidelines for contributors to help your pull request be accepted without major changes.
* [Project Overview](#project-overview)
* [Coding Conventions](#coding-conventions)
* [General Guidelines](#general-guidelines)
* [What does the Code of Conduct mean for me?](#what-does-the-code-of-conduct-mean-for-me)
## I Don't Want to Read This Whole Thing! I Just Have a Question!
If you'd like to ask questions about QMK you can do so on the [OLKB Subreddit](https://reddit.com/r/olkb) or on [Discord](https://discord.gg/Uq7gcHh).
Please keep these things in mind:
* It may take several hours for someone to respond to your question. Please be patient!
* Everyone involved with QMK is donating their time and energy. We don't get paid to work on or answer questions about QMK.
* Try to ask your question so it's as easy to answer as possible. If you're not sure how to do that these are some good guides:
* https://opensource.com/life/16/10/how-ask-technical-questions
* http://www.catb.org/esr/faqs/smart-questions.html
# Project Overview
QMK is largely written in C, with specific features and parts written in C++. It targets embedded processors found in keyboards, particularly AVR ([LUFA](http://www.fourwalledcubicle.com/LUFA.php)) and ARM ([ChibiOS](http://www.chibios.com)). If you are already well versed in Arduino programming you'll find a lot of the concepts and limitations familiar. Prior experience with Arduino is not required to successfully contribute to QMK.
<!-- FIXME: We should include a list of resources for learning C here. -->
# Where Can I Go for Help?
If you need help you can [open an issue](https://github.com/qmk/qmk_firmware/issues) or [chat on Discord](https://discord.gg/Uq7gcHh).
# How Do I Make a Contribution?
Never made an open source contribution before? Wondering how contributions work in QMK? Here's a quick rundown!
0. Sign up for a [GitHub](https://github.com) account.
1. Put together a keymap to contribute, [find an issue](https://github.com/qmk/qmk_firmware/issues) you are interested in addressing, or [a feature](https://github.com/qmk/qmk_firmware/issues?q=is%3Aopen+is%3Aissue+label%3Afeature) you would like to add.
2. Fork the repository associated with the issue to your GitHub account. This means that you will have a copy of the repository under `your-GitHub-username/qmk_firmware`.
3. Clone the repository to your local machine using `git clone https://github.com/github-username/repository-name.git`.
4. If you're working on a new feature consider opening an issue to talk with us about the work you're about to undertake.
5. Create a new branch for your fix using `git checkout -b branch-name-here`.
6. Make the appropriate changes for the issue you are trying to address or the feature that you want to add.
7. Use `git add insert-paths-of-changed-files-here` to add the file contents of the changed files to the "snapshot" git uses to manage the state of the project, also known as the index.
8. Use `git commit -m "Insert a short message of the changes made here"` to store the contents of the index with a descriptive message.
9. Push the changes to your repository on GitHub using `git push origin branch-name-here`.
10. Submit a pull request to [QMK Firmware](https://github.com/qmk/qmk_firmware/pull/new/master).
11. Title the pull request with a short description of the changes made and the issue or bug number associated with your change. For example, you can title an issue like so "Added more log outputting to resolve #4352".
12. In the description of the pull request explain the changes that you made, any issues you think exist with the pull request you made, and any questions you have for the maintainer. It's OK if your pull request is not perfect (no pull request is), the reviewer will be able to help you fix any problems and improve it!
13. Wait for the pull request to be reviewed by a maintainer.
14. Make changes to the pull request if the reviewing maintainer recommends them.
15. Celebrate your success after your pull request is merged!
# Coding Conventions
Most of our style is pretty easy to pick up on. If you are familiar with either C or Python you should not have too much trouble with our local styles.
* [Coding Conventions - C](coding_conventions_c.md)
* [Coding Conventions - Python](coding_conventions_python.md)
# General Guidelines
We have a few different types of changes in QMK, each requiring a different level of rigor. We'd like you to keep the following guidelines in mind no matter what type of change you're making.
* Separate PR's into logical units. For example, do not submit one PR covering two separate features, instead submit a separate PR for each feature.
* Check for unnecessary whitespace with `git diff --check` before committing.
* Make sure your code change actually compiles.
* Keymaps: Make sure that `make keyboard:your_new_keymap` does not return an error
* Keyboards: Make sure that `make keyboard:all` does not return any errors
* Core: Make sure that `make all` does not return any errors.
* Make sure commit messages are understandable on their own. You should put a short description (no more than 70 characters) on the first line, the second line should be empty, and on the 3rd and later lines you should describe your commit in detail, if required. Example:
```
Adjust the fronzlebop for the kerpleplork
The kerpleplork was intermittently failing with error code 23. The root cause was the fronzlebop setting, which causes the kerpleplork to activate every N iterations.
Limited experimentation on the devices I have available shows that 7 is high enough to avoid confusing the kerpleplork, but I'd like to get some feedback from people with ARM devices to be sure.
```
## Documentation
Documentation is one of the easiest ways to get started contributing to QMK. Finding places where the documentation is wrong or incomplete and fixing those is easy! We also very badly need someone to edit our documentation, so if you have editing skills but aren't sure where or how to jump in please [reach out for help](#where-can-i-go-for-help)!
You'll find all our documentation in the `qmk_firmware/docs` directory, or if you'd rather use a web based workflow you can click "Suggest An Edit" at the top of each page on http://docs.qmk.fm/.
When providing code examples in your documentation, try to observe naming conventions used elsewhere in the docs. For example, standardizing enums as `my_layers` or `my_keycodes` for consistency:
```c
enum my_layers {
_FIRST_LAYER,
_SECOND_LAYER
};
enum my_keycodes {
FIRST_LAYER = SAFE_RANGE,
SECOND_LAYER
};
```
## Keymaps
Most first-time QMK contributors start with their personal keymaps. We try to keep keymap standards pretty casual (keymaps, after all, reflect the personality of their creators) but we do ask that you follow these guidelines to make it easier for others to discover and learn from your keymap.
* Write a `readme.md` using [the template](documentation_templates.md).
* All Keymap PR's are squashed, so if you care about how your commits are squashed you should do it yourself
* Do not lump features in with keymap PR's. Submit the feature first and then a second PR for the keymap.
* Do not include `Makefile`s in your keymap folder (they're no longer used)
* Update copyrights in file headers (look for `%YOUR_NAME%`)
## Keyboards
Keyboards are the raison d'être for QMK. Some keyboards are community maintained, while others are maintained by the people responsible for making a particular keyboard. The `readme.md` should tell you who maintains a particular keyboard. If you have questions relating to a particular keyboard you can [Open An Issue](https://github.com/qmk/qmk_firmware/issues) and tag the maintainer in your question.
We also ask that you follow these guidelines:
* Write a `readme.md` using [the template](documentation_templates.md).
* Keep the number of commits reasonable or we will squash your PR
* Do not lump core features in with new keyboards. Submit the feature first and then submit a separate PR for the keyboard.
* Name `.c`/`.h` file after the immediate parent folder, eg `/keyboards/<kb1>/<kb2>/<kb2>.[ch]`
* Do not include `Makefile`s in your keyboard folder (they're no longer used)
* Update copyrights in file headers (look for `%YOUR_NAME%`)
## Quantum/TMK Core
Before you put a lot of work into building your new feature you should make sure you are implementing it in the best way. You can get a basic understanding of QMK by reading [Understanding QMK](understanding_qmk.md), which will take you on a tour of the QMK program flow. From here you should talk to us to get a sense of the best way to implement your idea. There are two main ways to do this:
* [Chat on Discord](https://discord.gg/Uq7gcHh)
* [Open an Issue](https://github.com/qmk/qmk_firmware/issues/new)
Feature and Bug Fix PR's affect all keyboards. We are also in the process of restructuring QMK. For this reason it is especially important for significant changes to be discussed before implementation has happened. If you open a PR without talking to us first please be prepared to do some significant rework if your choices do not mesh well with our planned direction.
Here are some things to keep in mind when working on your feature or bug fix.
* **Disabled by default** - memory is a pretty limited on most chips QMK supports, and it's important that current keymaps aren't broken, so please allow your feature to be turned **on**, rather than being turned off. If you think it should be on by default, or reduces the size of the code, please talk with us about it.
* **Compile locally before submitting** - hopefully this one is obvious, but things need to compile! Our Travis system will catch any issues, but it's generally faster for you to compile a few keyboards locally instead of waiting for the results to come back.
* **Consider revisions and different chip-bases** - there are several keyboards that have revisions that allow for slightly different configurations, and even different chip-bases. Try to make a feature supported in ARM and AVR, or automatically disabled on platforms it doesn't work on.
* **Explain your feature** - Document it in `docs/`, either as a new file or as part of an existing file. If you don't document it other people won't be able to benefit from your hard work.
We also ask that you follow these guidelines:
* Keep the number of commits reasonable or we will squash your PR
* Do not lump keyboards or keymaps in with core changes. Submit your core changes first.
* Write [Unit Tests](unit_testing.md) for your feature
* Follow the style of the file you are editing. If the style is unclear or there are mixed styles you should conform to the [coding conventions](#coding-conventions) above.
## Refactoring
To maintain a clear vision of how things are laid out in QMK we try to plan out refactors in-depth and have a collaborator make the changes. If you have an idea for refactoring, or suggestions, [open an issue](https://github.com/qmk/qmk_firmware/issues), we'd love to talk about how QMK can be improved.
# What Does the Code of Conduct Mean for Me?
Our [Code of Conduct](https://github.com/qmk/qmk_firmware/blob/master/CODE_OF_CONDUCT.md) means that you are responsible for treating everyone on the project with respect and courtesy regardless of their identity. If you are the victim of any inappropriate behavior or comments as described in our Code of Conduct, we are here for you and will do the best to ensure that the abuser is reprimanded appropriately, per our code.

View File

@@ -1,8 +1,8 @@
# How to Customize Your Keyboard's Behavior
# How To Customize Your Keyboard's Behavior
For a lot of people a custom keyboard is about more than sending button presses to your computer. You want to be able to do things that are more complex than simple button presses and macros. QMK has hooks that allow you to inject code, override functionality, and otherwise customize how your keyboard behaves in different situations.
For a lot of people a custom keyboard is about more than sending button presses to your computer. You want to be able to do things that are more complex than simple button presses and macros. QMK has hooks that allow you to inject code, override functionality, and otherwise customize how your keyboard behaves in different situations.
This page does not assume any special knowledge about QMK, but reading [Understanding QMK](understanding_qmk.md) will help you understand what is going on at a more fundamental level.
This page does not assume any special knowledge about QMK, but reading [Understanding QMK](understanding_qmk.html) will help you understand what is going on at a more fundamental level.
## A Word on Core vs Keyboards vs Keymap
@@ -27,24 +27,24 @@ The first step to creating your own custom keycode(s) is to enumerate them. This
Here is an example of enumerating 2 keycodes. After adding this block to your `keymap.c` you will be able to use `FOO` and `BAR` inside your keymap.
```c
```
enum my_keycodes {
FOO = SAFE_RANGE,
BAR
};
```
## Programming the Behavior of Any Keycode
## Programming The Behavior Of Any Keycode
When you want to override the behavior of an existing key, or define the behavior for a new key, you should use the `process_record_kb()` and `process_record_user()` functions. These are called by QMK during key processing before the actual key event is handled. If these functions return `true` QMK will process the keycodes as usual. That can be handy for extending the functionality of a key rather than replacing it. If these functions return `false` QMK will skip the normal key handling, and it will be up to you to send any key up or down events that are required.
When you want to override the behavior of an existing key, or define the behavior for a new key, you should use the `process_record_kb()` and `process_record_user()` functions. These are called by QMK during key processing before the actual key event is handled. If these functions return `true` QMK will process the keycodes as usual. That can be handy for extending the functionality of a key rather than replacing it. If these functions return `false` QMK will skip the normal key handling, and it will be up you to send any key up or down events that are required.
These function are called every time a key is pressed or released.
### Example `process_record_user()` Implementation
### Example `process_record_user()` implementation
This example does two things. It defines the behavior for a custom keycode called `FOO`, and it supplements our Enter key by playing a tone whenever it is pressed.
```c
```
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
switch (keycode) {
case FOO:
@@ -60,37 +60,35 @@ bool process_record_user(uint16_t keycode, keyrecord_t *record) {
PLAY_NOTE_ARRAY(tone_qwerty);
}
return true; // Let QMK send the enter press/release events
default:
return true; // Process all other keycodes normally
}
}
```
### `process_record_*` Function Documentation
### `process_record_*` Function documentation
* Keyboard/Revision: `bool process_record_kb(uint16_t keycode, keyrecord_t *record)`
* Keyboard/Revision: `bool process_record_kb(uint16_t keycode, keyrecord_t *record)`
* Keymap: `bool process_record_user(uint16_t keycode, keyrecord_t *record)`
The `keycode` argument is whatever is defined in your keymap, eg `MO(1)`, `KC_L`, etc. You should use a `switch...case` block to handle these events.
The `record` argument contains information about the actual press:
The `record` argument contains infomation about the actual press:
```c
```
keyrecord_t record {
keyevent_t event {
keypos_t key {
uint8_t col
uint8_t row
}
bool pressed
uint16_t time
}
+-keyevent_t event {
| +-keypos_t key {
| | +-uint8_t col
| | +-uint8_t row
| | }
| +-bool pressed
| +-uint16_t time
| }
}
```
# LED Control
QMK provides methods to read the 5 LEDs defined as part of the HID spec:
This allows you to control the 5 LED's defined as part of the USB Keyboard spec. It will be called when the state of one of those 5 LEDs changes.
* `USB_LED_NUM_LOCK`
* `USB_LED_CAPS_LOCK`
@@ -98,394 +96,81 @@ QMK provides methods to read the 5 LEDs defined as part of the HID spec:
* `USB_LED_COMPOSE`
* `USB_LED_KANA`
These five constants correspond to the positional bits of the host LED state.
There are two ways to get the host LED state:
### Example `led_set_kb()` implementation
* by implementing `led_set_user()`
* by calling `host_keyboard_leds()`
## `led_set_user()`
This function will be called when the state of one of those 5 LEDs changes. It receives the LED state as a parameter.
Use the `IS_LED_ON(usb_led, led_name)` and `IS_LED_OFF(usb_led, led_name)` macros to check the LED status.
!> `host_keyboard_leds()` may already reflect a new value before `led_set_user()` is called.
### Example `led_set_user()` Implementation
```c
void led_set_user(uint8_t usb_led) {
if (IS_LED_ON(usb_led, USB_LED_NUM_LOCK)) {
writePinLow(B0);
```
void led_set_kb(uint8_t usb_led) {
if (usb_led & (1<<USB_LED_NUM_LOCK)) {
PORTB |= (1<<0);
} else {
writePinHigh(B0);
PORTB &= ~(1<<0);
}
if (IS_LED_ON(usb_led, USB_LED_CAPS_LOCK)) {
writePinLow(B1);
if (usb_led & (1<<USB_LED_CAPS_LOCK)) {
PORTB |= (1<<1);
} else {
writePinHigh(B1);
PORTB &= ~(1<<1);
}
if (IS_LED_ON(usb_led, USB_LED_SCROLL_LOCK)) {
writePinLow(B2);
if (usb_led & (1<<USB_LED_SCROLL_LOCK)) {
PORTB |= (1<<2);
} else {
writePinHigh(B2);
PORTB &= ~(1<<2);
}
if (IS_LED_ON(usb_led, USB_LED_COMPOSE)) {
writePinLow(B3);
if (usb_led & (1<<USB_LED_COMPOSE_LOCK)) {
PORTB |= (1<<3);
} else {
writePinHigh(B3);
PORTB &= ~(1<<3);
}
if (IS_LED_ON(usb_led, USB_LED_KANA)) {
writePinLow(B4);
if (usb_led & (1<<USB_LED_KANA_LOCK)) {
PORTB |= (1<<4);
} else {
writePinHigh(B4);
PORTB &= ~(1<<4);
}
}
```
### `led_set_*` Function Documentation
### `led_set_*` Function documentation
* Keyboard/Revision: `void led_set_kb(uint8_t usb_led)`
* Keyboard/Revision: `void led_set_kb(uint8_t usb_led)`
* Keymap: `void led_set_user(uint8_t usb_led)`
## `host_keyboard_leds()`
# Matrix Initialization Code
Call this function to get the last received LED state. This is useful for reading the LED state outside `led_set_*`, e.g. in [`matrix_scan_user()`](#matrix-scanning-code).
For convenience, you can use the `IS_HOST_LED_ON(led_name)` and `IS_HOST_LED_OFF(led_name)` macros instead of calling and checking `host_keyboard_leds()` directly.
Before a keyboard can be used the hardware must be initialized. QMK handles initialization of the keyboard matrix itself, but if you have other hardware like LED's or i&#xb2;c controllers you will need to set up that hardware before it can be used.
## Setting Physical LED State
### Example `matrix_init_kb()` implementation
Some keyboard implementations provide convenience methods for setting the state of the physical LEDs.
This example, at the keyboard level, sets up B1, B2, and B3 as LED pins.
### Ergodox Boards
The Ergodox implementations provide `ergodox_right_led_1`/`2`/`3_on`/`off()` to turn individual LEDs on or off, as well as `ergodox_right_led_on`/`off(uint8_t led)` to turn them on or off by their index.
In addition, it is possible to specify the brightness level of all LEDs with `ergodox_led_all_set(uint8_t n)`; of individual LEDs with `ergodox_right_led_1`/`2`/`3_set(uint8_t n)`; or by index with `ergodox_right_led_set(uint8_t led, uint8_t n)`.
Ergodox boards also define `LED_BRIGHTNESS_LO` for the lowest brightness and `LED_BRIGHTNESS_HI` for the highest brightness (which is the default).
# Keyboard Initialization Code
There are several steps in the keyboard initialization process. Depending on what you want to do, it will influence which function you should use.
These are the three main initialization functions, listed in the order that they're called.
* `keyboard_pre_init_*` - Happens before most anything is started. Good for hardware setup that you want running very early.
* `matrix_init_*` - Happens midway through the firmware's startup process. Hardware is initialized, but features may not be yet.
* `keyboard_post_init_*` - Happens at the end of the firmware's startup process. This is where you'd want to put "customization" code, for the most part.
!> For most people, the `keyboard_post_init_user` function is what you want to call. For instance, this is where you want to set up things for RGB Underglow.
## Keyboard Pre Initialization code
This runs very early during startup, even before the USB has been started.
Shortly after this, the matrix is initialized.
For most users, this shouldn't be used, as it's primarily for hardware oriented initialization.
However, if you have hardware stuff that you need initialized, this is the best place for it (such as initializing LED pins).
### Example `keyboard_pre_init_user()` Implementation
This example, at the keyboard level, sets up B0, B1, B2, B3, and B4 as LED pins.
```c
void keyboard_pre_init_user(void) {
// Call the keyboard pre init code.
```
void matrix_init_kb(void) {
// Call the keymap level matrix init.
matrix_init_user();
// Set our LED pins as output
setPinOutput(B0);
setPinOutput(B1);
setPinOutput(B2);
setPinOutput(B3);
setPinOutput(B4);
DDRB |= (1<<1);
DDRB |= (1<<2);
DDRB |= (1<<3);
}
```
### `keyboard_pre_init_*` Function Documentation
### `matrix_init_*` Function documentation
* Keyboard/Revision: `void keyboard_pre_init_kb(void)`
* Keymap: `void keyboard_pre_init_user(void)`
## Matrix Initialization Code
This is called when the matrix is initialized, and after some of the hardware has been set up, but before many of the features have been initialized.
This is useful for setting up stuff that you may need elsewhere, but isn't hardware related nor is dependant on where it's started.
### `matrix_init_*` Function Documentation
* Keyboard/Revision: `void matrix_init_kb(void)`
* Keyboard/Revision: `void matrix_init_kb(void)`
* Keymap: `void matrix_init_user(void)`
## Keyboard Post Initialization code
This is ran as the very last task in the keyboard initialization process. This is useful if you want to make changes to certain features, as they should be initialized by this point.
### Example `keyboard_post_init_user()` Implementation
This example, running after everything else has initialized, sets up the rgb underglow configuration.
```c
void keyboard_post_init_user(void) {
// Call the post init code.
rgblight_enable_noeeprom(); // enables Rgb, without saving settings
rgblight_sethsv_noeeprom(180, 255, 255); // sets the color to teal/cyan without saving
rgblight_mode_noeeprom(RGBLIGHT_MODE_BREATHING + 3); // sets mode to Fast breathing without saving
}
```
### `keyboard_post_init_*` Function Documentation
* Keyboard/Revision: `void keyboard_post_init_kb(void)`
* Keymap: `void keyboard_post_init_user(void)`
# Matrix Scanning Code
Whenever possible you should customize your keyboard by using `process_record_*()` and hooking into events that way, to ensure that your code does not have a negative performance impact on your keyboard. However, in rare cases it is necessary to hook into the matrix scanning. Be extremely careful with the performance of code in these functions, as it will be called at least 10 times per second.
### Example `matrix_scan_*` Implementation
### Example `matrix_scan_*` implementation
This example has been deliberately omitted. You should understand enough about QMK internals to write this without an example before hooking into such a performance sensitive area. If you need help please [open an issue](https://github.com/qmk/qmk_firmware/issues/new) or [chat with us on Discord](https://discord.gg/Uq7gcHh).
This example has been deliberately omitted. You should understand enough about QMK internals to write this without an example before hooking into such a performance sensitive area. If you need help please [open an issue](https://github.com/qmk/qmk_firmware/issues/new) or [chat with us on gitter](https://gitter.im/qmk/qmk_firmware).
### `matrix_scan_*` Function Documentation
### `matrix_scan_*` Function documentation
* Keyboard/Revision: `void matrix_scan_kb(void)`
* Keymap: `void matrix_scan_user(void)`
This function gets called at every matrix scan, which is basically as often as the MCU can handle. Be careful what you put here, as it will get run a lot.
You should use this function if you need custom matrix scanning code. It can also be used for custom status output (such as LEDs or a display) or other functionality that you want to trigger regularly even when the user isn't typing.
# Keyboard Idling/Wake Code
If the board supports it, it can be "idled", by stopping a number of functions. A good example of this is RGB lights or backlights. This can save on power consumption, or may be better behavior for your keyboard.
This is controlled by two functions: `suspend_power_down_*` and `suspend_wakeup_init_*`, which are called when the system board is idled and when it wakes up, respectively.
### Example suspend_power_down_user() and suspend_wakeup_init_user() Implementation
```c
void suspend_power_down_user(void) {
rgb_matrix_set_suspend_state(true);
}
void suspend_wakeup_init_user(void) {
rgb_matrix_set_suspend_state(false);
}
```
### Keyboard suspend/wake Function Documentation
* Keyboard/Revision: `void suspend_power_down_kb(void)` and `void suspend_wakeup_init_user(void)`
* Keymap: `void suspend_power_down_kb(void)` and `void suspend_wakeup_init_user(void)`
# Layer Change Code
This runs code every time that the layers get changed. This can be useful for layer indication, or custom layer handling.
### Example `layer_state_set_*` Implementation
This example shows how to set the [RGB Underglow](feature_rgblight.md) lights based on the layer, using the Planck as an example
```c
layer_state_t layer_state_set_user(layer_state_t state) {
switch (get_highest_layer(state)) {
case _RAISE:
rgblight_setrgb (0x00, 0x00, 0xFF);
break;
case _LOWER:
rgblight_setrgb (0xFF, 0x00, 0x00);
break;
case _PLOVER:
rgblight_setrgb (0x00, 0xFF, 0x00);
break;
case _ADJUST:
rgblight_setrgb (0x7A, 0x00, 0xFF);
break;
default: // for any other layers, or the default layer
rgblight_setrgb (0x00, 0xFF, 0xFF);
break;
}
return state;
}
```
### `layer_state_set_*` Function Documentation
* Keyboard/Revision: `layer_state_t layer_state_set_kb(layer_state_t state)`
* Keymap: `layer_state_t layer_state_set_user(layer_state_t state)`
The `state` is the bitmask of the active layers, as explained in the [Keymap Overview](keymap.md#keymap-layer-status)
# Persistent Configuration (EEPROM)
This allows you to configure persistent settings for your keyboard. These settings are stored in the EEPROM of your controller, and are retained even after power loss. The settings can be read with `eeconfig_read_kb` and `eeconfig_read_user`, and can be written to using `eeconfig_update_kb` and `eeconfig_update_user`. This is useful for features that you want to be able to toggle (like toggling rgb layer indication). Additionally, you can use `eeconfig_init_kb` and `eeconfig_init_user` to set the default values for the EEPROM.
The complicated part here, is that there are a bunch of ways that you can store and access data via EEPROM, and there is no "correct" way to do this. However, you only have a DWORD (4 bytes) for each function.
Keep in mind that EEPROM has a limited number of writes. While this is very high, it's not the only thing writing to the EEPROM, and if you write too often, you can potentially drastically shorten the life of your MCU.
* If you don't understand the example, then you may want to avoid using this feature, as it is rather complicated.
### Example Implementation
This is an example of how to add settings, and read and write it. We're using the user keymap for the example here. This is a complex function, and has a lot going on. In fact, it uses a lot of the above functions to work!
In your keymap.c file, add this to the top:
```c
typedef union {
uint32_t raw;
struct {
bool rgb_layer_change :1;
};
} user_config_t;
user_config_t user_config;
```
This sets up a 32 bit structure that we can store settings with in memory, and write to the EEPROM. Using this removes the need to define variables, since they're defined in this structure. Remember that `bool` (boolean) values use 1 bit, `uint8_t` uses 8 bits, `uint16_t` uses up 16 bits. You can mix and match, but changing the order can cause issues, as it will change the values that are read and written.
We're using `rgb_layer_change`, for the `layer_state_set_*` function, and use `keyboard_post_init_user` and `process_record_user` to configure everything.
Now, using the `keyboard_post_init_user` code above, you want to add `eeconfig_read_user()` to it, to populate the structure you've just created. And you can then immediately use this structure to control functionality in your keymap. And It should look like:
```c
void keyboard_post_init_user(void) {
// Call the keymap level matrix init.
// Read the user config from EEPROM
user_config.raw = eeconfig_read_user();
// Set default layer, if enabled
if (user_config.rgb_layer_change) {
rgblight_enable_noeeprom();
rgblight_sethsv_noeeprom_cyan();
rgblight_mode_noeeprom(1);
}
}
```
The above function will use the EEPROM config immediately after reading it, to set the default layer's RGB color. The "raw" value of it is converted in a usable structure based on the "union" that you created above.
```c
layer_state_t layer_state_set_user(layer_state_t state) {
switch (get_highest_layer(state)) {
case _RAISE:
if (user_config.rgb_layer_change) { rgblight_sethsv_noeeprom_magenta(); rgblight_mode_noeeprom(1); }
break;
case _LOWER:
if (user_config.rgb_layer_change) { rgblight_sethsv_noeeprom_red(); rgblight_mode_noeeprom(1); }
break;
case _PLOVER:
if (user_config.rgb_layer_change) { rgblight_sethsv_noeeprom_green(); rgblight_mode_noeeprom(1); }
break;
case _ADJUST:
if (user_config.rgb_layer_change) { rgblight_sethsv_noeeprom_white(); rgblight_mode_noeeprom(1); }
break;
default: // for any other layers, or the default layer
if (user_config.rgb_layer_change) { rgblight_sethsv_noeeprom_cyan(); rgblight_mode_noeeprom(1); }
break;
}
return state;
}
```
This will cause the RGB underglow to be changed ONLY if the value was enabled. Now to configure this value, create a new keycode for `process_record_user` called `RGB_LYR`. Additionally, we want to make sure that if you use the normal RGB codes, that it turns off Using the example above, make it look this:
```c
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
switch (keycode) {
case FOO:
if (record->event.pressed) {
// Do something when pressed
} else {
// Do something else when release
}
return false; // Skip all further processing of this key
case KC_ENTER:
// Play a tone when enter is pressed
if (record->event.pressed) {
PLAY_NOTE_ARRAY(tone_qwerty);
}
return true; // Let QMK send the enter press/release events
case RGB_LYR: // This allows me to use underglow as layer indication, or as normal
if (record->event.pressed) {
user_config.rgb_layer_change ^= 1; // Toggles the status
eeconfig_update_user(user_config.raw); // Writes the new status to EEPROM
if (user_config.rgb_layer_change) { // if layer state indication is enabled,
layer_state_set(layer_state); // then immediately update the layer color
}
}
return false; break;
case RGB_MODE_FORWARD ... RGB_MODE_GRADIENT: // For any of the RGB codes (see quantum_keycodes.h, L400 for reference)
if (record->event.pressed) { //This disables layer indication, as it's assumed that if you're changing this ... you want that disabled
if (user_config.rgb_layer_change) { // only if this is enabled
user_config.rgb_layer_change = false; // disable it, and
eeconfig_update_user(user_config.raw); // write the setings to EEPROM
}
}
return true; break;
default:
return true; // Process all other keycodes normally
}
}
```
And lastly, you want to add the `eeconfig_init_user` function, so that when the EEPROM is reset, you can specify default values, and even custom actions. To force an EEPROM reset, use the `EEP_RST` keycode or [Bootmagic](feature_bootmagic.md) functionallity. For example, if you want to set rgb layer indication by default, and save the default valued.
```c
void eeconfig_init_user(void) { // EEPROM is getting reset!
user_config.raw = 0;
user_config.rgb_layer_change = true; // We want this enabled by default
eeconfig_update_user(user_config.raw); // Write default value to EEPROM now
// use the non noeeprom versions, to write these values to EEPROM too
rgblight_enable(); // Enable RGB by default
rgblight_sethsv_cyan(); // Set it to CYAN by default
rgblight_mode(1); // set to solid by default
}
```
And you're done. The RGB layer indication will only work if you want it to. And it will be saved, even after unplugging the board. And if you use any of the RGB codes, it will disable the layer indication, so that it stays on the mode and color that you set it to.
### 'EECONFIG' Function Documentation
* Keyboard/Revision: `void eeconfig_init_kb(void)`, `uint32_t eeconfig_read_kb(void)` and `void eeconfig_update_kb(uint32_t val)`
* Keymap: `void eeconfig_init_user(void)`, `uint32_t eeconfig_read_user(void)` and `void eeconfig_update_user(uint32_t val)`
The `val` is the value of the data that you want to write to EEPROM. And the `eeconfig_read_*` function return a 32 bit (DWORD) value from the EEPROM.
# Custom Tapping Term
By default, the tapping term is defined globally, and is not configurable by key. For most users, this is perfectly fine. But in come cases, dual function keys would be greatly improved by different timeouts than `LT` keys, or because some keys may be easier to hold than others. Instead of using custom key codes for each, this allows for per key configurable `TAPPING_TERM`.
To enable this functionality, you need to add `#define TAPPING_TERM_PER_KEY` to your `config.h`, first.
## Example `get_tapping_term` Implementation
To change the `TAPPING TERM` based on the keycode, you'd want to add something like the following to your `keymap.c` file:
```c
uint16_t get_tapping_term(uint16_t keycode) {
switch (keycode) {
case SFT_T(KC_SPC):
return TAPPING_TERM + 1250;
case LT(1, KC_GRV):
return 130;
default:
return TAPPING_TERM;
}
}
```
### `get_tapping_term` Function Documentation
Unlike many of the other functions here, there isn't a need (or even reason) to have a quantum or keyboard level function. Only a user level function is useful here, so no need to mark it as such.
You should use this function if you need custom matrix scanning code. It can also be used for custom status output (such as LED's or a display) or other functionality that you want to trigger regularly even when the user isn't typing.

View File

@@ -4,7 +4,7 @@ This page exists to document best practices when writing documentation for QMK.
# Page Opening
Your documentation page should generally start with an H1 heading, followed by a 1 paragraph description of what the user will find on this page. Keep in mind that this heading and paragraph will sit next to the Table of Contents, so keep the heading short and avoid long strings with no whitespace.
Your documentation page should generally start with an H1 heading, followed by a 1 paragrah description of what the user will find on this page. Keep in mind that this heading and paragraph will sit next to the Table of Contents, so keep the heading short and avoid long strings with no whitespace.
Example:
@@ -22,43 +22,18 @@ Your page should generally have multiple "H1" headings. Only H1 and H2 headings
You can have styled hint blocks drawn around text to draw attention to it.
### Important
{% hint style='info' %}
This uses `hint style='info'`
{% endhint %}
```
!> This is important
```
{% hint style='tip' %}
This uses `hint style='tip'`
{% endhint %}
Renders as:
{% hint style='danger' %}
This uses `hint style='danger'`
{% endhint %}
!> This is important
### General Tips
```
?> This is a helpful tip.
```
Renders as:
?> This is a helpful tip.
# Documenting Features
If you create a new feature for QMK, create a documentation page for it. It doesn't have to be very long, a few sentences describing your feature and a table listing any relevant keycodes is enough. Here is a basic template:
```markdown
# My Cool Feature
This page describes my cool feature. You can use my cool feature to make coffee and order cream and sugar to be delivered via drone.
## My Cool Feature Keycodes
|Long Name|Short Name|Description|
|---------|----------|-----------|
|KC_COFFEE||Make Coffee|
|KC_CREAM||Order Cream|
|KC_SUGAR||Order Sugar|
```
Place your documentation into `docs/feature_<my_cool_feature>.md`, and add that file to the appropriate place in `docs/_sidebar.md`. If you have added any keycodes be sure to add them to `docs/keycodes.md` with a link back to your feature page.
{% hint style='working' %}
This uses `hint style='working'`
{% endhint %}

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@@ -1,42 +0,0 @@
# Documentation Templates
This page documents the templates you should use when submitting new Keymaps and Keyboards to QMK.
## Keymap `readme.md` Template
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.
Below the image you should write a short description to help people understand your keymap.
```
![Clueboard Layout Image](http://i.imgur.com/7Capi8W.png)
# Default Clueboard Layout
This is the default layout that comes flashed on every Clueboard. For the most
part it's a straightforward and easy to follow layout. The only unusual key is
the key in the upper left, which sends Escape normally, but Grave when any of
the Ctrl, Alt, or GUI modifiers are held down.
```
## Keyboard `readme.md` Template
```
# Planck
![Planck](http://i.imgur.com/q2M3uEU.jpg)
A compact 40% (12x4) ortholinear keyboard kit made and sold by OLKB and Massdrop. [More info on qmk.fm](http://qmk.fm/planck/)
Keyboard Maintainer: [Jack Humbert](https://github.com/jackhumbert)
Hardware Supported: Planck PCB rev1, rev2, rev3, rev4, Teensy 2.0
Hardware Availability: [OLKB.com](https://olkb.com), [Massdrop](https://www.massdrop.com/buy/planck-mechanical-keyboard?mode=guest_open)
Make example for this keyboard (after setting up your build environment):
make planck/rev4:default
See the [build environment setup](https://docs.qmk.fm/#/getting_started_build_tools) and the [make instructions](https://docs.qmk.fm/#/getting_started_make_guide) for more information. Brand new to QMK? Start with our [Complete Newbs Guide](https://docs.qmk.fm/#/newbs).
```
There needs to be two spaces at the end of the `Keyboard Maintainer` and `Hardware Supported` lines for it to render correctly with Markdown.

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# Bootloader Driver Installation with Zadig
QMK presents itself to the host as a regular HID keyboard device, and as such requires no special drivers. However, in order to flash your keyboard on Windows, the bootloader device that appears when you reset the board often *does*.
There are two notable exceptions: the Caterina bootloader, usually seen on Pro Micros, and the Halfkay bootloader shipped with PJRC Teensys, appear as a serial port and a generic HID device respectively, and so do not require a driver.
We recommend the use of the [Zadig](https://zadig.akeo.ie/) utility. If you have set up the development environment with Msys2 or WSL, the `qmk_install.sh` script will have asked if you want it to install the drivers for you.
## Installation
Put your keyboard into bootloader mode, either by hitting the `RESET` keycode (which may be on a different layer), or by pressing the reset switch that's usually located on the underside of the board. If your keyboard has neither, try holding Escape or Space+`B` as you plug it in (see the [Bootmagic](feature_bootmagic.md) docs for more details). Some boards use [Command](feature_command.md) instead of Bootmagic; in this case, you can enter bootloader mode by hitting Left Shift+Right Shift+`B` or Left Shift+Right Shift+Escape at any point while the keyboard is plugged in.
Some keyboards may have specific instructions for entering the bootloader. For example, the [Bootmagic Lite](feature_bootmagic.md#bootmagic-lite) key (default: Escape) might be on a different key, e.g. Left Control; or the magic combination for Command (default: Left Shift+Right Shift) might require you to hold something else, e.g. Left Control+Right Control. Refer to the board's README file if you are unsure.
To put a device in bootloader mode with USBaspLoader, tap the `RESET` button while holding down the `BOOT` button.
Alternatively, hold `BOOT` while inserting the USB cable.
Zadig will automatically detect the bootloader device. You may sometimes need to check **Options → List All Devices**.
- For keyboards with Atmel AVR MCUs, the bootloader will be named something similar to `ATm32U4DFU`, and have a Vendor ID of `03EB`.
- USBasp bootloaders will appear as `USBasp`, with a VID/PID of `16C0:05DC`.
- AVR keyboards flashed with the QMK-DFU bootloader will be named `<keyboard name> Bootloader` and will also have the VID `03EB`.
- For most ARM keyboards, it will be called `STM32 BOOTLOADER`, and have a VID/PID of `0483:DF11`.
!> If Zadig lists one or more devices with the `HidUsb` driver, your keyboard is probably not in bootloader mode. The arrow will be colored orange and you will be asked to confirm modifying a system driver. **Do not** proceed if this is the case!
If the arrow appears green, select the driver, and click **Install Driver**. The `libusb-win32` driver will usually work for AVR, and `WinUSB` for ARM, but if you still cannot flash the board, try installing a different driver from the list. For flashing a USBaspLoader device via command line with msys2, the `libusbk` driver is recommended, otherwise `libusb-win32` will work fine if you are using QMK Toolbox for flashing.
![Zadig with a bootloader driver correctly installed](https://i.imgur.com/b8VgXzx.png)
Finally, unplug and replug the keyboard to make sure the new driver has been loaded. If you are using the QMK Toolbox to flash, exit and restart it too, as it can sometimes fail to recognize the driver change.
## Recovering from Installation to Wrong Device
If you find that you can no longer type with the keyboard, you may have installed the driver onto the keyboard itself instead of the bootloader. You can easily confirm this in Zadig - a healthy keyboard has the `HidUsb` driver installed on all of its interfaces:
![A healthy keyboard as seen by Zadig](https://i.imgur.com/Hx0E5kC.png)
Open the Device Manager and look for a device that looks like your keyboard.
![The board with the wrong driver installed, in Device Manager](https://i.imgur.com/L3wvX8f.png)
Right-click it and hit **Uninstall device**. Make sure to tick **Delete the driver software for this device** first.
![The Device Uninstall dialog, with the "delete driver" checkbox ticked](https://i.imgur.com/aEs2RuA.png)
Click **Action → Scan for hardware changes**. At this point, you should be able to type again. Double check in Zadig that the keyboard device(s) are using the `HidUsb` driver. If so, you're all done, and your board should be functional again!

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# Dynamic macros: record and replay macros in runtime
QMK supports temporarily macros created on the fly. We call these Dynamic Macros. They are defined by the user from the keyboard and are lost when the keyboard is unplugged or otherwise rebooted.
You can store one or two macros and they may have a combined total of 128 keypresses. You can increase this size at the cost of RAM.
To enable them, first add a new element to the `planck_keycodes` enum — `DYNAMIC_MACRO_RANGE`:
```c
enum planck_keycodes {
QWERTY = SAFE_RANGE,
COLEMAK,
DVORAK,
PLOVER,
LOWER,
RAISE,
BACKLIT,
EXT_PLV,
DYNAMIC_MACRO_RANGE,
};
```
It must be the last element because `dynamic_macros.h` will add some more keycodes after it.
Below it include the `dynamic_macro.h` header:
```c
#include "dynamic_macro.h"`
```
Add the following keys to your keymap:
* `DYN_REC_START1` — start recording the macro 1,
* `DYN_REC_START2` — start recording the macro 2,
* `DYN_MACRO_PLAY1` — replay the macro 1,
* `DYN_MACRO_PLAY2` — replay the macro 2,
* `DYN_REC_STOP` — finish the macro that is currently being recorded.
Add the following code to the very beginning of your `process_record_user()` function:
```c
if (!process_record_dynamic_macro(keycode, record)) {
return false;
}
```
That should be everything necessary. To start recording the macro, press either `DYN_REC_START1` or `DYN_REC_START2`. To finish the recording, press the `DYN_REC_STOP` layer button. To replay the macro, press either `DYN_MACRO_PLAY1` or `DYN_MACRO_PLAY2`.
Note that it's possible to replay a macro as part of a macro. It's ok to replay macro 2 while recording macro 1 and vice versa but never create recursive macros i.e. macro 1 that replays macro 1. If you do so and the keyboard will get unresponsive, unplug the keyboard and plug it again.
For users of the earlier versions of dynamic macros: It is still possible to finish the macro recording using just the layer modifier used to access the dynamic macro keys, without a dedicated `DYN_REC_STOP` key. If you want this behavior back, use the following snippet instead of the one above:
```c
uint16_t macro_kc = (keycode == MO(_DYN) ? DYN_REC_STOP : keycode);
if (!process_record_dynamic_macro(macro_kc, record)) {
return false;
}
```
If the LED's start blinking during the recording with each keypress, it means there is no more space for the macro in the macro buffer. To fit the macro in, either make the other macro shorter (they share the same buffer) or increase the buffer size by setting the `DYNAMIC_MACRO_SIZE` preprocessor macro (default value: 128; please read the comments for it in the header).
For the details about the internals of the dynamic macros, please read the comments in the `dynamic_macro.h` header.

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# Setting Up Eclipse for QMK Development
[Eclipse](https://en.wikipedia.org/wiki/Eclipse_(software)) is an open-source [Integrated Development Environment](https://en.wikipedia.org/wiki/Integrated_development_environment) (IDE) widely used for Java development, but with an extensible plugin system that allows to customize it for other languages and usages.
Using an IDE such as Eclipse provides many advantages over a plain text editor, such as:
* intelligent code completion
* convenient navigation in the code
* refactoring tools
* build automation (no need for the command-line)
* a GUI for GIT
* static code analysis
* many other tools such as debugging, code formatting, showing call hierarchies etc.
The purpose of the is page is to document how to set-up Eclipse for developing AVR software, and working on the QMK code base.
Note that this set-up has been tested on Ubuntu 16.04 only for the moment.
# Prerequisites
## Build environment
Before starting, you must have followed the [Getting Started](home.md#getting-started) section corresponding to your system. In particular, you must have been able to build the firmware with [the `make` command](../#the-make-command).
## Java
Eclipse is a Java application, so you will need to install Java 8 or more recent to be able to run it. You may choose between the JRE or the JDK, the latter being useful if you intend to do Java development.
# Install Eclipse and its plugins
Eclipse comes in [several flavours](http://www.eclipse.org/downloads/eclipse-packages/) depending on the target usage that you will have. There is no package comprising the AVR stack, so we will need to start from Eclipse CDT (C/C++ Development Tooling) and install the necessary plugins.
## Download and install Eclipse CDT
If you already have Eclipse CDT on your system, you can skip this step. However it is advised to keep it up-to-date for better support.
If you have another Eclipse package installed, it is normally possible to [install the CDT plugin over it](https://eclipse.org/cdt/downloads.php). However it is probably better to reinstall it from scratch to keep it light and avoid the clutter of tools that you don't need for the projects you will be working on.
Installation is very simple: follow the [5 Steps to Install Eclipse](https://eclipse.org/downloads/eclipse-packages/?show_instructions=TRUE), and choose **Eclipse IDE for C/C++ Developers** at Step 3.
Alternatively, you can also directly [download Eclipse IDE for C/C++ Developers](http://www.eclipse.org/downloads/eclipse-packages/) ([direct link to current version](http://www.eclipse.org/downloads/packages/eclipse-ide-cc-developers/neonr)) and extract the package to the location of your choice (this creates an `eclipse` folder).
## First Launch
When installation is complete, click the <kbd>Launch</kbd> button. (If you extracted the package manually, open the Eclipse installation folder and double-click the `eclipse` executable)
When you are prompted with the Workspace Selector, select a directory that will hold Eclipse metadata and usually your projects. **Do not select the `qmk_firmware` directory**, this will be the project directory. Select the parent folder instead, or another (preferably empty) folder of your choice (the default is fine if you do not use it yet).
Once started, click the <kbd>Workbench</kbd> button at the top right to switch to the workbench view (there is a also checkbox at the bottom to skip the welcome screen at startup).
## Install the necessary plugins
Note: you do not need to restart Eclipse after installing each plugin. Simply restart once all plugins are installed.
### [The AVR plugin](http://avr-eclipse.sourceforge.net/)
This is the most important plugin as it will allow Eclipse to _understand_ AVR C code. Follow [the instructions for using the update site](http://avr-eclipse.sourceforge.net/wiki/index.php/Plugin_Download#Update_Site), and agree with the security warning for unsigned content.
### [ANSI Escape in Console](https://marketplace.eclipse.org/content/ansi-escape-console)
This plugin is necessary to properly display the colored build output generated by the QMK makefile.
1. Open <kbd><kbd>Help</kbd> > <kbd>Eclipse Marketplace…</kbd></kbd>
2. Search for _ANSI Escape in Console_
3. Click the <samp>Install</samp> button of the plugin
4. Follow the instructions and agree again with the security warning for unsigned content.
Once both plugins are installed, restart Eclipse as prompted.
# Configure Eclipse for QMK
## Importing the project
1. Click <kbd><kbd>File</kbd> > <kbd>New</kbd> > <kbd>Makefile Project with Existing Code</kbd></kbd>
2. On the next screen:
* Select the directory where you cloned the repository as _Existing Code Location_;
* (Optional) Give a different name to the project¹, e.g. _QMK_ or _Quantum_;
* Select the _AVR-GCC Toolchain_;
* Keep the rest as-is and click <kbd>Finish</kbd>
![Importing QMK in Eclipse](http://i.imgur.com/oHYR1yW.png)
3. The project will now be loaded and indexed. Its files can be browsed easily through the _Project Explorer_ on the left.
¹ There might be issues for importing the project with a custom name. If it does not work properly, try leaving the default project name (i.e. the name of the directory, probably `qmk_firmware`).
## Build your keyboard
We will now configure a make target that cleans the project and builds the keymap of your choice.
1. On the right side of the screen, select the <kbd>Make Target</kbd> tab
2. Expand the folder structure to the keyboard of your choice, e.g. `qmk_firmware/keyboards/ergodox`
3. Right-click on the keyboard folder and select <kbd>New…</kbd> (or select the folder and click the <kbd>New Make Target</kbd> icon above the tree)
4. Choose a name for your build target, e.g. _clean \<your keymap\>_
5. Make Target: this is the arguments that you give to `make` when building from the command line. If your target name does not match these arguments, uncheck <kbd>Same as target name</kbd> and input the correct arguments, e.g. `clean <your keymap>`
6. Leave the other options checked and click <kbd>OK</kbd>. Your make target will now appear under the selected keyboard.
7. (Optional) Toggle the <kbd>Hide Empty Folders</kbd> icon button above the targets tree to only show your build target.
8. Double-click the build target you created to trigger a build.
9. Select the <kbd>Console</kbd> view at the bottom to view the running build.

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# Frequently Asked Questions
* [General](faq_general.md)
* [Building or Compiling QMK](faq_build.md)
* [Debugging and Troubleshooting QMK](faq_debug.md)
* [Keymap](faq_keymap.md)
## What is QMK?
[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).
## 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's](https://github.com/jackhumbert) 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.
From a technical standpoint QMK builds upon TMK by adding several new features. Most notably QMK has expanded the number of available keycodes and uses these to implement advanced features like `S()`, `LCTL()`, and `MO()`. You can see a complete list of these keycodes in [Quantum Keycodes](quantum_keycodes.html).
From a project and community management standpoint TMK maintains all the officially supported keyboards by himself, with a bit of community support. Separate community maintained forks exist or can be created for other keyboards. Only a few keymaps are provided by default, so users typically don't share keymaps with each other. QMK encourages sharing of both keyboards and keymaps through a centrally managed repository, accepting all pull requests that follows the quality standards. These are mostly community maintained, but the QMK team also helps when necessary.
Both approaches have their merits and their drawbacks, and code flows freely between TMK and QMK when it makes sense.
# Debug Console
## hid_listen can't recognize device
When debug console of your device is not ready you will see like this:
```
Waiting for device:.........
```
once the device is pluged in then *hid_listen* finds it you will get this message:
```
Waiting for new device:.........................
Listening:
```
If you can't get this 'Listening:' message try building with `CONSOLE_ENABLE=yes` in [Makefile]
You may need privilege to access the device on OS like Linux.
- try `sudo hid_listen`
## Can't get message on console
Check:
- *hid_listen* finds your device. See above.
- Enable debug with pressing **Magic**+d. See [Magic Commands](https://github.com/tmk/tmk_keyboard#magic-commands).
- set `debug_enable=true` usually in `matrix_init()` in **matrix.c**.
- try using 'print' function instead of debug print. See **common/print.h**.
- disconnect other devices with console function. See [Issue #97](https://github.com/tmk/tmk_keyboard/issues/97).
## Linux or UNIX like system requires Super User privilege
Just use 'sudo' to execute *hid_listen* with privilege.
```
$ sudo hid_listen
```
Or add an *udev rule* for TMK devices with placing a file in rules directory. The directory may vary on each system.
File: /etc/udev/rules.d/52-tmk-keyboard.rules(in case of Ubuntu)
```
# tmk keyboard products https://github.com/tmk/tmk_keyboard
SUBSYSTEMS=="usb", ATTRS{idVendor}=="feed", MODE:="0666"
```
***
# Miscellaneous
## NKRO Doesn't work
First you have to compile frimware with this build option `NKRO_ENABLE` in **Makefile**.
Try `Magic` **N** command(`LShift+RShift+N` by default) when **NKRO** still doesn't work. You can use this command to toggle between **NKRO** and **6KRO** mode temporarily. In some situations **NKRO** doesn't work you need to switch to **6KRO** mode, in particular when you are in BIOS.
If your firmeare built with `BOOTMAGIC_ENABLE` you need to turn its switch on by `BootMagic` **N** command(`Space+N` by default). This setting is stored in EEPROM and keeped over power cycles.
https://github.com/tmk/tmk_keyboard#boot-magic-configuration---virtual-dip-switch
## TrackPoint needs reset circuit(PS/2 mouse support)
Without reset circuit you will have inconsistent reuslt due to improper initialize of the hardware. See circuit schematic of TPM754.
- http://geekhack.org/index.php?topic=50176.msg1127447#msg1127447
- http://www.mikrocontroller.net/attachment/52583/tpm754.pdf
## Can't read column of matrix beyond 16
Use `1UL<<16` instead of `1<<16` in `read_cols()` in [matrix.h] when your columns goes beyond 16.
In C `1` means one of [int] type which is [16bit] in case of AVR so you can't shift left more than 15. You will get unexpected zero when you say `1<<16`. You have to use [unsigned long] type with `1UL`.
http://deskthority.net/workshop-f7/rebuilding-and-redesigning-a-classic-thinkpad-keyboard-t6181-60.html#p146279
## Bootloader jump doesn't work
Properly configure bootloader size in **Makefile**. With wrong section size bootloader won't probably start with **Magic command** and **Boot Magic**.
```
# Size of Bootloaders in bytes:
# Atmel DFU loader(ATmega32U4) 4096
# Atmel DFU loader(AT90USB128) 8192
# LUFA bootloader(ATmega32U4) 4096
# Arduino Caterina(ATmega32U4) 4096
# USBaspLoader(ATmega***) 2048
# Teensy halfKay(ATmega32U4) 512
# Teensy++ halfKay(AT90USB128) 2048
OPT_DEFS += -DBOOTLOADER_SIZE=4096
```
AVR Boot section size are defined by setting **BOOTSZ** fuse in fact. Consult with your MCU datasheet.
Note that **Word**(2 bytes) size and address are used in datasheet while TMK uses **Byte**.
AVR Boot section is located at end of Flash memory like the followings.
```
byte Atmel/LUFA(ATMega32u4) byte Atmel(AT90SUB1286)
0x0000 +---------------+ 0x00000 +---------------+
| | | |
| | | |
| Application | | Application |
| | | |
= = = =
| | 32KB-4KB | | 128KB-8KB
0x6000 +---------------+ 0x1E000 +---------------+
| Bootloader | 4KB | Bootloader | 8KB
0x7FFF +---------------+ 0x1FFFF +---------------+
byte Teensy(ATMega32u4) byte Teensy++(AT90SUB1286)
0x0000 +---------------+ 0x00000 +---------------+
| | | |
| | | |
| Application | | Application |
| | | |
= = = =
| | 32KB-512B | | 128KB-2KB
0x7E00 +---------------+ 0x1FC00 +---------------+
| Bootloader | 512B | Bootloader | 2KB
0x7FFF +---------------+ 0x1FFFF +---------------+
```
And see this discussion for further reference.
https://github.com/tmk/tmk_keyboard/issues/179
## Special Extra key doesn't work(System, Audio control keys)
You need to define `EXTRAKEY_ENABLE` in `rules.mk` to use them in QMK.
```
EXTRAKEY_ENABLE = yes # Audio control and System control
```
## Wakeup from sleep doesn't work
In Windows check `Allow this device to wake the computer` setting in Power **Management property** tab of **Device Manager**. Also check BIOS setting.
Pressing any key during sleep should wake host.
## Using Arduino?
**Note that Arduino pin naming is different from actual chip.** For example, Arduino pin `D0` is not `PD0`. Check circuit with its schematics yourself.
- http://arduino.cc/en/uploads/Main/arduino-leonardo-schematic_3b.pdf
- http://arduino.cc/en/uploads/Main/arduino-micro-schematic.pdf
Arduino leonardo and micro have **ATMega32U4** and can be used for TMK, though Arduino bootloader may be a problem.
## Using PF4-7 pins of USB AVR?
You need to set JTD bit of MCUCR yourself to use PF4-7 as GPIO. Those pins are configured to serve JTAG function by default. MCUs like ATMega*U* or AT90USB* are affeteced with this.
If you are using Teensy this isn't needed. Teensy is shipped with JTAGEN fuse bit unprogrammed to disable the function.
See this code.
```
// JTAG disable for PORT F. write JTD bit twice within four cycles.
MCUCR |= (1<<JTD);
MCUCR |= (1<<JTD);
```
https://github.com/tmk/tmk_keyboard/blob/master/keyboard/hbkb/matrix.c#L67
And read **26.5.1 MCU Control Register MCUCR** of ATMega32U4 datasheet.
## Adding LED indicators of Lock keys
You need your own LED indicators for CapsLock, ScrollLock and NumLock? See this post.
http://deskthority.net/workshop-f7/tmk-keyboard-firmware-collection-t4478-120.html#p191560
## Program Arduino Micro/Leonardo
Push reset button and then run command like this within 8 seconds.
```
avrdude -patmega32u4 -cavr109 -b57600 -Uflash:w:adb_usb.hex -P/dev/ttyACM0
```
Device name will vary depending on your system.
http://arduino.cc/en/Main/ArduinoBoardMicro
https://geekhack.org/index.php?topic=14290.msg1563867#msg1563867
## USB 3 compatibility
I heard some people have a problem with USB 3 port, try USB 2 port.
## Mac compatibility
### OS X 10.11 and Hub
https://geekhack.org/index.php?topic=14290.msg1884034#msg1884034
## Problem on BIOS(UEFI)/Resume(Sleep&Wake)/Power cycles
Some people reported their keyboard stops working on BIOS and/or after resume(power cycles).
As of now root of its cause is not clear but some build options seem to be related. In Makefile try to disable those options like `CONSOLE_ENABLE`, `NKRO_ENABLE`, `SLEEP_LED_ENABLE` and/or others.
https://github.com/tmk/tmk_keyboard/issues/266
https://geekhack.org/index.php?topic=41989.msg1967778#msg1967778
## FLIP doesn't work
### AtLibUsbDfu.dll not found
Remove current driver and reinstall one FLIP provides from DeviceManager.
http://imgur.com/a/bnwzy

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# Frequently Asked Build Questions
This page covers questions about building QMK. If you haven't yet done so, you should read the [Build Environment Setup](getting_started_build_tools.md) and [Make Instructions](getting_started_make_guide.md) guides.
This page covers questions about building QMK. If you have not yet you should read the [Build Guide](https://github.com/qmk/qmk_firmware/blob/master/docs/build_guide.md).
## Can't Program on Linux
You will need proper permissions to operate a device. For Linux users, see the instructions regarding `udev` rules, below. If you have issues with `udev`, a work-around is to use the `sudo` command. If you are not familiar with this command, check its manual with `man sudo` or [see this webpage](https://linux.die.net/man/8/sudo).
In short,
An example of using `sudo`, when your controller is ATMega32u4:
$ make [-f Makefile.<variant>] [KEYMAP=...] clean
$ make [-f Makefile.<variant>] [KEYMAP=...]
$ make [-f Makefile.<variant>] [KEYMAP=...] dfu
## Can't program on Linux
You will need proper permission to operate a device. For Linux users see udev rules below.
Easy way is to use `sudo` command, if you are not familiar with this command check its manual with `man sudo` or this page on line.
In short when your controller is ATMega32u4,
$ sudo dfu-programmer atmega32u4 erase --force
$ sudo dfu-programmer atmega32u4 flash your.hex
$ sudo dfu-programmer atmega32u4 reset
or just:
or just
$ sudo make <keyboard>:<keymap>:dfu
$ sudo make dfu
Note that running `make` with `sudo` is generally ***not*** a good idea, and you should use one of the former methods, if possible.
But to run `make` with root privilege is not good idea. Use former method as possible.
### Linux `udev` Rules
On Linux, you'll need proper privileges to access the MCU. You can either use
`sudo` when flashing firmware, or place these files in `/etc/udev/rules.d/`. Once added run the following:
```console
sudo udevadm control --reload-rules
sudo udevadm trigger
```
## WINAVR is obsolete
It is no longer recommended and may cause some problem.
See [Issue #99](https://github.com/tmk/tmk_keyboard/issues/99).
## USB VID and PID
You can use any ID you want with editing `config.h`. Using any presumably unused ID will be no problem in fact except for very least chance of collision with other product.
Most boards in QMK use `0xFEED` as the vendor ID. You should look through other keyboards to make sure you pick a unique Product ID.
Also see this.
https://github.com/tmk/tmk_keyboard/issues/150
You can buy a really unique VID:PID here. I don't think you need this for personal use.
- http://www.obdev.at/products/vusb/license.html
- http://www.mcselec.com/index.php?page=shop.product_details&flypage=shop.flypage&product_id=92&option=com_phpshop&Itemid=1
## Linux udev rules
On Linux you need proper privilege to access device file of MCU, you'll have to use `sudo` when flashing firmware. You can circumvent this with placing these files in `/etc/udev/rules.d/`.
**/etc/udev/rules.d/50-atmel-dfu.rules:**
```
@@ -40,64 +60,9 @@ SUBSYSTEMS=="usb", ATTRS{idVendor}=="03eb", ATTRS{idProduct}=="2ff0", MODE:="066
# tmk keyboard products https://github.com/tmk/tmk_keyboard
SUBSYSTEMS=="usb", ATTRS{idVendor}=="feed", MODE:="0666"
```
**/etc/udev/rules.d/54-input-club-keyboard.rules:**
```
# Input Club keyboard bootloader
SUBSYSTEMS=="usb", ATTRS{idVendor}=="1c11", MODE:="0666"
```
**/etc/udev/rules.d/55-catalina.rules:**
```
# ModemManager should ignore the following devices
ATTRS{idVendor}=="2a03", ENV{ID_MM_DEVICE_IGNORE}="1"
ATTRS{idVendor}=="2341", ENV{ID_MM_DEVICE_IGNORE}="1"
```
**Note:** ModemManager filtering only works when not in strict mode, the following commands can update that settings:
```console
sudo sed -i 's/--filter-policy=strict/--filter-policy=default/' /lib/systemd/system/ModemManager.service
sudo systemctl daemon-reload
sudo systemctl restart ModemManager
```
**/etc/udev/rules.d/56-dfu-util.rules:**
```
# stm32duino
SUBSYSTEMS=="usb", ATTRS{idVendor}=="1eaf", ATTRS{idProduct}=="0003", MODE:="0666"
# Generic stm32
SUBSYSTEMS=="usb", ATTRS{idVendor}=="0483", ATTRS{idProduct}=="df11", MODE:="0666"
```
### Serial device is not detected in bootloader mode on Linux
Make sure your kernel has appropriate support for your device. If your device uses USB ACM, such as
Pro Micro (Atmega32u4), make sure to include `CONFIG_USB_ACM=y`. Other devices may require `USB_SERIAL` and any of its sub options.
## Unknown Device for DFU Bootloader
Issues encountered when flashing keyboards on Windows are most often due to having the wrong drivers installed for the bootloader, or none at all.
Re-running the QMK installation script (`./util/qmk_install.sh` from the `qmk_firmware` directory in MSYS2 or WSL) or reinstalling the QMK Toolbox may fix the issue. Alternatively, you can download and run the [`qmk_driver_installer`](https://github.com/qmk/qmk_driver_installer) package manually.
If that doesn't work, then you may need to download and run Zadig. See [Bootloader Driver Installation with Zadig](driver_installation_zadig.md) for more detailed information.
## WINAVR is Obsolete
It is no longer recommended and may cause some problem.
See [TMK Issue #99](https://github.com/tmk/tmk_keyboard/issues/99).
## USB VID and PID
You can use any ID you want with editing `config.h`. Using any presumably unused ID will be no problem in fact except for very low chance of collision with other product.
Most boards in QMK use `0xFEED` as the vendor ID. You should look through other keyboards to make sure you pick a unique Product ID.
Also see this.
https://github.com/tmk/tmk_keyboard/issues/150
You can buy a really unique VID:PID here. I don't think you need this for personal use.
- http://www.obdev.at/products/vusb/license.html
- http://www.mcselec.com/index.php?page=shop.product_details&flypage=shop.flypage&product_id=92&option=com_phpshop&Itemid=1
## Cortex: `cstddef: No such file or directory`
## Cortex: cstddef: No such file or directory
GCC 4.8 of Ubuntu 14.04 had this problem and had to update to 4.9 with this PPA.
https://launchpad.net/~terry.guo/+archive/ubuntu/gcc-arm-embedded
@@ -105,7 +70,8 @@ https://github.com/tmk/tmk_keyboard/issues/212
https://github.com/tmk/tmk_keyboard/wiki/mbed-cortex-porting#compile-error-cstddef
https://developer.mbed.org/forum/mbed/topic/5205/
## `clock_prescale_set` and `clock_div_1` Not Available
## 'clock_prescale_set' and 'clock_div_1' not available
Your toolchain is too old to support the MCU. For example WinAVR 20100110 doesn't support ATMega32u2.
```
@@ -124,51 +90,11 @@ make: *** [obj_alps64/protocol/lufa/lufa.o] Error 1
Note that Teensy2.0++ bootloader size is 2048byte. Some Makefiles may have wrong comment.
```
# Boot Section Size in *bytes*
# Teensy halfKay 512
# Teensy++ halfKay 2048
# Boot Section Size in *bytes*
# Teensy halfKay 512
# Teensy++ halfKay 2048
# Atmel DFU loader 4096 (TMK Alt Controller)
# LUFA bootloader 4096
# USBaspLoader 2048
# LUFA bootloader 4096
# USBaspLoader 2048
OPT_DEFS += -DBOOTLOADER_SIZE=2048
```
## `avr-gcc: internal compiler error: Abort trap: 6 (program cc1)` on MacOS
This is an issue with updating on brew, causing symlinks that avr-gcc depend on getting mangled.
The solution is to remove and reinstall all affected modules.
```
brew rm avr-gcc
brew rm dfu-programmer
brew rm dfu-util
brew rm gcc-arm-none-eabi
brew rm avrdude
brew install avr-gcc
brew install dfu-programmer
brew install dfu-util
brew install gcc-arm-none-eabi
brew install avrdude
```
### avr-gcc 8.1 and LUFA
If you updated your avr-gcc to above 7 you may see errors involving LUFA. For example:
`lib/lufa/LUFA/Drivers/USB/Class/Device/AudioClassDevice.h:380:5: error: 'const' attribute on function returning 'void'`
For now, you need to rollback avr-gcc to 7 in brew.
```
brew uninstall --force avr-gcc
brew install avr-gcc@8
brew link --force avr-gcc@8
```
### I just flashed my keyboard and it does nothing/keypresses don't register - it's also ARM (rev6 planck, clueboard 60, hs60v2, etc...) (Feb 2019)
Due to how EEPROM works on ARM based chips, saved settings may no longer be valid. This affects the default layers, and *may*, under certain circumstances we are still figuring out, make the keyboard unusable. Resetting the EEPROM will correct this.
[Planck rev6 reset EEPROM](https://cdn.discordapp.com/attachments/473506116718952450/539284620861243409/planck_rev6_default.bin) can be used to force an eeprom reset. After flashing this image, flash your normal firmware again which should restore your keyboard to _normal_ working order.
[Preonic rev3 reset EEPROM](https://cdn.discordapp.com/attachments/473506116718952450/537849497313738762/preonic_rev3_default.bin)
If bootmagic is enabled in any form, you should be able to do this too (see [Bootmagic docs](feature_bootmagic.md) and keyboard info for specifics on how to do this).

View File

@@ -1,237 +0,0 @@
# Debugging FAQ
This page details various common questions people have about troubleshooting their keyboards.
# Debug Console
## `hid_listen` Can't Recognize Device
When debug console of your device is not ready you will see like this:
```
Waiting for device:.........
```
once the device is plugged in then *hid_listen* finds it you will get this message:
```
Waiting for new device:.........................
Listening:
```
If you can't get this 'Listening:' message try building with `CONSOLE_ENABLE=yes` in [Makefile]
You may need privilege to access the device on OS like Linux.
- try `sudo hid_listen`
## Can't Get Message on Console
Check:
- *hid_listen* finds your device. See above.
- Enable debug with pressing **Magic**+d. See [Magic Commands](https://github.com/tmk/tmk_keyboard#magic-commands).
- set `debug_enable=true` usually in `matrix_init()` in **matrix.c**.
- try using 'print' function instead of debug print. See **common/print.h**.
- disconnect other devices with console function. See [Issue #97](https://github.com/tmk/tmk_keyboard/issues/97).
## Linux or UNIX Like System Requires Super User Privilege
Just use 'sudo' to execute *hid_listen* with privilege.
```
$ sudo hid_listen
```
Or add an *udev rule* for TMK devices with placing a file in rules directory. The directory may vary on each system.
File: /etc/udev/rules.d/52-tmk-keyboard.rules(in case of Ubuntu)
```
# tmk keyboard products https://github.com/tmk/tmk_keyboard
SUBSYSTEMS=="usb", ATTRS{idVendor}=="feed", MODE:="0666"
```
***
# Miscellaneous
## Safety Considerations
You probably don't want to "brick" your keyboard, making it impossible
to rewrite firmware onto it. Here are some of the parameters to show
what things are (and likely aren't) too risky.
- If your keyboard map does not include RESET, then, to get into DFU
mode, you will need to press the reset button on the PCB, which
requires unscrewing the bottom.
- Messing with tmk_core / common files might make the keyboard
inoperable
- Too large a .hex file is trouble; `make dfu` will erase the block,
test the size (oops, wrong order!), which errors out, failing to
flash the keyboard, leaving it in DFU mode.
- To this end, note that the maximum .hex file size on Planck is
7000h (28672 decimal)
```
Linking: .build/planck_rev4_cbbrowne.elf [OK]
Creating load file for Flash: .build/planck_rev4_cbbrowne.hex [OK]
Size after:
text data bss dec hex filename
0 22396 0 22396 577c planck_rev4_cbbrowne.hex
```
- The above file is of size 22396/577ch, which is less than
28672/7000h
- As long as you have a suitable alternative .hex file around, you
can retry, loading that one
- Some of the options you might specify in your keyboard's Makefile
consume extra memory; watch out for BOOTMAGIC_ENABLE,
MOUSEKEY_ENABLE, EXTRAKEY_ENABLE, CONSOLE_ENABLE, API_SYSEX_ENABLE
- DFU tools do /not/ allow you to write into the bootloader (unless
you throw in extra fruit salad of options), so there is little risk
there.
- EEPROM has around a 100000 write cycle. You shouldn't rewrite the
firmware repeatedly and continually; that'll burn the EEPROM
eventually.
## NKRO Doesn't work
First you have to compile firmware with this build option `NKRO_ENABLE` in **Makefile**.
Try `Magic` **N** command(`LShift+RShift+N` by default) when **NKRO** still doesn't work. You can use this command to toggle between **NKRO** and **6KRO** mode temporarily. In some situations **NKRO** doesn't work you need to switch to **6KRO** mode, in particular when you are in BIOS.
If your firmware built with `BOOTMAGIC_ENABLE` you need to turn its switch on by `BootMagic` **N** command(`Space+N` by default). This setting is stored in EEPROM and kept over power cycles.
https://github.com/tmk/tmk_keyboard#boot-magic-configuration---virtual-dip-switch
## TrackPoint Needs Reset Circuit (PS/2 Mouse Support)
Without reset circuit you will have inconsistent result due to improper initialize of the hardware. See circuit schematic of TPM754.
- http://geekhack.org/index.php?topic=50176.msg1127447#msg1127447
- http://www.mikrocontroller.net/attachment/52583/tpm754.pdf
## Can't Read Column of Matrix Beyond 16
Use `1UL<<16` instead of `1<<16` in `read_cols()` in [matrix.h] when your columns goes beyond 16.
In C `1` means one of [int] type which is [16 bit] in case of AVR so you can't shift left more than 15. You will get unexpected zero when you say `1<<16`. You have to use [unsigned long] type with `1UL`.
http://deskthority.net/workshop-f7/rebuilding-and-redesigning-a-classic-thinkpad-keyboard-t6181-60.html#p146279
## Bootloader Jump Doesn't Work
Properly configure bootloader size in **Makefile**. With wrong section size bootloader won't probably start with **Magic command** and **Boot Magic**.
```
# Size of Bootloaders in bytes:
# Atmel DFU loader(ATmega32U4) 4096
# Atmel DFU loader(AT90USB128) 8192
# LUFA bootloader(ATmega32U4) 4096
# Arduino Caterina(ATmega32U4) 4096
# USBaspLoader(ATmega***) 2048
# Teensy halfKay(ATmega32U4) 512
# Teensy++ halfKay(AT90USB128) 2048
OPT_DEFS += -DBOOTLOADER_SIZE=4096
```
AVR Boot section size are defined by setting **BOOTSZ** fuse in fact. Consult with your MCU datasheet.
Note that **Word**(2 bytes) size and address are used in datasheet while TMK uses **Byte**.
AVR Boot section is located at end of Flash memory like the followings.
```
byte Atmel/LUFA(ATMega32u4) byte Atmel(AT90SUB1286)
0x0000 +---------------+ 0x00000 +---------------+
| | | |
| | | |
| Application | | Application |
| | | |
= = = =
| | 32KB-4KB | | 128KB-8KB
0x6000 +---------------+ 0x1E000 +---------------+
| Bootloader | 4KB | Bootloader | 8KB
0x7FFF +---------------+ 0x1FFFF +---------------+
byte Teensy(ATMega32u4) byte Teensy++(AT90SUB1286)
0x0000 +---------------+ 0x00000 +---------------+
| | | |
| | | |
| Application | | Application |
| | | |
= = = =
| | 32KB-512B | | 128KB-2KB
0x7E00 +---------------+ 0x1FC00 +---------------+
| Bootloader | 512B | Bootloader | 2KB
0x7FFF +---------------+ 0x1FFFF +---------------+
```
And see this discussion for further reference.
https://github.com/tmk/tmk_keyboard/issues/179
If you are using a TeensyUSB, there is a [known bug](https://github.com/qmk/qmk_firmware/issues/164) in which the hardware reset button prevents the RESET key from working. Unplugging the keyboard and plugging it back in should resolve the problem.
## Special Extra Key Doesn't Work (System, Audio Control Keys)
You need to define `EXTRAKEY_ENABLE` in `rules.mk` to use them in QMK.
```
EXTRAKEY_ENABLE = yes # Audio control and System control
```
## Wakeup from Sleep Doesn't Work
In Windows check `Allow this device to wake the computer` setting in Power **Management property** tab of **Device Manager**. Also check BIOS setting.
Pressing any key during sleep should wake host.
## Using Arduino?
**Note that Arduino pin naming is different from actual chip.** For example, Arduino pin `D0` is not `PD0`. Check circuit with its schematics yourself.
- http://arduino.cc/en/uploads/Main/arduino-leonardo-schematic_3b.pdf
- http://arduino.cc/en/uploads/Main/arduino-micro-schematic.pdf
Arduino Leonardo and micro have **ATMega32U4** and can be used for TMK, though Arduino bootloader may be a problem.
## Enabling JTAG
By default, the JTAG debugging interface is disabled as soon as the keyboard starts up. JTAG-capable MCUs come from the factory with the `JTAGEN` fuse set, and it takes over certain pins of the MCU that the board may be using for the switch matrix, LEDs, etc.
If you would like to keep JTAG enabled, just add the following to your `config.h`:
```c
#define NO_JTAG_DISABLE
```
## Adding LED Indicators of Lock Keys
You need your own LED indicators for CapsLock, ScrollLock and NumLock? See this post.
http://deskthority.net/workshop-f7/tmk-keyboard-firmware-collection-t4478-120.html#p191560
## Program Arduino Micro/Leonardo
Push reset button and then run command like this within 8 seconds.
```
avrdude -patmega32u4 -cavr109 -b57600 -Uflash:w:adb_usb.hex -P/dev/ttyACM0
```
Device name will vary depending on your system.
http://arduino.cc/en/Main/ArduinoBoardMicro
https://geekhack.org/index.php?topic=14290.msg1563867#msg1563867
## USB 3 Compatibility
I heard some people have a problem with USB 3 port, try USB 2 port.
## Mac Compatibility
### OS X 10.11 and Hub
https://geekhack.org/index.php?topic=14290.msg1884034#msg1884034
## Problem on BIOS (UEFI)/Resume (Sleep & Wake)/Power Cycles
Some people reported their keyboard stops working on BIOS and/or after resume(power cycles).
As of now root of its cause is not clear but some build options seem to be related. In Makefile try to disable those options like `CONSOLE_ENABLE`, `NKRO_ENABLE`, `SLEEP_LED_ENABLE` and/or others.
https://github.com/tmk/tmk_keyboard/issues/266
https://geekhack.org/index.php?topic=41989.msg1967778#msg1967778
## FLIP Doesn't Work
### `AtLibUsbDfu.dll` Not Found
Remove current driver and reinstall one FLIP provides from DeviceManager.
http://imgur.com/a/bnwzy

View File

@@ -1,19 +0,0 @@
# Frequently Asked Questions
## What is QMK?
[QMK](https://github.com/qmk), short for Quantum Mechanical Keyboard, is a group of people building tools for custom keyboards. We started with the [QMK firmware](https://github.com/qmk/qmk_firmware), a heavily modified fork of [TMK](https://github.com/tmk/tmk_keyboard).
### Why the Name Quantum?
<!-- FIXME -->
## 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.
From a technical standpoint QMK builds upon TMK by adding several new features. Most notably QMK has expanded the number of available keycodes and uses these to implement advanced features like `S()`, `LCTL()`, and `MO()`. You can see a complete list of these keycodes in [Keycodes](keycodes.md).
From a project and community management standpoint TMK maintains all the officially supported keyboards by himself, with a bit of community support. Separate community maintained forks exist or can be created for other keyboards. Only a few keymaps are provided by default, so users typically don't share keymaps with each other. QMK encourages sharing of both keyboards and keymaps through a centrally managed repository, accepting all pull requests that follow the quality standards. These are mostly community maintained, but the QMK team also helps when necessary.
Both approaches have their merits and their drawbacks, and code flows freely between TMK and QMK when it makes sense.

View File

@@ -1,62 +1,43 @@
# Keymap FAQ
# Frequently Asked Keymap Questions
This page covers questions people often have about keymaps. If you haven't you should read [Keymap Overview](keymap.md) first.
This page covers questions people often have about keymaps. If you haven't you should read [Keymap Overview](keymap.html) first.
## What Keycodes Can I Use?
See [Keycodes](keycodes.md) for an index of keycodes available to you. These link to more extensive documentation when available.
See [Basic Keycodes](keycodes.html) and [Quantum Keycodes](quantum_keycodes.html) for most of the keys you can define.
Keycodes are actually defined in [common/keycode.h](https://github.com/qmk/qmk_firmware/blob/master/tmk_core/common/keycode.h).
## What Are the Default Keycodes?
There are 3 standard keyboard layouts in use around the world- ANSI, ISO, and JIS. North America primarily uses ANSI, Europe and Africa primarily use ISO, and Japan uses JIS. Regions not mentioned typically use either ANSI or ISO. The keycodes corresponding to these layouts are shown here:
<!-- Source for this image: http://www.keyboard-layout-editor.com/#/gists/bf431647d1001cff5eff20ae55621e9a -->
![Keyboard Layout Image](https://i.imgur.com/5wsh5wM.png)
## Some Of My Keys Are Swapped Or Not Working
QMK has two features, Bootmagic and Command, which allow you to change the behavior of your keyboard on the fly. This includes, but is not limited to, swapping Ctrl/Caps, disabling Gui, swapping Alt/Gui, swapping Backspace/Backslash, disabling all keys, and other behavioral modifications.
As a quick fix try holding down `Space`+`Backspace` while you plug in your keyboard. This will reset the stored settings on your keyboard, returning those keys to normal operation. If that doesn't work look here:
* [Bootmagic](feature_bootmagic.md)
* [Command](feature_command.md)
## The Menu Key Isn't Working
The key found on most modern keyboards that is located between `KC_RGUI` and `KC_RCTL` is actually called `KC_APP`. This is because when that key was invented there was already a key named `MENU` in the relevant standards, so MS chose to call that the `APP` key.
## `KC_SYSREQ` Isn't Working
## `KC_SYSREQ` isn't working
Use keycode for Print Screen(`KC_PSCREEN` or `KC_PSCR`) instead of `KC_SYSREQ`. Key combination of 'Alt + Print Screen' is recognized as 'System request'.
See [issue #168](https://github.com/tmk/tmk_keyboard/issues/168) and
* http://en.wikipedia.org/wiki/Magic_SysRq_key
* http://en.wikipedia.org/wiki/System_request
- http://en.wikipedia.org/wiki/Magic_SysRq_key
- http://en.wikipedia.org/wiki/System_request
## Power Keys Aren't Working
## Power key doesn't work
Use `KC_PWR` instead of `KC_POWER` or vice versa.
- `KC_PWR` works with Windows and Linux, not with OSX.
- `KC_POWER` works with OSX and Linux, not with Windows.
Somewhat confusingly, there are two "Power" keycodes in QMK: `KC_POWER` in the Keyboard/Keypad HID usage page, and `KC_SYSTEM_POWER` (or `KC_PWR`) in the Consumer page.
More info: http://geekhack.org/index.php?topic=14290.msg1327264#msg1327264
The former is only recognized on macOS, while the latter, `KC_SLEP` and `KC_WAKE` are supported by all three major operating systems, so it is recommended to use those instead. Under Windows, these keys take effect immediately, however on macOS they must be held down until a dialog appears.
## One Shot Modifier
Solves my personal 'the' problem. I often got 'the' or 'THe' wrongly instead of 'The'. One Shot Shift mitigates this for me.
## Oneshot modifier
Solves my personal 'the' problem. I often got 'the' or 'THe' wrongly instead of 'The'. Oneshot Shift mitgates this for me.
https://github.com/tmk/tmk_keyboard/issues/67
## Modifier/Layer Stuck
## Modifier/Layer stuck
Modifier keys or layers can be stuck unless layer switching is configured properly.
For Modifier keys and layer actions you have to place `KC_TRANS` on same position of destination layer to unregister the modifier key or return to previous layer on release event.
* https://github.com/tmk/tmk_core/blob/master/doc/keymap.md#31-momentary-switching
* http://geekhack.org/index.php?topic=57008.msg1492604#msg1492604
* https://github.com/tmk/tmk_keyboard/issues/248
- https://github.com/tmk/tmk_core/blob/master/doc/keymap.md#31-momentary-switching
- http://geekhack.org/index.php?topic=57008.msg1492604#msg1492604
- https://github.com/tmk/tmk_keyboard/issues/248
## Mechanical Lock Switch Support
This feature is for *mechanical lock switch* like [this Alps one](http://deskthority.net/wiki/Alps_SKCL_Lock). You can enable it by adding this to your `config.h`:
```
#define LOCKING_SUPPORT_ENABLE
#define LOCKING_RESYNC_ENABLE
@@ -66,7 +47,7 @@ After enabling this feature use keycodes `KC_LCAP`, `KC_LNUM` and `KC_LSCR` in y
Old vintage mechanical keyboards occasionally have lock switches but modern ones don't have. ***You don't need this feature in most case and just use keycodes `KC_CAPS`, `KC_NLCK` and `KC_SLCK`.***
## Input Special Characters Other Than ASCII like Cédille 'Ç'
## Input special charactors other than ASCII like Cédille 'Ç'
NO UNIVERSAL METHOD TO INPUT THOSE WORKS OVER ALL SYSTEMS. You have to define **MACRO** in way specific to your OS or layout.
See this post for example **MACRO** code.
@@ -74,35 +55,35 @@ See this post for example **MACRO** code.
http://deskthority.net/workshop-f7/tmk-keyboard-firmware-collection-t4478-120.html#p195620
On **Windows** you can use `AltGr` key or **Alt code**.
* http://en.wikipedia.org/wiki/AltGr_key
* http://en.wikipedia.org/wiki/Alt_code
- http://en.wikipedia.org/wiki/AltGr_key
- http://en.wikipedia.org/wiki/Alt_code
On **Mac** OS defines `Option` key combinations.
* http://en.wikipedia.org/wiki/Option_key#Alternative_keyboard_input
- http://en.wikipedia.org/wiki/Option_key#Alternative_keyboard_input
On **Xorg** you can use `compose` key, instead.
* http://en.wikipedia.org/wiki/Compose_key
- http://en.wikipedia.org/wiki/Compose_key
And see this for **Unicode** input.
* http://en.wikipedia.org/wiki/Unicode_input
## `Fn` Key on macOS
Unlike most Fn keys, the one on Apple keyboards actually has its own keycode... sort of. It takes the place of the sixth keycode in a basic 6KRO HID report -- so an Apple keyboard is in fact only 5KRO.
It is technically possible to get QMK to send this key. However, doing so requires modification of the report format to add the state of the Fn key.
Even worse, it is not recognized unless the keyboard's VID and PID match that of a real Apple keyboard. The legal issues that official QMK support for this feature may create mean it is unlikely to happen.
See [this issue](https://github.com/qmk/qmk_firmware/issues/2179) for detailed information.
- http://en.wikipedia.org/wiki/Unicode_input
## Media Control Keys in Mac OSX
#### KC_MNXT and KC_MPRV Does Not Work on Mac
## Apple/Mac keyboard Fn
Not supported.
Apple/Mac keyboard sends keycode for Fn unlike most of other keyboards.
I think you can send Apple Fn key using Apple venter specific Page 0xff01 and usage 0x0003. But you have to change HID Report Descriptor for this, of course.
https://opensource.apple.com/source/IOHIDFamily/IOHIDFamily-606.1.7/IOHIDFamily/AppleHIDUsageTables.h
## Media control keys in Mac OSX
#### KC_MNXT and KC_MPRV does not work on Mac
Use `KC_MFFD`(`KC_MEDIA_FAST_FORWARD`) and `KC_MRWD`(`KC_MEDIA_REWIND`) instead of `KC_MNXT` and `KC_MPRV`.
See https://github.com/tmk/tmk_keyboard/issues/195
## Keys Supported in Mac OSX?
## Keys supported in Mac OSX?
You can know which keycodes are supported in OSX from this source code.
`usb_2_adb_keymap` array maps Keyboard/Keypad Page usages to ADB scancodes(OSX internal keycodes).
@@ -114,7 +95,7 @@ And `IOHIDConsumer::dispatchConsumerEvent` handles Consumer page usages.
https://opensource.apple.com/source/IOHIDFamily/IOHIDFamily-606.1.7/IOHIDFamily/IOHIDConsumer.cpp
## JIS Keys in Mac OSX
## JIS keys in Mac OSX
Japanese JIS keyboard specific keys like `無変換(Muhenkan)`, `変換(Henkan)`, `ひらがな(hiragana)` are not recognized on OSX. You can use **Seil** to enable those keys, try following options.
* Enable NFER Key on PC keyboard
@@ -124,21 +105,21 @@ Japanese JIS keyboard specific keys like `無変換(Muhenkan)`, `変換(Henkan)`
https://pqrs.org/osx/karabiner/seil.html
## RN-42 Bluetooth Doesn't Work with Karabiner
## RN-42 Bluetooth doesn't work with Karabiner
Karabiner - Keymapping tool on Mac OSX - ignores inputs from RN-42 module by default. You have to enable this option to make Karabiner working with your keyboard.
https://github.com/tekezo/Karabiner/issues/403#issuecomment-102559237
See these for the detail of this problem.
See these for the deail of this problem.
https://github.com/tmk/tmk_keyboard/issues/213
https://github.com/tekezo/Karabiner/issues/403
## Esc and <code>&#96;</code> on a Single Key
## Esc and `~ on a key
See the [Grave Escape](feature_grave_esc.md) feature.
Use `GRAVE_ESC` or `KC_GESC` in your keymap.
## Arrow on Right Modifier Keys with Dual-Role
This turns right modifier keys into arrow keys when the keys are tapped while still modifiers when the keys are hold. In TMK the dual-role function is dubbed **TAP**.
## Arrow on Right Modifier keys with Dual-Role
This turns right modifer keys into arrow keys when the keys are tapped while still modifiers when the keys are hold. In TMK the dual-role function is dubbed **TAP**.
```
#include "keymap_common.h"
@@ -151,13 +132,13 @@ This turns right modifier keys into arrow keys when the keys are tapped while st
*/
const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
/* 0: qwerty */
[0] = LAYOUT( \
[0] = KEYMAP( \
ESC, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, MINS,EQL, NUHS,BSPC, \
TAB, Q, W, E, R, T, Y, U, I, O, P, LBRC,RBRC,BSLS, \
LCTL,A, S, D, F, G, H, J, K, L, SCLN,QUOT,ENT, \
LSFT,NUBS,Z, X, C, V, B, N, M, COMM,DOT, SLSH,FN0, ESC, \
FN4, LGUI,LALT, SPC, APP, FN2, FN1, FN3),
[1] = LAYOUT( \
[1] = KEYMAP( \
GRV, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, TRNS,TRNS, \
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,\
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
@@ -189,18 +170,18 @@ It seems Windows 10 ignores the code and Linux/Xorg recognizes but has no mappin
Not sure what keycode Eject is on genuine Apple keyboard actually. HHKB uses `F20` for Eject key(`Fn+f`) on Mac mode but this is not same as Apple Eject keycode probably.
## What's `weak_mods` and `real_mods` in `action_util.c`
## What's weak_mods and real_mods in action_util.c
___TO BE IMPROVED___
real_mods is intended to retains state of real/physical modifier key state, while
weak_mods retains state of virtual or temporary modifiers which should not affect state real modifier key.
weak_mods retains state of virtual or temprary modifiers which should not affect state real modifier key.
Let's say you hold down physical left shift key and type ACTION_MODS_KEY(LSHIFT, KC_A),
Let's say you hold down physical left shift key and type ACTION_MODS_KEY(LSHIFT, KC_A),
with weak_mods,
* (1) hold down left shift: real_mods |= MOD_BIT(LSHIFT)
* (2) press ACTION_MODS_KEY(LSHIFT, KC_A): weak_mods |= MOD_BIT(LSHIFT)
* (3) release ACTION_MODS_KEY(LSHIFT, KC_A): weak_mods &= ~MOD_BIT(LSHIFT)
* (3) release ACTION_MODS_KEY(LSHIFT, KC_A): waek_mods &= ~MOD_BIT(LSHIFT)
real_mods still keeps modifier state.
without weak mods,
@@ -211,3 +192,20 @@ here real_mods lost state for 'physical left shift'.
weak_mods is ORed with real_mods when keyboard report is sent.
https://github.com/tmk/tmk_core/blob/master/common/action_util.c#L57
## Timer functionality
It's possible to start timers and read values for time-specific events - here's an example:
```c
static uint16_t key_timer;
key_timer = timer_read();
if (timer_elapsed(key_timer) < 100) {
// do something if less than 100ms have passed
} else {
// do something if 100ms or more have passed
}
```
It's best to declare the `static uint16_t key_timer;` at the top of the file, outside of any code blocks you're using it in.

View File

@@ -1,328 +0,0 @@
# Advanced Keycodes
Your keymap can include keycodes that are more advanced than normal, for example keys that switch layers or send modifiers when held, but send regular keycodes when tapped. This page documents the functions that are available to you.
## 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](https://github.com/qmk/qmk_firmware/blob/master/docs/feature_tap_dance.md#example-5-using-tap-dance-for-advanced-mod-tap-and-layer-tap-keys) can be used to accomplish this.
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
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.
|Key |Aliases |Description |
|----------|-------------------------------|----------------------------------------------------|
|`LCTL(kc)`|`C(kc)` |Hold Left Control and press `kc` |
|`LSFT(kc)`|`S(kc)` |Hold Left Shift and press `kc` |
|`LALT(kc)`|`A(kc)` |Hold Left Alt and press `kc` |
|`LGUI(kc)`|`G(kc)`, `LCMD(kc)`, `LWIN(kc)`|Hold Left GUI and press `kc` |
|`RCTL(kc)`| |Hold Right Control and press `kc` |
|`RSFT(kc)`| |Hold Right Shift and press `kc` |
|`RALT(kc)`|`ALGR(kc)` |Hold Right Alt and press `kc` |
|`RGUI(kc)`|`RCMD(kc)`, `LWIN(kc)` |Hold Right GUI and press `kc` |
|`SGUI(kc)`|`SCMD(kc)`, `SWIN(kc)` |Hold Left Shift and GUI and press `kc` |
|`LCA(kc)` | |Hold Left Control and Alt and press `kc` |
|`LCAG(kc)`| |Hold Left Control, Alt and GUI and press `kc` |
|`MEH(kc)` | |Hold Left Control, Shift and Alt and press `kc` |
|`HYPR(kc)`| |Hold Left Control, Shift, Alt and GUI and press `kc`|
You can also chain them, for example `LCTL(LALT(KC_DEL))` makes a key that sends Control+Alt+Delete with a single keypress.
# Mod-Tap
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.
The modifiers this keycode and `OSM()` accept are prefixed with `MOD_`, not `KC_`:
|Modifier |Description |
|----------|----------------------------------------|
|`MOD_LCTL`|Left Control |
|`MOD_LSFT`|Left Shift |
|`MOD_LALT`|Left Alt |
|`MOD_LGUI`|Left GUI (Windows/Command/Meta key) |
|`MOD_RCTL`|Right Control |
|`MOD_RSFT`|Right Shift |
|`MOD_RALT`|Right Alt (AltGr) |
|`MOD_RGUI`|Right GUI (Windows/Command/Meta key) |
|`MOD_HYPR`|Hyper (Left Control, Shift, Alt and GUI)|
|`MOD_MEH` |Meh (Left Control, Shift, and Alt) |
You can combine these by ORing them together like so:
```c
MT(MOD_LCTL | MOD_LSFT, KC_ESC)
```
This key would activate Left Control and Left Shift when held, and send Escape when tapped.
For convenience, QMK includes some Mod-Tap shortcuts to make common combinations more compact in your keymap:
|Key |Aliases |Description |
|------------|-----------------------------------------------------------------|-------------------------------------------------------|
|`LCTL_T(kc)`|`CTL_T(kc)` |Left Control when held, `kc` when tapped |
|`LSFT_T(kc)`|`SFT_T(kc)` |Left Shift when held, `kc` when tapped |
|`LALT_T(kc)`|`ALT_T(kc)` |Left Alt when held, `kc` when tapped |
|`LGUI_T(kc)`|`LCMD_T(kc)`, `LWIN_T(kc)`, `GUI_T(kc)`, `CMD_T(kc)`, `WIN_T(kc)`|Left GUI when held, `kc` when tapped |
|`RCTL_T(kc)`| |Right Control when held, `kc` when tapped |
|`RSFT_T(kc)`| |Right Shift when held, `kc` when tapped |
|`RALT_T(kc)`|`ALGR_T(kc)` |Right Alt when held, `kc` when tapped |
|`RGUI_T(kc)`|`RCMD_T(kc)`, `RWIN_T(kc)` |Right GUI when held, `kc` when tapped |
|`SGUI_T(kc)`|`SCMD_T(kc)`, `SWIN_T(kc)` |Left Shift and GUI when held, `kc` when tapped |
|`LCA_T(kc)` | |Left Control and Alt when held, `kc` when tapped |
|`LCAG_T(kc)`| |Left Control, Alt and GUI when held, `kc` when tapped |
|`RCAG_T(kc)`| |Right Control, Alt and GUI when held, `kc` when tapped |
|`C_S_T(kc)` | |Left Control and Shift when held, `kc` when tapped |
|`MEH_T(kc)` | |Left Control, Shift and Alt when held, `kc` when tapped|
|`HYPR_T(kc)`|`ALL_T(kc)` |Left Control, Shift, Alt and GUI when held, `kc` when tapped - more info [here](http://brettterpstra.com/2012/12/08/a-useful-caps-lock-key/)|
## Caveats
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 `set_oneshot_layer(ONESHOT_PRESSED)` on key up. If you want to cancel the oneshot, call `reset_oneshot_layer()`.
For one shot mods, you need to call `set_oneshot_mods(MOD)` to set it, or `clear_oneshot_mods()` to cancel it.
!> If you're having issues with OSM translating over Remote Desktop Connection, this can be fixed by opening the settings, going to the "Local Resources" tap, and in the keyboard section, change the drop down to "On this Computer". This will fix the issue and allow OSM to function properly over Remote Desktop.
## Callbacks
When you'd like to perform custom logic when pressing a one shot key, there are several callbacks you can choose to implement. You could indicate changes in one shot keys by flashing an LED or making a sound, for example.
There is a callback for `OSM(mod)`. It is called whenever the state of any one shot modifier key is changed: when it toggles on, but also when it is toggled off. You can use it like this:
```c
void oneshot_mods_changed_user(uint8_t mods) {
if (mods & MOD_MASK_SHIFT) {
println("Oneshot mods SHIFT");
}
if (mods & MOD_MASK_CTRL) {
println("Oneshot mods CTRL");
}
if (mods & MOD_MASK_ALT) {
println("Oneshot mods ALT");
}
if (mods & MOD_MASK_GUI) {
println("Oneshot mods GUI");
}
if (!mods) {
println("Oneshot mods off");
}
}
```
The `mods` argument contains the active mods after the change, so it reflects the current state.
When you use One Shot Tap Toggle (by adding `#define ONESHOT_TAP_TOGGLE 2` in your `config.h` file), you may lock a modifier key by pressing it the specified amount of times. There's a callback for that, too:
```c
void oneshot_locked_mods_changed_user(uint8_t mods) {
if (mods & MOD_MASK_SHIFT) {
println("Oneshot locked mods SHIFT");
}
if (mods & MOD_MASK_CTRL) {
println("Oneshot locked mods CTRL");
}
if (mods & MOD_MASK_ALT) {
println("Oneshot locked mods ALT");
}
if (mods & MOD_MASK_GUI) {
println("Oneshot locked mods GUI");
}
if (!mods) {
println("Oneshot locked mods off");
}
}
```
Last, there is also a callback for the `OSL(layer)` one shot key:
```c
void oneshot_layer_changed_user(uint8_t layer) {
if (layer == 1) {
println("Oneshot layer 1 on");
}
if (!layer) {
println("Oneshot layer off");
}
}
```
If any one shot layer is switched off, `layer` will be zero. When you're looking to do something on any layer change instead of one shot layer changes, `layer_state_set_user` is a better callback to use.
If you are making your own keyboard, there are also `_kb` equivalent functions:
```c
void oneshot_locked_mods_changed_kb(uint8_t mods);
void oneshot_mods_changed_kb(uint8_t mods);
void oneshot_layer_changed_kb(uint8_t layer);
```
As with any callback, be sure to call the `_user` variant to allow for further customizability.
# Tap-Hold Configuration Options
While Tap-Hold options are fantastic, they are not without their issues. We have tried to configure them with reasonal defaults, but that may still cause issues for some people.
These options let you modify the behavior of the Tap-Hold keys.
## 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`.
## Tapping Force Hold
To enable `tapping force hold`, add the following to your `config.h`:
```c
#define TAPPING_FORCE_HOLD
```
When the user holds a key after tap, this repeats the tapped key rather to hold a modifier key. This allows to use auto repeat for the tapped key.
Example:
- SFT_T(KC_A) Down
- SFT_T(KC_A) Up
- SFT_T(KC_A) Down
- wait more than tapping term...
- SFT_T(KC_A) Up
With default settings, `a` will be sent on the first release, then `a` will be sent on the second press allowing the computer to trigger its auto repeat function.
With `TAPPING_FORCE_HOLD`, the second press will be interpreted as a Shift, allowing to use it as a modifier shortly after having used it as a tap.
!> `TAPPING_FORCE_HOLD` will break anything that uses tapping toggles (Such as the `TT` layer keycode, and the One Shot Tapping Toggle).
## Retro Tapping
To enable `retro tapping`, add the following to your `config.h`:
```c
#define RETRO_TAPPING
```
Holding and releasing a dual function key without pressing another key will result in nothing happening. With retro tapping enabled, releasing the key without pressing another will send the original keycode even if it is outside the tapping term.
For instance, holding and releasing `LT(2, KC_SPACE)` without hitting another key will result in nothing happening. With this enabled, it will send `KC_SPACE` instead.

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@@ -1,323 +0,0 @@
# Audio
Your keyboard can make sounds! If you've got a Planck, Preonic, or basically any AVR keyboard that allows access to certain PWM-capable pins, you can hook up a simple speaker and make it beep. You can use those beeps to indicate layer transitions, modifiers, special keys, or just to play some funky 8bit tunes.
Up to two simultaneous audio voices are supported, one driven by timer 1 and another driven by timer 3. The following pins can be defined as audio outputs in config.h:
Timer 1:
`#define B5_AUDIO`
`#define B6_AUDIO`
`#define B7_AUDIO`
Timer 3:
`#define C4_AUDIO`
`#define C5_AUDIO`
`#define C6_AUDIO`
If you add `AUDIO_ENABLE = yes` to your `rules.mk`, there's a couple different sounds that will automatically be enabled without any other configuration:
```
STARTUP_SONG // plays when the keyboard starts up (audio.c)
GOODBYE_SONG // plays when you press the RESET key (quantum.c)
AG_NORM_SONG // plays when you press AG_NORM (quantum.c)
AG_SWAP_SONG // plays when you press AG_SWAP (quantum.c)
CG_NORM_SONG // plays when you press CG_NORM (quantum.c)
CG_SWAP_SONG // plays when you press CG_SWAP (quantum.c)
MUSIC_ON_SONG // plays when music mode is activated (process_music.c)
MUSIC_OFF_SONG // plays when music mode is deactivated (process_music.c)
CHROMATIC_SONG // plays when the chromatic music mode is selected (process_music.c)
GUITAR_SONG // plays when the guitar music mode is selected (process_music.c)
VIOLIN_SONG // plays when the violin music mode is selected (process_music.c)
MAJOR_SONG // plays when the major music mode is selected (process_music.c)
```
You can override the default songs by doing something like this in your `config.h`:
```c
#ifdef AUDIO_ENABLE
#define STARTUP_SONG SONG(STARTUP_SOUND)
#endif
```
A full list of sounds can be found in [quantum/audio/song_list.h](https://github.com/qmk/qmk_firmware/blob/master/quantum/audio/song_list.h) - feel free to add your own to this list! All available notes can be seen in [quantum/audio/musical_notes.h](https://github.com/qmk/qmk_firmware/blob/master/quantum/audio/musical_notes.h).
To play a custom sound at a particular time, you can define a song like this (near the top of the file):
```c
float my_song[][2] = SONG(QWERTY_SOUND);
```
And then play your song like this:
```c
PLAY_SONG(my_song);
```
Alternatively, you can play it in a loop like this:
```c
PLAY_LOOP(my_song);
```
It's advised that you wrap all audio features in `#ifdef AUDIO_ENABLE` / `#endif` to avoid causing problems when audio isn't built into the keyboard.
The available keycodes for audio are:
* `AU_ON` - Turn Audio Feature on
* `AU_OFF` - Turn Audio Feature off
* `AU_TOG` - Toggle Audio Feature state
!> These keycodes turn all of the audio functionality on and off. Turning it off means that audio feedback, audio clicky, music mode, etc. are disabled, completely.
## ARM Audio Volume
For ARM devices, you can adjust the DAC sample values. If your board is too loud for you or your coworkers, you can set the max using `DAC_SAMPLE_MAX` in your `config.h`:
```c
#define DAC_SAMPLE_MAX 65535U
```
## Music Mode
The music mode maps your columns to a chromatic scale, and your rows to octaves. This works best with ortholinear keyboards, but can be made to work with others. All keycodes less than `0xFF` get blocked, so you won't type while playing notes - if you have special keys/mods, those will still work. A work-around for this is to jump to a different layer with KC_NOs before (or after) enabling music mode.
Recording is experimental due to some memory issues - if you experience some weird behavior, unplugging/replugging your keyboard will fix things.
Keycodes available:
* `MU_ON` - Turn music mode on
* `MU_OFF` - Turn music mode off
* `MU_TOG` - Toggle music mode
* `MU_MOD` - Cycle through the music modes:
* `CHROMATIC_MODE` - Chromatic scale, row changes the octave
* `GUITAR_MODE` - Chromatic scale, but the row changes the string (+5 st)
* `VIOLIN_MODE` - Chromatic scale, but the row changes the string (+7 st)
* `MAJOR_MODE` - Major scale
In music mode, the following keycodes work differently, and don't pass through:
* `LCTL` - start a recording
* `LALT` - stop recording/stop playing
* `LGUI` - play recording
* `KC_UP` - speed-up playback
* `KC_DOWN` - slow-down playback
The pitch standard (`PITCH_STANDARD_A`) is 440.0f by default - to change this, add something like this to your `config.h`:
#define PITCH_STANDARD_A 432.0f
You can completely disable Music Mode as well. This is useful, if you're pressed for space on your controller. To disable it, add this to your `config.h`:
#define NO_MUSIC_MODE
### Music Mask
By default, `MUSIC_MASK` is set to `keycode < 0xFF` which means keycodes less than `0xFF` are turned into notes, and don't output anything. You can change this by defining this in your `config.h` like this:
#define MUSIC_MASK keycode != KC_NO
Which will capture all keycodes - be careful, this will get you stuck in music mode until you restart your keyboard!
For a more advanced way to control which keycodes should still be processed, you can use `music_mask_kb(keycode)` in `<keyboard>.c` and `music_mask_user(keycode)` in your `keymap.c`:
bool music_mask_user(uint16_t keycode) {
switch (keycode) {
case RAISE:
case LOWER:
return false;
default:
return true;
}
}
Things that return false are not part of the mask, and are always processed.
### Music Map
By default, the Music Mode uses the columns and row to determine the scale for the keys. For a board that uses a rectangular matrix that matches the keyboard layout, this is just fine. However, for boards that use a more complicated matrix (such as the Planck Rev6, or many split keyboards) this would result in a very skewed experience.
However, the Music Map option allows you to remap the scaling for the music mode, so it fits the layout, and is more natural.
To enable this feature, add `#define MUSIC_MAP` to your `config.h` file, and then you will want to add a `uint8_t music_map` to your keyboard's `c` file, or your `keymap.c`.
```c
const uint8_t music_map[MATRIX_ROWS][MATRIX_COLS] = LAYOUT_ortho_4x12(
36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47,
24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35,
12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23,
0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11
);
```
You will want to use whichever `LAYOUT` macro that your keyboard uses here. This maps it to the correct key location. Start in the bottom left of the keyboard layout, and move to the right, and then upwards. Fill in all the entries until you have a complete matrix.
You can look at the [Planck Keyboard](https://github.com/qmk/qmk_firmware/blob/e9ace1487887c1f8b4a7e8e6d87c322988bec9ce/keyboards/planck/planck.c#L24-L29) as an example of how to implement this.
## Audio Click
This adds a click sound each time you hit a button, to simulate click sounds from the keyboard. And the sounds are slightly different for each keypress, so it doesn't sound like a single long note, if you type rapidly.
* `CK_TOGG` - Toggles the status (will play sound if enabled)
* `CK_ON` - Turns on Audio Click (plays sound)
* `CK_OFF` - Turns off Audio Click (doesn't play sound)
* `CK_RST` - Resets the frequency to the default state (plays sound at default frequency)
* `CK_UP` - Increases the frequency of the clicks (plays sound at new frequency)
* `CK_DOWN` - Decreases the frequency of the clicks (plays sound at new frequency)
The feature is disabled by default, to save space. To enable it, add this to your `config.h`:
#define AUDIO_CLICKY
You can configure the default, min and max frequencies, the stepping and built in randomness by defining these values:
| Option | Default Value | Description |
|--------|---------------|-------------|
| `AUDIO_CLICKY_FREQ_DEFAULT` | 440.0f | Sets the default/starting audio frequency for the clicky sounds. |
| `AUDIO_CLICKY_FREQ_MIN` | 65.0f | Sets the lowest frequency (under 60f are a bit buggy). |
| `AUDIO_CLICKY_FREQ_MAX` | 1500.0f | Sets the the highest frequency. Too high may result in coworkers attacking you. |
| `AUDIO_CLICKY_FREQ_FACTOR` | 1.18921f| Sets the stepping of UP/DOWN key codes. This is a multiplicative factor. The default steps the frequency up/down by a musical minor third. |
| `AUDIO_CLICKY_FREQ_RANDOMNESS` | 0.05f | Sets a factor of randomness for the clicks, Setting this to `0f` will make each click identical, and `1.0f` will make this sound much like the 90's computer screen scrolling/typing effect. |
| `AUDIO_CLICKY_DELAY_DURATION` | 1 | An integer note duration where 1 is 1/16th of the tempo, or a sixty-fourth note (see `quantum/audio/musical_notes.h` for implementation details). The main clicky effect will be delayed by this duration. Adjusting this to values around 6-12 will help compensate for loud switches. |
## MIDI Functionality
This is still a WIP, but check out `quantum/process_keycode/process_midi.c` to see what's happening. Enable from the Makefile.
## Audio Keycodes
|Key |Aliases |Description |
|----------------|---------|----------------------------------|
|`AU_ON` | |Audio mode on |
|`AU_OFF` | |Audio mode off |
|`AU_TOG` | |Toggles Audio mode |
|`CLICKY_TOGGLE` |`CK_TOGG`|Toggles Audio clicky mode |
|`CLICKY_UP` |`CK_UP` |Increases frequency of the clicks |
|`CLICKY_DOWN` |`CK_DOWN`|Decreases frequency of the clicks |
|`CLICKY_RESET` |`CK_RST` |Resets frequency to default |
|`MU_ON` | |Turns on Music Mode |
|`MU_OFF` | |Turns off Music Mode |
|`MU_TOG` | |Toggles Music Mode |
|`MU_MOD` | |Cycles through the music modes |
<!-- FIXME: this formatting needs work
## Audio
```c
#ifdef AUDIO_ENABLE
AU_ON,
AU_OFF,
AU_TOG,
#ifdef FAUXCLICKY_ENABLE
FC_ON,
FC_OFF,
FC_TOG,
#endif
// Music mode on/off/toggle
MU_ON,
MU_OFF,
MU_TOG,
// Music voice iterate
MUV_IN,
MUV_DE,
#endif
```
### Midi
#if !MIDI_ENABLE_STRICT || (defined(MIDI_ENABLE) && defined(MIDI_BASIC))
MI_ON, // send midi notes when music mode is enabled
MI_OFF, // don't send midi notes when music mode is enabled
#endif
MIDI_TONE_MIN,
MIDI_TONE_MAX
MI_C = MIDI_TONE_MIN,
MI_Cs,
MI_Db = MI_Cs,
MI_D,
MI_Ds,
MI_Eb = MI_Ds,
MI_E,
MI_F,
MI_Fs,
MI_Gb = MI_Fs,
MI_G,
MI_Gs,
MI_Ab = MI_Gs,
MI_A,
MI_As,
MI_Bb = MI_As,
MI_B,
MIDI_TONE_KEYCODE_OCTAVES > 1
where x = 1-5:
MI_C_x,
MI_Cs_x,
MI_Db_x = MI_Cs_x,
MI_D_x,
MI_Ds_x,
MI_Eb_x = MI_Ds_x,
MI_E_x,
MI_F_x,
MI_Fs_x,
MI_Gb_x = MI_Fs_x,
MI_G_x,
MI_Gs_x,
MI_Ab_x = MI_Gs_x,
MI_A_x,
MI_As_x,
MI_Bb_x = MI_As_x,
MI_B_x,
MI_OCT_Nx 1-2
MI_OCT_x 0-7
MIDI_OCTAVE_MIN = MI_OCT_N2,
MIDI_OCTAVE_MAX = MI_OCT_7,
MI_OCTD, // octave down
MI_OCTU, // octave up
MI_TRNS_Nx 1-6
MI_TRNS_x 0-6
MIDI_TRANSPOSE_MIN = MI_TRNS_N6,
MIDI_TRANSPOSE_MAX = MI_TRNS_6,
MI_TRNSD, // transpose down
MI_TRNSU, // transpose up
MI_VEL_x 1-10
MIDI_VELOCITY_MIN = MI_VEL_1,
MIDI_VELOCITY_MAX = MI_VEL_9,
MI_VELD, // velocity down
MI_VELU, // velocity up
MI_CHx 1-16
MIDI_CHANNEL_MIN = MI_CH1
MIDI_CHANNEL_MAX = MI_CH16,
MI_CHD, // previous channel
MI_CHU, // next channel
MI_ALLOFF, // all notes off
MI_SUS, // sustain
MI_PORT, // portamento
MI_SOST, // sostenuto
MI_SOFT, // soft pedal
MI_LEG, // legato
MI_MOD, // modulation
MI_MODSD, // decrease modulation speed
MI_MODSU, // increase modulation speed
#endif // MIDI_ADVANCED
-->

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@@ -1,167 +0,0 @@
# Auto Shift: Why Do We Need a Shift Key?
Tap a key and you get its character. Tap a key, but hold it *slightly* longer
and you get its shifted state. Voilà! No shift key needed!
## Why Auto Shift?
Many people suffer from various forms of RSI. A common cause is stretching your
fingers repetitively long distances. For us on the keyboard, the pinky does that
all too often when reaching for the shift key. Auto Shift looks to alleviate that
problem.
## How Does It Work?
When you tap a key, it stays depressed for a short period of time before it is
then released. This depressed time is a different length for everyone. Auto Shift
defines a constant `AUTO_SHIFT_TIMEOUT` which is typically set to twice your
normal pressed state time. When you press a key, a timer starts and then stops
when you release the key. If the time depressed is greater than or equal to the
`AUTO_SHIFT_TIMEOUT`, then a shifted version of the key is emitted. If the time
is less than the `AUTO_SHIFT_TIMEOUT` time, then the normal state is emitted.
## Are There Limitations to Auto Shift?
Yes, unfortunately.
1. Key repeat will cease to work. For example, before if you wanted 20 'a'
characters, you could press and hold the 'a' key for a second or two. This no
longer works with Auto Shift because it is timing your depressed time instead
of emitting a depressed key state to your operating system.
2. You will have characters that are shifted when you did not intend on shifting, and
other characters you wanted shifted, but were not. This simply comes down to
practice. As we get in a hurry, we think we have hit the key long enough
for a shifted version, but we did not. On the other hand, we may think we are
tapping the keys, but really we have held it for a little longer than
anticipated.
## How Do I Enable Auto Shift?
Add to your `rules.mk` in the keymap folder:
AUTO_SHIFT_ENABLE = yes
If no `rules.mk` exists, you can create one.
Then compile and install your new firmware with Auto Key enabled! That's it!
## Modifiers
By default, Auto Shift is disabled for any key press that is accompanied by one or more
modifiers. Thus, Ctrl+A that you hold for a really long time is not the same
as Ctrl+Shift+A.
You can re-enable Auto Shift for modifiers by adding another rule to your `rules.mk`
AUTO_SHIFT_MODIFIERS = yes
In which case, Ctrl+A held past the `AUTO_SHIFT_TIMEOUT` will be sent as Ctrl+Shift+A
## Configuring Auto Shift
If desired, there is some configuration that can be done to change the
behavior of Auto Shift. This is done by setting various variables the
`config.h` file located in your keymap folder. If no `config.h` file exists, you can create one.
A sample is
#ifndef CONFIG_USER_H
#define CONFIG_USER_H
#include "../../config.h"
#define AUTO_SHIFT_TIMEOUT 150
#define NO_AUTO_SHIFT_SPECIAL
#endif
### AUTO_SHIFT_TIMEOUT (Value in ms)
This controls how long you have to hold a key before you get the shifted state.
Obviously, this is different for everyone. For the common person, a setting of
135 to 150 works great. However, one should start with a value of at least 175, which
is the default value. Then work down from there. The idea is to have the shortest time required to get the shifted state without having false positives.
Play with this value until things are perfect. Many find that all will work well
at a given value, but one or two keys will still emit the shifted state on
occasion. This is simply due to habit and holding some keys a little longer
than others. Once you find this value, work on tapping your problem keys a little
quicker than normal and you will be set.
?> Auto Shift has three special keys that can help you get this value right very quick. See "Auto Shift Setup" for more details!
### NO_AUTO_SHIFT_SPECIAL (simple define)
Do not Auto Shift special keys, which include -\_, =+, [{, ]}, ;:, '", ,<, .>,
and /?
### NO_AUTO_SHIFT_NUMERIC (simple define)
Do not Auto Shift numeric keys, zero through nine.
### NO_AUTO_SHIFT_ALPHA (simple define)
Do not Auto Shift alpha characters, which include A through Z.
## Using Auto Shift Setup
This will enable you to define three keys temporarily to increase, decrease and report your `AUTO_SHIFT_TIMEOUT`.
### Setup
Map three keys temporarily in your keymap:
| Key Name | Description |
|----------|-----------------------------------------------------|
| KC_ASDN | Lower the Auto Shift timeout variable (down) |
| KC_ASUP | Raise the Auto Shift timeout variable (up) |
| KC_ASRP | Report your current Auto Shift timeout value |
| KC_ASON | Turns on the Auto Shift Function |
| KC_ASOFF | Turns off the Auto Shift Function |
| KC_ASTG | Toggles the state of the Auto Shift feature |
Compile and upload your new firmware.
### Use
It is important to note that during these tests, you should be typing
completely normal and with no intention of shifted keys.
1. Type multiple sentences of alphabetical letters.
2. Observe any upper case letters.
3. If there are none, press the key you have mapped to `KC_ASDN` to decrease
time Auto Shift timeout value and go back to step 1.
4. If there are some upper case letters, decide if you need to work on tapping
those keys with less down time, or if you need to increase the timeout.
5. If you decide to increase the timeout, press the key you have mapped to
`KC_ASUP` and go back to step 1.
6. Once you are happy with your results, press the key you have mapped to
`KC_ASRP`. The keyboard will type by itself the value of your
`AUTO_SHIFT_TIMEOUT`.
7. Update `AUTO_SHIFT_TIMEOUT` in your `config.h` with the value reported.
8. Remove `AUTO_SHIFT_SETUP` from your `config.h`.
9. Remove the key bindings `KC_ASDN`, `KC_ASUP` and `KC_ASRP`.
10. Compile and upload your new firmware.
#### An Example Run
hello world. my name is john doe. i am a computer programmer playing with
keyboards right now.
[PRESS KC_ASDN quite a few times]
heLLo woRLd. mY nAMe is JOHn dOE. i AM A compUTeR proGRaMMER PlAYiNG witH
KEYboArDS RiGHT NOw.
[PRESS KC_ASUP a few times]
hello world. my name is john Doe. i am a computer programmer playing with
keyboarDs right now.
[PRESS KC_ASRP]
115
The keyboard typed `115` which represents your current `AUTO_SHIFT_TIMEOUT`
value. You are now set! Practice on the *D* key a little bit that showed up
in the testing and you'll be golden.

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@@ -1,135 +0,0 @@
# Backlighting
Many keyboards support backlit keys by way of individual LEDs placed through or underneath the keyswitches. QMK is able to control the brightness of these LEDs by switching them on and off rapidly in a certain ratio, a technique known as *Pulse Width Modulation*, or PWM. By altering the duty cycle of the PWM signal, it creates the illusion of dimming.
The MCU can only supply so much current to its GPIO pins. Instead of powering the backlight directly from the MCU, the backlight pin is connected to a transistor or MOSFET that switches the power to the LEDs.
## Usage
Most keyboards have backlighting enabled by default if they support it, but if it is not working for you, check that your `rules.mk` includes the following:
```make
BACKLIGHT_ENABLE = yes
```
You should then be able to use the keycodes below to change the backlight level.
## Keycodes
|Key |Description |
|---------|------------------------------------------|
|`BL_TOGG`|Turn the backlight on or off |
|`BL_STEP`|Cycle through backlight levels |
|`BL_ON` |Set the backlight to max brightness |
|`BL_OFF` |Turn the backlight off |
|`BL_INC` |Increase the backlight level |
|`BL_DEC` |Decrease the backlight level |
|`BL_BRTG`|Toggle backlight breathing |
## Caveats
This feature is distinct from both the [RGB underglow](feature_rgblight.md) and [RGB matrix](feature_rgb_matrix.md) features as it usually allows for only a single colour per switch, though you can obviously use multiple different coloured LEDs on a keyboard.
Hardware PWM is supported according to the following table:
|Backlight Pin|AT90USB64/128|ATmega16/32U4|ATmega16/32U2|ATmega32A|ATmega328P|
|-------------|-------------|-------------|-------------|---------|----------|
|`B1` | | | | |Timer 1 |
|`B2` | | | | |Timer 1 |
|`B5` |Timer 1 |Timer 1 | | | |
|`B6` |Timer 1 |Timer 1 | | | |
|`B7` |Timer 1 |Timer 1 |Timer 1 | | |
|`C4` |Timer 3 | | | | |
|`C5` |Timer 3 | |Timer 1 | | |
|`C6` |Timer 3 |Timer 3 |Timer 1 | | |
|`D4` | | | |Timer 1 | |
|`D5` | | | |Timer 1 | |
All other pins will use software PWM. If the [Audio](feature_audio.md) feature is disabled or only using one timer, the backlight PWM can be triggered by a hardware timer:
|Audio Pin|Audio Timer|Software PWM Timer|
|---------|-----------|------------------|
|`C4` |Timer 3 |Timer 1 |
|`C5` |Timer 3 |Timer 1 |
|`C6` |Timer 3 |Timer 1 |
|`B5` |Timer 1 |Timer 3 |
|`B6` |Timer 1 |Timer 3 |
|`B7` |Timer 1 |Timer 3 |
When both timers are in use for Audio, the backlight PWM will not use a hardware timer, but will instead be triggered during the matrix scan. In this case, breathing is not supported, and the backlight might flicker, because the PWM computation may not be called with enough timing precision.
## Configuration
To change the behaviour of the backlighting, `#define` these in your `config.h`:
|Define |Default |Description |
|---------------------|-------------|-------------------------------------------------------------------------------------------------------------|
|`BACKLIGHT_PIN` |`B7` |The pin that controls the LEDs. Unless you are designing your own keyboard, you shouldn't need to change this|
|`BACKLIGHT_PINS` |*Not defined*|experimental: see below for more information |
|`BACKLIGHT_LEVELS` |`3` |The number of brightness levels (maximum 31 excluding off) |
|`BACKLIGHT_CAPS_LOCK`|*Not defined*|Enable Caps Lock indicator using backlight (for keyboards without dedicated LED) |
|`BACKLIGHT_BREATHING`|*Not defined*|Enable backlight breathing, if supported |
|`BREATHING_PERIOD` |`6` |The length of one backlight "breath" in seconds |
|`BACKLIGHT_ON_STATE` |`0` |The state of the backlight pin when the backlight is "on" - `1` for high, `0` for low |
## Backlight On State
Most backlight circuits are driven by an N-channel MOSFET or NPN transistor. This means that to turn the transistor *on* and light the LEDs, you must drive the backlight pin, connected to the gate or base, *high*.
Sometimes, however, a P-channel MOSFET, or a PNP transistor is used. In this case, when the transistor is on, the pin is driven *low* instead.
This functionality is configured at the keyboard level with the `BACKLIGHT_ON_STATE` define.
## Multiple backlight pins
Most keyboards have only one backlight pin which control all backlight LEDs (especially if the backlight is connected to an hardware PWM pin).
In software PWM, it is possible to define multiple backlight pins. All those pins will be turned on and off at the same time during the PWM duty cycle.
This feature allows to set for instance the Caps Lock LED (or any other controllable LED) brightness at the same level as the other LEDs of the backlight. This is useful if you have mapped LCTRL in place of Caps Lock and you need the Caps Lock LED to be part of the backlight instead of being activated when Caps Lock is on.
To activate multiple backlight pins, you need to add something like this to your user `config.h`:
~~~c
#define BACKLIGHT_LED_COUNT 2
#undef BACKLIGHT_PIN
#define BACKLIGHT_PINS { F5, B2 }
~~~
## Hardware PWM Implementation
When using the supported pins for backlighting, QMK will use a hardware timer configured to output a PWM signal. This timer will count up to `ICRx` (by default `0xFFFF`) before resetting to 0.
The desired brightness is calculated and stored in the `OCRxx` register. When the counter reaches this value, the backlight pin will go low, and is pulled high again when the counter resets.
In this way `OCRxx` essentially controls the duty cycle of the LEDs, and thus the brightness, where `0x0000` is completely off and `0xFFFF` is completely on.
The breathing effect is achieved by registering an interrupt handler for `TIMER1_OVF_vect` that is called whenever the counter resets, roughly 244 times per second.
In this handler, the value of an incrementing counter is mapped onto a precomputed brightness curve. To turn off breathing, the interrupt handler is simply disabled, and the brightness reset to the level stored in EEPROM.
## Software PWM Implementation
When `BACKLIGHT_PIN` is not set to a hardware backlight pin, QMK will use a hardware timer configured to trigger software interrupts. This time will count up to `ICRx` (by default `0xFFFF`) before resetting to 0.
When resetting to 0, the CPU will fire an OVF (overflow) interrupt that will turn the LEDs on, starting the duty cycle.
The desired brightness is calculated and stored in the `OCRxx` register. When the counter reaches this value, the CPU will fire a Compare Output match interrupt, which will turn the LEDs off.
In this way `OCRxx` essentially controls the duty cycle of the LEDs, and thus the brightness, where `0x0000` is completely off and `0xFFFF` is completely on.
The breathing effect is the same as in the hardware PWM implementation.
## Backlight Functions
|Function |Description |
|----------|-----------------------------------------------------------|
|`backlight_toggle()` |Turn the backlight on or off |
|`backlight_enable()` |Turn the backlight on |
|`backlight_disable()` |Turn the backlight off |
|`backlight_step()` |Cycle through backlight levels |
|`backlight_increase()` |Increase the backlight level |
|`backlight_decrease()` |Decrease the backlight level |
|`backlight_level(x)` |Sets the backlight level, from 0 to |
| |`BACKLIGHT_LEVELS` |
|`get_backlight_level()` |Return the current backlight level |
|`is_backlight_enabled()`|Return whether the backlight is currently on |
### Backlight Breathing Functions
|Function |Description |
|----------|----------------------------------------------------------|
|`breathing_toggle()` |Turn the backlight breathing on or off |
|`breathing_enable()` |Turns on backlight breathing |
|`breathing_disable()` |Turns off backlight breathing |

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@@ -1,47 +0,0 @@
# Bluetooth
## Bluetooth Known Supported Hardware
Currently Bluetooth support is limited to AVR based chips. For Bluetooth 2.1 Qmk has support for RN-42 HID Firmware and Bluefruit EZ Key the later of which is not produced anymore. For more recent BLE protocols currently only the Adafruit Bluefruit SPI friend is directly supported. BLE is needed to connect to iOS devices. Note iOS does not support Mouse Input.
|Board |Bluetooth Protocol |Connection Type |Rules.mk |Bluetooth Chip|
|----------------------------------------------------------------|----------------------------|----------------|---------------------------|--------------|
|[Adafruit EzKey HID]("https://www.adafruit.com/product/1535") |Bluetooth Classic | UART | BLUETOOTH = AdafruitEZKey | |
|Rover Networks RN-42 (Sparkfun Bluesmirf) |Bluetooth Classic | UART | BLUETOOTH = RN42 | RN-42 |
|[Bluefruit LE SPI Friend](https://www.adafruit.com/product/2633)|Bluetooth Low Energy | SPI | BLUETOOTH = AdafruitBLE | nRF5182 |
Not Supported Yet but possible:
* [Bluefruit LE UART Friend](https://www.adafruit.com/product/2479). [Possible tmk implementation found in](https://github.com/tmk/tmk_keyboard/issues/514)
* HC-05 boards flashed with RN-42 firmware. They apparently both use the CSR BC417 Chip. Flashing it with RN-42 firmware gives it HID capability.
* [Sparkfun Bluetooth mate](https://www.sparkfun.com/products/14839)
* HM-13 based boards
### Adafruit BLE SPI Friend
Currently The only bluetooth chipset supported by QMK is the Adafruit Bluefruit SPI Friend. It's a Nordic nRF5182 based chip running Adafruit's custom firmware. Data is transmitted via Adafruit's SDEP over Hardware SPI. The [Feather 32u4 Bluefruit LE](https://www.adafruit.com/product/2829) is supported as it's an AVR mcu connected via SPI to the Nordic BLE chip with Adafruit firmware. If Building a custom board with the SPI friend it would be easiest to just use the pin selection that the 32u4 feather uses but you can change the pins in the config.h options with the following defines:
* #define AdafruitBleResetPin D4
* #define AdafruitBleCSPin B4
* #define AdafruitBleIRQPin E6
A Bluefruit UART friend can be converted to an SPI friend, however this [requires](https://github.com/qmk/qmk_firmware/issues/2274) some reflashing and soldering directly to the MDBT40 chip.
## Adafruit EZ-Key hid
This requires [some hardware changes](https://www.reddit.com/r/MechanicalKeyboards/comments/3psx0q/the_planck_keyboard_with_bluetooth_guide_and/?ref=search_posts), but can be enabled via the Makefile. The firmware will still output characters via USB, so be aware of this when charging via a computer. It would make sense to have a switch on the Bluefruit to turn it off at will.
<!-- FIXME: Document bluetooth support more completely. -->
## Bluetooth Rules.mk Options
Use only one of these
* BLUETOOTH_ENABLE = yes (Legacy Option)
* BLUETOOTH = RN42
* BLUETOOTH = AdafruitEZKey
* BLUETOOTH = AdafruitBLE
## Bluetooth Keycodes
This is used when multiple keyboard outputs can be selected. Currently this only allows for switching between USB and Bluetooth on keyboards that support both.
|Name |Description |
|----------|----------------------------------------------|
|`OUT_AUTO`|Automatically switch between USB and Bluetooth|
|`OUT_USB` |USB only |
|`OUT_BT` |Bluetooth only |

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@@ -1,160 +0,0 @@
# Bootmagic
There are three separate but related features that allow you to change the behavior of your keyboard without reflashing. While each of them have similar functionality, it is accessed in different ways depending on how your keyboard is configured.
**Bootmagic** is a system for configuring your keyboard while it initializes. To trigger a Bootmagic command, hold down the Bootmagic key and one or more command keys.
**Bootmagic Keycodes** are prefixed with `MAGIC_`, and allow you to access the Bootmagic functionality *after* your keyboard has initialized. To use the keycodes, assign them to your keymap as you would any other keycode.
**Command**, formerly known as **Magic**, is another feature that allows you to control different aspects of your keyboard. While it shares some functionality with Bootmagic, it also allows you to do things that Bootmagic does not, such as printing version information to the console. For more information, see [Command](feature_command.md).
On some keyboards Bootmagic is disabled by default. If this is the case, it must be explicitly enabled in your `rules.mk` with:
```make
BOOTMAGIC_ENABLE = full
```
?> You may see `yes` being used in place of `full`, and this is okay. However, `yes` is deprecated, and ideally `full` (or `lite`) should be used instead.
Additionally, you can use [Bootmagic Lite](#bootmagic-lite) (a scaled down, very basic version of Bootmagic) by adding the following to your `rules.mk` file:
```make
BOOTMAGIC_ENABLE = lite
```
## Hotkeys
Hold down the Bootmagic key (Space by default) and the desired hotkey while plugging in your keyboard. For example, holding Space+`B` should cause it to enter the bootloader.
|Hotkey |Description |
|------------------|---------------------------------------------|
|Escape |Ignore Bootmagic configuration in EEPROM |
|`B` |Enter the bootloader |
|`D` |Toggle debugging over serial |
|`X` |Toggle key matrix debugging |
|`K` |Toggle keyboard debugging |
|`M` |Toggle mouse debugging |
|Backspace |Clear the EEPROM |
|Caps Lock |Toggle treating Caps Lock as Left Control |
|Left Control |Toggle swapping Caps Lock and Left Control |
|Left Alt |Toggle swapping Left Alt and Left GUI |
|Right Alt |Toggle swapping Right Alt and Right GUI |
|Left GUI |Toggle the GUI keys (useful when gaming) |
|<code>&#96;</code>|Toggle swapping <code>&#96;</code> and Escape|
|`\` |Toggle swapping `\` and Backspace |
|`N` |Toggle N-Key Rollover (NKRO) |
|`0` |Make layer 0 the default layer |
|`1` |Make layer 1 the default layer |
|`2` |Make layer 2 the default layer |
|`3` |Make layer 3 the default layer |
|`4` |Make layer 4 the default layer |
|`5` |Make layer 5 the default layer |
|`6` |Make layer 6 the default layer |
|`7` |Make layer 7 the default layer |
## Keycodes
|Keycode |Aliases |Description |
|----------------------------------|---------|------------------------------------------|
|`MAGIC_CAPSLOCK_TO_CONTROL` | |Treat Caps Lock as Left Control |
|`MAGIC_UNCAPSLOCK_TO_CONTROL` | |Stop treating Caps Lock as Left Control |
|`MAGIC_HOST_NKRO` | |Force N-Key Rollover (NKRO) on |
|`MAGIC_UNHOST_NKRO` | |Force NKRO off |
|`MAGIC_TOGGLE_NKRO` | |Turn NKRO on or off |
|`MAGIC_NO_GUI` | |Disable the GUI keys (useful when gaming) |
|`MAGIC_UNNO_GUI` | |Enable the GUI keys |
|`MAGIC_SWAP_ALT_GUI` |`AG_SWAP`|Swap Alt and GUI on both sides (for macOS)|
|`MAGIC_UNSWAP_ALT_GUI` |`AG_NORM`|Unswap Alt and GUI |
|`MAGIC_TOGGLE_ALT_GUI` |`AG_TOGG`|Toggle Alt and GUI swap |
|`MAGIC_SWAP_CTL_GUI` |`CG_SWAP`|Swap Ctrl and GUI on both sides (for macOS)|
|`MAGIC_UNSWAP_CTL_GUI` |`CG_NORM`|Unswap Ctrl and GUI |
|`MAGIC_TOGGLE_CTL_GUI` |`CG_TOGG`|Toggle Ctrl and GUI swap |
|`MAGIC_SWAP_BACKSLASH_BACKSPACE` | |Swap `\` and Backspace |
|`MAGIC_UNSWAP_BACKSLASH_BACKSPACE`| |Unswap `\` and Backspace |
|`MAGIC_SWAP_CONTROL_CAPSLOCK` | |Swap Left Control and Caps Lock |
|`MAGIC_UNSWAP_CONTROL_CAPSLOCK` | |Unswap Left Control and Caps Lock |
|`MAGIC_SWAP_GRAVE_ESC` | |Swap <code>&#96;</code> and Escape |
|`MAGIC_UNSWAP_GRAVE_ESC` | |Unswap <code>&#96;</code> and Escape |
|`MAGIC_SWAP_LALT_LGUI` | |Swap Left Alt and Left GUI |
|`MAGIC_UNSWAP_LALT_LGUI` | |Unswap Left Alt and Left GUI |
|`MAGIC_SWAP_RALT_RGUI` | |Swap Right Alt and Right GUI |
|`MAGIC_UNSWAP_RALT_RGUI` | |Unswap Right Alt and Right GUI |
|`MAGIC_SWAP_LCTL_LGUI` | |Swap Left Control and Left GUI |
|`MAGIC_UNSWAP_LCTL_LGUI` | |Unswap Left Control and Left GUI |
|`MAGIC_SWAP_RCTL_RGUI` | |Swap Right Control and Right GUI |
|`MAGIC_UNSWAP_RCTL_RGUI` | |Unswap Right Control and Right GUI |
## Configuration
If you would like to change the hotkey assignments for Bootmagic, `#define` these in your `config.h` at either the keyboard or keymap level.
|Define |Default |Description |
|----------------------------------------|-------------|---------------------------------------------------|
|`BOOTMAGIC_KEY_SALT` |`KC_SPACE` |The Bootmagic key |
|`BOOTMAGIC_KEY_SKIP` |`KC_ESC` |Ignore Bootmagic configuration in EEPROM |
|`BOOTMAGIC_KEY_EEPROM_CLEAR` |`KC_BSPACE` |Clear the EEPROM configuration |
|`BOOTMAGIC_KEY_BOOTLOADER` |`KC_B` |Enter the bootloader |
|`BOOTMAGIC_KEY_DEBUG_ENABLE` |`KC_D` |Toggle debugging over serial |
|`BOOTMAGIC_KEY_DEBUG_MATRIX` |`KC_X` |Toggle matrix debugging |
|`BOOTMAGIC_KEY_DEBUG_KEYBOARD` |`KC_K` |Toggle keyboard debugging |
|`BOOTMAGIC_KEY_DEBUG_MOUSE` |`KC_M` |Toggle mouse debugging |
|`BOOTMAGIC_KEY_SWAP_CONTROL_CAPSLOCK` |`KC_LCTRL` |Swap Left Control and Caps Lock |
|`BOOTMAGIC_KEY_CAPSLOCK_TO_CONTROL` |`KC_CAPSLOCK`|Toggle treating Caps Lock as Left Control |
|`BOOTMAGIC_KEY_SWAP_LALT_LGUI` |`KC_LALT` |Toggle swapping Left Alt and Left GUI (for macOS) |
|`BOOTMAGIC_KEY_SWAP_RALT_RGUI` |`KC_RALT` |Toggle swapping Right Alt and Right GUI (for macOS)|
|`BOOTMAGIC_KEY_NO_GUI` |`KC_LGUI` |Toggle the GUI keys (useful when gaming) |
|`BOOTMAGIC_KEY_SWAP_GRAVE_ESC` |`KC_GRAVE` |Toggle swapping <code>&#96;</code> and Escape |
|`BOOTMAGIC_KEY_SWAP_BACKSLASH_BACKSPACE`|`KC_BSLASH` |Toggle swapping `\` and Backspace |
|`BOOTMAGIC_HOST_NKRO` |`KC_N` |Toggle N-Key Rollover (NKRO) |
|`BOOTMAGIC_KEY_DEFAULT_LAYER_0` |`KC_0` |Make layer 0 the default layer |
|`BOOTMAGIC_KEY_DEFAULT_LAYER_1` |`KC_1` |Make layer 1 the default layer |
|`BOOTMAGIC_KEY_DEFAULT_LAYER_2` |`KC_2` |Make layer 2 the default layer |
|`BOOTMAGIC_KEY_DEFAULT_LAYER_3` |`KC_3` |Make layer 3 the default layer |
|`BOOTMAGIC_KEY_DEFAULT_LAYER_4` |`KC_4` |Make layer 4 the default layer |
|`BOOTMAGIC_KEY_DEFAULT_LAYER_5` |`KC_5` |Make layer 5 the default layer |
|`BOOTMAGIC_KEY_DEFAULT_LAYER_6` |`KC_6` |Make layer 6 the default layer |
|`BOOTMAGIC_KEY_DEFAULT_LAYER_7` |`KC_7` |Make layer 7 the default layer |
# Bootmagic Lite
In addition to the full blown Bootmagic feature, is the Bootmagic Lite feature that only handles jumping into the bootloader. This is great for boards that don't have a physical reset button but you need a way to jump into the bootloader, and don't want to deal with the headache that Bootmagic can cause.
To enable this version of Bootmagic, you need to enable it in your `rules.mk` with:
```make
BOOTMAGIC_ENABLE = lite
```
Additionally, you may want to specify which key to use. This is especially useful for keyboards that have unusual matrices. To do so, you need to specify the row and column of the key that you want to use. Add these entries to your `config.h` file:
```c
#define BOOTMAGIC_LITE_ROW 0
#define BOOTMAGIC_LITE_COLUMN 1
```
By default, these are set to 0 and 0, which is usually the "ESC" key on a majority of keyboards.
And to trigger the bootloader, you hold this key down when plugging the keyboard in. Just the single key.
!> Using bootmagic lite will **always reset** the EEPROM, so you will lose any settings that have been saved.
## Advanced Bootmagic Lite
The `bootmagic_lite` function is defined weakly, so that you can replace this in your code, if you need. A great example of this is the Zeal60 boards that have some additional handling needed.
To replace the function, all you need to do is add something like this to your code:
```c
void bootmagic_lite(void) {
matrix_scan();
wait_ms(DEBOUNCE * 2);
matrix_scan();
if (matrix_get_row(BOOTMAGIC_LITE_ROW) & (1 << BOOTMAGIC_LITE_COLUMN)) {
// Jump to bootloader.
bootloader_jump();
}
}
```
You can additional feature here. For instance, resetting the eeprom or requiring additional keys to be pressed to trigger bootmagic. Keep in mind that `bootmagic_lite` is called before a majority of features are initialized in the firmware.

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# Combos
The Combo feature is a chording type solution for adding custom actions. It lets you hit multiple keys at once and produce a different effect. For instance, hitting `A` and `S` within the tapping term would hit `ESC` instead, or have it perform even more complex tasks.
To enable this feature, you need to add `COMBO_ENABLE = yes` to your `rules.mk`.
Additionally, in your `config.h`, you'll need to specify the number of combos that you'll be using, by adding `#define COMBO_COUNT 1` (replacing 1 with the number that you're using).
<!-- At this time, this is necessary -->
Also, by default, the tapping term for the Combos is set to the same value as `TAPPING_TERM` (200 by default on most boards). But you can specify a different value by defining it in your `config.h`. For instance: `#define COMBO_TERM 300` would set the time out period for combos to 300ms.
Then, your `keymap.c` file, you'll need to define a sequence of keys, terminated with `COMBO_END`, and a structure to list the combination of keys, and it's resulting action.
```c
const uint16_t PROGMEM test_combo[] = {KC_A, KC_B, COMBO_END};
combo_t key_combos[COMBO_COUNT] = {COMBO(test_combo, KC_ESC)};
```
This will send "Escape" if you hit the A and B keys.
!> This method only supports [basic keycodes](keycodes_basic.md). See the examples for more control.
## Examples
If you want to add a list, then you'd use something like this:
```c
enum combos {
AB_ESC,
JK_TAB
};
const uint16_t PROGMEM ab_combo[] = {KC_A, KC_B, COMBO_END};
const uint16_t PROGMEM jk_combo[] = {KC_J, KC_K, COMBO_END};
combo_t key_combos[COMBO_COUNT] = {
[AB_ESC] = COMBO(ab_combo, KC_ESC),
[JK_TAB] = COMBO(jk_combo, KC_TAB)
};
```
For a more complicated implementation, you can use the `process_combo_event` function to add custom handling.
```c
enum combo_events {
ZC_COPY,
XV_PASTE
};
const uint16_t PROGMEM copy_combo[] = {KC_Z, KC_C, COMBO_END};
const uint16_t PROGMEM paste_combo[] = {KC_X, KC_V, COMBO_END};
combo_t key_combos[COMBO_COUNT] = {
[ZC_COPY] = COMBO_ACTION(copy_combo),
[XV_PASTE] = COMBO_ACTION(paste_combo),
};
void process_combo_event(uint8_t combo_index, bool pressed) {
switch(combo_index) {
case ZC_COPY:
if (pressed) {
tap_code16(LCTL(KC_C));
}
break;
case XV_PASTE:
if (pressed) {
tap_code16(LCTL(KC_V));
}
break;
}
}
```
This will send Ctrl+C if you hit Z and C, and Ctrl+V if you hit X and V. But you could change this to do stuff like change layers, play sounds, or change settings.
## Additional Configuration
If you're using long combos, or even longer combos, you may run into issues with this, as the structure may not be large enough to accommodate what you're doing.
In this case, you can add either `#define EXTRA_LONG_COMBOS` or `#define EXTRA_EXTRA_LONG_COMBOS` in your `config.h` file.
You may also be able to enable action keys by defining `COMBO_ALLOW_ACTION_KEYS`.
## Keycodes
You can enable, disable and toggle the Combo feature on the fly. This is useful if you need to disable them temporarily, such as for a game.
|Keycode |Description |
|----------|---------------------------------|
|`CMB_ON` |Turns on Combo feature |
|`CMB_OFF` |Turns off Combo feature |
|`CMB_TOG` |Toggles Combo feature on and off |
## User callbacks
In addition to the keycodes, there are a few functions that you can use to set the status, or check it:
|Function |Description |
|-----------|--------------------------------------------------------------------|
| `combo_enable()` | Enables the combo feature |
| `combo_disable()` | Disables the combo feature, and clears the combo buffer |
| `combo_toggle()` | Toggles the state of the combo feature |
| `is_combo_enabled()` | Returns the status of the combo feature state (true or false) |

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# Command
Command, formerly known as Magic, is a way to change your keyboard's behavior without having to flash or unplug it to use [Bootmagic](feature_bootmagic.md). There is a lot of overlap between this functionality and the [Bootmagic Keycodes](feature_bootmagic.md#keycodes). Wherever possible we encourage you to use that feature instead of Command.
On some keyboards Command is disabled by default. If this is the case, it must be explicitly enabled in your `rules.mk`:
```make
COMMAND_ENABLE = yes
```
## Usage
To use Command, hold down the key combination defined by the `IS_COMMAND()` macro. By default this is Left Shift+Right Shift. Then, press the key corresponding to the command you want. For example, to output the current QMK version to the QMK Toolbox console, press Left Shift+Right Shift+`V`.
## Configuration
If you would like to change the key assignments for Command, `#define` these in your `config.h` at either the keyboard or keymap level. All keycode assignments here must omit the `KC_` prefix.
|Define |Default |Description |
|------------------------------------|--------------------------------|------------------------------------------------|
|`IS_COMMAND()` |`(get_mods() == MOD_MASK_SHIFT)`|The key combination to activate Command |
|`MAGIC_KEY_SWITCH_LAYER_WITH_FKEYS` |`true` |Set default layer with the Function row |
|`MAGIC_KEY_SWITCH_LAYER_WITH_NKEYS` |`true` |Set default layer with the number keys |
|`MAGIC_KEY_SWITCH_LAYER_WITH_CUSTOM`|`false` |Set default layer with `MAGIC_KEY_LAYER0..9` |
|`MAGIC_KEY_DEBUG` |`D` |Toggle debugging over serial |
|`MAGIC_KEY_DEBUG_MATRIX` |`X` |Toggle key matrix debugging |
|`MAGIC_KEY_DEBUG_KBD` |`K` |Toggle keyboard debugging |
|`MAGIC_KEY_DEBUG_MOUSE` |`M` |Toggle mouse debugging |
|`MAGIC_KEY_CONSOLE` |`C` |Enable the Command console |
|`MAGIC_KEY_VERSION` |`V` |Print the running QMK version to the console |
|`MAGIC_KEY_STATUS` |`S` |Print the current keyboard status to the console|
|`MAGIC_KEY_HELP` |`H` |Print Command help to the console |
|`MAGIC_KEY_HELP_ALT` |`SLASH` |Print Command help to the console (alternate) |
|`MAGIC_KEY_LAYER0` |`0` |Make layer 0 the default layer |
|`MAGIC_KEY_LAYER0_ALT` |`GRAVE` |Make layer 0 the default layer (alternate) |
|`MAGIC_KEY_LAYER1` |`1` |Make layer 1 the default layer |
|`MAGIC_KEY_LAYER2` |`2` |Make layer 2 the default layer |
|`MAGIC_KEY_LAYER3` |`3` |Make layer 3 the default layer |
|`MAGIC_KEY_LAYER4` |`4` |Make layer 4 the default layer |
|`MAGIC_KEY_LAYER5` |`5` |Make layer 5 the default layer |
|`MAGIC_KEY_LAYER6` |`6` |Make layer 6 the default layer |
|`MAGIC_KEY_LAYER7` |`7` |Make layer 7 the default layer |
|`MAGIC_KEY_LAYER8` |`8` |Make layer 8 the default layer |
|`MAGIC_KEY_LAYER9` |`9` |Make layer 9 the default layer |
|`MAGIC_KEY_BOOTLOADER` |`B` |Jump to bootloader |
|`MAGIC_KEY_BOOTLOADER_ALT` |`ESC` |Jump to bootloader (alternate) |
|`MAGIC_KEY_LOCK` |`CAPS` |Lock the keyboard so nothing can be typed |
|`MAGIC_KEY_EEPROM` |`E` |Print stored EEPROM config to the console |
|`MAGIC_KEY_EEPROM_CLEAR` |`BSPACE` |Clear the EEPROM |
|`MAGIC_KEY_NKRO` |`N` |Toggle N-Key Rollover (NKRO) |
|`MAGIC_KEY_SLEEP_LED` |`Z` |Toggle LED when computer is sleeping |

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# Debounce algorithm
QMK supports multiple debounce algorithms through its debounce API.
The logic for which debounce method called is below. It checks various defines that you have set in rules.mk
```
DEBOUNCE_DIR:= $(QUANTUM_DIR)/debounce
DEBOUNCE_TYPE?= sym_g
ifneq ($(strip $(DEBOUNCE_TYPE)), custom)
QUANTUM_SRC += $(DEBOUNCE_DIR)/$(strip $(DEBOUNCE_TYPE)).c
endif
```
# Debounce selection
| DEBOUNCE_TYPE | Description | What else is needed |
| ------------- | --------------------------------------------------- | ----------------------------- |
| Not defined | Use the default algorithm, currently sym_g | Nothing |
| custom | Use your own debounce.c | ```SRC += debounce.c``` add your own debounce.c and implement necessary functions |
| anything_else | Use another algorithm from quantum/debounce/* | Nothing |
**Regarding split keyboards**:
The debounce code is compatible with split keyboards.
# Use your own debouncing code
* Set ```DEBOUNCE_TYPE = custom ```.
* Add ```SRC += debounce.c```
* Add your own ```debounce.c```. Look at current implementations in ```quantum/debounce``` for examples.
* Debouncing occurs after every raw matrix scan.
* Use num_rows rather than MATRIX_ROWS, so that split keyboards are supported correctly.
# Changing between included debouncing methods
You can either use your own code, by including your own debounce.c, or switch to another included one.
Included debounce methods are:
* eager_pr - debouncing per row. On any state change, response is immediate, followed by locking the row ```DEBOUNCE_DELAY``` milliseconds of no further input for that row.
For use in keyboards where refreshing ```NUM_KEYS``` 8-bit counters is computationally expensive / low scan rate, and fingers usually only hit one row at a time. This could be
appropriate for the ErgoDox models; the matrix is rotated 90°, and hence its "rows" are really columns, and each finger only hits a single "row" at a time in normal use.
* eager_pk - debouncing per key. On any state change, response is immediate, followed by ```DEBOUNCE_DELAY``` milliseconds of no further input for that key
* sym_g - debouncing per keyboard. On any state change, a global timer is set. When ```DEBOUNCE_DELAY``` milliseconds of no changes has occured, all input changes are pushed.

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# DIP Switches
DIP switches are supported by adding this to your `rules.mk`:
DIP_SWITCH_ENABLE = yes
and this to your `config.h`:
```c
#define DIP_SWITCH_PINS { B14, A15, A10, B9 }
```
## Callbacks
The callback functions can be inserted into your `<keyboard>.c`:
```c
void dip_switch_update_kb(uint8_t index, bool active) {
dip_switch_update_user(index, active);
}
```
or `keymap.c`:
```c
void dip_switch_update_user(uint8_t index, bool active) {
switch (index) {
case 0:
if(active) { audio_on(); } else { audio_off(); }
break;
case 1:
if(active) { clicky_on(); } else { clicky_off(); }
break;
case 2:
if(active) { music_on(); } else { music_off(); }
break;
case 3:
if (active) {
#ifdef AUDIO_ENABLE
PLAY_SONG(plover_song);
#endif
layer_on(_PLOVER);
} else {
#ifdef AUDIO_ENABLE
PLAY_SONG(plover_gb_song);
#endif
layer_off(_PLOVER);
}
break;
}
}
```
Additionally, we support bit mask functions which allow for more complex handling.
```c
void dip_switch_update_mask_kb(uint32_t state) {
dip_switch_update_mask_user(state);
}
```
or `keymap.c`:
```c
void dip_switch_update_mask_user(uint32_t state) {
if (state & (1UL<<0) && state & (1UL<<1)) {
layer_on(_ADJUST); // C on esc
} else {
layer_off(_ADJUST);
}
if (state & (1UL<<0)) {
layer_on(_TEST_A); // A on ESC
} else {
layer_off(_TEST_A);
}
if (state & (1UL<<1)) {
layer_on(_TEST_B); // B on esc
} else {
layer_off(_TEST_B);
}
}
```
## Hardware
One side of the DIP switch should be wired directly to the pin on the MCU, and the other side to ground. It should not matter which side is connected to which, as it should be functionally the same.

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# Dynamic Macros: Record and Replay Macros in Runtime
QMK supports temporary macros created on the fly. We call these Dynamic Macros. They are defined by the user from the keyboard and are lost when the keyboard is unplugged or otherwise rebooted.
You can store one or two macros and they may have a combined total of 128 keypresses. You can increase this size at the cost of RAM.
To enable them, first add a new element to the end of your `keycodes` enum — `DYNAMIC_MACRO_RANGE`:
```c
enum keycodes {
QWERTY = SAFE_RANGE,
COLEMAK,
DVORAK,
PLOVER,
LOWER,
RAISE,
BACKLIT,
EXT_PLV,
DYNAMIC_MACRO_RANGE,
};
```
Your `keycodes` enum may have a slightly different name. You must add `DYNAMIC_MACRO_RANGE` as the last element because `dynamic_macros.h` will add some more keycodes after it.
Below it, include the `dynamic_macro.h` header:
```c
#include "dynamic_macro.h"`
```
Add the following keys to your keymap:
* `DYN_REC_START1` — start recording the macro 1,
* `DYN_REC_START2` — start recording the macro 2,
* `DYN_MACRO_PLAY1` — replay the macro 1,
* `DYN_MACRO_PLAY2` — replay the macro 2,
* `DYN_REC_STOP` — finish the macro that is currently being recorded.
Add the following code to the very beginning of your `process_record_user()` function:
```c
if (!process_record_dynamic_macro(keycode, record)) {
return false;
}
```
That should be everything necessary. To start recording the macro, press either `DYN_REC_START1` or `DYN_REC_START2`. To finish the recording, press the `DYN_REC_STOP` layer button. To replay the macro, press either `DYN_MACRO_PLAY1` or `DYN_MACRO_PLAY2`.
Note that it's possible to replay a macro as part of a macro. It's ok to replay macro 2 while recording macro 1 and vice versa but never create recursive macros i.e. macro 1 that replays macro 1. If you do so and the keyboard will get unresponsive, unplug the keyboard and plug it again.
For users of the earlier versions of dynamic macros: It is still possible to finish the macro recording using just the layer modifier used to access the dynamic macro keys, without a dedicated `DYN_REC_STOP` key. If you want this behavior back, use the following snippet instead of the one above:
```c
uint16_t macro_kc = (keycode == MO(_DYN) ? DYN_REC_STOP : keycode);
if (!process_record_dynamic_macro(macro_kc, record)) {
return false;
}
```
If the LEDs start blinking during the recording with each keypress, it means there is no more space for the macro in the macro buffer. To fit the macro in, either make the other macro shorter (they share the same buffer) or increase the buffer size by setting the `DYNAMIC_MACRO_SIZE` preprocessor macro (default value: 128; please read the comments for it in the header).
For the details about the internals of the dynamic macros, please read the comments in the `dynamic_macro.h` header.

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# Encoders
Basic encoders are supported by adding this to your `rules.mk`:
ENCODER_ENABLE = yes
and this to your `config.h`:
#define ENCODERS_PAD_A { B12 }
#define ENCODERS_PAD_B { B13 }
Each PAD_A/B variable defines an array so multiple encoders can be defined, e.g.:
#define ENCODERS_PAD_A { encoder1a, encoder2a }
#define ENCODERS_PAD_B { encoder1b, encoder2b }
If your encoder's clockwise directions are incorrect, you can swap the A & B pad definitions.
Additionally, the resolution can be specified in the same file (the default & suggested is 4):
#define ENCODER_RESOLUTION 4
## Split Keyboards
If you are using different pinouts for the encoders on each half of a split keyboard, you can define the pinout for the right half like this:
```c
#define ENCODERS_PAD_A_RIGHT { encoder1a, encoder2a }
#define ENCODERS_PAD_B_RIGHT { encoder1b, encoder2b }
```
## Callbacks
The callback functions can be inserted into your `<keyboard>.c`:
void encoder_update_kb(uint8_t index, bool clockwise) {
encoder_update_user(index, clockwise);
}
or `keymap.c`:
void encoder_update_user(uint8_t index, bool clockwise) {
if (index == 0) { /* First encoder */
if (clockwise) {
tap_code(KC_PGDN);
} else {
tap_code(KC_PGUP);
}
} else if (index == 1) { /* Second encoder */
if (clockwise) {
tap_code(KC_UP);
} else {
tap_code(KC_DOWN);
}
}
}
## Hardware
The A an B lines of the encoders should be wired directly to the MCU, and the C/common lines should be wired to ground.

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# Grave Escape
If you're using a 60% keyboard, or any other layout with no F-row, you will have noticed that there is no dedicated Escape key. Grave Escape is a feature that allows you to share the grave key (<code>&#96;</code> and `~`) with Escape.
## Usage
Replace the `KC_GRAVE` key in your keymap (usually to the left of the `1` key) with `KC_GESC`. Most of the time this key will output `KC_ESC` when pressed. However, when Shift or GUI are held down it will output `KC_GRV` instead.
## What Your OS Sees
If Mary presses GESC on her keyboard, the OS will see an KC_ESC character. Now if Mary holds Shift down and presses GESC it will output `~`, or a shifted backtick. Now if she holds GUI/CMD/WIN, it will output a simple <code>&#96;</code> character.
## Keycodes
|Key |Aliases |Description |
|---------|-----------|------------------------------------------------------------------|
|`KC_GESC`|`GRAVE_ESC`|Escape when pressed, <code>&#96;</code> when Shift or GUI are held|
### Caveats
On macOS, Command+<code>&#96;</code> is by default mapped to "Move focus to next window" so it will not output a backtick. Additionally, Terminal always recognises this shortcut to cycle between windows, even if the shortcut is changed in the Keyboard preferences.
## Configuration
There are several possible key combinations this will break, among them Control+Shift+Escape on Windows and Command+Option+Escape on macOS. To work around this, you can `#define` these options in your `config.h`:
|Define |Description |
|--------------------------|-----------------------------------------|
|`GRAVE_ESC_ALT_OVERRIDE` |Always send Escape if Alt is pressed |
|`GRAVE_ESC_CTRL_OVERRIDE` |Always send Escape if Control is pressed |
|`GRAVE_ESC_GUI_OVERRIDE` |Always send Escape if GUI is pressed |
|`GRAVE_ESC_SHIFT_OVERRIDE`|Always send Escape if Shift is pressed |

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# Haptic Feedback
## Haptic feedback rules.mk options
The following options are currently available for haptic feedback in `rule.mk`:
`HAPTIC_ENABLE += DRV2605L`
`HAPTIC_ENABLE += SOLENOID`
## Known Supported Hardware
| Name | Description |
|--------------------|-------------------------------------------------|
| [LV061228B-L65-A](https://www.digikey.com/product-detail/en/jinlong-machinery-electronics-inc/LV061228B-L65-A/1670-1050-ND/7732325) | z-axis 2v LRA |
| [Mini Motor Disc](https://www.adafruit.com/product/1201) | small 2-5v ERM |
## Haptic Keycodes
Not all keycodes below will work depending on which haptic mechanism you have chosen.
| Name | Description |
|-----------|-------------------------------------------------------|
|`HPT_ON` | Turn haptic feedback on |
|`HPT_OFF` | Turn haptic feedback on |
|`HPT_TOG` | Toggle haptic feedback on/off |
|`HPT_RST` | Reset haptic feedback config to default |
|`HPT_FBK` | Toggle feedback to occur on keypress, release or both |
|`HPT_BUZ` | Toggle solenoid buzz on/off |
|`HPT_MODI` | Go to next DRV2605L waveform |
|`HPT_MODD` | Go to previous DRV2605L waveform |
|`HPT_CONT` | Toggle continuous haptic mode on/off |
|`HPT_CONI` | Increase DRV2605L continous haptic strength |
|`HPT_COND` | Decrease DRV2605L continous haptic strength |
|`HPT_DWLI` | Increase Solenoid dwell time |
|`HPT_DWLD` | Decrease Solenoid dwell time |
### Solenoids
First you will need a build a circuit to drive the solenoid through a mosfet as most MCU will not be able to provide the current needed to drive the coil in the solenoid.
[Wiring diagram provided by Adafruit](https://playground.arduino.cc/uploads/Learning/solenoid_driver.pdf)
Select a pin that has PWM for the signal pin
```
#define SOLENOID_PIN *pin*
```
Beware that some pins may be powered during bootloader (ie. A13 on the STM32F303 chip) and will result in the solenoid kept in the on state through the whole flashing process. This may overheat and damage the solenoid. If you find that the pin the solenoid is connected to is triggering the solenoid during bootloader/DFU, select another pin.
### DRV2605L
DRV2605L is controlled over i2c protocol, and has to be connected to the SDA and SCL pins, these varies depending on the MCU in use.
#### Feedback motor setup
This driver supports 2 different feedback motors. Set the following in your `config.h` based on which motor you have selected.
##### ERM
Eccentric Rotating Mass vibration motors (ERM) is motor with a off-set weight attached so when drive signal is attached, the off-set weight spins and causes a sinusoidal wave that translate into vibrations.
```
#define FB_ERM_LRA 0
#define FB_BRAKEFACTOR 3 /* For 1x:0, 2x:1, 3x:2, 4x:3, 6x:4, 8x:5, 16x:6, Disable Braking:7 */
#define FB_LOOPGAIN 1 /* For Low:0, Medium:1, High:2, Very High:3 */
/* Please refer to your datasheet for the optimal setting for your specific motor. */
#define RATED_VOLTAGE 3
#define V_PEAK 5
```
##### LRA
Linear resonant actuators (LRA, also know as a linear vibrator) works different from a ERM. A LRA has a weight and magnet suspended by springs and a voice coil. When the drive signal is applied, the weight would be vibrate on a single axis (side to side or up and down). Since the weight is attached to a spring, there is a resonance effect at a specific frequency. This frequency is where the LRA will operate the most efficiently. Refer to the motor's datasheet for the recommanded range for this frequency.
```
#define FB_ERM_LRA 1
#define FB_BRAKEFACTOR 3 /* For 1x:0, 2x:1, 3x:2, 4x:3, 6x:4, 8x:5, 16x:6, Disable Braking:7 */
#define FB_LOOPGAIN 1 /* For Low:0, Medium:1, High:2, Very High:3 */
/* Please refer to your datasheet for the optimal setting for your specific motor. */
#define RATED_VOLTAGE 2
#define V_PEAK 2.8
#define V_RMS 2.0
#define V_PEAK 2.1
#define F_LRA 205 /* resonance freq */
```
#### DRV2605L waveform library
DRV2605L comes with preloaded library of various waveform sequences that can be called and played. If writing a macro, these waveforms can be played using `DRV_pulse(*sequence name or number*)`
List of waveform sequences from the datasheet:
|seq# | Sequence name |seq# | Sequence name |seq# |Sequence name |
|-----|---------------------|-----|-----------------------------------|-----|--------------------------------------|
| 1 | strong_click | 43 | lg_dblclick_med_60 | 85 | transition_rampup_med_smooth2 |
| 2 | strong_click_60 | 44 | lg_dblsharp_tick | 86 | transition_rampup_short_smooth1 |
| 3 | strong_click_30 | 45 | lg_dblsharp_tick_80 | 87 | transition_rampup_short_smooth2 |
| 4 | sharp_click | 46 | lg_dblsharp_tick_60 | 88 | transition_rampup_long_sharp1 |
| 5 | sharp_click_60 | 47 | buzz | 89 | transition_rampup_long_sharp2 |
| 6 | sharp_click_30 | 48 | buzz_80 | 90 | transition_rampup_med_sharp1 |
| 7 | soft_bump | 49 | buzz_60 | 91 | transition_rampup_med_sharp2 |
| 8 | soft_bump_60 | 50 | buzz_40 | 92 | transition_rampup_short_sharp1 |
| 9 | soft_bump_30 | 51 | buzz_20 | 93 | transition_rampup_short_sharp2 |
| 10 | dbl_click | 52 | pulsing_strong | 94 | transition_rampdown_long_smooth1_50 |
| 11 | dbl_click_60 | 53 | pulsing_strong_80 | 95 | transition_rampdown_long_smooth2_50 |
| 12 | trp_click | 54 | pulsing_medium | 96 | transition_rampdown_med_smooth1_50 |
| 13 | soft_fuzz | 55 | pulsing_medium_80 | 97 | transition_rampdown_med_smooth2_50 |
| 14 | strong_buzz | 56 | pulsing_sharp | 98 | transition_rampdown_short_smooth1_50 |
| 15 | alert_750ms | 57 | pulsing_sharp_80 | 99 | transition_rampdown_short_smooth2_50 |
| 16 | alert_1000ms | 58 | transition_click | 100 | transition_rampdown_long_sharp1_50 |
| 17 | strong_click1 | 59 | transition_click_80 | 101 | transition_rampdown_long_sharp2_50 |
| 18 | strong_click2_80 | 60 | transition_click_60 | 102 | transition_rampdown_med_sharp1_50 |
| 19 | strong_click3_60 | 61 | transition_click_40 | 103 | transition_rampdown_med_sharp2_50 |
| 20 | strong_click4_30 | 62 | transition_click_20 | 104 | transition_rampdown_short_sharp1_50 |
| 21 | medium_click1 | 63 | transition_click_10 | 105 | transition_rampdown_short_sharp2_50 |
| 22 | medium_click2_80 | 64 | transition_hum | 106 | transition_rampup_long_smooth1_50 |
| 23 | medium_click3_60 | 65 | transition_hum_80 | 107 | transition_rampup_long_smooth2_50 |
| 24 | sharp_tick1 | 66 | transition_hum_60 | 108 | transition_rampup_med_smooth1_50 |
| 25 | sharp_tick2_80 | 67 | transition_hum_40 | 109 | transition_rampup_med_smooth2_50 |
| 26 | sharp_tick3_60 | 68 | transition_hum_20 | 110 | transition_rampup_short_smooth1_50 |
| 27 | sh_dblclick_str | 69 | transition_hum_10 | 111 | transition_rampup_short_smooth2_50 |
| 28 | sh_dblclick_str_80 | 70 | transition_rampdown_long_smooth1 | 112 | transition_rampup_long_sharp1_50 |
| 29 | sh_dblclick_str_60 | 71 | transition_rampdown_long_smooth2 | 113 | transition_rampup_long_sharp2_50 |
| 30 | sh_dblclick_str_30 | 72 | transition_rampdown_med_smooth1 | 114 | transition_rampup_med_sharp1_50 |
| 31 | sh_dblclick_med | 73 | transition_rampdown_med_smooth2 | 115 | transition_rampup_med_sharp2_50 |
| 32 | sh_dblclick_med_80 | 74 | transition_rampdown_short_smooth1 | 116 | transition_rampup_short_sharp1_50 |
| 33 | sh_dblclick_med_60 | 75 | transition_rampdown_short_smooth2 | 117 | transition_rampup_short_sharp2_50 |
| 34 | sh_dblsharp_tick | 76 | transition_rampdown_long_sharp1 | 118 | long_buzz_for_programmatic_stopping |
| 35 | sh_dblsharp_tick_80 | 77 | transition_rampdown_long_sharp2 | 119 | smooth_hum1_50 |
| 36 | sh_dblsharp_tick_60 | 78 | transition_rampdown_med_sharp1 | 120 | smooth_hum2_40 |
| 37 | lg_dblclick_str | 79 | transition_rampdown_med_sharp2 | 121 | smooth_hum3_30 |
| 38 | lg_dblclick_str_80 | 80 | transition_rampdown_short_sharp1 | 122 | smooth_hum4_20 |
| 39 | lg_dblclick_str_60 | 81 | transition_rampdown_short_sharp2 | 123 | smooth_hum5_10 |
| 40 | lg_dblclick_str_30 | 82 | transition_rampup_long_smooth1 | | |
| 41 | lg_dblclick_med | 83 | transition_rampup_long_smooth2 | | |
| 42 | lg_dblclick_med_80 | 84 | transition_rampup_med_smooth1 | | |
### Optional DRV2605L defines
```
#define DRV_GREETING *sequence name or number*
```
If haptic feedback is enabled, the keyboard will vibrate to a specific sqeuence during startup. That can be selected using the following define:
```
#define DRV_MODE_DEFAULT *sequence name or number*
```
This will set what sequence HPT_RST will set as the active mode. If not defined, mode will be set to 1 when HPT_RST is pressed.
### DRV2605L Continuous Haptic Mode
This mode sets continuous haptic feedback with the option to increase or decrease strength.

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# HD44780 LCD Displays
This is an integration of Peter Fleury's LCD library. This page will explain the basics. [For in depth documentation visit his page.](http://homepage.hispeed.ch/peterfleury/doxygen/avr-gcc-libraries/group__pfleury__lcd.html)
You can enable support for HD44780 Displays by setting the `HD44780_ENABLE` flag in your keyboards `rules.mk` to yes. This will use about 400 KB of extra space.
## Configuration
You will need to configure the pins used by your display and its number of lines and collumn in your keyboards `config.h`.
Uncomment the section labled HD44780 and change the parameters as needed.
````
/*
* HD44780 LCD Display Configuration
*/
#define LCD_LINES 2 //< number of visible lines of the display
#define LCD_DISP_LENGTH 16 //< visibles characters per line of the display
#define LCD_IO_MODE 1 //< 0: memory mapped mode, 1: IO port mode
#if LCD_IO_MODE
#define LCD_PORT PORTB //< port for the LCD lines
#define LCD_DATA0_PORT LCD_PORT //< port for 4bit data bit 0
#define LCD_DATA1_PORT LCD_PORT //< port for 4bit data bit 1
#define LCD_DATA2_PORT LCD_PORT //< port for 4bit data bit 2
#define LCD_DATA3_PORT LCD_PORT //< port for 4bit data bit 3
#define LCD_DATA0_PIN 4 //< pin for 4bit data bit 0
#define LCD_DATA1_PIN 5 //< pin for 4bit data bit 1
#define LCD_DATA2_PIN 6 //< pin for 4bit data bit 2
#define LCD_DATA3_PIN 7 //< pin for 4bit data bit 3
#define LCD_RS_PORT LCD_PORT //< port for RS line
#define LCD_RS_PIN 3 //< pin for RS line
#define LCD_RW_PORT LCD_PORT //< port for RW line
#define LCD_RW_PIN 2 //< pin for RW line
#define LCD_E_PORT LCD_PORT //< port for Enable line
#define LCD_E_PIN 1 //< pin for Enable line
#endif
````
Should you need to configure other properties you can copy them from `quantum/hd44780.h` and set them in your `config.h`
## Usage
To initialize your display call lcd_init() with one of these parameters:
````
LCD_DISP_OFF : display off
LCD_DISP_ON : display on, cursor off
LCD_DISP_ON_CURSOR : display on, cursor on
LCD_DISP_ON_CURSOR_BLINK : display on, cursor on flashing
````
This is best done in your keyboards `matrix_init_kb` or your keymaps `matrix_init_user`.
It is advised to clear the display before use.
To do so call `lcd_clrsrc()`.
To now print something to your Display you first call `lcd_gotoxy(column, line)`. To go to the start of the first line you would call `lcd_gotoxy(0, 0)` and then print a string with `lcd_puts("example string")`.
There are more posible methods to control the display. [For in depth documentation please visit the linked page.](http://homepage.hispeed.ch/peterfleury/doxygen/avr-gcc-libraries/group__pfleury__lcd.html)

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# Key Lock
Sometimes you may find yourself needing to hold down a specific key for a long period of time. Key Lock holds down the next key you press for you. Press it again, and it will be released.
Let's say you need to type in ALL CAPS for a few sentences. Hit `KC_LOCK`, and then Shift. Now, Shift will be considered held until you tap it again. You can think of Key Lock as Caps Lock, but supercharged.
## Usage
First, enable Key Lock by setting `KEY_LOCK_ENABLE = yes` in your `rules.mk`. Then pick a key in your keymap and assign it the keycode `KC_LOCK`.
## Keycodes
|Keycode |Description |
|---------|--------------------------------------------------------------|
|`KC_LOCK`|Hold down the next key pressed, until the key is pressed again|
## Caveats
Key Lock is only able to hold standard action keys and [One Shot modifier](quantum_keycodes.md#one-shot-keys) keys (for example, if you have your Shift defined as `OSM(KC_LSFT)`).
This does not include any of the QMK special functions (except One Shot modifiers), or shifted versions of keys such as `KC_LPRN`. If it's in the [Basic Keycodes](keycodes_basic.md) list, it can be held.
Switching layers will not cancel the Key Lock.

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# Layouts: Using a Keymap with Multiple Keyboards
The `layouts/` folder contains different physical key layouts that can apply to different keyboards.
```
layouts/
+ default/
| + 60_ansi/
| | + readme.md
| | + layout.json
| | + a_good_keymap/
| | | + keymap.c
| | | + readme.md
| | | + config.h
| | | + rules.mk
| | + <keymap folder>/
| | + ...
| + <layout folder>/
+ community/
| + <layout folder>/
| + ...
```
The `layouts/default/` and `layouts/community/` are two examples of layout "repositories" - currently `default` will contain all of the information concerning the layout, and one default keymap named `default_<layout>`, for users to use as a reference. `community` contains all of the community keymaps, with the eventual goal of being split-off into a separate repo for users to clone into `layouts/`. QMK searches through all folders in `layouts/`, so it's possible to have multiple repositories here.
Each layout folder is named (`[a-z0-9_]`) after the physical aspects of the layout, in the most generic way possible, and contains a `readme.md` with the layout to be defined by the keyboard:
```md
# 60_ansi
LAYOUT_60_ansi
```
New names should try to stick to the standards set by existing layouts, and can be discussed in the PR/Issue.
## Supporting a Layout
For a keyboard to support a layout, the variable must be defined in it's `<keyboard>.h`, and match the number of arguments/keys (and preferably the physical layout):
#define LAYOUT_60_ansi KEYMAP_ANSI
The name of the layout must match this regex: `[a-z0-9_]+`
The folder name must be added to the keyboard's `rules.mk`:
LAYOUTS = 60_ansi
`LAYOUTS` can be set in any keyboard folder level's `rules.mk`:
LAYOUTS = 60_iso
but the `LAYOUT_<layout>` variable must be defined in `<folder>.h` as well.
## Building a Keymap
You should be able to build the keyboard keymap with a command in this format:
make <keyboard>:<layout>
### Conflicting layouts
When a keyboard supports multiple layout options,
LAYOUTS = ortho_4x4 ortho_4x12
And a layout exists for both options,
```
layouts/
+ community/
| + ortho_4x4/
| | + <layout>/
| | | + ...
| + ortho_4x12/
| | + <layout>/
| | | + ...
| + ...
```
The FORCE_LAYOUT argument can be used to specify which layout to build
make <keyboard>:<layout> FORCE_LAYOUT=ortho_4x4
make <keyboard>:<layout> FORCE_LAYOUT=ortho_4x12
## Tips for Making Layouts Keyboard-Agnostic
### Includes
Instead of using `#include "planck.h"`, you can use this line to include whatever `<keyboard>.h` (`<folder>.h` should not be included here) file that is being compiled:
#include QMK_KEYBOARD_H
If you want to keep some keyboard-specific code, you can use these variables to escape it with an `#ifdef` statement:
* `KEYBOARD_<folder1>_<folder2>`
For example:
```c
#ifdef KEYBOARD_planck
#ifdef KEYBOARD_planck_rev4
planck_rev4_function();
#endif
#endif
```
Note that the names are lowercase and match the folder/file names for the keyboard/revision exactly.
### Keymaps
In order to support both split and non-split keyboards with the same layout, you need to use the keyboard agnostic `LAYOUT_<layout name>` macro in your keymap. For instance, in order for a Let's Split and Planck to share the same layout file, you need to use `LAYOUT_ortho_4x12` instead of `LAYOUT_planck_grid` or just `{}` for a C array.

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# The Leader Key: A New Kind of Modifier
If you've ever used Vim, you know what a Leader key is. If not, you're about to discover a wonderful concept. :) Instead of hitting Alt+Shift+W for example (holding down three keys at the same time), what if you could hit a _sequence_ of keys instead? So you'd hit our special modifier (the Leader key), followed by W and then C (just a rapid succession of keys), and something would happen.
That's what `KC_LEAD` does. Here's an example:
1. Pick a key on your keyboard you want to use as the Leader key. Assign it the keycode `KC_LEAD`. This key would be dedicated just for this -- it's a single action key, can't be used for anything else.
2. Include the line `#define LEADER_TIMEOUT 300` in your `config.h`. This sets the timeout for the `KC_LEAD` key. Specifically, when you press the `KC_LEAD` key, you only have a certain amount of time to complete the Leader Key sequence. The `300` here sets that to 300ms, and you can increase this value to give you more time to hit the sequence. But any keys pressed during this timeout are intercepted and not sent, so you may want to keep this value low. .
* By default, this timeout is how long after pressing `KC_LEAD` to complete your entire sequence. This may be very low for some people. So you may want to increase this timeout. Optionally, you may want to enable the `LEADER_PER_KEY_TIMING` option, which resets the timeout after each key is tapped. This allows you to maintain a low value here, but still be able to use the longer sequences. To enable this option, add `#define LEADER_PER_KEY_TIMING` to your `config.h`.
3. Within your `matrix_scan_user` function, add something like this:
```c
LEADER_EXTERNS();
void matrix_scan_user(void) {
LEADER_DICTIONARY() {
leading = false;
leader_end();
SEQ_ONE_KEY(KC_F) {
// Anything you can do in a macro.
SEND_STRING("QMK is awesome.");
}
SEQ_TWO_KEYS(KC_D, KC_D) {
SEND_STRING(SS_LCTRL("a")SS_LCTRL("c"));
}
SEQ_THREE_KEYS(KC_D, KC_D, KC_S) {
SEND_STRING("https://start.duckduckgo.com"SS_TAP(X_ENTER));
}
SEQ_TWO_KEYS(KC_A, KC_S) {
register_code(KC_LGUI);
register_code(KC_S);
unregister_code(KC_S);
unregister_code(KC_LGUI);
}
}
}
```
As you can see, you have a few function. You can use `SEQ_ONE_KEY` for single-key sequences (Leader followed by just one key), and `SEQ_TWO_KEYS`, `SEQ_THREE_KEYS` up to `SEQ_FIVE_KEYS` for longer sequences.
Each of these accepts one or more keycodes as arguments. This is an important point: You can use keycodes from **any layer on your keyboard**. That layer would need to be active for the leader macro to fire, obviously.
## Adding Leader Key Support in the `rules.mk`
To add support for Leader Key you simply need to add a single line to your keymap's `rules.mk`:
```make
LEADER_ENABLE = yes
```
## Per Key Timing on Leader keys
Rather than relying on an incredibly high timeout for long leader key strings or those of us without 200wpm typing skills, we can enable per key timing to ensure that each key pressed provides us with more time to finish our stroke. This is incredibly helpful with leader key emulation of tap dance (read: multiple taps of the same key like C, C, C).
In order to enable this, place this in your `config.h`:
```c
#define LEADER_PER_KEY_TIMING
```
After this, it's recommended that you lower your `LEADER_TIMEOUT` to something less that 300ms.
```c
#define LEADER_TIMEOUT 250
```
Now, something like this won't seem impossible to do without a 1000MS leader key timeout:
```c
SEQ_THREE_KEYS(KC_C, KC_C, KC_C) {
SEND_STRING("Per key timing is great!!!");
}
```
## Strict Key Processing
By default, the Leader Key feature will filter the keycode out of [`Mod-Tap`](feature_advanced_keycodes.md#mod-tap) and [`Layer Tap`](feature_advanced_keycodes.md#switching-and-toggling-layers) functions when checking for the Leader sequences. That means if you're using `LT(3, KC_A)`, it will pick this up as `KC_A` for the sequence, rather than `LT(3, KC_A)`, giving a more expected behavior for newer users.
While, this may be fine for most, if you want to specify the whole keycode (eg, `LT(3, KC_A)` from the example above) in the sequence, you can enable this by added `#define LEADER_KEY_STRICT_KEY_PROCESSING` to your `config.h` file. This well then disable the filtering, and you'll need to specify the whole keycode.
## Customization
The Leader Key feature has some additional customization to how the Leader Key feature works. It has two functions that can be called at certain parts of the process. Namely `leader_start()` and `leader_end()`.
The `leader_start()` function is called when you tap the `KC_LEAD` key, and the `leader_end()` function is called when either the leader sequence is completed, or the leader timeout is hit.
You can add these functions to your code (`keymap.c` usually) to add feedback to the Leader sequences (such as beeping or playing music).
```c
void leader_start(void) {
// sequence started
}
void leader_end(void) {
// sequence ended (no success/failuer detection)
}
```
### Example
This example will play the Mario "One Up" sound when you hit `KC_LEAD` to start the Leader Sequence, and will play "All Star" if it completes successfully or "Rick Roll" you if it fails.
```c
bool did_leader_succeed;
#ifdef AUDIO_ENABLE
float leader_start[][2] = SONG(ONE_UP_SOUND );
float leader_succeed[][2] = SONG(ALL_STAR);
float leader_fail[][2] = SONG(RICK_ROLL);
#endif
LEADER_EXTERNS();
void matrix_scan_user(void) {
LEADER_DICTIONARY() {
did_leader_succeed = leading = false;
SEQ_ONE_KEY(KC_E) {
// Anything you can do in a macro.
SEND_STRING(SS_LCTRL(SS_LSFT("t")));
did_leader_succeed = true;
} else
SEQ_TWO_KEYS(KC_E, KC_D) {
SEND_STRING(SS_LGUI("r")"cmd"SS_TAP(KC_ENTER)SS_LCTRL("c"));
did_leader_succeed = true;
}
leader_end();
}
}
void leader_start(void) {
#ifdef AUDIO_ENABLE
PLAY_SONG(leader_start);
#endif
}
void leader_end(void) {
if (did_leader_succeed) {
#ifdef AUDIO_ENABLE
PLAY_SONG(leader_succeed);
#endif
} else {
#ifdef AUDIO_ENABLE
PLAY_SONG(leader_fail);
#endif
}
}
```

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# LED Matrix Lighting
This feature allows you to use LED matrices driven by external drivers. It hooks into the backlight system so you can use the same keycodes as backlighting to control it.
If you want to use RGB LED's you should use the [RGB Matrix Subsystem](feature_rgb_matrix.md) instead.
## Driver configuration
### IS31FL3731
There is basic support for addressable LED matrix lighting with the I2C IS31FL3731 RGB controller. To enable it, add this to your `rules.mk`:
LED_MATRIX_ENABLE = IS31FL3731
You can use between 1 and 4 IS31FL3731 IC's. Do not specify `LED_DRIVER_ADDR_<N>` defines for IC's that are not present on your keyboard. You can define the following items in `config.h`:
| Variable | Description | Default |
|----------|-------------|---------|
| `ISSI_TIMEOUT` | (Optional) How long to wait for i2c messages | 100 |
| `ISSI_PERSISTENCE` | (Optional) Retry failed messages this many times | 0 |
| `LED_DRIVER_COUNT` | (Required) How many LED driver IC's are present | |
| `LED_DRIVER_LED_COUNT` | (Required) How many LED lights are present across all drivers | |
| `LED_DRIVER_ADDR_1` | (Required) Address for the first LED driver | |
| `LED_DRIVER_ADDR_2` | (Optional) Address for the second LED driver | |
| `LED_DRIVER_ADDR_3` | (Optional) Address for the third LED driver | |
| `LED_DRIVER_ADDR_4` | (Optional) Address for the fourth LED driver | |
Here is an example using 2 drivers.
// This is a 7-bit address, that gets left-shifted and bit 0
// set to 0 for write, 1 for read (as per I2C protocol)
// The address will vary depending on your wiring:
// 0b1110100 AD <-> GND
// 0b1110111 AD <-> VCC
// 0b1110101 AD <-> SCL
// 0b1110110 AD <-> SDA
#define LED_DRIVER_ADDR_1 0b1110100
#define LED_DRIVER_ADDR_2 0b1110110
#define LED_DRIVER_COUNT 2
#define LED_DRIVER_1_LED_COUNT 25
#define LED_DRIVER_2_LED_COUNT 24
#define LED_DRIVER_LED_COUNT LED_DRIVER_1_LED_TOTAL + LED_DRIVER_2_LED_TOTAL
Currently only 2 drivers are supported, but it would be trivial to support all 4 combinations.
Define these arrays listing all the LEDs in your `<keyboard>.c`:
const is31_led g_is31_leds[DRIVER_LED_TOTAL] = {
/* Refer to IS31 manual for these locations
* driver
* | LED address
* | | */
{0, C3_3},
....
}
Where `Cx_y` is the location of the LED in the matrix defined by [the datasheet](http://www.issi.com/WW/pdf/31FL3731.pdf) and the header file `drivers/issi/is31fl3731-simple.h`. The `driver` is the index of the driver you defined in your `config.h` (`0`, `1`, `2`, or `3` ).
## Keycodes
All LED matrix keycodes are currently shared with the [backlight system](feature_backlight.md).
## LED Matrix Effects
Currently no LED matrix effects have been created.
## Custom layer effects
Custom layer effects can be done by defining this in your `<keyboard>.c`:
void led_matrix_indicators_kb(void) {
led_matrix_set_index_value(index, value);
}
A similar function works in the keymap as `led_matrix_indicators_user`.
## Suspended state
To use the suspend feature, add this to your `<keyboard>.c`:
void suspend_power_down_kb(void)
{
led_matrix_set_suspend_state(true);
}
void suspend_wakeup_init_kb(void)
{
led_matrix_set_suspend_state(false);
}

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# Macros
Macros allow you to send multiple keystrokes when pressing just one key. QMK has a number of ways to define and use macros. These can do anything you want: type common phrases for you, copypasta, repetitive game movements, or even help you code.
!> **Security Note**: While it is possible to use macros to send passwords, credit card numbers, and other sensitive information it is a supremely bad idea to do so. Anyone who gets a hold of your keyboard will be able to access that information by opening a text editor.
## The New Way: `SEND_STRING()` & `process_record_user`
Sometimes you just want a key to type out words or phrases. For the most common situations we've provided `SEND_STRING()`, which will type out your string (i.e. a sequence of characters) for you. All ASCII characters that are easily translated to a keycode are supported (e.g. `\n\t`).
Here is an example `keymap.c` for a two-key keyboard:
```c
enum custom_keycodes {
QMKBEST = SAFE_RANGE,
};
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
switch (keycode) {
case QMKBEST:
if (record->event.pressed) {
// when keycode QMKBEST is pressed
SEND_STRING("QMK is the best thing ever!");
} else {
// when keycode QMKBEST is released
}
break;
}
return true;
};
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[0] = {
{QMKBEST, KC_ESC}
}
};
```
What happens here is this:
We first define a new custom keycode in the range not occupied by any other keycodes.
Then we use the `process_record_user` function, which is called whenever a key is pressed or released, to check if our custom keycode has been activated.
If yes, we send the string `"QMK is the best thing ever!"` to the computer via the `SEND_STRING` macro (this is a C preprocessor macro, not to be confused with QMK macros).
We return `true` to indicate to the caller that the key press we just processed should continue to be processed as normal (as we didn't replace or alter the functionality).
Finally, we define the keymap so that the first button activates our macro and the second button is just an escape button.
You might want to add more than one macro.
You can do that by adding another keycode and adding another case to the switch statement, like so:
```c
enum custom_keycodes {
QMKBEST = SAFE_RANGE,
QMKURL,
MY_OTHER_MACRO
};
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
switch (keycode) {
case QMKBEST:
if (record->event.pressed) {
// when keycode QMKBEST is pressed
SEND_STRING("QMK is the best thing ever!");
} else {
// when keycode QMKBEST is released
}
break;
case QMKURL:
if (record->event.pressed) {
// when keycode QMKURL is pressed
SEND_STRING("https://qmk.fm/" SS_TAP(X_ENTER));
} else {
// when keycode QMKURL is released
}
break;
case MY_OTHER_MACRO:
if (record->event.pressed) {
SEND_STRING(SS_LCTRL("ac")); // selects all and copies
}
break;
}
return true;
};
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[0] = {
{MY_CUSTOM_MACRO, MY_OTHER_MACRO}
}
};
```
### TAP, DOWN and UP
You may want to use keys in your macros that you can't write down, such as `Ctrl` or `Home`.
You can send arbitrary keycodes by wrapping them in:
* `SS_TAP()` presses and releases a key.
* `SS_DOWN()` presses (but does not release) a key.
* `SS_UP()` releases a key.
For example:
SEND_STRING(SS_TAP(X_HOME));
Would tap `KC_HOME` - note how the prefix is now `X_`, and not `KC_`. You can also combine this with other strings, like this:
SEND_STRING("VE"SS_TAP(X_HOME)"LO");
Which would send "VE" followed by a `KC_HOME` tap, and "LO" (spelling "LOVE" if on a newline).
There's also a couple of mod shortcuts you can use:
* `SS_LCTRL(string)`
* `SS_LGUI(string)`
* `SS_LALT(string)`
* `SS_LSFT(string)`
* `SS_RALT(string)`
These press the respective modifier, send the supplied string and then release the modifier.
They can be used like this:
SEND_STRING(SS_LCTRL("a"));
Which would send LCTRL+a (LCTRL down, a, LCTRL up) - notice that they take strings (eg `"k"`), and not the `X_K` keycodes.
### Alternative Keymaps
By default, it assumes a US keymap with a QWERTY layout; if you want to change that (e.g. if your OS uses software Colemak), include this somewhere in your keymap:
#include <sendstring_colemak.h>
### Strings in Memory
If for some reason you're manipulating strings and need to print out something you just generated (instead of being a literal, constant string), you can use `send_string()`, like this:
```c
char my_str[4] = "ok.";
send_string(my_str);
```
The shortcuts defined above won't work with `send_string()`, but you can separate things out to different lines if needed:
```c
char my_str[4] = "ok.";
SEND_STRING("I said: ");
send_string(my_str);
SEND_STRING(".."SS_TAP(X_END));
```
## Advanced Macro Functions
There are some functions you may find useful in macro-writing. Keep in mind that while you can write some fairly advanced code within a macro, if your functionality gets too complex you may want to define a custom keycode instead. Macros are meant to be simple.
### `record->event.pressed`
This is a boolean value that can be tested to see if the switch is being pressed or released. An example of this is
```c
if (record->event.pressed) {
// on keydown
} else {
// on keyup
}
```
### `register_code(<kc>);`
This sends the `<kc>` keydown event to the computer. Some examples would be `KC_ESC`, `KC_C`, `KC_4`, and even modifiers such as `KC_LSFT` and `KC_LGUI`.
### `unregister_code(<kc>);`
Parallel to `register_code` function, this sends the `<kc>` keyup event to the computer. If you don't use this, the key will be held down until it's sent.
### `tap_code(<kc>);`
This will send `register_code(<kc>)` and then `unregister_code(<kc>)`. This is useful if you want to send both the press and release events ("tap" the key, rather than hold it).
If you're having issues with taps (un)registering, you can add a delay between the register and unregister events by setting `#define TAP_CODE_DELAY 100` in your `config.h` file. The value is in milliseconds.
### `register_code16(<kc>);`, `unregister_code16(<kc>);` and `tap_code16(<kc>);`
These functions work similar to their regular counterparts, but allow you to use modded keycodes (with Shift, Alt, Control, and/or GUI applied to them).
Eg, you could use `register_code16(S(KC_5));` instead of registering the mod, then registering the keycode.
### `clear_keyboard();`
This will clear all mods and keys currently pressed.
### `clear_mods();`
This will clear all mods currently pressed.
### `clear_keyboard_but_mods();`
This will clear all keys besides the mods currently pressed.
## 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.
```c
bool is_alt_tab_active = false; # ADD this near the begining of keymap.c
uint16_t alt_tab_timer = 0; # we will be using them soon.
enum custom_keycodes { # Make sure have the awesome keycode ready
ALT_TAB = SAFE_RANGE,
};
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
switch (keycode) { # This will do most of the grunt work with the keycodes.
case ALT_TAB:
if (record->event.pressed) {
if (!is_alt_tab_active) {
is_alt_tab_active = true;
register_code(KC_LALT);
}
alt_tab_timer = timer_read();
register_code(KC_TAB);
} else {
unregister_code(KC_TAB);
}
break;
}
return true;
}
void matrix_scan_user(void) { # The very important timer.
if (is_alt_tab_active) {
if (timer_elapsed(alt_tab_timer) > 1000) {
unregister_code(KC_LALT);
is_alt_tab_active = false;
}
}
}
```
---
## **(DEPRECATED)** The Old Way: `MACRO()` & `action_get_macro`
!> This is inherited from TMK, and hasn't been updated - it's recommended that you use `SEND_STRING` and `process_record_user` instead.
By default QMK assumes you don't have any macros. To define your macros you create an `action_get_macro()` function. For example:
```c
const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt) {
if (record->event.pressed) {
switch(id) {
case 0:
return MACRO(D(LSFT), T(H), U(LSFT), T(I), D(LSFT), T(1), U(LSFT), END);
case 1:
return MACRO(D(LSFT), T(B), U(LSFT), T(Y), T(E), D(LSFT), T(1), U(LSFT), END);
}
}
return MACRO_NONE;
};
```
This defines two macros which will be run when the key they are assigned to is pressed. If instead you'd like them to run when the key is released you can change the if statement:
if (!record->event.pressed) {
### Macro Commands
A macro can include the following commands:
* I() change interval of stroke in milliseconds.
* D() press key.
* U() release key.
* T() type key(press and release).
* W() wait (milliseconds).
* END end mark.
### Mapping a Macro to a Key
Use the `M()` function within your keymap to call a macro. For example, here is the keymap for a 2-key keyboard:
```c
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[0] = LAYOUT(
M(0), M(1)
),
};
const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt) {
if (record->event.pressed) {
switch(id) {
case 0:
return MACRO(D(LSFT), T(H), U(LSFT), T(I), D(LSFT), T(1), U(LSFT), END);
case 1:
return MACRO(D(LSFT), T(B), U(LSFT), T(Y), T(E), D(LSFT), T(1), U(LSFT), END);
}
}
return MACRO_NONE;
};
```
When you press the key on the left it will type "Hi!" and when you press the key on the right it will type "Bye!".
### Naming Your Macros
If you have a bunch of macros you want to refer to from your keymap while keeping the keymap easily readable you can name them using `#define` at the top of your file.
```c
#define M_HI M(0)
#define M_BYE M(1)
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[0] = LAYOUT(
M_HI, M_BYE
),
};
```
## Advanced Example:
### Single-Key Copy/Paste
This example defines a macro which sends `Ctrl-C` when pressed down, and `Ctrl-V` when released.
```c
const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt) {
switch(id) {
case 0: {
if (record->event.pressed) {
return MACRO( D(LCTL), T(C), U(LCTL), END );
} else {
return MACRO( D(LCTL), T(V), U(LCTL), END );
}
break;
}
}
return MACRO_NONE;
};
```

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# Mouse keys
Mouse keys is a feature that allows you to emulate a mouse using your keyboard. You can move the pointer at different speeds, press 5 buttons and scroll in 8 directions.
## Adding mouse keys to your keyboard
To use mouse keys, you must at least enable mouse keys support and map mouse actions to keys on your keyboard.
### Enabling mouse keys
To enable mouse keys, add the following line to your keymaps `rules.mk`:
```c
MOUSEKEY_ENABLE = yes
```
### Mapping mouse actions
In your keymap you can use the following keycodes to map key presses to mouse actions:
|Key |Aliases |Description |
|----------------|---------|-----------------|
|`KC_MS_UP` |`KC_MS_U`|Move cursor up |
|`KC_MS_DOWN` |`KC_MS_D`|Move cursor down |
|`KC_MS_LEFT` |`KC_MS_L`|Move cursor left |
|`KC_MS_RIGHT` |`KC_MS_R`|Move cursor right|
|`KC_MS_BTN1` |`KC_BTN1`|Press button 1 |
|`KC_MS_BTN2` |`KC_BTN2`|Press button 2 |
|`KC_MS_BTN3` |`KC_BTN3`|Press button 3 |
|`KC_MS_BTN4` |`KC_BTN4`|Press button 4 |
|`KC_MS_BTN5` |`KC_BTN5`|Press button 5 |
|`KC_MS_WH_UP` |`KC_WH_U`|Move wheel up |
|`KC_MS_WH_DOWN` |`KC_WH_D`|Move wheel down |
|`KC_MS_WH_LEFT` |`KC_WH_L`|Move wheel left |
|`KC_MS_WH_RIGHT`|`KC_WH_R`|Move wheel right |
|`KC_MS_ACCEL0` |`KC_ACL0`|Set speed to 0 |
|`KC_MS_ACCEL1` |`KC_ACL1`|Set speed to 1 |
|`KC_MS_ACCEL2` |`KC_ACL2`|Set speed to 2 |
## Configuring mouse keys
Mouse keys supports two different modes to move the cursor:
* **Accelerated (default):** Holding movement keys accelerates the cursor until it reaches its maximum speed.
* **Constant:** Holding movement keys moves the cursor at constant speeds.
The same principle applies to scrolling.
Configuration options that are times, intervals or delays are given in milliseconds. Scroll speed is given as multiples of the default scroll step. For example, a scroll speed of 8 means that each scroll action covers 8 times the length of the default scroll step as defined by your operating system or application.
### Accelerated mode
This is the default mode. You can adjust the cursor and scrolling acceleration using the following settings in your keymaps `config.h` file:
|Define |Default|Description |
|----------------------------|-------|---------------------------------------------------------|
|`MOUSEKEY_DELAY` |300 |Delay between pressing a movement key and cursor movement|
|`MOUSEKEY_INTERVAL` |50 |Time between cursor movements |
|`MOUSEKEY_MAX_SPEED` |10 |Maximum cursor speed at which acceleration stops |
|`MOUSEKEY_TIME_TO_MAX` |20 |Time until maximum cursor speed is reached |
|`MOUSEKEY_WHEEL_MAX_SPEED` |8 |Maximum number of scroll steps per scroll action |
|`MOUSEKEY_WHEEL_TIME_TO_MAX`|40 |Time until maximum scroll speed is reached |
Tips:
* Setting `MOUSEKEY_DELAY` too low makes the cursor unresponsive. Setting it too high makes small movements difficult.
* For smoother cursor movements, lower the value of `MOUSEKEY_INTERVAL`. If the refresh rate of your display is 60Hz, you could set it to `16` (1/60). As this raises the cursor speed significantly, you may want to lower `MOUSEKEY_MAX_SPEED`.
* Setting `MOUSEKEY_TIME_TO_MAX` or `MOUSEKEY_WHEEL_TIME_TO_MAX` to `0` will disable acceleration for the cursor or scrolling respectively. This way you can make one of them constant while keeping the other accelerated, which is not possible in constant speed mode.
Cursor acceleration uses the same algorithm as the X Window System MouseKeysAccel feature. You can read more about it [on Wikipedia](https://en.wikipedia.org/wiki/Mouse_keys).
### Constant mode
In this mode you can define multiple different speeds for both the cursor and the mouse wheel. There is no acceleration. `KC_ACL0`, `KC_ACL1` and `KC_ACL2` change the cursor and scroll speed to their respective setting.
You can choose whether speed selection is momentary or tap-to-select:
* **Momentary:** The chosen speed is only active while you hold the respective key. When the key is raised, mouse keys returns to the unmodified speed.
* **Tap-to-select:** The chosen speed is activated when you press the respective key and remains active even after the key has been raised. The default speed is that of `KC_ACL1`. There is no unmodified speed.
The default speeds from slowest to fastest are as follows:
* **Momentary:** `KC_ACL0` < `KC_ACL1` < *unmodified* < `KC_ACL2`
* **Tap-to-select:** `KC_ACL0` < `KC_ACL1` < `KC_ACL2`
To use constant speed mode, you must at least define `MK_3_SPEED` in your keymaps `config.h` file:
```c
#define MK_3_SPEED
```
To enable momentary mode, also define `MK_MOMENTARY_ACCEL`:
```c
#define MK_MOMENTARY_ACCEL
```
Use the following settings if you want to adjust cursor movement or scrolling:
|Define |Default |Description |
|---------------------|-------------|-------------------------------------------|
|`MK_3_SPEED` |*Not defined*|Enable constant cursor speeds |
|`MK_MOMENTARY_ACCEL` |*Not defined*|Enable momentary speed selection |
|`MK_C_OFFSET_UNMOD` |16 |Cursor offset per movement (unmodified) |
|`MK_C_INTERVAL_UNMOD`|16 |Time between cursor movements (unmodified) |
|`MK_C_OFFSET_0` |1 |Cursor offset per movement (`KC_ACL0`) |
|`MK_C_INTERVAL_0` |32 |Time between cursor movements (`KC_ACL0`) |
|`MK_C_OFFSET_1` |4 |Cursor offset per movement (`KC_ACL1`) |
|`MK_C_INTERVAL_1` |16 |Time between cursor movements (`KC_ACL1`) |
|`MK_C_OFFSET_2` |32 |Cursor offset per movement (`KC_ACL2`) |
|`MK_C_INTERVAL_2` |16 |Time between cursor movements (`KC_ACL2`) |
|`MK_W_OFFSET_UNMOD` |1 |Scroll steps per scroll action (unmodified)|
|`MK_W_INTERVAL_UNMOD`|40 |Time between scroll steps (unmodified) |
|`MK_W_OFFSET_0` |1 |Scroll steps per scroll action (`KC_ACL0`) |
|`MK_W_INTERVAL_0` |360 |Time between scroll steps (`KC_ACL0`) |
|`MK_W_OFFSET_1` |1 |Scroll steps per scroll action (`KC_ACL1`) |
|`MK_W_INTERVAL_1` |120 |Time between scroll steps (`KC_ACL1`) |
|`MK_W_OFFSET_2` |1 |Scroll steps per scroll action (`KC_ACL2`) |
|`MK_W_INTERVAL_2` |20 |Time between scroll steps (`KC_ACL2`) |

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# OLED Driver
## OLED Supported Hardware
OLED modules using SSD1306 or SH1106 driver ICs, communicating over I2C.
Tested combinations:
| IC driver | Size | Keyboard Platform | Notes |
|-----------|--------|-------------------|--------------------------|
| SSD1306 | 128x32 | AVR | Primary support |
| SSD1306 | 128x64 | AVR | Verified working |
| SSD1306 | 128x32 | ARM | |
| SH1106 | 128x64 | AVR | No rotation or scrolling |
Hardware configurations using ARM-based microcontrollers or different sizes of OLED modules may be compatible, but are untested.
!> Warning: This OLED Driver currently uses the new i2c_master driver from split common code. If your split keyboard uses I2C to communicate between sides, this driver could cause an address conflict (serial is fine). Please contact your keyboard vendor and ask them to migrate to the latest split common code to fix this. In addition, the display timeout system to reduce OLED burn-in also uses split common to detect keypresses, so you will need to implement custom timeout logic for non-split common keyboards.
## Usage
To enable the OLED feature, there are three steps. First, when compiling your keyboard, you'll need to set `OLED_DRIVER_ENABLE=yes` in `rules.mk`, e.g.:
```
OLED_DRIVER_ENABLE = yes
```
This enables the feature and the `OLED_DRIVER_ENABLE` define. Then in your `keymap.c` file, you will need to implement the user task call, e.g:
```C++
#ifdef OLED_DRIVER_ENABLE
void oled_task_user(void) {
// Host Keyboard Layer Status
oled_write_P(PSTR("Layer: "), false);
switch (get_highest_layer(layer_state)) {
case _QWERTY:
oled_write_P(PSTR("Default\n"), false);
break;
case _FN:
oled_write_P(PSTR("FN\n"), false);
break;
case _ADJ:
oled_write_P(PSTR("ADJ\n"), false);
break;
default:
// Or use the write_ln shortcut over adding '\n' to the end of your string
oled_write_ln_P(PSTR("Undefined"), false);
}
// Host Keyboard LED Status
uint8_t led_usb_state = host_keyboard_leds();
oled_write_P(led_usb_state & (1<<USB_LED_NUM_LOCK) ? PSTR("NUMLCK ") : PSTR(" "), false);
oled_write_P(led_usb_state & (1<<USB_LED_CAPS_LOCK) ? PSTR("CAPLCK ") : PSTR(" "), false);
oled_write_P(led_usb_state & (1<<USB_LED_SCROLL_LOCK) ? PSTR("SCRLCK ") : PSTR(" "), false);
}
#endif
```
## Logo Example
In the default font, ranges in the font file are reserved for a QMK Logo. To Render this logo to the oled screen, use the following code example:
```C++
static void render_logo(void) {
static const char PROGMEM qmk_logo[] = {
0x80,0x81,0x82,0x83,0x84,0x85,0x86,0x87,0x88,0x89,0x8a,0x8b,0x8c,0x8d,0x8e,0x8f,0x90,0x91,0x92,0x93,0x94,
0xa0,0xa1,0xa2,0xa3,0xa4,0xa5,0xa6,0xa7,0xa8,0xa9,0xaa,0xab,0xac,0xad,0xae,0xaf,0xb0,0xb1,0xb2,0xb3,0xb4,
0xc0,0xc1,0xc2,0xc3,0xc4,0xc5,0xc6,0xc7,0xc8,0xc9,0xca,0xcb,0xcc,0xcd,0xce,0xcf,0xd0,0xd1,0xd2,0xd3,0xd4,0};
oled_write_P(qmk_logo, false);
}
```
## Other Examples
In split keyboards, it is very common to have two OLED displays that each render different content and oriented flipped differently. You can do this by switching which content to render by using the return from `is_keyboard_master()` or `is_keyboard_left()` found in `split_util.h`, e.g:
```C++
#ifdef OLED_DRIVER_ENABLE
oled_rotation_t oled_init_user(oled_rotation_t rotation) {
if (!is_keyboard_master())
return OLED_ROTATION_180; // flips the display 180 degrees if offhand
return rotation;
}
void oled_task_user(void) {
if (is_keyboard_master()) {
render_status(); // Renders the current keyboard state (layer, lock, caps, scroll, etc)
} else {
render_logo(); // Renders a statuc logo
oled_scroll_left(); // Turns on scrolling
}
}
#endif
```
## Basic Configuration
| Define | Default | Description |
|----------------------------|-------------------|----------------------------------------------------------------------------------------------------------------------------|
| `OLED_DISPLAY_ADDRESS` | `0x3C` | The i2c address of the OLED Display |
| `OLED_FONT_H` | `"glcdfont.c"` | The font code file to use for custom fonts |
| `OLED_FONT_START` | `0` | The starting characer index for custom fonts |
| `OLED_FONT_END` | `224` | The ending characer index for custom fonts |
| `OLED_FONT_WIDTH` | `6` | The font width |
| `OLED_FONT_HEIGHT` | `8` | The font height (untested) |
| `OLED_TIMEOUT` | `60000` | Turns off the OLED screen after 60000ms of keyboard inactivity. Helps reduce OLED Burn-in. Set to 0 to disable. |
| `OLED_SCROLL_TIMEOUT` | `0` | Scrolls the OLED screen after 0ms of OLED inactivity. Helps reduce OLED Burn-in. Set to 0 to disable. |
| `OLED_SCROLL_TIMEOUT_RIGHT`| *Not defined* | Scroll timeout direction is right when defined, left when undefined. |
| `OLED_IC` | `OLED_IC_SSD1306` | Set to `OLED_IC_SH1106` if you're using the SH1106 OLED controller. |
| `OLED_COLUMN_OFFSET` | `0` | (SH1106 only.) Shift output to the right this many pixels.<br />Useful for 128x64 displays centered on a 132x64 SH1106 IC. |
## 128x64 & Custom sized OLED Displays
The default display size for this feature is 128x32 and all necessary defines are precalculated with that in mind. We have added a define, `OLED_DISPLAY_128X64`, to switch all the values to be used in a 128x64 display, as well as added a custom define, `OLED_DISPLAY_CUSTOM`, that allows you to provide the necessary values to the driver.
|Define |Default |Description |
|-----------------------|---------------|-----------------------------------------------------------------|
|`OLED_DISPLAY_128X64` |*Not defined* |Changes the display defines for use with 128x64 displays. |
|`OLED_DISPLAY_CUSTOM` |*Not defined* |Changes the display defines for use with custom displays.<br />Requires user to implement the below defines. |
|`OLED_DISPLAY_WIDTH` |`128` |The width of the OLED display. |
|`OLED_DISPLAY_HEIGHT` |`32` |The height of the OLED display. |
|`OLED_MATRIX_SIZE` |`512` |The local buffer size to allocate.<br />`(OLED_DISPLAY_HEIGHT / 8 * OLED_DISPLAY_WIDTH)`. |
|`OLED_BLOCK_TYPE` |`uint16_t` |The unsigned integer type to use for dirty rendering. |
|`OLED_BLOCK_COUNT` |`16` |The number of blocks the display is divided into for dirty rendering.<br />`(sizeof(OLED_BLOCK_TYPE) * 8)`. |
|`OLED_BLOCK_SIZE` |`32` |The size of each block for dirty rendering<br />`(OLED_MATRIX_SIZE / OLED_BLOCK_COUNT)`. |
|`OLED_COM_PINS` |`COM_PINS_SEQ` |How the SSD1306 chip maps it's memory to display.<br />Options are `COM_PINS_SEQ`, `COM_PINS_ALT`, `COM_PINS_SEQ_LR`, & `COM_PINS_ALT_LR`. |
|`OLED_SOURCE_MAP` |`{ 0, ... N }` |Precalculated source array to use for mapping source buffer to target OLED memory in 90 degree rendering. |
|`OLED_TARGET_MAP` |`{ 24, ... N }`|Precalculated target array to use for mapping source buffer to target OLED memory in 90 degree rendering. |
### 90 Degree Rotation - Technical Mumbo Jumbo
!> Rotation is unsupported on the SH1106.
```C
// OLED Rotation enum values are flags
typedef enum {
OLED_ROTATION_0 = 0,
OLED_ROTATION_90 = 1,
OLED_ROTATION_180 = 2,
OLED_ROTATION_270 = 3, // OLED_ROTATION_90 | OLED_ROTATION_180
} oled_rotation_t;
```
OLED displays driven by SSD1306 drivers only natively support in hard ware 0 degree and 180 degree rendering. This feature is done in software and not free. Using this feature will increase the time to calculate what data to send over i2c to the OLED. If you are strapped for cycles, this can cause keycodes to not register. In testing however, the rendering time on an `atmega32u4` board only went from 2ms to 5ms and keycodes not registering was only noticed once we hit 15ms.
90 Degree Rotated Rendering is achieved by using bitwise operations to rotate each 8 block of memory and uses two precalculated arrays to remap buffer memory to OLED memory. The memory map defines are precalculated for remap performance and are calculated based on the OLED Height, Width, and Block Size. For example, in the 128x32 implementation with a `uint8_t` block type, we have a 64 byte block size. This gives us eight 8 byte blocks that need to be rotated and rendered. The OLED renders horizontally two 8 byte blocks before moving down a page, e.g:
| | | | | | |
|---|---|---|---|---|---|
| 0 | 1 | | | | |
| 2 | 3 | | | | |
| 4 | 5 | | | | |
| 6 | 7 | | | | |
However the local buffer is stored as if it was Height x Width display instead of Width x Height, e.g:
| | | | | | |
|---|---|---|---|---|---|
| 3 | 7 | | | | |
| 2 | 6 | | | | |
| 1 | 5 | | | | |
| 0 | 4 | | | | |
So those precalculated arrays just index the memory offsets in the order in which each one iterates its data.
## OLED API
```C++
// OLED Rotation enum values are flags
typedef enum {
OLED_ROTATION_0 = 0,
OLED_ROTATION_90 = 1,
OLED_ROTATION_180 = 2,
OLED_ROTATION_270 = 3, // OLED_ROTATION_90 | OLED_ROTATION_180
} oled_rotation_t;
// Initialize the OLED display, rotating the rendered output based on the define passed in.
// Returns true if the OLED was initialized successfully
bool oled_init(oled_rotation_t rotation);
// Called at the start of oled_init, weak function overridable by the user
// rotation - the value passed into oled_init
// Return new oled_rotation_t if you want to override default rotation
oled_rotation_t oled_init_user(oled_rotation_t rotation);
// Clears the display buffer, resets cursor position to 0, and sets the buffer to dirty for rendering
void oled_clear(void);
// Renders the dirty chunks of the buffer to OLED display
void oled_render(void);
// Moves cursor to character position indicated by column and line, wraps if out of bounds
// Max column denoted by 'oled_max_chars()' and max lines by 'oled_max_lines()' functions
void oled_set_cursor(uint8_t col, uint8_t line);
// Advances the cursor to the next page, writing ' ' if true
// Wraps to the begining when out of bounds
void oled_advance_page(bool clearPageRemainder);
// Moves the cursor forward 1 character length
// Advance page if there is not enough room for the next character
// Wraps to the begining when out of bounds
void oled_advance_char(void);
// Writes a single character to the buffer at current cursor position
// Advances the cursor while writing, inverts the pixels if true
// Main handler that writes character data to the display buffer
void oled_write_char(const char data, bool invert);
// Writes a string to the buffer at current cursor position
// Advances the cursor while writing, inverts the pixels if true
void oled_write(const char *data, bool invert);
// Writes a string to the buffer at current cursor position
// Advances the cursor while writing, inverts the pixels if true
// Advances the cursor to the next page, wiring ' ' to the remainder of the current page
void oled_write_ln(const char *data, bool invert);
// Writes a PROGMEM string to the buffer at current cursor position
// Advances the cursor while writing, inverts the pixels if true
// Remapped to call 'void oled_write(const char *data, bool invert);' on ARM
void oled_write_P(const char *data, bool invert);
// Writes a PROGMEM string to the buffer at current cursor position
// Advances the cursor while writing, inverts the pixels if true
// Advances the cursor to the next page, wiring ' ' to the remainder of the current page
// Remapped to call 'void oled_write_ln(const char *data, bool invert);' on ARM
void oled_write_ln_P(const char *data, bool invert);
// Can be used to manually turn on the screen if it is off
// Returns true if the screen was on or turns on
bool oled_on(void);
// Can be used to manually turn off the screen if it is on
// Returns true if the screen was off or turns off
bool oled_off(void);
// Basically it's oled_render, but with timeout management and oled_task_user calling!
void oled_task(void);
// Called at the start of oled_task, weak function overridable by the user
void oled_task_user(void);
// Scrolls the entire display right
// Returns true if the screen was scrolling or starts scrolling
// NOTE: display contents cannot be changed while scrolling
bool oled_scroll_right(void);
// Scrolls the entire display left
// Returns true if the screen was scrolling or starts scrolling
// NOTE: display contents cannot be changed while scrolling
bool oled_scroll_left(void);
// Turns off display scrolling
// Returns true if the screen was not scrolling or stops scrolling
bool oled_scroll_off(void);
// Returns the maximum number of characters that will fit on a line
uint8_t oled_max_chars(void);
// Returns the maximum number of lines that will fit on the OLED
uint8_t oled_max_lines(void);
```
!> Scrolling and rotation are unsupported on the SH1106.
## SSD1306.h driver conversion guide
|Old API |Recommended New API |
|---------------------------|-----------------------------------|
|`struct CharacterMatrix` |*removed - delete all references* |
|`iota_gfx_init` |`oled_init` |
|`iota_gfx_on` |`oled_on` |
|`iota_gfx_off` |`oled_off` |
|`iota_gfx_flush` |`oled_render` |
|`iota_gfx_write_char` |`oled_write_char` |
|`iota_gfx_write` |`oled_write` |
|`iota_gfx_write_P` |`oled_write_P` |
|`iota_gfx_clear_screen` |`oled_clear` |
|`matrix_clear` |*removed - delete all references* |
|`matrix_write_char_inner` |`oled_write_char` |
|`matrix_write_char` |`oled_write_char` |
|`matrix_write` |`oled_write` |
|`matrix_write_ln` |`oled_write_ln` |
|`matrix_write_P` |`oled_write_P` |
|`matrix_write_ln_P` |`oled_write_ln_P` |
|`matrix_render` |`oled_render` |
|`iota_gfx_task` |`oled_task` |
|`iota_gfx_task_user` |`oled_task_user` |

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@@ -1,47 +0,0 @@
## Pointing Device
Pointing Device is a generic name for a feature intended to be generic: moving the system pointer around. There are certainly other options for it - like mousekeys - but this aims to be easily modifiable and lightweight. You can implement custom keys to control functionality, or you can gather information from other peripherals and insert it directly here - let QMK handle the processing for you.
To enable Pointing Device, uncomment the following line in your rules.mk:
```
POINTING_DEVICE_ENABLE = yes
```
To manipulate the mouse report, you can use the following functions:
* `pointing_device_get_report()` - Returns the current report_mouse_t that represents the information sent to the host computer
* `pointing_device_set_report(report_mouse_t newMouseReport)` - Overrides and saves the report_mouse_t to be sent to the host computer
Keep in mind that a report_mouse_t (here "mouseReport") has the following properties:
* `mouseReport.x` - this is a signed int from -127 to 127 (not 128, this is defined in USB HID spec) representing movement (+ to the right, - to the left) on the x axis.
* `mouseReport.y` - this is a signed int from -127 to 127 (not 128, this is defined in USB HID spec) representing movement (+ upward, - downward) on the y axis.
* `mouseReport.v` - this is a signed int from -127 to 127 (not 128, this is defined in USB HID spec) representing vertical scrolling (+ upward, - downward).
* `mouseReport.h` - this is a signed int from -127 to 127 (not 128, this is defined in USB HID spec) representing horizontal scrolling (+ right, - left).
* `mouseReport.buttons` - this is a uint8_t in which the last 5 bits are used. These bits represent the mouse button state - bit 3 is mouse button 5, and bit 7 is mouse button 1.
When the mouse report is sent, the x, y, v, and h values are set to 0 (this is done in "pointing_device_send()", which can be overridden to avoid this behavior). This way, button states persist, but movement will only occur once. For further customization, both `pointing_device_init` and `pointing_device_task` can be overridden.
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:
```
case MS_SPECIAL:
report_mouse_t currentReport = pointing_device_get_report();
if (record->event.pressed)
{
currentReport.v = 127;
currentReport.h = 127;
currentReport.buttons |= MOUSE_BTN1; //this is defined in report.h
}
else
{
currentReport.v = -127;
currentReport.h = -127;
currentReport.buttons &= ~MOUSE_BTN1;
}
pointing_device_set_report(currentReport);
break;
```
Recall that the mouse report is set to zero (except the buttons) whenever it is sent, so the scrolling would only occur once in each case.

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@@ -1,276 +0,0 @@
## PS/2 Mouse Support
Its possible to hook up a PS/2 mouse (for example touchpads or trackpoints) to your keyboard as a composite device.
To hook up a Trackpoint, you need to obtain a Trackpoint module (i.e. harvest from a Thinkpad keyboard), identify the function of each pin of the module, and make the necessary circuitry between controller and Trackpoint module. For more information, please refer to [Trackpoint Hardware](https://deskthority.net/wiki/TrackPoint_Hardware) page on Deskthority Wiki.
There are three available modes for hooking up PS/2 devices: USART (best), interrupts (better) or busywait (not recommended).
### The Cirtuitry between Trackpoint and Controller
To get the things working, a 4.7K drag is needed between the two lines DATA and CLK and the line 5+.
```
DATA ----------+--------- PIN
|
4.7K
|
MODULE 5+ --------+--+--------- PWR CONTROLLER
|
4.7K
|
CLK ------+------------ PIN
```
### Busywait Version
Note: This is not recommended, you may encounter jerky movement or unsent inputs. Please use interrupt or USART version if possible.
In rules.mk:
```
PS2_MOUSE_ENABLE = yes
PS2_USE_BUSYWAIT = yes
```
In your keyboard config.h:
```
#ifdef PS2_USE_BUSYWAIT
# define PS2_CLOCK_PORT PORTD
# define PS2_CLOCK_PIN PIND
# define PS2_CLOCK_DDR DDRD
# define PS2_CLOCK_BIT 1
# define PS2_DATA_PORT PORTD
# define PS2_DATA_PIN PIND
# define PS2_DATA_DDR DDRD
# define PS2_DATA_BIT 2
#endif
```
### Interrupt Version
The following example uses D2 for clock and D5 for data. You can use any INT or PCINT pin for clock, and any pin for data.
In rules.mk:
```
PS2_MOUSE_ENABLE = yes
PS2_USE_INT = yes
```
In your keyboard config.h:
```
#ifdef PS2_USE_INT
#define PS2_CLOCK_PORT PORTD
#define PS2_CLOCK_PIN PIND
#define PS2_CLOCK_DDR DDRD
#define PS2_CLOCK_BIT 2
#define PS2_DATA_PORT PORTD
#define PS2_DATA_PIN PIND
#define PS2_DATA_DDR DDRD
#define PS2_DATA_BIT 5
#define PS2_INT_INIT() do { \
EICRA |= ((1<<ISC21) | \
(0<<ISC20)); \
} while (0)
#define PS2_INT_ON() do { \
EIMSK |= (1<<INT2); \
} while (0)
#define PS2_INT_OFF() do { \
EIMSK &= ~(1<<INT2); \
} while (0)
#define PS2_INT_VECT INT2_vect
#endif
```
### USART Version
To use USART on the ATMega32u4, you have to use PD5 for clock and PD2 for data. If one of those are unavailable, you need to use interrupt version.
In rules.mk:
```
PS2_MOUSE_ENABLE = yes
PS2_USE_USART = yes
```
In your keyboard config.h:
```
#ifdef PS2_USE_USART
#define PS2_CLOCK_PORT PORTD
#define PS2_CLOCK_PIN PIND
#define PS2_CLOCK_DDR DDRD
#define PS2_CLOCK_BIT 5
#define PS2_DATA_PORT PORTD
#define PS2_DATA_PIN PIND
#define PS2_DATA_DDR DDRD
#define PS2_DATA_BIT 2
/* synchronous, odd parity, 1-bit stop, 8-bit data, sample at falling edge */
/* set DDR of CLOCK as input to be slave */
#define PS2_USART_INIT() do { \
PS2_CLOCK_DDR &= ~(1<<PS2_CLOCK_BIT); \
PS2_DATA_DDR &= ~(1<<PS2_DATA_BIT); \
UCSR1C = ((1 << UMSEL10) | \
(3 << UPM10) | \
(0 << USBS1) | \
(3 << UCSZ10) | \
(0 << UCPOL1)); \
UCSR1A = 0; \
UBRR1H = 0; \
UBRR1L = 0; \
} while (0)
#define PS2_USART_RX_INT_ON() do { \
UCSR1B = ((1 << RXCIE1) | \
(1 << RXEN1)); \
} while (0)
#define PS2_USART_RX_POLL_ON() do { \
UCSR1B = (1 << RXEN1); \
} while (0)
#define PS2_USART_OFF() do { \
UCSR1C = 0; \
UCSR1B &= ~((1 << RXEN1) | \
(1 << TXEN1)); \
} while (0)
#define PS2_USART_RX_READY (UCSR1A & (1<<RXC1))
#define PS2_USART_RX_DATA UDR1
#define PS2_USART_ERROR (UCSR1A & ((1<<FE1) | (1<<DOR1) | (1<<UPE1)))
#define PS2_USART_RX_VECT USART1_RX_vect
#endif
```
### Additional Settings
#### PS/2 Mouse Features
These enable settings supported by the PS/2 mouse protocol: http://www.computer-engineering.org/ps2mouse/
```
/* Use remote mode instead of the default stream mode (see link) */
#define PS2_MOUSE_USE_REMOTE_MODE
/* Enable the scrollwheel or scroll gesture on your mouse or touchpad */
#define PS2_MOUSE_ENABLE_SCROLLING
/* Some mice will need a scroll mask to be configured. The default is 0xFF. */
#define PS2_MOUSE_SCROLL_MASK 0x0F
/* Applies a transformation to the movement before sending to the host (see link) */
#define PS2_MOUSE_USE_2_1_SCALING
/* The time to wait after initializing the ps2 host */
#define PS2_MOUSE_INIT_DELAY 1000 /* Default */
```
You can also call the following functions from ps2_mouse.h
```
void ps2_mouse_disable_data_reporting(void);
void ps2_mouse_enable_data_reporting(void);
void ps2_mouse_set_remote_mode(void);
void ps2_mouse_set_stream_mode(void);
void ps2_mouse_set_scaling_2_1(void);
void ps2_mouse_set_scaling_1_1(void);
void ps2_mouse_set_resolution(ps2_mouse_resolution_t resolution);
void ps2_mouse_set_sample_rate(ps2_mouse_sample_rate_t sample_rate);
```
#### Fine Control
Use the following defines to change the sensitivity and speed of the mouse.
Note: you can also use `ps2_mouse_set_resolution` for the same effect (not supported on most touchpads).
```
#define PS2_MOUSE_X_MULTIPLIER 3
#define PS2_MOUSE_Y_MULTIPLIER 3
#define PS2_MOUSE_V_MULTIPLIER 1
```
#### Scroll Button
If you're using a trackpoint, you will likely want to be able to use it for scrolling.
Its possible to enable a "scroll button/s" that when pressed will cause the mouse to scroll instead of moving.
To enable the feature, you must set a scroll button mask as follows:
```
#define PS2_MOUSE_SCROLL_BTN_MASK (1<<PS2_MOUSE_BUTTON_MIDDLE) /* Default */
```
To disable the scroll button feature:
```
#define PS2_MOUSE_SCROLL_BTN_MASK 0
```
The available buttons are:
```
#define PS2_MOUSE_BTN_LEFT 0
#define PS2_MOUSE_BTN_RIGHT 1
#define PS2_MOUSE_BTN_MIDDLE 2
```
You can also combine buttons in the mask by `|`ing them together.
Once you've configured your scroll button mask, you must configure the scroll button send interval.
This is the interval before which if the scroll buttons were released they would be sent to the host.
After this interval, they will cause the mouse to scroll and will not be sent.
```
#define PS2_MOUSE_SCROLL_BTN_SEND 300 /* Default */
```
To disable sending the scroll buttons:
```
#define PS2_MOUSE_SCROLL_BTN_SEND 0
```
Fine control over the scrolling is supported with the following defines:
```
#define PS2_MOUSE_SCROLL_DIVISOR_H 2
#define PS2_MOUSE_SCROLL_DIVISOR_V 2
```
#### Invert Mouse and Scroll Axes
To invert the X and Y axes you can put:
```
#define PS2_MOUSE_INVERT_X
#define PS2_MOUSE_INVERT_Y
```
into config.h.
To reverse the scroll axes you can put:
```
#define PS2_MOUSE_INVERT_H
#define PS2_MOUSE_INVERT_V
```
into config.h.
#### Debug Settings
To debug the mouse, add `debug_mouse = true` or enable via bootmagic.
```
/* To debug the mouse reports */
#define PS2_MOUSE_DEBUG_HID
#define PS2_MOUSE_DEBUG_RAW
```

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@@ -1,404 +0,0 @@
# RGB Matrix Lighting
This feature allows you to use RGB LED matrices driven by external drivers. It hooks into the RGBLIGHT system so you can use the same keycodes as RGBLIGHT to control it.
If you want to use single color LED's you should use the [LED Matrix Subsystem](feature_led_matrix.md) instead.
## Driver configuration
---
### IS31FL3731
There is basic support for addressable RGB matrix lighting with the I2C IS31FL3731 RGB controller. To enable it, add this to your `rules.mk`:
```C
RGB_MATRIX_ENABLE = IS31FL3731
```
Configure the hardware via your `config.h`:
```C
// This is a 7-bit address, that gets left-shifted and bit 0
// set to 0 for write, 1 for read (as per I2C protocol)
// The address will vary depending on your wiring:
// 0b1110100 AD <-> GND
// 0b1110111 AD <-> VCC
// 0b1110101 AD <-> SCL
// 0b1110110 AD <-> SDA
#define DRIVER_ADDR_1 0b1110100
#define DRIVER_ADDR_2 0b1110110
#define DRIVER_COUNT 2
#define DRIVER_1_LED_TOTAL 25
#define DRIVER_2_LED_TOTAL 24
#define DRIVER_LED_TOTAL (DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL)
```
!> Note the parentheses, this is so when `DRIVER_LED_TOTAL` is used in code and expanded, the values are added together before any additional math is applied to them. As an example, `rand() % (DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL)` will give very different results than `rand() % DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL`.
Currently only 2 drivers are supported, but it would be trivial to support all 4 combinations.
Define these arrays listing all the LEDs in your `<keyboard>.c`:
```C
const is31_led g_is31_leds[DRIVER_LED_TOTAL] = {
/* Refer to IS31 manual for these locations
* driver
* | R location
* | | G location
* | | | B location
* | | | | */
{0, C1_3, C2_3, C3_3},
....
}
```
Where `Cx_y` is the location of the LED in the matrix defined by [the datasheet](http://www.issi.com/WW/pdf/31FL3731.pdf) and the header file `drivers/issi/is31fl3731.h`. The `driver` is the index of the driver you defined in your `config.h` (`0` or `1` right now).
---
### IS31FL3733/IS31FL3737
!> For the IS31FL3737, replace all instances of `IS31FL3733` below with `IS31FL3737`.
There is basic support for addressable RGB matrix lighting with the I2C IS31FL3733 RGB controller. To enable it, add this to your `rules.mk`:
```C
RGB_MATRIX_ENABLE = IS31FL3733
```
Configure the hardware via your `config.h`:
```C
// This is a 7-bit address, that gets left-shifted and bit 0
// set to 0 for write, 1 for read (as per I2C protocol)
// The address will vary depending on your wiring:
// 00 <-> GND
// 01 <-> SCL
// 10 <-> SDA
// 11 <-> VCC
// ADDR1 represents A1:A0 of the 7-bit address.
// ADDR2 represents A3:A2 of the 7-bit address.
// The result is: 0b101(ADDR2)(ADDR1)
#define DRIVER_ADDR_1 0b1010000
#define DRIVER_ADDR_2 0b1010000 // this is here for compliancy reasons.
#define DRIVER_COUNT 2
#define DRIVER_1_LED_TOTAL 64
#define DRIVER_LED_TOTAL DRIVER_1_LED_TOTAL
```
Currently only a single drivers is supported, but it would be trivial to support all 4 combinations. For now define `DRIVER_ADDR_2` as `DRIVER_ADDR_1`
Define these arrays listing all the LEDs in your `<keyboard>.c`:
```C
const is31_led g_is31_leds[DRIVER_LED_TOTAL] = {
/* Refer to IS31 manual for these locations
* driver
* | R location
* | | G location
* | | | B location
* | | | | */
{0, B_1, A_1, C_1},
....
}
```
Where `X_Y` is the location of the LED in the matrix defined by [the datasheet](http://www.issi.com/WW/pdf/31FL3733.pdf) and the header file `drivers/issi/is31fl3733.h`. The `driver` is the index of the driver you defined in your `config.h` (Only `0` right now).
---
### WS2812 (AVR only)
There is basic support for addressable RGB matrix lighting with a WS2811/WS2812{a,b,c} addressable LED strand. To enable it, add this to your `rules.mk`:
```C
RGB_MATRIX_ENABLE = WS2812
```
Configure the hardware via your `config.h`:
```C
// The pin connected to the data pin of the LEDs
#define RGB_DI_PIN D7
// The number of LEDs connected
#define DRIVER_LED_TOTAL 70
```
---
From this point forward the configuration is the same for all the drivers. The `led_config_t` struct provides a key electrical matrix to led index lookup table, what the physical position of each LED is on the board, and what type of key or usage the LED if the LED represents. Here is a brief example:
```C
const led_config_t g_led_config = { {
// Key Matrix to LED Index
{ 5, NO_LED, NO_LED, 0 },
{ NO_LED, NO_LED, NO_LED, NO_LED },
{ 4, NO_LED, NO_LED, 1 },
{ 3, NO_LED, NO_LED, 2 }
}, {
// LED Index to Physical Position
{ 188, 16 }, { 187, 48 }, { 149, 64 }, { 112, 64 }, { 37, 48 }, { 38, 16 }
}, {
// LED Index to Flag
1, 4, 4, 4, 4, 1
} };
```
The first part, `// Key Matrix to LED Index`, tells the system what key this LED represents by using the key's electrical matrix row & col. The second part, `// LED Index to Physical Position` represents the LED's physical `{ x, y }` position on the keyboard. The default expected range of values for `{ x, y }` is the inclusive range `{ 0..224, 0..64 }`. This default expected range is due to effects that calculate the center of the keyboard for their animations. The easiest way to calculate these positions is imagine your keyboard is a grid, and the top left of the keyboard represents `{ x, y }` coordinate `{ 0, 0 }` and the bottom right of your keyboard represents `{ 224, 64 }`. Using this as a basis, you can use the following formula to calculate the physical position:
```C
x = 224 / (NUMBER_OF_COLS - 1) * COL_POSITION
y = 64 / (NUMBER_OF_ROWS - 1) * ROW_POSITION
```
Where NUMBER_OF_COLS, NUMBER_OF_ROWS, COL_POSITION, & ROW_POSITION are all based on the physical layout of your keyboard, not the electrical layout.
As mentioned earlier, the center of the keyboard by default is expected to be `{ 112, 32 }`, but this can be changed if you want to more accurately calculate the LED's physical `{ x, y }` positions. Keyboard designers can implement `#define RGB_MATRIX_CENTER { 112, 32 }` in their config.h file with the new center point of the keyboard, or where they want it to be allowing more possibilities for the `{ x, y }` values. Do note that the maximum value for x or y is 255, and the recommended maximum is 224 as this gives animations runoff room before they reset.
`// LED Index to Flag` is a bitmask, whether or not a certain LEDs is of a certain type. It is recommended that LEDs are set to only 1 type.
## Flags
|Define |Description |
|------------------------------------|-------------------------------------------|
|`#define HAS_FLAGS(bits, flags)` |Returns true if `bits` has all `flags` set.|
|`#define HAS_ANY_FLAGS(bits, flags)`|Returns true if `bits` has any `flags` set.|
|`#define LED_FLAG_NONE 0x00` |If this LED has no flags. |
|`#define LED_FLAG_ALL 0xFF` |If this LED has all flags. |
|`#define LED_FLAG_MODIFIER 0x01` |If the Key for this LED is a modifier. |
|`#define LED_FLAG_UNDERGLOW 0x02` |If the LED is for underglow. |
|`#define LED_FLAG_KEYLIGHT 0x04` |If the LED is for key backlight. |
## Keycodes
All RGB keycodes are currently shared with the RGBLIGHT system:
* `RGB_TOG` - toggle
* `RGB_MOD` - cycle through modes
* `RGB_HUI` - increase hue
* `RGB_HUD` - decrease hue
* `RGB_SAI` - increase saturation
* `RGB_SAD` - decrease saturation
* `RGB_VAI` - increase value
* `RGB_VAD` - decrease value
* `RGB_SPI` - increase speed effect (no EEPROM support)
* `RGB_SPD` - decrease speed effect (no EEPROM support)
* `RGB_MODE_*` keycodes will generally work, but are not currently mapped to the correct effects for the RGB Matrix system
## RGB Matrix Effects
All effects have been configured to support current configuration values (Hue, Saturation, Value, & Speed) unless otherwise noted below. These are the effects that are currently available:
```C
enum rgb_matrix_effects {
RGB_MATRIX_NONE = 0,
RGB_MATRIX_SOLID_COLOR = 1, // Static single hue, no speed support
RGB_MATRIX_ALPHAS_MODS, // Static dual hue, speed is hue for secondary hue
RGB_MATRIX_GRADIENT_UP_DOWN, // Static gradient top to bottom, speed controls how much gradient changes
RGB_MATRIX_BREATHING, // Single hue brightness cycling animation
RGB_MATRIX_BAND_SAT, // Single hue band fading saturation scrolling left to right
RGB_MATRIX_BAND_VAL, // Single hue band fading brightness scrolling left to right
RGB_MATRIX_BAND_PINWHEEL_SAT, // Single hue 3 blade spinning pinwheel fades saturation
RGB_MATRIX_BAND_PINWHEEL_VAL, // Single hue 3 blade spinning pinwheel fades brightness
RGB_MATRIX_BAND_SPIRAL_SAT, // Single hue spinning spiral fades saturation
RGB_MATRIX_BAND_SPIRAL_VAL, // Single hue spinning spiral fades brightness
RGB_MATRIX_CYCLE_ALL, // Full keyboard solid hue cycling through full gradient
RGB_MATRIX_CYCLE_LEFT_RIGHT, // Full gradient scrolling left to right
RGB_MATRIX_CYCLE_UP_DOWN, // Full gradient scrolling top to bottom
RGB_MATRIX_CYCLE_OUT_IN, // Full gradient scrolling out to in
RGB_MATRIX_CYCLE_OUT_IN_DUAL, // Full dual gradients scrolling out to in
RGB_MATRIX_RAINBOW_MOVING_CHEVRON, // Full gradent Chevron shapped scrolling left to right
RGB_MATRIX_CYCLE_PINWHEEL, // Full gradient spinning pinwheel around center of keyboard
RGB_MATRIX_CYCLE_SPIRAL, // Full gradient spinning spiral around center of keyboard
RGB_MATRIX_DUAL_BEACON, // Full gradient spinning around center of keyboard
RGB_MATRIX_RAINBOW_BEACON, // Full tighter gradient spinning around center of keyboard
RGB_MATRIX_RAINBOW_PINWHEELS, // Full dual gradients spinning two halfs of keyboard
RGB_MATRIX_RAINDROPS, // Randomly changes a single key's hue
RGB_MATRIX_JELLYBEAN_RAINDROPS, // Randomly changes a single key's hue and saturation
#if define(RGB_MATRIX_FRAMEBUFFER_EFFECTS)
RGB_MATRIX_TYPING_HEATMAP, // How hot is your WPM!
RGB_MATRIX_DIGITAL_RAIN, // That famous computer simulation
#endif
#if defined(RGB_MATRIX_KEYPRESSES) || defined(RGB_MATRIX_KEYRELEASES)
RGB_MATRIX_SOLID_REACTIVE_SIMPLE, // Pulses keys hit to hue & value then fades value out
RGB_MATRIX_SOLID_REACTIVE, // Static single hue, pulses keys hit to shifted hue then fades to current hue
RGB_MATRIX_SOLID_REACTIVE_WIDE // Hue & value pulse near a single key hit then fades value out
RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE // Hue & value pulse near multiple key hits then fades value out
RGB_MATRIX_SOLID_REACTIVE_CROSS // Hue & value pulse the same column and row of a single key hit then fades value out
RGB_MATRIX_SOLID_REACTIVE_MULTICROSS // Hue & value pulse the same column and row of multiple key hits then fades value out
RGB_MATRIX_SOLID_REACTIVE_NEXUS // Hue & value pulse away on the same column and row of a single key hit then fades value out
RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS // Hue & value pulse away on the same column and row of multiple key hits then fades value out
RGB_MATRIX_SPLASH, // Full gradient & value pulse away from a single key hit then fades value out
RGB_MATRIX_MULTISPLASH, // Full gradient & value pulse away from multiple key hits then fades value out
RGB_MATRIX_SOLID_SPLASH, // Hue & value pulse away from a single key hit then fades value out
RGB_MATRIX_SOLID_MULTISPLASH, // Hue & value pulse away from multiple key hits then fades value out
#endif
RGB_MATRIX_EFFECT_MAX
};
```
You can disable a single effect by defining `DISABLE_[EFFECT_NAME]` in your `config.h`:
|Define |Description |
|-------------------------------------------------------|-----------------------------------------------|
|`#define DISABLE_RGB_MATRIX_ALPHAS_MODS` |Disables `RGB_MATRIX_ALPHAS_MODS` |
|`#define DISABLE_RGB_MATRIX_GRADIENT_UP_DOWN` |Disables `RGB_MATRIX_GRADIENT_UP_DOWN` |
|`#define DISABLE_RGB_MATRIX_BREATHING` |Disables `RGB_MATRIX_BREATHING` |
|`#define DISABLE_RGB_MATRIX_BAND_SAT` |Disables `RGB_MATRIX_BAND_SAT` |
|`#define DISABLE_RGB_MATRIX_BAND_VAL` |Disables `RGB_MATRIX_BAND_VAL` |
|`#define DISABLE_RGB_MATRIX_BAND_PINWHEEL_SAT` |Disables `RGB_MATRIX_BAND_PINWHEEL_SAT` |
|`#define DISABLE_RGB_MATRIX_BAND_PINWHEEL_VAL` |Disables `RGB_MATRIX_BAND_PINWHEEL_VAL` |
|`#define DISABLE_RGB_MATRIX_BAND_SPIRAL_SAT` |Disables `RGB_MATRIX_BAND_SPIRAL_SAT` |
|`#define DISABLE_RGB_MATRIX_BAND_SPIRAL_VAL` |Disables `RGB_MATRIX_BAND_SPIRAL_VAL` |
|`#define DISABLE_RGB_MATRIX_CYCLE_ALL` |Disables `RGB_MATRIX_CYCLE_ALL` |
|`#define DISABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT` |Disables `RGB_MATRIX_CYCLE_LEFT_RIGHT` |
|`#define DISABLE_RGB_MATRIX_CYCLE_UP_DOWN` |Disables `RGB_MATRIX_CYCLE_UP_DOWN` |
|`#define DISABLE_RGB_MATRIX_CYCLE_OUT_IN` |Disables `RGB_MATRIX_CYCLE_OUT_IN` |
|`#define DISABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL` |Disables `RGB_MATRIX_CYCLE_OUT_IN_DUAL` |
|`#define DISABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON` |Disables `RGB_MATRIX_RAINBOW_MOVING_CHEVRON` |
|`#define DISABLE_RGB_MATRIX_DUAL_BEACON` |Disables `RGB_MATRIX_DUAL_BEACON` |
|`#define DISABLE_RGB_MATRIX_CYCLE_PINWHEEL` |Disables `RGB_MATRIX_CYCLE_PINWHEEL` |
|`#define DISABLE_RGB_MATRIX_CYCLE_SPIRAL` |Disables `RGB_MATRIX_CYCLE_SPIRAL` |
|`#define DISABLE_RGB_MATRIX_RAINBOW_BEACON` |Disables `RGB_MATRIX_RAINBOW_BEACON` |
|`#define DISABLE_RGB_MATRIX_RAINBOW_PINWHEELS` |Disables `RGB_MATRIX_RAINBOW_PINWHEELS` |
|`#define DISABLE_RGB_MATRIX_RAINDROPS` |Disables `RGB_MATRIX_RAINDROPS` |
|`#define DISABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS` |Disables `RGB_MATRIX_JELLYBEAN_RAINDROPS` |
|`#define DISABLE_RGB_MATRIX_TYPING_HEATMAP` |Disables `RGB_MATRIX_TYPING_HEATMAP` |
|`#define DISABLE_RGB_MATRIX_DIGITAL_RAIN` |Disables `RGB_MATRIX_DIGITAL_RAIN` |
|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE` |Disables `RGB_MATRIX_SOLID_REACTIVE` |
|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE` |Disables `RGB_MATRIX_SOLID_REACTIVE_SIMPLE` |
|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE` |Disables `RGB_MATRIX_SOLID_REACTIVE_WIDE` |
|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE` |Disables `RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE` |
|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS` |Disables `RGB_MATRIX_SOLID_REACTIVE_CROSS` |
|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS` |Disables `RGB_MATRIX_SOLID_REACTIVE_MULTICROSS`|
|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS` |Disables `RGB_MATRIX_SOLID_REACTIVE_NEXUS` |
|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS` |Disables `RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS`|
|`#define DISABLE_RGB_MATRIX_SPLASH` |Disables `RGB_MATRIX_SPLASH` |
|`#define DISABLE_RGB_MATRIX_MULTISPLASH` |Disables `RGB_MATRIX_MULTISPLASH` |
|`#define DISABLE_RGB_MATRIX_SOLID_SPLASH` |Disables `RGB_MATRIX_SOLID_SPLASH` |
|`#define DISABLE_RGB_MATRIX_SOLID_MULTISPLASH` |Disables `RGB_MATRIX_SOLID_MULTISPLASH` |
## Custom RGB Matrix Effects
By setting `RGB_MATRIX_CUSTOM_USER` (and/or `RGB_MATRIX_CUSTOM_KB`) in `rule.mk`, new effects can be defined directly from userspace, without having to edit any QMK core files.
To declare new effects, create a new `rgb_matrix_user/kb.inc` that looks something like this:
`rgb_matrix_user.inc` should go in the root of the keymap directory.
`rgb_matrix_kb.inc` should go in the root of the keyboard directory.
```C
// !!! DO NOT ADD #pragma once !!! //
// Step 1.
// Declare custom effects using the RGB_MATRIX_EFFECT macro
// (note the lack of semicolon after the macro!)
RGB_MATRIX_EFFECT(my_cool_effect)
RGB_MATRIX_EFFECT(my_cool_effect2)
// Step 2.
// Define effects inside the `RGB_MATRIX_CUSTOM_EFFECT_IMPLS` ifdef block
#ifdef RGB_MATRIX_CUSTOM_EFFECT_IMPLS
// e.g: A simple effect, self-contained within a single method
static bool my_cool_effect(effect_params_t* params) {
RGB_MATRIX_USE_LIMITS(led_min, led_max);
for (uint8_t i = led_min; i < led_max; i++) {
rgb_matrix_set_color(i, 0xff, 0xff, 0x00);
}
return led_max < DRIVER_LED_TOTAL;
}
// e.g: A more complex effect, relying on external methods and state, with
// dedicated init and run methods
static uint8_t some_global_state;
static void my_cool_effect2_complex_init(effect_params_t* params) {
some_global_state = 1;
}
static bool my_cool_effect2_complex_run(effect_params_t* params) {
RGB_MATRIX_USE_LIMITS(led_min, led_max);
for (uint8_t i = led_min; i < led_max; i++) {
rgb_matrix_set_color(i, 0xff, some_global_state++, 0xff);
}
return led_max < DRIVER_LED_TOTAL;
}
static bool my_cool_effect2(effect_params_t* params) {
if (params->init) my_cool_effect2_complex_init(params);
return my_cool_effect2_complex_run(params);
}
#endif // RGB_MATRIX_CUSTOM_EFFECT_IMPLS
```
For inspiration and examples, check out the built-in effects under `quantum/rgb_matrix_animation/`
## Colors
These are shorthands to popular colors. The `RGB` ones can be passed to the `setrgb` functions, while the `HSV` ones to the `sethsv` functions.
|RGB |HSV |
|-------------------|-------------------|
|`RGB_WHITE` |`HSV_WHITE` |
|`RGB_RED` |`HSV_RED` |
|`RGB_CORAL` |`HSV_CORAL` |
|`RGB_ORANGE` |`HSV_ORANGE` |
|`RGB_GOLDENROD` |`HSV_GOLDENROD` |
|`RGB_GOLD` |`HSV_GOLD` |
|`RGB_YELLOW` |`HSV_YELLOW` |
|`RGB_CHARTREUSE` |`HSV_CHARTREUSE` |
|`RGB_GREEN` |`HSV_GREEN` |
|`RGB_SPRINGGREEN` |`HSV_SPRINGGREEN` |
|`RGB_TURQUOISE` |`HSV_TURQUOISE` |
|`RGB_TEAL` |`HSV_TEAL` |
|`RGB_CYAN` |`HSV_CYAN` |
|`RGB_AZURE` |`HSV_AZURE` |
|`RGB_BLUE` |`HSV_BLUE` |
|`RGB_PURPLE` |`HSV_PURPLE` |
|`RGB_MAGENTA` |`HSV_MAGENTA` |
|`RGB_PINK` |`HSV_PINK` |
These are defined in [`rgblight_list.h`](https://github.com/qmk/qmk_firmware/blob/master/quantum/rgblight_list.h). Feel free to add to this list!
## Additional `config.h` Options
```C
#define RGB_MATRIX_KEYPRESSES // reacts to keypresses
#define RGB_MATRIX_KEYRELEASES // reacts to keyreleases (instead of keypresses)
#define RGB_DISABLE_AFTER_TIMEOUT 0 // number of ticks to wait until disabling effects
#define RGB_DISABLE_WHEN_USB_SUSPENDED false // turn off effects when suspended
#define RGB_MATRIX_LED_PROCESS_LIMIT (DRIVER_LED_TOTAL + 4) / 5 // limits the number of LEDs to process in an animation per task run (increases keyboard responsiveness)
#define RGB_MATRIX_LED_FLUSH_LIMIT 16 // limits in milliseconds how frequently an animation will update the LEDs. 16 (16ms) is equivalent to limiting to 60fps (increases keyboard responsiveness)
#define RGB_MATRIX_MAXIMUM_BRIGHTNESS 200 // limits maximum brightness of LEDs to 200 out of 255. If not defined maximum brightness is set to 255
#define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_CYCLE_LEFT_RIGHT // Sets the default mode, if none has been set
```
## EEPROM storage
The EEPROM for it is currently shared with the RGBLIGHT system (it's generally assumed only one RGB would be used at a time), but could be configured to use its own 32bit address with:
```C
#define EECONFIG_RGB_MATRIX (uint32_t *)28
```
Where `28` is an unused index from `eeconfig.h`.
## Suspended state
To use the suspend feature, add this to your `<keyboard>.c`:
```C
void suspend_power_down_kb(void)
{
rgb_matrix_set_suspend_state(true);
}
void suspend_wakeup_init_kb(void)
{
rgb_matrix_set_suspend_state(false);
}
```

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@@ -1,385 +0,0 @@
# RGB Lighting
QMK has the ability to control RGB LEDs attached to your keyboard. This is commonly called *underglow*, due to the LEDs often being mounted on the bottom of the keyboard, producing a nice diffused effect when combined with a translucent case.
![Planck with RGB Underglow](https://raw.githubusercontent.com/qmk/qmk_firmware/3774a7fcdab5544fc787f4c200be05fcd417e31f/keyboards/planck/keymaps/yang/planck-with-rgb-underglow.jpg)
Some keyboards come with RGB LEDs preinstalled. Others must have them installed after the fact. See the [Hardware Modification](#hardware-modification) section for information on adding RGB lighting to your keyboard.
Currently QMK supports the following addressable LEDs on AVR microcontrollers (however, the white LED in RGBW variants is not supported):
* WS2811, WS2812, WS2812B, WS2812C, etc.
* SK6812, SK6812MINI, SK6805
These LEDs are called "addressable" because instead of using a wire per color, each LED contains a small microchip that understands a special protocol sent over a single wire. The chip passes on the remaining data to the next LED, allowing them to be chained together. In this way, you can easily control the color of the individual LEDs.
## Usage
On keyboards with onboard RGB LEDs, it is usually enabled by default. If it is not working for you, check that your `rules.mk` includes the following:
```make
RGBLIGHT_ENABLE = yes
```
At minimum you must define the data pin your LED strip is connected to, and the number of LEDs in the strip, in your `config.h`. If your keyboard has onboard RGB LEDs, and you are simply creating a keymap, you usually won't need to modify these.
|Define |Description |
|---------------|---------------------------------------------------------------------------------------------------------|
|`RGB_DI_PIN` |The pin connected to the data pin of the LEDs |
|`RGBLED_NUM` |The number of LEDs connected |
|`RGBLED_SPLIT` |(Optional) For split keyboards, the number of LEDs connected on each half directly wired to `RGB_DI_PIN` |
Then you should be able to use the keycodes below to change the RGB lighting to your liking.
### Color Selection
QMK uses [Hue, Saturation, and Value](https://en.wikipedia.org/wiki/HSL_and_HSV) to select colors rather than RGB. The color wheel below demonstrates how this works.
<img src="gitbook/images/color-wheel.svg" alt="HSV Color Wheel" width="250"/>
Changing the **Hue** cycles around the circle.<br>
Changing the **Saturation** moves between the inner and outer sections of the wheel, affecting the intensity of the color.<br>
Changing the **Value** sets the overall brightness.<br>
## Keycodes
|Key |Aliases |Description |
|-------------------|----------|--------------------------------------------------------------------|
|`RGB_TOG` | |Toggle RGB lighting on or off |
|`RGB_MODE_FORWARD` |`RGB_MOD` |Cycle through modes, reverse direction when Shift is held |
|`RGB_MODE_REVERSE` |`RGB_RMOD`|Cycle through modes in reverse, forward direction when Shift is held|
|`RGB_HUI` | |Increase hue |
|`RGB_HUD` | |Decrease hue |
|`RGB_SAI` | |Increase saturation |
|`RGB_SAD` | |Decrease saturation |
|`RGB_VAI` | |Increase value (brightness) |
|`RGB_VAD` | |Decrease value (brightness) |
|`RGB_MODE_PLAIN` |`RGB_M_P `|Static (no animation) mode |
|`RGB_MODE_BREATHE` |`RGB_M_B` |Breathing animation mode |
|`RGB_MODE_RAINBOW` |`RGB_M_R` |Rainbow animation mode |
|`RGB_MODE_SWIRL` |`RGB_M_SW`|Swirl animation mode |
|`RGB_MODE_SNAKE` |`RGB_M_SN`|Snake animation mode |
|`RGB_MODE_KNIGHT` |`RGB_M_K` |"Knight Rider" animation mode |
|`RGB_MODE_XMAS` |`RGB_M_X` |Christmas animation mode |
|`RGB_MODE_GRADIENT`|`RGB_M_G` |Static gradient animation mode |
|`RGB_MODE_RGBTEST` |`RGB_M_T` |Red, Green, Blue test animation mode |
## Configuration
Your RGB lighting can be configured by placing these `#define`s in your `config.h`:
|Define |Default |Description |
|---------------------|-------------|-----------------------------------------------------------------------------|
|`RGBLIGHT_HUE_STEP` |`10` |The number of steps to cycle through the hue by |
|`RGBLIGHT_SAT_STEP` |`17` |The number of steps to increment the saturation by |
|`RGBLIGHT_VAL_STEP` |`17` |The number of steps to increment the brightness by |
|`RGBLIGHT_LIMIT_VAL` |`255` |The maximum brightness level |
|`RGBLIGHT_SLEEP` |*Not defined*|If defined, the RGB lighting will be switched off when the host goes to sleep|
|`RGBLIGHT_SPLIT` |*Not defined*|If defined, synchronization functionality for split keyboards is added|
## Effects and Animations
Not only can this lighting be whatever color you want,
if `RGBLIGHT_EFFECT_xxxx` or `RGBLIGHT_ANIMATIONS` is defined, you also have a number of animation modes at your disposal:
|Mode number symbol |Additional number |Description |
|-----------------------------|-------------------|---------------------------------------|
|`RGBLIGHT_MODE_STATIC_LIGHT` | *None* |Solid color (this mode is always enabled) |
|`RGBLIGHT_MODE_BREATHING` | 0,1,2,3 |Solid color breathing |
|`RGBLIGHT_MODE_RAINBOW_MOOD` | 0,1,2 |Cycling rainbow |
|`RGBLIGHT_MODE_RAINBOW_SWIRL`| 0,1,2,3,4,5 |Swirling rainbow |
|`RGBLIGHT_MODE_SNAKE` | 0,1,2,3,4,5 |Snake |
|`RGBLIGHT_MODE_KNIGHT` | 0,1,2 |Knight |
|`RGBLIGHT_MODE_CHRISTMAS` | *None* |Christmas |
|`RGBLIGHT_MODE_STATIC_GRADIENT`| 0,1,..,9 |Static gradient |
|`RGBLIGHT_MODE_RGB_TEST` | *None* |RGB Test |
|`RGBLIGHT_MODE_ALTERNATING` | *None* |Alternating |
Check out [this video](https://youtube.com/watch?v=VKrpPAHlisY) for a demonstration.
Note: For versions older than 0.6.117, The mode numbers were written directly. In `quantum/rgblight.h` there is a contrast table between the old mode number and the current symbol.
### Effect and Animation Toggles
Use these defines to add or remove animations from the firmware. When you are running low on flash space, it can be helpful to disable animations you are not using.
|Define |Default |Description |
|------------------------------------|-------------|-------------------------------------------------------------------------------------|
|`RGBLIGHT_ANIMATIONS` |*Not defined*|Enable all additional animation modes. |
|`RGBLIGHT_EFFECT_ALTERNATING` |*Not defined*|Enable alternating animation mode. |
|`RGBLIGHT_EFFECT_BREATHING` |*Not defined*|Enable breathing animation mode. |
|`RGBLIGHT_EFFECT_CHRISTMAS` |*Not defined*|Enable christmas animation mode. |
|`RGBLIGHT_EFFECT_KNIGHT` |*Not defined*|Enable knight animation mode. |
|`RGBLIGHT_EFFECT_RAINBOW_MOOD` |*Not defined*|Enable rainbow mood animation mode. |
|`RGBLIGHT_EFFECT_RAINBOW_SWIRL` |*Not defined*|Enable rainbow swirl animation mode. |
|`RGBLIGHT_EFFECT_RGB_TEST` |*Not defined*|Enable RGB test animation mode. |
|`RGBLIGHT_EFFECT_SNAKE` |*Not defined*|Enable snake animation mode. |
|`RGBLIGHT_EFFECT_STATIC_GRADIENT` |*Not defined*|Enable static gradient mode. |
### Effect and Animation Settings
The following options are used to tweak the various animations:
|Define |Default |Description |
|------------------------------------|-------------|-------------------------------------------------------------------------------------|
|`RGBLIGHT_EFFECT_BREATHE_CENTER` |*Not defined*|If defined, used to calculate the curve for the breathing animation. Valid values are 1.0 to 2.7 |
|`RGBLIGHT_EFFECT_BREATHE_MAX` |`255` |The maximum brightness for the breathing mode. Valid values are 1 to 255 |
|`RGBLIGHT_EFFECT_CHRISTMAS_INTERVAL`|`1000` |How long to wait between light changes for the "Christmas" animation, in milliseconds|
|`RGBLIGHT_EFFECT_CHRISTMAS_STEP` |`2` |The number of LEDs to group the red/green colors by for the "Christmas" animation |
|`RGBLIGHT_EFFECT_KNIGHT_LED_NUM` |`RGBLED_NUM` |The number of LEDs to have the "Knight" animation travel |
|`RGBLIGHT_EFFECT_KNIGHT_LENGTH` |`3` |The number of LEDs to light up for the "Knight" animation |
|`RGBLIGHT_EFFECT_KNIGHT_OFFSET` |`0` |The number of LEDs to start the "Knight" animation from the start of the strip by |
|`RGBLIGHT_RAINBOW_SWIRL_RANGE` |`255` |Range adjustment for the rainbow swirl effect to get different swirls |
|`RGBLIGHT_EFFECT_SNAKE_LENGTH` |`4` |The number of LEDs to light up for the "Snake" animation |
### Example Usage to Reduce Memory Footprint
1. Remove `RGBLIGHT_ANIMATIONS` from `config.h`.
1. Selectively add the animations you want to enable. The following would enable two animations and save about 4KiB:
```diff
#undef RGBLED_NUM
-#define RGBLIGHT_ANIMATIONS
+#define RGBLIGHT_EFFECT_STATIC_GRADIENT
+#define RGBLIGHT_EFFECT_RAINBOW_SWIRL
#define RGBLED_NUM 12
#define RGBLIGHT_HUE_STEP 8
#define RGBLIGHT_SAT_STEP 8
```
### Animation Speed
You can also modify the speeds that the different modes animate at:
Here is a quick demo on Youtube (with NPKC KC60) (https://www.youtube.com/watch?v=VKrpPAHlisY).
```c
// How long (in milliseconds) to wait between animation steps for each of the "Solid color breathing" animations
const uint8_t RGBLED_BREATHING_INTERVALS[] PROGMEM = {30, 20, 10, 5};
// How long (in milliseconds) to wait between animation steps for each of the "Cycling rainbow" animations
const uint8_t RGBLED_RAINBOW_MOOD_INTERVALS[] PROGMEM = {120, 60, 30};
// How long (in milliseconds) to wait between animation steps for each of the "Swirling rainbow" animations
const uint8_t RGBLED_RAINBOW_SWIRL_INTERVALS[] PROGMEM = {100, 50, 20};
// How long (in milliseconds) to wait between animation steps for each of the "Snake" animations
const uint8_t RGBLED_SNAKE_INTERVALS[] PROGMEM = {100, 50, 20};
// How long (in milliseconds) to wait between animation steps for each of the "Knight" animations
const uint8_t RGBLED_KNIGHT_INTERVALS[] PROGMEM = {127, 63, 31};
// These control which hues are selected for each of the "Static gradient" modes
const uint8_t RGBLED_GRADIENT_RANGES[] PROGMEM = {255, 170, 127, 85, 64};
```
## Functions
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:
### Utility Functions
|Function |Description |
|--------------------------------------------|-------------------------------------------------------------------|
|`sethsv(hue, sat, val, ledbuf)` |Set ledbuf to the given HSV value |
|`sethsv_raw(hue, sat, val, ledbuf)` |Set ledbuf to the given HSV value without RGBLIGHT_LIMIT_VAL check |
|`setrgb(r, g, b, ledbuf)` |Set ledbuf to the given RGB value where `r`/`g`/`b` |
### Low level Functions
|Function |Description |
|--------------------------------------------|-------------------------------------------|
|`rgblight_set()` |Flash out led buffers to LEDs |
|`rgblight_set_clipping_range(pos, num)` |Set clipping Range. see [Clipping Range](#clipping-range) |
Example:
```c
sethsv(HSV_WHITE, (LED_TYPE *)&led[0]); // led 0
sethsv(HSV_RED, (LED_TYPE *)&led[1]); // led 1
sethsv(HSV_GREEN, (LED_TYPE *)&led[2]); // led 2
rgblight_set(); // Utility functions do not call rgblight_set() automatically, so they need to be called explicitly.
```
### Effects and Animations Functions
#### effect range setting
|Function |Description |
|--------------------------------------------|------------------|
|`rgblight_set_effect_range(pos, num)` |Set Effects Range |
#### direct operation
|Function |Description |
|--------------------------------------------|-------------|
|`rgblight_setrgb_at(r, g, b, index)` |Set a single LED to the given RGB value, where `r`/`g`/`b` are between 0 and 255 and `index` is between 0 and `RGBLED_NUM` (not written to EEPROM) |
|`rgblight_sethsv_at(h, s, v, index)` |Set a single LED to the given HSV value, where `h`/`s`/`v` are between 0 and 255, and `index` is between 0 and `RGBLED_NUM` (not written to EEPROM) |
|`rgblight_setrgb_range(r, g, b, start, end)`|Set a continuous range of LEDs to the given RGB value, where `r`/`g`/`b` are between 0 and 255 and `start`(included) and `stop`(excluded) are between 0 and `RGBLED_NUM` (not written to EEPROM)|
|`rgblight_sethsv_range(h, s, v, start, end)`|Set a continuous range of LEDs to the given HSV value, where `h`/`s`/`v` are between 0 and 255, and `start`(included) and `stop`(excluded) are between 0 and `RGBLED_NUM` (not written to EEPROM)|
|`rgblight_setrgb(r, g, b)` |Set effect range LEDs to the given RGB value where `r`/`g`/`b` are between 0 and 255 (not written to EEPROM) |
|`rgblight_setrgb_master(r, g, b)` |Set the LEDs on the master side to the given RGB value, where `r`/`g`/`b` are between 0 and 255 (not written to EEPROM) |
|`rgblight_setrgb_slave(r, g, b)` |Set the LEDs on the slave side to the given RGB value, where `r`/`g`/`b` are between 0 and 255 (not written to EEPROM) |
|`rgblight_sethsv_master(h, s, v)` |Set the LEDs on the master side to the given HSV value, where `h`/`s`/`v` are between 0 and 255 (not written to EEPROM) |
|`rgblight_sethsv_slave(h, s, v)` |Set the LEDs on the slave side to the given HSV value, where `h`/`s`/`v` are between 0 and 255 (not written to EEPROM) |
Example:
```c
rgblight_sethsv(HSV_WHITE, 0); // led 0
rgblight_sethsv(HSV_RED, 1); // led 1
rgblight_sethsv(HSV_GREEN, 2); // led 2
// The above functions automatically calls rgblight_set(), so there is no need to call it explicitly.
// Note that it is inefficient to call repeatedly.
```
#### effect mode change
|Function |Description |
|--------------------------------------------|-------------|
|`rgblight_mode(x)` |Set the mode, if RGB animations are enabled |
|`rgblight_mode_noeeprom(x)` |Set the mode, if RGB animations are enabled (not written to EEPROM) |
|`rgblight_step()` |Change the mode to the next RGB animation in the list of enabled RGB animations |
|`rgblight_step_noeeprom()` |Change the mode to the next RGB animation in the list of enabled RGB animations (not written to EEPROM) |
|`rgblight_step_reverse()` |Change the mode to the previous RGB animation in the list of enabled RGB animations |
|`rgblight_step_reverse_noeeprom()` |Change the mode to the previous RGB animation in the list of enabled RGB animations (not written to EEPROM) |
#### effects mode disable/enable
|Function |Description |
|--------------------------------------------|-------------|
|`rgblight_toggle()` |Toggle effect range LEDs between on and off |
|`rgblight_toggle_noeeprom()` |Toggle effect range LEDs between on and off (not written to EEPROM) |
|`rgblight_enable()` |Turn effect range LEDs on, based on their previous state |
|`rgblight_enable_noeeprom()` |Turn effect range LEDs on, based on their previous state (not written to EEPROM) |
|`rgblight_disable()` |Turn effect range LEDs off |
|`rgblight_disable_noeeprom()` |Turn effect range LEDs off (not written to EEPROM) |
#### hue, sat, val change
|Function |Description |
|--------------------------------------------|-------------|
|`rgblight_increase_hue()` |Increase the hue for effect range LEDs. This wraps around at maximum hue |
|`rgblight_increase_hue_noeeprom()` |Increase the hue for effect range LEDs. This wraps around at maximum hue (not written to EEPROM) |
|`rgblight_decrease_hue()` |Decrease the hue for effect range LEDs. This wraps around at minimum hue |
|`rgblight_decrease_hue_noeeprom()` |Decrease the hue for effect range LEDs. This wraps around at minimum hue (not written to EEPROM) |
|`rgblight_increase_sat()` |Increase the saturation for effect range LEDs. This wraps around at maximum saturation |
|`rgblight_increase_sat_noeeprom()` |Increase the saturation for effect range LEDs. This wraps around at maximum saturation (not written to EEPROM) |
|`rgblight_decrease_sat()` |Decrease the saturation for effect range LEDs. This wraps around at minimum saturation |
|`rgblight_decrease_sat_noeeprom()` |Decrease the saturation for effect range LEDs. This wraps around at minimum saturation (not written to EEPROM) |
|`rgblight_increase_val()` |Increase the value for effect range LEDs. This wraps around at maximum value |
|`rgblight_increase_val_noeeprom()` |Increase the value for effect range LEDs. This wraps around at maximum value (not written to EEPROM) |
|`rgblight_decrease_val()` |Decrease the value for effect range LEDs. This wraps around at minimum value |
|`rgblight_decrease_val_noeeprom()` |Decrease the value for effect range LEDs. This wraps around at minimum value (not written to EEPROM) |
|`rgblight_sethsv(h, s, v)` |Set effect range LEDs to the given HSV value where `h`/`s`/`v` are between 0 and 255 |
|`rgblight_sethsv_noeeprom(h, s, v)` |Set effect range LEDs to the given HSV value where `h`/`s`/`v` are between 0 and 255 (not written to EEPROM) |
#### query
|Function |Description |
|-----------------------|-----------------|
|`rgblight_get_mode()` |Get current mode |
|`rgblight_get_hue()` |Get current hue |
|`rgblight_get_sat()` |Get current sat |
|`rgblight_get_val()` |Get current val |
## Colors
These are shorthands to popular colors. The `RGB` ones can be passed to the `setrgb` functions, while the `HSV` ones to the `sethsv` functions.
|RGB |HSV |
|-------------------|-------------------|
|`RGB_WHITE` |`HSV_WHITE` |
|`RGB_RED` |`HSV_RED` |
|`RGB_CORAL` |`HSV_CORAL` |
|`RGB_ORANGE` |`HSV_ORANGE` |
|`RGB_GOLDENROD` |`HSV_GOLDENROD` |
|`RGB_GOLD` |`HSV_GOLD` |
|`RGB_YELLOW` |`HSV_YELLOW` |
|`RGB_CHARTREUSE` |`HSV_CHARTREUSE` |
|`RGB_GREEN` |`HSV_GREEN` |
|`RGB_SPRINGGREEN` |`HSV_SPRINGGREEN` |
|`RGB_TURQUOISE` |`HSV_TURQUOISE` |
|`RGB_TEAL` |`HSV_TEAL` |
|`RGB_CYAN` |`HSV_CYAN` |
|`RGB_AZURE` |`HSV_AZURE` |
|`RGB_BLUE` |`HSV_BLUE` |
|`RGB_PURPLE` |`HSV_PURPLE` |
|`RGB_MAGENTA` |`HSV_MAGENTA` |
|`RGB_PINK` |`HSV_PINK` |
```c
rgblight_setrgb(RGB_ORANGE);
rgblight_sethsv_noeeprom(HSV_GREEN);
rgblight_setrgb_at(RGB_GOLD, 3);
rgblight_sethsv_range(HSV_WHITE, 0, 6);
```
These are defined in [`rgblight_list.h`](https://github.com/qmk/qmk_firmware/blob/master/quantum/rgblight_list.h). Feel free to add to this list!
## Changing the order of the LEDs
If you want to make the logical order of LEDs different from the electrical connection order, you can do this by defining the `RGBLIGHT_LED_MAP` macro in your `config.h`.
Normally, the contents of the LED buffer are output to the LEDs in the same order.
<img src="https://user-images.githubusercontent.com/2170248/55743718-01866c80-5a6e-11e9-8134-25419928327a.JPG" alt="simple dicrect" width="50%"/>
By defining `RGBLIGHT_LED_MAP` as in the example below, you can specify the LED with addressing in reverse order of the electrical connection order.
```c
// config.h
#define RGBLED_NUM 4
#define RGBLIGHT_LED_MAP { 3, 2, 1, 0 }
```
<img src="https://user-images.githubusercontent.com/2170248/55743725-08ad7a80-5a6e-11e9-83ed-126a2b0209fc.JPG" alt="simple mapped" width="50%"/>
For keyboards that use the RGB LEDs as a backlight for each key, you can also define it as in the example below.
```c
// config.h
#define RGBLED_NUM 30
/* RGB LED Conversion macro from physical array to electric array */
#define LED_LAYOUT( \
L00, L01, L02, L03, L04, L05, \
L10, L11, L12, L13, L14, L15, \
L20, L21, L22, L23, L24, L25, \
L30, L31, L32, L33, L34, L35, \
L40, L41, L42, L43, L44, L45 ) \
{ \
L05, L04, L03, L02, L01, L00, \
L10, L11, L12, L13, L14, L15, \
L25, L24, L23, L22, L21, L20, \
L30, L31, L32, L33, L34, L35, \
L46, L45, L44, L43, L42, L41 \
}
/* RGB LED logical order map */
/* Top->Bottom, Right->Left */
#define RGBLIGHT_LED_MAP LED_LAYOUT( \
25, 20, 15, 10, 5, 0, \
26, 21, 16, 11, 6, 1, \
27, 22, 17, 12, 7, 2, \
28, 23, 18, 13, 8, 3, \
29, 24, 19, 14, 9, 4 )
```
## Clipping Range
Using the `rgblight_set_clipping_range()` function, you can prepare more buffers than the actual number of LEDs, and output some of the buffers to the LEDs. This is useful if you want the split keyboard to treat left and right LEDs as logically contiguous.
You can set the Clipping Range by executing the following code.
```c
// some soruce
rgblight_set_clipping_range(3, 4);
```
<img src="https://user-images.githubusercontent.com/2170248/55743785-2bd82a00-5a6e-11e9-9d4b-1b4ffaf4932b.JPG" alt="clip direct" width="70%"/>
In addition to setting the Clipping Range, you can use `RGBLIGHT_LED_MAP` together.
```c
// config.h
#define RGBLED_NUM 8
#define RGBLIGHT_LED_MAP { 7, 6, 5, 4, 3, 2, 1, 0 }
// some soruce
rgblight_set_clipping_range(3, 4);
```
<img src="https://user-images.githubusercontent.com/2170248/55743747-119e4c00-5a6e-11e9-91e5-013203ffae8a.JPG" alt="clip mapped" width="70%"/>
## Hardware Modification
If your keyboard lacks onboard underglow LEDs, you may often be able to solder on an RGB LED strip yourself. You will need to find an unused pin to wire to the data pin of your LED strip. Some keyboards may break out unused pins from the MCU to make soldering easier. The other two pins, VCC and GND, must also be connected to the appropriate power pins.

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# Space Cadet: The Future, Built In
Steve Losh described the [Space Cadet Shift](http://stevelosh.com/blog/2012/10/a-modern-space-cadet/) quite well. Essentially, when you tap Left Shift on its own, you get an opening parenthesis; tap Right Shift on its own and you get the closing one. When held, the Shift keys function as normal. Yes, it's as cool as it sounds, and now even cooler supporting Control and Alt as well!
## Usage
Firstly, in your keymap, do one of the following:
- Replace the Left Shift key with `KC_LSPO` (Left Shift, Parenthesis Open), and Right Shift with `KC_RSPC` (Right Shift, Parenthesis Close).
- Replace the Left Control key with `KC_LCPO` (Left Control, Parenthesis Open), and Right Control with `KC_RCPC` (Right Control, Parenthesis Close).
- Replace the Left Alt key with `KC_LAPO` (Left Alt, Parenthesis Open), and Right Alt with `KC_RAPC` (Right Alt, Parenthesis Close).
- Replace any Shift key in your keymap with `KC_SFTENT` (Right Shift, Enter).
## Keycodes
|Keycode |Description |
|-----------|-------------------------------------------|
|`KC_LSPO` |Left Shift when held, `(` when tapped |
|`KC_RSPC` |Right Shift when held, `)` when tapped |
|`KC_LCPO` |Left Control when held, `(` when tapped |
|`KC_RCPC` |Right Control when held, `)` when tapped |
|`KC_LAPO` |Left Alt when held, `(` when tapped |
|`KC_RAPC` |Right Alt when held, `)` when tapped |
|`KC_SFTENT`|Right Shift when held, Enter when tapped |
## Caveats
Space Cadet's functionality can conflict with the default Command functionality when both Shift keys are held at the same time. See the [Command feature](feature_command.md) for info on how to change it, or make sure that Command is disabled in your `rules.mk` with:
```make
COMMAND_ENABLE = no
```
## Configuration
By default Space Cadet assumes a US ANSI layout, but if your layout uses different keys for parentheses, you can redefine them in your `config.h`. In addition, you can redefine the modifier to send on tap, or even send no modifier at all. The new configuration defines bundle all options up into a single define of 3 key codes in this order: the `Modifier` when held or when used with other keys, the `Tap Modifer` sent when tapped (no modifier if `KC_TRNS`), finally the `Keycode` sent when tapped. Now keep in mind, mods from other keys will still apply to the `Keycode` if say `KC_RSFT` is held while tapping `KC_LSPO` key with `KC_TRNS` as the `Tap Modifer`.
|Define |Default |Description |
|----------------|-------------------------------|---------------------------------------------------------------------------------|
|`LSPO_KEYS` |`KC_LSFT, LSPO_MOD, LSPO_KEY` |Send `KC_LSFT` when held, the mod and key defined by `LSPO_MOD` and `LSPO_KEY`. |
|`RSPC_KEYS` |`KC_RSFT, RSPC_MOD, RSPC_KEY` |Send `KC_RSFT` when held, the mod and key defined by `RSPC_MOD` and `RSPC_KEY`. |
|`LCPO_KEYS` |`KC_LCTL, KC_LSFT, KC_9` |Send `KC_LCTL` when held, the mod `KC_LSFT` with the key `KC_9` when tapped. |
|`RCPC_KEYS` |`KC_RCTL, KC_RSFT, KC_0` |Send `KC_RCTL` when held, the mod `KC_RSFT` with the key `KC_0` when tapped. |
|`LAPO_KEYS` |`KC_LALT, KC_LSFT, KC_9` |Send `KC_LALT` when held, the mod `KC_LSFT` with the key `KC_9` when tapped. |
|`RAPC_KEYS` |`KC_RALT, KC_RSFT, KC_0` |Send `KC_RALT` when held, the mod `KC_RSFT` with the key `KC_0` when tapped. |
|`SFTENT_KEYS` |`KC_RSFT, KC_TRNS, SFTENT_KEY` |Send `KC_RSFT` when held, no mod with the key `SFTENT_KEY` when tapped. |
|`SPACE_CADET_MODIFIER_CARRYOVER` |*Not defined* |Store current modifiers before the hold mod is pressed and use them with the tap mod and keycode. Useful for when you frequently release a modifier before triggering Space Cadet. |
## Obsolete Configuration
These defines are used in the above defines internally to support backwards compatibility, so you may continue to use them, however the above defines open up a larger range of flexibility than before. As an example, say you want to not send any modifier when you tap just `KC_LSPO`, with the old defines you had an all or nothing choice of using the `DISABLE_SPACE_CADET_MODIFIER` define. Now you can define that key as: `#define LSPO_KEYS KC_LSFT, KC_TRNS, KC_9`. This tells the system to set Left Shift if held or used with other keys, then on tap send no modifier (transparent) with the `KC_9`.
|Define |Default |Description |
|------------------------------|-------------|------------------------------------------------------------------|
|`LSPO_KEY` |`KC_9` |The keycode to send when Left Shift is tapped |
|`RSPC_KEY` |`KC_0` |The keycode to send when Right Shift is tapped |
|`LSPO_MOD` |`KC_LSFT` |The modifier to apply to `LSPO_KEY` |
|`RSPC_MOD` |`KC_RSFT` |The modifier to apply to `RSPC_KEY` |
|`SFTENT_KEY` |`KC_ENT` |The keycode to send when the Shift key is tapped |
|`DISABLE_SPACE_CADET_MODIFIER`|*Not defined*|If defined, prevent the Space Cadet from applying a modifier |

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# Split Keyboard
Many keyboards in the QMK Firmware repo are "split" keyboards. They use two controllers—one plugging into USB, and the second connected by a serial or an I<sup>2</sup>C connection over a TRRS or similar cable.
Split keyboards can have a lot of benefits, but there is some additional work needed to get them enabled.
QMK Firmware has a generic implementation that is usable by any board, as well as numerous board specific implementations.
For this, we will mostly be talking about the generic implementation used by the Let's Split and other keyboards.
!> ARM is not yet supported for Split Keyboards. Progress is being made, but we are not quite there, yet.
## Hardware Configuration
This assumes that you're using two Pro Micro-compatible controllers, and are using TRRS jacks to connect to two halves.
### Required Hardware
Apart from diodes and key switches for the keyboard matrix in each half, you will need 2x TRRS sockets and 1x TRRS cable.
Alternatively, you can use any sort of cable and socket that has at least 3 wires.
If you want to use I<sup>2</sup>C to communicate between halves, you will need a cable with at least 4 wires and 2x 4.7kΩ pull-up resistors.
#### Considerations
The most commonly used connection is a TRRS cable and jacks. These provide 4 wires, making them very useful for split keyboards, and are easy to find.
However, since one of the wires carries VCC, this means that the boards are not hot pluggable. You should always disconnect the board from USB before unplugging and plugging in TRRS cables, or you can short the controller, or worse.
Another option is to use phone cables (as in, old school RJ-11/RJ-14 cables). Make sure that you use one that actually supports 4 wires/lanes.
However, USB cables, SATA cables, and even just 4 wires have been known to be used for communication between the controllers.
!> Using USB cables for communication between the controllers works just fine, but the connector could be mistaken for a normal USB connection and potentially short out the keyboard, depending on how it's wired. For this reason, they are not recommended for connecting split keyboards.
### Serial Wiring
The 3 wires of the TRS/TRRS cable need to connect GND, VCC, and D0 (aka PDO or pin 3) between the two Pro Micros.
?> Note that the pin used here is actually set by `SOFT_SERIAL_PIN` below.
![serial wiring](https://i.imgur.com/C3D1GAQ.png)
### I<sup>2</sup>C Wiring
The 4 wires of the TRRS cable need to connect GND, VCC, and SCL and SDA (aka PD0/pin 3 and PD1/pin 2, respectively) between the two Pro Micros.
The pull-up resistors may be placed on either half. It is also possible to use 4 resistors and have the pull-ups in both halves, but this is unnecessary in simple use cases.
![I2C wiring](https://i.imgur.com/Hbzhc6E.png)
## Firmware Configuration
To enable the split keyboard feature, add the following to your `rules.mk`:
```make
SPLIT_KEYBOARD = yes
```
If you're using a custom transport (communication method), then you will also need to add:
```make
SPLIT_TRANSPORT = custom
```
### Setting Handedness
By default, the firmware does not know which side is which; it needs some help to determine that. There are several ways to do this, listed in order of precedence.
#### Handedness by Pin
You can configure the firmware to read a pin on the controller to determine handedness. To do this, add the following to your `config.h` file:
```c
#define SPLIT_HAND_PIN B7
```
This will read the specified pin. If it's high, then the controller assumes it is the left hand, and if it's low, it's assumed to be the right side.
#### Handedness by EEPROM
This method sets the keyboard's handedness by setting a flag in the persistent storage (`EEPROM`). This is checked when the controller first starts up, and determines what half the keyboard is, and how to orient the keyboard layout.
To enable this method, add the following to your `config.h` file:
```c
#define EE_HANDS
```
However, you'll have to flash the EEPROM files for the correct hand to each controller. You can do this manually, or there are targets for avrdude and dfu to do this, while flashing the firmware:
* `:avrdude-split-left`
* `:avrdude-split-right`
* `:dfu-split-left`
* `:dfu-split-right`
This setting is not changed when re-initializing the EEPROM using the `EEP_RST` key, or using the `eeconfig_init()` function. However, if you reset the EEPROM outside of the firmware's built in options (such as flashing a file that overwrites the `EEPROM`, like how the [QMK Toolbox]()'s "Reset EEPROM" button works), you'll need to re-flash the controller with the `EEPROM` files.
You can find the `EEPROM` files in the QMK firmware repo, [here](https://github.com/qmk/qmk_firmware/tree/master/quantum/split_common).
#### Handedness by `#define`
You can set the handedness at compile time. This is done by adding the following to your `config.h` file:
```c
#define MASTER_RIGHT
```
or
```c
#define MASTER_LEFT
```
If neither are defined, the handedness defaults to `MASTER_LEFT`.
### Communication Options
Because not every split keyboard is identical, there are a number of additional options that can be configured in your `config.h` file.
```c
#define USE_I2C
```
This enables I<sup>2</sup>C support for split keyboards. This isn't strictly for communication, but can be used for OLED or other I<sup>2</sup>C-based devices.
```c
#define SOFT_SERIAL_PIN D0
```
This sets the pin to be used for serial communication. If you're not using serial, you shouldn't need to define this.
However, if you are using serial and I<sup>2</sup>C on the board, you will need to set this, and to something other than D0 and D1 (as these are used for I<sup>2</sup>C communication).
```c
#define SELECT_SOFT_SERIAL_SPEED {#}`
```
If you're having issues with serial communication, you can change this value, as it controls the communication speed for serial. The default is 1, and the possible values are:
* **`0`**: about 189kbps (Experimental only)
* **`1`**: about 137kbps (default)
* **`2`**: about 75kbps
* **`3`**: about 39kbps
* **`4`**: about 26kbps
* **`5`**: about 20kbps
### Hardware Configuration Options
There are some settings that you may need to configure, based on how the hardware is set up.
```c
#define MATRIX_ROW_PINS_RIGHT { <row pins> }
#define MATRIX_COL_PINS_RIGHT { <col pins> }
```
This allows you to specify a different set of pins for the matrix on the right side. This is useful if you have a board with differently-shaped halves that requires a different configuration (such as Keebio's Quefrency).
```c
#define DIRECT_PINS_RIGHT { { F1, F0, B0, C7 }, { F4, F5, F6, F7 } }
```
This allows you to specify a different set of direct pins for the right side.
```c
#define ENCODERS_PAD_A_RIGHT { encoder1a, encoder2a }
#define ENCODERS_PAD_B_RIGHT { encoder1b, encoder2b }
```
This allows you to specify a different set of encoder pins for the right side.
```c
#define RGBLIGHT_SPLIT
```
This option enables synchronization of the RGB Light modes between the controllers of the split keyboard. This is for keyboards that have RGB LEDs that are directly wired to the controller (that is, they are not using the "extra data" option on the TRRS cable).
```c
#define RGBLED_SPLIT { 6, 6 }
```
This sets how many LEDs are directly connected to each controller. The first number is the left side, and the second number is the right side.
?> This setting implies that `RGBLIGHT_SPLIT` is enabled, and will forcibly enable it, if it's not.
## Additional Resources
Nicinabox has a [very nice and detailed guide](https://github.com/nicinabox/lets-split-guide) for the Let's Split keyboard, that covers most everything you need to know, including troubleshooting information.
However, the RGB Light section is out of date, as it was written long before the RGB Split code was added to QMK Firmware. Instead, wire each strip up directly to the controller.
<!-- I may port this information later, but for now ... it's very nice, and covers everything -->

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@@ -1,132 +0,0 @@
# Stenography in QMK
[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 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 also understands the language of several steno machines. QMK can speak a couple of these languages, TX Bolt and GeminiPR. An example layout can be found in `planck/keymaps/steno`.
When QMK speaks to Plover over a steno protocol Plover will not use the keyboard as input. This means that you can switch back and forth between a standard keyboard and your steno keyboard, or even switch layers from Plover to standard and back without needing to activate/deactivate Plover.
In this mode Plover expects to speak with a steno machine over a serial port so QMK will present itself to the operating system as a virtual serial port in addition to a keyboard. By default QMK will speak the TX Bolt protocol but can be switched to GeminiPR; the last protocol used is stored in non-volatile memory so QMK will use the same protocol on restart.
> 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 communicates the status of 24 keys over a very simple protocol in variable-sized (1-5 byte) packets.
### 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
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
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
void matrix_init_user() {
steno_set_mode(STENO_MODE_GEMINI); // or STENO_MODE_BOLT
}
```
Once you have your keyboard flashed launch Plover. Click the 'Configure...' button. In the 'Machine' tab select the Stenotype Machine that corresponds to your desired protocol. Click the 'Configure...' button on this tab and enter the serial port or click 'Scan'. Baud rate is fine at 9600 (although you should be able to set as high as 115200 with no issues). Use the default settings for everything else (Data Bits: 8, Stop Bits: 1, Parity: N, no flow control).
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!
## Learning Stenography
* [Learn Plover!](https://sites.google.com/site/ploverdoc/)
* [QWERTY Steno](http://qwertysteno.com/Home/)
* [Steno Jig](https://joshuagrams.github.io/steno-jig/)
* More resources at the Plover [Learning Stenography](https://github.com/openstenoproject/plover/wiki/Learning-Stenography) wiki
## Interfacing with the code
The steno code has three interceptible hooks. If you define these functions, they will be called at certain points in processing; if they return true, processing continues, otherwise it's assumed you handled things.
```C
bool send_steno_chord_user(steno_mode_t mode, uint8_t chord[6]);
```
This function is called when a chord is about to be sent. Mode will be one of `STENO_MODE_BOLT` or `STENO_MODE_GEMINI`. This represents the actual chord that would be sent via whichever protocol. You can modify the chord provided to alter what gets sent. Remember to return true if you want the regular sending process to happen.
```C
bool process_steno_user(uint16_t keycode, keyrecord_t *record) { return true; }
```
This function is called when a keypress has come in, before it is processed. The keycode should be one of `QK_STENO_BOLT`, `QK_STENO_GEMINI`, or one of the `STN_*` key values.
```C
bool postprocess_steno_user(uint16_t keycode, keyrecord_t *record, steno_mode_t mode, uint8_t chord[6], int8_t pressed);
```
This function is called after a key has been processed, but before any decision about whether or not to send a chord. If `IS_PRESSED(record->event)` is false, and `pressed` is 0 or 1, the chord will be sent shortly, but has not yet been sent. This is where to put hooks for things like, say, live displays of steno chords or keys.
## Keycode Reference
As defined in `keymap_steno.h`.
> Note: TX Bolt does not support the full set of keys. The TX Bolt implementation in QMK will map the GeminiPR keys to the nearest TX Bolt key so that one key map will work for both.
|GeminiPR|TX Bolt|Steno Key|
|--------|-------|-----------|
|`STN_N1`|`STN_NUM`|Number bar #1|
|`STN_N2`|`STN_NUM`|Number bar #2|
|`STN_N3`|`STN_NUM`|Number bar #3|
|`STN_N4`|`STN_NUM`|Number bar #4|
|`STN_N5`|`STN_NUM`|Number bar #5|
|`STN_N6`|`STN_NUM`|Number bar #6|
|`STN_N7`|`STN_NUM`|Number bar #7|
|`STN_N8`|`STN_NUM`|Number bar #8|
|`STN_N9`|`STN_NUM`|Number bar #9|
|`STN_NA`|`STN_NUM`|Number bar #A|
|`STN_NB`|`STN_NUM`|Number bar #B|
|`STN_NC`|`STN_NUM`|Number bar #C|
|`STN_S1`|`STN_SL`| `S-` upper|
|`STN_S2`|`STN_SL`| `S-` lower|
|`STN_TL`|`STN_TL`| `T-`|
|`STN_KL`|`STN_KL`| `K-`|
|`STN_PL`|`STN_PL`| `P-`|
|`STN_WL`|`STN_WL`| `W-`|
|`STN_HL`|`STN_HL`| `H-`|
|`STN_RL`|`STN_RL`| `R-`|
|`STN_A`|`STN_A`| `A` vowel|
|`STN_O`|`STN_O`| `O` vowel|
|`STN_ST1`|`STN_STR`| `*` upper-left |
|`STN_ST2`|`STN_STR`| `*` lower-left|
|`STN_ST3`|`STN_STR`| `*` upper-right|
|`STN_ST4`|`STN_STR`| `*` lower-right|
|`STN_E`|`STN_E`| `E` vowel|
|`STN_U`|`STN_U`| `U` vowel|
|`STN_FR`|`STN_FR`| `-F`|
|`STN_PR`|`STN_PR`| `-P`|
|`STN_RR`|`STN_RR`| `-R`|
|`STN_BR`|`STN_BR`| `-B`|
|`STN_LR`|`STN_LR`| `-L`|
|`STN_GR`|`STN_GR`| `-G`|
|`STN_TR`|`STN_TR`| `-T`|
|`STN_SR`|`STN_SR`| `-S`|
|`STN_DR`|`STN_DR`| `-D`|
|`STN_ZR`|`STN_ZR`| `-Z`|
|`STN_FN`|| (GeminiPR only)|
|`STN_RES1`||(GeminiPR only)|
|`STN_RES2`||(GeminiPR only)|
|`STN_PWR`||(GeminiPR only)|

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# Swap-Hands Action
The swap-hands action allows support for one-handed typing without requiring a separate layer. Set `SWAP_HANDS_ENABLE` in the Makefile and define a `hand_swap_config` entry in your keymap. Now whenever the `ACTION_SWAP_HANDS` command key is pressed the keyboard is mirrored. For instance, to type "Hello, World" on QWERTY you would type `^Ge^s^s^w^c W^wr^sd`
## Configuration
The configuration table is a simple 2-dimensional array to map from column/row to new column/row. Example `hand_swap_config` for Planck:
```C
const keypos_t hand_swap_config[MATRIX_ROWS][MATRIX_COLS] = {
{{11, 0}, {10, 0}, {9, 0}, {8, 0}, {7, 0}, {6, 0}, {5, 0}, {4, 0}, {3, 0}, {2, 0}, {1, 0}, {0, 0}},
{{11, 1}, {10, 1}, {9, 1}, {8, 1}, {7, 1}, {6, 1}, {5, 1}, {4, 1}, {3, 1}, {2, 1}, {1, 1}, {0, 1}},
{{11, 2}, {10, 2}, {9, 2}, {8, 2}, {7, 2}, {6, 2}, {5, 2}, {4, 2}, {3, 2}, {2, 2}, {1, 2}, {0, 2}},
{{11, 3}, {10, 3}, {9, 3}, {8, 3}, {7, 3}, {6, 3}, {5, 3}, {4, 3}, {3, 3}, {2, 3}, {1, 3}, {0, 3}},
};
```
Note that the array indices are reversed same as the matrix and the values are of type `keypos_t` which is `{col, row}` and all values are zero-based. In the example above, `hand_swap_config[2][4]` (third row, fifth column) would return `{7, 2}` (third row, eighth column). Yes, this is confusing.
## Swap Keycodes
|Key |Description |
|-----------|-------------------------------------------------------------------------|
|`SH_T(key)`|Sends `key` with a tap; momentary swap when held. |
|`SH_ON` |Turns on swapping and leaves it on. |
|`SH_OFF` |Turn off swapping and leaves it off. Good for returning to a known state.|
|`SH_MON` |Swaps hands when pressed, returns to normal when released (momentary). |
|`SH_MOFF` |Momentarily turns off swap. |
|`SH_TG` |Toggles swap on and off with every key press. |
|`SH_TT` |Toggles with a tap; momentary when held. |

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# Tap Dance: A Single Key Can Do 3, 5, or 100 Different Things
## Introduction
Hit the semicolon key once, send a semicolon. Hit it twice, rapidly -- send a colon. Hit it three times, and your keyboard's LEDs do a wild dance. That's just one example of what Tap Dance can do. It's one of the nicest community-contributed features in the firmware, conceived and created by [algernon](https://github.com/algernon) in [#451](https://github.com/qmk/qmk_firmware/pull/451). Here's how algernon describes the feature:
With this feature one can specify keys that behave differently, based on the amount of times they have been tapped, and when interrupted, they get handled before the interrupter.
## Explanatory Comparison with `ACTION_FUNCTION_TAP`
`ACTION_FUNCTION_TAP` can offer similar functionality to Tap Dance, but it's worth noting some important differences. To do this, let's explore a certain setup! We want one key to send `Space` on single-tap, but `Enter` on double-tap.
With `ACTION_FUNCTION_TAP`, it is quite a rain-dance to set this up, and has the problem that when the sequence is interrupted, the interrupting key will be sent first. Thus, `SPC a` will result in `a SPC` being sent, if `SPC` and `a` are both typed within `TAPPING_TERM`. With the Tap Dance feature, that'll come out correctly as `SPC a` (even if both `SPC` and `a` are typed within the `TAPPING_TERM`.
To achieve this correct handling of interrupts, the implementation of Tap Dance hooks into two parts of the system: `process_record_quantum()`, and the matrix scan. These two parts are explained below, but for now the point to note is that we need the latter to be able to time out a tap sequence even when a key is not being pressed. That way, `SPC` alone will time out and register after `TAPPING_TERM` time.
## How to Use Tap Dance
But enough of the generalities; lets look at how to actually use Tap Dance!
First, you will need `TAP_DANCE_ENABLE=yes` in your `rules.mk`, because the feature is disabled by default. This adds a little less than 1k to the firmware size.
Optionally, you might want to set a custom `TAPPING_TERM` time by adding something like this in you `config.h`:
```
#define TAPPING_TERM 175
```
The `TAPPING_TERM` time is the maximum time allowed between taps of your Tap Dance key, and is measured in milliseconds. For example, if you used the above `#define` statement and set up a Tap Dance key that sends `Space` on single-tap and `Enter` on double-tap, then this key will send `ENT` only if you tap this key twice in less than 175ms. If you tap the key, wait more than 175ms, and tap the key again you'll end up sending `SPC SPC` instead.
Next, you will want to define some tap-dance keys, which is easiest to do with the `TD()` macro, that - similar to `F()` - takes a number, which will later be used as an index into the `tap_dance_actions` array.
After this, you'll want to use the `tap_dance_actions` array to specify what actions shall be taken when a tap-dance key is in action. Currently, there are five possible options:
* `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when tapped once, `kc2` otherwise. When the key is held, the appropriate keycode is registered: `kc1` when pressed and held, `kc2` when tapped once, then pressed and held.
* `ACTION_TAP_DANCE_LAYER_MOVE(kc, layer)`: Sends the `kc` keycode when tapped once, or moves to `layer`. (this functions like the `TO` layer keycode).
* This is the same as `ACTION_TAP_DANCE_DUAL_ROLE`, but renamed to something that is clearer about its functionality. Both names will work.
* `ACTION_TAP_DANCE_LAYER_TOGGLE(kc, layer)`: Sends the `kc` keycode when tapped once, or toggles the state of `layer`. (this functions like the `TG` layer keycode).
* `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the final tap count of the tap dance action.
* `ACTION_TAP_DANCE_FN_ADVANCED(on_each_tap_fn, on_dance_finished_fn, on_dance_reset_fn)`: Calls the first specified function - defined in the user keymap - on every tap, the second function when the dance action finishes (like the previous option), and the last function when the tap dance action resets.
* `ACTION_TAP_DANCE_FN_ADVANCED_TIME(on_each_tap_fn, on_dance_finished_fn, on_dance_reset_fn, tap_specific_tapping_term)`: This functions identically to the `ACTION_TAP_DANCE_FN_ADVANCED` function, but uses a custom tapping term for it, instead of the predefined `TAPPING_TERM`.
The first option is enough for a lot of cases, that just want dual roles. For example, `ACTION_TAP_DANCE_DOUBLE(KC_SPC, KC_ENT)` will result in `Space` being sent on single-tap, `Enter` otherwise.
!> Keep in mind that only [basic keycodes](keycodes_basic.md) are supported here. Custom keycodes are not supported.
Similar to the first option, the second option is good for simple layer-switching cases.
For more complicated cases, use the third or fourth options (examples of each are listed below).
Finally, the fifth option is particularly useful if your non-Tap-Dance keys start behaving weirdly after adding the code for your Tap Dance keys. The likely problem is that you changed the `TAPPING_TERM` time to make your Tap Dance keys easier for you to use, and that this has changed the way your other keys handle interrupts.
## Implementation Details
Well, that's the bulk of it! You should now be able to work through the examples below, and to develop your own Tap Dance functionality. But if you want a deeper understanding of what's going on behind the scenes, then read on for the explanation of how it all works!
The main entry point is `process_tap_dance()`, called from `process_record_quantum()`, which is run for every keypress, and our handler gets to run early. This function checks whether the key pressed is a tap-dance key. If it is not, and a tap-dance was in action, we handle that first, and enqueue the newly pressed key. If it is a tap-dance key, then we check if it is the same as the already active one (if there's one active, that is). If it is not, we fire off the old one first, then register the new one. If it was the same, we increment the counter and reset the timer.
This means that you have `TAPPING_TERM` time to tap the key again; you do not have to input all the taps within a single `TAPPING_TERM` timeframe. This allows for longer tap counts, with minimal impact on responsiveness.
Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys.
For the sake of flexibility, tap-dance actions can be either a pair of keycodes, or a user function. The latter allows one to handle higher tap counts, or do extra things, like blink the LEDs, fiddle with the backlighting, and so on. This is accomplished by using an union, and some clever macros.
# Examples
## Simple Example
Here's a simple example for a single definition:
1. In your `rules.mk`, add `TAP_DANCE_ENABLE = yes`
2. In your `config.h` (which you can copy from `qmk_firmware/keyboards/planck/config.h` to your keymap directory), add `#define TAPPING_TERM 200`
3. In your `keymap.c` file, define the variables and definitions, then add to your keymap:
```c
//Tap Dance Declarations
enum {
TD_ESC_CAPS = 0
};
//Tap Dance Definitions
qk_tap_dance_action_t tap_dance_actions[] = {
//Tap once for Esc, twice for Caps Lock
[TD_ESC_CAPS] = ACTION_TAP_DANCE_DOUBLE(KC_ESC, KC_CAPS)
// Other declarations would go here, separated by commas, if you have them
};
//In Layer declaration, add tap dance item in place of a key code
TD(TD_ESC_CAPS)
```
## Complex Examples
This section details several complex tap dance examples.
All the enums used in the examples are declared like this:
```c
// Enums defined for all examples:
enum {
CT_SE = 0,
CT_CLN,
CT_EGG,
CT_FLSH,
X_TAP_DANCE
};
```
### Example 1: Send `:` on Single Tap, `;` on Double Tap
```c
void dance_cln_finished (qk_tap_dance_state_t *state, void *user_data) {
if (state->count == 1) {
register_code (KC_RSFT);
register_code (KC_SCLN);
} else {
register_code (KC_SCLN);
}
}
void dance_cln_reset (qk_tap_dance_state_t *state, void *user_data) {
if (state->count == 1) {
unregister_code (KC_RSFT);
unregister_code (KC_SCLN);
} else {
unregister_code (KC_SCLN);
}
}
//All tap dance functions would go here. Only showing this one.
qk_tap_dance_action_t tap_dance_actions[] = {
[CT_CLN] = ACTION_TAP_DANCE_FN_ADVANCED (NULL, dance_cln_finished, dance_cln_reset)
};
```
### Example 2: Send "Safety Dance!" After 100 Taps
```c
void dance_egg (qk_tap_dance_state_t *state, void *user_data) {
if (state->count >= 100) {
SEND_STRING ("Safety dance!");
reset_tap_dance (state);
}
}
qk_tap_dance_action_t tap_dance_actions[] = {
[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg)
};
```
### Example 3: Turn LED Lights On Then Off, One at a Time
```c
// on each tap, light up one led, from right to left
// on the forth tap, turn them off from right to left
void dance_flsh_each(qk_tap_dance_state_t *state, void *user_data) {
switch (state->count) {
case 1:
ergodox_right_led_3_on();
break;
case 2:
ergodox_right_led_2_on();
break;
case 3:
ergodox_right_led_1_on();
break;
case 4:
ergodox_right_led_3_off();
_delay_ms(50);
ergodox_right_led_2_off();
_delay_ms(50);
ergodox_right_led_1_off();
}
}
// on the fourth tap, set the keyboard on flash state
void dance_flsh_finished(qk_tap_dance_state_t *state, void *user_data) {
if (state->count >= 4) {
reset_keyboard();
reset_tap_dance(state);
}
}
// if the flash state didn't happen, then turn off LEDs, left to right
void dance_flsh_reset(qk_tap_dance_state_t *state, void *user_data) {
ergodox_right_led_1_off();
_delay_ms(50);
ergodox_right_led_2_off();
_delay_ms(50);
ergodox_right_led_3_off();
}
//All tap dances now put together. Example 3 is "CT_FLASH"
qk_tap_dance_action_t tap_dance_actions[] = {
[CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT)
,[CT_CLN] = ACTION_TAP_DANCE_FN_ADVANCED (NULL, dance_cln_finished, dance_cln_reset)
,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg)
,[CT_FLSH] = ACTION_TAP_DANCE_FN_ADVANCED (dance_flsh_each, dance_flsh_finished, dance_flsh_reset)
};
```
### Example 4: 'Quad Function Tap-Dance'
By [DanielGGordon](https://github.com/danielggordon)
Allow one key to have 4 (or more) functions, depending on number of presses, and if the key is held or tapped.
Below is a specific example:
* Tap = Send `x`
* Hold = Send `Control`
* Double Tap = Send `Escape`
* Double Tap and Hold = Send `Alt`
## Setup
You will need a few things that can be used for 'Quad Function Tap-Dance'.
You'll need to add these to the top of your `keymap.c` file, before your keymap.
```c
typedef struct {
bool is_press_action;
int state;
} tap;
enum {
SINGLE_TAP = 1,
SINGLE_HOLD = 2,
DOUBLE_TAP = 3,
DOUBLE_HOLD = 4,
DOUBLE_SINGLE_TAP = 5, //send two single taps
TRIPLE_TAP = 6,
TRIPLE_HOLD = 7
};
//Tap dance enums
enum {
X_CTL = 0,
SOME_OTHER_DANCE
};
int cur_dance (qk_tap_dance_state_t *state);
//for the x tap dance. Put it here so it can be used in any keymap
void x_finished (qk_tap_dance_state_t *state, void *user_data);
void x_reset (qk_tap_dance_state_t *state, void *user_data);
```
Now, at the bottom of your `keymap.c` file, you'll need to add the following:
```c
/* Return an integer that corresponds to what kind of tap dance should be executed.
*
* How to figure out tap dance state: interrupted and pressed.
*
* Interrupted: If the state of a dance dance is "interrupted", that means that another key has been hit
* under the tapping term. This is typically indicitive that you are trying to "tap" the key.
*
* Pressed: Whether or not the key is still being pressed. If this value is true, that means the tapping term
* has ended, but the key is still being pressed down. This generally means the key is being "held".
*
* One thing that is currenlty not possible with qmk software in regards to tap dance is to mimic the "permissive hold"
* feature. In general, advanced tap dances do not work well if they are used with commonly typed letters.
* For example "A". Tap dances are best used on non-letter keys that are not hit while typing letters.
*
* Good places to put an advanced tap dance:
* z,q,x,j,k,v,b, any function key, home/end, comma, semi-colon
*
* Criteria for "good placement" of a tap dance key:
* Not a key that is hit frequently in a sentence
* Not a key that is used frequently to double tap, for example 'tab' is often double tapped in a terminal, or
* in a web form. So 'tab' would be a poor choice for a tap dance.
* Letters used in common words as a double. For example 'p' in 'pepper'. If a tap dance function existed on the
* letter 'p', the word 'pepper' would be quite frustating to type.
*
* For the third point, there does exist the 'DOUBLE_SINGLE_TAP', however this is not fully tested
*
*/
int cur_dance (qk_tap_dance_state_t *state) {
if (state->count == 1) {
if (state->interrupted || !state->pressed) return SINGLE_TAP;
//key has not been interrupted, but they key is still held. Means you want to send a 'HOLD'.
else return SINGLE_HOLD;
}
else if (state->count == 2) {
/*
* DOUBLE_SINGLE_TAP is to distinguish between typing "pepper", and actually wanting a double tap
* action when hitting 'pp'. Suggested use case for this return value is when you want to send two
* keystrokes of the key, and not the 'double tap' action/macro.
*/
if (state->interrupted) return DOUBLE_SINGLE_TAP;
else if (state->pressed) return DOUBLE_HOLD;
else return DOUBLE_TAP;
}
//Assumes no one is trying to type the same letter three times (at least not quickly).
//If your tap dance key is 'KC_W', and you want to type "www." quickly - then you will need to add
//an exception here to return a 'TRIPLE_SINGLE_TAP', and define that enum just like 'DOUBLE_SINGLE_TAP'
if (state->count == 3) {
if (state->interrupted || !state->pressed) return TRIPLE_TAP;
else return TRIPLE_HOLD;
}
else return 8; //magic number. At some point this method will expand to work for more presses
}
//instanalize an instance of 'tap' for the 'x' tap dance.
static tap xtap_state = {
.is_press_action = true,
.state = 0
};
void x_finished (qk_tap_dance_state_t *state, void *user_data) {
xtap_state.state = cur_dance(state);
switch (xtap_state.state) {
case SINGLE_TAP: register_code(KC_X); break;
case SINGLE_HOLD: register_code(KC_LCTRL); break;
case DOUBLE_TAP: register_code(KC_ESC); break;
case DOUBLE_HOLD: register_code(KC_LALT); break;
case DOUBLE_SINGLE_TAP: register_code(KC_X); unregister_code(KC_X); register_code(KC_X);
//Last case is for fast typing. Assuming your key is `f`:
//For example, when typing the word `buffer`, and you want to make sure that you send `ff` and not `Esc`.
//In order to type `ff` when typing fast, the next character will have to be hit within the `TAPPING_TERM`, which by default is 200ms.
}
}
void x_reset (qk_tap_dance_state_t *state, void *user_data) {
switch (xtap_state.state) {
case SINGLE_TAP: unregister_code(KC_X); break;
case SINGLE_HOLD: unregister_code(KC_LCTRL); break;
case DOUBLE_TAP: unregister_code(KC_ESC); break;
case DOUBLE_HOLD: unregister_code(KC_LALT);
case DOUBLE_SINGLE_TAP: unregister_code(KC_X);
}
xtap_state.state = 0;
}
qk_tap_dance_action_t tap_dance_actions[] = {
[X_CTL] = ACTION_TAP_DANCE_FN_ADVANCED(NULL,x_finished, x_reset)
};
```
And then simply use `TD(X_CTL)` anywhere in your keymap.
If you want to implement this in your userspace, then you may want to check out how [DanielGGordon](https://github.com/qmk/qmk_firmware/tree/master/users/gordon) has implemented this in their userspace.
### Example 5: Using tap dance for advanced mod-tap and layer-tap keys
Tap dance can be used to emulate `MT()` and `LT()` behavior when the tapped code is not a basic keycode. This is useful to send tapped keycodes that normally require `Shift`, such as parentheses or curly braces—or other modified keycodes, such as `Control + X`.
Below your layers and custom keycodes, add the following:
```c
// tapdance keycodes
enum td_keycodes {
ALT_LP // Our example key: `LALT` when held, `(` when tapped. Add additional keycodes for each tapdance.
};
// define a type containing as many tapdance states as you need
typedef enum {
SINGLE_TAP,
SINGLE_HOLD,
DOUBLE_SINGLE_TAP
} td_state_t;
// create a global instance of the tapdance state type
static td_state_t td_state;
// declare your tapdance functions:
// function to determine the current tapdance state
int cur_dance (qk_tap_dance_state_t *state);
// `finished` and `reset` functions for each tapdance keycode
void altlp_finished (qk_tap_dance_state_t *state, void *user_data);
void altlp_reset (qk_tap_dance_state_t *state, void *user_data);
```
Below your `LAYOUT`, define each of the tapdance functions:
```c
// determine the tapdance state to return
int cur_dance (qk_tap_dance_state_t *state) {
if (state->count == 1) {
if (state->interrupted || !state->pressed) { return SINGLE_TAP; }
else { return SINGLE_HOLD; }
}
if (state->count == 2) { return DOUBLE_SINGLE_TAP; }
else { return 3; } // any number higher than the maximum state value you return above
}
// handle the possible states for each tapdance keycode you define:
void altlp_finished (qk_tap_dance_state_t *state, void *user_data) {
td_state = cur_dance(state);
switch (td_state) {
case SINGLE_TAP:
register_code16(KC_LPRN);
break;
case SINGLE_HOLD:
register_mods(MOD_BIT(KC_LALT)); // for a layer-tap key, use `layer_on(_MY_LAYER)` here
break;
case DOUBLE_SINGLE_TAP: // allow nesting of 2 parens `((` within tapping term
tap_code16(KC_LPRN);
register_code16(KC_LPRN);
}
}
void altlp_reset (qk_tap_dance_state_t *state, void *user_data) {
switch (td_state) {
case SINGLE_TAP:
unregister_code16(KC_LPRN);
break;
case SINGLE_HOLD:
unregister_mods(MOD_BIT(KC_LALT)); // for a layer-tap key, use `layer_off(_MY_LAYER)` here
break;
case DOUBLE_SINGLE_TAP:
unregister_code16(KC_LPRN);
}
}
// define `ACTION_TAP_DANCE_FN_ADVANCED()` for each tapdance keycode, passing in `finished` and `reset` functions
qk_tap_dance_action_t tap_dance_actions[] = {
[ALT_LP] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, altlp_finished, altlp_reset)
};
```
Wrap each tapdance keycode in `TD()` when including it in your keymap, e.g. `TD(ALT_LP)`.
### Example 6: Using tap dance for momentary-layer-switch and layer-toggle keys
Tap Dance can be used to mimic MO(layer) and TG(layer) functionality. For this example, we will set up a key to function as `KC_QUOT` on single-tap, as `MO(_MY_LAYER)` on single-hold, and `TG(_MY_LAYER)` on double-tap.
The first step is to include the following code towards the beginning of your `keymap.c`:
```
typedef struct {
bool is_press_action;
int state;
} tap;
//Define a type for as many tap dance states as you need
enum {
SINGLE_TAP = 1,
SINGLE_HOLD = 2,
DOUBLE_TAP = 3
};
enum {
QUOT_LAYR = 0 //Our custom tap dance key; add any other tap dance keys to this enum
};
//Declare the functions to be used with your tap dance key(s)
//Function associated with all tap dances
int cur_dance (qk_tap_dance_state_t *state);
//Functions associated with individual tap dances
void ql_finished (qk_tap_dance_state_t *state, void *user_data);
void ql_reset (qk_tap_dance_state_t *state, void *user_data);
//Declare variable to track which layer is active
int active_layer;
```
The above code is similar to that used in previous examples. The one point to note is that you need to declare a variable to keep track of what layer is currently the active layer. We'll see why shortly.
Towards the bottom of your `keymap.c`, include the following code:
```
//Update active_layer
uint32_t layer_state_set_user(uint32_t state) {
switch (biton32(state)) {
case 1:
active_layer = 1;
break;
case 2:
active_layer = 2;
break;
case 3:
active_layer = 3;
break;
default:
active_layer = 0;
break;
}
return state;
}
//Determine the current tap dance state
int cur_dance (qk_tap_dance_state_t *state) {
if (state->count == 1) {
if (!state->pressed) {return SINGLE_TAP;}
else return SINGLE_HOLD;
} else if (state->count == 2) {return DOUBLE_TAP;}
else return 8;
}
//Initialize tap structure associated with example tap dance key
static tap ql_tap_state = {
.is_press_action = true,
.state = 0
};
//Functions that control what our tap dance key does
void ql_finished (qk_tap_dance_state_t *state, void *user_data) {
ql_tap_state.state = cur_dance(state);
switch (ql_tap_state.state) {
case SINGLE_TAP: tap_code(KC_QUOT); break;
case SINGLE_HOLD: layer_on(_MY_LAYER); break;
case DOUBLE_TAP:
if (active_layer==_MY_LAYER) {layer_off(_MY_LAYER);}
else layer_on(_MY_LAYER);
}
}
void ql_reset (qk_tap_dance_state_t *state, void *user_data) {
if (ql_tap_state.state==SINGLE_HOLD) {layer_off(_MY_LAYER);}
ql_tap_state.state = 0;
}
//Associate our tap dance key with its functionality
qk_tap_dance_action_t tap_dance_actions[] = {
[QUOT_LAYR] = ACTION_TAP_DANCE_FN_ADVANCED_TIME(NULL, ql_finished, ql_reset, 275)
};
```
The is where the real logic of our tap dance key gets worked out. Since `layer_state_set_user()` is called on any layer switch, we use it to update `active_layer`. Our example is assuming that your `keymap.c` includes 4 layers, so adjust the switch statement here to fit your actual number of layers.
The use of `cur_dance()` and `ql_tap_state` mirrors the above examples.
The `case:SINGLE_TAP` in `ql_finished` is similar to the above examples. The `case:SINGLE_HOLD` works in conjunction with `ql_reset()` to switch to `_MY_LAYER` while the tap dance key is held, and to switch away from `_MY_LAYER` when the key is released. This mirrors the use of `MO(_MY_LAYER)`. The `case:DOUBLE_TAP` works by checking whether `_MY_LAYER` is the active layer, and toggling it on or off accordingly. This mirrors the use of `TG(_MY_LAYER)`.
`tap_dance_actions[]` works similar to the above examples. Note that I used `ACTION_TAP_DANCE_FN_ADVANCED_TIME()` instead of `ACTION_TAP_DANCE_FN_ADVANCED()`. This is because I like my `TAPPING_TERM` to be short (~175ms) for my non-tap-dance keys but find that this is too quick for me to reliably complete tap dance actions - thus the increased time of 275ms here.
Finally, to get this tap dance key working, be sure to include `TD(QUOT_LAYR)` in your `keymaps[]`.

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# Terminal
> This feature is currently *huge* at 4400 bytes, and should probably only be put on boards with a lot of memory, or for fun.
The terminal feature is a command-line-like interface designed to communicate through a text editor with keystrokes. It's beneficial to turn off auto-indent features in your editor.
To enable, stick this in your `rules.mk` or `Makefile`:
TERMINAL_ENABLE = yes
And use the `TERM_ON` and `TERM_OFF` keycodes to turn it on or off.
When enabled, a `> ` prompt will appear, where you'll be able to type, backspace (a bell will ding if you reach the beginning and audio is enabled), and hit enter to send the command. Arrow keys are currently disabled so it doesn't get confused. Moving your cursor around with the mouse is discouraged.
`#define TERMINAL_HELP` enables some other output helpers that aren't really needed with this page.
Pressing "up" and "down" will allow you to cycle through the past 5 commands entered.
## Future Ideas
* Keyboard/user-extensible commands
* Smaller footprint
* Arrow key support
* Command history - Done
* SD card support
* LCD support for buffer display
* Keycode -> name string LUT
* Layer status
* *Analog/digital port read/write*
* RGB mode stuff
* Macro definitions
* EEPROM read/write
* Audio control
## Current Commands
### `about`
Prints out the current version of QMK with a build date:
```
> about
QMK Firmware
v0.5.115-7-g80ed73-dirty
Built: 2017-08-29-20:24:44
```
### `print-buffer`
Outputs the last 5 commands entered
```
> print-buffer
0. print-buffer
1. help
2. about
3. keymap 0
4. help
5. flush-buffer
```
### `flush-buffer`
Clears command buffer
```
> flush-buffer
Buffer cleared!
```
### `help`
Prints out the available commands:
```
> help
commands available:
about help keycode keymap exit print-buffer flush-buffer
```
### `keycode <layer> <row> <col>`
Prints out the keycode value of a certain layer, row, and column:
```
> keycode 0 1 0
0x29 (41)
```
### `keymap <layer>`
Prints out the entire keymap for a certain layer
```
> keymap 0
0x002b, 0x0014, 0x001a, 0x0008, 0x0015, 0x0017, 0x001c, 0x0018, 0x000c, 0x0012, 0x0013, 0x002a,
0x0029, 0x0004, 0x0016, 0x0007, 0x0009, 0x000a, 0x000b, 0x000d, 0x000e, 0x000f, 0x0033, 0x0034,
0x00e1, 0x001d, 0x001b, 0x0006, 0x0019, 0x0005, 0x0011, 0x0010, 0x0036, 0x0037, 0x0038, 0x0028,
0x5cd6, 0x00e0, 0x00e2, 0x00e3, 0x5cd4, 0x002c, 0x002c, 0x5cd5, 0x0050, 0x0051, 0x0052, 0x004f,
>
```
### `exit`
Exits the terminal - same as `TERM_OFF`.

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# Thermal Printer
<!-- FIXME: Describe thermal printers support here. -->
## Thermal Printer Keycodes
|Key |Description |
|-----------|----------------------------------------|
|`PRINT_ON` |Start printing everything the user types|
|`PRINT_OFF`|Stop printing everything the user types |

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@@ -1,233 +0,0 @@
# Unicode Support
Unicode characters can be input straight from your keyboard! There are some limitations, however.
QMK has three different methods for enabling Unicode input and defining keycodes:
## Basic Unicode
This method supports Unicode code points up to `0x7FFF`. This covers characters for most modern languages, as well as symbols, but it doesn't cover emoji.
Add the following to your `rules.mk`:
```make
UNICODE_ENABLE = yes
```
Then add `UC(c)` keycodes to your keymap, where _c_ is the code point (preferably in hexadecimal, up to 4 digits long). For example: `UC(0x45B)`, `UC(0x30C4)`.
## Unicode Map
This method supports all possible code points (up to `0x10FFFF`); however, you need to maintain a separate mapping table in your keymap file, which may contain at most 16384 entries.
Add the following to your `rules.mk`:
```make
UNICODEMAP_ENABLE = yes
```
Then add `X(i)` keycodes to your keymap, where _i_ is an array index into the mapping table:
```c
enum unicode_names {
BANG,
IRONY,
SNEK
};
const uint32_t PROGMEM unicode_map[] = {
[BANG] = 0x203D, // ‽
[IRONY] = 0x2E2E, // ⸮
[SNEK] = 0x1F40D, // 🐍
};
```
Then you can use `X(BANG)`, `X(SNEK)` etc. in your keymap.
### Lower and Upper Case
Characters often come in lower and upper case pairs, such as å and Å. To make inputting these characters easier, you can use `XP(i, j)` in your keymap, where _i_ and _j_ are the mapping table indices of the lower and upper case character, respectively. If you're holding down Shift or have Caps Lock turned on when you press the key, the second (upper case) character will be inserted; otherwise, the first (lower case) version will appear.
This is most useful when creating a keymap for an international layout with special characters. Instead of having to put the lower and upper case versions of a character on separate keys, you can have them both on the same key by using `XP()`. This helps blend Unicode keys in with regular alphas.
Due to keycode size constraints, _i_ and _j_ can each only refer to one of the first 128 characters in your `unicode_map`. In other words, 0 ≤ _i_ ≤ 127 and 0 ≤ _j_ ≤ 127. This is enough for most use cases, but if you'd like to customize the index calculation, you can override the [`unicodemap_index()`](https://github.com/qmk/qmk_firmware/blob/71f640d47ee12c862c798e1f56392853c7b1c1a8/quantum/process_keycode/process_unicodemap.c#L40) function. This also allows you to, say, check Ctrl instead of Shift/Caps.
## UCIS
This method also supports all possible code points. As with the Unicode Map method, you need to maintain a mapping table in your keymap file. However, there are no built-in keycodes for this feature — you have to create a custom keycode or function that invokes this functionality.
Add the following to your `rules.mk`:
```make
UCIS_ENABLE = yes
```
Then define a table like this in your keymap file:
```c
const qk_ucis_symbol_t ucis_symbol_table[] = UCIS_TABLE(
UCIS_SYM("poop", 0x1F4A9), // 💩
UCIS_SYM("rofl", 0x1F923), // 🤣
UCIS_SYM("kiss", 0x1F619) // 😙
);
```
To use it, call `qk_ucis_start()`. Then, type the mnemonic for the character (such as "rofl"), and hit Space or Enter. QMK should erase the "rofl" text and insert the laughing emoji.
### Customization
There are several functions that you can define in your keymap to customize the functionality of this feature.
* `void qk_ucis_start_user(void)` This runs when you call the "start" function, and can be used to provide feedback. By default, it types out a keyboard emoji.
* `void qk_ucis_success(uint8_t symbol_index)` This runs when the input has matched something and has completed. By default, it doesn't do anything.
* `void qk_ucis_symbol_fallback (void)` This runs when the input doesn't match anything. By default, it falls back to trying that input as a Unicode code.
You can find the default implementations of these functions in [`process_ucis.c`](https://github.com/qmk/qmk_firmware/blob/master/quantum/process_keycode/process_ucis.c).
## Input Modes
Unicode input in QMK works by inputting a sequence of characters to the OS, sort of like a macro. Unfortunately, the way this is done differs for each platform. Specifically, each platform requires a different combination of keys to trigger Unicode input. Therefore, a corresponding input mode has to be set in QMK.
The following input modes are available:
* **`UC_OSX`**: macOS built-in Unicode hex input. Supports code points up to `0xFFFF` (`0x10FFFF` with Unicode Map).
To enable, go to _System Preferences > Keyboard > Input Sources_, add _Unicode Hex Input_ to the list (it's under _Other_), then activate it from the input dropdown in the Menu Bar.
By default, this mode uses the left Option key (`KC_LALT`) for Unicode input, but this can be changed by defining [`UNICODE_KEY_OSX`](#input-key-configuration) with another keycode.
!> Using the _Unicode Hex Input_ input source may disable some Option based shortcuts, such as Option + Left Arrow and Option + Right Arrow.
* **`UC_LNX`**: Linux built-in IBus Unicode input. Supports code points up to `0x10FFFF` (all possible code points).
Enabled by default and works almost anywhere on IBus-enabled distros. Without IBus, this mode works under GTK apps, but rarely anywhere else.
By default, this mode uses Ctrl+Shift+U (`LCTL(LSFT(KC_U))`) to start Unicode input, but this can be changed by defining [`UNICODE_KEY_LNX`](#input-key-configuration) with another keycode. This might be required for IBus versions ≥1.5.15, where Ctrl+Shift+U behavior is consolidated into Ctrl+Shift+E.
* **`UC_WIN`**: _(not recommended)_ Windows built-in hex numpad Unicode input. Supports code points up to `0xFFFF`.
To enable, create a registry key under `HKEY_CURRENT_USER\Control Panel\Input Method\EnableHexNumpad` of type `REG_SZ` called `EnableHexNumpad` and set its value to `1`. This can be done from the Command Prompt by running `reg add "HKCU\Control Panel\Input Method" -v EnableHexNumpad -t REG_SZ -d 1` with administrator privileges. Reboot afterwards.
This mode is not recommended because of reliability and compatibility issues; use the `UC_WINC` mode instead.
* **`UC_BSD`**: _(non implemented)_ Unicode input under BSD. Not implemented at this time. If you're a BSD user and want to help add support for it, please [open an issue on GitHub](https://github.com/qmk/qmk_firmware/issues).
* **`UC_WINC`**: Windows Unicode input using [WinCompose](https://github.com/samhocevar/wincompose). As of v0.9.0, supports code points up to `0x10FFFF` (all possible code points).
To enable, install the [latest release](https://github.com/samhocevar/wincompose/releases/latest). Once installed, WinCompose will automatically run on startup. Works reliably under all version of Windows supported by the app.
By default, this mode uses right Alt (`KC_RALT`) as the Compose key, but this can be changed in the WinCompose settings and by defining [`UNICODE_KEY_WINC`](#input-key-configuration) with another keycode.
### Switching Input Modes
There are two ways to set the input mode for Unicode: by keycode or by function. Keep in mind that both methods write to persistent storage (EEPROM), and are loaded each time the keyboard starts. So once you've set it the first time, you don't need to set it again unless you want to change it, or you've reset the EEPROM settings.
You can switch the input mode at any time by using one of the following keycodes. The easiest way is to add the ones you use to your keymap.
|Keycode |Alias |Input Mode |Description |
|----------------------|---------|------------|--------------------------------------------------------------|
|`UNICODE_MODE_FORWARD`|`UC_MOD` |Next in list|[Cycle](#input-mode-cycling) through selected modes |
|`UNICODE_MODE_REVERSE`|`UC_RMOD`|Prev in list|[Cycle](#input-mode-cycling) through selected modes in reverse|
|`UNICODE_MODE_OSX` |`UC_M_OS`|`UC_OSX` |Switch to macOS input |
|`UNICODE_MODE_LNX` |`UC_M_LN`|`UC_LNX` |Switch to Linux input |
|`UNICODE_MODE_WIN` |`UC_M_WI`|`UC_WIN` |Switch to Windows input |
|`UNICODE_MODE_BSD` |`UC_M_BS`|`UC_BSD` |Switch to BSD input (not implemented) |
|`UNICODE_MODE_WINC` |`UC_M_WC`|`UC_WINC` |Switch to Windows input using WinCompose |
You can also switch the input mode by calling `set_unicode_input_mode(x)` in your code, where _x_ is one of the above input mode constants (e.g. `UC_LNX`). Since the function only needs to be called once, it's recommended that you do it in `eeconfig_init_user()` (or a similar function). For example:
```c
void eeconfig_init_user(void) {
set_unicode_input_mode(UC_LNX);
}
```
### Audio Feedback
If you have the [Audio feature](feature_audio.md) enabled on the board, you can set melodies to be played when you press the above keys. That way you can have some audio feedback when switching input modes.
For instance, you can add these definitions to your `config.h` file:
```c
#define UNICODE_SONG_OSX COIN_SOUND
#define UNICODE_SONG_LNX UNICODE_LINUX
#define UNICODE_SONG_BSD MARIO_GAMEOVER
#define UNICODE_SONG_WIN UNICODE_WINDOWS
#define UNICODE_SONG_WINC UNICODE_WINDOWS
```
### Additional Customization
Because Unicode is a large and versatile feature, there are a number of options you can customize to make it work better on your system.
#### Start and Finish Input Functions
The functions for starting and finishing Unicode input on your platform can be overridden locally. Possible uses include customizing input mode behavior if you don't use the default keys, or adding extra visual/audio feedback to Unicode input.
* `void unicode_input_start(void)` This sends the initial sequence that tells your platform to enter Unicode input mode. For example, it presses Ctrl+Shift+U on Linux and holds the Option key on macOS.
* `void unicode_input_finish(void)` This is called to exit Unicode input mode, for example by pressing Space or releasing the Option key.
You can find the default implementations of these functions in [`process_unicode_common.c`](https://github.com/qmk/qmk_firmware/blob/master/quantum/process_keycode/process_unicode_common.c).
#### Input Key Configuration
You can customize the keys used to trigger Unicode input for macOS, Linux and WinCompose by adding corresponding defines to your `config.h`. The default values match the platforms' default settings, so you shouldn't need to change this unless Unicode input isn't working, or you want to use a different key (e.g. in order to free up left or right Alt).
|Define |Type |Default |Example |
|------------------|----------|------------------|-------------------------------------------|
|`UNICODE_KEY_OSX` |`uint8_t` |`KC_LALT` |`#define UNICODE_KEY_OSX KC_RALT` |
|`UNICODE_KEY_LNX` |`uint16_t`|`LCTL(LSFT(KC_U))`|`#define UNICODE_KEY_LNX LCTL(LSFT(KC_E))`|
|`UNICODE_KEY_WINC`|`uint8_t` |`KC_RALT` |`#define UNICODE_KEY_WINC KC_RGUI` |
#### Input Mode Cycling
You can choose which input modes are available for cycling through. By default, this is disabled. If you want to enable it, limiting it to just the modes you use makes sense. Note that the values in the list are comma-delimited.
```c
#define UNICODE_SELECTED_MODES UC_OSX, UC_LNX, UC_WIN, UC_WINC
```
You can cycle through the selected modes by using the `UC_MOD`/`UC_RMOD` keycodes, or by calling `cycle_unicode_input_mode(offset)` in your code (`offset` is how many modes to move forward by, so +1 corresponds to `UC_MOD`).
By default, when the keyboard boots, it will initialize the input mode to the last one you used. You can disable this and make it start with the first mode in the list every time by adding the following to your `config.h`:
```c
#define UNICODE_CYCLE_PERSIST false
```
!> Using `UNICODE_SELECTED_MODES` means you don't have to initially set the input mode in `matrix_init_user()` (or a similar function); the Unicode system will do that for you on startup. This has the added benefit of avoiding unnecessary writes to EEPROM.
## `send_unicode_hex_string`
To type multiple characters for things like (ノಠ痊ಠ)ノ彡┻━┻, you can use `send_unicode_hex_string()` much like `SEND_STRING()` except you would use hex values separate by spaces.
For example, the table flip seen above would be `send_unicode_hex_string("0028 30CE 0CA0 75CA 0CA0 0029 30CE 5F61 253B 2501 253B")`
There are many ways to get a hex code, but an easy one is [this site](https://r12a.github.io/app-conversion/). Just make sure to convert to hexadecimal, and that is your string.
## Additional Language Support
In `quantum/keymap_extras/`, you'll see various language files - these work the same way as the alternative layout ones do. Most are defined by their two letter country/language code followed by an underscore and a 4-letter abbreviation of its name. `FR_UGRV` which will result in a `ù` when using a software-implemented AZERTY layout. It's currently difficult to send such characters in just the firmware.
## International Characters on Windows
### AutoHotkey allows Windows users to create custom hotkeys among others.
The method does not require Unicode support in the keyboard itself but depends instead of [AutoHotkey](https://autohotkey.com) running in the background.
First you need to select a modifier combination that is not in use by any of your programs.
CtrlAltWin is not used very widely and should therefore be perfect for this.
There is a macro defined for a mod-tab combo `LCAG_T`.
Add this mod-tab combo to a key on your keyboard, e.g.: `LCAG_T(KC_TAB)`.
This makes the key behave like a tab key if pressed and released immediately but changes it to the modifier if used with another key.
In the default script of AutoHotkey you can define custom hotkeys.
<^<!<#a::Send, ä
<^<!<#<+a::Send, Ä
The hotkeys above are for the combination CtrlAltGui and CtrlAltGuiShift plus the letter a.
AutoHotkey inserts the Text right of `Send, ` when this combination is pressed.
### US International
If you enable the US International layout on the system, it will use punctuation to accent the characters.
For instance, typing "`a" will result in à.
You can find details on how to enable this [here](https://support.microsoft.com/en-us/help/17424/windows-change-keyboard-layout).

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@@ -1,251 +0,0 @@
# Userspace: Sharing Code Between Keymaps
If you use more than one keyboard with a similar keymap, you might see the benefit in being able to share code between them. Create your own folder in `users/` named the same as your keymap (ideally your github username, `<name>`) with the following structure:
* `/users/<name>/` (added to the path automatically)
* `readme.md` (optional, recommended)
* `rules.mk` (included automatically)
* `config.h` (included automatically)
* `<name>.h` (optional)
* `<name>.c` (optional)
* `cool_rgb_stuff.c` (optional)
* `cool_rgb_stuff.h` (optional)
All this only happens when you build a keymap named `<name>`, like this:
make planck:<name>
For example,
make planck:jack
Will include the `/users/jack/` folder in the path, along with `/users/jack/rules.mk`.
!> This `name` can be [overridden](#override-default-userspace), if needed.
## `Rules.mk`
The `rules.mk` is one of the two files that gets processed automatically. This is how you add additional source files (such as `<name>.c`) will be added when compiling.
It's highly recommended that you use `<name>.c` as the default source file to be added. And to add it, you need to add it the SRC in `rules.mk` like this:
SRC += <name>.c
Additional files may be added in the same way - it's recommended you have one named `<name>`.c/.h to start off with, though.
The `/users/<name>/rules.mk` file will be included in the build _after_ the `rules.mk` from your keymap. This allows you to have features in your userspace `rules.mk` that depend on individual QMK features that may or may not be available on a specific keyboard.
For example, if you have RGB control features shared between all your keyboards that support RGB lighting, you can add support for that if the RGBLIGHT feature is enabled:
```make
ifeq ($(strip $(RGBLIGHT_ENABLE)), yes)
# Include my fancy rgb functions source here
SRC += cool_rgb_stuff.c
endif
```
Alternatively, you can `define RGB_ENABLE` in your keymap's `rules.mk` and then check for the variable in your userspace's `rules.mk` like this:
```make
ifdef RGB_ENABLE
# Include my fancy rgb functions source here
SRC += cool_rgb_stuff.c
endif
```
### Override default userspace
By default the userspace used will be the same as the keymap name. In some situations this isn't desirable. For instance, if you use the [layout](feature_layouts.md) feature you can't use the same name for different keymaps (e.g. ANSI and ISO). You can name your layouts `mylayout-ansi` and `mylayout-iso` and add the following line to your layout's `rules.mk`:
```
USER_NAME := mylayout
```
This is also useful if you have multiple different keyboards with different features physically present on the board (such as one with RGB Lights, and one with Audio, or different number of LEDs, or connected to a different PIN on the controller).
## Configuration Options (`config.h`)
Additionally, `config.h` here will be processed like the same file in your keymap folder. This is handled separately from the `<name>.h` file.
The reason for this, is that `<name>.h` won't be added in time to add settings (such as `#define TAPPING_TERM 100`), and including the `<name.h>` file in any `config.h` files will result in compile issues.
!>You should use the `config.h` for [configuration options](config_options.md), and the `<name>.h` file for user or keymap specific settings (such as the enum for layer or keycodes)
## Readme (`readme.md`)
Please include authorship (your name, github username, email), and optionally [a license that's GPL compatible](https://www.gnu.org/licenses/license-list.html#GPLCompatibleLicenses).
You can use this as a template:
```
Copyright <year> <name> <email> @<github_username>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
```
You'd want to replace the year, name, email and github username with your info.
Additionally, this is a good place to document your code, if you wish to share it with others.
# Examples
For a brief example, checkout [`/users/_example/`](https://github.com/qmk/qmk_firmware/tree/master/users/drashna).
For a more complicated example, checkout [`/users/drashna/`](https://github.com/qmk/qmk_firmware/tree/master/users/drashna)'s userspace.
## Customized Functions
QMK has a bunch of [functions](custom_quantum_functions.md) that have [`_quantum`, `_kb`, and `_user` versions](custom_quantum_functions.md#a-word-on-core-vs-keyboards-vs-keymap) that you can use. You will pretty much always want to use the user version of these functions. But the problem is that if you use them in your userspace, then you don't have a version that you can use in your keymap.
However, you can actually add support for keymap version, so that you can use it in both your userspace and your keymap!
For instance, let's look at the `layer_state_set_user()` function. You can enable the [Tri Layer State](ref_functions.md#olkb-tri-layers) functionality on all of your boards, while also retaining the Tri Layer functionality in your `keymap.c` files.
In your `<name.c>` file, you'd want to add this:
```c
__attribute__ ((weak))
layer_state_t layer_state_set_keymap (layer_state_t state) {
return state;
}
layer_state_t layer_state_set_user (layer_state_t state) {
state = update_tri_layer_state(state, 2, 3, 5);
return layer_state_set_keymap (state);
}
```
The `__attribute__ ((weak))` part tells the compiler that this is a placeholder function that can then be replaced by a version in your `keymap.c`. That way, you don't need to add it to your `keymap.c`, but if you do, you won't get any conflicts because the function is the same name.
The `_keymap` part here doesn't matter, it just needs to be something other than `_quantum`, `_kb`, or `_user`, since those are already in use. So you could use `layer_state_set_mine`, `layer_state_set_fn`, or anything else.
You can see a list of this and other common functions in [`template.c`](https://github.com/qmk/qmk_firmware/blob/master/users/drashna/template.c) in [`users/drashna`](https://github.com/qmk/qmk_firmware/tree/master/users/drashna).
## Custom Features
Since the Userspace feature can support a staggering number of boards, you may have boards that you want to enable certain functionality for, but not for others. And you can actually create "features" that you can enable or disable in your own userspace.
For instance, if you wanted to have a bunch of macros available, but only on certain boards (to save space), you could "hide" them being a `#ifdef MACROS_ENABLED`, and then enable it per board. To do this, add this to your rules.mk
```make
ifeq ($(strip $(MACROS_ENABLED)), yes)
OPT_DEFS += -DMACROS_ENABLED
endif
```
The `OPT_DEFS` setting causes `MACROS_ENABLED` to be defined for your keyboards (note the `-D` in front of the name), and you could use `#ifdef MACROS_ENABLED` to check the status in your c/h files, and handle that code based on that.
Then you add `MACROS_ENABLED = yes` to the `rules.mk` for you keymap to enable this feature and the code in your userspace.
And in your `process_record_user` function, you'd do something like this:
```c
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
switch (keycode) {
#ifdef MACROS_ENABLED
case MACRO1:
if (!record->event.pressed) {
SEND_STRING("This is macro 1!");
}
break;
case MACRO2:
if (!record->event.pressed) {
SEND_STRING("This is macro 2!");
}
break;
#endif
}
return true;
}
```
## Consolidated Macros
If you wanted to consolidate macros and other functions into your userspace for all of your keymaps, you can do that. This builds upon the [Customized Functions](#customized-functions) example above. This lets you maintain a bunch of macros that are shared between the different keyboards, and allow for keyboard specific macros, too.
First, you'd want to go through all of your `keymap.c` files and replace `process_record_user` with `process_record_keymap` instead. This way, you can still use keyboard specific codes on those boards, and use your custom "global" keycodes as well. You'll also want to replace `SAFE_RANGE` with `NEW_SAFE_RANGE` so that you wont have any overlapping keycodes
Then add `#include <name.h>` to all of your keymap.c files. This allows you to use these new keycodes without having to redefine them in each keymap.
Once you've done that, you'll want to set the keycode definitions that you need to the `<name>.h` file. For instance:
```c
#pragma once
#include "quantum.h"
#include "action.h"
#include "version.h"
// Define all of
enum custom_keycodes {
KC_MAKE = SAFE_RANGE,
NEW_SAFE_RANGE //use "NEW_SAFE_RANGE" for keymap specific codes
};
```
Now you want to create the `<name>.c` file, and add this content to it:
```c
#include "<name>.h"
__attribute__ ((weak))
bool process_record_keymap(uint16_t keycode, keyrecord_t *record) {
return true;
}
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
switch (keycode) {
case KC_MAKE: // Compiles the firmware, and adds the flash command based on keyboard bootloader
if (!record->event.pressed) {
uint8_t temp_mod = get_mods();
uint8_t temp_osm = get_oneshot_mods();
clear_mods(); clear_oneshot_mods();
SEND_STRING("make " QMK_KEYBOARD ":" QMK_KEYMAP);
#ifndef FLASH_BOOTLOADER
if ( (temp_mod | temp_osm) & MOD_MASK_SHIFT )
#endif
{ //
#if defined(__arm__) // only run for ARM boards
SEND_STRING(":dfu-util");
#elif defined(BOOTLOADER_DFU) // only run for DFU boards
SEND_STRING(":dfu");
#elif defined(BOOTLOADER_HALFKAY) // only run for teensy boards
SEND_STRING(":teensy");
#elif defined(BOOTLOADER_CATERINA) // only run for Pro Micros
SEND_STRING(":avrdude");
#endif // bootloader options
}
if ( (temp_mod | temp_osm) & MOD_MASK_CTRL) {
SEND_STRING(" -j8 --output-sync");
}
SEND_STRING(SS_TAP(X_ENTER));
set_mods(temp_mod);
}
break;
}
return process_record_keymap(keycode, record);
}
```
For boards that may not have a shift button (such as on a macro pad), we need a way to always include the bootloader option. To do that, add the following to the `rules.mk` in your userspace folder:
```make
ifeq ($(strip $(FLASH_BOOTLOADER)), yes)
OPT_DEFS += -DFLASH_BOOTLOADER
endif
```
This will add a new `KC_MAKE` keycode that can be used in any of your keymaps. And this keycode will output `make <keyboard>:<keymap>`, making frequent compiling easier. And this will work with any keyboard and any keymap as it will output the current boards info, so that you don't have to type this out every time.
Also, holding `shift` will add the appropriate flashing command (`:dfu`, `:teensy`, `:avrdude`, `:dfu-util`) for a majority of keyboards. Holding `control` will add some commands that will speed up compiling time by processing multiple files at once.
And for the boards that lack a shift key, or that you want to always attempt the flashing part, you can add `FLASH_BOOTLOADER = yes` to the `rules.mk` of that keymap.
?> This should flash the newly compiled firmware automatically, using the correct utility, based on the bootloader settings (or default to just generating the HEX file). However, it should be noted that this may not work on all systems. AVRDUDE doesn't work on WSL, namely. And this doesn't support BootloadHID or mdloader.

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# Velocikey
Velocikey is a feature that lets you control the speed of lighting effects (like the Rainbow Swirl effect) with the speed of your typing. The faster you type, the faster the lights will go!
## Usage
For Velocikey to take effect, there are two steps. First, when compiling your keyboard, you'll need to set `VELOCIKEY_ENABLE=yes` in `rules.mk`, e.g.:
```
BOOTMAGIC_ENABLE = no
MOUSEKEY_ENABLE = no
STENO_ENABLE = no
EXTRAKEY_ENABLE = yes
VELOCIKEY_ENABLE = yes
```
Then, while using your keyboard, you need to also turn it on with the VLK_TOG keycode, which toggles the feature on and off.
The following light effects will all be controlled by Velocikey when it is enabled:
- RGB Breathing
- RGB Rainbow Mood
- RGB Rainbow Swirl
- RGB Snake
- RGB Knight
Support for LED breathing effects is planned but not available yet.
As long as Velocikey is enabled, it will control the speed regardless of any other speed setting that your RGB lights are currently on.
## Configuration
Velocikey doesn't currently support any configuration via keyboard settings. If you want to adjust something like the speed increase or decay rate, you would need to edit `velocikey.c` and adjust the values there to achieve the kinds of speeds that you like.

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# QMK Features
QMK has a staggering number of features for building your keyboard. It can take some time to understand all of them and determine which one will achieve your goal.
## Space Cadet Shift: The future, built in
* [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.
* [Encoders](feature_encoders.md) - Rotary encoders!
* [Grave Escape](feature_grave_esc.md) - Lets you use a single key for Esc and Grave.
* [Haptic Feedback](feature_haptic_feedback.md) - Add haptic feedback drivers to your board.
* [HD44780 LCD Display](feature_hd44780.md) - Support for LCD character displays using the HD44780 standard.
* [Key Lock](feature_key_lock.md) - Lock a key in the "down" state.
* [Layouts](feature_layouts.md) - Use one keymap with any keyboard that supports your layout.
* [Leader Key](feature_leader_key.md) - Tap the leader key followed by a sequence to trigger custom behavior.
* [LED Matrix](feature_led_matrix.md) - LED Matrix single color lights for per key lighting (Single Color, not RGB).
* [Macros](feature_macros.md) - Send multiple key presses when pressing only one physical key.
* [Mouse keys](feature_mouse_keys.md) - Control your mouse pointer from your keyboard.
* [OLED Driver](feature_oled_driver.md) - Add OLED screens to your keyboard.
* [One Shot Keys](feature_advanced_keycodes.md#one-shot-keys) - Sticky Keys, lets you hit a key rather than holding it.
* [Pointing Device](feature_pointing_device.md) - Framework for connecting your custom pointing device to your keyboard.
* [PS2 Mouse](feature_ps2_mouse.md) - Driver for connecting a PS/2 mouse directly to your keyboard.
* [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.
* [Unicode](feature_unicode.md) - Unicode input support.
* [Userspace](feature_userspace.md) - Share code between different keymaps and keyboards.
* [Velocikey](feature_velocikey.md) - Allows changes in RGB animation speed based on WPM/Typing speed.
Steve Losh [described](http://stevelosh.com/blog/2012/10/a-modern-space-cadet/) the Space Cadet Shift quite well. Essentially, you hit the left Shift on its own, and you get an opening parenthesis; hit the right Shift on its own, and you get the closing one. When hit with other keys, the Shift key keeps working as it always does. Yes, it's as cool as it sounds. Head on over to the [Space Cadet Shift](space_cadet_shift.md) page to read about it.
## The Leader key: A new kind of modifier
Most modifiers have to be held or toggled. But what if you had a key that indicated the start of a sequence? You could press that key and then rapidly press 1-3 more keys to trigger a macro, or enter a special layer, or anything else you might want to do. To learn more about it check out the [Leader Key](leader_key.md) page.
## Tap Dance: A single key can do 3, 5, or 100 different things
Hit the semicolon key once, send a semicolon. Hit it twice, rapidly -- send a colon. Hit it three times, and your keyboard's LEDs do a wild dance. That's just one example of what Tap Dance can do. Read more about it on the [Tap Dance](tap_dance.md) page.
## Temporarily setting the default layer
`DF(layer)` - sets default layer to _layer_. The default layer is the one at the "bottom" of the layer stack - the ultimate fallback layer. This currently does not persist over power loss. When you plug the keyboard back in, layer 0 will always be the default. It is theoretically possible to work around that, but that's not what `DF` does.
## Macro shortcuts: Send a whole string when pressing just one key
How would you like a single keypress to send a whole word, sentence, paragraph, or even document? Head on over to the [Macros](macros.md) page to read up on all aspects of Simple and Dynamic Macros.
## Additional keycode aliases for software-implemented layouts \(Colemak, Dvorak, etc\)
Everything is assuming you're in Qwerty \(in software\) by default, but there is built-in support for using a Colemak or Dvorak layout by including this at the top of your keymap:
```
#include <keymap_colemak.h>
```
If you use Dvorak, use `keymap_dvorak.h` instead of `keymap_colemak.h` for this line. After including this line, you will get access to:
* `CM_*` for all of the Colemak-equivalent characters
* `DV_*` for all of the Dvorak-equivalent characters
These implementations assume you're using Colemak or Dvorak on your OS, not on your keyboard - this is referred to as a software-implemented layout. If your computer is in Qwerty and your keymap is in Colemak or Dvorak, this is referred to as a firmware-implemented layout, and you won't need these features.
To give an example, if you're using software-implemented Colemak, and want to get an `F`, you would use `CM_F`. Using `KC_F` under these same circumstances would result in `T`.
## Backlight Breathing
In order to enable backlight breathing, the following line must be added to your config.h file.
```
#define BACKLIGHT_BREATHING
```
The following function calls are used to control the breathing effect.
* `breathing_enable()` - Enable the free-running breathing effect.
* `breathing_disable()` - Disable the free-running breathing effect immediately.
* `breathing_self_disable()` - Disable the free-running breathing effect after the current effect ends.
* `breathing_toggle()` - Toggle the free-running breathing effect.
* `breathing_defaults()` - Reset the speed and brightness settings of the breathing effect.
The following function calls are used to control the maximum brightness of the breathing effect.
* `breathing_intensity_set(value)` - Set the brightness of the breathing effect when it is at its max value.
* `breathing_intensity_default()` - Reset the brightness of the breathing effect to the default value based on the current backlight intensity.
The following function calls are used to control the cycling speed of the breathing effect.
* `breathing_speed_set(value)` - Set the speed of the breathing effect - how fast it cycles.
* `breathing_speed_inc(value)` - Increase the speed of the breathing effect by a fixed value.
* `breathing_speed_dec(value)` - Decrease the speed of the breathing effect by a fixed value.
* `breathing_speed_default()` - Reset the speed of the breathing effect to the default value.
The following example shows how to enable the backlight breathing effect when the FUNCTION layer macro button is pressed:
```
case MACRO_FUNCTION:
if (record->event.pressed)
{
breathing_speed_set(3);
breathing_enable();
layer_on(LAYER_FUNCTION);
}
else
{
breathing_speed_set(1);
breathing_self_disable();
layer_off(LAYER_FUNCTION);
}
break;
```
The following example shows how to pulse the backlight on-off-on when the RAISED layer macro button is pressed:
```
case MACRO_RAISED:
if (record->event.pressed)
{
layer_on(LAYER_RAISED);
breathing_speed_set(2);
breathing_pulse();
update_tri_layer(LAYER_LOWER, LAYER_RAISED, LAYER_ADJUST);
}
else
{
layer_off(LAYER_RAISED);
update_tri_layer(LAYER_LOWER, LAYER_RAISED, LAYER_ADJUST);
}
break;
```

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# 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.
If you have a bootloader selected with the `BOOTLOADER` variable in your `rules.mk`, QMK will automatically calculate if your .hex file is the right size to be flashed to the device, and output the total size in bytes (along with the max). To run this process manually, compile with the target `check-size`, eg `make planck/rev4:default:check-size`.
## DFU
Atmel's DFU bootloader comes on all atmega32u4 chips by default, and is used by many keyboards that have their own ICs on their PCBs (Older OLKB boards, Clueboards). Some keyboards may also use LUFA's DFU bootloader (or QMK's fork) (Newer OLKB boards) that adds in additional features specific to that hardware.
To ensure compatibility with the DFU bootloader, make sure this block is present your `rules.mk` (optionally with `lufa-dfu` or `qmk-dfu` instead):
```make
# Bootloader selection
# Teensy halfkay
# Pro Micro caterina
# Atmel DFU atmel-dfu
# LUFA DFU lufa-dfu
# QMK DFU qmk-dfu
# ATmega32A bootloadHID
# ATmega328P USBasp
BOOTLOADER = atmel-dfu
```
Compatible flashers:
* [QMK Toolbox](https://github.com/qmk/qmk_toolbox/releases) (recommended GUI)
* [dfu-programmer](https://github.com/dfu-programmer/dfu-programmer) / `:dfu` in QMK (recommended command line)
* [Atmel's Flip](http://www.microchip.com/developmenttools/productdetails.aspx?partno=flip) (not recommended)
Flashing sequence:
1. Press the `RESET` keycode, or tap the RESET button (or short RST to GND).
2. Wait for the OS to detect the device
3. Erase the memory (may be done automatically)
4. Flash a .hex file
5. Reset the device into application mode (may be done automatically)
or:
make <keyboard>:<keymap>:dfu
### QMK DFU
QMK has a fork of the LUFA DFU bootloader that allows for a simple matrix scan for exiting the bootloader and returning to the application, as well as flashing an LED/making a ticking noise with a speaker when things are happening. To enable these features, use this block in your `config.h` (The key that exits the bootloader needs to be hooked-up to the INPUT and OUTPUT defined here):
#define QMK_ESC_OUTPUT F1 // usually COL
#define QMK_ESC_INPUT D5 // usually ROW
#define QMK_LED E6
#define QMK_SPEAKER C6
The Manufacturer and Product names are automatically pulled from your `config.h`, and "Bootloader" is added to the product.
To generate this bootloader, use the `bootloader` target, eg `make planck/rev4:default:bootloader`.
To generate a production-ready .hex file (containing the application and the bootloader), use the `production` target, eg `make planck/rev4:default:production`.
### DFU commands
There are a number of DFU commands that you can use to flash firmware to a DFU device:
* `:dfu` - This is the normal option and waits until a DFU device is available, and then flashes the firmware. This will check every 5 seconds, to see if a DFU device has appeared.
* `:dfu-ee` - This flashes an `eep` file instead of the normal hex. This is uncommon.
* `:dfu-split-left` - This flashes the normal firmware, just like the default option (`:dfu`). However, this also flashes the "Left Side" EEPROM file for split keyboards. _This is ideal for Elite C based split keyboards._
* `:dfu-split-right` - This flashes the normal firmware, just like the default option (`:dfu`). However, this also flashes the "Right Side" EEPROM file for split keyboards. _This is ideal for Elite C based split keyboards._
## Caterina
Arduino boards and their clones use the [Caterina bootloader](https://github.com/arduino/ArduinoCore-avr/tree/master/bootloaders/caterina) (any keyboard built with a Pro Micro, or clone), and uses the avr109 protocol to communicate through virtual serial. Bootloaders like [A-Star](https://www.pololu.com/docs/0J61/9) are based on Caterina.
To ensure compatibility with the Caterina bootloader, make sure this block is present your `rules.mk`:
```make
# Bootloader selection
# Teensy halfkay
# Pro Micro caterina
# Atmel DFU atmel-dfu
# LUFA DFU lufa-dfu
# QMK DFU qmk-dfu
# ATmega32A bootloadHID
# ATmega328P USBasp
BOOTLOADER = caterina
```
Compatible flashers:
* [QMK Toolbox](https://github.com/qmk/qmk_toolbox/releases) (recommended GUI)
* [avrdude](http://www.nongnu.org/avrdude/) with avr109 / `:avrdude` (recommended command line)
* [AVRDUDESS](https://github.com/zkemble/AVRDUDESS)
Flashing sequence:
1. Press the `RESET` keycode, or short RST to GND quickly (you only have 7 seconds to flash once it enters)
2. Wait for the OS to detect the device
3. Flash a .hex file
4. Wait for the device to reset automatically
or
make <keyboard>:<keymap>:avrdude
or if you want to flash multiple boards, use the following command
make <keyboard>:<keymap>:avrdude-loop
When you're done flashing boards, you'll need to hit Ctrl + C or whatever the correct keystroke is for your operating system to break the loop.
## Halfkay
Halfkay is a super-slim protocol developed by PJRC that uses HID, and come on all Teensys (namely the 2.0).
To ensure compatibility with the Halfkay bootloader, make sure this block is present your `rules.mk`:
```make
# Bootloader selection
# Teensy halfkay
# Pro Micro caterina
# Atmel DFU atmel-dfu
# LUFA DFU lufa-dfu
# QMK DFU qmk-dfu
# ATmega32A bootloadHID
# ATmega328P USBasp
BOOTLOADER = halfkay
```
Compatible flashers:
* [QMK Toolbox](https://github.com/qmk/qmk_toolbox/releases) (recommended GUI)
* [Teensy Loader](https://www.pjrc.com/teensy/loader.html)
* [Teensy Loader Command Line](https://www.pjrc.com/teensy/loader_cli.html) (recommended command line)
Flashing sequence:
1. Press the `RESET` keycode, or short RST to GND quickly (you only have 7 seconds to flash once it enters)
2. Wait for the OS to detect the device
3. Flash a .hex file
4. Reset the device into application mode (may be done automatically)
## USBasploader
USBasploader is a bootloader developed by matrixstorm. It is used in some non-USB AVR chips such as the ATmega328P, which run V-USB.
To ensure compatibility with the USBasploader bootloader, make sure this block is present in your `rules.mk`:
```make
# Bootloader selection
# Teensy halfkay
# Pro Micro caterina
# Atmel DFU atmel-dfu
# LUFA DFU lufa-dfu
# QMK DFU qmk-dfu
# ATmega32A bootloadHID
# ATmega328P USBasp
BOOTLOADER = USBasp
```
Compatible flashers:
* [QMK Toolbox](https://github.com/qmk/qmk_toolbox/releases) (recommended GUI)
* [avrdude](http://www.nongnu.org/avrdude/) with the `usbasp` programmer
* [AVRDUDESS](https://github.com/zkemble/AVRDUDESS)
Flashing sequence:
1. Press the `RESET` keycode, or keep the boot pin shorted to GND while quickly shorting RST to GND
2. Wait for the OS to detect the device
3. Flash a .hex file
4. Reset the device into application mode (may be done automatically)
## BootloadHID
BootloadHID is a USB bootloader for AVR microcontrollers. The uploader tool requires no kernel level driver on Windows and can therefore be run without installing any DLLs.
To ensure compatibility with the bootloadHID bootloader, make sure this block is present your `rules.mk`:
```make
# Bootloader selection
# Teensy halfkay
# Pro Micro caterina
# Atmel DFU atmel-dfu
# LUFA DFU lufa-dfu
# QMK DFU qmk-dfu
# ATmega32A bootloadHID
# ATmega328P USBasp
BOOTLOADER = bootloadHID
```
Compatible flashers:
* [HIDBootFlash](http://vusb.wikidot.com/project:hidbootflash) (recommended Windows GUI)
* [bootloadhid Command Line](https://www.obdev.at/products/vusb/bootloadhid.html) / `:BootloadHID` in QMK (recommended command line)
Flashing sequence:
1. Enter the bootloader using any of the following methods:
* Tap the `RESET` keycode (may not work on all devices)
* Hold the salt key while plugging the keyboard in (usually documented within keyboard readme)
2. Wait for the OS to detect the device
3. Flash a .hex file
4. Reset the device into application mode (may be done automatically)
or:
make <keyboard>:<keymap>:bootloadHID
## STM32
All STM32 chips come preloaded with a factory bootloader that cannot be modified nor deleted. Some STM32 chips have bootloaders that do not come with USB programming (e.g. STM32F103) but the process is still the same.
At the moment, no `BOOTLOADER` variable is needed on `rules.mk` for STM32.
Compatible flashers:
* [QMK Toolbox](https://github.com/qmk/qmk_toolbox/releases) (recommended GUI)
* [dfu-util](https://github.com/Stefan-Schmidt/dfu-util) / `:dfu-util` (recommended command line)
Flashing sequence:
1. Enter the bootloader using any of the following methods:
* Tap the `RESET` keycode (may not work on STM32F042 devices)
* If a reset circuit is present, tap the RESET button
* Otherwise, you need to bridge BOOT0 to VCC (via BOOT0 button or bridge), short RESET to GND (via RESET button or bridge), and then let go of the BOOT0 bridge
2. Wait for the OS to detect the device
3. Flash a .bin file
* You will receive a warning about the DFU signature; Just ignore it
4. Reset the device into application mode (may be done automatically)
* If you are building from command line (e.g. `make planck/rev6:default:dfu-util`), make sure that `:leave` is passed to the `DFU_ARGS` variable inside your `rules.mk` (e.g. `DFU_ARGS = -d 0483:df11 -a 0 -s 0x08000000:leave`) so that your device resets after flashing
### STM32 Commands
There are a number of DFU commands that you can use to flash firmware to a STM32 device:
* `:dfu-util` - The default command for flashing to STM32 devices.
* `:st-link-cli` - This allows you to flash the firmware via ST-LINK's CLI utility, rather than dfu-util.

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