the original macros have every possible switch position for the board,
but there are a handful of switch positions that I'm not using. It's not
actually possible to use them all at once, since some of them would
cause keys to collide. I removed the uneeded positions to fit my layout.
I don't know why, but this board shipped with nkey rollover not working.
By adding a bootmagic key to enable nkey rollover, we can get the board
to actually utilize nkey rollover. Prior to that, we were only seeing a
rollover of 6 keys.
- fn+f1: swap alt and gui on both sides
- fn+f2: swap alt and gui on the left side
- fn+f3: swap alt and gui on the right side
- fn+f4: undo swaps, returning keys to their defaults
in this setup, the default key layout is a windows-style key layout, but
the keyboard can be put into a mac-style key layout by pressing fn+f1.
the keyboard can be returned to its windows-style key layout by pressing
fn+f4.
- caps lock key is now CTRL
- tilde key is now ESC (yes there are two esc keys on this layout)
- \ key is now backspace
- set up the 1u \ and ` keys above the backspace like the hhkb
* edited keymap and fitted for tada68
* edited rules to make mouse work
* filled config.h to make mouse cursor move more smooth
* added descriptive readme
* added hhkb eric
* dz60 and hhkb
* editted eric hhkb and dz60
* Added HHKB Config
* Removed HHKB Config
* Added HHKB Config
* Changed the legends on HHKB info.json
* Added Tada68 ISO Config and Staryu
* Removed Tada68 ISO Config
* Add naKey on behalf of ckeys
* Update James's code to more modern QMK standards
* Add info.json for QMK Configurator support
* Fix that build breakage
* Rename naKey.c to nakey.c
* Rename naKey.h to nakey.h
* Use the new debounce algorithm in dactyl/matrix.c [#2065]
This incorporates the fixed/optimized debounce code added to
quantum/matrix.c in:
* 508eddf8ba
* 4c6960835c
* 32f88c0717
* f403028974
* a06115df19
* Fix the row/column swap in dactyl [#2065]
With a column-driven keyboard, reading from the mcp23081 returns a
column-state, which takes some extra work to translate into the
row-state used in the actual matrix. The ergodox_ez code sidestepped
that problem by calling rows "columns" and columns "rows." With this
change, the dactyl now calls rows "rows" and columns "columns."
* Cleanup: variable names, documentation [#2065]
* Support MATRIX_MASKED in dactyl/matrix.c [#2065]
* Only unselect one col in unselect_col [#2065]
Bonus: saves one i2c transaction per matrix_scan!
* Implement COL2ROW in dactyl/matrix.c [#2065]
* Fix a typo in dactyl/matrix.c
This entirely doesn't matter. The PORT values are set during
init_keyboard and never change. They're repeatedly set to the same
thing. These PORT lines shouldn't even exist, but since they do, they
should at least look right.
* Implement COL_PINS/ROW_PINS for dactyl [#2065]
* Rename "mcp23018" to "expander" [#2065]
I honestly don't know whether/how well this code works with other I/O
expanders, but at least in theory, it should be generic enough to work
with others. Given that, the variable names shouldn't refer to a
specific model of expander.
* Remove matrix_power_up from dactyl/matrix.c [#2065]
It's commented out in quantum/matrix.c, and the dactyl has no power
up/down behavior beyond being unplugged (which goes to matrix_init), so
there's no sense keeping it around.
* Only initialize expander_input_mask once [#2065]
...and rename input_mask to expander_input_mask, since now that it isn't
scoped to init_expander it isn't clear that it's only for the expander.
* Rename LAYOUT to LAYOUT_all
Add additional layouts for the pearl with all splits
and the pearl with splits but a 6.25u spacebar.
* add new layouts to info.json
* Change handling of adjust layer to make it more LT(...) friendly.
* Update based on feedback from drashna.
* Change handling of adjust layer to make it more LT(...) friendly. This reworks handling to make it a little more friendly to include in keymaps.
* QMK Configurator updates for the Pearl 40%
Attempt to get the physical layout as displayed in the Configurator more true-to-life.
* Bugfixes per mechmerlin
"By changing KEYMAP to LAYOUT in the .h file, all the keymaps who rely on KEYMAP are now broken. You need to go into the keymap directory and fix all the keymaps affected by this change. Should just be an issue of renaming KEYMAP to LAYOUT."
* Merge pull request #2 from noroadsleft/noroadsleft-patch-20180425
Bugfixes per mechmerlin
* keymap.c updates for Pearl
-#include "pearl.h"
+#QMK_KEYBOARD_H
* Update config.h
Matrix pinout updated to current revision.
* Add updated matrix, define RGB pin
Matrix updated to current pinout, pin for WS2812 defined.
* Added Modular keyboards L,R and NUM
Created code modules for the 3 modules of the modular keyboard.
Original idea by MechboardsUK. Uses i2c implementation similar to lets
split
* Remove modular from master
This is to fix incorrect branching
* CU75 keymap fix
Incorrect keymap now fixed
* Add new project files for UT47
* Copy over keymap and related files
* Add LED_controls.ino
* Add README instructions
* Attempt sending press byte data
* Disable mousekeys
* Enable sending serial data to LED controller
* Update LED mode names
* Remove extra file
* Add LED enable flag
* Update READMEs with more info
* Credit original author
* Update copyrights
* Update docs
* Changed based on review
* Move layout screenshot to Imgur
* Append to src
* Enable mousekeys to fix bad keycodes
* Additional changes based on feedback
* Fix fn layer keys
* Helix keyboard OLED, RGBLIGHT enable/disable control integrate into rules.mk
rules.mk: add 4 Variables for compile control.
# Helix keyboard customize
# you can edit follows 4 Variables
# jp: 以下の4つの変数を必要に応じて編集します。
OLED_ENABLE = no # OLED_ENABLE
LED_BACK_ENABLE = no # LED backlight (Enable WS2812 RGB underlight.)
LED_UNDERGLOW_ENABLE = no # LED underglow (Enable WS2812 RGB underlight.)
LED_ANIMATIONS = yes # LED animations
config.h: auto set RGBLED_NUM by HELIX_ROWS and rules.mk's define
* HELIX_ROWS define move from config.h to rules.mk
* add readme.md
* rename readme.md to readme_jp.md
* add readme.md and modify readme_jp.md
* nyquist
* danielhklein nyquist setup
* shift left controls
* remove readme
* cleanup before pr
* ready for pr
* updated bootmagic, arrows, and special chars
* allow gui on arrows
* replace arrows with right modifiers
* documentation re-added
* updated personal repo
* fixes to layers
* DRambo Planck keymap in Colemak
* DRambo Planck keymap in Colemak
* Satan GH60 keymap for Bri
QWERTY layout with Navigation layer toggled with "Caps Lock" key.
* xd75 keymap in Colemak for Mac and Win
* DRambo Planck keymap in Colemak
* Satan GH60 keymap for Bri
QWERTY layout with Navigation layer toggled with "Caps Lock" key.
* xd75 keymap in Colemak for Mac and Win
* Added Iris Colemak layout for Mac, Windows, and Gaming.
* changed comment text
* DRambo Planck keymap in Colemak
* Satan GH60 keymap for Bri
QWERTY layout with Navigation layer toggled with "Caps Lock" key.
* xd75 keymap in Colemak for Mac and Win
* Added Iris Colemak layout for Mac, Windows, and Gaming.
* changed comment text
* Added Iris keymap from DavidRambo
* Added planck keymap from DavidRambo
* Added xd75 keymap from DavidRambo
* Added readme
* Deleted redundant repos in Iris, Planck, and XD75 keymaps.
* Tweaked XD75 keymap
* DRambo Planck keymap in Colemak
* Tweaked XD75 keymap
* Merge branch 'master' of https://github.com/DavidRambo/qmk_firmware
Removed redundant repos with "Rambo" title.
* changed iris nav layers
* changed nav layers for xd75
* Updated Iris, tweaked nav on xd75
* add mechmerlin 60 ansi layout
* put meaningful #defines
* missed the backslash
* add merlin split layout
* rename to have a -ansi
* Add appropriate readme files
* rename KEYMAP to LAYOUT
* support for default layout
* support for the community keymaps
* make sure I don't break the configurator
* Don't break the configurator Merlin
* initial commit for meme keyboard
* Fix that row by column
* Fix those dimensions
* work in progress commit
* got that switch matrix to work
* add all supported layouts
* add info.json for QMK configurator support
* let my name be known
* alpha with firmware added to list of keyboards, ready to push
* revised according to drashna's fixes
* keymap -> layout?
* fixed macro and improved layout issuesOC
* Update rules.mk
* Update alpha.h
* Update and rename keyboards/alpha/layouts/default/28_alpha/keymap.c to keyboards/alpha/keymaps/default/keymap.c
* alpha/readme.md added according to qmk templateOC
* resolved a careless merge conflict
* bugfix
* Fixed /keyboards/alpha/readme.md formatting issues
* Add personal Tada68 keymaps
* remove uneccessary tada68 folder
* recommit with temp name
* remove bad folder name
* fix bullet list format
* rename to fezzant
* remove unnecessary config.h file
* Add userspace to talljoe layout.
* Move more authority to userspace and create Bananasplit layout.
* Move more things into userspace.
* Common Core example
* More work on common layout.
* Num layer.
* talljoe-ansi layout
* Updates for Zeal60
* Add Zeal60 to 60_ansi_split_bs_rshift
* Swap Escape and Grave
* Num-layer tweaks
* More tweaks.
* Add 1up60rgb to world of layouts.
* Rename ansi_split_bs_rshift layout to hhkb.
* Control RGB Backlight.
* change capslock led
* Remove obsolete line from rules.mk.
* Add user-friendly userspace override.
* Fix enter for 1uprgb60
* Revert "Rename ansi_split_bs_rshift layout to hhkb."
This reverts commit 53133719db25c7cb6a199108bbf5d980481a45f4.
* Adds initial keyboard config and layouts for ALF X2 60%
* Cleans up empty if/else blocks
* Renames KEYMAP to LAYOUT across the alf_x2 config files.
* Replaces include in alf_x2 keymaps with QMK_KEYBOARD_H macro
* Re-add NO_SECRETS option
* Add Thumb Clusters defines for default layout
* Minor tweaks
* More Minor tweaks
* Revert Orthodox layers and move function keys around
* Fix keymap so it will compile under the Infinity
Since I haven't added 'pretty' layouts to it yet
* Cleanup of userspace
* Cleanup keymaps
* OMG fix Workman
* Move mods layer key around
* Reduce debounce in Ergodox EZ
* Fix Infinity layers
* Add list of pins used by Ergdox EZ for easy reference
* Revert "Reduce debounce in Ergodox EZ"
This reverts commit 8a3db2673b419ef8032c40a6d29156cef632f9cd.
* Add Clicky toggle to Orthodox
* Fix Audio Clicky keycode
* Enable Faux Clicky by default
* Add Unicode stuff
* alpha with firmware added to list of keyboards, ready to push
* revised according to drashna's fixes
* keymap -> layout?
* fixed macro and improved layout issuesOC
* Update rules.mk
* Update alpha.h
* Update and rename keyboards/alpha/layouts/default/28_alpha/keymap.c to keyboards/alpha/keymaps/default/keymap.c
* alpha/readme.md added according to qmk templateOC
* resolved a careless merge conflict
* bugfix
* added an iso layout that supports split backspace and split rshift
* added a keymap which uses the iso layout with split backspace and split rshift
* added a #define LAYOUT_ for the KEYMAP_
* fixed missing newline
* Updated info and fixed minor errors
* Updated folder name; overdue updates to keymap and readme files
Updated folder name; overdue updates to keymap and readme files
* Change KEYMAP to LAYOUT
* add layouts that match the layouts hasu has defined for alps64
* add layouts in info.json for aek, standard, and infinity
* Add LAYOUT_iso and LAYOUT_all along with respective info.json LAYOUTs
* Line ending stuff again
* Added base launchpad files and a default layout
* Updated KEYMAP to LAYOUT, also editing default keymap a bit and added a readme
* Initial commit for donutcat's 15x15 monstrosity
* modify readmes to be more descriptive
* Add info.json to support QMK Configurator
* Update copyright and change REPLACE_WITH_YOUR_NAME to MechMerlin
* update naming convention for ScrabblePad
* remove .vscode directory as per Jack's comments
* Add Haegin's keymap
* Potential improvements to the keyboard
* Add haegin minidox layout
* Add Haegin's keyboard to ergodox layouts
* Update Haegin's minidox keymap
* Add home, end, and page up and down
* Magic Backspace
Backspace still acts as control when you hold it down, but if you tap it
twice and hold it's a held backspace. Tapping it more than twice it
continues to act as backspace, but it deletes more characters with each
tap with the quantity deleted based on the fibonacci sequence.
* Switch to deleting words after 4 taps
When hitting backspace, after 4 taps this switches to deleting by word
because if you're hitting backspace that frantically you must need to
delete a lot of stuff. Holding backspace after 4 taps will delete words
in the same way that holding alt+backspace deletes words on a normal
keyboard.
* Add Faux Clicky to main Audio feature
* Make clicky settings user configurable
* Add additional documentation
* Don't play when music mode is enabled (hopefully)
This is done via MI_BENDD and MI_BENDU. At the moment the value is
hardcoded and cannot be adjusted (future commit?) and is the max for the
`midi_send_pitchbend` function (up or down).
`MI_BENDD` and `MI_BENDU` both require `#define MIDI_ADVANCED`
MIDI pitch bend was already implemented in `protocol/midi.c`, I merely
added the keycodes to trigger them. :) (thanks to Jack, two years ago
in commit fb4fe52c apparently)
* Copy Chibios serial_usb_driver into the chibios/protocol
It's renamed to usb_driver to avoid name conflicts
* Make the usb driver compile
* Disable ChibiOS serial usb driver for all keyboards
* Change usb_main to use QMKUSBDriver
* Initialize the usb driver buffers
* Add support for fixed size queues
* Fix USB driver initialization
* Don't transfer an empty packet for fixed size streams
* This adds a keymap to the MF68 labeled factory. It is an attempt to mimic the layout on the factory keycaps of the non-backlit board.
There are some small differences:
1) FN+WASD are an arrow cluster
2) FN+Z (Start media player) and FN+] (Start Calculator) are not mapped
3) FN+GHJKL are Backlight controls
4) An FN2 layer exists for future growth
5) The CAPS key is maped as FN2, for CAPS Lock use FN+CAPS
* Changed the CAPS key to be CAPS Lock on short press, FN2 on hold
Added LED controls to FN+Arrow Keys to better mimic factory backlit boards.
* AJP10304 layouts for Planck and JJ40 now have mouse support. Moved macros onto Adjust layer
* .gitignore for intellij iml files.
* Updated Macros to use send string
* DRambo Planck keymap in Colemak
* DRambo Planck keymap in Colemak
* Satan GH60 keymap for Bri
QWERTY layout with Navigation layer toggled with "Caps Lock" key.
* xd75 keymap in Colemak for Mac and Win
* DRambo Planck keymap in Colemak
* Satan GH60 keymap for Bri
QWERTY layout with Navigation layer toggled with "Caps Lock" key.
* xd75 keymap in Colemak for Mac and Win
* Added Iris Colemak layout for Mac, Windows, and Gaming.
* changed comment text
* DRambo Planck keymap in Colemak
* Satan GH60 keymap for Bri
QWERTY layout with Navigation layer toggled with "Caps Lock" key.
* xd75 keymap in Colemak for Mac and Win
* Added Iris Colemak layout for Mac, Windows, and Gaming.
* changed comment text
* Added Iris keymap from DavidRambo
* Added planck keymap from DavidRambo
* Added xd75 keymap from DavidRambo
* Added readme
* Change KEYMAP macro to LAYOUT macro
* Add CU24 QMK Configurator Support
- Change KEYMAP macro to LAYOUT macro
- Add new LAYOUTS to support a default numpad
* QMK Configurator Support for CU75
Add LAYOUT_all to support all layouts
Add corresponding info.json
* fix: Miss commnts.
* edit: Enter position
* Add: config.h
* Edit: Double space key
* fix: Lower and Raise
* delete: Not used keys.
* edit: change position Lower and Raise
* Add: Functions
* Cheers let's split keymap
* fixed typo on norman layer of cheers keymap for let's split
* fixed right handed mappings for home row
* cheers keymap for let's split redefinition
* updated Cheers keymap for let's split
* cheers keymap for let's split updated with some terminal macros
* renamed cheers let's split keymap to a more appropriate normacos
* updated normacos keymap doc / removed non functional keys
* reset let's split rules to default values
* added more spotlight search macros
* normalized keymap comments
* Moved numpad on lower layer
* mf68_ble did not have the correct .c and .h files
* Fix JC65 KEYMAP to LAYOUT
* Change KEYMAP to LAYOUT for s60_x
* Convert KEYMAP to LAYOUT for lets_split boards
* Convert KEYMAP to LAYOUT
* more fixes to keymap for iris
* convert KEYMAP to LAYOUT for levinson keyboard
* change losinggeneration's KEYMAP to LAYOUT
* convert KEYMAP to LAYOUT
* convert KEYMAP to LAYOUT for nyquist
* convert KEYMAP to LAYOUT
* convert KEYMAP to LAYOUT for viterbi
* convert KEYMAP to LAYOUT
* convert KEYMAP and its subsidiries to the LAYOUT standard
* convert KEYMAP and its subsidiries to the new LAYOUT standard
Some values that can never, ever, change were held in local
variables, rather than in PROGMEM. Fixed.
Change "pressed" to a signed int so the test for < 0 makes
sense, and to avoid possible weird failure modes in the
case where a key release comes in when pressed is already
zero. (Shouldn't happen, sure, but computers are weird.)
A lot of things in process_steno had external linkage for no
particular reason. They've been marked static. Stuff still
builds.
Distinguish between currently-held keys and keys that have
been held, and expose these values through a nicely-named API
so other code could, say, check on the current set of steno
chording in order to make displays. Also in passing fix up the
"state" value having external linkage so it could clash with
other people's variable declarations.
The API also provides hooks for key processing and steno chord
events, so you can monitor those events without having to
run in matrix_scan_user and recheck the values directly. Also
document these.
There is no path through processing a key that doesn't
end with a return false, so the nested return foo() are
gone and we just return false.
* change diverge 3 KC_KEYMAP to LAYOUT
* Change KEYMAP to LAYOUT for handwired arrow pad
* change M10A to LAYOUT for m10-a
* Change KC_KEYMAP to LAYOUT_kc and KEYMAP to LAYOUT for mf68
* change KC_KEYMAP to LAYOUT for nano
* Refactor to LAYOUT
* refactor to LAYOUT-ansi and LAYOUT_iso for s65
* LAYOUT conversions for lfkkeyboards
* missed a few renames
* mini1800 for lfkeyobards support of LAYOUT
* Added support for rev3 of the Atom47
* Updated Atom47 readme's
* Fix redefine error on rev2 and add maartenwut's keymap
* Fix redefine error on LEdiodes keymap
* fixed comment typo
* Fixes invalid capitalization
Uppercase yes is invalid, so make treats it as no, which is
confusing when it seems like it should have found the method
definition for unicode.
* Own keymap, comma in mitosis
Own keymap is qwerty, workman, numbers, punctuation, function/mouse
layers, gaming, unicode, numberpad.
There are some small differences:
1) FN+WASD are an arrow cluster
2) FN+Z (Start media player) and FN+] (Start Calculator) are not mapped
3) FN+GHJKL are Backlight controls
4) An FN2 layer exists for future growth
5) The CAPS key is maped as FN2, for CAPS Lock use FN+CAPS
* rename KEYMAP to LAYOUT_ALL
* Standard Layout Eagle Refactor
New layout LAYOUT_EAGLE
Got standard layout backspace working
* Remove split right shift support for standard layout eagle
* add back the KC_NO for split right shift
* Remove KC_NO from bottom row to support standard 60 layout
* Fix formatting issues with mechmerlin keymap
* remove extra KC_NO from split right shift in LAYOUT_EAGLE
* Preliminary checkin for new layout LAYOUT_VIPER
* Remove some of the KC_NO from the layout
* Fix formatting
* missed a KC_NO for the LAYOUT_EAGLE
* remove KC_NO from enter key of LAYOUT_VIPER
* some more formatting changes
* Default 60 with split left right shift and backspace
* add info.json layouts to match the new LAYOUTs
* change formatting of LAYOUT names
* propogate renames to info.json
* Change global config.h settings
* Make Shift LED brighter
* Compatibility Tweaks
* Update ASCII art and layer comments
* Add comments about MOD layer
* Change ASCII art for reset, since it was out of date
* Use Overwatch theme for Workman layer
* Fix RGB define comments
* Make sure RGB set list matches
* Stop all notes for custom Faux Click
* Switch to OSM for everything, and remove RGB Sleep
* Never use KEYMAP now
* Only enable RGB Sleep on Non-Ergodox boards
* Cleanup do to new rgblight_list.h file
* Add redirect message for RGB codes
* Update userspace documentation
* Cleanup of Userspace
Add unicode support, and cleaned up comments for ifdef statements
* Remove unneeded slashes
* Unicode handling
* Force NKRO
Add info.json
Change KEYMAP to LAYOUT_ALL to better reflect that this is a
LAYOUT that fits ALL the possible positions for switches.
We will need to make better LAYOUTS for the future.
* Initial commit: Get things compiling
* port the custom matrix code
* Update readme
* make second layer fully transparent
* populate config.h identifiers with more correct information
* Add in switch backlight support
* Enable backlight LEDs, and change pin for RGB
* port TMK version over
* remove all that TMK stuff, it didn't work lol
* Updated readme
* Fix keymap
- Change KEYMAP to LAYOUT
- Adjust formatting of table
* Edit readme to reflect NOTES
* add info.json for QMK configurator support
* Replaced placeholder with MechMerlin
This reverts the changes in #2491, so that Travis will hopefully return to automatic incrementing.
But this includes the layout and userspace excepts, as well.
This finishes fixing #2314, which mostly copies the firmware when compiling.
However, it misses `:teensy`, `:avrdude` and most importantly, `:production`
* Added cpeters1982 keymap folder in lets_split
* Deleted tap dance. need to research error
* Changed keymap to better facilitate SpaceFn
* Trying to get backlighting to work
* Added RGB backlight support
* cleared some cache files per Drashna's instructions
* mitosis/datagrok: make qwerty the default layout
* mitosis/datagrok: update readme to match qwerty default
* mitosis:datagrok: remove redundant name for transparent
meh, decided i don't need an extra key to represent "key that is
transparent because it's a modifier on a layer below." it's a maintenance
burden when moving other keys around
* mitosis:datagrok: add num lock on Blue + QWERTY T
* mitosis:datagrok: tap lshift = tab
we use tab completion a lot so let's get it onto an unmodified key somehow
* mitosis:datagrok: update readme
* mitosis:datagrok: improve notes in README
* mitosis:datagrok: note numlock in README
* configure layer 0 layout for xd60 as ANSI 60%
* update keymap with function key immediately right of spacebar;
shuffle mapping in function layer to my liking
* update readme
* grep -> $(GREP)
Some UNIXy systems (FreeBSD for example) don't use GNU grep by default.
Allow the user to specify which grep implementation to use so that
GNU grep can be specified.
* Allow using versioned avr-gcc command
Don't hardcode "avr-gcc", and allow strings such as "avr-gcc8", or
"avr-gcc-7.3.0" to match checks for "avr-gcc".
* Add Colemak Mod-DH vars
* Add Norman Layot vars
* Set Shift Indicator to include CAPS Lock as well
* Change MEH to GUI
* Add Enter to Macro layer
* Switch raise and lower layers to make more sense (to me)
* Replace unused quote on Ergodox
* Add One Shot defines
* Dim indicator LEDs
* Add short codes for KC_SECRET
* Fix typos
* Update OLKB code in userspace
* Add global userspace config.h
* add compile fix
* Automatically include from userspace
* update readme
* Re-add QMK Scan loop
* Add EEPROM reset code to all keymaps
* Shorten fauxclick sound
* Use layouts instead of keymap, when possible
* Add OSM detection to ergodox
* Convert Viterbi to LAYOUT macro
* Clean up game macros
* Because I accidently removed the C6 AUDIO define from my viterbi... Whoops
* Minor formatting
* Fix Woodpad because it's still there
* Move Ergodox keymap into layouts folder
* Add build date to version macro
* Remove PREVENT_STUCK_MODIFIERS from config
* Added some new songs and my own keymap
* Made Dodger keymap safe to use with backlight disabled
* edited layer switching and added more songs
* changed keymap to lowercase
* Inital layout
* Fix the backspace
* add a number pad
* move the backlight to the adjust layer; move ctrl and delete.
* Update from main repo
* Add initial files for custom keymap
* Light keymap mod
* Change the submodules to match the upstream fork's master branch
* Add a proper ANSI layout
Changed v60_type_r.h to have a proper ANSI layout
Modify keymaps to reflect above changes
Fix comments
* Add new layout to info.json
* Support for tada68 ansi layout.
Avoiding the iso layout as it doesn't seem correct
* whitefox support for configurator
* configurator support for jc65 PCB featuring both the qmk and ps2avrgb versions
* Added support for JJ50 from KPRepublic, no rgb or backlight control yet. Added as a layout of ymd96 at the moment (same microprocessor). Basic keymap with three layers to get started.
* Added support for JJ50
* Update feature_rgblight.md
I got caught out with this as most color pickers use a percentage NOT 0-255 for this number
* Amended description
Woops! Was focused on s/v not being a percentage i got h wrong.
* More ergonomic mousekeys
* integrate some recent hardware changes by changing the Plover keymap
* use TX Bolt support instead of Plover toggles
* switching to steno is no longer as intrusive, so this can move back to BASE
* Preonic Ergodox-Like Mac keymap: Bucktooth
This is a layout unlike most Preonics, it is taken partially from
Ergodox and classic C64 keyboards with a ton of Mac-specific features.
* Fix Mouse Left keycode
* Add mechmerlin keymap and readme for facew board
* Fix keymap
- Backspace as on the wrong key
- HHKB backspace changed to backslash
* Update keymap.c
Change TO to TG for toggle.
* initial branch
* lazy-push
* Fix schema
Updated README, readded DVORAK to keymap.
Updated dir name to lowercase.
* removed executable bit
* testing switched L_GUI position
* Generate api docs from source code
* Add a bunch of doxygen comments
* more doxygen comments
* Add the in-progress api docs
* script to generate docs from travis
* Add doc generation to the travis job
* make travis_docs.sh commit the work it does
* make sure the docs script exits cleanly
* Macro for a momentary layer switch with mods
Passes through to the existing ACTION_LAYER_MODS macro, albeit with more
limited options due to lack of space in the quantum_keycodes enum.
* Add documentation for LM layer-mod macro
* Clean up Tap Toggle documentation
* Configurator Support
- Add info.json to support existing layouts
- Add comment in sweet16.h to remind people to change info.json if
the layout changes.
* Fix dlaroe's keymap
* Add info.json file for qmk_configurator
Unfortunately none of these keymaps look like a board I've seen in
the wild. Some further tweaks will have to be done to the keymaps
directly.
* add comment indicating need to edit info.json when keymap changes
* Fix tilde in xd75 skewwhiffy
* Small tidy up
* Tidy up Colemak row
* Tidy up navigation layer
* Symbols layer redefined
* Fix UK Quote issue
* Use UK_QUOT rather than KC_QUOT
* Added my keymap
* maybe that wasn't quite right.
* Reduced the tap time to register layer
* changed the tapping term that fits my typing speed a little better
* Added retro tapping and reduced tapping term duration
This is an inelegant hack for #2522 but makes things work. Basically we give `action.c` a chance to handle the hold event early so that we can swap the keyboard for later keys. Later, to allow the hold to happen again quickly we nuke the key record so that tapping is reset. I tried to find a cleaner way, honestly.
* duplicate keyboards/helix/rev2/keymaps/default to keyboards/helix/rev2/keymaps/led_test
* OLED & RGB LED on
* duplicate quantum/rgblight.[ch] to keyboards/helix/rev2/keymaps/led_test
* rgblight.c modify for RGB test
This makes possible to use SEND_STRING with a spanish keyboard for almost all symbols except the ones that require ALT, which are documented on the code comments.
I am not adding any documentation because the functionality is not complete until a way to specify alted symbols is added.
* add SCREEN_NAV layer for copy/pasting within screen
* working readreg/paste macros
* working read reg / paste macros
* write log and tran patterns, and expand
* add ls -la shortcut, add tab on combined layer
* put delete word on the right pinky key on shell_nav layer
* add TAB on the right side, add reset key
* added Cloud9 macros
* add cloud9 shortcuts to atreus layout
* added BROWSER_CONTROL layer
* finalized browser control layer
* adding comment
* add browser control layer to atreus
* add flashing command line
* remove the tab on combined layer
* Fixed plank keymaps so that they will compile for planck light
* tv44:budi now compiles
* s60_x:amnesia0287 now compiles
* Fixed allocation of key_combos so that narze keymap for planck can compile correctly
* Disabled rgb on ergodone and infinity
* Enabled tap dance so it compiles
* Added return statement so it compiles
* If compiling on light disable extra functionality
* Properly redefined variable so it compiles
* Added Contra keyboard support
The configuration came from a source distribution of the firmware on the
Contra's official website.
I have also included a simple MIDI keymap. (And it works!)
* Changes to Contra config and README
* Readme has been changed as requested by jackhumbert
* Config has been changed to add the Cartel and Contra names to
the USB configuration.
* Added a heavily customized German keymap to the XD75RE
* A heavily customized alternative layout for the XD75, for German users
* Fixed capitalization, removed unnecessary files
* Hopefully fixed capitalization, some keymap changes
* qwerty_code_friendly: minor updates
- Correct mistake in ascii keymap.
- Make lower right key delete again, but make it configurable.
- Make double shift for double quotes optional.
* qwerty_code_friendly: shift users title-caps
* Add navigation layer for hjkl arrow keys
* Fix Oscillope keymap after jj40.h changes. Also fix jj40.c so that it can build without rgblight if you don't want that enabled.
* Fixed compilation of the ps2avrGB keyboard/firmware
This commit fixes the silent compilation error for the ps2avrGB
keyboard/firmware. This error was caused by a lacking default
keymap which it did not have because all keyboards based on it were
moved to another directory. I also added the required config.h
options so it's possible to compile it again and (probably)
flash it on a b.mini.
Lastly, I updated the README to reflect the current state.
This commit fixes#2425
* Referenced the pearl in the ps2avrGB REAMDE
Added a reference to the pearl keyboard in the README of the ps2avrGB keyboard as it is originally based on the firmware as well.
- Remove action_get_macro in favor of process_record_user
- Support user defined words on layer 3 (pass via flags)
- Support backspace & del on left thumb cluster.
(optionally override top right backspace).
* Add extra RGUI key to make keyboard more MAC friendly
* Remove enumerators for no longer used layers in layout Skewwhiffy for XD75
* Make layer numbers even better
* Add `SGUI()` as an alias of `SCMD()` for consistency with `KC_GUI`
* Add `SGUI_T()` as an alias of `SCMD_T()` for consistency with `KC_GUI`
* Make SGUI the primary name
* Checkin of tada keymap and initial commit for e6v2.
* checking in other remaining changes before trying to merge
* Reverting pin change. This was done based on the json orginally provided by exclusive, but it was later determined my map was the correct one based on user testing
* fix extra key for ansi keymap. Didn't include fn as standard ansi shift is not split but still had it in keymap
* Fix default help file and add reset to default
* add SCREEN_NAV layer for copy/pasting within screen
* working readreg/paste macros
* working read reg / paste macros
* write log and tran patterns, and expand
* add ls -la shortcut, add tab on combined layer
* put delete word on the right pinky key on shell_nav layer
* add TAB on the right side, add reset key
* added Cloud9 macros
* add cloud9 shortcuts to atreus layout
* added BROWSER_CONTROL layer
* finalized browser control layer
* adding comment
* add my config
* fix backlight, clean up that code
* group background code, restore static var
* qwerty is supposed to be in the middle
* wrap layer change backlight in ifdef
* backlight levels and some more 'emojis'.
* Restructure to make it possible to press cmd ent on the right side of the board with one hand.
* Expose the period through the number layer. Add Hyper keys to mouse layer
* reduce mouse speed
* add a : -P key
* Thumbs up and down, remove some keys that are duplicated via function keys, clean up
* fix build issues
* add various emoji
* duplicate default Meira keymaps
* Miera updates
* add documented but unmapped emoji
* Sound for the Meira, was stumped by a file size! Thanks drashna!
* add docs
* docs
* revert lib changes...
* clean up
* clean up
* remove make file
* Fixes missing key
* Move to a more cross-platform grep command
* Use sed to strip out AVR_SIZE instead
* tada68: layout: add new layout tshack
Adds "James Shackleford's UNIX layout" for the Tada68
Based heavily on the keymap by hexwire.
1. Moved LALT to LCTL; I don't need CTL because of ESCC.
1. Moved RAISE to old LALT.
1. Moved ENTER to old RAISE.
1. Move QUOTE to old ENTER.
1. Moved PLUS to old QUOTE.
1. replaced music next and volume up with browser forward and back
through history
* Add to list of predefined rgb colors
* Change layer colors, to reflect new options
* Use Tag Toggle instead
* Clean up macros and add breathing indication for OSM Layer
* Get Viteri Macropad working properly
* Disable unused action features
* Use I2C because that's smaller, apparently
* Remove viterbi-half code
* Added Modular keyboards L,R and NUM
Created code modules for the 3 modules of the modular keyboard.
Original idea by MechboardsUK. Uses i2c implementation similar to lets
split
* Remove modular from master
This is to fix incorrect branching
* Addition of cu75
Addition of cu75 keyboard, uses libraries from LFKeyboards directory which are path linked to reduce file duplication.
Minor fix on cu24 readme
* Minor Readme Fix
* Adds JC65 ps2avrGB keyboard
* Adds default keymap
* Adds personal keymap
* Backlight On/off support
Migrated code from the BFake. Functionality only on BL_ON, BL_OFF,
BL_TOGG.
* Backlighting config adjustment
Only 1 level supported.
* Personal keymap update
BL toggle added and RGB layer updates.
* Renamed jc65 ps2avrgb directory
Renamed directory for more clarity.
* Default keymap and default rules
* Personal keymap and personal rules
* Group JC65 QMK and PS2 versions
Group JC65 QMK and PS2 versions, Split directories, Readme for parent
folder.
* Default keycaps and personal keymaps re-added
Default and personal keymaps re-added. Keymaps, Readme, Rules.mk, and
config.h
* v32a default keymap rules
Default to no.
* RGB and Backlight default settings
Set to yes.
* Rules.mk defaults for personal keymap
Rules.mk defaults for personal keymap
* Revised keyboard readme make paths
Revised.
* Path correction
* jc65 default folder set
set default pcb to qmk version
* default rules for v32a
set to enable backlight and rgb by default.
* Skip process_music in NO_MUSIC_MODE is defined
* Skip matrix_scan_music if NO_MUSIC_MODE is defined
* Skip music_all_notes_off if NO_MUSIC_MODE is defined
* Leave matrix_scan_music in, because it reduces firmware size by 150b....
* Add docs for NO_MUSIC_MODE
* Move lufa descriptor to protocol/usb_descriptor
* Try to compile usb_descriptor on ChibiOS
* Add lufa_utils for ChibiOS
Lufa USB descriptors for ChibiOS
* More lufa_util compatibility fixes
* First compiling version of shared USB descriptor
* Send the usb descriptors
* Fix the CONSOLE output on ChibiOS
* Add errors for unsupported interfaces
* Enable support for vitual serial port USB descriptors
* Implement virtual serial port for ChibiOS
* Cleanup the lufa_utils
Use the default lufa header files
* Add raw hid support for ChibiOS
This is completely untested
* Enable midi compilation on ChibiOS
* Move midi functionality out of lufa.c
* Don't register sysex callback when not needed
* ChibiOS compilation fixes
* Update ChibiOS submodule
* Fix the Midi USB descriptor
It didn't work properly when both Midi and Virtual serial port was enabled.
* Add MIDI support for ChibiOS
* Fix USB descriptor strings on ChibiOS
* Use serial usb driver for raw hid
* Generalize the ChibiOS stream like drivers
This makes the initialization much more simple and eliminates a lot of
the code duplication.
* Convert console output to chibios stream driver
* Fixes for ChibiOS update
* Update the ChibiOS contrib submodule
To include the usb data toggle synchronization fixes
* Fix duplicate reset enumeration on ChibiOS
* Add missing include
* Add number of endpoints check for ChibiOS
* Enable serial USB driver on all keyboards
* Add missing includes when API is enabled withot midi
* Add another missing inlcude
* New keyboard added
Zen is a split ortholinear currently in group buy.
* remove bad keymap
Keymap was throwing errors
* remove other bad keymap
I should have checked these before haha
* small fix to update folder name
* renamed temp
* renamed to zen
* update folder name
* Slim down matrix code
Suggested by drashna
* move KC_NO
* Update keymap
* change from rev2 to rev1
* Planck-swapped up/down arrows,s65x-add dvorak
* Added Dvorak as first layer of default keymap
* planck-swap up and down arrows. s65x-added dvorak
* added colemak to kelorean s65x keymap
* made more changes to kelorean keymap
* just tryinng to fix bc i was not connected upstrem
* Planck-swapped up/down arrows,s65x-add dvorak
* Added Dvorak as first layer of default keymap
* planck-swap up and down arrows. s65x-added dvorak
* added colemak to kelorean s65x keymap
* Change tapping term to be longer
* Make Audio/Underglow settings permanent
* Use wait_ms rather than _delay_ms
* Readd One Shot Mods
* Switch to Imperial March startup sound
* Move OSM to it's own layer
* Minor Formatting Tweaks
* Keymap Templates and formatting fixes
* added jirgn keymap from dotfiles
* added jirgn s keymap as copy from default
* [TASK] removed unnecessary colemak and dvorak layouts
* [TASK] added right shift with tab to enter
* [TASK] added ctrl keys beside homerow
* [TASK] added Navigation Layer
removed unnecessary BACKLIT
removed Media Controls in Base Layers
* [TASK] added left Navigation mode fixed some doc
* [Fix] locked navigation layer by adding a transparent key for nav_mod
keys
* [TASK] added some more symbols and removed lower F1-F12 keys
* [TASK] added some README and a layout design
* [FIX] forced for adding to repo
* [FIX] forced for adding to repo
* [FIX] problem with layerswitching and hanging ctrl
* removed image from repo
* removed github image link with permalink from layout designer
* removed github image link with permalink from layout designer
* replaced image with permalink to layout editor
* Added Modular keyboards L,R and NUM
Created code modules for the 3 modules of the modular keyboard.
Original idea by MechboardsUK. Uses i2c implementation similar to lets
split
* CU24 Support
Addes Support for the upcoming CU24 keyboard sold by CapsUnlocked
* Removed modular keyboards to make stuff clear
* Lower Case folders
* Remove CU24 - Rename Folder
* Add CU24 - Renamed
* Fixed ignore list
I am stupid
* Create keymap.c
Add Hag keymap, a heavily modified dvorak swedish keymap with multiple layouts and often used stuff under the alpha cluster.
* Create config.h
* Create rules.mk
* Add NIU Mini keymap from Planck keymap
* Remove old keymap files
* Fix README, removed Planck references
* Add default layout, move Planck layout to separate folder
* Update README
* Add my XD60 keymap
* Change RShift to slash
* Fix keymap: stuck on MO(1)
* Move RESET to Fn+Enter
* Add: RGB saturation cycle
* Add numpad layer to keymap
* Fix last case
* Cleanup Mechmini keymap. Once the custom RGB function is defined, there is no need to manually handle RGB code.
* Change default to KEYMAP_MIT, not KEYMAP_OFFSET
* Add custom RGB code for JJ40
* Reset Mechmini advertised power draw to 500. Will have to test actual maximum power draw later.
* RGB working on JJ40.
* Fix: saturation increase/decrease flipped
* Add new directory for my custom keymap with RGB keycodes
* Swap LAlt and LGUI
* Update JJ40 max power draw with measured value
* Update: fun40 rules.mk to enable underglow; earlier failed Travis CI
* Fix: init RGB LEDs on boot. Also added HHKB-like keymap for XD60.
* Super rudimentary backlight test, init RGB LEDs on boot
* Backlighting works - stays on for now
* Toggling working
* Now can override backlight.c functions. Problem was functions in backlight.c weren't called before due to a lack of matrix_scan_quantum() in matrix.c
* Timers not working
* Delete global.h
* Cleanup
* Compiles
* Good sign: LEDs stop working again
* Handle timer1 overflow
* Progress: fix: forgot to init
* Backlighting fully working now except breathing.
* Revert keymap to original keycodes
* Update XD60 keymap README
* Update JJ40 keymap with backlight toggles
* Breathing working just fine.
* Update references
* Add backlight_set() call
* Cleanup code to disable backlight
* Fix: does not compile
* Fix: missing call to rgblight_task.
* Testing with BACKLIGHT_BREATHING
* Cleanup
* Cleanup comments
* More commenting cleanup.
* Do not enable BACKLIGHT_BREATHING by default
* Update XD60 keymap
* Update: move matrix_scan_kb out from matrix.c to jj40.c (kb-level)
* Cleanup for PR
* Fix conflict in readme.md for NIU mini
* Restore original power consumption figure
* Fix: matrix_scan_user() now has to be defined in the keymaps
* Add weak `matrix_scan_user` so it does not have to be defined in keymap
* Add weak matrix_init_user()
* Adding personal BEAKL9 based keymap
Initial commit, very much a WIP/Proof of concept.
* Updating personal BEAKL9 based layout
* F-keys added to upper layer
* planck with a not-quite-neo layout for a de-DE OS/SW keymap
* ergodox infinity with a not-quite-neo layout for a de-DE OS/SW keymap
* add documentation
* Add xd75 layout
* Add Readme
* Update layout
* Remove Backlight keys
* Move ENTER / BACKSP / DEL
* Commit my bepo layout instead of the qwerty version since i will not use it
* Use 0 instead of 00
* Fix TODO key
* Update the readme
* Replace wrong key placment
* Update center column
* Update the layout with 2-u key
* Adjust the fn layer
* Adjust the main layer
* Adjust the fn layer
If BACKLIGHT_ENABLE is set to `yes` in `rules.mk`, then the user
can use the `BL_*` keycodes to adjust the backlight. At the moment,
only on/off is supported.
* started work on halfkeyboard
* update to keymap
* halfkey layouts complete for dvorak and qwerty
* added plover layout to halfkeyboard mapping
* fixed error in dvorak layout right hand
* fixed error in dvorak layout right hand, comments updated
* thing
* added minus and equals to normal layouts
* added minus and equals to normal layouts
* adde visualizer matching halfkeyboard mappings
* adde visualizer matching halfkeyboard mappings
* updated keymaps for mirror handedness functionality for all layers. Also added visualizer code for distinct color for each layer, and LCD text displaying the current layer.
* had a KC_TILD where should have had KC_GRAV
* its spelled KC_GRAVE
* added ATOM47 (Vortex Core QMK powered PCB)
* fixed broken\unfinished comment block
* moved Layer template to default template.
* moved Layer template to default template and removed template from the keymap.c file.
* Added LEdiodes config
* created readme.md
contains an image of 60% board(LEdiodes).
* updated readme.md with images
added images of the PCB and some feature details from https://geekhack.org/index.php?topic=93447.msg2545221#msg2545221
* removed excess words.
* followed the readme template to a T.
* formatting fix : added a return.
* ymdk_np21 initial support
Base support of ymdk_np21 - based on jj40. Full grid layout
* Update README.md
Replacing description.
* Adding YMDK NP21 to comunity list.
Adding YMDK NP21 to community supported list.
* ISO HHKB first commit
* First version of my HHKB ISO Spanish Keymap
* Readme.md
* Added more media keys.
Caps Lock added on function layer.
Backlight toggle added on funtion layer.
* RGB support for WS2812B RGB led strip
* RGB and brightness control.
* Cleanup Mechmini keymap. Once the custom RGB function is defined, there is no need to manually handle RGB code.
* Change default to KEYMAP_MIT, not KEYMAP_OFFSET
* Add custom RGB code for JJ40
* Reset Mechmini advertised power draw to 500. Will have to test actual maximum power draw later.
* RGB working on JJ40.
* Fix: saturation increase/decrease flipped
* Add new directory for my custom keymap with RGB keycodes
* Swap LAlt and LGUI
* Update JJ40 max power draw with measured value
* Update: fun40 rules.mk to enable underglow; earlier failed Travis CI
* Fix: init RGB LEDs on boot. Also added HHKB-like keymap for XD60.
* Super rudimentary backlight test, init RGB LEDs on boot
* Backlighting works - stays on for now
* Toggling working
* Now can override backlight.c functions. Problem was functions in backlight.c weren't called before due to a lack of matrix_scan_quantum() in matrix.c
* Timers not working
* Delete global.h
* Cleanup
* Compiles
* Good sign: LEDs stop working again
* Handle timer1 overflow
* Progress: fix: forgot to init
* Backlighting fully working now except breathing.
* Revert keymap to original keycodes
* Update XD60 keymap README
* Update JJ40 keymap with backlight toggles
* Breathing working just fine.
* Update references
* Add backlight_set() call
* Cleanup code to disable backlight
* Fix: does not compile
* Fix: missing call to rgblight_task.
* Testing with BACKLIGHT_BREATHING
* Cleanup
* Cleanup comments
* More commenting cleanup.
* Do not enable BACKLIGHT_BREATHING by default
* Move faux clicky into userspace
* Get Audio and RGB enabled on Orthodox-rev1
* Add faux click to userspace
* Add Orthodox Rev3 check to macros
* Hack Orthodox Name for drashna keymap
* No more One Shots
* Ergodox product name hack
* Enable Audio on Orthodox by default
* Get audio working on clueboard/60
* add keys for music mode
* Change doubles to floats
* add keys for all the songs
* revert to the default startup sound
* Remove music mode until we can figure out why it crashes
* gordon.c defines many aliases for KC codes.
* gordon.c defines many advanced tap dance functions.
* This is a squashed commit of about 6 months of work on chimera and
ergodox infinity changes.
* Ignore the change-id below.
Change-Id: I83927139e8a80fe08992ae91ec7d62571498f7f7
* Default layout with RGB and in-switch LED controls
This is a variation of the default keymap with added RGB underglow and in-switch LED controls.
* Readme for default_rgb keymap
* ISO keymap with RGB and in-switch LED controls
This is a variation of the default ISO keymap with added RGB Underglow and in-switch LED controls.
* readme for iso_rgb keymap
* Updated ACR60, Mechmini, ALU84 readme information and config.h descripters
Update MECHKEYS keyboards to be uniform in readmes and config.h's PID, MANUFACTORER, and DESCRIPTIONS. This allows the keyboards to be more uniform amongst the different types.
* Rename keyboards/alu84/keymaps/TurboMech/config.h to keyboards/alu84/keymaps/turbomech
* Rename keyboards/alu84/keymaps/turbomech to keyboards/alu84/keymaps/TurboMech/config.h
* Fixed folder naming for alu84/keymaps/turbomech
* fixed error from compile
removed double `return MACRO_NONE;` and `switch (id) {`
* Added initial in-switch LED support for the Eagle/Viper V2.
Currently only has four modes: All ON, Mods/Nums ON, Alphas ON, or All OFF
* Revert keymap changes
* Changed switch curly bracket to match style.
* info.json committed to support the qmk configurator project
These are info.json for each of the keyboards I've contributed to
during my time here at QMK
* change LAYOUT to KEYMAP to adhere to matrix definitions
* Preliminary support for Duck Eagle/Viper V2 60% board. This is a copy of the octagon/v2 with things changed to reach a compiling state
* Get a 60% keymap compiling, this might not be what the eagle/viper
really supports
* Update readme to point to correct GeekHack link
* Get keymap working on a Duck Eagle
* Add code submitted by profanum429
- Add HHKB style top row to v2.h
- Modify read_rows function to take into accout the caps lock firmware key
- Modify default keymap to match the new v2.h
- Adjust readmes
* Fix bug related to col 0 not working
* Add keymap for mechmerlin
* Add profanum429's viper hhkb layout
* Add visual representation for mechmerlin layout
Add navigation keys to keymap
* Add a better visual representation to the mechmerlin keymap
* Add profanum429's Viper layout!
* Updated profanum429 keymap to match a full HHKB
Enabled media keys in rules.mk
* Revert "Updated profanum429 keymap to match a full HHKB"
This reverts commit ed914160d7e27e6412d2c7c5c1c4fa0a04838667.
* Fix default keymap for Eagle
* Enable extra keys for audio control support
* Modified timings in indicator_leds to accomodate the WS2811S chips on the Eagle/Viper2 PCBs at 800kHz with a 16mHz clock
Modified the backlight settings to not interfere with the default RGB underglow code from QMK
Modified the order of the LEDs in the LED status bar at the top of the Eagle/Viper2 PCBs (3,2,1,6,5,4,8,7 order)
* Cleaned up indicator code to remove unused functions as the RGB underglow uses the
default driver provided by QMK
Commented out backlighting code in v2.c
* update readmes to reflect profanum's awesome contributions and fix typo in make instructions
* Remove custom RGB logic and just rely on QMK RGB underglow. We'll leave the backlighting in place for now
This creates a v1 and v2 subproject. V1 retains all the same implementations of the bootmapper-ported Mechmnini 1 including #2196. V2 adds the Mechmini 2.0 kayboard support (I know it took me way to long to get it a pull request in).
All readme's updated to reflect compiling the two seperate keyboards. Simply either `make mechmini/v1:default` or `make mechmini/v2:defualt`. Utilizing the rules.mk using `make mechmini:default` will automatically create the Mechmini 2 default keymap as this is the current version and has a much wider user base.
* Added V60 Type R Polestar Backlight and RGB Underglow support
* made RGB Underglow stuff optional, to support the non Polestar V60
* updated readme and rules
* fixed typo in readme
* add breathing to bananasplit
* backlight breathing overhaul
* fix the backlight_tick thing.
* fix for vision_division backlight
* fix a few keymaps and probably break breathing for some weirdly set-up boards.
* remove BL_x keycodes because they made unreasonable assumptions
* some fixes for BL keycodes
* integer cie lightness scaling
* use cie lightness for non-breathing backlight and make breathing able to reach true max brightness
* Cleanup Mechmini keymap. Once the custom RGB function is defined, there is no need to manually handle RGB code.
* Change default to KEYMAP_MIT, not KEYMAP_OFFSET
* Add custom RGB code for JJ40
* Reset Mechmini advertised power draw to 500. Will have to test actual maximum power draw later.
* RGB working on JJ40.
* Fix: saturation increase/decrease flipped
* Add new directory for my custom keymap with RGB keycodes
* Swap LAlt and LGUI
* Update JJ40 max power draw with measured value
* Update: fun40 rules.mk to enable underglow; earlier failed Travis CI
* Minor tweaks
modified: users/drashna/drashna.c
* Fix Workman ASCII art
* Add OSM for shifts
* Make Viterbi's 00 code consistant
* Minor Cleanup off Userspace
* Change Tapping Term on Ergodox
* Re-add EEPROM code
* Minor updates and tweaks
* Use QMK_H variables to make keymaps more universal
* Forgot 'break;' for covecube layer
* Tweak Viterbi files now that I have hands on
* Add secrets to Ergodox
* RGB tweaks to Viterbi
* Viterbi RGB layout tweeks
* Minor tweaks
* Add One Shot Mod tap toggle
* Add Faux Clicky to Viterbi, and disable controller's LEDs
* Minor tweaks
* Move D3 keycode defines into userspace
* Updated Userspace Readme
* iso_de_mac
ISO-DE layout with mac media controls
* Delete keymap.c
* iso_de_mac
ISO-DE support with Mac media keys
* Add files via upload
Layout overview
* iso layout support
Adds support for the extra key of ISO
* Update keymap.c
typo-fix
* fixed mac next key
* Delete Layout.png
* Delete keymap.c
* Added ALU84
Added ALU84 from mechkeys.ca. TurboMech keymap is MacOS oriented, need to still update the defualt keymap.
* added alu84 and TurboMech userspace
* updated keymap, config.h and rules.mk for alu84
* zweihander-osx: Remove app keys, etc.
- add right command keys
- add F16 on ;' for Siri
- remove command-Q (too easy to hit)
* Zweihander: update readme
* Preliminary commit for Octagon V1 support
This is essentially a cp -R v2 v1 with a few things changed to
get it to compile and build.
* The Octagon V1 supports up to 84 keys as opposed to the V2 which
supports up to 86. This commit changes the keymap to match it.
* Temporary default keymap just to get things to compile
* Update readme file
* Fix switch matrix
* Fix underglow lighting option
* Fix keymap to take care of shifted columns
* Fix keymap formatting
* Remove un-needed files left over from rasmusx
* Make Octagon V1 have its own keymap directory with default keymap
* Make Octagon V2 have its own keymap directory with default keymap
* Cleanups and readme edits
* adding new layout for the planck that helps when coming from the pok3r
* Fixing the function layer
* Update readme.md
* Update keymap.c
Making some small adjustments
* Update keymap.c
switching GUI and Esc
* Update keymap.c
* adding mod tap on left and right shift
* adding mod tap on left and right shift
* poker keymap for lets split
* fixing the FN layer
* removing unused file
* rename octagon_v2 directory to octagon directory
* Move octagon_v2 files to v2 sub-directory
* Edit readme files
* setup header files for building multiple versions of the Duck
Octagon.
* Changes as per Jack's PR 2170 comments
* Add keymap for my friend's KBD75\nBug : RGUI is read as RALT
* Add keymap for Nyquist
* Add Keymap for Whitefox (Truefox layout only)
* Add Keymap for XD75 and XD73 (XD75 with 1u blocker each on left and right bottom
* Added functions to read HSV values
I have added three functions to rgb_light.c to be able to read the hue, saturation and value from other places.
They are rgblight_get_hue(), rgblight_get_sat(), adn rgblight_get_val().
* Create keymap.c
* Add COSPAD support to QMK
I have ported the COSPAD numpad to qmk.
* Update readme.md
* Update cospad.c
* Line ending stuff again
* Added initial files for Christmas Tree PCB
* Updated Readme and info json's, also config.
* Cleaned up keymap file, added proper comments for keymap. Removed readme leftover from original copy of planck folder structure.
* Forgot to push rules.mk for the V2017 folder, fixed now.
* Initial commit for Octagon V2 Support
This is still basically just a copy of lightsaver support with
names changed.
* Port xauser keymap from: https://github.com/xauser/tmk_keyboard/blob/xauser/keyboard/octagon_v2/keymap_common.h
* Temporary default keymap just to get things compiling
* Modify config.h to have the right keyboard info
* Partial port of xauser matrix code for octagon v2
* Fix readme.md
1. Fix link to geekhack GB
2. Add microchips
3. Add appropriate attributions
* Fix PORTD
* Intermediate fix to get LEDs working
* Update BACKLIGHT_AREAS enum
* Port the following:
backlight_set
backlight_toggle_rgb
backlight_set_rgb
and resolve dependencies in header files
* Port backlight_update_state to led_set_kb
* Change copyright notice author to MechMerlin
* Remove Rasmus keymap
* Get a default keymap that actually does something and let's you reset.
* Convert keymap into KC_XXXX format.
* Better formatting of the default keymap to make it more readable
* Fix keymap
* Get that Fn key working!
* Some code cleanup and small refactor
* Fix keymap in octagon_v2.h
* Line ending stuff again
* Added initial files for Christmas Tree PCB
* Updated Readme and info json's, also config.
* Cleaned up keymap file, added proper comments for keymap. Removed readme leftover from original copy of planck folder structure.
* Initial K-Type support
* Copy PJRC_TEENSY_3_1 to work around watchdog issues
* K-Type: Remove bootloader offset in rules.mk
* Ensure matrix and scan quantum functions are called when needed
This is porting a fix from f5422a70b6
* Added xd60:Jos keymap
* Corrected Layout image for xd60:Jos layout
* Update README for xd60:Jos layout
* Created rules.mk for xd60:Jos layout
* Fixed an edge case for xd60:Jos layout
* Now using a specific for xd60:Jos layout instead of modifying the main one
* Better physical layout image for xd60:Jos layout
* new planck keymap, new feature - hybrid shift/enter action key (great for small keyboards!)
* corrected documentation to specify rules.mk file instead of Makefile
* Initial version of the Ergodox EZ Bépo keymap, TypeMatrix style.
* Update the readme file and add some handling of the keyboard LEDs.
* Toggling layer requires 2 taps.
* Remove a constant as it conflicts with an earier definition.
* Fix a typo in a type name.
* Fix the arrow layer that had a bad number.
* Second main version of my bepo keymap, after the tests of the first one.
* Fix the triggering of the function layer and the handling of the LED.
* Reduce the shining of the LEDs.
* Fix the swap layer (that required a keypress on the other side of the keyboard to be deactivated).
* Duplicate some of the mouse button for easy access.
* Move some of the secondary functions out of the center keys.
* Slightly slow down the mouse and mouse wheel.
* Update the comment and readme.md for the V2 of the keymap.
* Invert button 2 and 3 of the mouse. Really fix the SWAP layer.
* Test with the right alt modifier added as secondary function (on hold) of the space keys. The right alt key becomes a left alt one.
* Add specific shift/ctrl for the FN layer; move some mouse keys around to help with that.
* Remove one FN modifier-on-hold key that was not useful.
* Duplicate the FN layer inside the MOUSE layer.
* Add support (not tested yet) for macro recording and play on a single key as a tap dance.
* Allow to stop recording the macro by tapping once on the macro key (still un-tested).
* Add support for macro recording using some tap dance.
* shorten a comment.
* Reinstate the FN toggle on the percent key (so that there is an FN toggle on the right-hand-side).
* Fix some comments and update the link to the most up-to-date image.
* Small fix to the keymap images.
* Change overwatch to Gamepad
* Remove secrets file
* Add sample sensitive.h file
* Borrow @colinta's secrets.h include method
* Remove unnessary placeholder for macros
* Set secrets to use PROGMEM for char string
* Add readme files to my keymaps and userspace
* ignore libs
* Clang complete file
* Add VIM_A, VIM_S, VIM_COMMAND_SHIFT_D, and VIM_COMMAND_SHIFT_A
Add VIM_A, VIM_S, VIM_COMMAND_SHIFT_D, and VIM_COMMAND_SHIFT_A
a s O
* Comment blocks for minimap
generated at
http://patorjk.com/software/taag/#p=display&h=0&v=0&c=c&f=Banner&t=COMMENT
* Be explicit
* More Comment blocks
* Add J
* add A, C, D, J, S, O
* Make h j k l explicitly vim commands (useful for JOIN)
* add cb ce cw ch cj ck cl db de dw dh dj dk dl vb ve vh vj vk vl x ciw diw viw
* debug messages for ci di vi
* Var capitalized
* Save bytes by disabling mouse keys
* Add Y P
* Be more explicit about which key was pressed
* Be more explicit about which key was sent
* Move project to new directory structure
* Remove non-vim layout folder
* Replace KC_TRNS with KC_NO on normal layer
* Insert Mode as default
* Try to prevent crashes
* Put normal mode back
* Revert "ignore libs"
This reverts commit 4c5d7592d6c1b70e689c0b9400afca19c71970a7.
* add rules.mk
* Add mouse bindings
* Checkout most recent keymap following rebase
* Realign mouse button keys
* Make a macro for TO(NORMAL_MODE)
* add i2c lib submodule
* add actuation point adjustment to fc980c
* add actuation point adjustment to fc660c also.
* use https for i2c submodule
* move to existing i2c lib
* properly remove old submodule
* oops, forgot some files for the fc660c
* Line ending stuff again
* Added initital files and layout for the PCB Ruler keyboard/macro pad thing
* Updated Readme
* Changed make command to new format
"unselecting" left-hand rows is a wasted i2c transaction.
On the left-hand side, the ergodox uses a GPIO expander. It
does *not* change "direction" (input/output) of pins, it just
sets pins high or low.
But all the pins are written at once. There's no way to
change just one pin's value; you send a full byte of all eight
row pins. (Not all of them are in use, but that doesn't matter.)
So every pin is either +V or ground. This is in contrast
with the right-hand side, which is using input mode to make pins
be neutral.
So there's no need to "deselect" the rows on the left side
at all. To select row 0, you set the GPIO register for the
rows to 0xFE. The previous code would then set it back to
0xFF, then set it to 0xFD on the next cycle. But we can just
omit the intervening step, and set it to 0xFD next cycle,
and get the same results.
And yes, I tested that the keyboard still works.
On my system, scan rate as reported by DEBUG_SCAN_RATE goes
from 445 or so to 579 or so, thus, from ~2.24ms to ~1.73ms.
Signed-off-by: seebs <seebs@seebs.net>
This link was broken. And the latest, live version of that keymap link doesn't line up with the docs below, so the link will now point to the older version of the file in the git history
* pull fuse settings for bootloader jump
* fix 32a chips
* make automatic bootloader selection optional
* quantify bootloaders
* fixs #164, speeds up dfu reset
* fix for chips w/o usb
* missing an n
* fix bootloader sizes, use words for addresses
* fix bmini, pearl, and [[ issue, make things quiet
* ignore avr errors on arm for now
* update settings for the light
* document bootloader stuff
* add bootloader title
* Copy the ergodox_ez code to handwired/dactyl
Differences from the Ergodox:
* Use QMK_SUBPROJECT_H instead of QMK_KEYBOARD_H, since it's under
handwired
* Omitted several keymaps. They'll eventually be broken (since the
Dactyl has fewer keys), and I don't want to try to fix them.
* Omitted the keymap images for the default layout, since they depict
a different keyboard.
* Everything that said Ergodox now says Dactyl, naturally.
* [whitespace] Delete trailing whitespace
My editor does this automatically so it's just gonna keep cropping up...
* Cut the dactyl down to the right number of columns
(Remember, throughout matrix.c, everything called "row" is really a
column, and vice-versa).
* Remove LED-related code
* Tighten up the Dactyl's build options
* Whitespace cleanup in twimaster.c
* Hardtabs -> spaces
* No more trailing whitespace
* Typo fix
* Correct the CPU frequency units
The Teensy's CPU definitely doesn't run at 16 petahertz...
* Restore access to ONEHAND_ENABLE
I turned it off in 26d47cb42622d990a7c3335e7fcc151aa3edfbf0 while
desperately debugging; I just wanted to ensure it wasn't causing the
problem I was seeing. It was not, in fact, causing the problem, so it's
back.
Also fixed the swap matrix in dactyl.c, since it still referred to
columns that exist in the Ergodox but not the Dactyl.
* Clearer phrasing about TWI's effect on scan rate
* Fix up the Dactyl's firmware-loading instructions
Sadly, the Dactyl has no hole for the onboard reset button.
* Dvorak keymap for the Dactyl
* The Erincalling Layout
* Erincalling layout: Add a := key
I've been working in Go, which uses := a lot, and it's awkward to type
in this layout.
* Dactyl README: link to the dactyl-keyboard repo
* Add a missing copyright line
I don't know how much this matters? Honestly, it's enough for me that my
name is on the git commit. But hey, let's be consistent until there's a
specific reason not to be, right?
* Dactyl: remove commented-out code
I hate it I hate it I hate it
There's not even any information about what it was trying to do!!!! >:(
* Add a note about the row/column ridiculousness
* [whitespace] realign some constants
* Don't claim B4 is tied to VCC
It doesn't matter at all? I honestly don't know what the reason ever
was. It looks like it dates back to the original ErgoDox and I've never
seen one sentence about the purpose.
I've been skipping that wire for some time, and I promise it works fine.
* Dactyl keymaps: Send RALT for right-hand alt key
Not terribly important but I just like things tidy OK
* typo fix
* Refer to "dactyl.h" explicitly
QMK_SUBPROJECT_H has been working locally, but fails in CI. Strange!
* Dactyl: Don't use QMK_SUBPROJECT_H at all
It's still breaking in CI, even though it was a never a problem locally.
* linux shake-around
* move terminal and browser spawning keys
* add a shift to window resizing keys to free combo up for window management
* "jump to tab" shortcuts for firefox
* change window resize modifiers
* change wm keys
* change wm keys again, and reformat keymap to 80chars
* typos
* language key
* qwerty layer for SO, general cleanup
* adds my xd75 layout
* add secret strings to 'secrets.h' behind compile flag, assign defaults
* macro keys now have defaults (hidden in colinta.h) before any recording, and after clearing the dynamic macros.
* fixed whitespace - using 4 spaces instead of 2
With these changes, the ergodox ez goes from 315 scans per second
when no keys are pressed (~3.17ms/scan) to 447 (~2.24ms/scan).
The changes to the pin read are just condensing the logic, and
replacing a lot of conditional operations with a single bitwise
inversion.
The change to row scanning is more significant, and merits
explanation. In general, you can only scan one row of a keyboard
at a time, because if you scan two rows, you no longer know
which row is pulling a given column down. But in the Ergodox
design, this isn't the case; the left hand is controlled by an
I2C-based GPIO expander, and the columns and rows are *completely
separate* electrically from the columns and rows on the right-hand
side.
So simply reading rows in parallel offers two significant
improvements. One is that we no longer need the 30us delay after
each right-hand row, because we're spending more than 30us
communicating with the left hand over i2c. Another is that we're
no longer wastefully sending i2c messages to the left hand
to unselect rows when no rows had actually been selected in the
first place. These delays were, between them, coming out to
nearly 30% of the time spent in each scan.
Signed-off-by: seebs <seebs@seebs.net>
This is particularly relevant for, e.g., the ergodox EZ and
other keyboards with slow scan rates. Without changing the API or
behavior of individual process_record() calls, we allow a
configuration flag to make multiple calls in a single scan.
This will probably have miniscule effects on non-steno users,
and it's not enabled by default for any keyboards. Added note
about it to ergodox README.
Signed-off-by: seebs <seebs@seebs.net>
* move underglow led count from parent to child
* Added pearl support
* Added personal keymap for pearl
* start splitting up ps2avrGB boards
* clean up ps2avrgb boards
* Move keycodes to their own section
* Clarify `KC_PWR` vs `KC_POWER`. Fixes#1994.
* Cleaned uppersonal userspace and keymaps (#1998)
* Cleanup of keymaps
* Remove Tap Dance from Orthodox keymap
* Cleaned up userspace and keymaps
* Added sample (template)userspace files to my folder
* Document the Teensy hardware reset problem
* add mfluid keymap to atreus62
* Update hand_wire.md
Change "Resin" to "Rosin"
* Add keyboard: mt40 (#2001)
* add keyboard: chinese planck clone
* rename chinese_planck to mt40
* add image for the mt40 board
* lets_split: Fix matrix_init for ROW2COL
Signed-off-by: Marian Rusu <rusumarian91@gmail.com>
* Add Keymap for Whitefox Truefox layout
* Add keyboard: ACR60 (#1999)
* base acr60 keyboard folder created
* mitch acr60 keymap updates, documentation
* latest keymap updates
* slight modifications to layer switching
* Changes to Atreus and Ergodox EZ Dvorak 42key layout (#1997)
* importing 42 key dvorak layout
* added comment for build instructions
* adding atreus dvorak 42 key layout
* added readme
* add readme
* build instructions
* additional MEH shortcuts
* added shifted symbols on symbols layer
* working extra symbols on COMBINED layer
* bring atreus layout inline with the ergodox one
* add necessary macros
* working ls macro
* added more shell macros
* added screen rename / screen number macros
* add ctrl-a key in shell-nav to use screen more easily
* added shell screen layer
* assign screen switching macros to screen layer
* define all screen switching macros
* more screen-related shortcuts added on shell screen layer
* change shell nav bottom right row to match base layer (backspace / delete)
* remove some mappings on SHELL_NAV layer as they are now in the screen layer
* added more screen macros
* changes to COMBINED layer (pipe on the right) and modified shell nav
* moved pipe/backslash to then right
* documented SHELL_SCREEN layer
* put backspace/delete on SHELL_NAV layer
* add an explicit lisence file for github to pickup
* Updated keymaps to allow base layer alternation for QWERTY, Colemak & Dvorak (#1962)
* First commit of the Terminus_Mini firmware and the DivergeJM version of the Nyquist firmware
* Fix terminus_mini & nyquist/DivergeJM readme files
Previously an outdated copy of the default readme. Updated to match the Nyquist/DivergeJM format (DivergeJM is a split 5x12 implementation of the terminus_mini layout)
* Update makefiles to rules.mk
Renamed both Makefiles to rules.mk, removed references to makefiles
* Updated rules.mk
Inadvertantly removed important code from the rules.mk in previous commit. This has been restored.
Also disabled Tap_Dance in both rules.mk files
* Moved terminus_mini to handwired
Realised that existing directory was not appropriate for the terminus_mini project, moved to handwired.
* New Frosty Flake layout for QFR TKL
Added a TKL layout for the Frosty Flake with a navigation cluster on LOWER under the left hand and a similarly functioning MOUSE layer that includes mouse navigation functionality.
* README fix & keymap update for 3 keyboards
Fixed the markdown for the handwired/terminus_mini:default, Nyqyist:DivergeJM & frosty_flake:QFR_JM.
Added TAPPING_TERM = 150 to config.h for all keyboards
Switched LT(LOWER) and LAlt on the mod row for ortholinear boards.
* Update readme for QFR_JM to include make instructions
* Revert "Merge branch 'master' of https://github.com/mogranjm/qmk_firmware"
This reverts commit a45f264ada09acc14fb85390407bc7ff5bb021e3, reversing
changes made to 62349c33410671a33d4041d50cf27de1d6bdd9cf.
* Revert "Revert "Merge branch 'master' of https://github.com/mogranjm/qmk_firmware""
This reverts commit eae54fb3be2c60dffd704261f84bab98c9e06f93.
* Added QWERTY support to the QFR_JM
Implemented variable default base layer from the Planck default keymap.
* Update README to reflect QWERTY support
* Nyquist:DivergeJM - Update RESET location
Add a reset button to both hands, accessible when halves are disconnected.
* Typo fix
* Update DivergeJM
Switched master to Left hand,
Moved Reset key to a different location
* Added macros to send R pointer & dplyr pipe
Macros added as a string of keypresses, couldn't figure out how to get SEND_STRING to work.
* Added ADJUST -> QWERTY, DVORAK, COLEMAK
Re-implemented update_tri_layer fuctionality to reset base layer for Terminus_Mini & DivergeJM Nyquist keymaps to QWERTY, DVORAK or COLEMAK via the ADJUST layer.
Updated ReadMe files accordingly.
* Fix base layout diagram for Terminus_Mini
Remove split from diagram
* Changed the R operators to SEND_STRING, rather than keypress macros
* Added Dvorak to the QFR_JM keymap
* fixed duplicate row in Nyquist keymap
* Fix readme - LAlt location on mouse layer
* Set EE_HANDS to allow either Nyquist hand to work as master.
* Update R operator strings, clean up layering for terminus_mini, QFR_JM and DivergeJM
"<-" to " <- "
"%>%" to " %>% "
Also played around with the layering, removed unnecessary TAP_TOGGLE for LOWER and shuffled FUNCTION and MOUSE momentary actions to reflect layer order.
* Update bottom alpha row to output symbols on LOWER
This row now outputs the following (z -> /) when in the LOWER layer:
<-
%>%
{
[
`
|
]
}
.
/
* Updated readme files for QFR_JM, terminus_mini & DivergeJM
QFR_JM readme reflects correct LOWER bottom row symbol output,
terminus_mini & DivergeJM reflect correct command line make instructions.
* Add media keys to QFR_JM LOWER - Replicate QFR default functionality
* Fix issue with Mouse layering
Stuck on mouse layer because the wrong macro was assigned to the 'exit layer' key. Reassigned that key.
* Changed " <- " to "<- " for QFR_JM, terminus_mini & DivergeJM
* Add "KC_MAKE" to userspace example
* QMK DFU bootloader generation (#2009)
* adds :bootloader target
* update planck and preonic revisions
* remove references to .h files for planck
* update preonic keymap
* only add keyboard.h files that exist
* add production target
* hook things up with the new lufa variables
* update rules for planck/preonic
* back backlight key turn of status led when pressed
* add manufacturer/product strings to bootloader
* fix push script
* Added support for let's split kailh socket version (#2010)
* Added support for socket version of the let's split
* renamed files
* socket-version-works
* fix up lets_split keymaps
* fix up lets_split keymaps
* shrink preonic by a bit
* fix lets_split keyboards
* update travis script
* update travis script
* update version silencing
* - Fixed DK60 version in config.h
* - Updated dk60 readme with new QMK rules
* - Fixed wording in readme
* Added dbroqua layout for DZ60
I've also updated dz60.h to add "true HHKD" keymap definition (6U
spacebar).
With the default HHKB definition r_alt was not mapped and when I pressed
r_menu it was r_alt.
Regards
* Updated dbroqua layout for HHKB keyboard
Added default configuration and alternate (swap gui/alt keys).
Save user choice in keyboard memory (like plank, thanks for this
feature!).
* adds :bootloader target
* update planck and preonic revisions
* remove references to .h files for planck
* update preonic keymap
* only add keyboard.h files that exist
* add production target
* hook things up with the new lufa variables
* update rules for planck/preonic
* back backlight key turn of status led when pressed
* add manufacturer/product strings to bootloader
* First commit of the Terminus_Mini firmware and the DivergeJM version of the Nyquist firmware
* Fix terminus_mini & nyquist/DivergeJM readme files
Previously an outdated copy of the default readme. Updated to match the Nyquist/DivergeJM format (DivergeJM is a split 5x12 implementation of the terminus_mini layout)
* Update makefiles to rules.mk
Renamed both Makefiles to rules.mk, removed references to makefiles
* Updated rules.mk
Inadvertantly removed important code from the rules.mk in previous commit. This has been restored.
Also disabled Tap_Dance in both rules.mk files
* Moved terminus_mini to handwired
Realised that existing directory was not appropriate for the terminus_mini project, moved to handwired.
* New Frosty Flake layout for QFR TKL
Added a TKL layout for the Frosty Flake with a navigation cluster on LOWER under the left hand and a similarly functioning MOUSE layer that includes mouse navigation functionality.
* README fix & keymap update for 3 keyboards
Fixed the markdown for the handwired/terminus_mini:default, Nyqyist:DivergeJM & frosty_flake:QFR_JM.
Added TAPPING_TERM = 150 to config.h for all keyboards
Switched LT(LOWER) and LAlt on the mod row for ortholinear boards.
* Update readme for QFR_JM to include make instructions
* Revert "Merge branch 'master' of https://github.com/mogranjm/qmk_firmware"
This reverts commit a45f264ada09acc14fb85390407bc7ff5bb021e3, reversing
changes made to 62349c33410671a33d4041d50cf27de1d6bdd9cf.
* Revert "Revert "Merge branch 'master' of https://github.com/mogranjm/qmk_firmware""
This reverts commit eae54fb3be2c60dffd704261f84bab98c9e06f93.
* Added QWERTY support to the QFR_JM
Implemented variable default base layer from the Planck default keymap.
* Update README to reflect QWERTY support
* Nyquist:DivergeJM - Update RESET location
Add a reset button to both hands, accessible when halves are disconnected.
* Typo fix
* Update DivergeJM
Switched master to Left hand,
Moved Reset key to a different location
* Added macros to send R pointer & dplyr pipe
Macros added as a string of keypresses, couldn't figure out how to get SEND_STRING to work.
* Added ADJUST -> QWERTY, DVORAK, COLEMAK
Re-implemented update_tri_layer fuctionality to reset base layer for Terminus_Mini & DivergeJM Nyquist keymaps to QWERTY, DVORAK or COLEMAK via the ADJUST layer.
Updated ReadMe files accordingly.
* Fix base layout diagram for Terminus_Mini
Remove split from diagram
* Changed the R operators to SEND_STRING, rather than keypress macros
* Added Dvorak to the QFR_JM keymap
* fixed duplicate row in Nyquist keymap
* Fix readme - LAlt location on mouse layer
* Set EE_HANDS to allow either Nyquist hand to work as master.
* Update R operator strings, clean up layering for terminus_mini, QFR_JM and DivergeJM
"<-" to " <- "
"%>%" to " %>% "
Also played around with the layering, removed unnecessary TAP_TOGGLE for LOWER and shuffled FUNCTION and MOUSE momentary actions to reflect layer order.
* Update bottom alpha row to output symbols on LOWER
This row now outputs the following (z -> /) when in the LOWER layer:
<-
%>%
{
[
`
|
]
}
.
/
* Updated readme files for QFR_JM, terminus_mini & DivergeJM
QFR_JM readme reflects correct LOWER bottom row symbol output,
terminus_mini & DivergeJM reflect correct command line make instructions.
* Add media keys to QFR_JM LOWER - Replicate QFR default functionality
* Fix issue with Mouse layering
Stuck on mouse layer because the wrong macro was assigned to the 'exit layer' key. Reassigned that key.
* Changed " <- " to "<- " for QFR_JM, terminus_mini & DivergeJM
* importing 42 key dvorak layout
* added comment for build instructions
* adding atreus dvorak 42 key layout
* added readme
* add readme
* build instructions
* additional MEH shortcuts
* added shifted symbols on symbols layer
* working extra symbols on COMBINED layer
* bring atreus layout inline with the ergodox one
* add necessary macros
* working ls macro
* added more shell macros
* added screen rename / screen number macros
* add ctrl-a key in shell-nav to use screen more easily
* added shell screen layer
* assign screen switching macros to screen layer
* define all screen switching macros
* more screen-related shortcuts added on shell screen layer
* change shell nav bottom right row to match base layer (backspace / delete)
* remove some mappings on SHELL_NAV layer as they are now in the screen layer
* added more screen macros
* changes to COMBINED layer (pipe on the right) and modified shell nav
* moved pipe/backslash to then right
* documented SHELL_SCREEN layer
* put backspace/delete on SHELL_NAV layer
* More keymap fixes. F-row on bottom layer wasn't fully setup, also switched raise/lower keys to use tap-toggle.
* Added PrScr, put Tab back on top layer.
* Fixed build breakage with default keymap (unneeded rgblight.h include)
* Add yuuki keymap
Documentation is still a TODO and the keymap may not be final
* GRV on colon
* add KC_GRV to FN ESC
* more RGB modes
* Update README.md
Add image of layout and fix typo
* switch from jpg to png
For some reason the JPG had red outlines around the keys.
* remove whitespace
* add instruction to reset keyboard before flashing
* gh60 stytle layout
* moved the GH60 style layout to new folder
* add HOME and END
* Add heading
* moved ayanami to other branch
* restructure converters
each converter is its own keyboard and different hardware variants are different subprojects.
remove (seemingly) old method of loading layouts from main Makefile
* call led_set_kb() from overridden led_set()
* put converter back into one folder
* revert some structure changes to bring in line with #1784.
Also attempt to get the BLE thing more properly integrated.
Also also fix led_set() to call led_set_kb().
* Add woodpad
* Cleanup
* Remove misc layouts for woodpad
* Move woodpad to handwired
* Updated RGB Underglow info
* Cleanup macros
* Tweaked RGB lighting stuff
* Start to merge orthodox/ergodox keymaps (persistant layers)
* Add woodpad
* Add forced NKRO
* Added default layer (qwerty/colemak/dvorak) detection to RGB Underglow
* Updated macros and added workman keymaps
* Fixed RGB lighting for Workman layout
* Add leader keys
* Remove force NKRO
* Add Viterbi one handed layout and minor tweaks to others
* Finishing up Viterbi keyboard layout, and NKRO tweaks to other layouts
* Made "make" keystroke universal
* Clean up and updates of drashna keymaps
* Add workman layer to planck
* Update to keymaps
* Fix makefile toggle code in ez keymap
Finish adding RGB code to orthodox
* Updated RGB Underglow layer indication code due to discovery of the layer_state_set_kb function
* Remove unnecessary planck layout
* Fixed Workman song
* update make command and added lit reset
* Fixed formatting to fall in line with official standards
* Minor tweaks
* Removed Leader Keys from Ergodox EZ Keymap
Added KC_RESET that resets board and sets underglow to red
* Tweak reset code
* Cleanup
* Remove misc layouts for woodpad
* Move woodpad to handwired
* Updated RGB Underglow info
* Cleanup macros
* Tweaked RGB lighting stuff
* Start to merge orthodox/ergodox keymaps (persistant layers)
* Add forced NKRO
* Added default layer (qwerty/colemak/dvorak) detection to RGB Underglow
* Updated macros and added workman keymaps
* Fixed RGB lighting for Workman layout
* Add leader keys
* Remove force NKRO
* Add Viterbi one handed layout and minor tweaks to others
* Finishing up Viterbi keyboard layout, and NKRO tweaks to other layouts
* Made "make" keystroke universal
* Clean up and updates of drashna keymaps
* Add workman layer to planck
* Update to keymaps
* Fix makefile toggle code in ez keymap
Finish adding RGB code to orthodox
* Updated RGB Underglow layer indication code due to discovery of the layer_state_set_kb function
* Remove unnecessary planck layout
* Fixed Workman song
* update make command and added lit reset
* Fixed formatting to fall in line with official standards
* Minor tweaks
* Removed Leader Keys from Ergodox EZ Keymap
Added KC_RESET that resets board and sets underglow to red
* Tweak reset code
* Fix rebasing issues
* remove head files
* Fix "macro" issue
* Rename ez keymaps for userspace
* Revert "Rename ez keymaps for userspace"
This reverts commit c25425911852e41711a5f0273b5741adb16e5bd4.
* Renamed Ergodox EZ layouts so that all of my personal layouts are on the same name, in prep for using userspaces
* Fix ergodox code
* Remove "drashna-ez" keymap as it's no longer needed
* Migrate majority of code to Userspace
* Add woodpad
* Cleanup
* Remove misc layouts for woodpad
* Move woodpad to handwired
* Updated RGB Underglow info
* Cleanup macros
* Tweaked RGB lighting stuff
* Start to merge orthodox/ergodox keymaps (persistant layers)
* Add woodpad
* Add forced NKRO
* Added default layer (qwerty/colemak/dvorak) detection to RGB Underglow
* Updated macros and added workman keymaps
* Fixed RGB lighting for Workman layout
* Add leader keys
* Remove force NKRO
* Add Viterbi one handed layout and minor tweaks to others
* Finishing up Viterbi keyboard layout, and NKRO tweaks to other layouts
* Made "make" keystroke universal
* Clean up and updates of drashna keymaps
* Add workman layer to planck
* Update to keymaps
* Fix makefile toggle code in ez keymap
Finish adding RGB code to orthodox
* Updated RGB Underglow layer indication code due to discovery of the layer_state_set_kb function
* Remove unnecessary planck layout
* Fixed Workman song
* update make command and added lit reset
* Fixed formatting to fall in line with official standards
* Minor tweaks
* Removed Leader Keys from Ergodox EZ Keymap
Added KC_RESET that resets board and sets underglow to red
* Tweak reset code
* Cleanup
* Remove misc layouts for woodpad
* Move woodpad to handwired
* Updated RGB Underglow info
* Cleanup macros
* Tweaked RGB lighting stuff
* Start to merge orthodox/ergodox keymaps (persistant layers)
* Add forced NKRO
* Added default layer (qwerty/colemak/dvorak) detection to RGB Underglow
* Updated macros and added workman keymaps
* Fixed RGB lighting for Workman layout
* Add leader keys
* Remove force NKRO
* Add Viterbi one handed layout and minor tweaks to others
* Finishing up Viterbi keyboard layout, and NKRO tweaks to other layouts
* Made "make" keystroke universal
* Clean up and updates of drashna keymaps
* Add workman layer to planck
* Update to keymaps
* Fix makefile toggle code in ez keymap
Finish adding RGB code to orthodox
* Updated RGB Underglow layer indication code due to discovery of the layer_state_set_kb function
* Remove unnecessary planck layout
* Fixed Workman song
* update make command and added lit reset
* Fixed formatting to fall in line with official standards
* Minor tweaks
* Removed Leader Keys from Ergodox EZ Keymap
Added KC_RESET that resets board and sets underglow to red
* Tweak reset code
* Fix rebasing issues
* remove head files
* Fix "macro" issue
* Rename ez keymaps for userspace
* Revert "Rename ez keymaps for userspace"
This reverts commit c25425911852e41711a5f0273b5741adb16e5bd4.
* Renamed Ergodox EZ layouts so that all of my personal layouts are on the same name, in prep for using userspaces
* Fix ergodox code
* Remove "drashna-ez" keymap as it's no longer needed
avoid the following error when `UNICODEMAP_ENABLE = yes`:
```
quantum/process_keycode/process_unicodemap.c:52:21: error: implicit declaration of function 'pgm_read_dword'
```
* Set up tap dance for layers on the lower button.
* Refactored code to share in the users directory between my two keyboard layouts.
* Small keyboard layout change.
* Updated documentation on oneshot usage in macros/tap dance.
* importing 42 key dvorak layout
* added comment for build instructions
* adding atreus dvorak 42 key layout
* added readme
* add readme
* build instructions
* additional MEH shortcuts
* added shifted symbols on symbols layer
* working extra symbols on COMBINED layer
* bring atreus layout inline with the ergodox one
* add necessary macros
* working ls macro
* added more shell macros
* added screen rename / screen number macros
* add ctrl-a key in shell-nav to use screen more easily
* added shell screen layer
* assign screen switching macros to screen layer
* define all screen switching macros
* more screen-related shortcuts added on shell screen layer
* change shell nav bottom right row to match base layer (backspace / delete)
* remove some mappings on SHELL_NAV layer as they are now in the screen layer
* added more screen macros
* Fix RGBLIGHT startup color
While it's awesome to see the layer indicating code in here (no really!), and the general rule is to not alter the default keymap/code....
The problem with the layer_state_set_kb call handling this, is that the code doesn't seem to be called at startup. So the default layer color won't ever get set on startup. It needs to be called in the init function to be properly set.
I've played with this extensively, and if you check my keymaps, that is precisely why I have the setrgb/sethsv in the init function.
* Removed typo (pipe)
* mitosis/datagrok: reduce features from rules.mk
* mitosis/datagrok: make both layer keys neighbor shift
* mitosis/datagrok: (no-op) tweak some comments
* mitosis/datagrok: set baudrate to 250k
This requires a corresponding change to the mitosis wireless firmware:
https://github.com/reversebias/mitosis/pull/10
* mitosis/datagrok: move design description from code comment to a readme
* mitosis/datagrok: new layout, new shifted keys, efficient LED code
This is experimental, but compiles and seems to work correctly.
* mitosis/datagrok: whoops, move readme.md
* mitosis/datagrok: a minor layout improvement simplifies custom-shifted code
instead of [, .] [? !], using [, ?] [. !] greatly simplifies the code
needed to perform the shifted-key switching. (And keeps , and . on the
same keys that they are under qwerty.)
also: layout improvements for symbols
* mitosis/datagrok: make my code conform to QMK style guidelines
* mitosis/datagrok: TODO note for layout table in README
* mitosis/datagrok: remove led_set_user until i figure out other changes
need to see if the corresponding changes needed in the keyboard-level code
is okay.
* mitosis/datagrok: simpler layer indicator
* mitosis/datagrok: undo change to keyboard baud; make it in my layout dir.
* mitosis/datagrok: apply same punctuation hack to qwerty layer
* mitosis/datagrok: enable qwerty layer toggle
* mitosis/datagrok: update readme
* Add satan keymap: HHKB-alike based on dbroqua's, with mouse functionality and without LED functionality
* move mouse layer to DOUBLE_HOLD, add UTIL layer for TRIPLE_HOLD
- UTIL layer
- currently has "RESET" key and nothing else.
- functionality otherwise covered by bootmagic should go here
- small bugfix: dispatch of [QTY]_HOLD should be based on range tap count
falls in, not exact count.
* Added support for Knops Mini (3x2 macropad) keyboard.
* Added better documentation, according to the QMK standards.
* Fixed typo.
* Changed names of files to comply with QMK standards.
* Ignored makefile in keymap.
* Removed makefiles and added my credentials in the copyrights.
* adds .qmk file type as a target
* adds info.json with vendor and product
* add files for qmk info script
* add layout file for planck
* ignore .qmk files
* more settings
* update rules for avr and chibios
* update .qmk generation for info.json and inheritence
* Typo: Github => GitHub
* Typo: windows => Windows, docker => Docker, and some punctuations
* "QMK Introduction" links to the right file
* "Unix" rather than "UNIX", which is a trademark
* Directory name is "keyboards", not "keyboard"
* "handwired" is a subdirectory of "keyboards"
* Punctuation and minor fixes
* macOS rather than Mac
* Punctuation and other minor fixes
* Vagrant Guide links to an existing file
* Jun Wako referenced with his name rather than his nickname
* Saxon genitive 's outside the link
* Add woodpad
* Cleanup
* Remove misc layouts for woodpad
* Move woodpad to handwired
* Updated RGB Underglow info
* Cleanup macros
* Fix odd merge issue
* Tweaked RGB lighting stuff
* Start to merge orthodox/ergodox keymaps (persistant layers)
* Add forced NKRO
* Added Colemak and Dvorak layers to default orthodox keymap
* Added default layer (qwerty/colemak/dvorak) detection to RGB Underglow
* Updated macros and added workman keymaps
* Fixed RGB lighting for Workman layout
* Add leader keys
* Remove force NKRO
* Add Viterbi one handed layout and minor tweaks to others
* Finishing up Viterbi keyboard layout, and NKRO tweaks to other layouts
* Made "make" keystroke universal
* Clean up and updates of drashna keymaps
* Add workman layer to planck
* Update to keymaps
* Fix accidental commit because I don't know how to git
* Fix makefile toggle code in ez keymap
Finish adding RGB code to orthodox
* missing underscore in init function declaration
* Updated RGB Underglow layer indication code due to discovery of the layer_state_set_kb function
* Remove unnecessary planck layout
* Created Kona Classic config
* Fixed KonaClassic config
* Updated README
* Updated Readme to conform to format standards
* Added ANSI and ISO layout options
* Fixed images in Readme
* Added labels to images
* Added absolute links to images in Readme
* Image link updates again
* Fixed bottom row keys in some layouts
* Fixed Grave and Tilde
* Fixed Underglow in Kona Classic configs
* Renamed KonaClassic to kona_classic
* add RETRO_TAP: tap anyway, even after TAP_TERM, if no interruption
* consistent variable name
* add option doc
* change name for consistency
* make RETRO_TAPPING default to off
* 🔧 add editorconfig
This makes supported editors automatically change their settings to match desired code styles
* 🔧 add extension recommendation for VSCode
This will cause VS Code to prompt the user to install the EditorConfig extension when they open the project.
If this is felt to be too opinionated, I can revert it.
* Fix pointer device options
when the feature was added, the appropriate option definition wasn't created. This needs to be added to function properly.
* Update common_features.mk
* missing underscore in init function declaration
I'm almost 100% sure "else if (state->count = 2) {" was a typo (it should have two ='s for a logical operator), and I'm *pretty* sure "if (state->interrupted || state->!pressed) return SINGLE_TAP;" has a typo. At least, it returns an error on my machine saying something about an unexpected '!'.
I changed it to a slightly longer form (i.e., "state->pressed==0"), and that worked fine.
* First commit of the Terminus_Mini firmware and the DivergeJM version of the Nyquist firmware
* Fix terminus_mini & nyquist/DivergeJM readme files
Previously an outdated copy of the default readme. Updated to match the Nyquist/DivergeJM format (DivergeJM is a split 5x12 implementation of the terminus_mini layout)
* Update makefiles to rules.mk
Renamed both Makefiles to rules.mk, removed references to makefiles
* Updated rules.mk
Inadvertantly removed important code from the rules.mk in previous commit. This has been restored.
Also disabled Tap_Dance in both rules.mk files
* Moved terminus_mini to handwired
Realised that existing directory was not appropriate for the terminus_mini project, moved to handwired.
* New Frosty Flake layout for QFR TKL
Added a TKL layout for the Frosty Flake with a navigation cluster on LOWER under the left hand and a similarly functioning MOUSE layer that includes mouse navigation functionality.
* README fix & keymap update for 3 keyboards
Fixed the markdown for the handwired/terminus_mini:default, Nyqyist:DivergeJM & frosty_flake:QFR_JM.
Added TAPPING_TERM = 150 to config.h for all keyboards
Switched LT(LOWER) and LAlt on the mod row for ortholinear boards.
* Update readme for QFR_JM to include make instructions
* Revert "Merge branch 'master' of https://github.com/mogranjm/qmk_firmware"
This reverts commit a45f264ada09acc14fb85390407bc7ff5bb021e3, reversing
changes made to 62349c33410671a33d4041d50cf27de1d6bdd9cf.
* Revert "Revert "Merge branch 'master' of https://github.com/mogranjm/qmk_firmware""
This reverts commit eae54fb3be2c60dffd704261f84bab98c9e06f93.
* Added QWERTY support to the QFR_JM
Implemented variable default base layer from the Planck default keymap.
* Update README to reflect QWERTY support
Previously, this code was implemented in keymap.c, but I'm unaware of
someone with a different implementation of this particular hack. [If
someone has it, we can add another #ifdef in the future.]
* Added personal minivan keymap
more consistent layer setup
documentation!
slide some things around
more doc jiggling
* Small layout and documentation tweaks
Small documentation updates
dropped Makefile that for some reason was still in my branch
* found and removed extra makefile
* added bfake support as a subproject
also moved existing bmini stuff to a subproject
fixed columns
minor keymap update
making this a subproject
remove old stuff
got subproject stuff figured out
* travis was upset because a board didn't have a default keymap
This commit adds a new keycode `RGB_SMOD` which is the same as `RGB_MOD` (cycle through all modes),
but when it is used in combination with shift it will reverse the direction.
* - Fixed DK60 version in config.h
* - Updated dk60 readme with new QMK rules
* - Fixed wording in readme
* Added dbroqua layout for DZ60
I've also updated dz60.h to add "true HHKD" keymap definition (6U
spacebar).
With the default HHKB definition r_alt was not mapped and when I pressed
r_menu it was r_alt.
Regards
* First commit of the Terminus_Mini firmware and the DivergeJM version of the Nyquist firmware
* Fix terminus_mini & nyquist/DivergeJM readme files
Previously an outdated copy of the default readme. Updated to match the Nyquist/DivergeJM format (DivergeJM is a split 5x12 implementation of the terminus_mini layout)
* Update makefiles to rules.mk
Renamed both Makefiles to rules.mk, removed references to makefiles
* Updated rules.mk
Inadvertantly removed important code from the rules.mk in previous commit. This has been restored.
Also disabled Tap_Dance in both rules.mk files
* Moved terminus_mini to handwired
Realised that existing directory was not appropriate for the terminus_mini project, moved to handwired.
* New Frosty Flake layout for QFR TKL
Added a TKL layout for the Frosty Flake with a navigation cluster on LOWER under the left hand and a similarly functioning MOUSE layer that includes mouse navigation functionality.
* Add existing file
* Add new keyboard layout - initial commit
* Revised readme.md
* Clarified readme.md, reorganized keymap.c, and added license text.
* Fixing last incomplete commit
* Just a little code cleanup to make things more readable.
* Add carvac_dv keymap for mitosis
* Add mouse keys
* move backspace, etc, and fix tab
* remove commented-out functions in keymap
* Fix scroll buttons and add left/right scrolling
* Make num momentary, add comments, and clean up
* fix mouse scroll acceleration
* Add tab, remove bksp, move print screen
Having tab next to control and alt makes for much easier
alt-tabbing and ctrl-tabbing.
That displaced print screen, but I had never used the non-layer
backspace on the right hand, so I moved printscreen over there.
* - Fancy default PID and option for corresponding VID.
- Information about official VID/PID.
- Correct manufacturer name.
- NKRO enabled by default.
* Resolved build error with `#ifndef FORCE_NKRO`.
* Clone Nyquist code to Iris and rename
* Set keymap and pins
* Work in progress Iris default keymap
* Add Iris rev2
* Update Iris files to new build system
* Add lewisridden keymap
* Added section to example, detailing how to accomplish the
'quad-function' tap dance.
* Refactored TD documentation to clearly separate different complex
examples
Change-Id: Ifc1495d1142849c771418fdabc458c04c48311e6
* Address #1689 by using a formula to define the breathing curve and exposing defines to control the shape of the curve.
* Tweak the behavior of breathing for clueboard
* First commit of the Terminus_Mini firmware and the DivergeJM version of the Nyquist firmware
* Fix terminus_mini & nyquist/DivergeJM readme files
Previously an outdated copy of the default readme. Updated to match the Nyquist/DivergeJM format (DivergeJM is a split 5x12 implementation of the terminus_mini layout)
* Update makefiles to rules.mk
Renamed both Makefiles to rules.mk, removed references to makefiles
* Updated rules.mk
Inadvertantly removed important code from the rules.mk in previous commit. This has been restored.
Also disabled Tap_Dance in both rules.mk files
* Moved terminus_mini to handwired
Realised that existing directory was not appropriate for the terminus_mini project, moved to handwired.
* redo make args to use colons, better folder structuring system [skip ci]
* don't put spaces after statements - hard lessons in makefile development
* fix-up some other rules.mk
* give travis a chance
* reset KEYMAPS variable
* start converting keyboards to new system
* try making all with travis
* redo make args to use colons, better folder structuring system [skip ci]
* don't put spaces after statements - hard lessons in makefile development
* fix-up some other rules.mk
* give travis a chance
* reset KEYMAPS variable
* start converting keyboards to new system
* try making all with travis
* start to update readmes and keyboards
* look in keyboard directories for board.mk
* update visualizer rules
* fix up some other keyboards/keymaps
* fix arm board ld includes
* fix board rules
* fix up remaining keyboards
* reset layout variable
* reset keyboard_layouts
* fix remainging keymaps/boards
* update readmes, docs
* add note to makefile error
* update readmes
* remove planck keymap warnings
* update references and docs
* test out tarvis build stages
* don't use stages for now
* don't use stages for now
* add ymd96 base
currently not working correctly.
* Update
honestly not really sure what I've been doing but I'm just more or less brute forcing this until I can get the pcb schematic or something
* honestly just trying stuff out
* Update keymaps
Getting closer hopefully
* ymd96 works!
at least for me
* Update readme
* Update readme
* Update readme
* Adds support for multiple layouts. Adds custom keymap for "offset"
layout.
* Adds a tool to help detach the keyboard from the Linux HID driver before programming.
* Adds a tool to help detach the keyboard from the Linux HID driver before programming.
- a keyboard already in bootloader mode will now be detected
- if setting the keyboard to bootloader mode doesn't work, a hint will be printed on how to do so
- instead of failing instantly when no keyboard is found, the script will now wait up to 60 seconds (it retries every 5 seconds, up to 12 times)
At one time, "ez" and "infinity" may have been subprojects of a
unified "ergodox" project, but this is not currently the case. Running
`make ergodox-ez-default-teensy` (or similar), as the documentation
currently implies, does not work.
neue Datei: keyboards/lets_split/keymaps/DE_simple/config.h
neue Datei: keyboards/lets_split/keymaps/DE_simple/keymap.c
neue Datei: keyboards/lets_split/keymaps/DE_simple/rules.mk
* slight modifier changes; added plover and reusing jack's default planck keymap as the basis
* space is not shift when held anymore
* added fabian layout (based on jack's default)
* changed fabian layout (based on jack's default)
* changed fabian layout (based on jack's default)
* Fix mbsurfer let's split layout RGB indicators when both lower and raise are pressed
* Update mbsurfer let's split keymap with new RGB key codes for modes
* Clean up mbsurfer keymap matrix layout
Overall changes
===============
* Updated to work with QMK master.
* The `$` and `^` symbols on the number row were swapped on both the base and
the ADORE layers.
* The bracket tap-dance keys can now be used to input Japanese brackets, `「`
and `」` with a third tap.
* The second column of the top row on the right side will act as a "Social"
application selector on the `AppSel` layer.
* The third key on the same column will select a password manager.
* The `GUI` key will now launch `rofi` when triple-tapped.
Miscellaneous
=============
* The `👶` symbol can be entered with UCIS.
* The `👪` symbol can be entered with UCIS.
Tools
=====
* `tools/hid-commands` can now find the `Mstdn`, not just `Slack`, as the
"Slack"/chat app.
* `tools/hid-commands` can now find the Plex web app as a music/media player.
* `tools/hid-commands` now understands the "Social" application selector. It
raises the `Mstdn` and `Tweetdeck` windows, but keeps focus on the previous
window.
* `tools/hid-commands` now understands the "Social2" application selector, which
raises `Signal` and `Viber`, but keeps focus on the previous window.
* `tools/hid-commands` is now able to select a password manager (KeePass*).
* `tools/hid-commands` can now run `rofi` when receiving an `appsel_helper`
command (triggered by a triple-tapped `GUI` key).
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
* initial clueboard_60 support
* LED lighting support
* fix the clueboard->clueboard_66 rename
* Add layout support to clueboard_60
* Fix the 60_iso layout so it's actually iso
* add a default keymap for AEK layout
* fix clueboard_17
* Fixup the ISO layouts
* Fix the `wait_ms()/wait_us()` definitions for chibios
* Fix up the wait_ms/wait_us hack. Reduce stack size.
* Add a missing #include "wait.h"
* commit files that should have already been comitted
* Support for KBP V60 Type R 60% keyboard
Support does not include in switch or underglow lighting for Polestar Edition.
* rename v60type_r to v60_type_r
* Remove old v60type_r
* Modify readme.md to adhere with QMK readme formatting.
tearing it down so that it can be rebuilt
fiddling with audio
big default config overhaul
apparently startup sounds work without the override now
readme!
readme fixes
readme tweaking
* Add yuuki keymap
Documentation is still a TODO and the keymap may not be final
* GRV on colon
* add KC_GRV to FN ESC
* hhkb ish
* hhkbish 2
* HHKBish and documentation
* Fix Markdown warnings
* typo
* phreed keymap added
This keymap moves many pinky keys to the center
* set to do what I want but LT() does not return to previous layer
* get overlays working
* get overlays working
* fix the readme
* fix the readme
* swapped the shift
* swapped the shift
* propagate mods
* clear special char on readme
* Implement sticky modifiers
* Change underglow based on sticky mod status
* Set RGB lights based on which mods are stickied
* Add controls for dimming RGB LEDs
* Only update RGB lights if modifiers have changed
* Use all LEDs to show modifier state
* Create default keymap for Viterbi
* Duplicate default layout as basis of my own
* Basic Colemak layer, just to practice flashing
* Add reset button so that we don't have to short out the reset button on the board to flash it.
* Symbols layer
* Navigation layer, and remove unused keys. Now usable, nice.
* Correct backspace for UK QWERTY mapping
* Small clarification in XD75RE readme instructions
* Use UK pipe so that I can type a pipe on a UK keyboard
* adding new layout for the planck that helps when coming from the pok3r
* Fixing the function layer
* Update readme.md
* Update keymap.c
Making some small adjustments
* Update keymap.c
switching GUI and Esc
* Update keymap.c
* changed 'infinity' to 'ergodox_infinity' and specified to be in the top-level directory as per recent changes to directory structure of QMK_firmware git repo
* accidently removed '-' in last line of readme
* add new RGB keycodes and clean up lets split keymap
* extraneous cases
* More cleanup and added macro
* one more macro
* cleaned up my planck keymap and added macros
* Transitioned planck keymap to new formatting / audio modes based on new default
* Remove extraneous newline in song list, add keycodes missed in previous commit
* error in graphical representation of keycodes
* Merge with upstream
* Finish merge
* Add new keymap
* Change use of KEYMAP macro
* Add Readme.md
* Fix link
* Clean up comments
* Raise on leading edge of keypress
* Add HOME/END keys as upper/lower on arrow-up/down
* Reduce .hex file size by turning off unneeded options
* Put digit keypad onto left hand upon RAISE; this will sometimes be preferable to double-hits of right hand
* Latest super latest version merge
* cbbrowne keymap for XD75re
* starting notes on XD75re keymap plans
* First draft of bottom row of QWERTY
* Switch my special bottom line over to QCENT
* Dunno
* Filling in wanted keys, bit by bit...
* Add copyright, extra macro
* Clean up comments, remove some experimental code I didn't like
* TODO plans for xd75re
* clean up keyboard layout
* QCENT2 is my new experiment for the main keyboard...
* Add a few more main layer keys, and modify LOWER to shift things outwards to conform with main layer
* Clean up RAISE layer to conform with main layer, remove QCENT layer as QCENT2 is the new thing
* More xd75 changes, now that I actually have it in hand
* shift keymap around, as original attempt was a bit too aggressive in keeping to the edges
* more revs to XD75
* Dropping parts of the centre keypad in favor of Keys I Really Need
* Improve documentation to conform with how builds are done now
* Improve documentation to conform with how builds are done now
* Add cbbrowne rules file as alternative to having the rules in Makefile
* Makefile not needed anymore for individual keymap
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.
## How to get it {#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 {#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:
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), 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 or folders), in which case, it can be omitted:
make preonic-default
make preonic:default
## How to customize {#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).
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)!
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 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.
* **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), we'd love to talk about how QMK can be improved.
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:
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.
## Keyboard
```c
#ifndef CONFIG_H
#define CONFIG_H
#include "config_common.h"
// config options
#ifdef SUBPROJECT_<subproject>
#include "<subproject>/config.h"
#endif
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:
#endif
```
* QMK Default
* Keyboard
* Folders (Up to 5 levels deep)
* Keymap
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.
## QMK Default
## Subproject
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.
```c
#ifndef<subproject>_CONFIG_H
#define<subproject>_CONFIG_H
#include "../config.h"
## Keyboard
// config options
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.
#endif
```
## Folders
For keyboards that have subprojects, this file contains config options that should apply to only that subproject, and won't change in most keymaps.
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.
## Keymap
```c
#ifndef CONFIG_USER_H
#define CONFIG_USER_H
#include "../../config.h"
// config options
#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.
# Config Options
```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)
#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 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 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)
#define DEBOUNCING_DELAY 5 // the delay when reading the value of the pin (5 is default)
#define LOCKING_SUPPORT_ENABLE // mechanical locking support. Use KC_LCAP, KC_LNUM or KC_LSCR instead in keymap
#define LOCKING_RESYNC_ENABLE // tries to keep switch state consistent with keyboard LED state
#define IS_COMMAND() ( \ // key combination that allows the use of magic commands (useful for debugging)
// 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
#define FORCE_NKRO // NKRO by default requires to be turned on, this forces it to be on always
#define PREVENT_STUCK_MODIFIERS // when switching layers, this will release all mods
#define TAPPING_TERM 200 // how long before a tap becomes a hold
#define TAPPING_TOGGLE 2 // how many taps before triggering the toggle
#define PERMISSIVE_HOLD // makes tap and hold keys work better for fast typers who don't want tapping term set above 500
#define LEADER_TIMEOUT 300 // how long before the leader key times out
#define ONESHOT_TIMEOUT 300 // how long before oneshot times out
#define ONESHOT_TAP_TOGGLE 2 // how many taps before oneshot toggle is triggered
#define IGNORE_MOD_TAP_INTERRUPT // makes it possible to do rolling combos (zx) with keys that convert to other keys on hold
// 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)
#define RGBW_BB_TWI // bit-bangs twi to EZ RGBW LEDs (only required for Ergodox EZ)
// 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
```
This level contains all of the options for that particular keymap. If you wish to override a previous declaration, you can use `#undef <variable>` to undefine it, where you can then redefine it without an error.
# The `config.h` File
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:
#include "config_common.h"
## 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)
* 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 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 - B5, B6, B7 use PWM, others use softPWM
* `#define BACKLIGHT_LEVELS 3`
* number of levels your backlight will have (maximum 15 excluding off)
* `#define BACKLIGHT_BREATHING`
* enables backlight breathing (only works with backlight pins B5, B6 and B7)
* `#define BREATHING_PERIOD 6`
* the length of one backlight "breath" in seconds
* `#define DEBOUNCING_DELAY 5`
* the delay when reading the value of the pin (5 is default)
* `#define LOCKING_SUPPORT_ENABLE`
* mechanical locking support. Use KC_LCAP, KC_LNUM or KC_LSCR instead in keymap
* `#define LOCKING_RESYNC_ENABLE`
* tries to keep switch state consistent with keyboard LED state
* key combination that allows the use of magic commands (useful for debugging)
## Features That Can Be Disabled
If you define these options you will disable the associated feature, which can save on code size.
* `#define NO_DEBUG`
* disable debugging
* `#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 all macro handling
* `#define NO_ACTION_FUNCTION`
* disable the action function (deprecated)
## Features That Can Be Enabled
If you define these options you will enable the associated feature, which may increase your code size.
* `#define FORCE_NKRO`
* NKRO by default requires to be turned on, this forces it on during keyboard startup regardless of EEPROM setting. NKRO can still be turned off but will be turned on again if the keyboard reboots.
* `#define PREVENT_STUCK_MODIFIERS`
* stores the layer a key press came from so the same layer is used when the key is released, regardless of which layers are enabled
## Behaviors That Can Be Configured
* `#define TAPPING_TERM 200`
* how long before a tap becomes a hold
* `#define RETRO_TAPPING`
* tap anyway, even after TAPPING_TERM, if there was no other key interruption between press and release
* `#define TAPPING_TOGGLE 2`
* how many taps before triggering the toggle
* `#define PERMISSIVE_HOLD`
* makes tap and hold keys work better for fast typers who don't want tapping term set above 500
* `#define LEADER_TIMEOUT 300`
* how long before the leader key times out
* `#define ONESHOT_TIMEOUT 300`
* how long before oneshot times out
* `#define ONESHOT_TAP_TOGGLE 2`
* how many taps before oneshot toggle is triggered
* `#define IGNORE_MOD_TAP_INTERRUPT`
* makes it possible to do rolling combos (zx) with keys that convert to other keys on hold
* `#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.
## RGB Light Configuration
* `#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/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)
## Mouse Key Options
* `#define MOUSEKEY_INTERVAL 20`
* `#define MOUSEKEY_DELAY 0`
* `#define MOUSEKEY_TIME_TO_MAX 60`
* `#define MOUSEKEY_MAX_SPEED 7`
* `#define MOUSEKEY_WHEEL_DELAY 0`
# 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.
* `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`
## 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
* `NKRO_ENABLE`
* USB N-Key Rollover - if this doesn't work, see here: https://github.com/tmk/tmk_keyboard/wiki/FAQ#nkro-doesnt-work
👍🎉 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 [Gitter](https://gitter.im/qmk/qmk_firmware).
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:
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 gitter](http://gitter.im/QMK/qmk_firmware).
# 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, 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 two spaces (soft tabs)
* We use One True Brace Style
* Opening Brace: At the end of the same line as the statement that opens the block
* Closing Brace: Lined up with the first character of the statement that opens the block
* Else If: Place the closing brace at the beginning of the line and the next opening brace at the end of the same line.
* Optional Braces: Always include optional braces.
* Good: if (condition) { return false; }
* Bad: if (condition) return false;
* We use C style comments: `/* */`
* Think of them as a story describing the feature
* Use them liberally to explain why particular decisions were made.
* Do not write obvious comments
* If you not sure if a comment is obvious, go ahead and include it.
* In general we don't wrap lines, they can be as long as needed. If you do choose to wrap lines please do not wrap any wider than 76 columns.
# General Guidelines
We have a few different types of changes in QMK, each requiring a different level of rigor. We'd like you to keep the following guidelines in mind no matter what type of change you're making.
* Separate PR's into logical units. For example, do not submit one PR covering two separate features, instead submit a separate PR for each feature.
* 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/.
## 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](https://docs.qmk.fm/documentation_templates.html#).
* All Keymap PR's are squashed, so if you care about how your commits are squashed you should do it yourself
* Do not lump features in with keymap PR's. Submit the feature first and then a second PR for the keymap.
* Do not include `Makefile`s in your keymap folder (they're no longer used)
* Update copyrights in file headers (look for `REPLACE_WITH_YOUR_NAME `)
## Keyboards
Keyboards are the raison d'être for QMK. Some keyboards are community maintained, while others are maintained by the people responsible for making a particular keyboard. The `readme.md` should tell you who maintains a particular keyboard. If you have questions relating to a particular keyboard you can [Open An Issue](https://github.com/qmk/qmk_firmware/issues) and tag the maintainer in your question.
We also ask that you follow these guidelines:
* Write a `readme.md` using [the template](https://docs.qmk.fm/documentation_templates.html#).
* Keep the number of commits reasonable or we will squash your PR
* Do not lump core features in with new keyboards. Submit the feature first and then submit a separate PR for the keyboard.
* Name `.c`/`.h` file after the immediate parent folder, eg `/keyboards/<kb1>/<kb2>/<kb2>.[ch]`
* Do not include `Makefile`s in your keyboard folder (they're no longer used)
* Update copyrights in file headers (look for `REPLACE_WITH_YOUR_NAME `)
## Quantum/TMK Core
Before you put a lot of work into building your new feature you should make sure you are implementing it in the best way. You can get a basic understanding of QMK by reading [Understanding QMK](understanding_qmk.md), which will take you on a tour of the QMK program flow. From here you should talk to us to get a sense of the best way to implement your idea. There are two main ways to do this:
* [Chat on Gitter](https://gitter.im/qmk/qmk_firmware)
* [Open an Issue](https://github.com/qmk/qmk_firmware/issues/new)
Feature and Bug Fix PR's affect all keyboards. We are also in the process of restructuring QMK. For this reason it is especially important for significant changes to be discussed before implementation has happened. If you open a PR without talking to us first please be prepared to do some significant rework if your choices do not mesh well with our planned direction.
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](http://docs.qmk.fm/unit_testing.html) for your feature
* Follow the style of the file you are editing. If the style is unclear or there are mixed styles you should conform to the [coding conventions](#coding-conventions) above.
## Refactoring
To maintain a clear vision of how things are laid out in QMK we try to plan out refactors in-depth and have a collaborator make the changes. If you have an idea for refactoring, or suggestions, [open an issue](https://github.com/qmk/qmk_firmware/issues), we'd love to talk about how QMK can be improved.
# What Does the Code of Conduct Mean for Me?
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.
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.html) 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.md) will help you understand what is going on at a more fundamental level.
## A Word on Core vs Keyboards vs Keymap
@ -34,13 +34,13 @@ enum my_keycodes {
};
```
## 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 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 to 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.
Before a keyboard can be used the hardware must be initialized. QMK handles initialization of the keyboard matrix itself, but if you have other hardware like LED's or i²c controllers you will need to set up that hardware before it can be used.
### Example `matrix_init_kb()` implementation
### Example `matrix_init_user()` Implementation
This example, at the keyboard level, sets up B1, B2, and B3 as LED pins.
```
void matrix_init_kb(void) {
void matrix_init_user(void) {
// Call the keymap level matrix init.
matrix_init_user();
// Set our LED pins as output
DDRB |= (1<<1);
@ -153,7 +154,7 @@ void matrix_init_kb(void) {
}
```
### `matrix_init_*` Function documentation
### `matrix_init_*` Function Documentation
* Keyboard/Revision: `void matrix_init_kb(void)`
* Keymap: `void matrix_init_user(void)`
@ -162,11 +163,11 @@ void matrix_init_kb(void) {
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 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)`
@ -174,3 +175,41 @@ This example has been deliberately omitted. You should understand enough about Q
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 LED's or a display) or other functionality that you want to trigger regularly even when the user isn't typing.
# Layer Change Code
Thir 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
```
uint32_t layer_state_set_user(uint32_t state) {
switch (biton32(state)) {
case _RAISE:
rgblight_setrgb (0x00, 0x00, 0xFF);
break;
case _LOWER:
rgblight_setrgb (0xFF, 0x00, 0x00);
break;
case _PLOVER:
rgblight_setrgb (0x00, 0xFF, 0x00);
break;
case _ADJUST:
rgblight_setrgb (0x7A, 0x00, 0xFF);
break;
default: // for any other layers, or the default layer
@ -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 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.
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.
Example:
@ -78,7 +78,7 @@ What about an error message?
# 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 sentances describing your feature and a table listing any relevant keycodes is enough. Here is a basic template:
If you create a new feature for QMK, create a documentation page for it. It doesn't have to be very long, a few sentences describing your feature and a table listing any relevant keycodes is enough. Here is a basic template:
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.
Make example for this keyboard (after setting up your build environment):
make planck/rev4:default
See [build environment setup](https://docs.qmk.fm/build_environment_setup.html) then the [make instructions](https://docs.qmk.fm/make_instructions.html) for more information.
```
There needs to be two spaces at the end of the `Keyboard Maintainer` and `Hardware Supported` lines for it to render correctly with Markdown.
# 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:
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.
[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.
[Eclipse][1] 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
@ -16,16 +16,16 @@ The purpose of the is page is to document how to set-up Eclipse for developing A
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).
## Build Environment
Before starting, you must have followed the [Getting Started](README.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
# 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
## 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.
@ -41,10 +41,10 @@ When you are prompted with the Workspace Selector, select a directory that will
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
## Install the Necessary Plugins
Note: you do not need to restart Eclipse after installing each plugin. Simply restart once all plugins are installed.
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)
@ -58,7 +58,7 @@ This plugin is necessary to properly display the colored build output generated
Once both plugins are installed, restart Eclipse as prompted.
* Select the directory where you cloned the repository as _Existing Code Location_;
@ -72,7 +72,7 @@ Once both plugins are installed, restart Eclipse as prompted.
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
## 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
@ -84,3 +84,5 @@ We will now configure a make target that cleans the project and builds the keyma
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.
This page covers questions about building QMK. If you have not yet you should read the [Build Environment Setup](getting_started_build_tools.md) and [Make Instructions](make_instructions.md) guides.
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.
## 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.
## 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 when your controller is ATMega32u4,
An example of using `sudo`, 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 <keyboard>:<keymap>:dfu
But to run `make` with root privilege is not good idea. Use former method if possible.
Note that running `make` with `sudo` is generally *not* a good idea, and you should use one of the former methods, if possible.
## 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.
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/`.
## 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/`.
It is no longer recommended and may cause some problem.
See [TMK Issue #99](https://github.com/tmk/tmk_keyboard/issues/99).
## Cortex: cstddef: No such file or directory
## 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.
- DFU tools do /not/ allow you to write into the bootloader (unless
you throw in extra fruitsalad of options), so there is little risk
you throw in extra fruitsalad of options), so there is little risk
there.
- EEPROM has around a 100000 write cycle. You shouldn't rewrite the
firmware repeatedly and continually; that'll burn the EEPROM
eventually.
## NKRO Doesn't work
First you have to compile frimware with this build option `NKRO_ENABLE` in **Makefile**.
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 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.
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.
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`.
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`.
If you are using a TeensyUSB, there is a [known bug](https://github.com/qmk/qmk_firmware/issues/164) in which the hardware reset button prevents the RESET key from working. Unplugging the keyboard and plugging it back in should resolve the problem.
## Special Extra key doesn't work(System, Audio control keys)
## Special Extra Key Doesn't Work (System, Audio Control Keys)
You need to define `EXTRAKEY_ENABLE` in `rules.mk` to use them in QMK.
```
EXTRAKEY_ENABLE = yes # Audio control and System control
```
## Wakeup from sleep doesn't work
## Wakeup from Sleep Doesn't Work
In Windows check `Allow this device to wake the computer` setting in Power **Management property** tab of **Device Manager**. Also check BIOS setting.
@ -180,11 +181,11 @@ Pressing any key during sleep should wake host.
Arduino leonardo and micro have **ATMega32U4** and can be used for TMK, though Arduino bootloader may be a problem.
Arduino Leonardo and micro have **ATMega32U4** and can be used for TMK, though Arduino bootloader may be a problem.
## Using PF4-7 pins of USB AVR?
You need to set JTD bit of MCUCR yourself to use PF4-7 as GPIO. Those pins are configured to serve JTAG function by default. MCUs like ATMega*U* or AT90USB* are affeteced with this.
## Using PF4-7 Pins of USB AVR?
You need to set JTD bit of MCUCR yourself to use PF4-7 as GPIO. Those pins are configured to serve JTAG function by default. MCUs like ATMega*U* or AT90USB* are affected with this.
If you are using Teensy this isn't needed. Teensy is shipped with JTAGEN fuse bit unprogrammed to disable the function.
## Problem on BIOS(UEFI)/Resume(Sleep&Wake)/Power cycles
## Problem on BIOS (UEFI)/Resume (Sleep & Wake)/Power Cycles
Some people reported their keyboard stops working on BIOS and/or after resume(power cycles).
As of now root of its cause is not clear but some build options seem to be related. In Makefile try to disable those options like `CONSOLE_ENABLE`, `NKRO_ENABLE`, `SLEEP_LED_ENABLE` and/or others.
[QMK](https://github.com/qmk), short for Quantum Mechanical Keyboard, is a group of people building tools for custom keyboards. We started with the [QMK firmware](https://github.com/qmk/qmk_firmware), a heavily modified fork of [TMK](https://github.com/tmk/tmk_keyboard).
### Why the name Quantum?
### Why the Name Quantum?
<!-- FIXME -->
## 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.
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.
@ -7,31 +7,51 @@ See [Keycodes](keycodes.md) for an index of keycodes available to you. These lin
Keycodes are actually defined in [common/keycode.h](https://github.com/qmk/qmk_firmware/blob/master/tmk_core/common/keycode.h).
## `KC_SYSREQ` isn't working
## 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/9ce023dc6caadc0cf11c88c782350a8c -->
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
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 key doesn't work
## 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.
*`KC_PWR` works with Windows and Linux, not with OSX.
*`KC_POWER` works with OSX and Linux, not with Windows.
More info: http://geekhack.org/index.php?topic=14290.msg1327264#msg1327264
## Oneshot modifier
Solves my personal 'the' problem. I often got 'the' or 'THe' wrongly instead of 'The'. Oneshot Shift mitgates this for me.
## 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.
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.
@ -47,7 +67,7 @@ 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 charactors other than ASCII like Cédille 'Ç'
## Input Special Characters 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.
@ -55,20 +75,20 @@ See this post for example **MACRO** code.
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
@ -105,23 +125,21 @@ 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.
Use `GRAVE_ESC` or `KC_GESC` in your keymap. `GUI`+`GRAVE_ESC` results in `` ` `` and `SHIFT`+`GRAVE_ESC` results in `~`.
## Esc and <code>`</code> on a Single Key
Note that this will break the CTRL+SHIFT+ESC shortcut to the Windows task manager. Use `#define GRAVE_ESC_CTRL_OVERRIDE` in your `config.h` to get the shortcut back. With this option, `ESC_GRAVE` results in `ESC` if `CTRL` is held, even if `SHIFT` or `GUI` are also held.
See the [Grave Escape](feature_grave_esc.md) feature.
## 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**.
## 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**.
```
#include "keymap_common.h"
@ -172,18 +190,18 @@ 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 temprary modifiers which should not affect state real modifier key.
weak_mods retains state of virtual or temporary 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),
with weak_mods,
* (1) hold down left shift: real_mods |= MOD_BIT(LSHIFT)
Your keymap can include keycodes that are more advanced than normal, for example shifted keys. This page documents the functions that are available to you.
### Assigning Custom Names
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.
### Limits of These Aliases
Currently, the keycodes able to used with these functions are limited to the [Basic Keycodes](keycodes_basic.md), meaning you can't use keycodes like `KC_TILD`, or anything greater than 0xFF. For a full list of the keycodes able to be used see [Basic Keycodes](keycodes_basic.md).
# 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)
* `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.
* `LT(layer, kc)` - momentarily activates *layer* when held, and sends *kc* when tapped.
* `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 functions allow you to combine a mod with a keycode. When pressed the keydown for the mod will be sent first, and then *kc* will be sent. When released the keyup for *kc* will be sent and then the mod will be sent.
* `LSFT(kc)` or `S(kc)` - applies left Shift to *kc* (keycode)
* `RSFT(kc)` - applies right Shift to *kc*
* `LCTL(kc)` - applies left Control to *kc*
* `RCTL(kc)` - applies right Control to *kc*
* `LALT(kc)` - applies left Alt to *kc*
* `RALT(kc)` - applies right Alt to *kc*
* `LGUI(kc)` - applies left GUI (command/win) to *kc*
* `RGUI(kc)` - applies right GUI (command/win) to *kc*
* `HYPR(kc)` - applies Hyper (all modifiers) to *kc*
`MT(mod, kc)` - is *mod* (modifier key - MOD_LCTL, MOD_LSFT) when held, and *kc* when tapped. In other words, you can have a key that sends Esc (or the letter O or whatever) when you tap it, but works as a Control key or a Shift key when you hold it down.
These are the values you can use for the `mod` in `MT()` and `OSM()`:
* MOD_LCTL
* MOD_LSFT
* MOD_LALT
* MOD_LGUI
* MOD_RCTL
* MOD_RSFT
* MOD_RALT
* MOD_RGUI
* MOD_HYPR
* MOD_MEH
These can also be combined like `MOD_LCTL | MOD_LSFT` e.g. `MT(MOD_LCTL | MOD_LSFT, KC_ESC)` which would activate Control and Shift when held, and send Escape when tapped.
We've added shortcuts to make common modifier/tap (mod-tap) mappings more compact:
* `CTL_T(kc)` - is LCTL when held and *kc* when tapped
* `SFT_T(kc)` - is LSFT when held and *kc* when tapped
* `ALT_T(kc)` - is LALT when held and *kc* when tapped
* `ALGR_T(kc)` - is AltGr when held and *kc* when tapped
* `GUI_T(kc)` - is LGUI when held and *kc* when tapped
* `ALL_T(kc)` - is Hyper (all mods) when held and *kc* when tapped. To read more about what you can do with a Hyper key, see [this blog post by Brett Terpstra](http://brettterpstra.com/2012/12/08/a-useful-caps-lock-key/)
* `LCAG_T(kc)` - is CtrlAltGui when held and *kc* when tapped
* `MEH_T(kc)` - is like Hyper, but not as cool -- does not include the Cmd/Win key, so just sends Alt+Ctrl+Shift.
{% hint style='info' %}
Due to the way that keycodes are structured, any modifiers specified as part of `kc`, such as `LCTL()` or `KC_LPRN`, will only activate when held instead of tapped.
Additionally, if there is at least one right modifier, any other modifiers will turn into their right equivalents, so it is not possible to "mix and match" the two.
{% endhint %}
# 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.
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 this number of times again. */
#define ONESHOT_TIMEOUT 5000 /* Time (in ms) before the one shot key is released */
```
* `OSM(mod)` - Momentarily hold down *mod*. You must use the `MOD_*` keycodes as shown in [Mod Tap](#mod-tap), not the `KC_*` codes.
* `OSL(layer)` - momentary switch to *layer*.
Sometimes, you want to activate a one-shot layer as part of a macro or tap dance routine. To do this, you need to call `set_oneshot_layer(LAYER, ONESHOT_START)` on key down, and `set_oneshot_layer(ONESHOT_PRESSED)` on key up. If you want to cancel the oneshot, call `reset_oneshot_layer()`. For more complicated actions, take a look at the oneshot implementation in [`process_record`](https://github.com/qmk/qmk_firmware/blob/master/tmk_core/common/action.c#L429).
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.
# Permissive Hold
As of [PR#1359](https://github.com/qmk/qmk_firmware/pull/1359/), there is a new `config.h` option:
```
#define PERMISSIVE_HOLD
```
This makes it easier for fast typists to use dual-function keys. Without this, if you let go of a held key inside the tapping term, it won't register.
Example: (Tapping Term = 200ms)
- SHFT_T(KC_A) Down
- KC_X Down
- KC_X Up
- SHFT_T(KC_A) Up
With defaults, if above is typed within tapping term, this will emit `ax`. With permissive hold, if above is typed within tapping term, this will emit `X` (so, Shift+X).
Your keyboard can make sounds! If you've got a Planck, Preonic, or basically any AVR keyboard that allows access to the C6 or B5 port (`#define C6_AUDIO` and/or `#define B5_AUDIO`), you can hook up a simple speaker and make it beep. You can use those beeps to indicate layer transitions, modifiers, special keys, or just to play some funky 8bit tunes.
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:
@ -47,7 +58,7 @@ 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.
## Music mode
## 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.
@ -82,7 +93,41 @@ The pitch standard (`PITCH_STANDARD_A`) is 440.0f by default - to change this, a
#define PITCH_STANDARD_A 432.0f
## MIDI functionalty
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
## Faux 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_RST` - Resets the frequency to the default state
* `CK_UP` - Increases the frequency of the clicks
* `CK_DOWN` - Decreases the frequency of the clicks
The feature is disabled by default, to save space. To enable it, add this to your `config.h`:
#define AUDIO_CLICKY
Additionally, even when enabled, the feature is not enabled by default, so you would need to turn it on first. And since we don't use EEPROM to store the setting (yet), you can default this to on by adding this to your `config.h`:
#define AUDIO_CLICKY_ON
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. |
| `AUDIO_CLICKY_FREQ_RANDOMNESS` | 0.05f | Sets a factor of randomness for the clicks, Setting this to `0f` will make each click identical. |
## MIDI Functionality
This is still a WIP, but check out `quantum/keymap_midi.c` to see what's happening. Enable from the Makefile.
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.
{% hint style='info' %}
Auto Shift has three special keys that can help you get this value right very
quick. See "Auto Shift Setup" for more details!
{% endhint %}
### NO_AUTO_SHIFT_SPECIAL (simple define)
Do not Auto Shift special keys, which include -\_, =+, [{, ]}, ;:, '", ,<, .>,
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`.
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.
@ -10,8 +10,8 @@ This requires [some hardware changes](https://www.reddit.com/r/MechanicalKeyboar
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.
<!-- FIXME: Describe the bootmagic feature here. -->
## Bootmagic Keycodes
Shortcuts for bootmagic options. You can use these even when bootmagic is off.
|Name|Description|
|----|-----------|
|`MAGIC_SWAP_CONTROL_CAPSLOCK`|Swap Capslock and Left Control|
|`MAGIC_CAPSLOCK_TO_CONTROL`|Treat Capslock like a Control Key|
|`MAGIC_SWAP_LALT_LGUI`|Swap the left Alt and GUI keys|
|`MAGIC_SWAP_RALT_RGUI`|Swap the right Alt and GUI keys|
|`MAGIC_NO_GUI`|Disable the GUI key|
|`MAGIC_SWAP_GRAVE_ESC`|Swap the Grave and Esc key.|
|`MAGIC_SWAP_BACKSLASH_BACKSPACE`|Swap backslack and backspace|
|`MAGIC_HOST_NKRO`|Force NKRO on|
|`MAGIC_SWAP_ALT_GUI`/`AG_SWAP`|Swap Alt and Gui on both sides|
|`MAGIC_UNSWAP_CONTROL_CAPSLOCK`|Disable the Control/Capslock swap|
|`MAGIC_UNCAPSLOCK_TO_CONTROL`|Disable treating Capslock like Control |
|`MAGIC_UNSWAP_LALT_LGUI`|Disable Left Alt and GUI switching|
|`MAGIC_UNSWAP_RALT_RGUI`|Disable Right Alt and GUI switching|
|`MAGIC_UNNO_GUI`|Enable the GUI key |
|`MAGIC_UNSWAP_GRAVE_ESC`|Disable the Grave/Esc swap |
|`MAGIC_UNSWAP_BACKSLASH_BACKSPACE`|Disable the backslash/backspace swap|
|`MAGIC_UNHOST_NKRO`|Force NKRO off|
|`MAGIC_UNSWAP_ALT_GUI`/`AG_NORM`|Disable the Alt/GUI switching|
|`MAGIC_TOGGLE_NKRO`|Turn NKRO on or off|
# Bootmagic and Magic Keycodes
There are 3 separate but related features that allow you to change the behavior of your keyboard without reflashing. While each of them have similar functionality you access that functionality 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 you hold down the bootmagic key (`KC_SPACE` on most keyboards) and one or more command keys.
Bootmagic Keycodes allow you to access the Bootmagic functionality after your keyboard has initialized. To use Bootmagic Keycodes you assign keycodes starting with `MAGIC_`, much in the same way you define any other key.
Command is a feature that allows you to control different aspects of your keyboard. Command used to be called Magic. Command is typically accessed by holding Left and Right Shift at the same time, although that can be customized. While it shares some functionality with Bootmagic it also allows you to access functionality that Bootmagic does not. For more information see the [Command](feature_command.md) documentation page.
## Enabling Bootmagic
Bootmagic is disabled by default. To use Bootmagic you need to enable it in your `rules.mk` file:
BOOTMAGIC_ENABLE = yes
## Bootmagic Hotkeys and Keycodes
This table describes the default Hotkeys for Bootmagic and the Keycodes for Magic. These may be overriden at the Keyboard or Keymap level. Some functionality is not available in both methods.
To use the Hotkey hold down `BOOTMAGIC_KEY_SALT` (`KC_SPACE` by default) and the Hotkey while plugging in your keyboard. To use the Keycode assign that keycode to a layer. For example, if you hold down Space+B while plugging in most keyboards, you will enter bootloader mode.
|`ESC` | |Skip bootmagic and saved eeprom configuration |
|`B` |`RESET` |Enter bootloader instead of firmware |
|`D` |`DEBUG` |Enable debugging (writes messages to serial) |
|`X` | |Enable matrix debugging |
|`K` | |Enable keyboard debugging |
|`M` | |Enable mouse debugging |
|`BACKSPACE`| |Clear the saved settings from flash |
|`CAPSLOCK` |`MAGIC_CAPSLOCK_TO_CONTROL` |Treat `Capslock` as `Control` |
| |`MAGIC_UNCAPSLOCK_TO_CONTROL` |Stop treating CapsLock as Control |
|`LCTRL` |`MAGIC_SWAP_CONTROL_CAPSLOCK` |Swap `Control` and `Capslock` |
| |`MAGIC_UNSWAP_CONTROL_CAPSLOCK` |Unswap Left Control and Caps Lock |
| |`MAGIC_SWAP_ALT_GUI` |Swap Alt and GUI on both sides |
| |`MAGIC_UNSWAP_ALT_GUI` |Unswap Left Alt and GUI |
|`LALT` |`MAGIC_SWAP_LALT_LGUI` |Swap Left `Alt` and `GUI`, e.g. for OSX Opt and Cmd |
| |`MAGIC_UNSWAP_LALT_LGUI` |Unswap Left Alt and GUI |
|`RALT` |`MAGIC_SWAP_RALT_RGUI` |Swap Right `Alt` and `GUI` |
| |`MAGIC_UNSWAP_RALT_RGUI` |Unswap Right Alt and GUI |
|`LGUI` |`MAGIC_NO_GUI` |Disable GUI key - e.g. disable Windows key during gaming|
| |`MAGIC_UNNO_GUI` |Enable the GUI key |
|`GRAVE` |`MAGIC_SWAP_GRAVE_ESC` |Swap `\`~` and `ESC` |
| |`MAGIC_UNSWAP_GRAVE_ESC` |Unswap `\`~` and Escape |
|`BACKSLASH`|`MAGIC_SWAP_BACKSLASH_BACKSPACE` |Swap Blackslash and Backspace |
| |`MAGIC_UNSWAP_BACKSLASH_BACKSPACE`|Unswap Backslash and Backspace |
|`N` |`MAGIC_HOST_NKRO` |Force N-Key Rollover (NKRO) on |
| |`MAGIC_UNHOST_NKRO` |Force NKRO off |
| |`MAGIC_TOGGLE_NKRO` |Toggle NKRO on or off |
|`0` |`DF(0)` |Make Layer 0 the default layer at bootup |
|`1` |`DF(1)` |Make Layer 1 the default layer at bootup |
|`2` |`DF(2)` |Make Layer 2 the default layer at bootup |
|`3` |`DF(3)` |Make Layer 3 the default layer at bootup |
|`4` |`DF(4)` |Make Layer 4 the default layer at bootup |
|`5` |`DF(5)` |Make Layer 5 the default layer at bootup |
|`6` |`DF(6)` |Make Layer 6 the default layer at bootup |
|`7` |`DF(7)` |Make Layer 7 the default layer at bootup |
## Bootmagic Configuration
When setting up your keyboard and/or keymap there are a number of `#define`s that control the behavior of Bootmagic. To use these put them in your `config.h`, either at the keyboard or keymap level.
|Define |Default|Description |
|-------|-------|------------|
|`BOOTMAGIC_KEY_SALT`|`KC_SPACE`|The key to hold down to trigger Bootmagic during initialization.|
|`BOOTMAGIC_KEY_SKIP`|`KC_ESC`|The Hotkey to ignore saved eeprom configuration.|
|`BOOTMAGIC_KEY_EEPROM_CLEAR`|`KC_BSPACE`|The hotkey to clear the saved eeprom configuration.|
|`BOOTMAGIC_KEY_BOOTLOADER`|`KC_B`|The hotkey to enter the bootloader.|
|`BOOTMAGIC_KEY_DEBUG_ENABLE`|`KC_D`|The hotkey to enable debug mode.|
|`BOOTMAGIC_KEY_DEBUG_MATRIX`|`KC_X`|The hotkey to enable matrix debugging mode.|
|`BOOTMAGIC_KEY_DEBUG_KEYBOARD`|`KC_K`|The hotkey to enable keyboard debugging mode.|
|`BOOTMAGIC_KEY_DEBUG_MOUSE`|`KC_M`|The hotkey to enable mouse debugging mode.|
Command 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). Whenever possible we encourage you to use that functionality instead of Command.
## Enabling Command
By default Command is disabled. You can enable it in your `rules.mk` file:
COMMAND_ENABLE = yes
## Usage
To use Command you hold down the key combination defined by `IS_COMMAND`. By default that combination is both shift keys. While holding the key combination press the key corresponding to the command you want.
For example, to write the current QMK version to the QMK Toolbox console, you can press `Left Shift`+`Right Shift`+`V`.
## Configuration
The following values can be defined in `config.h` to control the behavior of Command.
|Define |Default | Description |
|-------|--------|-------------|
|`IS_COMMAND()` |`(keyboard_report->mods == (MOD_BIT(KC_LSHIFT) | MOD_BIT(KC_RSHIFT)))`|Key combination to activate Command|
|`MAGIC_KEY_SWITCH_LAYER_WITH_FKEYS` |`true` |Do layer switching with Function row|
|`MAGIC_KEY_SWITCH_LAYER_WITH_NKEYS` |`true` |Do layer switching with number keys.|
|`MAGIC_KEY_SWITCH_LAYER_WITH_CUSTOM`|`false` |Do layer switching with custom keys (`MAGIC_KEY_LAYER0..9` below.)|
|`MAGIC_KEY_HELP1` |`H` |Show help.|
|`MAGIC_KEY_HELP2` |`SLASH` |Show help.|
|`MAGIC_KEY_DEBUG` |`D` |Turn on debug mode.|
|`MAGIC_KEY_DEBUG_MATRIX` |`X` |Turn on matrix debugging.|
|`MAGIC_KEY_DEBUG_KBD` |`K` |Turn on keyboard debugging.|
|`MAGIC_KEY_DEBUG_MOUSE` |`M` |Turn on mouse debugging.|
|`MAGIC_KEY_VERSION` |`V` |Write the QMK version to the console|
|`MAGIC_KEY_STATUS` |`S` |Show the current keyboard status|
|`MAGIC_KEY_CONSOLE` |`C` |Enable the Command Console|
|`MAGIC_KEY_LAYER0_ALT1` |`ESC` |Alternate access to layer 0|
|`MAGIC_KEY_LAYER0_ALT2` |`GRAVE` |Alternate access to layer 0|
|`MAGIC_KEY_LAYER0` |`0` |Change default layer to 0|
|`MAGIC_KEY_LAYER1` |`1` |Change default layer to 1|
|`MAGIC_KEY_LAYER2` |`2` |Change default layer to 2|
|`MAGIC_KEY_LAYER3` |`3` |Change default layer to 3|
|`MAGIC_KEY_LAYER4` |`4` |Change default layer to 4|
|`MAGIC_KEY_LAYER5` |`5` |Change default layer to 5|
|`MAGIC_KEY_LAYER6` |`6` |Change default layer to 6|
|`MAGIC_KEY_LAYER7` |`7` |Change default layer to 7|
|`MAGIC_KEY_LAYER8` |`8` |Change default layer to 8|
|`MAGIC_KEY_LAYER9` |`9` |Change default layer to 9|
|`MAGIC_KEY_BOOTLOADER` |`PAUSE` |Exit keyboard and enter bootloader|
|`MAGIC_KEY_LOCK` |`CAPS` |Lock the keyboard so nothing can be typed|
|`MAGIC_KEY_EEPROM` |`E` |Erase EEPROM settings|
|`MAGIC_KEY_NKRO` |`N` |Toggle NKRO on/off|
|`MAGIC_KEY_SLEEP_LED` |`Z` |Toggle LED when computer is sleeping on/off|
Your keymap can include shortcuts to common operations, for example shifted keys. This page documents the functions that are available to you.
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.
### Limits of these aliases
Currently, the keycodes able to used with these functions are limited to the [Basic Keycodes](keycodes_basic.html), meaning you can't use keycodes like `KC_TILD`, or anything greater than 0xFF. For a full list of the keycodes able to be used see [Basic Keycodes](keycodes_basic.html).
## Switching and toggling layers
These functions allow you to activate layers in various ways.
* `MO(layer)` - momentary switch to *layer*. As soon as you let go of the key, the layer is deactivated and you pop back out to the previous layer.
* `LT(layer, kc)` - momentary switch to *layer* when held, and *kc* when tapped.
* `TG(layer)` - toggles a layer on or off.
* `TO(layer)` - Goes to a layer. This code is special, because it lets you go either up or down the stack -- just goes directly to the layer you want. So while other codes only let you go _up_ the stack (from layer 0 to layer 3, for example), `TO(2)` is going to get you to layer 2, no matter where you activate it from -- even if you're currently on layer 5. This gets activated on keydown (as soon as the key is pressed).
* `TT(layer)` - Layer Tap-Toggle. If you hold the key down, the layer becomes active, and then deactivates when you let go. And if you tap it, the layer simply becomes active (toggles on). It needs 5 taps by default, but you can set it by defining `TAPPING_TOGGLE`, for example, `#define TAPPING_TOGGLE 2` for just two taps.
## 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 "base" layer. This is your normal typing layer, and could be whatever layout you want (qwerty, dvorak, colemak, etc.)
* Arrange your layers in a "tree" layout, with layer 0 as the root. Do not try to enter the same layer from more than one other layer.
* Never try to stack a higher numbered layer on top of a lower numbered layer. Doing so is 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 multually 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.
## Modifier keys
These functions allow you to combine a mod with a keycode. When pressed the keydown for the mod will be sent first, and then *kc* will be sent. When released the keyup for *kc* will be sent and then the mod will be sent.
* `LSFT(kc)` or `S(kc)` - applies left Shift to *kc* (keycode)
* `RSFT(kc)` - applies right Shift to *kc*
* `LCTL(kc)` - applies left Control to *kc*
* `RCTL(kc)` - applies right Control to *kc*
* `LALT(kc)` - applies left Alt to *kc*
* `RALT(kc)` - applies right Alt to *kc*
* `LGUI(kc)` - applies left GUI (command/win) to *kc*
* `RGUI(kc)` - applies right GUI (command/win) to *kc*
* `HYPR(kc)` - applies Hyper (all modifiers) to *kc*
LALT(LCTL(KC_DEL)) -- this makes a key that sends Alt, Control, and Delete in a single keypress.
## Shifted Keycodes
The following shortcuts automatically add `LSFT()` to keycodes to get commonly used symbols.
|Name|Description|
|----|-----------|
| KC_TILD | ~ |
| KC_EXLM | ! |
| KC_QUES | ? |
| KC_AT | @ |
| KC_HASH | # |
| KC_DLR | $ |
| KC_PERC | % |
| KC_CIRC | ^ |
| KC_AMPR | & |
| KC_ASTR | * |
| KC_LPRN | ( |
| KC_RPRN | ) |
| KC_UNDS | _ |
| KC_PLUS | + |
| KC_DQUO | " |
| KC_LCBR | { |
| KC_RCBR | } |
| KC_LABK | < |
| KC_RABK | > |
| KC_PIPE | | |
| KC_COLN | : |
## Mod Tap
`MT(mod, kc)` - is *mod* (modifier key - MOD_LCTL, MOD_LSFT) when held, and *kc* when tapped. In other words, you can have a key that sends Esc (or the letter O or whatever) when you tap it, but works as a Control key or a Shift key when you hold it down.
These are the values you can use for the `mod` in `MT()` and `OSM()`:
* MOD_LCTL
* MOD_LSFT
* MOD_LALT
* MOD_LGUI
* MOD_RCTL
* MOD_RSFT
* MOD_RALT
* MOD_RGUI
* MOD_HYPR
* MOD_MEH
These can also be combined like `MOD_LCTL | MOD_LSFT` e.g. `MT(MOD_LCTL | MOD_LSFT, KC_ESC)` which would activate Control and Shift when held, and send Escape when tapped. Note however, that you cannot mix right and left side modifiers.
We've added shortcuts to make common modifier/tap (mod-tap) mappings more compact:
* `CTL_T(kc)` - is LCTL when held and *kc* when tapped
* `SFT_T(kc)` - is LSFT when held and *kc* when tapped
* `ALT_T(kc)` - is LALT when held and *kc* when tapped
* `ALGR_T(kc)` - is AltGr when held and *kc* when tapped
* `GUI_T(kc)` - is LGUI when held and *kc* when tapped
* `ALL_T(kc)` - is Hyper (all mods) when held and *kc* when tapped. To read more about what you can do with a Hyper key, see [this blog post by Brett Terpstra](http://brettterpstra.com/2012/12/08/a-useful-caps-lock-key/)
* `LCAG_T(kc)` - is CtrlAltGui when held and *kc* when tapped
* `MEH_T(kc)` - is like Hyper, but not as cool -- does not include the Cmd/Win key, so just sends Alt+Ctrl+Shift.
## One Shot Keys
One shot keys are keys that remain active until the next key is pressed, and then are releasd. This allows you to type keyboard combinations without pressing more than one key at a time.
For example, if you define a key as `OSM(MOD_LSFT)`, you can type a capital A character by first pressing and releasing shift, and then pressing and releasing A. Your computer will see the shift key being held the moment shift is pressed, and it will see the shift key being released immediately after A is released.
One shot keys also work as normal modifiers. If you hold down a one shot key and type other keys, your one shot will be released immediately after you let go of the key.
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 this number of times again. */
#define ONESHOT_TIMEOUT 5000 /* Time (in ms) before the one shot key is released */
```
* `OSM(mod)` - Momentarily hold down *mod*. You must use the `MOD_*` keycodes as shown in [Mod Tap](#mod-tap), not the `KC_*` codes.
* `OSL(layer)` - momentary switch to *layer*.
## Permissive Hold
As of [PR#1359](https://github.com/qmk/qmk_firmware/pull/1359/), there is a new `config.h` option:
```
#define PERMISSIVE_HOLD
```
This makes it easier for fast typists to use dual-function keys. Without this, if you let go of a held key inside the tapping term, it won't register.
Example: (Tapping Term = 200ms)
- SHFT_T(KC_A) Down
- KC_X Down
- KC_X Up
- SHFT_T(KC_A) Up
With defaults, if above is typed within tapping term, this will emit `ax`. With permissive hold, if above is typed within tapping term, this will emit `X` (so, Shift+X).
# 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 `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:
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.
Grave Escape is a feature that allows you to share the grave key (<code>`</code> and `~`) on the same key as Escape. When `KC_GESC` is used it will act as `KC_ESC`, unless Shift or GUI is pressed, in which case it will act as `KC_GRAVE`.
|`KC_GESC`|`GRAVE_ESC`|Escape when pressed, <code>`</code> when Shift or GUI are held|
There are several possible key combinations this will break, among them Ctrl+Shift+Esc on Windows and Cmd+Opt+Esc on macOS. You can use these options in your `config.h` to work around this:
| Option | Description |
|--------|-------------|
| `GRAVE_ESC_ALT_OVERRIDE` | Always send Escape if Alt is pressed. |
| `GRAVE_ESC_CTRL_OVERRIDE` | Always send Escape if Ctrl is pressed. |
| `GRAVE_ESC_GUI_OVERRIDE` | Always send Escape if GUI is pressed. |
| `GRAVE_ESC_SHIFT_OVERRIDE` | Always send Escape if SHIFT is pressed. |
Sometimes, you need to hold down a specific key for a long period of time. Whether this is while typing in ALL CAPS, or playing a video game that hasn't implemented auto-run, Key Lock is here to help. Key Lock adds a new keycode, `KC_LOCK`, that will hold down the next key you hit for you. The key is released when you hit it again. Here's an example: let's say you need to type in all caps for a few sentences. You hit KC_LOCK, and then shift. Now, shift will be considered held until you hit it again. You can think of key lock as caps lock, but supercharged.
Here's how to use it:
1. Pick a key on your keyboard. This will be the key lock key. Assign it the keycode `KC_LOCK`. This will be a single-action key: you won't be able to use it for anything else.
2. Enable key lock by including `KEY_LOCK_ENABLE = yes` in your Makefile.
3. That's it!
Important: switching layers does not cancel the key lock. Additionally, key lock is only able to hold standard action keys and One Shot modifier keys (for example, if you have your shift defined as `OSM(KC_LSFT)`; see [One Shot Keys](quantum_keycodes.md#one-shot-keys)). This does not include any of the QMK special functions (except One Shot modifiers), or shifted versions of keys such as KC_LPRN. If it's in the [Basic Keycodes](keycodes_basic.md) list, it can be held. If it's not, then it can't be.
The `layouts/` folder contains different physical key layouts that can apply to different keyboards.
@ -21,7 +21,7 @@ layouts/
| + ...
```
The `layouts/default/` and `layouts/community/` are two examples of layout "repositories" - currently `default` will contain all of the information concerning the layout, and one default keymap named `default_<layout>`, for users to use as a reference. `community` contains all of the community keymaps, with the eventual goal of being split-off into a separate repo for users to clone into `layouts/`. QMK searches through all folders in `layouts/`, so it's possible to have multiple reposistories here.
The `layouts/default/` and `layouts/community/` are two examples of layout "repositories" - currently `default` will contain all of the information concerning the layout, and one default keymap named `default_<layout>`, for users to use as a reference. `community` contains all of the community keymaps, with the eventual goal of being split-off into a separate repo for users to clone into `layouts/`. QMK searches through all folders in `layouts/`, so it's possible to have multiple 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:
@ -33,45 +33,42 @@ Each layout folder is named (`[a-z0-9_]`) after the physical aspects of the layo
New names should try to stick to the standards set by existing layouts, and can be discussed in the PR/Issue.
## Supporting a layout
## Supporting a Layout
For a keyboard to support a layout, the variable (`[a-z0-9_]`) must be defined in it's `<keyboard>.h`, and match the number of arguments/keys (and preferrably the physical 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 appended in the subproject's `rules.mk`:
`LAYOUTS` can be set in any keyboard folder level's `rules.mk`:
LAYOUTS += 60_iso
LAYOUTS = 60_iso
but the `LAYOUT_<layout>` variable must be defined in `<subproject>.h` as well.
but the `LAYOUT_<layout>` variable must be defined in `<folder>.h` as well.
## Tips for making layouts keyboard-agnostic
## Tips for Making Layouts Keyboard-Agnostic
Instead of using `#include "planck.h"`, you can use this line to include whatever `<keyboard>.h` (`<subproject>.h` should not be included here) file that is being compiled:
Instead of using `#include "planck.h"`, you can use this line to include whatever `<keyboard>.h` (`<folder>.h` should not be included here) file that is being compiled:
#include QMK_KEYBOARD_H
In your config.h, you can also use this variable to include the keyboard's `config.h`:
#include QMK_KEYBOARD_CONFIG_H
If you want to keep some keyboard-specific code, you can use these variables to escape it with an `#ifdef` statement:
* `KEYBOARD_<keyboard>`
* `SUBPROJECT_<subproject>`
* `KEYBOARD_<folder1>_<folder2>`
For example:
```c
#ifdef KEYBOARD_planck
#ifdefSUBPROJECT_rev4
#ifdefKEYBOARD_planck_rev4
planck_rev4_function();
#endif
#endif
```
Note that the names are lowercase and match the folder/file names for the keyboard/subproject exactly.
Note that the names are lowercase and match the folder/file names for the keyboard/revision exactly.
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.
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.
{% hint style='danger' %}
**Security Note**: While it is possible to use macros to send passwords, credit card numbers, and other sensitive information it is a supremely bad idea to do so. Anyone who gets a hold of your keyboard will be able to access that information by opening a text editor.
{% endhint %}
## 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:
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 `false` to indicate to the caller that the key press we just processed need not be processed any further.
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:
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));
```
## The Old Way: `MACRO()`&`action_get_macro`
{% hint style='info' %}
This is inherited from TMK, and hasn't been updated - it's recommend that you use `SEND_STRING` and `process_record_user` instead.
{% endhint %}
By default QMK assumes you don't have any macros. To define your macros you create an `action_get_macro()` function. For example:
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:
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.
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.
### `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: Single-Key Copy/Paste
This example defines a macro which sends `Ctrl-C` when pressed down, and `Ctrl-V` when released.
Mousekeys is a feature that allows you to emulate a mouse using your keyboard. You can move the pointer around, click up to 5 buttons, and even scroll in all 4 directions. QMK uses the same algorithm as the X Window System MouseKeysAccel feature. You can read more about it [on Wikipedia](https://en.wikipedia.org/wiki/Mouse_keys).
## Adding Mousekeys to a Keymap
There are two steps to adding Mousekeys support to your keyboard. You must enable support in the `rules.mk` file and you must map mouse actions to keys on your keyboard.
### Adding Mousekeys Support in the `rules.mk`
To add support for Mousekeys you simply need to add a single line to your keymap's `rules.mk`:
```
MOUSEKEY_ENABLE = yes
```
You can see an example here: https://github.com/qmk/qmk_firmware/blob/master/keyboards/clueboard/66/keymaps/mouse_keys/rules.mk
### Mapping Mouse Actions to Keyboard Keys
You can use these keycodes within your keymap to map button presses to mouse actions:
|`KC_MS_ACCEL0` |`KC_ACL0`|Set mouse acceleration to 0|
|`KC_MS_ACCEL1` |`KC_ACL1`|Set mouse acceleration to 1|
|`KC_MS_ACCEL2` |`KC_ACL2`|Set mouse acceleration to 2|
You can see an example in the `_ML` here: https://github.com/qmk/qmk_firmware/blob/master/keyboards/clueboard/66/keymaps/mouse_keys/keymap.c#L46
## Configuring the Behavior of Mousekeys
The default speed for controlling the mouse with the keyboard is intentionally slow. You can adjust these parameters by adding these settings to your keymap's `config.h` file. All times are specified in milliseconds (ms).
```
#define MOUSEKEY_DELAY 300
#define MOUSEKEY_INTERVAL 50
#define MOUSEKEY_MAX_SPEED 10
#define MOUSEKEY_TIME_TO_MAX 20
#define MOUSEKEY_WHEEL_MAX_SPEED 8
#define MOUSEKEY_WHEEL_TIME_TO_MAX 40
```
### `MOUSEKEY_DELAY`
When one of the mouse movement buttons is pressed this setting is used to define the delay between that button press and the mouse cursor moving. Some people find that small movements are impossible if this setting is too low, while settings that are too high feel sluggish.
### `MOUSEKEY_INTERVAL`
When a movement key is held down this specifies how long to wait between each movement report. Lower settings will translate into an effectively higher mouse speed.
### `MOUSEKEY_MAX_SPEED`
As a movement key is held down the speed of the mouse cursor will increase until it reaches `MOUSEKEY_MAX_SPEED`.
### `MOUSEKEY_TIME_TO_MAX`
How long you want to hold down a movement key for until `MOUSEKEY_MAX_SPEED` is reached. This controls how quickly your cursor will accelerate.
### `MOUSEKEY_WHEEL_MAX_SPEED`
The top speed for scrolling movements.
### `MOUSEKEY_WHEEL_TIME_TO_MAX`
How long you want to hold down a scroll key for until `MOUSEKEY_WHEEL_MAX_SPEED` is reached. This controls how quickly your scrolling will accelerate.
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:
@ -11,9 +11,9 @@ Some keyboards come with RGB LEDs pre-installed. Others have to have LEDs instal
QMK uses Hue, Saturation, and Value to set color rather than using RGB. You can use the color wheel below to see how this works. Changing the Hue will cycle around the circle. Saturation will affect the intensity of the color, which you can see as you move from the inner part to the outer part of the wheel. Value sets the overall brightness.
![gitbook/images/color-wheel.svg]
<imgsrc="gitbook/images/color-wheel.svg"alt="HSV Color Wheel"width="250">
If you would like to learn more about HSV you can start with the [wikipedia article](https://en.wikipedia.org/wiki/HSL_and_HSV).
If you would like to learn more about HSV you can start with the [Wikipedia article](https://en.wikipedia.org/wiki/HSL_and_HSV).
## Configuration
@ -41,6 +41,9 @@ You can change the behavior of the RGB Lighting by setting these configuration v
| `RGBLIGHT_HUE_STEP` | 10 | How many hues you want to have available. |
| `RGBLIGHT_SAT_STEP` | 17 | How many steps of saturation you'd like. |
| `RGBLIGHT_VAL_STEP` | 17 | The number of levels of brightness you want. |
| `RGBLIGHT_LIMIT_VAL` | 255 | Limit the val of HSV to limit the maximum brightness simply. |
| `RGBLIGHT_SLEEP` | | `#define` this will shut off the lights when the host goes to sleep |
### Animations
@ -49,8 +52,10 @@ If you have `#define RGBLIGHT_ANIMATIONS` in your `config.h` you will have a num
| Option | Default Value | Description |
|--------|---------------|-------------|
| `RGBLIGHT_ANIMATIONS` | | `#define` this to enable animation modes. |
| `RGBLIGHT_EFFECT_SNAKE_LENGTH` | 4 | The number of LEDs to light up for the "snake" mode. |
| `RGBLIGHT_EFFECT_KNIGHT_LENGTH` | 3 | The number of LEDs to light up for the "knight" mode. |
| `RGBLIGHT_EFFECT_BREATHE_CENTER` | 1.85 | Used to calculate the curve for the breathing animation. Valid values 1.0-2.7. |
| `RGBLIGHT_EFFECT_BREATHE_MAX` | 255 | The maximum brightness for the breathing mode. Valid values 1-255. |
| `RGBLIGHT_EFFECT_SNAKE_LENGTH` | 4 | The number of LEDs to light up for the "snake" animation. |
| `RGBLIGHT_EFFECT_KNIGHT_LENGTH` | 3 | The number of LEDs to light up for the "knight" animation. |
| `RGBLIGHT_EFFECT_KNIGHT_OFFSET` | 0 | Start the knight animation this many LEDs from the start of the strip. |
| `RGBLIGHT_EFFECT_KNIGHT_LED_NUM` | RGBLED_NUM | The number of LEDs to have the "knight" animation travel. |
| `RGBLIGHT_EFFECT_CHRISTMAS_INTERVAL` | 1000 | How long to wait between light changes for the "christmas" animation. Specified in ms. |
Look in `rgblights.h` for all available functions, but if you want to control all or some LEDs your goto functions are:
```c
rgblight_disable(); // turn all lights off
rgblight_enable(); // turn lights on, based on their previous state (stored in EEPROM)
rgblight_setrgb(r, g, b); // where r/g/b is a number from 0..255. Turns all the LEDs to this color
rgblight_sethsv(h, s, v); // HSV color control - h is a value from 0..360 and s/v is a value from 0..255
rgblight_setrgb_at(r,g,b, LED); // control a single LED. 0 <= LED <RGBLED_NUM
rgblight_sethsv_at(h,s,v, LED); // control a single LED. 0 <= LED <RGBLED_NUM
```
You can find a list of predefined colors at [`quantum/rgblight_list.h`](https://github.com/qmk/qmk_firmware/blob/master/quantum/rgblight_list.h). Free to add to this list!
## RGB Lighting Keycodes
These control the RGB Lighting functionality.
| Long Name | Short Name | Description |
|-----------|------------|-------------|
||`RGB_TOG`|toggle on/off|
||`RGB_MOD`|cycle through modes|
||`RGB_HUI`|hue increase|
||`RGB_HUD`|hue decrease|
||`RGB_SAI`|saturation increase|
||`RGB_SAD`|saturation decrease|
||`RGB_VAI`|value (brightness) increase|
||`RGB_VAD`|value (brightness) decrease|
|`RGB_MODE_PLAIN`|`RGB_M_P `| Switch to the static no animation mode |
|`RGB_MODE_BREATHE`|`RGB_M_B`| Switch to the breathing mode |
|`RGB_MODE_RAINBOW`|`RGB_M_R`| Switch to the rainbow mode ||
|`RGB_MODE_SWIRL`|`RGB_M_SW`| Switch to the swirl mode |
|`RGB_MODE_SNAKE`|`RGB_M_SN`| Switch to the snake mode |
|`RGB_MODE_KNIGHT`|`RGB_M_K`| Switch to the knight animation |
|`RGB_MODE_XMAS`|`RGB_M_X`| Switch to the Christmas animation |
|`RGB_MODE_GRADIENT`|`RGB_M_G`| Switch to the static gradient mode |
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.
To use it, use `KC_LSPO` (Left Shift, Parenthesis Open) for your left Shift on your keymap, and `KC_RSPC` (Right Shift, Parenthesis Close) for your right Shift.
It's defaulted to work on US keyboards, but if your layout uses different keys for parenthesis, you can define those in your `config.h` like this:
#define LSPO_KEY KC_9
#define RSPC_KEY KC_0
You can also choose between different rollover behaviors of the shift keys by defining:
#define DISABLE_SPACE_CADET_ROLLOVER
in your `config.h`. Disabling rollover allows you to use the opposite shift key to cancel the space cadet state in the event of an erroneous press instead of emitting a pair of parentheses when the keys are released.
The only other thing you're going to want to do is create a `Makefile` in your keymap directory and set the following:
```
COMMAND_ENABLE = no # Commands for debug and configuration
```
This is just to keep the keyboard from going into command mode when you hold both Shift keys at the same time.
Based on the Space Cadet Shift by Steve Losh [described](http://stevelosh.com/blog/2012/10/a-modern-space-cadet/)
Essentially, you hit the Shift on its own, and it acts as the enter key. When hit with other keys, the Shift key keeps working as it always does. Yes, it's as cool as it sounds. This solution works better than using a macro since the timers defined in quantum allow us to tell when another key is pressed, rather than just having a janky timer than results in accidental endlines.
To use it, use `KC_SFTENT` (Shift, Enter) for any Shift on your keymap.
It's defaulted to work on US keyboards, but if you'd like to use a different key for Enter, you can define those in your `config.h` like this:
#define SFTENT_KEY KC_ENT
The only other thing you're going to want to do is create a `rules.mk` in your keymap directory and set the following:
```
COMMAND_ENABLE = no # Commands for debug and configuration
```
This is just to keep the keyboard from going into command mode when you hold both Shift keys at the same time.
PLEASE NOTE: this feature uses the same timers as the Space Cadet Shift feature, so using them in tandem may produce unwanted results.
[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!
* 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.
This function is called when a chord is about to be sent. Mode will be one of `STENO_MODE_BOLT` or `STENO_MODE_GEMINI`. This represents the actual chord that would be sent via whichever protocol. You can modify the chord provided to alter what gets sent. Remember to return true if you want the regular sending process to happen.
This function is called when a keypress has come in, before it is processed. The keycode should be one of `QK_STENO_BOLT`, `QK_STENO_GEMINI`, or one of the `STN_*` key values.
This function is called after a key has been processed, but before any decision about whether or not to send a chord. If `IS_PRESSED(record->event)` is false, and `pressed` is 0 or 1, the chord will be sent shortly, but has not yet been sent. This is where to put hooks for things like, say, live displays of steno chords or keys.
## 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.
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:
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.
# Tap Dance: A Single Key Can Do 3, 5, or 100 Different Things
<!-- FIXME: Break this up into multiple sections -->
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.
To make it clear how this is different from `ACTION_FUNCTION_TAP`, lets explore a certain setup! We want one key to send `Space` on single tap, but `Enter` on double-tap.
With `ACTION_FUNCTION_TAP`, it is quite a rain-dance to set this up, and has the problem that when the sequence is interrupted, the interrupting key will be send first. Thus, `SPC a` will result in `a SPC` being sent, if they are typed within `TAPPING_TERM`. With the tap dance feature, that'll come out as `SPC a`, correctly.
The implementation hooks into two parts of the system, to achieve this: into `process_record_quantum()`, and the matrix scan. We need the latter to be able to time out a tap sequence even when a key is not being pressed, so `SPC` alone will time out and register after `TAPPING_TERM` time.
But lets start with how to use it, first!
First, you will need `TAP_DANCE_ENABLE=yes` in your `rules.mk`, because the feature is disabled by default. This adds a little less than 1k to the firmware size. 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.
This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are three possible options:
* `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when tapped once, `kc2` otherwise. When the key is held, the appropriate keycode is registered: `kc1` when pressed and held, `kc2` when tapped once, then pressed and held.
* `ACTION_TAP_DANCE_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 on when the dance action finishes (like the previous option), and the last function when the tap dance action resets.
The first option is enough for a lot of cases, that just want dual roles. For example, `ACTION_TAP_DANCE_DOUBLE(KC_SPC, KC_ENT)` will result in `Space` being sent on single-tap, `Enter` otherwise.
And that's the bulk of it!
And now, on to the explanation of how it 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 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 that timeframe. This allows for longer tap counts, with minimal impact on responsiveness.
Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys.
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:
There are three Unicode keymap definition method available in QMK:
## UNICODE_ENABLE
Supports Unicode input up to 0xFFFF. The keycode function is `UC(n)` in
keymap file, where *n* is a 4 digit hexadecimal.
## UNICODEMAP_ENABLE
Supports Unicode up to 0xFFFFFFFF. You need to maintain a separate mapping
table `const uint32_t PROGMEM unicode_map[] = {...}` in your keymap file.
The keycode function is `X(n)` where *n* is the array index of the mapping
table.
## UCIS_ENABLE
TBD
Unicode input in QMK works by inputing a sequence of characters to the OS,
sort of like macro. Unfortunately, each OS has different ideas on how Unicode is inputted.
This is the current list of Unicode input method in QMK:
* UC_OSX: MacOS Unicode Hex Input support. Works only up to 0xFFFF. Disabled by default. To enable: go to System Preferences -> Keyboard -> Input Sources, and enable Unicode Hex.
* UC_OSX_RALT: Same as UC_OSX, but sends the Right Alt key for unicode input
* UC_LNX: Unicode input method under Linux. Works up to 0xFFFFF. Should work almost anywhere on ibus enabled distros. Without ibus, this works under GTK apps, but rarely anywhere else.
* UC_WIN: (not recommended) Windows built-in Unicode input. To enable: create registry key under `HKEY_CURRENT_USER\Control Panel\Input Method\EnableHexNumpad` of type `REG_SZ` called `EnableHexNumpad`, set its value to 1, and reboot. This method is not recommended because of reliability and compatibility issue, use WinCompose method below instead.
* UC_WINC: Windows Unicode input using WinCompose. Requires [WinCompose](https://github.com/samhocevar/wincompose). Works reliably under many (all?) variations of Windows.
# 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](https://autohotkey.com) allows Windows users to create custom hotkeys among others.
The method does not require Unicode support in the keyboard itself but depends instead of AutoHotkey 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.
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)
* `<name>.h` (optional)
* `<name>.c` (optional)
* `config.h` (optional)
`<name>.c` will need to be added to the SRC in `rules.mk` like this:
SRC += <name>.c
Additional files may be added in the same way - it's recommended you have one named `<name>`.c/.h though.
All this only happens when you build a keymap named `<name>`, like this:
make planck:<name>
For example,
make planck:jack
Will include the `/users/jack/` folder in the path, along with `/users/jack/rules.mk`.
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.
So you should use the `config.h` for QMK settings, and the `<name>.h` file for user or keymap specific settings.
## Readme
Please include authorship (your name, github username, email), and optionally [a license that's GPL compatible](https://www.gnu.org/licenses/license-list.html#GPLCompatibleLicenses).
## `Config.h`
If you do add a `config,h` file, you want to make sure that it only gets processed once. So you may want to start off with something like this:
```c
#ifndef USERSPACE_CONFIG_H
#define USERSPACE_CONFIG_H
// Put normal config.h settings here:
#endif // !USERSPACE_CONFIG_H
```
You can use any option hre that you could use in your keymap's `config.h` file. You can find a list of vales [here](config_options.md).
## Example
For a brief example, checkout `/users/_example/` , or for a more detailed examples check out [`template.h`](https://github.com/qmk/qmk_firmware/blob/master/users/drashna/template.h) and [`template.c`](https://github.com/qmk/qmk_firmware/blob/master/users/drashna/template.c) in `/users/drashna/` .
### Consolidated Macros
If you wanted to consolidate macros and other functions into your userspace for all of your keymaps, you can do that. The issue is that you then cannot call any function defined in your userspace, or it gets complicated. To better handle this, you can call the functions here and create new functions to use in individual keymaps.
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:
```
#ifndef USERSPACE
#define USERSPACE
#include "quantum.h"
// Define all of
enum custom_keycodes {
KC_MAKE = SAFE_RANGE,
NEW_SAFE_RANGE //use "NEW_SAFE_RANGE" for keymap specific codes
};
#endif
```
Now you want to create the `<name>.c` file, and add this content to it:
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.
Additionally, 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 will dump the HEX in the ".build" folder instead).
## 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`:
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](feature_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:
QMK has a staggering number of features for building your keyboard. It can take some time to understand all of them and determine which one will achieve your goal.
* [Advanced Keycodes](feature_advanced_keycodes.md) - Change layers, type shifted keys, and more. Go beyond typing simple characters.
* [Audio](feature_audio.md) - Connect a speaker to your keyboard for audio feedback, midi support, and music mode.
* [Auto Shift](feature_auto_shift.md) - Tap for the normal key, hold slightly longer for its shifted state.
* [Backlight](feature_backlight.md) - LED lighting support for your keyboard.
* [Bootmagic](feature_bootmagic.md) - Adjust the behavior of your keyboard using hotkeys.
* [Dynamic Macros](feature_dynamic_macros.md) - Record and playback macros from the keyboard itself.
* [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.
* [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.
* [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.
* [Space Cadet](feature_space_cadet.md) - Use your left/right shift keys to type parenthesis and brackets.
* [Stenography](feature_stenography.md) - Put your keyboard into Plover mode for stenography use.
* [Tap Dance](feature_tap_dance.md) - Make a single key do as many things as you want.
* [Terminal](feature_terminal.md) - CLI interface to the internals of your keyboard.
* [Thermal Printer](feature_thermal_printer.md) - Connect a thermal printer to your keyboard to be able to toggle on a printed log of everything you type.
# Flashing Instructions and Bootloader Information
There are quite a few different types of bootloaders that keyboards use, and just about all of the use a different flashing method. Luckily, projects like the [QMK Toolbox](https://github.com/qmk/qmk_toolbox/releases) aim to be compatible with all the different types without having to think about it much, but this article will describe the different types of bootloaders, and available methods for flashing them.
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 it bytes (along with the max). To run this process manually, compile with the target `check-size`, eg `make planck/rev4:default:check-size`.
## DFU
Atmel's DFU bootloader comes on all atmega32u4 chips by default, and is used by many keyboards that have their own ICs on their PCBs (Older OLKB boards, Clueboards). Some keyboards may also use LUFA's DFU bootloader (or QMK's fork) (Newer OLKB boards) that adds in additional features specific to that hardware.
To ensure compatibility with the DFU bootloader, make sure this block is present your `rules.mk` (optionally with `lufa-dfu` or `qmk-dfu` instead):
# Bootloader
# This definition is optional, and if your keyboard supports multiple bootloaders of
# different sizes, comment this out, and the correct address will be loaded
# automatically (+60). See bootloader.mk for all options.
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`.
## Caterina
Arduino boards and their clones use the [Caterina bootloader](https://github.com/arduino/Arduino/tree/master/hardware/arduino/avr/bootloaders/caterina) (any keyboard built with a Pro Micro, or clone), and uses the avr109 protocol to communicate through virtual serial. Bootloaders like [A-Star](https://www.pololu.com/docs/0J61/9) are based on Caterina.
To ensure compatibility with the Caterina bootloader, make sure this block is present your `rules.mk`:
# Bootloader
# This definition is optional, and if your keyboard supports multiple bootloaders of
# different sizes, comment this out, and the correct address will be loaded
# automatically (+60). See bootloader.mk for all options.
If you're on [NixOS](https://nixos.org/), or have Nix installed on Linux or macOS, run `nix-shell` from the repository root to get a build environment.
By default, this will download compilers for both AVR and ARM. If you don't need both, disable the `avr` or `arm` arguments, e.g.:
nix-shell --arg arm false
## macOS
If you're using [homebrew,](http://brew.sh/) you can use the following commands:
brew tap osx-cross/avr
@ -45,15 +57,16 @@ If you're using [homebrew,](http://brew.sh/) you can use the following commands:
brew install avr-gcc
brew install dfu-programmer
brew install gcc-arm-none-eabi
brew install avrdude
This is the recommended method. If you don't have homebrew, [install it!](http://brew.sh/) It's very much worth it for anyone who works in the command line. Note that the `make` and `make install` portion during the homebrew installation of avr-libc can take over 20 minutes and exhibit high CPU usage.
## Windows with msys2 (recommended)
The best environment to use, for Windows Vista through any later version (tested on 7 and 10,) is [msys2](http://www.msys2.org).
The best environment to use, for Windows Vista through any later version (tested on 7 and 10), is [msys2](http://www.msys2.org).
* Install msys2 by downloading and following the instructions here: http://www.msys2.org
* Open the "MSYS2 MingGW 64-bit" shortcut
* Install msys2 by downloading it and following the instructions here: http://www.msys2.org
* Open the ``MSYS2 MingGW 64-bit`` shortcut
* Navigate to your qmk checkout. For example, if it's in the root of your c drive:
* `$ cd /c/qmk_firmware`
* Run `util/msys2_install.sh` and follow the prompts
@ -72,9 +85,9 @@ If you already have cloned the repository on your Windows file system you can ig
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.
Once Git is installed, open the Git Bash command and change the directory to where you want to clone QMK; note that you have to use forward slashes, and that your c drive is accessed like this `/c/path/to/where/you/want/to/go`. Then run `git clone --recurse-submodules https://github.com/qmk/qmk_firmware`, this will create a new folder `qmk_firmware` as a subfolder of the current one.
### Toolchain setup
### Toolchain Setup
The Toolchain setup is done through the Windows Subsystem for Linux, and the process is fully automated. If you want to do everything manually, there are no other instructions than the scripts themselves, but you can always open issues and ask for more information.
1. Open "Bash On Ubuntu On Windows" from the start menu.
@ -83,13 +96,13 @@ The Toolchain setup is done through the Windows Subsystem for Linux, and the pro
4. Close the Bash command window, and re-open it.
5. You are ready to compile and flash the firmware!
### Some important things to keep in mind
### Some Important Things to Keep in Mind
* You can run `util/wsl_install.sh` again to get all the newest updates.
* Your QMK repository need to be on a Windows file system path, since WSL can't run executables outside it.
* The WSL Git is **not** compatible with the Windows Git, so use the Windows Git Bash or a windows Git GUI for all Git operations
* You can edit files either inside WSL or normally using Windows, but note that if you edit makefiles or shell scripts, make sure you are using an editor that saves the files with Unix line endings. Otherwise the compilation might not work.
## Windows (Vista and later) (Deprecated)
## Windows (Vista and Later) (Deprecated)
These are the old instructions for Windows Vista and later. We recommend you use [MSYS2 as outlined above](#windows-with-msys2-recommended).
@ -110,17 +123,20 @@ If this is a bit complex for you, Docker might be the turn-key solution you need
```bash
# You'll run this every time you want to build a keymap
# modify the keymap and keyboard assigment to compile what you want
# modify the keymap and keyboard assignment to compile what you want
docker run -e keymap=gwen -e keyboard=ergodox_ez --rm -v $('pwd'):/qmk:rw edasque/qmk_firmware
```
On Windows Docker seems to have issues with the VOLUME tag in Dockerfile, and `$('pwd')` won't print a Windows compliant path; use full path instead, like this:
# 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 keyboard=ergodox_ez --rm -v D:/Users/Sacapuces/Documents/Repositories/qmk:/qmk:rw edasque/qmk_firmware
```
This will compile the targeted keyboard/keymap and leave it in your QMK directory for you to flash.
## Vagrant
If you have any problems building the firmware, you can try using a tool called Vagrant. It will set up a virtual computer with a known configuration that's ready-to-go for firmware building. OLKB does NOT host the files for this virtual computer. Details on how to set up Vagrant are in the [vagrant guide](vagrant_guide.md).
If you have any problems building the firmware, you can try using a tool called Vagrant. It will set up a virtual computer with a known configuration that's ready-to-go for firmware building. OLKB does NOT host the files for this virtual computer. Details on how to set up Vagrant are in the [vagrant guide](getting_started_vagrant.md).
There are a lot of resources for getting help with QMK.
## Realtime Chat
You can find QMK developers and users on our main [gitter chat room](https://gitter.im/qmk/qmk_firmware). We also have other rooms for more specific discussion:
The official QMK forum is [/r/olkb](https://reddit.com/r/olkb) on [reddit.com](https://reddit.com).
## Github Issues
You can open an [issue on GitHub](https://github.com/qmk/qmk_firmware/issues). This is especially handy when your issue will require long-term discussion or debugging.
Github can be a little tricky to those that aren't familiar with it - this guide will walk through each step of forking, cloning, and submitting a pull request with QMK.
@ -52,7 +52,7 @@ To https://github.com/whoeveryouare/qmk_firmware.git
+ 20043e64...7da94ac5 master -> master
```
Your changes now exist on your fork on Github - if you go back there (https://github.com/<whoeveryouare>/qmk_firmware), you can create a "New Pull Request" by clicking this button:
Your changes now exist on your fork on Github - if you go back there (`https://github.com/<whoeveryouare>/qmk_firmware`), you can create a "New Pull Request" by clicking this button:
This page attempts to explain the basic information you need to know to work with the QMK project. It assumes that you are familiar with navigating a UNIX shell, but does not assume you are familiar with C or with compiling using make.
## Basic QMK structure
QMK is a fork of @tmk's [tmk_keyboard](https://github.com/tmk/tmk_keyboard) project. The original TMK code, with modifications, can be found in the `tmk` folder. The QMK additions to the project may be found in the `quantum` folder. Keyboard projects may be found in the `handwired` and `keyboard` folders.
### Keyboard project structure
Within the `handwired` and `keyboard` folders is a directory for each keyboard project, for example `qmk_firmware/keyboards/clueboard`. Within you'll find the following structure:
* `keymaps/`: Different keymaps that can be built
* `rules.mk`: The file that sets the default "make" options. Do not edit this file directly, instead use a keymap specific `Makefile`.
* `config.h`: The file that sets the default compile time options. Do not edit this file directly, instead use a keymap specific `config.h`.
### Keymap structure
In every keymap folder, the following files may be found. Only `keymap.c` is required, if the rest of the files are not found the default options will be chosen.
* `config.h`: the options to configure your keymap
* `keymap.c`: all of your keymap code, required
* `rules.mk`: the features of QMK that are enabled
* `readme.md`: a description of your keymap, how others might use it, and explanations of features. Please upload images to a service like imgur.
If the keymap `config.h` exists that file is included by the build system and the keyboard `config.h` is not included. If you wish to override settings in your keymap's `config.h` you will need to include some glue code:
```
#ifndef CONFIG_USER_H
#define CONFIG_USER_H
#include "../../config.h"
```
If you want to override a setting from the parent `config.h` file, you need to `#undef` and then `#define` the setting again, like this:
This page attempts to explain the basic information you need to know to work with the QMK project. It assumes that you are familiar with navigating a Unix shell, but does not assume you are familiar with C or with compiling using make.
## Basic QMK Structure
QMK is a fork of [Jun Wako](https://github.com/tmk)'s [tmk_keyboard](https://github.com/tmk/tmk_keyboard) project. The original TMK code, with modifications, can be found in the `tmk` folder. The QMK additions to the project may be found in the `quantum` folder. Keyboard projects may be found in the `handwired` and `keyboard` folders.
### Keyboard Project Structure
Within the folder `keyboards` and its subfolder `handwired` is a directory for each keyboard project, for example `qmk_firmware/keyboards/clueboard`. Within it you'll find the following structure:
* `keymaps/`: Different keymaps that can be built
* `rules.mk`: The file that sets the default "make" options. Do not edit this file directly, instead use a keymap specific `Makefile`
* `config.h`: The file that sets the default compile time options. Do not edit this file directly, instead use a keymap specific `config.h`.
### Keymap Structure
In every keymap folder, the following files may be found. Only `keymap.c` is required, and if the rest of the files are not found the default options will be chosen.
* `config.h`: the options to configure your keymap
* `keymap.c`: all of your keymap code, required
* `rules.mk`: the features of QMK that are enabled
* `readme.md`: a description of your keymap, how others might use it, and explanations of features. Please upload images to a service like imgur.
If the keymap `config.h` exists, that file is included by the build system and the keyboard `config.h` is not included. If you wish to override settings in your keymap's `config.h` you will need to include some glue code:
```
#ifndef CONFIG_USER_H
#define CONFIG_USER_H
#include "config_common.h"
```
If you want to override a setting from the parent `config.h` file, you need to `#undef` and then `#define` the setting again, like this:
The full syntax of the `make` command is `<keyboard>-<subproject>-<keymap>-<target>`, where:
The full syntax of the `make` command is `<keyboard_folder>:<keymap>:<target>`, where:
* `<keyboard>` is the name of the keyboard, for example `planck`
* Use `allkb` to compile all keyboards
* `<subproject>` is the name of the subproject (revision or sub-model of the keyboard). For example, for Ergodox it can be `ez` or `infinity`, and for Planck `rev3` or `rev4`.
* If the keyboard doesn't have any subprojects, it can be left out
* To compile the default subproject, you can leave it out, or specify `defaultsp`
* Use `allsp` to compile all subprojects
* `<keyboard_folder>` is the path of the keyboard, for example `planck`
* Use `all` to compile all keyboards
* Specify the path to compile a revision, for example `planck/rev4` or `planck/rev3`
* If the keyboard doesn't have any folders, it can be left out
* To compile the default folder, you can leave it out
* `<keymap>` is the name of the keymap, for example `algernon`
* Use `allkm` to compile all keymaps
* Use `all` to compile all keymaps
* `<target>` will be explained in more detail below.
The `<target>` means the following
* If no target is given, then it's the same as `all` below
* `all` compiles as many keyboard/revision/keymap combinations as specified. For example, `make planck-rev4-default-all` will generate a single .hex, while `make planck-rev-all` will generate a hex for every keymap available to the planck.
* `all` compiles as many keyboard/revision/keymap combinations as specified. For example, `make planck/rev4:default` will generate a single .hex, while `make planck/rev4:all` will generate a hex for every keymap available to the planck.
* `dfu`, `teensy` or `dfu-util`, compile and upload the firmware to the keyboard. If the compilation fails, then nothing will be uploaded. The programmer to use depends on the keyboard. For most keyboards it's `dfu`, but for ChibiOS keyboards you should use `dfu-util`, and `teensy` for standard Teensys. To find out which command you should use for your keyboard, check the keyboard specific readme.
* **Note**: some operating systems need root access for these commands to work, so in that case you need to run for example `sudo make planck-rev4-default-dfu`.
* **Note**: some operating systems need root access for these commands to work, so in that case you need to run for example `sudo make planck/rev4:default:dfu`.
* `clean`, cleans the build output folders to make sure that everything is built from scratch. Run this before normal compilation if you have some unexplainable problems.
You can also add extra options at the end of the make command line, after the target
@ -30,11 +29,11 @@ The make command itself also has some additional options, type `make --help` for
Here are some examples commands
* `make allkb-allsp-allkm` builds everything (all keyboards, all subprojects, all keymaps). Running just `make` from the `root` will also run this.
* `make ergodox-infinity-algernon-clean` will clean the build output of the Ergodox Infinity keyboard.
* `make planck-rev4-default-dfu COLOR=false` builds and uploads the keymap without color output.
* `make all:all` builds everything (all keyboard folders, all keymaps). Running just `make` from the `root` will also run this.
* `make ergodox_infinity:algernon:clean` will clean the build output of the Ergodox Infinity keyboard.
* `make planck/rev4:default:dfu COLOR=false` builds and uploads the keymap without color output.
## `rules.mk`options
## `rules.mk`Options
Set these variables to `no` to disable them, and `yes` to enable them.
@ -132,9 +131,9 @@ This consumes about 5390 bytes.
`KEY_LOCK_ENABLE`
This enables [key lock](key_lock.md). This consumes an additional 260 bytes.
This enables [key lock](feature_key_lock.md). This consumes an additional 260 bytes.
## Customizing Makefile options on a per-keymap basis
## Customizing Makefile Options on a Per-Keymap Basis
If your keymap directory has a file called `rules.mk` any options you set in that file will take precedence over other `rules.mk` options for your particular keyboard.
@ -10,11 +10,11 @@ Using the `/Vagrantfile` in this repository requires you have [Vagrant](http://w
Other than having Vagrant and Virtualbox installed and possibly a restart of your computer afterwards, you can simple run a 'vagrant up' anywhere inside the folder where you checked out this project and it will start a Linux virtual machine that contains all the tools required to build this project. There is a post Vagrant startup hint that will get you off on the right foot, otherwise you can also reference the build documentation below.
# Flashing the firmware
# Flashing the Firmware
The "easy" way to flash the firmware is using a tool from your host OS:
Software provided by Atmel for flashing AVR devices. We generally recommend [QMK Flasher](https://github.com/qmk/qmk_flasher) instead, but for some advanced use cases FLIP is required.
## git
Versioning software used at the commandline
## GitHub
The website that hosts most of the QMK project. It provides integration with git, issue tracking, and other features that help us run QMK.
## ISP
In-system programming, a method of programming an AVR chip using external hardware and the JTAG pins.
## hid_listen
An interface for receiving debugging messages from your keyboard. You can view these messages using [QMK Flasher](https://github.com/qmk/qmk_flasher) or [PJRC's hid_listen](https://www.pjrc.com/teensy/hid_listen.html)
## Keycode
A 2-byte number that represents a particular key. `0x00`-`0xFF` are used for [Basic Keycodes](keycodes_basic.html) while `0x100`-`0xFFFF` are used for [Quantum Keycodes](quantum_keycodes.html).
## Key Down
An event that happens when a key is pressed down, but is completed before a key is released.
## Key Up
An event that happens when a key is released.
## Keymap
An array of keycodes mapped to a physical keyboard layout, which are processed on key presses and releases
## Layer
An abstraction used to allow a key to serve multiple purposes. The highest active layer takes precedence.
## Leader Key
A feature that allows you to tap the leader key followed by a sequence of 1, 2, or 3 keys to activate key presses or other quantum features.
Light Emitting Diode, the most common device used for indicators on a keyboard.
## Make
Software package that is used to compile all the source files. You run `make` with various options to compile your keyboard firmware.
## Matrix
A wiring pattern of columns and rows that enables the MCU to detect keypresses with a fewer number of pins. The matrix often incorporates diodes to allow for NKRO.
## Macro
A feature that lets you send muiltple keypress events (hid reports) after having pressed only a single key.
* [Macro Documentation](macros.html)
## MCU
Microcontrol Unit, the processor that powers your keyboard.
## Modifier
A key that is held down while typing another key to modify the action of that key. Examples include Ctrl, Alt, and Shift.
## Mousekeys
A feature that lets you control your mouse cursor and click from your keyboard.
* [Mousekeys Documentation](mouse_keys.html)
## N-Key Rollover (NKRO)
A term that applies to keyboards that are capable of reporting any number of key-presses at once.
## Oneshot Modifier
A modifier that acts as if it is held down until another key is released, so you can press the mod and then press the key, rather than holding the mod while pressing the key.
## ProMicro
A low cost AVR development board. Clones of this device are often found on ebay very inexpensively (under $5) but people often struggle with flashing their pro micros.
## Pull Request
A request to submit code to QMK. We encourage all users to submit Pull Requests for their personal keymaps.
## QWERTY
The standard English keyboard layout, and often a shortcut for other language's standard layouts. Named for the first 6 letters on the keyboard.
## QWERTZ
The standard Deutsche (German) keyboard layout. Named for the first 6 letters on the keyboard.
## Rollover
The term for pressing a key while a key is already held down. Variants include 2KRO, 6KRO, and NKRO.
## Scancode
A 1 byte number that is sent as part of a HID report over USB that represents a single key. These numbers are documented in the [HID Usage Tables](http://www.usb.org/developers/hidpage/Hut1_12v2.pdf) published by the [USB-IF](http://www.usb.org/).
## Space Cadet Shift
A special set of shift keys which allow you to type various types of braces by tapping the left or right shift one or more times.
Pressing and releasing a key. In some situations you will need to distinguish between a key down and a key up event, and Tap always refers to both at once.
## Tap Dance
A feature that lets you assign muiltple keycodes to the same key based on how many times you press it.
* [Tap Dance Documentation](tap_dance.md)
## Teensy
A low-cost AVR development board that is commonly used for hand-wired builds. A teensy is often chosen despite costing a few dollors more due to its halfkay bootloader, which makes flashing very simple.
## Underlight
A generic term for LEDs that light the underside of the board. These LED's typically shine away from the bottom of the PCB and towards the surface the keyboard rests on.
## Unicode
In the larger computer world Unicode is a set of encoding schemes for representing characters in any language. As it relates to QMK it means using various OS schemes to send unicode codepoints instead of scancodes.
* [Unicode Documentation](unicode.md)
## Unit Testing
A framework for running automated tests against QMK. Unit testing helps us be confident that our changes do not break anything.
* [Unit Testing Documentation](unit_testing.md)
## USB
Universal Serial Bus, the most common wired interface for a keyboard.
## USB Host (or simply Host)
The USB Host is your computer, or whatever device your keyboard is plugged into.
# Couldn't find the term you're looking for?
[Open an issue](https://github.com/qmk/qmk_firmware/issues) with your question and the term in question could be added here. Better still, open a pull request with the definition. :)
* Wire (strained for wiring to the Teensy, anything for the rows/columns)
* Soldering iron set at 600ºF or 315ºC (if temperature-controlled)
* Resin-cored solder (leaded or lead-free)
* Rosin-cored solder (leaded or lead-free)
* Adequate ventilation/a fan
* Tweezers (optional)
* Wire cutters/snippers
## How the matrix works (why we need diodes)
## How the Matrix Works (Why We Need Diodes)
The microcontroller (in this case, the Teensy 2.0) will be setup up via the firmware to send a logical 1 to the columns, one at a time, and read from the rows, all at once - this process is called matrix scanning. The matrix is a bunch of open switches that, by default, don't allow any current to pass through - the firmware will read this as no keys being pressed. As soon as you press one key down, the logical 1 that was coming from the column the keyswitch is attached to gets passed through the switch and to the corresponding row - check out the following 2x2 example:
@ -100,9 +100,9 @@ Things act as they should! Which will get us the following data:
The firmware can then use this correct data to detect what it should do, and eventually, what signals it needs to send to the OS.
# The actual hand-wiring
# The Actual Hand-Wiring
## Getting things in place
## Getting Things in Place
When starting this, you should have all of your stabilisers and keyswitches already installed (and optionally keycaps). If you're using a Cherry-type stabiliser (plate-mounted only, obviously), you'll need to install that before your keyswitches. If you're using Costar ones, you can installed them afterwards.
@ -112,7 +112,7 @@ Get your soldering iron heated-up and collect the rest of the materials from the
Before continuing, plan out where you're going to place your Teensy. If you're working with a board that has a large (6.25u) spacebar, it may be a good idea to place it in-between switches against the plate. Otherwise, you may want to trim some of the leads on the keyswitches where you plan on putting it - this will make it a little harder to solder the wire/diodes, but give you more room to place the Teensy.
## Preparing the diodes
## Preparing the Diodes
It's a little easier to solder the diodes in place if you bend them at a 90º angle immediately after the black line - this will help to make sure you put them on the right way (direction matters), and in the correct position. The diodes will look like this when bent (with longer leads):
@ -125,7 +125,7 @@ It's a little easier to solder the diodes in place if you bend them at a 90º an
We'll be using the long lead at the bent end to connect it to the elbow (bent part) of the next diode, creating the row.
## Soldering the diodes
## Soldering the Diodes
Starting at the top-left switch, place the diode (with tweezers if you have them) on the switch so that the diode itself is vertically aligned, and the black line is facing toward you. The straight end of the diode should be touching the left contact on the switch, and the bent end should be facing to the right and resting on the switch there, like this:
@ -142,7 +142,7 @@ Letting the diode rest, grab your solder, and touch both it and the soldering ir
The smoke that the rosin releases is harmful, so be careful not to breath it or get it in your eyes/face.
After soldering things in place, it may be helpful to blow on the joint to push the smoke away from your face, and cool the solder quicker. You should see the solder develop a matte (not shiney) surface as it solidifies. Keep in mind that it will still be very hot afterwards, and will take a couple minutes to be cool to touch. Blow on it will accelerate this process.
After soldering things in place, it may be helpful to blow on the joint to push the smoke away from your face, and cool the solder quicker. You should see the solder develop a matte (not shiny) surface as it solidifies. Keep in mind that it will still be very hot afterwards, and will take a couple minutes to be cool to touch. Blow on it will accelerate this process.
When the first diode is complete, the next one will need to be soldered to both the keyswitch, and the previous diode at the new elbow. That will look something like this:
@ -159,7 +159,7 @@ After completing a row, use the wire cutters to trim the excess wire from the to
When all of the diodes are completely soldered, it's a good idea to quickly inspect each one to ensure that your solder joints are solid and sturdy - repairing things after this is possible, but more difficult.
## Soldering the columns
## Soldering the Columns
You'll have some options in the next process - it's a good idea to insulate the column wires (since the diodes aren't), but if you're careful enough, you can use exposed wires for the columns - it's not recommended, though. If you're using single-cored wire, stripping the plastic off of the whole wire and feeding it back on is probably the best option, but can be difficult depending on the size and materials. You'll want to leave parts of the wire exposed where you're going to be solder it onto the keyswitch.
@ -169,7 +169,7 @@ Before beginning to solder, it helps to have your wire pre-bent (if using single
If you're not using any insulation, you can try to keep the column wires elevated, and solder them near the tips of the keyswitch contacts - if the wires are sturdy enough, they won't short out to the row wiring an diodes.
## Wiring things to the Teensy
## Wiring Things to the Teensy
Now that the matrix itself is complete, it's time to connect what you've done to the Teensy. You'll be needing the number of pins equal to your number of columns + your number of rows. There are some pins on the Teensy that are special, like D6 (the LED on the chip), or some of the UART, SPI, I2C, or PWM channels, but only avoid those if you're planning something in addition to a keyboard. If you're unsure about wanting to add something later, you should have enough pins in total to avoid a couple.
@ -185,7 +185,7 @@ When you're done with the columns, start with the rows in the same process, from
As you move along, be sure that the Teensy is staying in place - recutting and soldering the wires is a pain!
# Getting some basic firmware set-up
# Getting Some Basic Firmware Set Up
From here, you should have a working keyboard once you program a firmware. Before we attach the Teensy permanently to the keyboard, let's quickly get some firmware loaded onto the Teensy so we can test each keyswitch.
@ -201,13 +201,13 @@ You'll want to navigate to the `keyboards/<project_name>/` folder by typing, lik
cd keyboards/<project_name>
### config.h
### `config.h`
The first thing you're going to want to modify is the `config.h` file. Find `MATRIX_ROWS` and `MATRIX_COLS` and change their definitions to match the dimensions of your keyboard's matrix.
Farther down are `MATRIX_ROW_PINS` and `MATRIX_COL_PINS`. Change their definitions to match how you wired up your matrix (looking from the top of the keyboard, the rows run top-to-bottom and the columns run left-to-right). Likewise, change the definition of `UNUSED_PINS` to match the pins you did not use (this will save power).
### \<project_name\>.h
### `<project_name>.h`
The next file you'll want to look at is `<project_name>.h`. You're going to want to rewrite the `KEYMAP` definition - the format and syntax here is extremely important, so pay attention to how things are setup. The first half of the definition are considered the arguments - this is the format that you'll be following in your keymap later on, so you'll want to have as many k*xy* variables here as you do keys. The second half is the part that the firmware actually looks at, and will contain gaps depending on how you wired your matrix.
@ -271,9 +271,9 @@ This would require our `KEYMAP` definition to look like this:
Notice how the `k11` and `KC_NO` switched places to represent the wiring, and the unused final column on the bottom row. Sometimes it'll make more sense to put a keyswitch on a particular column, but in the end, it won't matter, as long as all of them are accounted for. You can use this process to write out the `KEYMAP` for your entire keyboard - be sure to remember that your keyboard is actually backwards when looking at the underside of it.
### keymaps/<variant>/default.c
### `keymaps/<variant>/default.c`
This is the actual keymap for your keyboard, and the main place you'll make changes as you perfect your layout. `default.c` is the file that gets pull by default when typing `make`, but you can make other files as well, and specify them by typing `make handwired-<keyboard>-<variant>`, which will pull `keymaps/<variant>/keymap.c`.
This is the actual keymap for your keyboard, and the main place you'll make changes as you perfect your layout. `default.c` is the file that gets pull by default when typing `make`, but you can make other files as well, and specify them by typing `make handwired/<keyboard>:<variant>`, which will pull `keymaps/<variant>/keymap.c`.
The basis of a keymap is its layers - by default, layer 0 is active. You can activate other layers, the highest of which will be referenced first. Let's start with our base layer.
@ -302,7 +302,7 @@ Note that the layout of the keycodes is similar to the physical layout of our ke
It's also important to use the `KEYMAP` function we defined earlier - this is what allows the firmware to associate our intended readable keymap with the actual wiring.
## Compiling your firmware
## Compiling Your Firmware
After you've written out your entire keymap, you're ready to get the firmware compiled and onto your Teensy. Before compiling, you'll need to get your [development environment set-up](getting_started_build_tools.md) - you can skip the dfu-programmer instructions, but you'll need to download and install the [Teensy Loader](https://www.pjrc.com/teensy/loader.html) to get the firmware on your Teensy.
@ -310,7 +310,7 @@ Once everything is installed, running `make` in the terminal should get you some
Once you have your `<project_name>.hex` file, open up the Teensy loader application, and click the file icon. From here, navigate to your `QMK/keyboards/<project_name>/` folder, and select the `<project_name>.hex` file. Plug in your keyboard and press the button on the Teensy - you should see the LED on the device turn off once you do. The Teensy Loader app will change a little, and the buttons should be clickable - click the download button (down arrow), and then the reset button (right arrow), and your keyboard should be ready to go!
## Testing your firmware
## Testing Your Firmware
Carefully flip your keyboard over, open up a new text document, and try typing - you should get the characters that you put into your keymap. Test each key, and note the ones that aren't working. Here's a quick trouble-shooting guide for non-working keys:
@ -324,7 +324,7 @@ Carefully flip your keyboard over, open up a new text document, and try typing -
If you've done all of these things, keep in mind that sometimes you might have had multiple things affecting the keyswitch, so it doesn't hurt to test the keyswitch by shorting it out at the end.
# Securing the Teensy, finishing your hardware, getting fancier firmware
# Securing the Teensy, Finishing Your Hardware, Getting Fancier Firmware
Now that you have a working board, it's time to get things in their permanent positions. I've often used liberal amounts of hot glue to secure and insulate things, so if that's your style, start spreading that stuff like butter. Otherwise, double-sided tape is always an elegant solution, and electrical tape is a distant second. Due to the nature of these builds, a lot of this part is up to you and how you planned (or didn't plan) things out.
QMK runs on a variety of hardware. If your processor can be targeted by [LUFA](http://www.fourwalledcubicle.com/LUFA.php) or [ChibiOS](http://www.chibios.com) you can probably get QMK running on it. This section explores getting QMK running on, and communicating with, hardware of all kinds.
This page describes the support for for AVR processors in QMK. AVR processors include the atmega32u4, atmega32u2, at90usb1286, and other processors from Atmel Corporation. AVR processors are 8-bit MCU's that are designed to be easy to work with. The most common AVR processors in keyboards have on-board USB and plenty of GPIO for supporting large keyboard matrices. They are the most popular MCU for use in keyboards today.
If you have not yet you should read the [Keyboard Guidelines](hardware_keyboard_guidelines.md) to get a sense of how keyboards fit into QMK.
## Adding Your AVR Keyboard to QMK
QMK has a number of features to simplify working with AVR keyboards. For most keyboards you don't have to write a single line of code. To get started run the `util/new_project.sh` script:
This will create all the files needed to support your new keyboard, and populate the settings with default values. Now you just need to customize it for your keyboard.
## `readme.md`
This is where you'll describe your keyboard. Please follow the [Keyboard Readme Template](documentation_templates.md#keyboard-readmemd-template) when writing your `readme.md`. You're encouraged to place an image at the top of your `readme.md`, please use an external service such as [Imgur](http://imgur.com) to host the images.
## `<keyboard>.c`
This is where all the custom logic for your keyboard goes. Many keyboards do not need to put anything at all in here. You can learn more about writing custom logic in [Custom Quantum Functions](custom_quantum_functions.md).
## `<keyboard>.h`
This is the file you define your [Layout Macro(s)](feature_layouts.md) in. At minimum you should have a `#define LAYOUT` for your keyboard that looks something like this:
```
#define LAYOUT( \
k00, k01, k02, \
k10, k11 \
) { \
{ k00, k01, k02 }, \
{ k10, KC_NO, k11 }, \
}
```
The first half of the `LAYOUT` pre-processor macro defines the physical arrangement of keys. The second half of the macro defines the matrix the switches are connected to. This allows you to have a physical arrangement of keys that differs from the wiring matrix.
Each of the `k__` variables needs to be unique, and typically they follow the format `k<row><col>`.
The physical matrix (the second half) must have a number of rows equaling `MATRIX_ROWS`, and each row must have exactly `MATRIX_COLS` elements in it. If you do not have this many physical keys you can use `KC_NO` to fill in the blank spots.
## `config.h`
The `config.h` file is where you configure the hardware and feature set for your keyboard. There are a lot of options that can be placed in that file, too many to list there. For a complete overview of available options see the [Config Options](config_options.md) page.
### Hardware Configuration
At the top of the `config.h` you'll find USB related settings. These control how your keyboard appears to the Operating System. If you don't have a good reason to change you should leave the `VENDOR_ID` as `0xFEED`. For the `PRODUCT_ID` you should pick a number that is not yet in use.
Do change the `MANUFACTURER`, `PRODUCT`, and `DESCRIPTION` lines to accurately reflect your keyboard.
```
#define VENDOR_ID 0xFEED
#define PRODUCT_ID 0x6060
#define DEVICE_VER 0x0001
#define MANUFACTURER You
#define PRODUCT my_awesome_keyboard
#define DESCRIPTION A custom keyboard
```
{% hint style='info' %}
Note: On Windows and macOS the `MANUFACTURER`, `PRODUCT`, and `DESCRIPTION` fields will be displayed in the list of USB devices. On Linux these values will not be visible in `lsusb`, since Linux takes that information from the list published by the USB-IF.
{% endhint %}
### Keyboard Matrix Configuration
The next section of the `config.h` file deals with your keyboard's matrix. The first thing you should set is the matrix's size. This is usually, but not always, the same number of rows and columns as the physical key arrangement.
```
#define MATRIX_ROWS 2
#define MATRIX_COLS 3
```
Once you've defined the size of your matrix you need to define which pins on your MCU are connected to rows and columns. To do so simply specify the names of those pins:
```
#define MATRIX_ROW_PINS { D0, D5 }
#define MATRIX_COL_PINS { F1, F0, B0 }
#define UNUSED_PINS
```
The number of `MATRIX_ROW_PINS` entries must be the same as the number you assigned to `MATRIX_ROWS`, and likewise for `MATRIX_COL_PINS` and `MATRIX_COLS`. You do not have to specify `UNUSED_PINS`, but you can if you want to document what pins are open.
Finally, you can specify the direction your diodes point. This can be `COL2ROW`, `ROW2COL`, or `CUSTOM_MATRIX`.
```
#define DIODE_DIRECTION COL2ROW
```
### Backlight Configuration
By default QMK supports backlighting on pins `B5`, `B6`, and `B7`. If you are using one of those you can simply enable it here. For more details see the [Backlight Documentation](feature_backlight.md).
```
#define BACKLIGHT_PIN B7
#define BACKLIGHT_LEVELS 3
#define BACKLIGHT_BREATHING
#define BREATHING_PERIOD 6
```
{% hint style='info' %}
You can use backlighting on any pin you like, but you will have to do more work to support that. See the [Backlight Documentation](feature_backlight.md) for more details.
{% endhint %}
### Other Configuration Options
There are a lot of features that can be configured or tuned in `config.h`. You should see the [Config Options](config_options.md) page for more details.
## `rules.mk`
You use the `rules.mk` file to tell QMK what files to build and what features to enable. If you are building around an atmega32u4 you can largely leave these defaults alone. If you are using another MCU you may have to tweak some parameters.
### MCU Options
These options tell the build system what CPU to build for. Be very careful if you change any of these settings, you can render your keyboard inoperable.
```
MCU = atmega32u4
F_CPU = 16000000
ARCH = AVR8
F_USB = $(F_CPU)
OPT_DEFS += -DINTERRUPT_CONTROL_ENDPOINT
```
### Bootloader Size
The bootloader is a special section of your MCU that allows you to upgrade the code stored on the MCU. Think of it like a Rescue Partition for your keyboard. If you are using a teensy 2.0, or a device like the Ergodox EZ that uses the teensy bootloader you should set this to `512`. Most other bootloaders should be set to `4096`, but `1024` and `2048` are other possible values you may encounter.
#### Teensy 2.0 Bootloader Example
```
OPT_DEFS += -DBOOTLOADER_SIZE=512
```
#### Teensy 2.0++ Bootloader Example
```
OPT_DEFS += -DBOOTLOADER_SIZE=1024
```
#### Atmel DFU Loader Example
```
OPT_DEFS += -DBOOTLOADER_SIZE=4096
```
### Build Options
There are a number of features that can be turned on or off in `rules.mk`. See the [Config Options](config_options.md#feature-options) page for a detailed list and description.
QMK is used on a lot of different hardware. While support for the most common MCU's and matrix configurations is built-in there are a number of drivers that can be added to a keyboard to support additional hardware. Examples include mice and other pointing devices, i/o expanders for split keyboards, bluetooth modules, and LCD, OLED, and TFT screens.
<!-- FIXME: This should talk about how drivers are integrated into QMK and how you can add your own driver.
# Driver System Overview
-->
# Available Drivers
## ProMicro (AVR Only)
Support for addressing pins on the ProMicro by their Arduino name rather than their AVR name. This needs to be better documented, if you are trying to do this and reading the code doesn't help please [open an issue](https://github.com/qmk/qmk_firmware/issues/new) and we can help you through the process.
## SSD1306 (AVR Only)
Support for SSD1306 based OLED displays. This needs to be better documented, if you are trying to do this and reading the code doesn't help please [open an issue](https://github.com/qmk/qmk_firmware/issues/new) and we can help you through the process.
## uGFX
You can make use of uGFX within QMK to drive character and graphic LCD's, LED arrays, OLED, TFT, and other display technologies. This needs to be better documented, if you are trying to do this and reading the code doesn't help please [open an issue](https://github.com/qmk/qmk_firmware/issues/new) and we can help you through the process.
## WS2812 (AVR Only)
Support for WS2811/WS2812{a,b,c} LED's. For more information see the [RGB Light](feature_rgblight.md) page.
We welcome all keyboard projects into QMK, but ask that you try to stick to a couple guidelines that help us keep things organised and consistent.
## Naming Your Keyboard/Project
All names should be lowercase alphanumeric, and separated by an underscore (`_`), but not begin with one. Your directory and your `.h` and `.c` files should have exactly the same name. All folders should follow the same format. `test`, `keyboard`, and `all` are reserved by make and are not a valid name for a keyboard.
## `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 more information. Please follow the [published template](documentation_templates.md#keyboard-readmemd-template).
## 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 stored and viewed on [qmk.fm](http://qmk.fm). Downloadable files are stored in `/<keyboard>/` (name follows the same format as above) which are served at `http://qmk.fm/<keyboard>/`, and pages are generated from `/_pages/<keyboard>/` which are served at the same location (.md files are generated into .html files through Jekyll). Check out the `lets_split` directory for an example.
## Keyboard Defaults
Given the amount of functionality that QMK exposes it's very easy to confuse new users. When putting together the default firmware for your keyboard we recommend limiting your enabled features and options to the minimal set needed to support your hardware. Recommendations for specific features follow.
### Bootmagic and Command
[Bootmagic](feature_bootmagic.md) and [Command](feature_command.md) are two related features that allow a user to control their keyboard in non-obvious ways. We recommend you think long and hard about if you're going to enable either feature, and how you will expose this functionality. Keep in mind that users who want this functionality can enable it in their personal keymaps without affecting all the novice users who may be using your keyboard as their first programmable board.
By far the most common problem new users encounter is accidentally triggering Bootmagic while they're plugging in their keyboard. They're holding the keyboard by the bottom, unknowingly pressing in alt and spacebar, and then they find that these keys have been swapped on them. We recommend leaving this feature disabled by default, but if you do turn it on consider setting `BOOTMAGIC_KEY_SALT` to a key that is hard to press while plugging your keyboard in.
If your keyboard does not have 2 shift keys you should provide a working default for `IS_COMMAND`, even when you have set `COMMAND_ENABLE = no`. This will give your users a default to conform to if they do enable Command.
## Custom Keyboard Programming
As documented on [Customizing Functionality](custom_quantum_functions.md) you can define custom functions for your keyboard. Please keep in mind that your users may want to customize that behavior as well, and make it possible for them to do that. If you are providing a custom function, for example `process_record_kb()`, make sure that your function calls the `_user()` version of the call too. You should also take into account the return value of the `_user()` version, and only run your custom code if the user returns `true`.
## Keyboard Metadata
As QMK grows so does the ecosystem surrounding QMK. To make it easier for projects in that ecosystem to tie into QMK as we make changes we are developing a metadata system to expose information about keyboards in QMK.
You can create `info.json` files at every level under `qmk_firmware/keyboards/<name>` to specify this metadata. These files are combined, with more specific files overriding keys in less specific files. This means you do not need to duplicate your metadata information. For example, `qmk_firmware/keyboards/clueboard/info.json` specifies `manufacturer` and `maintainer`, while `qmk_firmware/keyboards/clueboard/66/info.json` specifies more specific information about Clueboard 66%.
### `info.json` Format
The `info.json` file is a JSON formatted dictionary with the following keys available to be set. You do not have to set all of them, merely the keys that apply to your keyboard.
* `keyboard_name`
* A free-form text string describing the keyboard.
* Example: `Clueboard 66%`
* `url`
* A URL to the keyboard's product page, [QMK.fm/keyboards](https://qmk.fm/keyboards) page, or other page describing information about the keyboard.
* `bootloader`
* What bootloader this keyboard uses. Available options:
* `atmel-dfu`
* `kiibohd-dfu-util`
* `lufa-dfu`
* `qmk-dfu`
* `stm32-dfu-util`
* `caterina`
* `halfkay`
* `bootloadHID`
* `maintainer`
* GitHub username of the maintainer, or `qmk` for community maintained boards
* `width`
* Width of the board in Key Units
* `height`
* Height of the board in Key Units
* `layouts`
* Physical Layout representations. See the next section for more detail.
#### Layout Format
Within our `info.json` file the `layouts` portion of the dictionary contains several nested dictionaries. The outer layer consists of QMK layout macros, for example `LAYOUT_ansi` or `LAYOUT_iso`. Within each layout macro are keys for `width`, `height`, and `key_count`, each of which should be self-explanatory.
* `width`
* Optional: The width of the layout in Key Units
* `height`
* Optional: The height of the layout in Key Units
* `key_count`
* **Required**: The number of keys in this layout
* `layout`
* A list of Key Dictionaries describing the physical layout. See the next section for more details.
#### Key Dictionary Format
Each Key Dictionary in a layout describes the physical properties of a key. If you are familiar with the Raw Code for <http://keyboard-layout-editor.com> you will find many of the concepts the same. We re-use the same key names and layout choices wherever possible, but unlike keyboard-layout-editor each key is stateless, inheriting no properties from the keys that came before it.
All key positions and rotations are specified in relation to the top-left corner of the keyboard, and the top-left corner of each key.
* `X`
* **Required**: The absolute position of the key in the horizontal axis, in Key Units.
* `Y`
* **Required**: The absolute position of the key in the vertical axis, in Key Units.
* `W`
* The width of the key, in Key Units. Ignored if `ks` is provided. Default: `1`
* `H`
* The height of the key, in Key Units. Ignored if `ks` is provided. Default: `1`
* `R`
* How many degrees clockwise to rotate the key.
* `RX`
* The absolute position of the point to rotate the key around in the horizontal axis. Default: `x`
* `RY`
* The absolute position of the point to rotate the key around in the vertical axis. Default: `y`
* `KS`
* Key Shape: define a polygon by providing a list of points, in Key Units.
* **Important**: These are relative to the top-left of the key, not absolute.
* Example ISO Enter: `[ [0,0], [1.5,0], [1.5,2], [0.25,2], [0.25,1], [0,1], [0,0] ]`
### How is the Metadata Exposed?
This metadata is primarily used in two ways:
* To allow web-based configurators to dynamically generate UI
* To support the new `make keyboard:keymap:qmk` target, which bundles this metadata up with the firmware to allow QMK Toolbox to be smarter.
Configurator authors can see the [QMK Compiler](https://docs.compile.qmk.fm/api_docs.html) docs for more information on using the JSON API.
## 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).
## Copyright Blurb
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, in this format:
Copyright 2017 Your Name <your@email.com>
If you are modifying someone else's code and have made only trivial changes you should leave their name in the copyright statement. If you have done significant work on the file you should add your name to theirs, like so:
Copyright 2017 Their Name <original_author@example.com> Your Name <you@example.com>
The year should be the first year the file is created. If work was done to that file in later years you can reflect that by appending the second year to the first, like so:
Copyright 2015-2017 Your Name <you@example.com>
## License
The core of QMK is licensed under the [GNU General Public License](https://www.gnu.org/licenses/licenses.en.html). If you are shipping binaries for AVR processors you may choose either [GPLv2](https://www.gnu.org/licenses/old-licenses/gpl-2.0.html) or [GPLv3](https://www.gnu.org/licenses/gpl.html). If you are shipping binaries for ARM processors you must choose [GPL Version 3](https://www.gnu.org/licenses/gpl.html) to comply with the [ChibiOS](http://www.chibios.org) GPLv3 license.
If your keyboard makes use of the [uGFX](https://ugfx.io) features within QMK you must comply with the [uGFX License](https://ugfx.io/license.html), which requires a separate commercial license before selling a device containing uGFX.
## Technical Details
If you're looking for more information on making your keyboard work with QMK, [check out the hardware section](hardware.md)!
# How keys are registered, and interpreted by computers
# How Keys Are Registered, and Interpreted by Computers
In this file, you can will learn the concepts of how keyboards work over USB,
and you'll be able to better understand what you can expect from changing your
firmware directly.
## Schematic view
## Schematic View
Whenever you type on 1 particular key, here is the chain of actions taking
place:
@ -49,7 +49,7 @@ layout is set to QWERTY, a sample of the matching table is as follow:
| 0x1D | z/Z |
| ... | ... |
## Back to the firmware
## Back to the Firmware
As the layout is generally fixed (unless you create your own), the firmware can actually call a keycode by its layout name directly to ease things for you. This is exactly what is done here with `KC_A` actually representing `0x04` in QWERTY. The full list can be found in [keycodes](keycodes.md).
`public void `[`midi_register_cc_callback`](#group__input__callback__reg_1ga64ab672abbbe393c9c4a83110c8df718)`(`[`MidiDevice`](#struct__midi__device)` * device,midi_three_byte_func_t func)` | Register a control change message (cc) callback.
`public void `[`midi_register_noteon_callback`](#group__input__callback__reg_1ga3962f276c17618923f1152779552103e)`(`[`MidiDevice`](#struct__midi__device)` * device,midi_three_byte_func_t func)` | Register a note on callback.
`public void `[`midi_register_noteoff_callback`](#group__input__callback__reg_1gac847b66051bd6d53b762958be0ec4c6d)`(`[`MidiDevice`](#struct__midi__device)` * device,midi_three_byte_func_t func)` | Register a note off callback.
`public void `[`midi_register_aftertouch_callback`](#group__input__callback__reg_1gaa95bc901bd9edff956a667c9a69dd01f)`(`[`MidiDevice`](#struct__midi__device)` * device,midi_three_byte_func_t func)` | Register an after touch callback.
`public void `[`midi_register_pitchbend_callback`](#group__input__callback__reg_1ga071a28f02ba14f53de219be70ebd9a48)`(`[`MidiDevice`](#struct__midi__device)` * device,midi_three_byte_func_t func)` | Register a pitch bend callback.
`public void `[`midi_register_songposition_callback`](#group__input__callback__reg_1gaf2adfd79637f3553d8f26deb1ca22ed6)`(`[`MidiDevice`](#struct__midi__device)` * device,midi_three_byte_func_t func)` | Register a song position callback.
`public void `[`midi_register_progchange_callback`](#group__input__callback__reg_1gae6ba1a35a4cde9bd15dd42f87401d127)`(`[`MidiDevice`](#struct__midi__device)` * device,midi_two_byte_func_t func)` | Register a program change callback.
This is only called if a more specific callback is not matched and called. For instance, if you don't register a note on callback but you get a note on message the fall through callback will be called, if it is registered.
You use the functions when you are implementing your own midi device.
You set a send function to actually send bytes via your device, this method is called when you call a send function with this device, for instance midi_send_cc
You use the midi_device_input to process input data from the device and pass it through the device's associated callbacks.
You use the midi_device_set_pre_input_process_func if you want to have a function called at the beginning of the device's process function, generally to poll for input and pass that into midi_device_input
`public void `[`midi_device_input`](#group__midi__device_1gad8d3db8eb35d9cfa51ef036a0a9d70db)`(`[`MidiDevice`](#struct__midi__device)` * device,uint8_t cnt,uint8_t * input)` | Process input bytes. This function parses bytes and calls the appropriate callbacks associated with the given device. You use this function if you are creating a custom device and you want to have midi input.
`public void `[`midi_device_set_send_func`](#group__midi__device_1ga59f5a46bdd4452f186cc73d9e96d4673)`(`[`MidiDevice`](#struct__midi__device)` * device,midi_var_byte_func_t send_func)` | Set the callback function that will be used for sending output data bytes. This is only used if you're creating a custom device. You'll most likely want the callback function to disable interrupts so that you can call the various midi send functions without worrying about locking.
`public void `[`midi_device_set_pre_input_process_func`](#group__midi__device_1ga4de0841b87c04fc23cb56b6451f33b69)`(`[`MidiDevice`](#struct__midi__device)` * device,midi_no_byte_func_t pre_process_func)` | Set a callback which is called at the beginning of the midi_device_process call. This can be used to poll for input data and send the data through the midi_device_input function. You'll probably only use this if you're creating a custom device.
`struct `[`_midi_device`](docs/api_midi_device.md#struct__midi__device) | This structure represents the input and output functions and processing data for a midi device.
Process input bytes. This function parses bytes and calls the appropriate callbacks associated with the given device. You use this function if you are creating a custom device and you want to have midi input.
#### Parameters
* `device` the midi device to associate the input with
Set the callback function that will be used for sending output data bytes. This is only used if you're creating a custom device. You'll most likely want the callback function to disable interrupts so that you can call the various midi send functions without worrying about locking.
#### Parameters
* `device` the midi device to associate this callback with
* `send_func` the callback function that will do the sending
Set a callback which is called at the beginning of the midi_device_process call. This can be used to poll for input data and send the data through the midi_device_input function. You'll probably only use this if you're creating a custom device.
#### Parameters
* `device` the midi device to associate this callback with
* `midi_no_byte_func_t` the actual callback function
# struct `_midi_device` {#struct__midi__device}
This structure represents the input and output functions and processing data for a midi device.
A device can represent an actual physical device [serial port, usb port] or something virtual. You should not need to modify this structure directly.
`enum `[`midi_packet_length_t`](#group__midi__util_1gae29ff56aee2b430ffe53933b97e5e79e) | An enumeration of the possible packet length values.
`public bool `[`midi_is_statusbyte`](#group__midi__util_1ga12e3b42ff9cbb4b4f2bc455fc8743ee5)`(uint8_t theByte)` | Test to see if the byte given is a status byte.
`public bool `[`midi_is_realtime`](#group__midi__util_1gad2f52c363e34a8000d80c983c324e2d7)`(uint8_t theByte)` | Test to see if the byte given is a realtime message.
`public `[`midi_packet_length_t`](#group__midi__util_1gae29ff56aee2b430ffe53933b97e5e79e)` `[`midi_packet_length`](#group__midi__util_1gaa168b43af6ae9de0debce1625e4b8175)`(uint8_t status)` | Find the length of the packet associated with the status byte given.
`public void `[`midi_send_cc`](#group__send__functions_1gaaf884811c92df405ca8fe1a00082f960)`(`[`MidiDevice`](#struct__midi__device)` * device,uint8_t chan,uint8_t num,uint8_t val)` | Send a control change message (cc) via the given device.
`public void `[`midi_send_noteon`](#group__send__functions_1ga467bcf46dbf03ec269ce565b46bc2775)`(`[`MidiDevice`](#struct__midi__device)` * device,uint8_t chan,uint8_t num,uint8_t vel)` | Send a note on message via the given device.
`public void `[`midi_send_noteoff`](#group__send__functions_1gaedb7d8805425eef5d47d57ddcb4c7a49)`(`[`MidiDevice`](#struct__midi__device)` * device,uint8_t chan,uint8_t num,uint8_t vel)` | Send a note off message via the given device.
`public void `[`midi_send_aftertouch`](#group__send__functions_1ga0014847571317a0e34b2ef46a6bc584f)`(`[`MidiDevice`](#struct__midi__device)` * device,uint8_t chan,uint8_t note_num,uint8_t amt)` | Send an after touch message via the given device.
`public void `[`midi_send_pitchbend`](#group__send__functions_1gae5a4a1e71611e7534be80af9ce3d3491)`(`[`MidiDevice`](#struct__midi__device)` * device,uint8_t chan,int16_t amt)` | Send a pitch bend message via the given device.
`public void `[`midi_send_programchange`](#group__send__functions_1ga7b15588ef25e5e1ff09c2afc3151ce86)`(`[`MidiDevice`](#struct__midi__device)` * device,uint8_t chan,uint8_t num)` | Send a program change message via the given device.
`public void `[`midi_send_channelpressure`](#group__send__functions_1gaf23e69fdf812e89c0036f51f88ab2e1b)`(`[`MidiDevice`](#struct__midi__device)` * device,uint8_t chan,uint8_t amt)` | Send a channel pressure message via the given device.
`public void `[`midi_send_clock`](#group__send__functions_1ga4e1b11a7cdb0875f6e03ce7c79c581aa)`(`[`MidiDevice`](#struct__midi__device)` * device)` | Send a clock message via the given device.
`public void `[`midi_send_tick`](#group__send__functions_1ga2b43c7d433d940c5b907595aac947972)`(`[`MidiDevice`](#struct__midi__device)` * device)` | Send a tick message via the given device.
`public void `[`midi_send_start`](#group__send__functions_1ga1569749a8d58ccc56789289d7c7245cc)`(`[`MidiDevice`](#struct__midi__device)` * device)` | Send a start message via the given device.
`public void `[`midi_send_continue`](#group__send__functions_1gaed5dc29d754a27372e89ab8bc20ee120)`(`[`MidiDevice`](#struct__midi__device)` * device)` | Send a continue message via the given device.
`public void `[`midi_send_stop`](#group__send__functions_1ga026e1a620276cb653ac501aa0d12a988)`(`[`MidiDevice`](#struct__midi__device)` * device)` | Send a stop message via the given device.
`public void `[`midi_send_activesense`](#group__send__functions_1ga9b6e4c6ce4719d2604187b325620db37)`(`[`MidiDevice`](#struct__midi__device)` * device)` | Send an active sense message via the given device.
`public void `[`midi_send_reset`](#group__send__functions_1ga3671e39a6d93ca9568fc493001af1b1b)`(`[`MidiDevice`](#struct__midi__device)` * device)` | Send a reset message via the given device.
`public void `[`midi_send_tcquarterframe`](#group__send__functions_1ga5b85639910eec280bb744c934d0fd45a)`(`[`MidiDevice`](#struct__midi__device)` * device,uint8_t time)` | Send a tc quarter frame message via the given device.
`public void `[`midi_send_songposition`](#group__send__functions_1gab1c9eeef3b57a8cd2e6128d18e85eb7f)`(`[`MidiDevice`](#struct__midi__device)` * device,uint16_t pos)` | Send a song position message via the given device.
`public void `[`midi_send_songselect`](#group__send__functions_1ga42de7838ba70d949af9a50f9facc3c50)`(`[`MidiDevice`](#struct__midi__device)` * device,uint8_t song)` | Send a song select message via the given device.
`public void `[`midi_send_tunerequest`](#group__send__functions_1ga8db6c7e04d48e4d2266dd59118ca0656)`(`[`MidiDevice`](#struct__midi__device)` * device)` | Send a tune request message via the given device.
`public void `[`midi_send_byte`](#group__send__functions_1ga857e85eb90b288385642d4d991e09881)`(`[`MidiDevice`](#struct__midi__device)` * device,uint8_t b)` | Send a byte via the given device.
`public void `[`midi_send_data`](#group__send__functions_1ga36e2f2e45369d911b76969361679054b)`(`[`MidiDevice`](#struct__midi__device)` * device,uint16_t count,uint8_t byte0,uint8_t byte1,uint8_t byte2)` | Send up to 3 bytes of data.
`public void `[`midi_send_array`](#group__send__functions_1ga245243cb1da18d2cea18d4b18d846ead)`(`[`MidiDevice`](#struct__midi__device)` * device,uint16_t count,uint8_t * array)` | Send an array of formatted midi data.
This is a generic method for sending data via the given midi device. This would be useful for sending sysex data or messages that are not implemented in this API, if there are any. Please contact the author if you find some so we can add them.
`public uint16_t `[`sysex_encoded_length`](#group__sysex__tools_1ga061e5607030412d6e62e2390d8013f0a)`(uint16_t decoded_length)` | Compute the length of a message after it is encoded.
`public uint16_t `[`sysex_decoded_length`](#group__sysex__tools_1ga121fc227d3acc1c0ea08c9a5c26fa3b0)`(uint16_t encoded_length)` | Compute the length of a message after it is decoded.
`public uint16_t `[`sysex_encode`](#group__sysex__tools_1ga54d77f8d32f92a6f329daefa2b314742)`(uint8_t * encoded,const uint8_t * source,uint16_t length)` | Encode data so that it can be transmitted safely in a sysex message.
@ -21,7 +21,7 @@ If you're having trouble flashing/erasing your board, and running into cryptic e
You're likely going to need to ISP flash your board/device to get it working again. Luckily, this process is pretty straight-forward, provided you have any extra programmable keyboard, Arduino, or Teensy 2.0/Teensy 2.0++. There are also dedicated ISP flashers available for this, but most cost >$15, and it's assumed that if you are googling this error, this is the first you've heard about ISP flashing, and don't have one readily available (whereas you might have some other AVR board). __We'll be using a Teensy 2.0 with Windows 10 in this guide__ - if you are comfortable doing this on another system, please consider editing this guide and contributing those instructions!
* [Teensyduino](https://www.pjrc.com/teensy/td_download.html) (if you're using a Teensy)
@ -38,7 +38,7 @@ This is pretty straight-forward - we'll be connecting like-things to like-things
Flasher VCC <-> Keyboard VCC
Flasher GND <-> Keyboard GND
## The ISP firmware
## The ISP Firmware
Make sure your keyboard is unplugged from any device, and plug in your Teensy.
@ -58,17 +58,17 @@ Then scroll down until you see something that looks like this block of code:
#define LED_ERR 8 // This won't be used unless you have an LED hooked-up to 8 (D3)
#define LED_PMODE 7 // This won't be used unless you have an LED hooked-up to 7 (D2)
And make the changes in the last four lines. If you're using something besides the Teenys 2.0, you'll want to choose something else that makes sense for `LED_HB`. We define `RESET` as `0`/`B0` because that's what's close - if you want to use another pin for some reason, [you can use the pinouts to choose something else](https://www.pjrc.com/teensy/pinout.html).
And make the changes in the last four lines. If you're using something besides the Teensy 2.0, you'll want to choose something else that makes sense for `LED_HB`. We define `RESET` as `0`/`B0` because that's what's close - if you want to use another pin for some reason, [you can use the pinouts to choose something else](https://www.pjrc.com/teensy/pinout.html).
Once you've made your changes, you can click the Upload button (right arrow), which will open up the Teensy flasher app - you'll need to press the reset button on the Teensy the first time, but after that, it's automatic (you shouldn't be flashing this more than once, though). Once flashed, the orange LED on the Teensy will flash on and off, indicating it's ready for some action.
## The .hex file
## The `.hex` File
Before flashing your firmware, you're going to need to and do a little preparation. We'll be appending [this bootloader (also a .hex file)](https://github.com/qmk/qmk_firmware/blob/master/util/bootloader_atmega32u4_1_0_0.hex) to the end of our firmware by opening the original .hex file in a text editor, and removing the last line, which should be `:00000001FF` (this is an EOF message). After that's been removed, copy the entire bootloader's contents and paste it at the end of the original file, and save it.
It's possible to use other bootloaders here in the same way, but __you need a bootloader__, otherwise you'll have to ISP to write new firmware to your keyboard.
## Flashing your firmware
## Flashing Your Firmware
Make sure your keyboard is unplugged from any device, and plug in your Teensy.
Sometimes, you need to hold down a specific key for a long period of time. Whether this is while typing in ALL CAPS, or playing a video game that hasn't implemented auto-run, Key Lock is here to help. Key Lock adds a new keycode, `KC_LOCK`, that will hold down the next key you hit for you. The key is released when you hit it again. Here's an example: let's say you need to type in all caps for a few sentences. You hit KC_LOCK, and then shift. Now, shift will be considered held until you hit it again. You can think of key lock as caps lock, but supercharged.
Here's how to use it:
1. Pick a key on your keyboard. This will be the key lock key. Assign it the keycode `KC_LOCK`. This will be a single-action key: you won't be able to use it for anything else.
2. Enable key lock by including `KEY_LOCK_ENABLE = yes` in your Makefile.
3. That's it!
Important: switching layers does not cancel the key lock. Additionally, key lock is only able to hold standard action keys and One Shot modifier keys (for example, if you have your shift defined as `OSM(KC_LSFT)`; see [One Shot Keys](quantum_keycodes.md#one-shot-keys)). This does not include any of the QMK special functions (except One Shot modifiers), or shifted versions of keys such as KC_LPRN. If it's in the [basic_keycodes](basic_keycodes.md) list, it can be held. If it's not, then it can't be.
When defining a [keymap](keymap.md) each key needs a valid key definition. This page documents the symbols that correspond to keycodes that are available to you in QMK. This is a reference only. Where possible keys link to the page documenting their functionality.
## Keycode Index
|Long Name|Short Name|Description|
|---------|----------|-----------|
|`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`||||
|`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>|</code> |
|`KC_NONUS_HASH`|`KC_NUHS`|Non-US `#` and `~`|
|`KC_NONUS_BSLASH`|`KC_NUBS`|Non-US `\` and <code>|</code> |
|`KC_INT1`|`KC_RO`|JIS `\` and <code>|</code> |
|[`LT(layer, kc)`](feature_common_shortcuts.md#switching-and-toggling-layers)||turn on layer (0-15) when held, kc ([basic keycodes](keycodes_basic.md)) when tapped|
|[`TO(layer)`](feature_common_shortcuts.md#switching-and-toggling-layers)||turn on layer when depressed|
|[`MO(layer)`](feature_common_shortcuts.md#switching-and-toggling-layers)||momentarily turn on layer when depressed (requires `KC_TRNS` on destination layer)|
|[`DF(layer)`](feature_common_shortcuts.md#switching-and-toggling-layers)||sets the base (default) layer|
|[`OSM(mod)`](quantum_keycodes.md#one-shot-keys)||hold mod for one keypress|
|[`OSL(layer)`](quantum_keycodes.md#one-shot-keys)||switch to layer for one keypress|
|[`UNICODE(n)`](unicode.md)|[`UC(n)`](unicode.md)|if `UNICODE_ENABLE`, this will send characters up to `0x7FFF`|
|[`X(n)`](unicode.md)||if `UNICODEMAP_ENABLE`, also sends unicode via a different method|
# Keycodes Overview
When defining a [keymap](keymap.md) each key needs a valid key definition. This page documents the symbols that correspond to keycodes that are available to you in QMK.
This is a reference only. Each group of keys links to the page documenting their functionality in more detail.
|`LCTL_T(kc)`|`CTL_T(kc)` |Left Control when held, `kc` when tapped |
|`RCTL_T(kc)`| |Right Control when held, `kc` when tapped |
|`LSFT_T(kc)`|`SFT_T(kc)` |Left Shift when held, `kc` when tapped |
|`RSFT_T(kc)`| |Right Shift when held, `kc` when tapped |
|`LALT_T(kc)`|`ALT_T(kc)` |Left Alt when held, `kc` when tapped |
|`RALT_T(kc)`|`ALGR_T(kc)` |Right Alt when held, `kc` when tapped |
|`LGUI_T(kc)`|`LCMD_T(kc)`, `RWIN_T(kc)`, `GUI_T(kc)`|Left GUI when held, `kc` when tapped |
|`RGUI_T(kc)`|`RCMD_T(kc)`, `RWIN_T(kc)` |Right 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|
|`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 |
|`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/)|
|`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 |
Basic keycodes are based on [HID Usage Keyboard/Keypad Page(0x07)](http://www.usb.org/developers/hidpage/Hut1_12v2.pdf) with following exceptions:
* `KC_NO` = 0 for no action
* `KC_TRNS` = 1 for layer transparency
* internal special keycodes in the `0xA5-DF` range (tmk heritage).
The basic set of keycodes are based on the [HID Keyboard/Keypad Usage Page (0x07)](http://www.usb.org/developers/hidpage/Hut1_12v2.pdf) with the exception of `KC_NO`, `KC_TRNS` and keycodes in the `0xA5-DF` range. See below for more details.
These keycodes are not part of the Keyboard/Keypad usage page. The `SYSTEM_` keycodes are found in the Generic Desktop page, and the rest are located in the Consumer page.
Windows and macOS use different keycodes for "next track" and "previous track". Make sure you choose the keycode that corresponds to your OS.
These keycodes correspond to characters that are "shifted" on a standard US ANSI keyboards. They do not have dedicated keycodes but are instead typed by holding down shift and then sending a keycode.
@ -6,26 +6,26 @@ It's important to remember that all of these keycodes send a left shift - this m
QMK keymaps are defined inside a C source file. The data structure is an array of arrays. The outer array is a list of layer arrays while the inner layer array is a list of keys. Most keyboards define a `KEYMAP()` macro to help you create this array of arrays.
## Keymap and layers
## Keymap and Layers
In QMK, **`const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS]`** holds multiple **layers** of keymap information in **16 bit** data holding the **action code**. You can define **32 layers** at most.
For trivial key definitions, the higher 8 bits of the **action code** are all 0 and the lower 8 bits holds the USB HID usage code generated by the key as **keycode**.
@ -27,15 +27,13 @@ Respective layers can be validated simultaneously. Layers are indexed with 0 to
Sometimes, the action code stored in keymap may be referred as keycode in some documents due to the TMK history.
### Keymap layer status
Keymap layer has its state in two 32 bit parameters:
### Keymap Layer Status
The state of the Keymap layer is determined by two 32 bit parameters:
* **`default_layer_state`** indicates a base keymap layer(0-31) which is always valid and to be referred.
* **`layer_state`** () has current on/off status of the layer on its each bit.
* **`default_layer_state`** indicates a base keymap layer(0-31) which is always valid and to be referred (the default layer).
* **`layer_state`** has current on/off status of each layer in its bits.
Keymap has its state in two parameter **`default_layer`** indicates a base keymap layer(0-31) which is always valid and to be referred, **`keymap_stat`** is 16bit variable which has current on/off status of layers on its each bit.
Keymap layer '0' is usually `default_layer` and which is the only valid layer and other layers is initially off after boot up firmware, though, you can configured them in `config.h`.
To change `default_layer` will be useful when you switch key layout completely, say you want Colmak instead of Qwerty.
Keymap layer '0' is usually the `default_layer`, with other layers initially off after booting up the firmware, although this can configured differently in `config.h`. It is useful to change `default_layer` when you completely switch a key layout, for example, if you want to switch to Colemak instead of Qwerty.
Initial state of Keymap Change base layout
----------------------- ------------------
@ -52,7 +50,7 @@ To change `default_layer` will be useful when you switch key layout completely,
`--- default_layer = 0 `--- default_layer = 1
layer_state = 0x00000001 layer_state = 0x00000002
On the other hand, you shall change `layer_state` to overlay base layer with some layers for feature such as navigation keys, function key(F1-F12), media keys or special actions.
On the other hand, you can change `layer_state` to overlay the base layer with other layers for features such as navigation keys, function keys (F1-F12), media keys, and/or special actions.
Overlay feature layer
--------------------- bit|status
@ -77,9 +75,9 @@ Note that ***higher layer has higher priority on stack of layers***, namely firm
You can place `KC_TRANS` on overlay layer changes just part of layout to fall back on lower or base layer.
Key with `KC_TRANS` (`KC_TRNS` and `_______` are the alias) doesn't has its own keycode and refers to lower valid layers for keycode, instead.
## Anatomy Of A`keymap.c`
## Anatomy of a`keymap.c`
For this example we will walk through the [default Clueboard keymap](https://github.com/qmk/qmk_firmware/blob/master/keyboards/clueboard/keymaps/default/keymap.c). You'll find it helpful to open that file in another browser window so you can look at everything in context.
For this example we will walk through an [older version of the default Clueboard 66% keymap](https://github.com/qmk/qmk_firmware/blob/ca01d94005f67ec4fa9528353481faa622d949ae/keyboards/clueboard/keymaps/default/keymap.c). You'll find it helpful to open that file in another browser window so you can look at everything in context.
There are 3 main sections of a `keymap.c` file you'll want to concern yourself with:
@ -173,6 +171,8 @@ In this case we've instructed QMK to call the `ACTION_FUNCTION` callback, which
> This `fn_actions[]` interface is mostly for backward compatibility. In QMK, you don't need to use `fn_actions[]`. You can directly use `ACTION_FUNCTION(N)` or any other action code value itself normally generated by the macro in `keymaps[][MATRIX_ROWS][MATRIX_COLS]`. N in `F(N)` can only be 0 to 31. Use of the action code directly in `keymaps` unlocks this limitation.
You can get a full list of Action Functions in [action_code.h](https://github.com/qmk/qmk_firmware/blob/master/tmk_core/common/action_code.h).
#### `action_function()`
To actually handle the keypress event we define an `action_function()`. This function will be called when the key is pressed, and then again when the key is released. We have to handle both situations within our code, as well as determining whether to send/release `KC_ESC` or `KC_GRAVE`.
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.
{% hint style='danger' %}
**Security Note**: While it is possible to use macros to send passwords, credit card numbers, and other sensitive information it is a supremely bad idea to do so. Anyone who gets ahold of your keyboard will be able to access that information by opening a text editor.
{% endhint %}
## The new way: `SEND_STRING()`&`process_record_user`
Sometimes you just want a key to type out words or phrases. For the most common situations we've provided `SEND_STRING()`, which will type out your string for you. All ascii that is easily translated to a keycode is supported (eg `\n\t`).
You can send arbitary keycodes by wrapping them in:
* `SS_TAP()`
* `SS_DOWN()`
* `SS_UP()`
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)`
That can be used like this:
SEND_STRING(SS_LCTRL("a"));
Which would send LCTRL+a (LTRL down, a, LTRL up) - notice that they take strings (eg `"k"`), and not the `X_K` keycodes.
### Alternative keymaps
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));
```
## The old way: `MACRO()`&`action_get_macro`
{% hint style='info' %}
This is inherited from TMK, and hasn't been updated - it's recommend that you use `SEND_STRING` and `process_record_user` instead.
{% endhint %}
By default QMK assumes you don't have any macros. To define your macros you create an `action_get_macro()` function. For example:
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:
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.
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.
### `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: Single-key copy/paste
This example defines a macro which sends `Ctrl-C` when pressed down, and `Ctrl-V` when released.
Mousekeys is a feature that allows you to emulate a mouse using your keyboard. You can move the pointer around, click up to 5 buttons, and even scroll in all 4 directions. QMK uses the same algorithm as the X Window System MouseKeysAccel feature. You can read more about it [on Wikipedia](https://en.wikipedia.org/wiki/Mouse_keys).
## Adding Mousekeys To a Keymap
There are two steps to adding Mousekeys support to your keyboard. You must enable support in the Makefile and you must map mouse actions to keys on your keyboard.
### Adding Mousekeys support in the `Makefile`
To add support for Mousekeys you simply need to add a single line to your keymap's `Makefile`:
```
MOUSEKEY_ENABLE = yes
```
You can see an example here: https://github.com/qmk/qmk_firmware/blob/master/keyboards/clueboard/keymaps/mouse_keys/Makefile
### Mapping Mouse Actions To Keyboard Keys
You can use these keycodes within your keymap to map button presses to mouse actions:
|Long Name|Short Name|Description|
|---------|----------|-----------|
|KC_MS_UP|KC_MS_U|Mouse Cursor Up|
|KC_MS_DOWN|KC_MS_D|Mouse Cursor Down|
|KC_MS_LEFT|KC_MS_L|Mouse Cursor Left|
|KC_MS_RIGHT|KC_MS_R|Mouse Cursor Right|
|KC_MS_BTN1|KC_BTN1|Mouse Button 1|
|KC_MS_BTN2|KC_BTN2|Mouse Button 2|
|KC_MS_BTN3|KC_BTN3|Mouse Button 3|
|KC_MS_BTN4|KC_BTN4|Mouse Button 4|
|KC_MS_BTN5|KC_BTN5|Mouse Button 5|
|KC_MS_WH_UP|KC_WH_U|Mouse Wheel Up|
|KC_MS_WH_DOWN|KC_WH_D|Mouse Wheel Down|
|KC_MS_WH_LEFT|KC_WH_L|Mouse Wheel Left|
|KC_MS_WH_RIGHT|KC_WH_R|Mouse Wheel Right|
|KC_MS_ACCEL0|KC_ACL0|Set Mouse Acceleration Speed to 0|
|KC_MS_ACCEL1|KC_ACL1|Set Mouse Acceleration Speed to 1|
|KC_MS_ACCEL2|KC_ACL2|Set Mouse Acceleration Speed to 2|
You can see an example in the `_ML` here: https://github.com/qmk/qmk_firmware/blob/master/keyboards/clueboard/keymaps/mouse_keys/keymap.c#L46
## Configuring the behavior of Mousekeys
The default speed for controlling the mouse with the keyboard is intentionaly slow. You can adjust these parameters by adding these settings to your keymap's `config.h` file. All times are specified in miliseconds (ms).
```
#define MOUSEKEY_DELAY 300
#define MOUSEKEY_INTERVAL 50
#define MOUSEKEY_MAX_SPEED 10
#define MOUSEKEY_TIME_TO_MAX 20
#define MOUSEKEY_WHEEL_MAX_SPEED 8
#define MOUSEKEY_WHEEL_TIME_TO_MAX 40
```
### `MOUSEKEY_DELAY`
When one of the mouse movement buttons is pressed this setting is used to define the delay between that button press and the mouse cursor moving. Some people find that small movements are impossible if this setting is too low, while settings that are too high feel sluggish.
### `MOUSEKEY_INTERVAL`
When a movement key is held down this specifies how long to wait between each movement report. Lower settings will translate into an effectively higher mouse speed.
### `MOUSEKEY_MAX_SPEED`
As a movement key is held down the speed of the mouse cursor will increase until it reaches `MOUSEKEY_MAX_SPEED`.
### `MOUSEKEY_TIME_TO_MAX`
How long you want to hold down a movement key for until `MOUSEKEY_MAX_SPEED` is reached. This controls how quickly your cursor will accelerate.
### `MOUSEKEY_WHEEL_MAX_SPEED`
The top speed for scrolling movements.
### `MOUSEKEY_WHEEL_TIME_TO_MAX`
How long you want to hold down a scroll key for until `MOUSEKEY_WHEEL_MAX_SPEED` is reached. This controls how quickling your scrolling will accelerate.
QMK is a powerful Open Source firmware for your mechanical keyboard. You can use QMK to customize your keyboard in ways both simple and powerful. People of all skill levels, from complete newbie to master programmer, have successfully used QMK to customize their keyboard. This guide will help you do the same, no matter your skill level.
Not sure if your keyboard can run QMK? If it's a mechanical keyboard you built yourself chances are good it can. We support a [large number of hobbyist boards](http://qmk.fm/keyboards/), so even if your current keyboard can't run QMK you shouldn't have trouble finding one to suit your needs.
## Overview
There are 4 main sections to this guide:
* [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)
This guide is focused on helping someone who has never compiled software before. It makes choices and recommendations based on that viewpoint. There are alternative methods for many of these procedures, and we support most of those alternatives. If you have any doubt about how to accomplish a task you can [ask us for guidance](getting_started_getting_help.md).
Now that you have setup your build environment you are ready to start building custom firmware. For this section of the guide we will bounce between 3 programs- your file manager, your text editor, and your terminal window. Keep all 3 open until you are done and happy with your keyboard firmware.
If you have closed and reopened your terminal window since following the first part of the guide, don't forget to `cd qmk_firmware` so that your terminal is in the correct directory.
## Navigate To Your Keymaps Folder
Start by navigating to the `keymaps` folder for your keyboard.
{% hint style='info' %}
If you are on macOS or Windows there are commands you can use to easily open the keymaps folder.
macOS:
open keyboards/<keyboard_folder>/keymaps
Windows:
start keyboards/<keyboard_folder>/keymaps
{% endhint %}
## Create a Copy Of The `default` Keymap
Once you have the `keymaps` folder open you will want to create a copy of the `default` folder. We highly recommend you name your folder the same as your GitHub username, but you can use any name you want as long as it contains only lower case letters, numbers, and the underscore character.
## Open `keymap.c` In Your Favorite Text Editor
Open up your `keymap.c`. Inside this file you'll find the structure that controls how your keyboard behaves. At the top of `keymap.c` there may be some defines and enums that make the keymap easier to read. Farther down you'll find a line that looks like this:
This line indicates the start of the list of Layers. Below that you'll find lines containing either `LAYOUT` or `KEYMAP`, and these lines indicate the start of a layer. Below that line is the list of keys that comprise a that particular layer.
{% hint style='danger' %}
When editing your keymap file be careful not to add or remove any commas. If you do you will prevent your firmware from compiling and it may not be easy to figure out where the extra, or missing, comma is.
{% endhint %}
## Customize The Layout To Your Liking
How to complete this step is entirely up to you. Make the one change that's been bugging you, or completely rework everything. You can remove layers if you don't need all of them, or add layers up to a total of 32. Check the following documentation to find out what you can define here:
* [Keycodes](keycodes.md)
* [Features](features.md)
* [FAQ](faq.md)
{% hint style='info' %}
While you get a feel for how keymaps work, keep each change small. Bigger changes make it harder to debug any problems that arise.
{% endhint %}
## Build Your Firmware
When your changes to the keymap are complete you will need to build the firmware. To do so go back to your terminal window and run the build command:
make <my_keyboard>:<my_keymap>
For example, if your keymap is named "xyverz" and you're building a keymap for a rev5 planck, you'll use this command:
make planck/rev5:xyverz
While this compiles you will have a lot of output going to the screen informing you of what files are being compiled. It should end with output that looks similar to this:
```
Linking: .build/planck_rev5_xyverz.elf [OK]
Creating load file for flashing: .build/planck_rev5_xyverz.hex [OK]
Copying planck_rev5_xyverz.hex to qmk_firmware folder [OK]
Checking file size of planck_rev5_xyverz.hex [OK]
* File size is fine - 18392/28672
```
## Flash Your Firmware
Move on to [Flashing Firmware](newbs_flashing.md) to learn how to write your new firmware to your keyboard.
Now that you've built a custom firmware file you'll want to flash your keyboard.
## Flashing Your Keyboard with QMK Toolbox
The simplest way to flash your keyboard will be with the [QMK Toolbox](https://github.com/qmk/qmk_toolbox/releases).
However, the QMK Toolbox is only available for Windows and macOS currently. If you're using Linux (or just wish to flash the firmware from the command line), you'll have to use the [method outlined below](newbs_flashing.md#flash-your-keyboard-from-the-command-line).
### Load The File Into QMK Toolbox
Begin by opening the QMK Toolbox application. You'll want to locate the firmware file in Finder or Explorer. Your keyboard firmware may be in one of two formats- `.hex` or `.bin`. QMK tries to copy the appropriate one for your keyboard into the root `qmk_firmware` directory.
{% hint style='info' %}
If you are on Windows or macOS there are commands you can use to easily open the current firmware folder in Explorer or Finder.
Windows:
start .
macOS:
open .
{% endhint %}
The firmware file always follows this naming format:
<keyboard_name>_<keymap_name>.{bin,hex}
For example, the `plank/rev5` with a `default` keymap will have this filename:
planck_rev5_default.hex
Once you have located your firmware file drag it into the "Local file" box in QMK Toolbox, or click "Open" and navigate to where your firmware file is stored.
### Put Your Keyboard Into DFU (Bootloader) Mode
In order to flash your custom firmware you have to put your keyboard into a special flashing mode. While it is in this mode you will not be able to type or otherwise use your keyboard. It is very important that you do not unplug your keyboard or otherwise interrupt the flashing process while the firmware is being written.
Different keyboards have different ways to enter this special mode. If your PCB currently runs QMK or TMK and you have not been given specific instructions try the following, in order:
* Hold down both shift keys and press `Pause`
* Hold down both shift keys and press `B`
* Unplug your keyboard, hold down the Spacebar and `B` at the same time, plug in your keyboard and wait a second before releasing the keys
* Press the physical `RESET` button on the bottom of the PCB
* Locate header pins on the PCB labeled `BOOT0` or `RESET`, short those together while plugging your PCB in
When you are successful you will see a message similar to this in QMK Toolbox:
First thing you'll need to know is which bootloader that your keyboard uses. There are four main bootloaders that are used, usually. Pro-Micro and clones use CATERINA, and Teensy's use Halfkay, OLKB boards use QMK-DFU, and other atmega32u4 chips use DFU.
You can find more information about the bootloaders in the [Flashing Instructions and Bootloader Information](flashing.md) page.
If you know what bootloader that you're using, then when compiling the firmware, you can actually add some extra text to the `make` command to automate the flashing process.
### DFU
For the DFU bootloader, when you're ready to compile and flash your firmware, open up your terminal window and run the built command:
make <my_keyboard>:<my_keymap>:dfu
For example, if your keymap is named "xyverz" and you're building a keymap for a rev5 planck, you'll use this command:
make planck/rev5:xyverz:dfu
Once it finishes compiling, it should output the following:
```
Linking: .build/planck_rev5_xyverz.elf [OK]
Creating load file for flashing: .build/planck_rev5_xyverz.hex [OK]
Copying planck_rev5_xyverz.hex to qmk_firmware folder [OK]
Checking file size of planck_rev5_xyverz.hex
* File size is fine - 18574/28672
```
After it gets to this point, the build script will look for the DFU bootloader every 5 seconds. It will repeat the following until the device is found or you cancel it.
dfu-programmer: no device present.
Error: Bootloader not found. Trying again in 5s.
Once it does this, you'll want to reset the controller. It should then show output similiar to this:
```
*** Attempting to flash, please don't remove device
0x5600 bytes written into 0x7000 bytes memory (76.79%).
>>> dfu-programmer atmega32u4 reset
```
If you have any issues with this, you may need to this:
sudo make <my_keyboard>:<my_keymap>:dfu
### Caterina
For Arduino boards and their close (such as the SparkFun ProMicro), when you're ready to compile and flash your firmware, open up your terminal window and run the built command:
make <my_keyboard>:<my_keymap>:avrdude
For example, if your keymap is named "xyverz" and you're building a keymap for a rev2 Lets Split, you'll use this command:
make lets_split/rev2:xyverz:avrdude
Once the firmware finishes compiling, it will output something like this:
```
Linking: .build/lets_split_rev2_xyverz.elf [OK]
Creating load file for flashing: .build/lets_split_rev2_xyverz.hex [OK]
Checking file size of lets_split_rev2_xyverz.hex [OK]
* File size is fine - 27938/28672
Detecting USB port, reset your controller now..............
```
At this point, reset the board and then the script will detect the bootloader and then flash the board. The output should look something like this:
```
Detected controller on USB port at /dev/ttyS15
Connecting to programmer: .
Found programmer: Id = "CATERIN"; type = S
Software Version = 1.0; No Hardware Version given.
Programmer supports auto addr increment.
Programmer supports buffered memory access with buffersize=128 bytes.
Programmer supports the following devices:
Device code: 0x44
avrdude.exe: AVR device initialized and ready to accept instructions
Congrats! Your custom firmware has been programmed to your keyboard!
Give it a try and make sure everything works the way you want it to. We've written [Testing and Debugging](newbs_testing_debugging.md) to round out this Newbie Guide, so head over there to learn about how to troubleshoot your custom functionality.
Your computer keyboard has a processor inside of it, not unlike the one inside your computer. This processor runs software that is responsible for detecting button presses and sending reports about the state of the keyboard when they are pressed or released. QMK fills the role of that software, detecting button presses and passing that information on to the host computer. When you build your custom layout you are creating the equivalent of an .exe for your keyboard.
QMK tries to put a lot of power into your hands by making easy things easy, and hard things possible. You don't have to know how to program to create powerful layouts, you only have to follow a few simple syntax rules.
# Getting Started
Before you can build keymaps you need to install some software and setup your build environment. This only has to be done one time no matter how many keyboards you want to compile firmware for.
## Download Software
### Text Editor
You'll need a program that can edit and save **plain text** files. If you are on Windows you can make due with Notepad, and on Linux you can use Gedit, both of which are simple but functional text editors. On macOS you can not use TextEdit.app, it will not save plain text files. You will need to install another program such as Sublime Text.
{% hint style='info' %}
Not sure which text editor to use? Laurence Bradford wrote [a great introduction](https://learntocodewith.me/programming/basics/text-editors/) to the subject.
{% endhint %}
### QMK Toolbox
QMK Toolbox is a Windows and macOS program that allows you to both program and debug your custom keyboard. You will want to install it so that you can easily flash your keyboard and receive the debugging messages that your keyboard will print.
We've tried to make QMK as easy to setup as possible. You only have to prepare your Linux or Unix environment and let QMK install the rest.
{% hint style="info" %}
If you haven't worked with the Linux/Unix command line before there are a few basic concepts and commands you should learn. These resources will teach you enough to work with QMK:
* [Must Know Linux Commands](https://www.guru99.com/must-know-linux-commands.html)
* Follow the installation instructions on the msys2 homepage: http://www.msys2.org
* Close any open msys2 terminals, and open a new terminal
* Install git by running this command: `pacman -S git`
### macOS
You will need to install homebrew. Follow the instructions on the homebrew homepage: https://brew.sh
### Linux
You will need to install git. It's extremely likely you already have it, but if not one of the following commands should install it:
* Debian/Ubuntu/Devuan: `apt-get install git`
* Fedora/Redhat/Centos: `yum install git`
* Arch: `pacman -S git`
## Download QMK
Once you have setup your Linux/Unix environment you are ready to download QMK. We will do this by using git to "clone" the QMK repository. Open a Terminal or MSYS2 Console window and leave it open for the remainder of this guide. Inside that window run these two commands:
git clone https://github.com/qmk/qmk_firmware.git
cd qmk_firmware
{% hint style='info' %}
If you already know [how to use GitHub](getting_started_github.md) we recommend you create and clone your own fork instead. If you don't know what that means you can safely ignore this message.
{% endhint %}
## Setup QMK
QMK comes with a script to help you setup the rest of what you'll need. You should run it now by typing in this command:
./util/qmk_install.sh
## Test Your Build Environment
Now that your QMK build environment is setup you can build a firmware for your keyboard. Start by trying to build the default layout for your keyboard. You should be able to do that with a command in this format:
make <keyboard>:default
For example, to build a firmware for a Clueboard 66% use:
make clueboard/66/rev3:default
When it is done you should have a lot of output that ends similar to this:
Once you've flashed your keyboard with a custom firmware you're ready to test it out. With a little bit of luck everything will work perfectly, but if not this document will help you figure out what's wrong.
## Testing
Testing your keyboard is usually pretty straightforward. Press every single key and make sure it sends the keys you expect. There are even programs that will help you make sure that no key is missed.
Note: These programs are not provided by or endorsed by QMK.
[QMK Toolbox](https://github.com/qmk/qmk_toolbox) will show messages from your keyboard if you have `CONSOLE_ENABLE = yes` in your `rules.mk`. By default the output is very limited, but you can turn on debug mode to increase the amount of debug output. Use the `DEBUG` keycode in your keymap, or use the [Command](feature_command.md) feature to enable debug mode.
<!-- FIXME: Describe the debugging messages here. -->
## Sending Your Own Debug Messages
Sometimes it's useful to print debug messages from within your [custom code](custom_quantum_functions.md). Doing so is pretty simple. Start by including `print.h` at the top of your file:
#include<print.h>
After that you can use a few different print functions:
* `print("string")`: Print a simple string.
* `sprintf("%s string", var)`: Print a formatted string
* `dprint("string")` Print a simple string, but only when debug mode is enabled
* `dprintf("%s string", var)`: Print a formatted string, but only when debug mode is enabled
This page describes the technical details of porting an existing keyboard to QMK. If you're looking to add your keyboard to QMK, please [look through these guidelines](adding_a_keyboard_to_qmk.md)!
If your keyboard is running an Atmega chip (atmega32u4 and others), it's pretty easy to get things setup for compiling your own firmware to flash onto your board. There is a `/util/new_project.sh <keyboard>` script to help get you started - you can simply pass your keyboard's name into the script, and all of the necessary files will be created. The components of each are described below.
## `/keyboards/<keyboard>/config.h`
The `USB Device descriptor parameter` block contains parameters are used to uniquely identify your keyboard, but they don't really matter to the machine.
Your `MATRIX_ROWS` and `MATRIX_COLS` are the numbers of rows and cols in your keyboard matrix - this may be different than the number of actual rows and columns on your keyboard. There are some tricks you can pull to increase the number of keys in a given matrix, but most keyboards are pretty straight-forward.
The `MATRIX_ROW_PINS` and `MATRIX_COL_PINS` are the pins your MCU uses on each row/column. Your schematic (if you have one) will have this information on it, and the values will vary depending on your setup. This is one of the most important things to double-check in getting your keyboard setup correctly.
For the `DIODE_DIRECTION`, most hand-wiring guides will instruct you to wire the diodes in the `COL2ROW` position, but it's possible that they are in the other - people coming from EasyAVR often use `ROW2COL`. Nothing will function if this is incorrect.
`BACKLIGHT_PIN` is the pin that your PWM-controlled backlight (if one exists) is hooked-up to. Currently only B5, B6, and B7 are supported.
`BACKLIGHT_BREATHING` is a fancier backlight feature that adds breathing/pulsing/fading effects to the backlight. It uses the same timer as the normal backlight. These breathing effects must be called by code in your keymap.
`BACKLIGHT_LEVELS` is how many levels exist for your backlight - max is 15, and they are computed automatically from this number.
## `/keyboards/<keyboard>/rules.mk`
The values at the top likely won't need to be changed, since most boards use the `atmega32u4` chip. The `BOOTLOADER_SIZE` will need to be adjusted based on your MCU type. It's defaulted to the Teensy, since that's the most common controller. Below is quoted from the `Makefile`.
```
# Boot Section Size in *bytes*
# Teensy halfKay 512
# Teensy++ halfKay 1024
# Atmel DFU loader 4096
# LUFA bootloader 4096
# USBaspLoader 2048
OPT_DEFS += -DBOOTLOADER_SIZE=512
```
At the bottom of the file, you'll find lots of features to turn on and off - all of these options should be set with `?=` to allow for the keymap overrides. `?=` only assigns if the variable was previously undefined. For the full documenation of these features, see the [Makefile options](getting_started_make_guide.md#makefile-options).
## `/keyboards/<keyboard>/readme.md`
This is where you'll describe your keyboard - please write as much as you can about it! Talking about default functionality/features is useful here. Feel free to link to external pages/sites if necessary. Images can be included here as well, as long as they're hosted elsewhere (imgur).
## `/keyboards/<keyboard>/<keyboard>.c`
This is where all of the custom logic for your keyboard goes - you may not need to put anything in this file, since a lot of things are configured automatically. All of the `*_kb()` functions are defined here. If you modify them, remember to keep the calls to `*_user()`, or things in the keymaps might not work. You can read more about the functions [here](custom_quantum_functions.md).
## `/keyboards/<keyboard>/<keyboard>.h`
Here is where you can (optionally) define your `KEYMAP` function to remap your matrix into a more readable format. With ortholinear boards, this isn't always necessary, but it can help to accomodate the dead spots on your matrix, where there are keys that take up more than one space (2u, staggering, 6.25u, etc). The example shows the difference between the physical keys, and the matrix design:
```
#define KEYMAP( \
k00, k01, k02, \
k10, k11 \
) \
{ \
{ k00, k01, k02 }, \
{ k10, KC_NO, k11 }, \
}
```
Each of the `kxx` variables needs to be unique, and usually follows the format `k<row><col>`. You can place `KC_NO` where your dead keys are in your matrix.
@ -42,7 +42,7 @@ The values at the top likely won't need to be changed, since most boards use the
OPT_DEFS += -DBOOTLOADER_SIZE=512
```
At the bottom of the file, you'll find lots of features to turn on and off - all of these options should be set with `?=` to allow for the keymap overrides. `?=` only assigns if the variable was previously undefined. For the full documenation of these features, see the [Makefile options](#makefile-options).
At the bottom of the file, you'll find lots of features to turn on and off - all of these options should be set with `?=` to allow for the keymap overrides. `?=` only assigns if the variable was previously undefined. For the full documentation of these features, see the [Makefile options](#makefile-options).
## `/keyboards/<keyboard>/readme.md`
@ -54,7 +54,7 @@ This is where all of the custom logic for your keyboard goes - you may not need
## `/keyboards/<keyboard>/<keyboard>.h`
Here is where you can (optionally) define your `KEYMAP` function to remap your matrix into a more readable format. With ortholinear boards, this isn't always necessary, but it can help to accomodate the dead spots on your matrix, where there are keys that take up more than one space (2u, staggering, 6.25u, etc). The example shows the difference between the physical keys, and the matrix design:
Here is where you can (optionally) define your `KEYMAP` function to remap your matrix into a more readable format. With ortholinear boards, this isn't always necessary, but it can help to accommodate the dead spots on your matrix, where there are keys that take up more than one space (2u, staggering, 6.25u, etc). The example shows the difference between the physical keys, and the matrix design:
@ -6,17 +6,17 @@ All keycodes within quantum are numbers between `0x0000` and `0xFFFF`. Within yo
On this page we have documented keycodes between `0x00FF` and `0xFFFF` which are used to implement advanced quantum features. If you define your own custom keycodes they will be put into this range as well.
## QMK keycodes
## QMK Keycodes
|Name|Description|
|----|-----------|
|`RESET`|Put the keyboard into DFU mode for flashing|
|`DEBUG`|Toggles debug mode|
|`KC_GESC`/`GRAVE_ESC`|Acts as escape when pressed normally but when pressed with Shift or GUI will send a ```|
|`KC_LSPO`|Left shift when held, open paranthesis when tapped|
|`KC_RSPC`|Right shift when held, close paranthesis when tapped|
Software provided by Atmel for flashing AVR devices. We generally recommend [QMK Flasher](https://github.com/qmk/qmk_flasher) instead, but for some advanced use cases FLIP is required.
## git
Versioning software used at the command line
## GitHub
The website that hosts most of the QMK project. It provides integration with git, issue tracking, and other features that help us run QMK.
## ISP
In-system programming, a method of programming an AVR chip using external hardware and the JTAG pins.
## hid_listen
An interface for receiving debugging messages from your keyboard. You can view these messages using [QMK Flasher](https://github.com/qmk/qmk_flasher) or [PJRC's hid_listen](https://www.pjrc.com/teensy/hid_listen.html)
## Keycode
A 2-byte number that represents a particular key. `0x00`-`0xFF` are used for [Basic Keycodes](keycodes_basic.md) while `0x100`-`0xFFFF` are used for [Quantum Keycodes](quantum_keycodes.md).
## Key Down
An event that happens when a key is pressed down, but is completed before a key is released.
## Key Up
An event that happens when a key is released.
## Keymap
An array of keycodes mapped to a physical keyboard layout, which are processed on key presses and releases
## Layer
An abstraction used to allow a key to serve multiple purposes. The highest active layer takes precedence.
## Leader Key
A feature that allows you to tap the leader key followed by a sequence of 1, 2, or 3 keys to activate key presses or other quantum features.
Light Emitting Diode, the most common device used for indicators on a keyboard.
## Make
Software package that is used to compile all the source files. You run `make` with various options to compile your keyboard firmware.
## Matrix
A wiring pattern of columns and rows that enables the MCU to detect keypresses with a fewer number of pins. The matrix often incorporates diodes to allow for NKRO.
## Macro
A feature that lets you send multiple keypress events (hid reports) after having pressed only a single key.
* [Macro Documentation](feature_macros.md)
## MCU
Microcontrol Unit, the processor that powers your keyboard.
## Modifier
A key that is held down while typing another key to modify the action of that key. Examples include Ctrl, Alt, and Shift.
## Mousekeys
A feature that lets you control your mouse cursor and click from your keyboard.
A term that applies to keyboards that are capable of reporting any number of key-presses at once.
## Oneshot Modifier
A modifier that acts as if it is held down until another key is released, so you can press the mod and then press the key, rather than holding the mod while pressing the key. Also known as a Sticky key or a Dead key.
## ProMicro
A low cost AVR development board. Clones of this device are often found on ebay very inexpensively (under $5) but people often struggle with flashing their pro micros.
## Pull Request
A request to submit code to QMK. We encourage all users to submit Pull Requests for their personal keymaps.
## QWERTY
The standard English keyboard layout, and often a shortcut for other language's standard layouts. Named for the first 6 letters on the keyboard.
## QWERTZ
The standard Deutsche (German) keyboard layout. Named for the first 6 letters on the keyboard.
## Rollover
The term for pressing a key while a key is already held down. Variants include 2KRO, 6KRO, and NKRO.
## Scancode
A 1 byte number that is sent as part of a HID report over USB that represents a single key. These numbers are documented in the [HID Usage Tables](http://www.usb.org/developers/hidpage/Hut1_12v2.pdf) published by the [USB-IF](http://www.usb.org/).
## Space Cadet Shift
A special set of shift keys which allow you to type various types of braces by tapping the left or right shift one or more times.
Pressing and releasing a key. In some situations you will need to distinguish between a key down and a key up event, and Tap always refers to both at once.
## Tap Dance
A feature that lets you assign multiple keycodes to the same key based on how many times you press it.
* [Tap Dance Documentation](feature_tap_dance.md)
## Teensy
A low-cost AVR development board that is commonly used for hand-wired builds. A teensy is often chosen despite costing a few dollars more due to its halfkay bootloader, which makes flashing very simple.
## Underlight
A generic term for LEDs that light the underside of the board. These LED's typically shine away from the bottom of the PCB and towards the surface the keyboard rests on.
## Unicode
In the larger computer world Unicode is a set of encoding schemes for representing characters in any language. As it relates to QMK it means using various OS schemes to send unicode codepoints instead of scancodes.
* [Unicode Documentation](feature_unicode.md)
## Unit Testing
A framework for running automated tests against QMK. Unit testing helps us be confident that our changes do not break anything.
* [Unit Testing Documentation](unit_testing.md)
## USB
Universal Serial Bus, the most common wired interface for a keyboard.
## USB Host (or simply Host)
The USB Host is your computer, or whatever device your keyboard is plugged into.
# Couldn't Find the Term You're Looking For?
[Open an issue](https://github.com/qmk/qmk_firmware/issues) with your question and the term in question could be added here. Better still, open a pull request with the definition. :)
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.
To use it, use `KC_LSPO` (Left Shift, Parens Open) for your left Shift on your keymap, and `KC_RSPC` (Right Shift, Parens Close) for your right Shift.
It's defaulted to work on US keyboards, but if your layout uses different keys for parenthesis, you can define those in your `config.h` like this:
#define LSPO_KEY KC_9
#define RSPC_KEY KC_0
You can also choose between different rollover behaviors of the shift keys by defining:
#define DISABLE_SPACE_CADET_ROLLOVER
in your `config.h`. Disabling rollover allows you to use the opposite shift key to cancel the space cadet state in the event of an erroneous press instead of emitting a pair of parentheses when the keys are released.
The only other thing you're going to want to do is create a `Makefile` in your keymap directory and set the following:
```
COMMAND_ENABLE = no # Commands for debug and configuration
```
This is just to keep the keyboard from going into command mode when you hold both Shift keys at the same time.
[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/deactive Plover.
In this mode Plover expects to speak with a steno machine over a serial port so QMK will present itself to the operating system as a virtual serial port in addition to a keyboard. By default QMK will speak the TX Bolt protocol but can be switched to GeminiPR; the last protocol used is stored in non-volatile memory so QMK will use the same protocol on restart.
> 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!
* More resources at the Plover [Learning Stenography](https://github.com/openstenoproject/plover/wiki/Learning-Stenography) wiki
## 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.
# Tap Dance: A single key can do 3, 5, or 100 different things
<!-- FIXME: Break this up into multiple sections -->
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.
To make it clear how this is different from `ACTION_FUNCTION_TAP`, lets explore a certain setup! We want one key to send `Space` on single tap, but `Enter` on double-tap.
With `ACTION_FUNCTION_TAP`, it is quite a rain-dance to set this up, and has the problem that when the sequence is interrupted, the interrupting key will be send first. Thus, `SPC a` will result in `a SPC` being sent, if they are typed within `TAPPING_TERM`. With the tap dance feature, that'll come out as `SPC a`, correctly.
The implementation hooks into two parts of the system, to achieve this: into `process_record_quantum()`, and the matrix scan. We need the latter to be able to time out a tap sequence even when a key is not being pressed, so `SPC` alone will time out and register after `TAPPING_TERM` time.
But lets start with how to use it, first!
First, you will need `TAP_DANCE_ENABLE=yes` in your `Makefile`, because the feature is disabled by default. This adds a little less than 1k to the firmware size. Next, you will want to define some tap-dance keys, which is easiest to do with the `TD()` macro, that - similar to `F()`, takes a number, which will later be used as an index into the `tap_dance_actions` array.
This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are three possible options:
* `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when tapped once, `kc2` otherwise. When the key is held, the appropriate keycode is registered: `kc1` when pressed and held, `kc2` when tapped once, then pressed and held.
* `ACTION_TAP_DANCE_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 on when the dance action finishes (like the previous option), and the last function when the tap dance action resets.
The first option is enough for a lot of cases, that just want dual roles. For example, `ACTION_TAP_DANCE(KC_SPC, KC_ENT)` will result in `Space` being sent on single-tap, `Enter` otherwise.
And that's the bulk of it!
And now, on to the explanation of how it 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 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 that timeframe. This allows for longer tap counts, with minimal impact on responsiveness.
Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys.
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 `makefile`, 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: