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  1. # Corne Keyboard (CRKBD)
  2. Also known (incorrectly) as the `HeliDox`.
  3. ![Crkbd](https://user-images.githubusercontent.com/736191/40575636-6fba63a4-6123-11e8-9ca0-3f990f1f9f4c.jpg)
  4. ![Crkbd](https://user-images.githubusercontent.com/736191/40887871-0eead5dc-678a-11e8-9518-e3ad9e5d2bac.png)
  5. A split keyboard with 3x6 vertically staggered keys and 3 thumb keys.
  6. Keyboard Maintainer: [foostan](https://github.com/foostan/) [@foostan](https://twitter.com/foostan)
  7. Hardware Supported: Crkbd PCB, Pro Micro
  8. Hardware Availability: [PCB & Case Data](https://github.com/foostan/crkbd)
  9. Make example for this keyboard (after setting up your build environment):
  10. ```sh
  11. make crkbd:default
  12. ```
  13. See the [build environment setup](https://docs.qmk.fm/#/getting_started_build_tools) and the [make instructions](https://docs.qmk.fm/#/getting_started_make_guide) for more information. Brand new to QMK? Start with our [Complete Newbs Guide](https://docs.qmk.fm/#/newbs).
  14. ## RGB Matrix
  15. The Corne Keyboard also supports using the RGB Matrix feature, in place of RGB Light. This provids a better experience when using the keyboard, as it supports a number of per key effects properly. If you're not using the in switch LEDs, then you may want to pass on doing this.
  16. In your keymap's `rules.mk` file, add the following:
  17. ```make
  18. RGBLIGHT_ENABLE = no
  19. RGB_MATRIX_ENABLE = WS2812
  20. ```
  21. And in your `config.h` file, add the following:
  22. ```c
  23. #ifdef RGB_MATRIX_ENABLE
  24. # define RGB_MATRIX_KEYPRESSES // reacts to keypresses
  25. // # define RGB_MATRIX_KEYRELEASES // reacts to keyreleases (instead of keypresses)
  26. // # define RGB_DISABLE_AFTER_TIMEOUT 0 // number of ticks to wait until disabling effects
  27. # define RGB_DISABLE_WHEN_USB_SUSPENDED true // turn off effects when suspended
  28. # define RGB_MATRIX_FRAMEBUFFER_EFFECTS
  29. // # define RGB_MATRIX_LED_PROCESS_LIMIT (DRIVER_LED_TOTAL + 4) / 5 // limits the number of LEDs to process in an animation per task run (increases keyboard responsiveness)
  30. // # define RGB_MATRIX_LED_FLUSH_LIMIT 16 // limits in milliseconds how frequently an animation will update the LEDs. 16 (16ms) is equivalent to limiting to 60fps (increases keyboard responsiveness)
  31. # define RGB_MATRIX_MAXIMUM_BRIGHTNESS 150 // limits maximum brightness of LEDs to 150 out of 255. Higher may cause the controller to crash.
  32. # define RGB_MATRIX_HUE_STEP 8
  33. # define RGB_MATRIX_SAT_STEP 8
  34. # define RGB_MATRIX_VAL_STEP 8
  35. # define RGB_MATRIX_SPD_STEP 10
  36. /* Disable the animations you don't want/need. You will need to disable a good number of these *
  37. * because they take up a lot of space. Disable until you can successfully compile your firmware. */
  38. // # define DISABLE_RGB_MATRIX_ALPHAS_MODS
  39. // # define DISABLE_RGB_MATRIX_GRADIENT_UP_DOWN
  40. // # define DISABLE_RGB_MATRIX_BREATHING
  41. // # define DISABLE_RGB_MATRIX_CYCLE_ALL
  42. // # define DISABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT
  43. // # define DISABLE_RGB_MATRIX_CYCLE_UP_DOWN
  44. // # define DISABLE_RGB_MATRIX_CYCLE_OUT_IN
  45. // # define DISABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL
  46. // # define DISABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON
  47. // # define DISABLE_RGB_MATRIX_DUAL_BEACON
  48. // # define DISABLE_RGB_MATRIX_RAINBOW_BEACON
  49. // # define DISABLE_RGB_MATRIX_RAINBOW_PINWHEELS
  50. // # define DISABLE_RGB_MATRIX_RAINDROPS
  51. // # define DISABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS
  52. // # define DISABLE_RGB_MATRIX_TYPING_HEATMAP
  53. // # define DISABLE_RGB_MATRIX_DIGITAL_RAIN
  54. // # define DISABLE_RGB_MATRIX_SOLID_REACTIVE
  55. // # define DISABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE
  56. // # define DISABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE
  57. // # define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE
  58. // # define DISABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS
  59. // # define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS
  60. // # define DISABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS
  61. // # define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS
  62. // # define DISABLE_RGB_MATRIX_SPLASH
  63. // # define DISABLE_RGB_MATRIX_MULTISPLASH
  64. // # define DISABLE_RGB_MATRIX_SOLID_SPLASH
  65. // # define DISABLE_RGB_MATRIX_SOLID_MULTISPLASH
  66. #endif
  67. ```
  68. However, to properly handle the LED matrix, two LED maps had to be used. One for the left half, and one for the right half. For the left, you don't need to do anything. That's the default setup. But for the right side, you need to add `RGB_MATRIX_SPLIT_RIGHT=yes` needs to be added to the command.
  69. First, compile and flash the left half. Then when that's done, recompile with the setting above. It should look something like:
  70. ```sh
  71. make crkbd:default RGB_MATRIX_SPLIT_RIGHT=yes
  72. ```
  73. And then flash this new firmware image.
  74. After this is done, you should be able to use the normal RGB keycodes, but you'll see the RGB Matrix effects in use, giving a much better experience.