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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. 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.