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If you have an idea for a custom feature or extra hardware connection, we'd love to accept it into QMK! These are generally done via [pull request](https://github.com/qmk/qmk_firmware/pulls) after forking, and here are some things to keep in mind when creating one:
* **Disable 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, [open an issue](https://github.com/qmk/qmk_firmware/issues) for everyone to discuss it!
* **Compile locally before submitting** - hopefully this one is obvious, but things need to compile! Our Travis system will catch any issues, but it's generally faster for you to compile a few keyboards locally instead of waiting for the results to come back.
* **Consider subprojects and different chip-bases** - there are several keyboards that have subprojects that have allow for slightly different configurations, and even different chip-bases. Try to make a feature supported in ARM and AVR, or automatically disabled in one that doesn't work.
* **Explain your feature** - submitting a markdown write-up of what your feature does with your PR may be needed, and it will allow a collaborator to easily copy it into the wiki for documentation (after proofing and editing).
* **Don't refactor code** - to maintain a clear vision of how things are laid out in QMK, we try to plan out refactors in-depth, and have a collaborator make the changes. If you have an idea for refactoring, or suggestions, [open an issue](https://github.com/qmk/qmk_firmware/issues).

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

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### Windows 10
Due to some issues with the "Windows (Vista and later)" instructions below, we now recommend following these instructions if you use Windows, which will allow you to use the Windows Subsystem for Linux to compile the firmware. If you are not using Windows 10 with the Anniversary Update installed (which came out in July 2016), you will need to use one of the other methods, such as Docker, Vagrant, or the instructions for Vista and later.
If you use this method, you will need to use a standalone tool to flash the firmware to the keyboard after you compile it. We recommend the official [QMK Firmware Flasher](https://github.com/qmk/qmk_firmware_flasher/releases). This is because the Windows 10 Subsystem for Linux lacks [libUSB support](https://wpdev.uservoice.com/forums/266908-command-prompt-console-bash-on-ubuntu-on-windo/suggestions/13355724-unable-to-access-usb-devices-from-bash), so it can't access the keyboard's microcontroller. Please add your vote for Microsoft to fix this issue using the link!
Here are the steps
1. Install the Windows 10 subsystem for Linux, following [these instructions](http://www.howtogeek.com/249966/how-to-install-and-use-the-linux-bash-shell-on-windows-10/).
2. If you have cloned the repository using git before August 20, 2016, clean up the line endings from wherever you currently access git:
1. Make sure that you have no changes you haven't committed by running `git status`. ANY UNCOMMITTED CHANGES WILL BE PERMANENTLY LOST.
2. Run `git rm --cached -r .`
3. Run `git reset --hard`
3. Open "Bash On Ubuntu On Windows" from the start menu
4. With the bash window open, navigate to your copy of the [qmk_firmware repository](https://github.com/qmk/qmk_firmware) using the `cd` command. The harddisks can be accessed from `/mnt/<driveletter>`. For example, your main hard drive (C:) can be accessed by executing the command `cd /mnt/c`. If your username is John and the qmk_firmware folder is in your Downloads folder, you can move to it with the command `cd /mnt/c/Users/John/Downloads/qmk_firmware`. You can use the Tab key as you go to help you autocomplete the folder names.
5. Run `sudo util/install_dependencies.sh`. **This will run `apt-get upgrade`.**
6. After a while the installation will finish, and you are good to go
**Note** From time to time, the dependencies might change, so just run `install_dependencies.sh` again if things are not working.
**Warning:** If you edit Makefiles or shell scripts, make sure you are using an editor that saves the files with Unix line endings. Otherwise the compilation might not work.
### Windows (Vista and later)
1. If you have ever installed WinAVR, uninstall it.
2. Install [MHV AVR Tools](https://infernoembedded.com/sites/default/files/project/MHV_AVR_Tools_20131101.exe). Disable smatch, but **be sure to leave the option to add the tools to the PATH checked**.
3. If you are going to flash Infinity based keyboards you will need to install dfu-util, refer to the instructions by [Input Club](https://github.com/kiibohd/controller/wiki/Loading-DFU-Firmware).
4. Install [MinGW](https://sourceforge.net/projects/mingw/files/Installer/mingw-get-setup.exe/download). During installation, uncheck the option to install a graphical user interface. **DO NOT change the default installation folder.** The scripts depend on the default location.
5. Clone this repository. [This link will download it as a zip file, which you'll need to extract.](https://github.com/qmk/qmk_firmware/archive/master.zip) Open the extracted folder in Windows Explorer.
6. Open the `\util` folder.
7. Double-click on the `1-setup-path-win` batch script to run it. You'll need to accept a User Account Control prompt. Press the spacebar to dismiss the success message in the command prompt that pops up.
8. Right-click on the `2-setup-environment-win` batch script, select "Run as administrator", and accept the User Account Control prompt. This part may take a couple of minutes, and you'll need to approve a driver installation, but once it finishes, your environment is complete!
If you have trouble and want to ask for help, it is useful to generate a *Win_Check_Output.txt* file by running `Win_Check.bat` in the `\util` folder.
### Mac
If you're using [homebrew,](http://brew.sh/) you can use the following commands:
brew tap osx-cross/avr
brew install avr-libc
brew install dfu-programmer
This is the recommended method. If you don't have homebrew, [install it!](http://brew.sh/) It's very much worth it for anyone who works in the command line. Note that the `make` and `make install` portion during the homebrew installation of avr-libc can take over 20 minutes and exhibit high CPU usage.
You can also try these instructions:
1. Install Xcode from the App Store.
2. Install the Command Line Tools from `Xcode->Preferences->Downloads`.
3. Install [DFU-Programmer](https://dfu-programmer.github.io/).
If you are going to flash Infinity based keyboards you will also need dfu-util
brew install dfu-util
### Linux
To ensure you are always up to date, you can just run `sudo util/install_dependencies.sh`. That should always install all the dependencies needed. **This will run `apt-get upgrade`.**
You can also install things manually, but this documentation might not be always up to date with all requirements.
The current requirements are the following, but not all might be needed depending on what you do. Also note that some systems might not have all the dependencies available as packages, or they might be named differently.
```
build-essential
gcc
unzip
wget
zip
gcc-avr
binutils-avr
avr-libc
dfu-programmer
dfu-util
gcc-arm-none-eabi
binutils-arm-none-eabi
libnewlib-arm-none-eabi
git
```
Install the dependencies with your favorite package manager.
Debian/Ubuntu example:
sudo apt-get update
sudo apt-get install gcc unzip wget zip gcc-avr binutils-avr avr-libc dfu-programmer dfu-util gcc-arm-none-eabi binutils-arm-none-eabi libnewlib-arm-none-eabi
### Docker
If this is a bit complex for you, Docker might be the turn-key solution you need. After installing [Docker](https://www.docker.com/products/docker), run the following command at the root of the QMK folder to build a keyboard/keymap:
```bash
# You'll run this every time you want to build a keymap
# modify the keymap and keyboard assigment to compile what you want
# defaults are ergodox/default
docker run -e keymap=gwen -e subproject=ez -e keyboard=ergodox --rm -v $('pwd'):/qmk:rw edasque/qmk_firmware
# On windows docker seems to have issue with VOLUME tag in Dockerfile, and $('pwd') won't print a windows compliant path, use full path instead like this
docker run -e keymap=default -e subproject=ez -e keyboard=ergobox --rm -v D:/Users/Sacapuces/Documents/Repositories/qmk:/qmk:rw edasque/qmk_firmware
```
This will compile the targeted keyboard/keymap and leave it in your QMK directory for you to flash.
### Vagrant
If you have any problems building the firmware, you can try using a tool called Vagrant. It will set up a virtual computer with a known configuration that's ready-to-go for firmware building. OLKB does NOT host the files for this virtual computer. Details on how to set up Vagrant are in the [VAGRANT_GUIDE file](https://github.com/qmk/qmk_firmware/blob/master/doc/VAGRANT_GUIDE.md).
## Verify Your Installation
1. If you haven't already, obtain this repository ([https://github.com/qmk/qmk_firmware](https://github.com/qmk/qmk_firmware)). You can either download it as a zip file and extract it, or clone it using the command line tool git or the Github Desktop application.
2. Open up a terminal or command prompt and navigate to the `qmk_firmware` folder using the `cd` command. The command prompt will typically open to your home directory. If, for example, you cloned the repository to your Documents folder, then you would type `cd Documents/qmk_firmware`. If you extracted the file from a zip, then it may be named `qmk_firmware-master` instead.
3. To confirm that you're in the correct location, you can display the contents of your current folder using the `dir` command on Windows, or the `ls` command on Linux or Mac. You should see several files, including `readme.md` and a `quantum` folder. From here, you need to navigate to the appropriate folder under `keyboards/`. For example, if you're building for a Planck, run `cd keyboards/planck`.
4. Once you're in the correct keyboard-specific folder, run the `make` command. This should output a lot of information about the build process. More information about the `make` command can be found below.

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# Atmel AVR
QMK should run on any Atmel AVR processor with enough Flash. It has been tested on the following:
* ATmega32U4 ([PJRC Teensy 2.0](http://www.pjrc.com/teensy/))
* AT90USB1286 ([PJRC Teensy++ 2.0](http://www.pjrc.com/teensy/))
* AT90USB1287 ([Atmel USBKEY](http://www.atmel.com/tools/AT90USBKEY.aspx))
* ATmega168P with using [V-USB](http://www.obdev.at/products/vusb/index.html)
* ATmega328P with using [V-USB](http://www.obdev.at/products/vusb/index.html)
* ATmega32U2
* AT90USB1286, 646, 647 should work
* AT90USB162 testing...
NOTE: To enable full features of firmware you'll need 32KB flash size.
Please add any tested microcontrollers to this list.
# ARM
You can also use any ARM processor that [ChibiOS](http://www.chibios.org) supports. The following processors have been tested:
* [Kinetis MKL26Z64](http://www.nxp.com/products/microcontrollers-and-processors/arm-processors/kinetis-cortex-m-mcus/l-series-ultra-low-power-m0-plus/kinetis-kl2x-48-mhz-usb-ultra-low-power-microcontrollers-mcus-based-on-arm-cortex-m0-plus-core:KL2x)
* [Kinetis MK20DX128](http://www.nxp.com/assets/documents/data/en/data-sheets/K20P64M50SF0.pdf)
* [Kinetis MK20DX128](http://www.nxp.com/assets/documents/data/en/data-sheets/K20P64M50SF0.pdf)
* [Kinetis MK20DX256](http://www.nxp.com/products/microcontrollers-and-processors/arm-processors/kinetis-cortex-m-mcus/k-series-performance-m4/k2x-usb/kinetis-k20-72-mhz-full-speed-usb-mixed-signal-integration-microcontrollers-mcus-based-on-arm-cortex-m4-core:K20_72)

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A custom keyboard is about more than sending button presses to your computer. QMK has designed hooks to allow you to inject code, override functionality, and otherwise customize how your keyboard responds in different situations.
## A Word on Keyboards vs Keymap
We have structured QMK as a hierarchy:
* Core
* Keyboard/Revision (`_kb`)
* Keymap (`_user`)
Each of the functions described below can be defined with a `_kb()` suffix or an `_user()` suffix. We intend for you to use the `_kb()` suffix at the Keyboard/Revision level, while the `_user()` suffix should be used at the Keymap level.
When defining functions at the Keyboard/Revision level it is important that your `_kb()` implementation call `_user()` before executing anything else- otherwise the keymap level function will never be called.
## Matrix Initialization Code
* Keyboard/Revision: `void matrix_init_kb(void)`
* Keymap: `void matrix_init_user(void)`
This function gets called when the matrix is initiated. You should use this function to initialize any custom hardware you may have, such as speakers, LED drivers, or other features which need to be setup after the keyboard powers on.
### Example
```
void matrix_init_kb(void) {
// put your keyboard start-up code here
// runs once when the firmware starts up
matrix_init_user();
// JTAG disable for PORT F. write JTD bit twice within four cycles.
MCUCR |= (1<<JTD);
MCUCR |= (1<<JTD);
// * Set our LED pins as output
DDRB |= (1<<0);
DDRB |= (1<<1);
DDRB |= (1<<2);
DDRB |= (1<<3);
DDRB |= (1<<4);
}
```
## Matrix Scanning Code
* Keyboard/Revision: `void matrix_scan_kb(void)`
* Keymap: `void matrix_scan_user(void)`
This function gets called at every matrix scan, which is basically as often as the MCU can handle. Be careful what you put here, as it will get run a lot.
You should use this function if you need custom matrix scanning code. It can also be used for custom status output (such as LED's or a display) or other functionality that you want to trigger regularly even when the user isn't typing.
## Hook Into Key Presses
* Keyboard/Revision: `bool process_record_kb(uint16_t keycode, keyrecord_t *record)`
* Keymap: `bool process_record_user(uint16_t keycode, keyrecord_t *record)`
This function gets called every time a key is pressed or released. This is particularly useful when defining custom keys or overriding the behavior of existing keys.
The return value is whether or not QMK should continue processing the keycode - returning `false` stops the execution.
The `keycode` variable is whatever is defined in your keymap, eg `MO(1)`, `KC_L`, etc. and can be switch-cased to execute code whenever a particular code is pressed.
The `record` variable contains infomation about the actual press:
```
keyrecord_t record {
keyevent_t event {
keypos_t key {
uint8_t col
uint8_t row
}
bool pressed
uint16_t time
}
}
```
The conditional `if (record->event.pressed)` can tell if the key is being pressed or released, and you can execute code based on that.
## LED Control
* Keyboard/Revision: `void led_set_kb(uint8_t usb_led)`
* Keymap: `void led_set_user(uint8_t usb_led)`
This allows you to control the 5 LED's defined as part of the USB Keyboard spec. It will be called when the state of one of those 5 LEDs changes.
* `USB_LED_NUM_LOCK`
* `USB_LED_CAPS_LOCK`
* `USB_LED_SCROLL_LOCK`
* `USB_LED_COMPOSE`
* `USB_LED_KANA`
### Example:
```
void led_set_kb(uint8_t usb_led) {
if (usb_led & (1<<USB_LED_NUM_LOCK)) {
PORTB |= (1<<0);
} else {
PORTB &= ~(1<<0);
}
if (usb_led & (1<<USB_LED_CAPS_LOCK)) {
PORTB |= (1<<1);
} else {
PORTB &= ~(1<<1);
}
if (usb_led & (1<<USB_LED_SCROLL_LOCK)) {
PORTB |= (1<<2);
} else {
PORTB &= ~(1<<2);
}
if (usb_led & (1<<USB_LED_COMPOSE_LOCK)) {
PORTB |= (1<<3);
} else {
PORTB &= ~(1<<3);
}
if (usb_led & (1<<USB_LED_KANA_LOCK)) {
PORTB |= (1<<4);
} else {
PORTB &= ~(1<<4);
}
}
```

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Understanding the essential changes made on the [tmk_keyboard firmware](http://github.com/tmk/tmk_keyboard) should help you understand the QMK Firmware.
| Firmware |TMK |QMK |
|------------------------------|-----------------------|-------------------------|
| Maintainer |hasu (@tmk) |Jack Humbert et al. |
| Build path customization | `TMK_DIR = ...` | `include .../Makefile` |
| `keymaps` array data | 3D array of `uint8_t` holding **keycode** | 3D array of `uint16_t` holding **keycode** |
| `fn_actions` array data | 1D array of `uint16_t` holding **action code** | 1D array of `uint16_t` holding **action code** |

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

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# WARNING: Until issue [#173](https://github.com/tmk/tmk_keyboard/issues/173) goes through, the [core][1] repository will not be up-to-date with the latest changes and fixes, but can still be used.
If you want to use TMK for your own keyboard project, you've got three options for embedding the [core][1].
The recommended option is [subtrees](#1-git-subtree).
After adding the embed you'll need to [modify the Makefile](#modifications-to-the-makefile) of your project to point to the core correctly.
## 1. git subtree
In order to set up the subtree in your project, first add the core repository as a remote:
```
git remote add -f core https://github.com/tmk/tmk_core
```
Then add the core as a subtree (directory) in your local repository:
```
git subtree add -P tmk_core core master --squash
```
And that's it!
When you want to update the subtree in your repository to match the master on [tmk_core][1], do this:
```
git subtree pull -P tmk_core core master --squash
```
## 2. git submodule
In order to set up the submodule in your project, first add a new submodule:
```
git submodule add https://github.com/tmk/tmk_core tmk_core
```
Then pull, sync and update the submodule:
```
git pull
git submodule sync --recursive
git submodule update --init --recursive
```
And that's it!
When you want to update the subtree in your repository to match the master on [tmk_core][1], follow the same steps as above.
If you want to clone a repository from GitHub that has submodule(s) in it, pass <kbd>--recursive</kbd> when cloning, like so:
`git clone --recursive https://github.com/<username>/<repository>`
## 3. Manually (without git)
*Note: This is not recommended in any way, but it's still possible.*
Download a zipped version of the [tmk_core][1] repository using this link:
<https://github.com/tmk/tmk_core/archive/master.zip>
Extract the zip in your project's directory, then rename the folder to <kbd>tmk_core</kbd>.
## Modifications to the *Makefile*
The one thing you have to make sure to change in the *Makefile* (compared to [tmk_keyboard](https://github.com/tmk/tmk_keyboard) drivers' *[Makefile](https://github.com/tmk/tmk_keyboard/blob/master/keyboard/gh60/Makefile#L45)*) is the "TMK_DIR" variable, which needs to point to the embed directory:
```Makefile
TMK_DIR = ./tmk_core
```
[1]: https://github.com/tmk/tmk_core

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## READ FIRST
- https://github.com/jackhumbert/qmk_firmware/blob/master/doc/BUILD_GUIDE.md
In short,
$ make [-f Makefile.<variant>] [KEYMAP=...] clean
$ make [-f Makefile.<variant>] [KEYMAP=...]
$ make [-f Makefile.<variant>] [KEYMAP=...] dfu
## Can't program on Linux and Mac
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.
https://developer.apple.com/library/mac/documentation/Darwin/Reference/ManPages/man8/sudo.8.html
In short when your controller is ATMega32u4,
$ sudo dfu-programmer atmega32u4 erase --force
$ sudo dfu-programmer atmega32u4 flash your.hex
$ sudo dfu-programmer atmega32u4 reset
or just
$ sudo make dfu
But to run `make` with root privilege is not good idea. Use former method as possible.
## Do 'make clean' before 'make'
You'll need `make clean` after you edit **config.h** or change options like `KEYMAP`.
Frist remove all files made in previous build,
$ make clean
then build new firmware.
$ make [KEYMAP=...]
Also you can always try `make clean` when you get other strange result during build.
## WINAVR is obsolete
It is no longer recommended and may cause some problem.
See [Issue #99](https://github.com/tmk/tmk_keyboard/issues/99).
## USB stack: LUFA or PJRC?
Use **LUFA**.
**PJRC** stack won't be supported actively anymore. There is no reason to hesitate to use LUFA except for binary size(about 1KB lager?). But **PJRC** is still very useful for debug and development purpose.
See also [Issue #50](https://github.com/tmk/tmk_keyboard/issues/50) and [Issue #58](https://github.com/tmk/tmk_keyboard/issues/58).
## Edit configuration but not change
You will need followings after editing `CONSOLE_ENABLE`, `NKRO_ENABLE`, `EXTRAKEY_ENABLE` or `MOUSEKEY_ENABLE` option in **Makefile**.
### 1. make clean
This will be needed when you edit **config.h**.
### 2. Remove Drivers from Device Manager(Windows)
**Windows only.** Linux, OSX and other OS's doesn't require this. It looks like Windows keeps using driver installed when device was connected first time even after the device changes its configuration. To load proper drivers for new configuration you need to remove existent drivers from **Drvice Manager**.
### 3. Build with different VID:PID
**Windows only.** If method 2. does't work fou you try this. Change Vendor ID or Product ID in **config.h** and build firmware. Windows should recognize it as whole new device and start drivers install process.
### 4. Just try other ports
This will be useful and the easiest workaround for **Windows**.
## USB VID and PID
You can use any ID you want with editing `config.h`. Using any presumably unused ID will be no problem in fact except for very least chance of collision with other product.
For example TMK uses following numbers by default.
```
keyboard:
hhkb: FEED:CAFE
gh60: FEED:6060
converter:
x68k: FEED:6800
ps2: FEED:6512
adb: FEED:0ADB
ibm4704: FEED:4704
pc98: FEED:9898
```
Also see this.
https://github.com/tmk/tmk_keyboard/issues/150
You can buy a really unique VID:PID here. I don't think you need this for personal use.
- http://www.obdev.at/products/vusb/license.html
- http://www.mcselec.com/index.php?page=shop.product_details&flypage=shop.flypage&product_id=92&option=com_phpshop&Itemid=1
## Linux udev rules
On Linux you need proper privilege to access device file of MCU, you'll have to use `sudo` when flashing firmware. You can circumvent this with placing these files in `/etc/udev/rules.d/`.
**/etc/udev/rules.d/50-atmel-dfu.rules:**
```
# Atmel ATMega32U4
SUBSYSTEMS=="usb", ATTRS{idVendor}=="03eb", ATTRS{idProduct}=="2ff4", MODE:="0666"
# Atmel USBKEY AT90USB1287
SUBSYSTEMS=="usb", ATTRS{idVendor}=="03eb", ATTRS{idProduct}=="2ffb", MODE:="0666"
# Atmel ATMega32U2
SUBSYSTEMS=="usb", ATTRS{idVendor}=="03eb", ATTRS{idProduct}=="2ff0", MODE:="0666"
```
**/etc/udev/rules.d/52-tmk-keyboard.rules:**
```
# tmk keyboard products https://github.com/tmk/tmk_keyboard
SUBSYSTEMS=="usb", ATTRS{idVendor}=="feed", MODE:="0666"
```
## Cortex: cstddef: No such file or directory
GCC 4.8 of Ubuntu 14.04 had this problem and had to update to 4.9 with this PPA.
https://launchpad.net/~terry.guo/+archive/ubuntu/gcc-arm-embedded
https://github.com/tmk/tmk_keyboard/issues/212
https://github.com/tmk/tmk_keyboard/wiki/mbed-cortex-porting#compile-error-cstddef
https://developer.mbed.org/forum/mbed/topic/5205/
## 'clock_prescale_set' and 'clock_div_1' not available
Your toolchain is too old to support the MCU. For example WinAVR 20100110 doesn't support ATMega32u2.
```
Compiling C: ../../tmk_core/protocol/lufa/lufa.c
avr-gcc -c -mmcu=atmega32u2 -gdwarf-2 -DF_CPU=16000000UL -DINTERRUPT_CONTROL_ENDPOINT -DBOOTLOADER_SIZE=4096 -DF_USB=16000000UL -DARCH=ARCH_AVR8 -DUSB_DEVICE_ONLY -DUSE_FLASH_DESCRIPTORS -DUSE_STATIC_OPTIONS="(USB_DEVICE_OPT_FULLSPEED | USB_OPT_REG_ENABLED | USB_OPT_AUTO_PLL)" -DFIXED_CONTROL_ENDPOINT_SIZE=8 -DFIXED_NUM_CONFIGURATIONS=1 -DPROTOCOL_LUFA -DEXTRAKEY_ENABLE -DCONSOLE_ENABLE -DCOMMAND_ENABLE -DVERSION=unknown -Os -funsigned-char -funsigned-bitfields -ffunction-sections -fdata-sections -fno-inline-small-functions -fpack-struct -fshort-enums -fno-strict-aliasing -Wall -Wstrict-prototypes -Wa,-adhlns=obj_alps64/protocol/lufa/lufa.lst -I. -I../../tmk_core -I../../tmk_core/protocol/lufa -I../../tmk_core/protocol/lufa/LUFA-git -I../../tmk_core/common -std=gnu99 -include config.h -MMD -MP -MF .dep/obj_alps64_protocol_lufa_lufa.o.d ../../tmk_core/protocol/lufa/lufa.c -o obj_alps64/protocol/lufa/lufa.o
../../tmk_core/protocol/lufa/lufa.c: In function 'setup_mcu':
../../tmk_core/protocol/lufa/lufa.c:575: warning: implicit declaration of function 'clock_prescale_set'
../../tmk_core/protocol/lufa/lufa.c:575: error: 'clock_div_1' undeclared (first use in this function)
../../tmk_core/protocol/lufa/lufa.c:575: error: (Each undeclared identifier is reported only once
../../tmk_core/protocol/lufa/lufa.c:575: error: for each function it appears in.)
make: *** [obj_alps64/protocol/lufa/lufa.o] Error 1
```
## BOOTLOADER_SIZE for AVR
Note that Teensy2.0++ bootloader size is 2048byte. Some Makefiles may have wrong comment.
```
# Boot Section Size in *bytes*
# Teensy halfKay 512
# Teensy++ halfKay 2048
# Atmel DFU loader 4096 (TMK Alt Controller)
# LUFA bootloader 4096
# USBaspLoader 2048
OPT_DEFS += -DBOOTLOADER_SIZE=2048
```

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## READ FIRST
https://github.com/tmk/tmk_core/blob/master/doc/keymap.md
## How to get keycode
See [Keycodes](Keycodes). Keycodes are actually defined in [common/keycode.h](https://github.com/qmk/qmk_firmware/blob/master/tmk_core/common/keycode.h).
## Sysrq key
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
## 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.
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.
https://github.com/tmk/tmk_keyboard/issues/67
## Modifier/Layer stuck
Modifier keys or layers can be stuck unless layer switching is configured properly.
For Modifier keys and layer actions you have to place `KC_TRANS` on same position of destination layer to unregister the modifier key or return to previous layer on release event.
- https://github.com/tmk/tmk_core/blob/master/doc/keymap.md#31-momentary-switching
- http://geekhack.org/index.php?topic=57008.msg1492604#msg1492604
- https://github.com/tmk/tmk_keyboard/issues/248
## Mechanical Lock Switch Support
https://github.com/tmk/tmk_keyboard#mechanical-locking-support
This feature is for *mechanical lock switch* like this Alps one.
http://deskthority.net/wiki/Alps_SKCL_Lock
Using enabling this feature and using keycodes `LCAP`, `LNUM` or `LSCR` in keymap you can use physical locking CapsLock, NumLock or ScrollLock keys as you expected.
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 `CAPS`, `NLCK` and `SLCK`.***
## Input special charactors other than ASCII like Cédille 'Ç'
NO UNIVERSAL METHOD TO INPUT THOSE WORKS OVER ALL SYSTEMS. You have to define **MACRO** in way specific to your OS or layout.
See this post for example **MACRO** code.
http://deskthority.net/workshop-f7/tmk-keyboard-firmware-collection-t4478-120.html#p195620
On **Windows** you can use `AltGr` key or **Alt code**.
- http://en.wikipedia.org/wiki/AltGr_key
- http://en.wikipedia.org/wiki/Alt_code
On **Mac** OS defines `Option` key combinations.
- http://en.wikipedia.org/wiki/Option_key#Alternative_keyboard_input
On **Xorg** you can use `compose` key, instead.
- http://en.wikipedia.org/wiki/Compose_key
And see this for **Unicode** input.
- http://en.wikipedia.org/wiki/Unicode_input
## Apple/Mac keyboard Fn
Not supported.
Apple/Mac keyboard sends keycode for Fn unlike most of other keyboards.
I think you can send Apple Fn key using Apple venter specific Page 0xff01 and usage 0x0003. But you have to change HID Report Descriptor for this, of course.
https://opensource.apple.com/source/IOHIDFamily/IOHIDFamily-606.1.7/IOHIDFamily/AppleHIDUsageTables.h
## Media control keys in Mac OSX
#### KC_MNXT and KC_MPRV does not work on Mac
Use `KC_MFFD`(`KC_MEDIA_FAST_FORWARD`) and `KC_MRWD`(`KC_MEDIA_REWIND`) instead of `KC_MNXT` and `KC_MPRV`.
See https://github.com/tmk/tmk_keyboard/issues/195
## Keys supported in Mac OSX?
You can know which keycodes are supported in OSX from this source code.
`usb_2_adb_keymap` array maps Keyboard/Keypad Page usages to ADB scancodes(OSX internal keycodes).
https://opensource.apple.com/source/IOHIDFamily/IOHIDFamily-606.1.7/IOHIDFamily/Cosmo_USB2ADB.c
And `IOHIDConsumer::dispatchConsumerEvent` handles Consumer page usages.
https://opensource.apple.com/source/IOHIDFamily/IOHIDFamily-606.1.7/IOHIDFamily/IOHIDConsumer.cpp
## JIS keys in Mac OSX
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
* Enable XFER Key on PC keyboard
* Enable KATAKANA Key on PC keyboard
https://pqrs.org/osx/karabiner/seil.html
## RN-42 Bluetooth doesn't work with Karabiner
Karabiner - Keymapping tool on Mac OSX - ignores inputs from RN-42 module by default. You have to enable this option to make Karabiner working with your keyboard.
https://github.com/tekezo/Karabiner/issues/403#issuecomment-102559237
See these for the deail of this problem.
https://github.com/tmk/tmk_keyboard/issues/213
https://github.com/tekezo/Karabiner/issues/403
## Esc and `~ on a key
You can define FC660 and Poker style ESC with `ACTION_LAYER_MODS`.
https://github.com/tmk/tmk_core/blob/master/doc/keymap.md#35-momentary-switching-with-modifiers
```
#include "keymap_common.h"
/* Leopold FC660
* https://elitekeyboards.com/products.php?sub=leopold,compact&pid=fc660c
* Shift + Esc = ~
* Fn + Esc = `
*
* Votex Poker II
* https://adprice.fedorapeople.org/poker2_manual.pdf
* Fn + Esc = `
* Fn + Shift + Esc = ~
*/
const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
/* 0: qwerty */
[0] = KEYMAP( \
ESC, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, MINS,EQL, NUHS,BSPC, \
TAB, Q, W, E, R, T, Y, U, I, O, P, LBRC,RBRC,BSLS, \
LCTL,A, S, D, F, G, H, J, K, L, SCLN,QUOT,ENT, \
FN0, NUBS,Z, X, C, V, B, N, M, COMM,DOT, SLSH,RSFT,ESC, \
LCTL,LGUI,LALT, SPC, RALT,FN1, RGUI,RCTL),
[1] = KEYMAP( \
GRV, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,\
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
TRNS,TRNS,TRNS, TRNS, TRNS,TRNS,TRNS,TRNS),
[2] = KEYMAP( \
GRV, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, TRNS,TRNS, \
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,\
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
TRNS,TRNS,TRNS, TRNS, TRNS,TRNS,TRNS,TRNS),
};
const uint16_t PROGMEM fn_actions[] = {
// https://github.com/tmk/tmk_core/blob/master/doc/keymap.md#35-momentary-switching-with-modifiers
[0] = ACTION_LAYER_MODS(1, MOD_LSFT),
[1] = ACTION_LAYER_MOMENTARY(2),
};
```
Otherwise, you can write code, see this.
https://github.com/p3lim/keyboard_firmware/commit/fd799c12b69a5ab5addd1d4c03380a1b8ef8e9dc
## 32 Fn keys are not enough?
### actionmap
It uses 16 bit codes and has no limitation of 32 Fn at the expense of memory space. TMK keymap is actually is 8 bit codes as subset of the actionmap.
https://github.com/tmk/tmk_keyboard/issues?utf8=%E2%9C%93&q=is%3Aissue+actionmap
### extension for modified keys
https://geekhack.org/index.php?topic=41989.msg1885526#msg1885526
## Arrow on Right Modifier keys with Dual-Role
This turns right modifer keys into arrow keys when the keys are tapped while still modifiers when the keys are hold. In TMK the dual-role function is dubbed **TAP**.
```
#include "keymap_common.h"
/* Arrow keys on right modifier keys with TMK dual role feature
*
* https://github.com/tmk/tmk_core/blob/master/doc/keymap.md#213-modifier-with-tap-keydual-role
* https://en.wikipedia.org/wiki/Modifier_key#Dual-role_keys
*/
const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
/* 0: qwerty */
[0] = KEYMAP( \
ESC, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, MINS,EQL, NUHS,BSPC, \
TAB, Q, W, E, R, T, Y, U, I, O, P, LBRC,RBRC,BSLS, \
LCTL,A, S, D, F, G, H, J, K, L, SCLN,QUOT,ENT, \
LSFT,NUBS,Z, X, C, V, B, N, M, COMM,DOT, SLSH,FN0, ESC, \
FN4, LGUI,LALT, SPC, APP, FN2, FN1, FN3),
[1] = KEYMAP( \
GRV, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, TRNS,TRNS, \
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,\
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,FN5, TRNS, \
TRNS,TRNS,TRNS, TRNS, TRNS,FN7, FN6, FN8),
};
const uint16_t PROGMEM fn_actions[] = {
[0] = ACTION_MODS_TAP_KEY(MOD_RSFT, KC_UP),
[1] = ACTION_MODS_TAP_KEY(MOD_RGUI, KC_DOWN),
[2] = ACTION_MODS_TAP_KEY(MOD_RALT, KC_LEFT),
[3] = ACTION_MODS_TAP_KEY(MOD_RCTL, KC_RIGHT),
[4] = ACTION_LAYER_MOMENTARY(1),
[5] = ACTION_MODS_TAP_KEY(MOD_RSFT, KC_PGUP),
[6] = ACTION_MODS_TAP_KEY(MOD_RGUI, KC_PGDN),
[7] = ACTION_MODS_TAP_KEY(MOD_RALT, KC_HOME),
[8] = ACTION_MODS_TAP_KEY(MOD_RCTL, KC_END),
};
```
Dual-role key: https://en.wikipedia.org/wiki/Modifier_key#Dual-role_keys
## Eject on Mac OSX
`EJCT` keycode works on OSX. https://github.com/tmk/tmk_keyboard/issues/250
It seems Windows 10 ignores the code and Linux/Xorg recognizes but has no mapping by default.
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
___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.
Let's say you hold down physical left shift key and type ACTION_MODS_KEY(LSHIFT, KC_A),
with weak_mods,
* (1) hold down left shift: real_mods |= MOD_BIT(LSHIFT)
* (2) press ACTION_MODS_KEY(LSHIFT, KC_A): weak_mods |= MOD_BIT(LSHIFT)
* (3) release ACTION_MODS_KEY(LSHIFT, KC_A): waek_mods &= ~MOD_BIT(LSHIFT)
real_mods still keeps modifier state.
without weak mods,
* (1) hold down left shift: real_mods |= MOD_BIT(LSHIFT)
* (2) press ACTION_MODS_KEY(LSHIFT, KC_A): real_mods |= MOD_BIT(LSHIFT)
* (3) release ACTION_MODS_KEY(LSHIFT, KC_A): real_mods &= ~MOD_BIT(LSHIFT)
here real_mods lost state for 'physical left shift'.
weak_mods is ORed with real_mods when keyboard report is sent.
https://github.com/tmk/tmk_core/blob/master/common/action_util.c#L57

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## READ FIRST
- **README** of top directory : https://github.com/tmk/tmk_keyboard/blob/master/README.md
- **README** of target project(keyboard/converter) directory.
Note that you'll need to read **both**.
# Build
- [[FAQ/Build]]
# Keymap
- [[FAQ/Keymap]]
# Debug Console
## hid_listen can't recognize device
When debug console of your device is not ready you will see like this:
Waiting for device:.........
once the device is pluged in then *hid_listen* finds it you will get this message:
Waiting for new device:.........................
Listening:
Check if you can't get this 'Listening:' message:
- build with `CONSOLE_ENABLE=yes` in **Makefile**.
You may need privilege to access the device on OS like Linux.
- try `sudo hid_listen`
## Can't get message on console
Check:
- *hid_listen* finds your device. See above.
- Enable debug with pressing **Magic**+d. See [Magic Commands](https://github.com/tmk/tmk_keyboard#magic-commands).
- set `debug_enable=true` usually in `matrix_init()` in **matrix.c**.
- try using 'print' function instead of debug print. See **common/print.h**.
- disconnect other devices with console function. See [Issue #97](https://github.com/tmk/tmk_keyboard/issues/97).
## Linux or UNIX like system requires Super User privilege
Just use 'sudo' to execute *hid_listen* with privilege.
```
$ sudo hid_listen
```
Or add an *udev rule* for TMK devices with placing a file in rules directory. The directory may vary on each system.
File: /etc/udev/rules.d/52-tmk-keyboard.rules(in case of Ubuntu)
```
# tmk keyboard products https://github.com/tmk/tmk_keyboard
SUBSYSTEMS=="usb", ATTRS{idVendor}=="feed", MODE:="0666"
```
***
# Miscellaneous
## NKRO Doesn't work
First you have to compile frimware with this build option `NKRO_ENABLE` in **Makefile**.
Try `Magic` **N** command(`LShift+RShift+N` by default) when **NKRO** still doesn't work. You can use this command to toggle between **NKRO** and **6KRO** mode temporarily. In some situations **NKRO** doesn't work you need to switch to **6KRO** mode, in particular when you are in BIOS.
If your firmeare built with `BOOTMAGIC_ENABLE` you need to turn its switch on by `BootMagic` **N** command(`Space+N` by default). This setting is stored in EEPROM and keeped over power cycles.
https://github.com/tmk/tmk_keyboard#boot-magic-configuration---virtual-dip-switch
## TrackPoint needs reset circuit(PS/2 mouse support)
Without reset circuit you will have inconsistent reuslt due to improper initialize of the hardware. See circuit schematic of TPM754.
- http://geekhack.org/index.php?topic=50176.msg1127447#msg1127447
- http://www.mikrocontroller.net/attachment/52583/tpm754.pdf
## Can't read column of matrix beyond 16
Use `1UL<<16` instead of `1<<16` in `read_cols()` in **matrix.h** when your columns goes beyond 16.
In C `1` means one of **int** type which is **16bit** in case of AVR so you can't shift left more than 15. You will get unexpected zero when you say `1<<16`. You have to use **unsigned long** type with `1UL`.
http://deskthority.net/workshop-f7/rebuilding-and-redesigning-a-classic-thinkpad-keyboard-t6181-60.html#p146279
## Pull-up Resistor
In some case converters needed to have pull-up resistors to work correctly. Place the resistor between VCC and signal line in parallel.
For example:
```
Keyboard Conveter
,------.
5V------+------|VCC |
| | |
R | |
| | |
Signal--+------|PD0 |
| |
GND------------|GND |
`------'
R: 1K Ohm resistor
```
https://github.com/tmk/tmk_keyboard/issues/71
## Arduino Micro's pin naming is confusing
Note that Arduino Micro PCB marking is different from real AVR port name. D0 of Arduino Micro is not PD0, PD0 is D3. Check schematic yourself.
http://arduino.cc/en/uploads/Main/arduino-micro-schematic.pdf
## Bootloader jump doesn't work
Properly configure bootloader size in **Makefile**. With wrong section size bootloader won't probably start with **Magic command** and **Boot Magic**.
```
# Size of Bootloaders in bytes:
# Atmel DFU loader(ATmega32U4) 4096
# Atmel DFU loader(AT90USB128) 8192
# LUFA bootloader(ATmega32U4) 4096
# Arduino Caterina(ATmega32U4) 4096
# USBaspLoader(ATmega***) 2048
# Teensy halfKay(ATmega32U4) 512
# Teensy++ halfKay(AT90USB128) 2048
OPT_DEFS += -DBOOTLOADER_SIZE=4096
```
AVR Boot section size are defined by setting **BOOTSZ** fuse in fact. Consult with your MCU datasheet.
Note that **Word**(2 bytes) size and address are used in datasheet while TMK uses **Byte**.
AVR Boot section is located at end of Flash memory like the followings.
```
byte Atmel/LUFA(ATMega32u4) byte Atmel(AT90SUB1286)
0x0000 +---------------+ 0x00000 +---------------+
| | | |
| | | |
| Application | | Application |
| | | |
= = = =
| | 32KB-4KB | | 128KB-8KB
0x6000 +---------------+ 0x1E000 +---------------+
| Bootloader | 4KB | Bootloader | 8KB
0x7FFF +---------------+ 0x1FFFF +---------------+
byte Teensy(ATMega32u4) byte Teensy++(AT90SUB1286)
0x0000 +---------------+ 0x00000 +---------------+
| | | |
| | | |
| Application | | Application |
| | | |
= = = =
| | 32KB-512B | | 128KB-2KB
0x7E00 +---------------+ 0x1FC00 +---------------+
| Bootloader | 512B | Bootloader | 2KB
0x7FFF +---------------+ 0x1FFFF +---------------+
```
And see this discussion for further reference.
https://github.com/tmk/tmk_keyboard/issues/179
## Special Extra key doesn't work(System, Audio control keys)
You need to define `EXTRAKEY_ENABLE` in **makefile** to use them in TMK.
```
EXTRAKEY_ENABLE = yes # Audio control and System control
```
http://deskthority.net/workshop-f7/tmk-keyboard-firmware-collection-t4478-60.html#p157919
## Wakeup from sleep doesn't work
In Windows check `Allow this device to wake the computer` setting in Power **Management property** tab of **Device Manager**. Also check BIOS setting.
Pressing any key during sleep should wake host.
## Using Arduino?
**Note that Arduino pin naming is different from actual chip.** For example, Arduino pin `D0` is not `PD0`. Check circuit with its schematics yourself.
- http://arduino.cc/en/uploads/Main/arduino-leonardo-schematic_3b.pdf
- http://arduino.cc/en/uploads/Main/arduino-micro-schematic.pdf
Arduino leonardo and micro have **ATMega32U4** and can be used for TMK, though Arduino bootloader may be a problem.
## Using PF4-7 pins of USB AVR?
You need to set JTD bit of MCUCR yourself to use PF4-7 as GPIO. Those pins are configured to serve JTAG function by default. MCUs like ATMega*U* or AT90USB* are affeteced with this.
If you are using Teensy this isn't needed. Teensy is shipped with JTAGEN fuse bit unprogrammed to disable the function.
See this code.
```
// JTAG disable for PORT F. write JTD bit twice within four cycles.
MCUCR |= (1<<JTD);
MCUCR |= (1<<JTD);
```
https://github.com/tmk/tmk_keyboard/blob/master/keyboard/hbkb/matrix.c#L67
And read **26.5.1 MCU Control Register – MCUCR** of ATMega32U4 datasheet.
## Adding LED indicators of Lock keys
You need your own LED indicators for CapsLock, ScrollLock and NumLock? See this post.
http://deskthority.net/workshop-f7/tmk-keyboard-firmware-collection-t4478-120.html#p191560
## Program Arduino Micro/Leonardo
Push reset button and then run command like this within 8 seconds.
```
avrdude -patmega32u4 -cavr109 -b57600 -Uflash:w:adb_usb.hex -P/dev/ttyACM0
```
Device name will vary depending on your system.
http://arduino.cc/en/Main/ArduinoBoardMicro
https://geekhack.org/index.php?topic=14290.msg1563867#msg1563867
## USB 3 compatibility
I heard some people have a problem with USB 3 port, try USB 2 port.
## Mac compatibility
### OS X 10.11 and Hub
https://geekhack.org/index.php?topic=14290.msg1884034#msg1884034
## Problem on BIOS(UEFI)/Resume(Sleep&Wake)/Power cycles
Some people reported their keyboard stops working on BIOS and/or after resume(power cycles).
As of now root of its cause is not clear but some build options seem to be related. In Makefile try to disable those options like `CONSOLE_ENABLE`, `NKRO_ENABLE`, `SLEEP_LED_ENABLE` and/or others.
https://github.com/tmk/tmk_keyboard/issues/266
https://geekhack.org/index.php?topic=41989.msg1967778#msg1967778
## FLIP doesn't work
### AtLibUsbDfu.dll not found
Remove current driver and reinstall one FLIP provides from DeviceManager.
http://imgur.com/a/bnwzy

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## Update core branch procedure
git co master
git subtree split -P tmk_core -b <tmp_branch>
git co core
git merge <tmp_branch>
git co master
git subtree merge -P tmk_core --squash

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# Alternative Controller for HHKB
* [Geekhack.org thread](https://geekhack.org/index.php?topic=12047.0)
* [Connector unmate](https://geekhack.org/index.php?topic=12047.msg1543860#msg1543860)

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# Quantum Mechanical Keyboard Firmware
You have found the QMK Firmware documentation site. This is a keyboard firmware based on the [tmk\_keyboard firmware](http://github.com/tmk/tmk_keyboard) \([view differences](/Differences-from-TMK.md)\) 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.
# Getting started
Before you are able to compile, you'll need to install an environment for AVR or ARM development. You'll find the instructions for any OS below. If you find another/better way to set things up from scratch, please consider [making a pull request](https://github.com/qmk/qmk_firmware/pulls) with your changes!
* [Build Environment Setup](/Build-Environment-Setup.md)
* [QMK Overview](/QMK-Overview.md)
# Configuring QMK Firmware
The QMK Firmware can be configured via the `keymaps` array data. For simply generating a [basic keycode](/Keycodes.md), you add it as an element of your `keymaps` array data. For more complicated actions, there are more advanced keycodes that are organized carefully to represent common operations, some of which can be found on the [Key Functions](/Key-Functions.md) page.
For more details of the `keymaps` array, see [Keymap Overview](/Keymap.md) page.
## Space Cadet Shift: The future, built in
Steve Losh [described](http://stevelosh.com/blog/2012/10/a-modern-space-cadet/) the Space Cadet Shift quite well. Essentially, you hit the left Shift on its own, and you get an opening parenthesis; hit the right Shift on its own, and you get the closing one. When hit with other keys, the Shift key keeps working as it always does. Yes, it's as cool as it sounds. Head on over to the [Space Cadet Shift](/Space-Cadet-Shift.md) page to read about it.
## The Leader key: A new kind of modifier
Most modifiers have to be held or toggled. But what if you had a key that indicated the start of a sequence? You could press that key and then rapidly press 1-3 more keys to trigger a macro, or enter a special layer, or anything else you might want to do. To learn more about it check out the [Leader Key](/Leader-Key.md) page.
## Tap Dance: A single key can do 3, 5, or 100 different things
Hit the semicolon key once, send a semicolon. Hit it twice, rapidly -- send a colon. Hit it three times, and your keyboard's LEDs do a wild dance. That's just one example of what Tap Dance can do. Read more about it on the [Tap Dance](/Tap-Dance.md) page.
## Temporarily setting the default layer
`DF(layer)` - sets default layer to _layer_. The default layer is the one at the "bottom" of the layer stack - the ultimate fallback layer. This currently does not persist over power loss. When you plug the keyboard back in, layer 0 will always be the default. It is theoretically possible to work around that, but that's not what `DF` does.
## Macro shortcuts: Send a whole string when pressing just one key
How would you like a single keypress to send a whole word, sentence, paragraph, or even document? Head on over to the [Macros](/Macros.md) page to read up on all aspects of Simple and Dynamic Macros.
## Additional keycode aliases for software-implemented layouts \(Colemak, Dvorak, etc\)
Everything is assuming you're in Qwerty \(in software\) by default, but there is built-in support for using a Colemak or Dvorak layout by including this at the top of your keymap:
```
#include <keymap_colemak.h>
```
If you use Dvorak, use `keymap_dvorak.h` instead of `keymap_colemak.h` for this line. After including this line, you will get access to:
* `CM_*` for all of the Colemak-equivalent characters
* `DV_*` for all of the Dvorak-equivalent characters
These implementations assume you're using Colemak or Dvorak on your OS, not on your keyboard - this is referred to as a software-implemented layout. If your computer is in Qwerty and your keymap is in Colemak or Dvorak, this is referred to as a firmware-implemented layout, and you won't need these features.
To give an example, if you're using software-implemented Colemak, and want to get an `F`, you would use `CM_F`. Using `KC_F` under these same circumstances would result in `T`.
## Backlight Breathing
In order to enable backlight breathing, the following line must be added to your config.h file.
```
#define BACKLIGHT_BREATHING
```
The following function calls are used to control the breathing effect.
* `breathing_enable()` - Enable the free-running breathing effect.
* `breathing_disable()` - Disable the free-running breathing effect immediately.
* `breathing_self_disable()` - Disable the free-running breathing effect after the current effect ends.
* `breathing_toggle()` - Toggle the free-running breathing effect.
* `breathing_defaults()` - Reset the speed and brightness settings of the breathing effect.
The following function calls are used to control the maximum brightness of the breathing effect.
* `breathing_intensity_set(value)` - Set the brightness of the breathing effect when it is at its max value.
* `breathing_intensity_default()` - Reset the brightness of the breathing effect to the default value based on the current backlight intensity.
The following function calls are used to control the cycling speed of the breathing effect.
* `breathing_speed_set(value)` - Set the speed of the breathing effect - how fast it cycles.
* `breathing_speed_inc(value)` - Increase the speed of the breathing effect by a fixed value.
* `breathing_speed_dec(value)` - Decrease the speed of the breathing effect by a fixed value.
* `breathing_speed_default()` - Reset the speed of the breathing effect to the default value.
The following example shows how to enable the backlight breathing effect when the FUNCTION layer macro button is pressed:
```
case MACRO_FUNCTION:
if (record->event.pressed)
{
breathing_speed_set(3);
breathing_enable();
layer_on(LAYER_FUNCTION);
}
else
{
breathing_speed_set(1);
breathing_self_disable();
layer_off(LAYER_FUNCTION);
}
break;
```
The following example shows how to pulse the backlight on-off-on when the RAISED layer macro button is pressed:
```
case MACRO_RAISED:
if (record->event.pressed)
{
layer_on(LAYER_RAISED);
breathing_speed_set(2);
breathing_pulse();
update_tri_layer(LAYER_LOWER, LAYER_RAISED, LAYER_ADJUST);
}
else
{
layer_off(LAYER_RAISED);
update_tri_layer(LAYER_LOWER, LAYER_RAISED, LAYER_ADJUST);
}
break;
```
## Other firmware shortcut keycodes
* `RESET` - puts the MCU in DFU mode for flashing new firmware \(with `make dfu`\)
* `DEBUG` - the firmware into debug mode - you'll need hid\_listen to see things
* `BL_ON` - turns the backlight on
* `BL_OFF` - turns the backlight off
* `BL_<n>` - sets the backlight to level _n_
* `BL_INC` - increments the backlight level by one
* `BL_DEC` - decrements the backlight level by one
* `BL_TOGG` - toggles the backlight
* `BL_STEP` - steps through the backlight levels
Enable the backlight from the Makefile.
# Custom Quantum functions
All of these functions are available in the `*_kb()` or `*_user()` variety. `kb` ones should only be used in the `<keyboard>/<keyboard>.c` file, and `user` ones should only be used in the `keymap.c`. The keyboard ones call the user ones - it's necessary to keep these calls to allow the keymap functions to work correctly.
## `void matrix_init_*(void)`
This function gets called when the matrix is initiated, and can contain start-up code for your keyboard/keymap.
## `void matrix_scan_*(void)`
This function gets called at every matrix scan, which is basically as often as the MCU can handle. Be careful what you put here, as it will get run a lot.
## `bool process_record_*(uint16_t keycode, keyrecord_t *record)`
This function gets called on every keypress/release, and is where you can define custom functionality. The return value is whether or not QMK should continue processing the keycode - returning `false` stops the execution.
The `keycode` variable is whatever is defined in your keymap, eg `MO(1)`, `KC_L`, etc. and can be switch-cased to execute code whenever a particular code is pressed.
The `record` variable contains infomation about the actual press:
```
keyrecord_t record {
keyevent_t event {
keypos_t key {
uint8_t col
uint8_t row
}
bool pressed
uint16_t time
}
}
```
The conditional `if (record->event.pressed)` can tell if the key is being pressed or released, and you can execute code based on that.
## `void led_set_*(uint8_t usb_led)`
This gets called whenever there is a state change on your host LEDs \(eg caps lock, scroll lock, etc\). The LEDs are defined as:
```
#define USB_LED_NUM_LOCK 0
#define USB_LED_CAPS_LOCK 1
#define USB_LED_SCROLL_LOCK 2
#define USB_LED_COMPOSE 3
#define USB_LED_KANA 4
```
and can be tested against the `usb_led` with a conditional like `if (usb_led & (1<<USB_LED_CAPS_LOCK))` - if this is true, you can turn your LED on, otherwise turn it off.

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# Quick Aliases To Common Actions
Your keymap can include shortcuts to common operations (called "function actions" in tmk).
These functions work the same way that their `ACTION_*` functions do - they're just quick aliases. To dig into all of the tmk `ACTION_*` functions, please see the [TMK documentation](https://github.com/qmk/qmk_firmware/blob/master/doc/keymap.md#2-action).
Instead of using `FNx` when defining `ACTION_*` functions, you can use `F(x)` - the benefit here is being able to use more than 32 function actions (up to 4096), if you happen to need them.
### Switching and toggling layers
`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. When you apply this to a key, that same key must be set as `KC_TRNS` on the destination layer. Otherwise, you won't make it back to the original layer when you release the key (and you'll get a keycode sent). You can only switch to layers *above* your current layer. If you're on layer 0 and you use `MO(1)`, that will switch to layer 1 just fine. But if you include `MO(3)` on layer 5, that won't do anything for you -- because layer 3 is lower than layer 5 on the stack.
`OSL(layer)` - momentary switch to *layer*, as a one-shot operation. So if you have a key that's defined as `OSL(1)`, and you tap that key, then only the very next keystroke would come from layer 1. You would drop back to layer zero immediately after that one keystroke. That's handy if you have a layer full of custom shortcuts -- for example, a dedicated key for closing a window. So you tap your one-shot layer mod, then tap that magic 'close window' key, and keep typing like a boss. Layer 1 would remain active as long as you hold that key down, too (so you can use it like a momentary toggle-layer key with extra powers).
`LT(layer, kc)` - momentary switch to *layer* when held, and *kc* when tapped. Like `MO()`, this only works upwards in the layer stack (`layer` must be higher than the current layer).
`TG(layer)` - toggles a layer on or off. As with `MO()`, you should set this key as `KC_TRNS` in the destination layer so that tapping it again actually toggles back to the original layer. Only works upwards in the layer stack.
`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 1` for just one tap.
### Fun with modifier keys
* `LSFT(kc)` - applies left Shift to *kc* (keycode) - `S(kc)` is an alias
* `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*
* `MEH(kc)` - applies Meh (all modifiers except Win/Cmd) to *kc*
* `LCAG(kc)` - applies CtrlAltGui to *kc*
You can also chain these, like this:
LALT(LCTL(KC_DEL)) -- this makes a key that sends Alt, Control, and Delete in a single keypress.
The following shortcuts automatically add `LSFT()` to keycodes to get commonly used symbols. Their long names are also available and documented in `quantum/quantum_keycodes.h`.
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 :
`OSM(mod)` - this is a "one shot" modifier. So let's say you have your left Shift key defined as `OSM(MOD_LSFT)`. Tap it, let go, and Shift is "on" -- but only for the next character you'll type. So to write "The", you don't need to hold down Shift -- you tap it, tap t, and move on with life. And if you hold down the left Shift key, it just works as a left Shift key, as you would expect (so you could type THE). There's also a magical, secret way to "lock" a modifier by tapping it multiple times. If you want to learn more about that, open an issue. :)
`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.

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# Overview
When defining a [keymap](https://github.com/qmk/qmk_firmware/blob/master/doc/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.
To customize your board, they can be used by themselves or as **action codes** in combination with one of the [many C macros](https://github.com/qmk/qmk_firmware/wiki#c-macros-for-action-code).
The source of truth for these codes is [tmk_core/common/keycode.h](https://github.com/qmk/qmk_firmware/blob/master/tmk_core/common/keycode.h) file in the qmk source code.
# The Keycodes
Keycodes in QMK 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).
## Letters and Numbers
|KC_1|KC_2|KC_3|KC_4|KC_5|KC_6|KC_7|KC_8|
|----|----|----|----|----|----|----|----|
|KC_9|KC_0|KC_F1|KC_F2|KC_F3|KC_F4|KC_F5|KC_F6|
|KC_F7|KC_F8|KC_F9|KC_F10|KC_F11|KC_F12|KC_F13|KC_F14|
|KC_F15|KC_F16|KC_F17|KC_F18|KC_F19|KC_F20|KC_F21|KC_F22|
|KC_F23|KC_F24|KC_A|KC_B|KC_C|KC_D|KC_E|KC_F|
|KC_G|KC_H|KC_I|KC_J|KC_K|KC_L|KC_M|KC_N|
|KC_O|KC_P|KC_Q|KC_R|KC_S|KC_T|KC_U|KC_V|
|KC_W|KC_X|KC_Y|KC_Z|||||
## Punctuation
|Long Name|Short Name|Description|
|---------|----------|-----------|
|KC_ENTER|KC_ENT|`Return (ENTER)`|
|KC_ESCAPE|KC_ESC|`ESCAPE`|
|KC_BSPACE|KC_BSPC|`DELETE (Backspace)`|
|KC_TAB||`Tab`|
|KC_SPACE|KC_SPC|Spacebar|
|KC_MINUS|KC_MINS|`-` and `_`|
|KC_EQUAL|KC_EQL|`=` and `+`|
|KC_LBRACKET|KC_LBRC|`[` and `{`|
|KC_RBRACKET|KC_RBRC|`]` and `}`|
|KC_BSLASH|KC_BSLS|`\` and <code>&#124;</code> |
|KC_NONUS_HASH|KC_NUHS|Non-US `#` and `~`|
|KC_NONUS_BSLASH|KC_NUBS|Non-US `\` and <code>&#124;</code> |
|KC_INT1|KC_RO|JIS `\` and <code>&#124;</code> |
|KC_INT2|KC_KANA|International216|
|KC_INT3|KC_JYEN|Yen Symbol (`¥`)|
|KC_SCOLON|KC_SCLN|`;` and `:`|
|KC_QUOTE|KC_QUOT|`‘` and `“`|
|KC_GRAVE|KC_GRV|Grave Accent and Tilde|
|KC_COMMA|KC_COMM|`,` and `<`|
|KC_DOT||`.` and `>`|
|KC_SLASH|KC_SLSH|`/` and `?`|
|KC_CAPSLOCK|KC_CAPS|Caps Lock|
## Modifiers
|Long Name|Short Name|Description|
|---------|----------|-----------|
|KC_LCTRL|KC_LCTL|LeftControl|
|KC_LSHIFT|KC_LSFT|LeftShift|
|KC_LALT||LeftAlt|
|KC_LGUI||Left GUI(Windows/Apple/Meta key)|
|KC_RCTRL|KC_RCTL|RightControl|
|KC_RSHIFT|KC_RSFT|RightShift|
|KC_RALT||RightAlt|
|KC_RGUI||Right GUI(Windows/Apple/Meta key)|
|KC_LOCKING_CAPS||Locking Caps Lock12|
|KC_LOCKING_NUM||Locking Num Lock12|
|KC_LOCKING_SCROLL||Locking Scroll Lock12|
|KC_INT4|KC_HENK|JIS Henken|
|KC_INT5|KC_MHEN|JIS Muhenken|
## Commands
|Long Name|Short Name|Description|
|---------|----------|-----------|
|KC_PSCREEN|KC_PSCR|PrintScreen1|
|KC_SCKLOCK|KC_SLCK|Scroll Lock11|
|KC_PAUSE|KC_PAUS|Pause1|
|KC_INSERT|KC_INS|Insert1|
|KC_HOME||Home1|
|KC_PGUP||PageUp1|
|KC_DELETE|KC_DEL|Delete Forward|
|KC_END||End1|
|KC_PGDOWN|KC_PGDN|PageDown1|
|KC_RIGHT|KC_RGHT|RightArrow1|
|KC_LEFT||LeftArrow1|
|KC_DOWN||DownArrow1|
|KC_UP||UpArrow1|
|KC_APPLICATION|KC_APP|Application10|
|KC_POWER||Power9|
|KC_EXECUTE||Execute|
|KC_HELP||Help|
|KC_MENU||Menu|
|KC_SELECT||Select|
|KC_AGAIN||Again|
|KC_UNDO||Undo|
|KC_CUT||Cut|
|KC_COPY||Copy|
|KC_PASTE||Paste|
|KC_FIND||Find|
|KC_ALT_ERASE||Alternate Erase7|
|KC_SYSREQ||SysReq/Attention1|
|KC_CANCEL||Cancel|
|KC_CLEAR||Clear|
|KC_PRIOR||Prior|
|KC_RETURN||Return|
|KC_SEPARATOR||Separator|
|KC_OUT||Out|
|KC_OPER||Oper|
|KC_CLEAR_AGAIN||Clear/Again|
|KC_CRSEL||CrSel/Props|
|KC_EXSEL||ExSel|
|KC_SYSTEM_POWER|KC_PWR|System Power Down|
|KC_SYSTEM_SLEEP|KC_SLEP|System Sleep|
|KC_SYSTEM_WAKE|KC_WAKE|System Wake|
|KC_MAIL|KC_MAIL||
|KC_CALCULATOR|KC_CALC||
|KC_MY_COMPUTER|KC_MYCM||
|KC_WWW_SEARCH|KC_WSCH||
|KC_WWW_HOME|KC_WHOM||
|KC_WWW_BACK|KC_WBAK||
|KC_WWW_FORWARD|KC_WFWD||
|KC_WWW_STOP|KC_WSTP||
|KC_WWW_REFRESH|KC_WREF||
|KC_WWW_FAVORITES|KC_WFAV||
## Media Keys
Windows and Mac use different key codes for next track and previous track. Make sure you choose the keycode that corresponds to your OS.
|Long Name|Short Name|Description|
|---------|----------|-----------|
|KC_STOP||Stop|
|KC__MUTE||Mute|
|KC__VOLUP||Volume Up|
|KC__VOLDOWN||Volume Down|
|KC_AUDIO_MUTE|KC_MUTE||
|KC_AUDIO_VOL_UP|KC_VOLU||
|KC_AUDIO_VOL_DOWN|KC_VOLD||
|KC_MEDIA_NEXT_TRACK|KC_MNXT|Next Track (Windows)|
|KC_MEDIA_PREV_TRACK|KC_MPRV|Previous Track (Windows)|
|KC_MEDIA_FAST_FORWARD|KC_MFFD|Next Track (macOS)|
|KC_MEDIA_REWIND|KC_MRWD|Previous Track (macOS)|
|KC_MEDIA_STOP|KC_MSTP||
|KC_MEDIA_PLAY_PAUSE|KC_MPLY||
|KC_MEDIA_SELECT|KC_MSEL||
## Numpad
|Long Name|Short Name|Description|
|---------|----------|-----------|
|KC_NUMLOCK|KC_NLCK|Keypad Num Lock and Clear11|
|KC_KP_SLASH|KC_PSLS|Keypad /|
|KC_KP_ASTERISK|KC_PAST|Keypad *|
|KC_KP_MINUS|KC_PMNS|Keypad -|
|KC_KP_PLUS|KC_PPLS|Keypad +|
|KC_KP_ENTER|KC_PENT|Keypad ENTER5|
|KC_KP_1|KC_P1|Keypad 1 and End|
|KC_KP_2|KC_P2|Keypad 2 and Down Arrow|
|KC_KP_3|KC_P3|Keypad 3 and PageDn|
|KC_KP_4|KC_P4|Keypad 4 and Left Arrow|
|KC_KP_5|KC_P5|Keypad 5|
|KC_KP_6|KC_P6|Keypad 6 and Right Arrow|
|KC_KP_7|KC_P7|Keypad 7 and Home|
|KC_KP_8|KC_P8|Keypad 8 and Up Arrow|
|KC_KP_9|KC_P9|Keypad 9 and PageUp|
|KC_KP_0|KC_P0|Keypad 0 and Insert|
|KC_KP_DOT|KC_PDOT|Keypad . and Delete|
|KC_KP_EQUAL|KC_PEQL|Keypad =|
|KC_KP_COMMA|KC_PCMM|Keypad Comma27|
|KC_KP_EQUAL_AS400||Keypad Equal Sign29|
## Special Keys
|Long Name|Short Name|Description|
|---------|----------|-----------|
|KC_NO||Ignore this key. (NOOP) |
## Mousekey
|Long Name|Short Name|Description|
|---------|----------|-----------|
|KC_MS_UP|KC_MS_U|Mouse Cursor Up|
|KC_MS_DOWN|KC_MS_D|Mouse Cursor Down|
|KC_MS_LEFT|KC_MS_L|Mouse Cursor Left|
|KC_MS_RIGHT|KC_MS_R|Mouse Cursor Right|
|KC_MS_BTN1|KC_BTN1|Mouse Button 1|
|KC_MS_BTN2|KC_BTN2|Mouse Button 2|
|KC_MS_BTN3|KC_BTN3|Mouse Button 3|
|KC_MS_BTN4|KC_BTN4|Mouse Button 4|
|KC_MS_BTN5|KC_BTN5|Mouse Button 5|
|KC_MS_WH_UP|KC_WH_U|Mouse Wheel Up|
|KC_MS_WH_DOWN|KC_WH_D|Mouse Wheel Down|
|KC_MS_WH_LEFT|KC_WH_L|Mouse Wheel Left|
|KC_MS_WH_RIGHT|KC_WH_R|Mouse Wheel Right|
|KC_MS_ACCEL0|KC_ACL0|Mouse Acceleration 0|
|KC_MS_ACCEL1|KC_ACL1|Mouse Acceleration 1|
|KC_MS_ACCEL2|KC_ACL2|Mouse Acceleration 2|
## Magic Keys
The following keys can be used to turn on and off various "Magic" features. These include Boot Magic (holding certain keys down while plugging the keyboard in) and the Magic Key.
|Long Name|Short Name|Description|
|---------|----------|-----------|
|MAGIC_SWAP_CONTROL_CAPSLOCK||Swap Capslock and Control|
|MAGIC_CAPSLOCK_TO_CONTROL||Change Capslock to Control|
|MAGIC_SWAP_ALT_GUI||Swap ALT and GUI|
|MAGIC_SWAP_LALT_LGUI||Swap LALT and LGUI|
|MAGIC_SWAP_RALT_RGUI||Swap RALT and RGUI|
|MAGIC_NO_GUI||Disable off the GUI key|
|MAGIC_SWAP_GRAVE_ESC||Swap the GRAVE (~ `) and Esc keys|
|MAGIC_SWAP_BACKSLASH_BACKSPACE||Swap Backslash and Backspace|
|MAGIC_UNSWAP_CONTROL_CAPSLOCK||Disable the Control/Caps Swap|
|MAGIC_UNCAPSLOCK_TO_CONTROL||Turn Capslock back into Capslock|
|MAGIC_UNSWAP_ALT_GUI||Turn the ALT/GUI swap off|
|MAGIC_UNSWAP_LALT_LGUI||Turn the LALT/LGUI swap off|
|MAGIC_UNSWAP_RALT_RGUI||Turn the RALT/RGUI swap off|
|MAGIC_UNNO_GUI||Enable the GUI key|
|MAGIC_UNSWAP_GRAVE_ESC||Turn the GRAVE/ESC swap off|
|MAGIC_UNSWAP_BACKSLASH_BACKSPACE||Turn the Backslash/Backspace swap off|
|MAGIC_HOST_NKRO||Turn NKRO on|
|MAGIC_UNHOST_NKRO||Turn NKRO off|
|MAGIC_TOGGLE_NKRO||Toggle NKRO on or off|

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# Share your keymap idea here!
https://github.com/tmk/tmk_keyboard/issues/265
---
## Reverse-shifted for numbers
With pressing Shift and '1' key you get **1** while with just '1' key you get **!**.
- https://geekhack.org/index.php?topic=41989.msg1959718#msg1959718
## KBT Pure layout
Keymap code on Alps64
https://github.com/thisisshi/tmk_keyboard/blob/15fe63e8d181a8a95988dcc71929f0024df55caa/keyboard/alps64/keymap_pure.c
and guide.
https://github.com/thisisshi/tmk_keyboard/blob/77ac0805ade565fb23657e3644c920ada71edccf/keyboard/alps64/Guide.md
## Prevent stuck modifiers
Consider the following scenario:
1. Layer 0 has a key defined as Shift.
2. The same key is defined on layer 1 as the letter A.
3. User presses Shift.
4. User switches to layer 1 for whatever reason.
5. User releases Shift, or rather the letter A.
6. User switches back to layer 0.
Shift was actually never released and is still considered pressed.
If such situation bothers you add this to your `config.h`:
#define PREVENT_STUCK_MODIFIERS
This option uses 5 bytes of memory per every 8 keys on the keyboard
rounded up (5 bits per key). For example on Planck (48 keys) it uses
(48/8)\*5 = 30 bytes.

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# Keymap Overview
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
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**.
Respective layers can be validated simultaneously. Layers are indexed with 0 to 31 and higher layer has precedence.
Keymap: 32 Layers Layer: action code matrix
----------------- ---------------------
stack of layers array_of_action_code[row][column]
____________ precedence _______________________
/ / | high / ESC / F1 / F2 / F3 ....
31 /___________// | /-----/-----/-----/-----
30 /___________// | / TAB / Q / W / E ....
29 /___________/ | /-----/-----/-----/-----
: _:_:_:_:_:__ | : /LCtrl/ A / S / D ....
: / : : : : : / | : / : : : :
2 /___________// | 2 `--------------------------
1 /___________// | 1 `--------------------------
0 /___________/ V low 0 `--------------------------
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:
* **`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.
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.
Initial state of Keymap Change base layout
----------------------- ------------------
31 31
30 30
29 29
: :
: : ____________
2 ____________ 2 / /
1 / / ,->1 /___________/
,->0 /___________/ | 0
| |
`--- 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.
Overlay feature layer
--------------------- bit|status
____________ ---+------
31 / / 31 | 0
30 /___________// -----> 30 | 1
29 /___________/ -----> 29 | 1
: : | :
: ____________ : | :
2 / / 2 | 0
,->1 /___________/ -----> 1 | 1
| 0 0 | 0
| +
`--- default_layer = 1 |
layer_state = 0x60000002 <-'
### Layer Precedence and Transparency
Note that ***higher layer has higher priority on stack of layers***, namely firmware falls down from top layer to bottom to look up keycode. Once it spots keycode other than **`KC_TRNS`**(transparent) on a layer it stops searching and lower layers aren't referred.
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`
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.
There are 3 main sections of a `keymap.c` file you'll want to concern yourself with:
* [The Definitions](#definitions)
* [The Layer/Keymap Datastructure](#layers-and-keymaps)
* [Custom Functions](#custom-functions), if any
### Definitions
At the top of the file you'll find this:
#include "clueboard.h"
// Helpful defines
#define GRAVE_MODS (MOD_BIT(KC_LSHIFT)|MOD_BIT(KC_RSHIFT)|MOD_BIT(KC_LGUI)|MOD_BIT(KC_RGUI)|MOD_BIT(KC_LALT)|MOD_BIT(KC_RALT))
#define _______ KC_TRNS
// Each layer gets a name for readability.
// The underscores don't mean anything - you can
// have a layer called STUFF or any other name.
// Layer names don't all need to be of the same
// length, and you can also skip them entirely
// and just use numbers.
#define _BL 0
#define _FL 1
#define _CL 2
These are some handy definitions we can use when building our keymap and our custom function. The `GRAVE_MODS` definition will be used later in our custom function. The `_______` define makes it easier to see what keys a layer is overriding, while the `_BL`, `_FL`, and `_CL` defines make it easier to refer to each of our layers.
### Layers and Keymaps
The main part of this file is the `keymaps[]` definition. This is where you list your layers and the contents of those layers. This part of the file begins with this definition:
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
After this you'll find a list of KEYMAP() macros. A KEYMAP() is simply a list of keys to define a single layer. Typically you'll have one or more "base layers" (such as QWERTY, Dvorak, or Colemak) and then you'll layer on top of that one or more "function" layers. Due to the way layers are processed you can't overlay a "lower" layer on top of a "higher" layer.
`keymaps[][MATRIX_ROWS][MATRIX_COLS]` in QMK holds the 16 bit action code (sometimes referred as the quantum keycode) in it. For the keycode representing typical keys, its high byte is 0 and its low byte is the USB HID usage ID for keyboard.
> TMK from which QMK was forked uses `const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS]` instead and holds the 8 bit keycode. Some keycode values are reserved to induce execution of certain action codes via the `fn_actions[]` array.
#### Base Layer
Here is an example of the Clueboard's base layer:
/* Keymap _BL: Base Layer (Default Layer)
*/
[_BL] = KEYMAP(
F(0), KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, KC_GRV, KC_BSPC, KC_PGUP, \
KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC, KC_BSLS, KC_PGDN, \
KC_CAPS, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_NUHS, KC_ENT, \
KC_LSFT, KC_NUBS, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RO, KC_RSFT, KC_UP, \
KC_LCTL, KC_LGUI, KC_LALT, KC_MHEN, KC_SPC,KC_SPC, KC_HENK, KC_RALT, KC_RCTL, MO(_FL), KC_LEFT, KC_DOWN, KC_RGHT),
Some interesting things to note about this:
* From a C source point of view it's only a single array, but we have embedded whitespace to more easily visualize where each key is on the physical device.
* Plain keyboard scancodes are prefixed with KC_, while "special" keys are not.
* The upper left key activates custom function 0 (`F(0)`)
* The "Fn" key is defined with `MO(_FL)`, which moves to the `_FL` layer while that key is being held down.
#### Function Overlay Layer
Our function layer is, from a code point of view, no different from the base layer. Conceptually, however, you will build that layer as an overlay, not a replacement. For many people this distinction does not matter, but as you build more complicated layering setups it matters more and more.
[_FL] = KEYMAP(
KC_GRV, 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_DEL, BL_STEP, \
_______, _______, _______,_______,_______,_______,_______,_______,KC_PSCR,KC_SLCK, KC_PAUS, _______, _______, _______, _______, \
_______, _______, MO(_CL),_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, _______, \
_______, _______, _______,_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, _______, KC_PGUP, \
_______, _______, _______, _______, _______,_______, _______, _______, _______, MO(_FL), KC_HOME, KC_PGDN, KC_END),
Some interesting things to note:
* We have used our `_______` definition to turn `KC_TRNS` into `_______`. This makes it easier to spot the keys that have changed on this layer.
* While in this layer if you press one of the `_______` keys it will activate the key in the next lowest active layer.
### Custom Functions
At the bottom of the file we've defined a single custom function. This function defines a key that sends `KC_ESC` when pressed without modifiers and `KC_GRAVE` when modifiers are held. There are a couple pieces that need to be in place for this to work, and we will go over both of them.
#### `fn_actions[]`
We define the `fn_actions[]` array to point to custom functions. `F(N)` in a keymap will call element N of that array. For the Clueboard's that looks like this:
const uint16_t PROGMEM fn_actions[] = {
[0] = ACTION_FUNCTION(0), // Calls action_function()
};
In this case we've instructed QMK to call the `ACTION_FUNCTION` callback, which we will define in the next section.
> 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.
#### `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`.
void action_function(keyrecord_t *record, uint8_t id, uint8_t opt) {
static uint8_t mods_pressed;
switch (id) {
case 0:
/* Handle the combined Grave/Esc key
*/
mods_pressed = get_mods()&GRAVE_MODS; // Check to see what mods are pressed
if (record->event.pressed) {
/* The key is being pressed.
*/
if (mods_pressed) {
add_key(KC_GRV);
send_keyboard_report();
} else {
add_key(KC_ESC);
send_keyboard_report();
}
} else {
/* The key is being released.
*/
if (mods_pressed) {
del_key(KC_GRV);
send_keyboard_report();
} else {
del_key(KC_ESC);
send_keyboard_report();
}
}
break;
}
}
# Nitty Gritty Details
This should have given you a basic overview for creating your own keymap. For more details see the following resources:
* https://github.com/qmk/qmk_firmware/wiki/Keycodes
* https://github.com/qmk/qmk_firmware/wiki/FAQ-Keymap
* https://github.com/qmk/qmk_firmware/wiki/Keymap-examples
We are actively working to improve these docs. If you have suggestions for how they could be made better please [file an issue](https://github.com/qmk/qmk_firmware/issues/new)!

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== KLL vs TMK
1. **Shift** = Memontary
1. Latch = One shot
1. Lock = Toggle
## KLL terminology
### Fall-through
When a key is undefined on a particular layer, the key
definition on the previously stacked layer will be used. Eventually
the key definition will be set to using the default layer. If the None
keyword is used, then the fall-through will stop and no action will
take place.
###Latch
When referring to keyboards, a key function that is only enabled
until the release of the next keypress.
###Lock
When referring to keyboards, a key function that is enabled until
that key is pressed again (e.g. Caps Lock).
### NKRO
N-Key Rollover is the capability to press N number of keys at the
same time on a keyboard and have them all register on the OS simultaneously.
### Scan Code
Row x Column code or native protocol code used by the keyboard.
### Shift
When referring to keyboards, a key function that is enabled while
that key is held.
### USB Code
Keyboard Press/Release codes as defined by the USB HID
Spec.

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# The Leader key: A new kind of modifier
If you've ever used Vim, you know what a Leader key is. If not, you're about to discover a wonderful concept. :) Instead of hitting Alt+Shift+W for example (holding down three keys at the same time), what if you could hit a _sequence_ of keys instead? So you'd hit our special modifier (the Leader key), followed by W and then C (just a rapid succession of keys), and something would happen.
That's what `KC_LEAD` does. Here's an example:
1. Pick a key on your keyboard you want to use as the Leader key. Assign it the keycode `KC_LEAD`. This key would be dedicated just for this -- it's a single action key, can't be used for anything else.
2. Include the line `#define LEADER_TIMEOUT 300` somewhere in your keymap.c file, probably near the top. The 300 there is 300ms -- that's how long you have for the sequence of keys following the leader. You can tweak this value for comfort, of course.
3. Within your `matrix_scan_user` function, do something like this:
```
LEADER_EXTERNS();
void matrix_scan_user(void) {
LEADER_DICTIONARY() {
leading = false;
leader_end();
SEQ_ONE_KEY(KC_F) {
register_code(KC_S);
unregister_code(KC_S);
}
SEQ_TWO_KEYS(KC_A, KC_S) {
register_code(KC_H);
unregister_code(KC_H);
}
SEQ_THREE_KEYS(KC_A, KC_S, KC_D) {
register_code(KC_LGUI);
register_code(KC_S);
unregister_code(KC_S);
unregister_code(KC_LGUI);
}
}
}
```
As you can see, you have three function. you can use - `SEQ_ONE_KEY` for single-key sequences (Leader followed by just one key), and `SEQ_TWO_KEYS` and `SEQ_THREE_KEYS` for longer sequences. Each of these accepts one or more keycodes as arguments. This is an important point: You can use keycodes from **any layer on your keyboard**. That layer would need to be active for the leader macro to fire, obviously.

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# Overview
As raised in #1038 and other issues, the licensing status of QMK is not clear. In an effort to remove ambiguity and to clarify the licensing status of the quantum code we are identifying the providence of our source code files and clarifying what license applies to each one.
# Signoff
This section documents the people who need to sign off on applying the GPL to one or more of their contributions. If your name appears below and you consent to applying the GPL to your contributions, please put today's date in the last field of your row. Please stick to the following date format: 2017 Jan 28
Username | Files | Sign Off Date |
---------|-------|---------------|
@0xdec | quantum/rgblight.c | 2017 Jan 29 |
@algernon | quantum/quantum.c<br>quantum/quantum.h<br>quantum/process_keycode/process_tap_dance.c<br>quantum/process_keycode/process_tap_dance.h<br>quantum/process_keycode/process_unicode.c<br>quantum/process_keycode/process_unicode.h | 2017 Jan 29 |
@cdlm | quantum/template/template.c<br>quantum/template/template.h | 2017 Feb 03 |
@DidierLoiseau | quantum/keymap_extras/keymap_canadian_multilingual.h<br>quantum/keymap_extras/keymap_bepo.h |2017 Jan 29 |
@eltang | quantum/config_common.h<br>quantum/matrix.c<br>quantum/quantum.c<br>quantum/quantum.h<br>quantum/rgblight.c<br>quantum/rgblight.h<br>quantum/template/config.h | 2017 Feb 28 |
@ezuk | quantum/matrix.c<br>quantum/quantum.c<br>quantum/quantum.h<br>quantum/quantum_keycodes.h<br>quantum/rgblight.c<br>quantum/rgblight.h<br>quantum/keymap_extras/keymap_colemak.h<br>quantum/keymap_extras/keymap_nordic.h | 2017 Jan 31 |
@fredizzimo | quantum/config_common.h<br>quantum/keycode_config.h<br>quantum/keymap.h<br>quantum/keymap_common.c<br>quantum/keymap_common.c<br>quantum/matrix.c<br>quantum/quantum.h<br>quantum/rgblight.c<br>quantum/rgblight.h<br>quantum/api/api_sysex.c | 2017 Jan 29 |
@h-youhei | quantum/keymap_extras/keymap_jp.h | 2017 Jan 28 |
@heartsekai | quantum/keymap_extras/keymap_german_ch.h | 2017 Jan 29 |
@IBnobody | quantum/keycode_config.h<br>quantum/matrix.c<br>quantum/quantum.c<br>quantum/audio/audio.c<br>quantum/audio/audio.h<br>quantum/audio/audio_pwm.c<br>quantum/audio/audio_pwm.c<br>quantum/audio/voices.c<br>quantum/audio/voices.h<br>quantum/template/config.h<br>quantum/template/template.c | 2017 Jan 30 |
@jackhumbert | quantum/config_common.h<br>quantum/keycode_config.h<br>quantum/keymap.h<br>quantum/keymap_common.c<br>quantum/light_ws2812.c<br>quantum/light_ws2812.h<br>quantum/matrix.c<br>quantum/quantum.c<br>quantum/quantum.h<br>quantum/quantum_keycodes.h<br>quantum/rgblight.c<br>quantum/rgblight.h<br>quantum/api/api_sysex.c<br>quantum/audio/audio.c<br>quantum/audio/audio.h<br>quantum/audio/audio_pwm.c<br>quantum/audio/audio_pwm.c<br>quantum/audio/voices.c<br>quantum/audio/voices.h<br>quantum/keymap_extras/keymap_colemak.h<br>quantum/keymap_extras/keymap_dvorak.h<br>quantum/keymap_extras/keymap_fr_ch.h<br>quantum/keymap_extras/keymap_french.h<br>quantum/keymap_extras/keymap_french_osx.h<br>quantum/keymap_extras/keymap_german.h<br>quantum/keymap_extras/keymap_german_ch.h<br>quantum/keymap_extras/keymap_german_osx.h<br>quantum/keymap_extras/keymap_neo2.h<br>quantum/keymap_extras/keymap_nordic.h<br>quantum/keymap_extras/keymap_plover.h<br>quantum/keymap_extras/keymap_spanish.h<br>quantum/keymap_extras/keymap_uk.h<br>quantum/process_keycode/process_midi.c<br>quantum/process_keycode/process_music.c<br>quantum/process_keycode/process_tap_dance.c<br>quantum/process_keycode/process_tap_dance.h<br>quantum/process_keycode/process_unicode.c<br>quantum/process_keycode/process_unicode.h<br>quantum/template/config.h<br>quantum/template/template.c<br>quantum/template/template.h | 2017-01-29 |
@jakllsch | quantum/keymap_extras/keymap_dvorak.h<br>quantum/keymap_extras/keymap_fr_ch.h<br>quantum/keymap_extras/keymap_french.h<br>quantum/keymap_extras/keymap_german.h<br>quantum/keymap_extras/keymap_german_ch.h<br>quantum/keymap_extras/keymap_nordic.h<br>quantum/keymap_extras/keymap_spanish.h<br>quantum/keymap_extras/keymap_uk.h | 2017 Jan 29 |
kuel | quantum/keymap_extras/keymap_unicode_cyrillic.h<br>quantum/keymap_extras/keymap_russian.h | |
@lindhe | quantum/keymap_extras/keymap_nordic.h<br>quantum/keymap_extras/keymap_norwegian.h | 2017 Jan 30 |
@matzebond | quantum/keymap_extras/keymap_german.h<br>quantum/keymap_extras/keymap_neo2.h | 2017 Jan 30 |
@plgruener | quantum/keymap_extras/keymap_german.h<br>quantum/keymap_extras/keymap_neo2.h | 2017 Jan 30 |
@priyadi | quantum/quantum.c<br>quantum/process_keycode/process_unicode.c<br>quantum/process_keycode/process_unicode.h | 2017 Jan 31 |
@pvinis | quantum/quantum.c<br>quantum/quantum.h<br>quantum/process_keycode/process_tap_dance.c<br>quantum/process_keycode/process_tap_dance.h | 2017 Jan 29 |
@Smilliam | quantum/quantum.c | 2017 Feb 25 |
@sperochon | quantum/keymap_extras/keymap_french_osx.h | 2017 Jan 30 |
stephan . bosebeck at holidayinsider.com | quantum/keymap_extras/keymap_german_osx.h | 2017 Feb 15 |
@TerryMathews | quantum/quantum.c | 2017 Jan 29 |
@Twey | quantum/keymap_extras/keymap_plover.h | |
@Vifon | quantum/dynamic_macro.h<br>quantum/quantum.c | 2017 Feb 09 |
@vincent-pochet | quantum/keymap_extras/keymap_fr_ch.h | 2017 Feb 09 |
@wez | quantum/dynamic_macro.h | 2017 Jan 29 |
@Wilba6582 | quantum/keymap.h<br>quantum/keymap_common.c<br>quantum/quantum_keycodes.h | 2017 Feb 15 |
@yangliu | quantum/light_ws2812.c<br>quantum/light_ws2812.h<br>quantum/rgblight.c<br>quantum/rgblight.h | 2017 Jan 30 |

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# Macro shortcuts: Send a whole string when pressing just one key
Instead of using the `ACTION_MACRO` function, you can simply use `M(n)` to access macro *n* - *n* will get passed into the `action_get_macro` as the `id`, and you can use a switch statement to trigger it. This gets called on the keydown and keyup, so you'll need to use an if statement testing `record->event.pressed` (see keymap_default.c).
```c
const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt) // this is the function signature -- just copy/paste it into your keymap file as it is.
{
switch(id) {
case 0: // this would trigger when you hit a key mapped as M(0)
if (record->event.pressed) {
return MACRO( I(255), T(H), T(E), T(L), T(L), W(255), T(O), END ); // this sends the string 'hello' when the macro executes
}
break;
}
return MACRO_NONE;
};
```
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.
So above you can see the stroke interval changed to 255ms between each keystroke, then a bunch of keys being typed, waits a while, then the macro ends.
Note: Using macros to have your keyboard send passwords for you is possible, but a bad idea.
## Advanced macro functions
To get more control over the keys/actions your keyboard takes, the following functions are available to you in the `action_get_macro` function block:
* `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.
* `layer_on(<n>);`
This will turn on the layer `<n>` - the higher layer number will always take priority. Make sure you have `KC_TRNS` for the key you're pressing on the layer you're switching to, or you'll get stick there unless you have another plan.
* `layer_off(<n>);`
This will turn off the layer `<n>`.
* `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.
* `update_tri_layer(layer_1, layer_2, layer_3);`
If the user attempts to activate layer 1 AND layer 2 at the same time (for example, by hitting their respective layer keys), layer 3 will be activated. Layers 1 and 2 will _also_ be activated, for the purposes of fallbacks (so a given key will fall back from 3 to 2, to 1 -- and only then to 0).
### 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 just name them like so:
```
#define AUD_OFF M(6)
#define AUD_ON M(7)
#define MUS_OFF M(8)
#define MUS_ON M(9)
#define VC_IN M(10)
#define VC_DE M(11)
#define PLOVER M(12)
#define EXT_PLV M(13)
```
As was done on the [Planck default keymap](https://github.com/qmk/qmk_firmware/blob/master/keyboards/planck/keymaps/default/keymap.c#L33-L40)
#### Timer functionality
It's possible to start timers and read values for time-specific events - here's an example:
```c
static uint16_t key_timer;
key_timer = timer_read();
if (timer_elapsed(key_timer) < 100) {
// do something if less than 100ms have passed
} else {
// do something if 100ms or more have passed
}
```
It's best to declare the `static uint16_t key_timer;` outside of the macro block (top of file, etc).
### Example: Single-key copy/paste (hold to copy, tap to paste)
With QMK, it's easy to make one key do two things, as long as one of those things is being a modifier. :) So if you want a key to act as Ctrl when held and send the letter R when tapped, that's easy: `CTL_T(KC_R)`. But what do you do when you want that key to send Ctrl-V (paste) when tapped, and Ctrl-C (copy) when held?
Here's what you do:
```
static uint16_t key_timer;
const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt)
{
switch(id) {
case 0: {
if (record->event.pressed) {
key_timer = timer_read(); // if the key is being pressed, we start the timer.
}
else { // this means the key was just released, so we can figure out how long it was pressed for (tap or "held down").
if (timer_elapsed(key_timer) > 150) { // 150 being 150ms, the threshhold we pick for counting something as a tap.
return MACRO( D(LCTL), T(C), U(LCTL), END );
}
else {
return MACRO( D(LCTL), T(V), U(LCTL), END );
}
}
break;
}
}
return MACRO_NONE;
};
```
And then, to assign this macro to a key on your keyboard layout, you just use `M(0)` on the key you want to press for copy/paste.
# Dynamic macros: record and replay macros in runtime
In addition to the static macros described above, you may enable the dynamic macros which you may record while writing. They are forgotten as soon as the keyboard is unplugged. Only two such macros may be stored at the same time, with the total length of 64 keypresses (by default).
To enable them, first add a new element to the `planck_keycodes` enum — `DYNAMIC_MACRO_RANGE`:
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:
#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:
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:
uint16_t macro_kc = (keycode == MO(_DYN) ? DYN_REC_STOP : keycode);
if (!process_record_dynamic_macro(macro_kc, record)) {
return false;
}
If the LED-s start blinking during the recording with each keypress, it means there is no more space for the macro in the macro buffer. To fit the macro in, either make the other macro shorter (they share the same buffer) or increase the buffer size by setting the `DYNAMIC_MACRO_SIZE` preprocessor macro (default value: 128; please read the comments for it in the header).
For the details about the internals of the dynamic macros, please read the comments in the `dynamic_macro.h` header.

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# More detailed make instruction
The full syntax of the `make` command is the following, but parts of the command can be left out if you run it from other directories than the `root` (as you might already have noticed by reading the simple instructions).
`<keyboard>-<subproject>-<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
* `<keymap>` is the name of the keymap, for example `algernon`
* Use `allkm` to compile all keymaps
* `<target>` will be explained in more detail below.
**Note:** When you leave some parts of the command out, you should also remove the dash (`-`).
As mentioned above, there are some shortcuts, when you are in a:
* `keyboard` folder, the command will automatically fill the `<keyboard>` part. So you only need to type `<subproject>-<keymap>-<target>`
* `subproject` folder, it will fill in both `<keyboard>` and `<subproject>`
* `keymap` folder, then `<keyboard>` and `<keymap>` will be filled in. If you need to specify the `<subproject>` use the following syntax `<subproject>-<target>`
* Note in order to support this shortcut, the keymap needs its own Makefile (see the example [here](https://github.com/qmk/qmk_firmware/blob/master/doc/keymap_makefile_example.mk))
* `keymap` folder of a `subproject`, then everything except the `<target>` will be filled in
The `<target>` means the following
* If no target is given, then it's the same as `all` below
* `all` compiles the keyboard and generates a `<keyboard>_<keymap>.hex` file in whichever folder you run `make` from. These files are ignored by git, so don't worry about deleting them when committing/creating pull requests.
* `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 Infinity 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** that some operating systems needs root access for these commands to work, so in that case you need to run for example `sudo make 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.
Some other targets are supported but, but not important enough to be documented here. Check the source code of the make files for more information.
You can also add extra options at the end of the make command line, after the target
* `make COLOR=false` - turns off color output
* `make SILENT=true` - turns off output besides errors/warnings
* `make VERBOSE=true` - outputs all of the gcc stuff (not interesting, unless you need to debug)
* `make EXTRAFLAGS=-E` - Preprocess the code without doing any compiling (useful if you are trying to debug #define commands)
The make command itself also has some additional options, type `make --help` for more information. The most useful is probably `-jx`, which specifies that you want to compile using more than one CPU, the `x` represents the number of CPUs that you want to use. Setting that can greatly reduce the compile times, especially if you are compiling many keyboards/keymaps. I usually set it to one less than the number of CPUs that I have, so that I have some left for doing other things while it's compiling. Note that not all operating systems and make versions supports that option.
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` from within a `keyboard` directory, is the same as `make keyboard-allsp-allkm`, which compiles all subprojects and keymaps of the keyboard. **NOTE** that this behaviour has changed. Previously it compiled just the default keymap.
* `make ergodox-infinity-algernon-clean` will clean the build output of the Ergodox Infinity keyboard. This example uses the full syntax and can be run from any folder with a `Makefile`
* `make dfu COLOR=false` from within a keymap folder, builds and uploads the keymap, but without color output.
## The `Makefile`
There are 5 different `make` and `Makefile` locations:
* root (`/`)
* keyboard (`/keyboards/<keyboard>/`)
* keymap (`/keyboards/<keyboard>/keymaps/<keymap>/`)
* subproject (`/keyboards/<keyboard>/<subproject>`)
* subproject keymap (`/keyboards/<keyboard>/<subproject>/keymaps/<keymap>`)
The root contains the code used to automatically figure out which keymap or keymaps to compile based on your current directory and commandline arguments. It's considered stable, and shouldn't be modified. The keyboard one will contain the MCU set-up and default settings for your keyboard, and shouldn't be modified unless you are the producer of that keyboard. The keymap Makefile can be modified by users, and is optional. It is included automatically if it exists. You can see an example [here](https://github.com/qmk/qmk_firmware/blob/master/doc/keymap_makefile_example.mk) - the last few lines are the most important. The settings you set here will override any defaults set in the keyboard Makefile. **The file is required if you want to run `make` in the keymap folder.**
For keyboards and subprojects, the make files are split in two parts `Makefile` and `rules.mk`. All settings can be found in the `rules.mk` file, while the `Makefile` is just there for support and including the root `Makefile`. Keymaps contain just one `Makefile` for simplicity.
### Makefile options
Set these variables to `no` to disable them, and `yes` to enable them.
`BOOTMAGIC_ENABLE`
This allows you to hold a key and the salt key (space by default) and have access to a various EEPROM settings that persist over power loss. It's advised you keep this disabled, as the settings are often changed by accident, and produce confusing results that makes it difficult to debug. It's one of the more common problems encountered in help sessions.
Consumes about 1000 bytes.
`MOUSEKEY_ENABLE`
This gives you control over cursor movements and clicks via keycodes/custom functions.
`EXTRAKEY_ENABLE`
This allows you to use the system and audio control key codes.
`CONSOLE_ENABLE`
This allows you to print messages that can be read using [`hid_listen`](https://www.pjrc.com/teensy/hid_listen.html).
By default, all debug (*dprint*) print (*print*, *xprintf*), and user print (*uprint*) messages will be enabled. This will eat up a significant portion of the flash and may make the keyboard .hex file too big to program.
To disable debug messages (*dprint*) and reduce the .hex file size, include `#define NO_DEBUG` in your `config.h` file.
To disable print messages (*print*, *xprintf*) and user print messages (*uprint*) and reduce the .hex file size, include `#define NO_PRINT` in your `config.h` file.
To disable print messages (*print*, *xprintf*) and **KEEP** user print messages (*uprint*), include `#define USER_PRINT` in your `config.h` file.
To see the text, open `hid_listen` and enjoy looking at your printed messages.
**NOTE:** Do not include *uprint* messages in anything other than your keymap code. It must not be used within the QMK system framework. Otherwise, you will bloat other people's .hex files.
Consumes about 400 bytes.
`COMMAND_ENABLE`
This enables magic commands, typically fired with the default magic key combo `LSHIFT+RSHIFT+KEY`. Magic commands include turning on debugging messages (`MAGIC+D`) or temporarily toggling NKRO (`MAGIC+N`).
`SLEEP_LED_ENABLE`
Enables your LED to breath while your computer is sleeping. Timer1 is being used here. This feature is largely unused and untested, and needs updating/abstracting.
`NKRO_ENABLE`
This allows the keyboard to tell the host OS that up to 248 keys are held down at once (default without NKRO is 6). NKRO is off by default, even if `NKRO_ENABLE` is set. NKRO can be forced by adding `#define FORCE_NKRO` to your config.h or by binding `MAGIC_TOGGLE_NKRO` to a key and then hitting the key.
`BACKLIGHT_ENABLE`
This enables your backlight on Timer1 and ports B5, B6, or B7 (for now). You can specify your port by putting this in your `config.h`:
#define BACKLIGHT_PIN B7
`MIDI_ENABLE`
This enables MIDI sending and receiving with your keyboard. To enter MIDI send mode, you can use the keycode `MI_ON`, and `MI_OFF` to turn it off. This is a largely untested feature, but more information can be found in the `quantum/quantum.c` file.
`UNICODE_ENABLE`
This allows you to send unicode symbols via `UC(<unicode>)` in your keymap. Only codes up to 0x7FFF are currently supported.
`UNICODEMAP_ENABLE`
This allows sending unicode symbols using `X(<unicode>)` in your keymap. Codes
up to 0xFFFFFFFF are supported, including emojis. You will need to maintain
a separate mapping table in your keymap file.
Known limitations:
- Under Mac OS, only codes up to 0xFFFF are supported.
- Under Linux ibus, only codes up to 0xFFFFF are supported (but anything important is still under this limit for now).
Characters out of range supported by the OS will be ignored.
`BLUETOOTH_ENABLE`
This allows you to interface with a Bluefruit EZ-key to send keycodes wirelessly. It uses the D2 and D3 pins.
`AUDIO_ENABLE`
This allows you output audio on the C6 pin (needs abstracting). See the [audio section](#audio-output-from-a-speaker) for more information.
`FAUXCLICKY_ENABLE`
Uses buzzer to emulate clicky switches. A cheap imitation of the Cherry blue switches. By default, uses the C6 pin, same as AUDIO_ENABLE.
`VARIABLE_TRACE`
Use this to debug changes to variable values, see the [tracing variables](#tracing-variables) section for more information.
`API_SYSEX_ENABLE`
This enables using the Quantum SYSEX API to send strings (somewhere?)
This consumes about 5390 bytes.
### Customizing Makefile options on a per-keymap basis
If your keymap directory has a file called `Makefile` (note the filename), any Makefile options you set in that file will take precedence over other Makefile options for your particular keyboard.
So let's say your keyboard's makefile has `BACKLIGHT_ENABLE = yes` (or maybe doesn't even list the `BACKLIGHT_ENABLE` option, which would cause it to be off). You want your particular keymap to not have the debug console, so you make a file called `Makefile` and specify `BACKLIGHT_ENABLE = no`.
You can use the `doc/keymap_makefile_example.md` as a template/starting point.

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In rare circumstances, your keyboard/device can become unwritable, and `dfu-programmer` will give you an error like this:
Erasing flash... Success
Checking memory from 0x0 to 0x6FFF... Empty.
Checking memory from 0x0 to 0x607F... Empty.
0% 100% Programming 0x6080 bytes...
[ X ERROR
Memory write error, use debug for more info.
Currently the only way to solve this is to [reprogram the chip via ISP](https://www.reddit.com/r/olkb/comments/4rjzen/flashing_error_on_mac_os_x/d52rj8o/). This requires another device to be hooked up to a couple of exposed pins on the PCB. There is a guide on how to do this [here](https://learn.sparkfun.com/tutorials/installing-an-arduino-bootloader), and [this is where things are on the Planck PCB](http://imgur.com/lvbxbHt).
An example command to flash the board once things are hooked up is:
avrdude -c usbtiny -p m32u4 -U flash:w:planck_default_rev4.hex
Research is still being done on why this happens, but here are some cases:
* [`make -f Makefile.rn42 dfu` and not the dfu-programmer commands worked for @tybenz](https://github.com/tmk/tmk_keyboard/issues/316) - also see [the hhkb keyboard on tmk](https://github.com/tmk/tmk_keyboard/tree/master/keyboard/hhkb)
* [Doing a force erase works here](https://geekhack.org/index.php?topic=12047.msg1520147#msg1520147)
* [`dfu-programmer atmega32u4 erase --force` works here as well](https://forum.fhem.de/index.php?topic=29777.0) [DE]
* [Unresolved, but some data dumps](https://github.com/dfu-programmer/dfu-programmer/issues/29)

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## Audio output from a speaker
Your keyboard can make sounds! If you've got a Planck, Preonic, or basically any keyboard that allows access to the C6 port, 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.
The audio code lives in [quantum/audio/audio.h](https://github.com/qmk/qmk_firmware/blob/master/quantum/audio/audio.h) and in the other files in the audio directory. It's enabled by default on the Planck [stock keymap](https://github.com/qmk/qmk_firmware/blob/master/keyboards/planck/keymaps/default/keymap.c). Here are the important bits:
```
#include "audio.h"
```
Then, lower down the file:
```
float tone_startup[][2] = {
ED_NOTE(_E7 ),
E__NOTE(_CS7),
E__NOTE(_E6 ),
E__NOTE(_A6 ),
M__NOTE(_CS7, 20)
};
```
This is how you write a song. Each of these lines is a note, so we have a little ditty composed of five notes here.
Then, we have this chunk:
```
float tone_qwerty[][2] = SONG(QWERTY_SOUND);
float tone_dvorak[][2] = SONG(DVORAK_SOUND);
float tone_colemak[][2] = SONG(COLEMAK_SOUND);
float tone_plover[][2] = SONG(PLOVER_SOUND);
float tone_plover_gb[][2] = SONG(PLOVER_GOODBYE_SOUND);
float music_scale[][2] = SONG(MUSIC_SCALE_SOUND);
float goodbye[][2] = SONG(GOODBYE_SOUND);
```
Wherein we bind predefined songs (from [quantum/audio/song_list.h](https://github.com/qmk/qmk_firmware/blob/master/quantum/audio/song_list.h)) into named variables. This is one optimization that helps save on memory: These songs only take up memory when you reference them in your keymap, because they're essentially all preprocessor directives.
So now you have something called `tone_plover` for example. How do you make it play the Plover tune, then? If you look further down the keymap, you'll see this:
```
PLAY_NOTE_ARRAY(tone_plover, false, 0); // Signature is: Song name, repeat, rest style
```
This is inside one of the macros. So when that macro executes, your keyboard plays that particular chime.
"Rest style" in the method signature above (the last parameter) specifies if there's a rest (a moment of silence) between the notes.
## Recording And Playing back Music
* ```Music On``` - Turn music mode on. The default mapping is ```Lower+Upper+C```
* ```LCTL``` - start a recording
* play some tones
* ```LALT``` - stop recording, stop playing
* ```LGUI``` - play recording
* ```LALT``` - stop playing
* ```Music Off``` - Turn music mode off. The default mapping is ```Lower+Upper+V```
## MIDI functionalty
This is still a WIP, but check out `quantum/keymap_midi.c` to see what's happening. Enable from the Makefile.
## Bluetooth functionality
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.
## RGB Under Glow Mod
![Planck with RGB Underglow](https://raw.githubusercontent.com/qmk/qmk_firmware/master/keyboards/planck/keymaps/yang/planck-with-rgb-underglow.jpg)
Here is a quick demo on Youtube (with NPKC KC60) (https://www.youtube.com/watch?v=VKrpPAHlisY).
For this mod, you need an unused pin wiring to DI of WS2812 strip. After wiring the VCC, GND, and DI, you can enable the underglow in your Makefile.
RGBLIGHT_ENABLE = yes
In order to use the underglow animation functions, you need to have `#define RGBLIGHT_ANIMATIONS` in your `config.h`.
Please add the following options into your config.h, and set them up according your hardware configuration. These settings are for the `F4` pin by default:
#define RGB_DI_PIN F4 // The pin your RGB strip is wired to
#define RGBLIGHT_ANIMATIONS // Require for fancier stuff (not compatible with audio)
#define RGBLED_NUM 14 // Number of LEDs
#define RGBLIGHT_HUE_STEP 10
#define RGBLIGHT_SAT_STEP 17
#define RGBLIGHT_VAL_STEP 17
You'll need to edit `RGB_DI_PIN` to the pin you have your `DI` on your RGB strip wired to.
The firmware supports 5 different light effects, and the color (hue, saturation, brightness) can be customized in most effects. To control the underglow, you need to modify your keymap file to assign those functions to some keys/key combinations. For details, please check this keymap. `keyboards/planck/keymaps/yang/keymap.c`
### WS2812 Wiring
![WS2812 Wiring](https://raw.githubusercontent.com/qmk/qmk_firmware/master/keyboards/planck/keymaps/yang/WS2812-wiring.jpg)
Please note the USB port can only supply a limited amount of power to the keyboard (500mA by standard, however, modern computer and most usb hubs can provide 700+mA.). According to the data of NeoPixel from Adafruit, 30 WS2812 LEDs require a 5V 1A power supply, LEDs used in this mod should not more than 20.
## PS/2 Mouse Support
Its possible to hook up a PS/2 mouse (for example touchpads or trackpoints) to your keyboard as a composite device.
To hook up a Trackpoint, you need to obtain a Trackpoint module (i.e. harvest from a Thinkpad keyboard), identify the function of each pin of the module, and make the necessary circuitry between controller and Trackpoint module. For more information, please refer to [Trackpoint Hardware](https://deskthority.net/wiki/TrackPoint_Hardware) page on Deskthority Wiki.
There are three available modes for hooking up PS/2 devices: USART (best), interrupts (better) or busywait (not recommended).
### Busywait version
Note: This is not recommended, you may encounter jerky movement or unsent inputs. Please use interrupt or USART version if possible.
In rules.mk:
```
PS2_MOUSE_ENABLE = yes
PS2_USE_BUSYWAIT = yes
```
In your keyboard config.h:
```
#ifdef PS2_USE_BUSYWAIT
# define PS2_CLOCK_PORT PORTD
# define PS2_CLOCK_PIN PIND
# define PS2_CLOCK_DDR DDRD
# define PS2_CLOCK_BIT 1
# define PS2_DATA_PORT PORTD
# define PS2_DATA_PIN PIND
# define PS2_DATA_DDR DDRD
# define PS2_DATA_BIT 2
#endif
```
### Interrupt version
The following example uses D2 for clock and D5 for data. You can use any INT or PCINT pin for clock, and any pin for data.
In rules.mk:
```
PS2_MOUSE_ENABLE = yes
PS2_USE_INT = yes
```
In your keyboard config.h:
```
#ifdef PS2_USE_INT
#define PS2_CLOCK_PORT PORTD
#define PS2_CLOCK_PIN PIND
#define PS2_CLOCK_DDR DDRD
#define PS2_CLOCK_BIT 2
#define PS2_DATA_PORT PORTD
#define PS2_DATA_PIN PIND
#define PS2_DATA_DDR DDRD
#define PS2_DATA_BIT 5
#define PS2_INT_INIT() do { \
EICRA |= ((1<<ISC21) | \
(0<<ISC20)); \
} while (0)
#define PS2_INT_ON() do { \
EIMSK |= (1<<INT2); \
} while (0)
#define PS2_INT_OFF() do { \
EIMSK &= ~(1<<INT2); \
} while (0)
#define PS2_INT_VECT INT2_vect
#endif
```
### USART version
To use USART on the ATMega32u4, you have to use PD5 for clock and PD2 for data. If one of those are unavailable, you need to use interrupt version.
In rules.mk:
```
PS2_MOUSE_ENABLE = yes
PS2_USE_USART = yes
```
In your keyboard config.h:
```
#ifdef PS2_USE_USART
#define PS2_CLOCK_PORT PORTD
#define PS2_CLOCK_PIN PIND
#define PS2_CLOCK_DDR DDRD
#define PS2_CLOCK_BIT 5
#define PS2_DATA_PORT PORTD
#define PS2_DATA_PIN PIND
#define PS2_DATA_DDR DDRD
#define PS2_DATA_BIT 2
/* synchronous, odd parity, 1-bit stop, 8-bit data, sample at falling edge */
/* set DDR of CLOCK as input to be slave */
#define PS2_USART_INIT() do { \
PS2_CLOCK_DDR &= ~(1<<PS2_CLOCK_BIT); \
PS2_DATA_DDR &= ~(1<<PS2_DATA_BIT); \
UCSR1C = ((1 << UMSEL10) | \
(3 << UPM10) | \
(0 << USBS1) | \
(3 << UCSZ10) | \
(0 << UCPOL1)); \
UCSR1A = 0; \
UBRR1H = 0; \
UBRR1L = 0; \
} while (0)
#define PS2_USART_RX_INT_ON() do { \
UCSR1B = ((1 << RXCIE1) | \
(1 << RXEN1)); \
} while (0)
#define PS2_USART_RX_POLL_ON() do { \
UCSR1B = (1 << RXEN1); \
} while (0)
#define PS2_USART_OFF() do { \
UCSR1C = 0; \
UCSR1B &= ~((1 << RXEN1) | \
(1 << TXEN1)); \
} while (0)
#define PS2_USART_RX_READY (UCSR1A & (1<<RXC1))
#define PS2_USART_RX_DATA UDR1
#define PS2_USART_ERROR (UCSR1A & ((1<<FE1) | (1<<DOR1) | (1<<UPE1)))
#define PS2_USART_RX_VECT USART1_RX_vect
#endif
```
### Additional Settings
#### PS/2 mouse features
These enable settings supported by the PS/2 mouse protocol: http://www.computer-engineering.org/ps2mouse/
```
/* Use remote mode instead of the default stream mode (see link) */
#define PS2_MOUSE_USE_REMOTE_MODE
/* Enable the scrollwheel or scroll gesture on your mouse or touchpad */
#define PS2_MOUSE_ENABLE_SCROLLING
/* Some mice will need a scroll mask to be configured. The default is 0xFF. */
#define PS2_MOUSE_SCROLL_MASK 0x0F
/* Applies a transformation to the movement before sending to the host (see link) */
#define PS2_MOUSE_USE_2_1_SCALING
/* The time to wait after initializing the ps2 host */
#define PS2_MOUSE_INIT_DELAY 1000 /* Default */
```
You can also call the following functions from ps2_mouse.h
```
void ps2_mouse_disable_data_reporting(void);
void ps2_mouse_enable_data_reporting(void);
void ps2_mouse_set_remote_mode(void);
void ps2_mouse_set_stream_mode(void);
void ps2_mouse_set_scaling_2_1(void);
void ps2_mouse_set_scaling_1_1(void);
void ps2_mouse_set_resolution(ps2_mouse_resolution_t resolution);
void ps2_mouse_set_sample_rate(ps2_mouse_sample_rate_t sample_rate);
```
#### Fine control
Use the following defines to change the sensitivity and speed of the mouse.
Note: you can also use `ps2_mouse_set_resolution` for the same effect (not supported on most touchpads).
```
#define PS2_MOUSE_X_MULTIPLIER 3
#define PS2_MOUSE_Y_MULTIPLIER 3
#define PS2_MOUSE_V_MULTIPLIER 1
```
#### Scroll button
If you're using a trackpoint, you will likely want to be able to use it for scrolling.
Its possible to enable a "scroll button/s" that when pressed will cause the mouse to scroll instead of moving.
To enable the feature, you must set a scroll button mask as follows:
```
#define PS2_MOUSE_SCROLL_BTN_MASK (1<<PS2_MOUSE_BUTTON_MIDDLE) /* Default */
```
To disable the scroll button feature:
```
#define PS2_MOUSE_SCROLL_BTN_MASK 0
```
The available buttons are:
```
#define PS2_MOUSE_BTN_LEFT 0
#define PS2_MOUSE_BTN_RIGHT 1
#define PS2_MOUSE_BTN_MIDDLE 2
```
You can also combine buttons in the mask by `|`ing them together.
Once you've configured your scroll button mask, you must configure the scroll button send interval.
This is the interval before which if the scroll buttons were released they would be sent to the host.
After this interval, they will cause the mouse to scroll and will not be sent.
```
#define PS2_MOUSE_SCROLL_BTN_SEND 300 /* Default */
```
To disable sending the scroll buttons:
```
#define PS2_MOUSE_SCROLL_BTN_SEND 0
```
Fine control over the scrolling is supported with the following defines:
```
#define PS2_MOUSE_SCROLL_DIVISOR_H 2
#define PS2_MOUSE_SCROLL_DIVISOR_V 2
```
#### Debug settings
To debug the mouse, add `debug_mouse = true` or enable via bootmagic.
```
/* To debug the mouse reports */
#define PS2_MOUSE_DEBUG_HID
#define PS2_MOUSE_DEBUG_RAW
```
## Safety Considerations
You probably don't want to "brick" your keyboard, making it impossible
to rewrite firmware onto it. Here are some of the parameters to show
what things are (and likely aren't) too risky.
- If your keyboard map does not include RESET, then, to get into DFU
mode, you will need to press the reset button on the PCB, which
requires unscrewing the bottom.
- Messing with tmk_core / common files might make the keyboard
inoperable
- Too large a .hex file is trouble; `make dfu` will erase the block,
test the size (oops, wrong order!), which errors out, failing to
flash the keyboard, leaving it in DFU mode.
- To this end, note that the maximum .hex file size on Planck is
7000h (28672 decimal)
```
Linking: .build/planck_rev4_cbbrowne.elf [OK]
Creating load file for Flash: .build/planck_rev4_cbbrowne.hex [OK]
Size after:
text data bss dec hex filename
0 22396 0 22396 577c planck_rev4_cbbrowne.hex
```
- The above file is of size 22396/577ch, which is less than
28672/7000h
- As long as you have a suitable alternative .hex file around, you
can retry, loading that one
- Some of the options you might specify in your keyboard's Makefile
consume extra memory; watch out for BOOTMAGIC_ENABLE,
MOUSEKEY_ENABLE, EXTRAKEY_ENABLE, CONSOLE_ENABLE, API_SYSEX_ENABLE
- DFU tools do /not/ allow you to write into the bootloader (unless
you throw in extra 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.

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# Can I increase the speed of the mouse keys?
**Q:** The default speed for controlling the mouse with the keyboard is slow. I've tried increasing the mouse's sensitivity at work using xset m and it worked, although sometimes it changes by itself for some reason. At home, on Arch Linux, this does not change ti. I've looked through the forums and resolved to use libinput using xinput but using that I only manage to change the speed of the mouse using the actual mouse. The speed of the mouse using the keyboard controls remained unchanged.
Is there perhaps something I can input in the keymap.c to change the sensitivity? Or some other surefire way of increasing the speed?
Thanks!
**A:** In your keymap's config.h:
```
#define MOUSEKEY_INTERVAL 20
#define MOUSEKEY_DELAY 0
#define MOUSEKEY_TIME_TO_MAX 60
#define MOUSEKEY_MAX_SPEED 7
#define MOUSEKEY_WHEEL_DELAY 0
```
Tweak away. A lower interval or higher max speed will effectively make the mouse move faster. Time-to-max controls acceleration. (See [this Reddit thread for the original discussion](https://www.reddit.com/r/ErgoDoxEZ/comments/61fwr2/a_reliable_way_to_increase_the_speed_of_the_mouse/)).

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Keyboard Firmware Projects other than TMK
================================
## PJRC USB Keyboard/Mouse Example[USB][PJRC][Teensy][AVR]
- <http://www.pjrc.com/teensy/usb_keyboard.html>
- <http://www.pjrc.com/teensy/usb_mouse.html>
## kbupgrade[USB][V-USB][AVR]
- <http://github.com/rhomann/kbupgrade>
- <http://geekhack.org/showwiki.php?title=Island:8406>
## c64key[USB][V-USB][AVR]
- <http://symlink.dk/projects/c64key/>
## rump[USB][V-USB][AVR]
- <http://mg8.org/rump/>
- <http://github.com/clee/rump>
## dulcimer[USB][V-USB][AVR]
- <http://www.schatenseite.de/dulcimer.html>
## humblehacker-keyboard[USB][LUFA][AVR][Ergo]
- <http://github.com/humblehacker>
- <http://www.humblehacker.com/keyboard/>
- <http://geekhack.org/showwiki.php?title=Island:6292>
## ps2avr[PS/2][AVR]
- <http://sourceforge.net/projects/ps2avr/>
## ErgoDox[Ergo][Split][USB][AVR]
- <http://geekhack.org/index.php?topic=22780.0>
- <https://github.com/benblazak/ergodox-firmware>
- <https://github.com/cub-uanic/tmk_keyboard>
## Suka's keyboard collection[Ergo][Split][3DPrinting][USB][AVR]
- <http://deskthority.net/workshop-f7/my-diy-keyboard-collection-or-how-i-became-a-kb-geek-t2534.html>
- <https://github.com/frobiac/adnw>
## bpiphany's AVR-Keyboard[PJRC][AVR][USB]
- <https://github.com/BathroomEpiphanies/AVR-Keyboard>
- <http://deskthority.net/wiki/HID_Liberation_Device_-_DIY_Instructions>
- <http://deskthority.net/wiki/Phantom>
## USB-USB keyboard remapper[converter][USB-USB][AVR][Arduino]
- <http://forum.colemak.com/viewtopic.php?pid=10837>
- <https://github.com/darkytoothpaste/keymapper>
## USB-USB converter threads[converter][USB-USB]
- <http://deskthority.net/workshop-f7/is-remapping-a-usb-keyboard-using-teensy-possible-t2841-30.html>
- <http://geekhack.org/index.php?topic=19458.0>
## kbdbabel.org[converter][vintage][protocol][8051]
Great resource of vintage keyboard protocol information and code
- <http://www.kbdbabel.org/>
## Haata's kiibohd Controller[converter][vintage][protocol][AVR][PJRC][Cortex]
A lots of vintage keyboard protocol supports
- <https://github.com/kiibohd/controller>
## Kinesis ergonomic keyboard firmware replacement[V-USB][LUFA][Ergo]
- <https://github.com/chrisandreae/kinesis-firmware>

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Setting up your ARM based PCB is a little more involved than an Atmel MCU, but is easy enough. Start by using `util/new_project.sh <keyboard>` to create a new project:
```
$ util/new_project.sh simontester
######################################################
# /keyboards/simontester project created. To start
# working on things, cd into keyboards/simontester
######################################################
```
# END OF NEW ARM DOC, OLD ATMEL DOC FOLLOWS
## `/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>/Makefile`
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](#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. This file will be rendered into a webpage at qmk.fm/keyboards/<keyboard>/.
## `/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-for-keyboards-and-keymaps)
## `/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.

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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>/Makefile`
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](#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. This file will be rendered into a webpage at qmk.fm/keyboards/<keyboard>/.
## `/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-for-keyboards-and-keymaps)
## `/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.

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= Previously Asked Questions
:toc:
:toc-placement: preamble
toc::[]
= Question thread
http://deskthority.net/workshop-f7/how-to-build-your-very-own-keyboard-firmware-t7177-270.html
= Questions
== Columns beyond 16(uint16_t) cannot be read
* https://github.com/tmk/tmk_keyboard/wiki/FAQ#cant-read-comlumn-of-matrix-beyond-16
* http://deskthority.net/workshop-f7/how-to-build-your-very-own-keyboard-firmware-t7177-270.html#p247051
* http://deskthority.net/workshop-f7/rebuilding-and-redesigning-a-classic-thinkpad-keyboard-t6181-60.html#p146279

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# QMK Overview
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
* `Makefile`: the features of QMK that are enabled, required to run `make` in your keymap folder
* `readme.md`: a description of your keymap, how others might use it, and explanations of features
* Other files: Some people choose to include an image depicting the layout, and other files that help people to use or understand a particular keymap.
# The `make` command
The `make` command is how you compile the firmware into a .hex file, which can be loaded by a dfu programmer (like dfu-progammer via `make dfu`) or the [Teensy loader](https://www.pjrc.com/teensy/loader.html) (only used with Teensys). It it recommended that you always run make from within the `root` folder.
**NOTE:** To abort a make command press `Ctrl-c`
For more details on the QMK build process see [Make Instructions](/Make-Instructions.md).
### Simple instructions for building and uploading a keyboard
**Most keyboards have more specific instructions in the keyboard specific readme.md file, so please check that first**
1. Enter the `root` folder
2. Run `make <keyboard>-<subproject>-<keymap>-<programmer>`
In the above commands, replace:
* `<keyboard>` with the name of your keyboard
* `<keymap>` with the name of your keymap
* `<subproject>` with the name of the subproject (revision or sub-model of your keyboard). For example, for Ergodox it can be `ez` or `infinity`, and for Planck `rev3` or `rev4`.
* If the keyboard doesn't have a subproject, or if you are happy with the default (defined in `rules.mk` file of the `keyboard` folder), you can leave it out. But remember to also remove the dash (`-`) from the command.
* `<programmer>` The programmer to use. Most keyboards use `dfu`, but some use `teensy`. Infinity keyboards use `dfu-util`. Check the readme file in the keyboard folder to find out which programmer to use.
* If you don't add `-<programmer` to the command line, the firmware will be still be compiled into a hex file, but the upload will be skipped.
**NOTE:** Some operating systems will refuse to program unless you run the make command as root for example `sudo make clueboard-default-dfu`
## Make Examples
* Build all Clueboard keymaps: `make clueboard`
* Build the default Planck keymap: `make planck-rev4-default`
* Build and flash your ergodox-ez: `make ergodox-ez-default-teensy`
# The `config.h` file
There are 2 `config.h` locations:
* keyboard (`/keyboards/<keyboard>/`)
* keymap (`/keyboards/<keyboard>/keymaps/<keymap>/`)
The keyboard `config.h` is included only if the keymap one doesn't exist. The format to use for your custom one [is here](https://github.com/qmk/qmk_firmware/blob/master/doc/keymap_config_h_example.h). If you want to override a setting from the parent `config.h` file, you need to do this:
```c
#undef MY_SETTING
#define MY_SETTING 4
```
For a value of `4` for this imaginary setting. So we `undef` it first, then `define` it.
You can then override any settings, rather than having to copy and paste the whole thing.

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# Get Report Descriptor with lsusb

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### Getting started
* [Introduction](/Home.md)
* [QMK Overview](/QMK-Overview.md)
* [Build Environment Setup](/Build-Environment-Setup.md)
### Making a keymap
* [Keymap overview](/Keymap.md)
* [Keycodes](/Keycodes.md)
* [Layer switching](/Key-Functions.md)
* [Leader Key](/Leader-Key.md)
* [Macros](/Macros.md)
* [Space Cadet](/Space-Cadet-Shift.md)
* [Tap Dance](/Tap-Dance.md)
* [Mouse keys](/Mouse-keys.md)
* [FAQ: Creating a Keymap](/FAQ-Keymap.md)
* [FAQ: Compiling QMK](/FAQ-Build.md)
### For hardware makers and modders
* [Modding your keyboard](/Modding-your-keyboard.md)
* [Porting your keyboard to QMK](/Porting-your-keyboard-to-QMK.md)
* [Adding features to QMK](/Adding-features-to-QMK.md)
### Other topics
* [General FAQ](/FAQ.md)
* [Differences from TMK](/Differences-from-TMK.md)

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## Space Cadet Shift: The future, built in
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.

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## TMK based projects
Add your project here!
See https://github.com/tmk/tmk_keyboard/issues/173
### keyboards
**S60-X**: [DIY 60% keyboard](https://www.massdrop.com/buy/sentraq-60-diy-keyboard-kit?mode=guest_open) designed by [VinnyCordeiro](https://github.com/VinnyCordeiro) for Sentraq:
- https://github.com/VinnyCordeiro/tmk_keyboard
**Octagon V1**: Korean custom keyboard designed by Duck.
- https://github.com/xauser/tmk_keyboard/tree/xauser
**Compact L3**: Custom keyboard designed by LifeZone and LeeKu.
- https://github.com/xauser/tmk_keyboard/tree/xauser
**KMAC, 1,2 and Happy**: Custom keyboard designed by kbdmania.
- https://github.com/ageaenes/tmk_keyboard
**P60**: [DIY wired 60% keyboard](https://imgur.com/a/zwsDN) by [p3lim](https://github.com/p3lim).
- https://github.com/p3lim/keyboard_firmware
**Nerd, Kitten Paw, Lightsaber, Phantom, Lightpad, Ergodox** on [xauser](https://github.com/xauser)'s repository
- https://github.com/xauser/tmk_keyboard/tree/xauser
**ErgoDox** on [cub-unanic](https://github.com/cub-uanic)'s repository
- https://github.com/cub-uanic/tmk_keyboard/tree/master/keyboard/ergodox
**Atreus** by [technomancy](https://atreus.technomancy.us)
- https://github.com/technomancy/tmk_keyboard/tree/atreus/keyboard/atreus
**[mcdox](https://github.com/DavidMcEwan/mcdox)**
- https://github.com/DavidMcEwan/tmk_keyboard/tree/master/keyboard/mcdox
### converters

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## TMK own projects by hasu
Located in [tmk_keyboard](https://github.com/tmk/tmk_keyboard/tree/master/) repository.
### converter
* [ps2_usb] - [PS/2 keyboard to USB][GH_ps2]
* [adb_usb] - [ADB keyboard to USB][GH_adb]
* [m0110_usb] - [Macintosh 128K/512K/Plus keyboard to USB][GH_m0110]
* [terminal_usb] - [IBM Model M terminal keyboard(PS/2 scancode set3) to USB][GH_terminal]
* [news_usb] - [Sony NEWS keyboard to USB][GH_news]
* [x68k_usb] - [Sharp X68000 keyboard to USB][GH_x68k]
* [sun_usb] - [Sun] to USB(type4, 5 and 3?)
* [pc98_usb] - [PC98] to USB
* [usb_usb] - USB to USB(experimental)
* [ascii_usb] - ASCII(Serial console terminal) to USB
* [ibm4704_usb] - [IBM 4704 keyboard Converter][GH_ibm4704]
### keyboard
* [hhkb] - [Happy Hacking Keyboard pro][GH_hhkb]
* [gh60] - [GH60][GH60_diy] DIY 60% keyboard [prototype][GH60_proto]
* [hbkb] - [Happy Buckling spring keyboard][GH_hbkb](IBM Model M 60% mod)
* [hid_liber] - [HID liberation][HID_liber] controller (by alaricljs)
* [phantom] - [Phantom] keyboard (by Tranquilite)
* [IIgs_Standard] - Apple [IIGS] keyboard mod(by JeffreySung)
* [macway] - [Compact keyboard mod][GH_macway] [retired]
* [KMAC] - Korean custom keyboard
* [Lightsaber] - Korean custom keyboard
[ps2_usb]: https://github.com/tmk/tmk_keyboard/tree/master/converter/ps2_usb/
[adb_usb]: https://github.com/tmk/tmk_keyboard/tree/master/converter/adb_usb/
[m0110_usb]: https://github.com/tmk/tmk_keyboard/tree/master/converter/m0110_usb
[terminal_usb]: https://github.com/tmk/tmk_keyboard/tree/master/converter/terminal_usb/
[news_usb]: https://github.com/tmk/tmk_keyboard/tree/master/converter/news_usb/
[x68k_usb]: https://github.com/tmk/tmk_keyboard/tree/master/converter/x68k_usb/
[sun_usb]: https://github.com/tmk/tmk_keyboard/tree/master/converter/sun_usb/
[pc98_usb]: https://github.com/tmk/tmk_keyboard/tree/master/converter/pc98_usb/
[usb_usb]: https://github.com/tmk/tmk_keyboard/tree/master/converter/usb_usb/
[ascii_usb]: https://github.com/tmk/tmk_keyboard/tree/master/converter/ascii_usb/
[ibm4704_usb]: https://github.com/tmk/tmk_keyboard/tree/master/converter/ibm4704_usb
[hhkb]: https://github.com/tmk/tmk_keyboard/tree/master/keyboard/hhkb/
[gh60]: https://github.com/tmk/tmk_keyboard/tree/master/keyboard/gh60/
[hbkb]: https://github.com/tmk/tmk_keyboard/tree/master/keyboard/hbkb/
[hid_liber]: https://github.com/tmk/tmk_keyboard/tree/master/keyboard/hid_liber/
[phantom]: https://github.com/tmk/tmk_keyboard/tree/master/keyboard/phantom/
[IIgs_Standard]: https://github.com/tmk/tmk_keyboard/tree/master/keyboard/IIgs/
[macway]: https://github.com/tmk/tmk_keyboard/tree/master/keyboard/macway/
[KMAC]: https://github.com/tmk/tmk_keyboard/tree/master/keyboard/kmac/
[Lightsaber]: https://github.com/tmk/tmk_keyboard/tree/master/keyboard/lightsaber/
[GH_macway]: http://geekhack.org/showwiki.php?title=Island:11930
[GH_hhkb]: http://geekhack.org/showwiki.php?title=Island:12047
[GH_ps2]: http://geekhack.org/showwiki.php?title=Island:14618
[GH_adb]: http://geekhack.org/showwiki.php?title=Island:14290
[GH_hhkb_bt]: http://geekhack.org/showwiki.php?title=Island:20851
[GH_m0110]: http://geekhack.org/showwiki.php?title=Island:24965
[GH_news]: http://geekhack.org/showwiki.php?title=Island:25759
[GH_terminal]: http://geekhack.org/showwiki.php?title=Island:27272
[GH_x68k]: http://geekhack.org/showwiki.php?title=Island:29060
[GH_hbkb]: http://geekhack.org/showwiki.php?title=Island:29483
[GH_ibm4704]: http://geekhack.org/index.php?topic=54706.0
[HID_liber]: http://deskthority.net/wiki/HID_Liberation_Device_-_DIY_Instructions
[Phantom]: http://geekhack.org/index.php?topic=26742
[GH60_diy]: http://geekhack.org/index.php?topic=34959
[GH60_proto]: http://geekhack.org/index.php?topic=37570.0
[PC98]: http://en.wikipedia.org/wiki/NEC_PC-9801
[Sun]: http://en.wikipedia.org/wiki/Sun-3
[IIGS]: http://en.wikipedia.org/wiki/Apple_IIGS
See other [[TMK Based Projects]]

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# 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. 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
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:
```c
//Tap Dance Declarations
enum {
TD_ESC_CAPS = 0
};
//Tap Dance Definitions
qk_tap_dance_action_t tap_dance_actions[] = {
//Tap once for Esc, twice for Caps Lock
[TD_ESC_CAPS] = ACTION_TAP_DANCE_DOUBLE(KC_ESC, KC_CAPS)
// Other declarations would go here, separated by commas, if you have them
};
//In Layer declaration, add tap dance item in place of a key code
TD(TD_ESC_CAPS)
```
Here's a more complex example involving custom actions:
```c
enum {
CT_SE = 0,
CT_CLN,
CT_EGG,
CT_FLSH,
};
/* Have the above three on the keymap, TD(CT_SE), etc... */
void dance_cln_finished (qk_tap_dance_state_t *state, void *user_data) {
if (state->count == 1) {
register_code (KC_RSFT);
register_code (KC_SCLN);
} else {
register_code (KC_SCLN);
}
}
void dance_cln_reset (qk_tap_dance_state_t *state, void *user_data) {
if (state->count == 1) {
unregister_code (KC_RSFT);
unregister_code (KC_SCLN);
} else {
unregister_code (KC_SCLN);
}
}
void dance_egg (qk_tap_dance_state_t *state, void *user_data) {
if (state->count >= 100) {
SEND_STRING ("Safety dance!");
reset_tap_dance (state);
}
}
// on each tap, light up one led, from right to left
// on the forth tap, turn them off from right to left
void dance_flsh_each(qk_tap_dance_state_t *state, void *user_data) {
switch (state->count) {
case 1:
ergodox_right_led_3_on();
break;
case 2:
ergodox_right_led_2_on();
break;
case 3:
ergodox_right_led_1_on();
break;
case 4:
ergodox_right_led_3_off();
_delay_ms(50);
ergodox_right_led_2_off();
_delay_ms(50);
ergodox_right_led_1_off();
}
}
// on the fourth tap, set the keyboard on flash state
void dance_flsh_finished(qk_tap_dance_state_t *state, void *user_data) {
if (state->count >= 4) {
reset_keyboard();
reset_tap_dance(state);
}
}
// if the flash state didnt happen, then turn off leds, left to right
void dance_flsh_reset(qk_tap_dance_state_t *state, void *user_data) {
ergodox_right_led_1_off();
_delay_ms(50);
ergodox_right_led_2_off();
_delay_ms(50);
ergodox_right_led_3_off();
}
qk_tap_dance_action_t tap_dance_actions[] = {
[CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT)
,[CT_CLN] = ACTION_TAP_DANCE_FN_ADVANCED (NULL, dance_cln_finished, dance_cln_reset)
,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg)
,[CT_FLSH] = ACTION_TAP_DANCE_FN_ADVANCED (dance_flsh_each, dance_flsh_finished, dance_flsh_reset)
};
```

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.Makefile
[source,Makefile]
----
# Build Options
# comment out to disable the options.
#
BOOTMAGIC_ENABLE = yes # Virtual DIP switch configuration(+1000)
MOUSEKEY_ENABLE = yes # Mouse keys(+4700)
EXTRAKEY_ENABLE = yes # Audio control and System control(+450)
CONSOLE_ENABLE = yes # Console for debug(+400)
COMMAND_ENABLE = yes # Commands for debug and configuration
#SLEEP_LED_ENABLE = yes # Breathing sleep LED during USB suspend
NKRO_ENABLE = yes # USB Nkey Rollover - not yet supported in LUFA
----

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# Getting Report Descriptor
```
$ cd /sys/bus/usb/drivers/usbhid
$ ls
1-1.3.4:1.0 1-1.3.4:1.2 bind new_id uevent
1-1.3.4:1.1 1-1.3.4:1.3 module remove_id unbind
$ echo -n 1-1.4\:1.0 | sudo tee unbind
$ sudo lsusb -vvv -d 046d:c01d
$ echo -n 1-1.4\:1.0 | sudo tee bind
```

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## Unicode support
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_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.

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# Unit Testing
If you are new to unit testing, then you can find many good resources on internet. However most of it is scattered around in small pieces here and there, and there's also many different opinions, so I won't give any recommendations.
Instead I recommend these two books, explaining two different styles of Unit Testing in detail.
* "Test Driven Development: By Example: Kent Beck"
* "Growing Object-Oriented Software, Guided By Tests: Steve Freeman, Nat Pryce"
If you prefer videos there are Uncle Bob's [Clean Coders Videos](https://cleancoders.com/), which unfortunately cost quite a bit, especially if you want to watch many of them. But James Shore has a free [Let's Play](http://www.jamesshore.com/Blog/Lets-Play) video series.
## Google Test and Google Mock
It's possible to Unit Test your code using [Google Test](https://github.com/google/googletest). The Google Test framework also includes another component for writing testing mocks and stubs, called "Google Mock". For information how to write the actual tests, please refer to the documentation on that site.
## Use of C++
Note that Google Test and therefore any test has to be written in C++, even if the rest of the QMK codebases is written in C. This should hopefully not be a problem even if you don't know any C++, since there's quite clear documentation and examples of the required C++ features, and you can write the rest of the test code almost as you would write normal C. Note that some compiler errors which you might get can look quite scary, but just read carefully what it says, and you should be ok.
One thing to remember, is that you have to append `extern "C"` around all of your C file includes.
## Adding tests for new or existing features
If you want to unit test some feature, then take a look at the existing serial_link tests, in the `quantum/serial_link/tests folder`, and follow the steps below to create a similar structure.
1. If it doesn't already exist, add a test subfolder to the folder containing the feature.
2. Create a `testlist.mk` and a `rules.mk` file in that folder.
3. Include those files from the root folder `testlist.mk`and `build_test.mk` respectively.
4. Add a new name for your testgroup to the `testlist.mk` file. Each group defined there will be a separate executable. And that's how you can support mocking out different parts. Note that it's worth adding some common prefix, just like it's done for the serial_link tests. The reason for that is that the make command allows substring filtering, so this way you can easily run a subset of the tests.
5. Define the source files and required options in the `rules.mk` file.
* `_SRC` for source files
* `_DEFS` for additional defines
* `_INC` for additional include folders
6. Write the tests in a new cpp file inside the test folder you created. That file has to be one of the files included from the `rules.mk` file.
Note how there's several different tests, each mocking out a separate part. Also note that each of them only compiles the very minimum that's needed for the tests. It's recommend that you try to do the same. For a relevant video check out [Matt Hargett "Advanced Unit Testing in C & C++](https://www.youtube.com/watch?v=Wmy6g-aVgZI)
## Running the tests
To run all the tests in the codebase, type `make test`. You can also run test matching a substring by typing `make test-matchingsubstring` Note that the tests are always compiled with the native compiler of your platform, so they are also run like any other program on your computer.
## Debugging the tests
If there are problems with the tests, you can find the executable in the `./build/test` folder. You should be able to run those with GDB or a similar debugger.
## Full Integration tests
It's not yet possible to do a full integration test, where you would compile the whole firmware and define a keymap that you are going to test. However there are plans for doing that, because writing tests that way would probably be easier, at least for people that are not used to unit testing.
In that model you would emulate the input, and expect a certain output from the emulated keyboard.
# Tracing variables
Sometimes you might wonder why a variable gets changed and where, and this can be quite tricky to track down without having a debugger. It's of course possible to manually add print statements to track it, but you can also enable the variable trace feature. This works for both for variables that are changed by the code, and when the variable is changed by some memory corruption.
To take the feature into use add `VARIABLE_TRACE=x` to the end of you make command. `x` represents the number of variables you want to trace, which is usually 1.
Then at a suitable place in the code, call `ADD_TRACED_VARIABLE`, to begin the tracing. For example to trace all the layer changes, you can do this
```c
void matrix_init_user(void) {
ADD_TRACED_VARIABLE("layer", &layer_state, sizeof(layer_state));
}
```
This will add a traced variable named "layer" (the name is just for your information), which tracks the memory location of `layer_state`. It tracks 4 bytes (the size of `layer_state`), so any modification to the variable will be reported. By default you can not specify a size bigger than 4, but you can change it by adding `MAX_VARIABLE_TRACE_SIZE=x` to the end of the make command line.
In order to actually detect changes to the variables you should call `VERIFY_TRACED_VARIABLES` around the code that you think that modifies the variable. If a variable is modified it will tell you between which two `VERIFY_TRACED_VARIABLES` calls the modification happened. You can then add more calls to track it down further. I don't recommend spamming the codebase with calls. It's better to start with a few, and then keep adding them in a binary search fashion. You can also delete the ones you don't need, as each call need to store the file name and line number in the ROM, so you can run out of memory if you add too many calls.
Also remember to delete all the tracing code once you have found the bug, as you wouldn't want to create a pull request with tracing code.

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* [Wiki Home](/qmk/qmk_firmware/wiki)
* Getting started
* [QMK Overview](QMK-Overview)
* [Build Environment Setup](Build-Environment-Setup)
* [Overview for keymap creators](Keymap)
* [Keycodes](Keycodes)
* [Layer switching](Key-Functions)
* [Leader Key](Leader-Key)
* [Macros](Macros)
* [Space Cadet](Space-Cadet-Shift)
* [Tap Dance](Tap-Dance)
* [Mouse keys](Mouse-keys)
* [FAQ: Creating a Keymap](FAQ-Keymap)
* [FAQ: Compiling QMK](FAQ-Build)
* For hardware makers and modders
* [Modding your keyboard](Modding-your-keyboard)
* [Porting your keyboard to QMK](Porting-your-keyboard-to-QMK)
* [Adding features to QMK](Adding-features-to-QMK)
* [General FAQ](FAQ)

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## supported projects
### PS/2 converter
Confirmed it works on NXP LPC11U35.
- http://developer.mbed.org/platforms/TG-LPC11U35-501/
### Infinity keyboard
It runs on Freescale MK20DX128.
## compile error: cstddef
Experienced this with arm-none-eabi-gcc (4.8.2-14ubuntu1+6) 4.8.2 on ubuntu 14.04.
And resolved with 4.9.3 installed from:
- https://launchpad.net/gcc-arm-embedded
- https://launchpad.net/~terry.guo/+archive/ubuntu/gcc-arm-embedded
```
$ make -f Makefile.mbed
mkdir -p build/.
arm-none-eabi-g++ -include config_mbed.h -mcpu=cortex-m0 -mthumb -c -g -fno-common -fmessage-length=0 -Wall -fno-exceptions -ffunction-sections -fdata-sections -fomit-frame-pointer -fshort-wchar -fno-builtin -MMD -MP -DNDEBUG -Os -DTARGET_LPC11U35_401 -DTARGET_M0 -DTARGET_NXP -DTARGET_LPC11UXX -DTOOLCHAIN_GCC_ARM -DTOOLCHAIN_GCC -D__CORTEX_M0 -DARM_MATH_CM0 -DMBED_BUILD_TIMESTAMP=1399108688.49 -D__MBED__=1 -std=gnu++98 -I. -I../../mbed-sdk/libraries/mbed/targets -I../../mbed-sdk/libraries/mbed/targets/cmsis -I../../mbed-sdk/libraries/mbed/targets/cmsis/TARGET_NXP -I../../mbed-sdk/libraries/mbed/targets/cmsis/TARGET_NXP/TARGET_LPC11UXX -I../../mbed-sdk/libraries/mbed/targets/cmsis/TARGET_NXP/TARGET_LPC11UXX/TOOLCHAIN_GCC_ARM -I../../mbed-sdk/libraries/mbed/targets/cmsis/TARGET_NXP/TARGET_LPC11UXX/TOOLCHAIN_GCC_ARM/TARGET_LPC11U35_501 -I../../mbed-sdk/libraries/mbed/targets/hal -I../../mbed-sdk/libraries/mbed/targets/hal/TARGET_NXP -I../../mbed-sdk/libraries/mbed/targets/hal/TARGET_NXP/TARGET_LPC11UXX -I../../mbed-sdk/libraries/mbed/targets/hal/TARGET_NXP/TARGET_LPC11UXX/TARGET_MCU_LPC11U35_501 -I../../mbed-sdk/libraries/mbed/targets/hal/TARGET_NXP/TARGET_LPC11UXX/TARGET_MCU_LPC11U35_501/TARGET_LPC11U35_501 -I../../mbed-sdk/libraries/mbed -I../../mbed-sdk/libraries/mbed/hal -I../../mbed-sdk/libraries/mbed/api -I../../mbed-sdk/libraries/mbed/common -I../../mbed-sdk/libraries/USBDevice -I../../mbed-sdk/libraries/USBDevice/USBHID -I../../mbed-sdk/libraries/USBDevice/USBDevice -I../../mbed-sdk/libraries/USBDevice/USBAudio -I../../mbed-sdk/libraries/USBDevice/USBSerial -I../../mbed-sdk/libraries/USBDevice/USBMSD -I../../mbed-sdk/libraries/USBDevice/USBMIDI -I../../protocol/mbed -I../../common -I../../protocol -o build/./main.o main.cpp
In file included from ../../mbed-sdk/libraries/mbed/api/mbed.h:21:0,
from main.cpp:1:
../../mbed-sdk/libraries/mbed/api/platform.h:25:19: fatal error: cstddef: No such file or directory
#include <cstddef>
^
compilation terminated.
make: *** [build/./main.o] Error 1
[13:13] noname@desk:/mnt/old_root/home/noname/tmp/tmk_keyboard/converter/ps2_usb
$ arm-none-eabi-gcc --version
arm-none-eabi-gcc (4.8.2-14ubuntu1+6) 4.8.2
Copyright (C) 2013 Free Software Foundation, Inc.
This is free software; see the source for copying conditions. There is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
```

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