resolved conflicts
This commit is contained in:
commit
4b2d3288d0
671 changed files with 22563 additions and 11435 deletions
1
.gitignore
vendored
1
.gitignore
vendored
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@ -54,6 +54,7 @@ util/Win_Check_Output.txt
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.vscode/tasks.json
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.vscode/last.sql
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.vscode/temp.sql
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.vscode/ipch/
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.stfolder
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.tags
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@ -13,10 +13,14 @@ env:
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- MAKEFLAGS="-j3 --output-sync"
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before_install:
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- wget http://ww1.microchip.com/downloads/en/DeviceDoc/avr8-gnu-toolchain-3.5.4.1709-linux.any.x86_64.tar.gz || wget http://qmk.fm/avr8-gnu-toolchain-3.5.4.1709-linux.any.x86_64.tar.gz
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# Need DFU > .5 for dfu-suffix
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- sudo add-apt-repository --yes ppa:tormodvolden/ppa
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- sudo apt-get update -qq
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install:
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- tar -zxf avr8-gnu-toolchain-3.5.4.1709-linux.any.x86_64.tar.gz
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- export PATH="$PATH:$TRAVIS_BUILD_DIR/avr8-gnu-toolchain-linux_x86_64/bin"
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- npm install -g moxygen
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- sudo apt-get -y --force-yes install dfu-util
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before_script:
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- avr-gcc --version
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script:
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2
Makefile
2
Makefile
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@ -534,6 +534,8 @@ endef
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%:
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# Check if we have the CMP tool installed
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cmp $(ROOT_DIR)/Makefile $(ROOT_DIR)/Makefile >/dev/null 2>&1; if [ $$? -gt 0 ]; then printf "$(MSG_NO_CMP)"; exit 1; fi;
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# Ensure that python3 is installed. This check can be removed after python is used in more places.
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if ! python3 --version 1> /dev/null 2>&1; then printf "$(MSG_PYTHON_MISSING)"; fi
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# Check if the submodules are dirty, and display a warning if they are
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ifndef SKIP_GIT
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if [ ! -e lib/chibios ]; then git submodule sync lib/chibios && git submodule update --depth 1 --init lib/chibios; fi
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@ -324,7 +324,6 @@ ifneq ("$(wildcard $(KEYMAP_PATH)/config.h)","")
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endif
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# # project specific files
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SRC += $(patsubst %.c,%.clib,$(LIB_SRC))
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SRC += $(KEYBOARD_SRC) \
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$(KEYMAP_C) \
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$(QUANTUM_SRC)
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@ -334,15 +333,16 @@ SRC += $(KEYBOARD_SRC) \
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# Search Path
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VPATH += $(KEYMAP_PATH)
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VPATH += $(USER_PATH)
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VPATH += $(KEYBOARD_PATHS)
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VPATH += $(COMMON_VPATH)
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VPATH += $(USER_PATH)
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include common_features.mk
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include $(TMK_PATH)/protocol.mk
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include $(TMK_PATH)/common.mk
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include bootloader.mk
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SRC += $(patsubst %.c,%.clib,$(LIB_SRC))
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SRC += $(patsubst %.c,%.clib,$(QUANTUM_LIB_SRC))
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SRC += $(TMK_COMMON_SRC)
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OPT_DEFS += $(TMK_COMMON_DEFS)
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@ -105,6 +105,7 @@ endif
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ifeq ($(strip $(RGBLIGHT_ENABLE)), yes)
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POST_CONFIG_H += $(QUANTUM_DIR)/rgblight_post_config.h
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OPT_DEFS += -DRGBLIGHT_ENABLE
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SRC += $(QUANTUM_DIR)/color.c
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SRC += $(QUANTUM_DIR)/rgblight.c
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CIE1931_CURVE = yes
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LED_BREATHING_TABLE = yes
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@ -178,6 +179,14 @@ ifeq ($(strip $(RGB_MATRIX_ENABLE)), WS2812)
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SRC += ws2812.c
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endif
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ifeq ($(strip $(RGB_MATRIX_CUSTOM_KB)), yes)
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OPT_DEFS += -DRGB_MATRIX_CUSTOM_KB
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endif
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ifeq ($(strip $(RGB_MATRIX_CUSTOM_USER)), yes)
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OPT_DEFS += -DRGB_MATRIX_CUSTOM_USER
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endif
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ifeq ($(strip $(TAP_DANCE_ENABLE)), yes)
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OPT_DEFS += -DTAP_DANCE_ENABLE
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SRC += $(QUANTUM_DIR)/process_keycode/process_tap_dance.c
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@ -343,3 +352,9 @@ ifeq ($(strip $(OLED_DRIVER_ENABLE)), yes)
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QUANTUM_LIB_SRC += i2c_master.c
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SRC += oled_driver.c
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endif
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SPACE_CADET_ENABLE ?= yes
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ifeq ($(strip $(SPACE_CADET_ENABLE)), yes)
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SRC += $(QUANTUM_DIR)/process_keycode/process_space_cadet.c
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OPT_DEFS += -DSPACE_CADET_ENABLE
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endif
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@ -63,13 +63,13 @@
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* [LED Matrix](feature_led_matrix.md)
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* [Macros](feature_macros.md)
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* [Mouse Keys](feature_mouse_keys.md)
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* [OLED Driver](feature_oled_driver)
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* [One Shot Keys](feature_advanced_keycodes.md#one-shot-keys)
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* [Pointing Device](feature_pointing_device.md)
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* [PS/2 Mouse](feature_ps2_mouse.md)
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* [RGB Lighting](feature_rgblight.md)
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* [RGB Matrix](feature_rgb_matrix.md)
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* [Space Cadet Shift](feature_space_cadet_shift.md)
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* [Space Cadet Shift Enter](feature_space_cadet_shift_enter.md)
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* [Space Cadet](feature_space_cadet.md)
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* [Stenography](feature_stenography.md)
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* [Swap Hands](feature_swap_hands.md)
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* [Tap Dance](feature_tap_dance.md)
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@ -330,6 +330,8 @@ Use these to enable or disable building certain features. The more you have enab
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* Forces the keyboard to wait for a USB connection to be established before it starts up
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* `NO_USB_STARTUP_CHECK`
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* Disables usb suspend check after keyboard startup. Usually the keyboard waits for the host to wake it up before any tasks are performed. This is useful for split keyboards as one half will not get a wakeup call but must send commands to the master.
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* `LINK_TIME_OPTIMIZATION_ENABLE`
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= Enables Link Time Optimization (`LTO`) when compiling the keyboard. This makes the process take longer, but can significantly reduce the compiled size (and since the firmware is small, the added time is not noticable). However, this will automatically disable the old Macros and Functions features automatically, as these break when `LTO` is enabled. It does this by automatically defining `NO_ACTION_MACRO` and `NO_ACTION_FUNCTION`
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## USB Endpoint Limitations
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@ -30,7 +30,31 @@ You should then be able to use the keycodes below to change the backlight level.
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This feature is distinct from both the [RGB underglow](feature_rgblight.md) and [RGB matrix](feature_rgb_matrix.md) features as it usually allows for only a single colour per switch, though you can obviously use multiple different coloured LEDs on a keyboard.
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Hardware PWM is only supported on certain pins of the MCU, so if the backlighting is not connected to one of them, a software implementation will be used, and backlight breathing will not be available. Currently the supported pins are `B5`, `B6`, `B7`, and `C6`.
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Hardware PWM is only supported on certain pins of the MCU, so if the backlighting is not connected to one of them, a software PWM implementation triggered by hardware timer interrupts will be used.
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Hardware PWM is supported according to the following table:
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| Backlight Pin | Hardware timer |
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|---------------|----------------|
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|`B5` | Timer 1 |
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|`B6` | Timer 1 |
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|`B7` | Timer 1 |
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|`C6` | Timer 3 |
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| other | Software PWM |
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The [audio feature](feature_audio.md) also uses hardware timers. Please refer to the following table to know what hardware timer the software PWM will use depending on the audio configuration:
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| Audio Pin(s) | Audio Timer | Software PWM Timer |
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|--------------|-------------|--------------------|
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| `C4` | Timer 3 | Timer 1 |
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| `C5` | Timer 3 | Timer 1 |
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| `C6` | Timer 3 | Timer 1 |
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| `B5` | Timer 1 | Timer 3 |
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| `B6` | Timer 1 | Timer 3 |
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| `B7` | Timer 1 | Timer 3 |
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| `Bx` & `Cx` | Timer 1 & 3 | None |
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When all timers are in use for [audio](feature_audio.md), the backlight software PWM will not use a hardware timer, but instead will be triggered during the matrix scan. In this case the backlight doesn't support breathing and might show lighting artifacts (for instance flickering), because the PWM computation might not be called with enough timing precision.
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## Configuration
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@ -39,11 +63,26 @@ To change the behaviour of the backlighting, `#define` these in your `config.h`:
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|Define |Default |Description |
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|---------------------|-------------|-------------------------------------------------------------------------------------------------------------|
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|`BACKLIGHT_PIN` |`B7` |The pin that controls the LEDs. Unless you are designing your own keyboard, you shouldn't need to change this|
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|`BACKLIGHT_PINS` |*Not defined*|experimental: see below for more information|
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|`BACKLIGHT_LEVELS` |`3` |The number of brightness levels (maximum 15 excluding off) |
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|`BACKLIGHT_CAPS_LOCK`|*Not defined*|Enable Caps Lock indicator using backlight (for keyboards without dedicated LED) |
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|`BACKLIGHT_BREATHING`|*Not defined*|Enable backlight breathing, if hardware PWM is used |
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|`BACKLIGHT_BREATHING`|*Not defined*|Enable backlight breathing, if supported |
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|`BREATHING_PERIOD` |`6` |The length of one backlight "breath" in seconds |
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## Multiple backlight pins
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Most keyboards have only one backlight pin which control all backlight LEDs (especially if the backlight is connected to an hardware PWM pin).
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In software PWM, it is possible to define multiple backlight pins. All those pins will be turned on and off at the same time during the PWM duty cycle.
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This feature allows to set for instance the Caps Lock LED (or any other controllable LED) brightness at the same level as the other LEDs of the backlight. This is useful if you have mapped LCTRL in place of Caps Lock and you need the Caps Lock LED to be part of the backlight instead of being activated when Caps Lock is on.
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To activate multiple backlight pins, you need to add something like this to your user `config.h`:
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~~~c
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#define BACKLIGHT_LED_COUNT 2
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#undef BACKLIGHT_PIN
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#define BACKLIGHT_PINS { F5, B2 }
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~~~
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## Hardware PWM Implementation
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When using the supported pins for backlighting, QMK will use a hardware timer configured to output a PWM signal. This timer will count up to `ICRx` (by default `0xFFFF`) before resetting to 0.
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@ -53,6 +92,15 @@ In this way `OCRxx` essentially controls the duty cycle of the LEDs, and thus th
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The breathing effect is achieved by registering an interrupt handler for `TIMER1_OVF_vect` that is called whenever the counter resets, roughly 244 times per second.
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In this handler, the value of an incrementing counter is mapped onto a precomputed brightness curve. To turn off breathing, the interrupt handler is simply disabled, and the brightness reset to the level stored in EEPROM.
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## Software PWM Implementation
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When `BACKLIGHT_PIN` is not set to a hardware backlight pin, QMK will use a hardware timer configured to trigger software interrupts. This time will count up to `ICRx` (by default `0xFFFF`) before resetting to 0.
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When resetting to 0, the CPU will fire an OVF (overflow) interrupt that will turn the LEDs on, starting the duty cycle.
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The desired brightness is calculated and stored in the `OCRxx` register. When the counter reaches this value, the CPU will fire a Compare Output match interrupt, which will turn the LEDs off.
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In this way `OCRxx` essentially controls the duty cycle of the LEDs, and thus the brightness, where `0x0000` is completely off and `0xFFFF` is completely on.
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The breathing effect is the same as in the hardware PWM implementation.
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## Backlight Functions
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|Function |Description |
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|
|
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@ -230,7 +230,7 @@ bool process_record_user(uint16_t keycode, keyrecord_t *record) {
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void matrix_scan_user(void) { # The very important timer.
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if (is_alt_tab_active) {
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if (timer_elapsed(alt_tab_timer) > 1000) {
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unregister_code16(LALT(KC_TAB));
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unregister_code(KC_LALT);
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is_alt_tab_active = false;
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}
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}
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|
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@ -124,30 +124,46 @@ Configure the hardware via your `config.h`:
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---
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From this point forward the configuration is the same for all the drivers.
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From this point forward the configuration is the same for all the drivers. The `led_config_t` struct provides a key electrical matrix to led index lookup table, what the physical position of each LED is on the board, and what type of key or usage the LED if the LED represents. Here is a brief example:
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```C
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const rgb_led g_rgb_leds[DRIVER_LED_TOTAL] = {
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/* {row | col << 4}
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* | {x=0..224, y=0..64}
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* | | modifier
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* | | | */
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{{0|(0<<4)}, {20.36*0, 21.33*0}, 1},
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{{0|(1<<4)}, {20.36*1, 21.33*0}, 1},
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....
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}
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const led_config_t g_led_config = { {
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// Key Matrix to LED Index
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{ 5, NO_LED, NO_LED, 0 },
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{ NO_LED, NO_LED, NO_LED, NO_LED },
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{ 4, NO_LED, NO_LED, 1 },
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{ 3, NO_LED, NO_LED, 2 }
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}, {
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// LED Index to Physical Position
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{ 188, 16 }, { 187, 48 }, { 149, 64 }, { 112, 64 }, { 37, 48 }, { 38, 16 }
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}, {
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// LED Index to Flag
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1, 4, 4, 4, 4, 1
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} };
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```
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The format for the matrix position used in this array is `{row | (col << 4)}`. The `x` is between (inclusive) 0-224, and `y` is between (inclusive) 0-64. The easiest way to calculate these positions is:
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The first part, `// Key Matrix to LED Index`, tells the system what key this LED represents by using the key's electrical matrix row & col. The second part, `// LED Index to Physical Position` represents the LED's physical position on the keyboard. The first value, `x`, is between 0-224 (inclusive), and the second value, `y`, is between 0-64 (inclusive). This range is due to effect that calculate the center or halves for their animations. The easiest way to calculate these positions is imagine your keyboard is a grid, and the top left of the keyboard represents x, y coordinate 0, 0 and the bottom right of your keyboard represents 224, 64. Using this as a basis, you can use the following formula to calculate the physical position:
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||||
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||||
```C
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x = 224 / ( NUMBER_OF_COLS - 1 ) * ROW_POSITION
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y = 64 / (NUMBER_OF_ROWS - 1 ) * COL_POSITION
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x = 224 / (NUMBER_OF_COLS - 1) * COL_POSITION
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y = 64 / (NUMBER_OF_ROWS - 1) * ROW_POSITION
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```
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Where all variables are decimels/floats.
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Where NUMBER_OF_COLS, NUMBER_OF_ROWS, COL_POSITION, & ROW_POSITION are all based on the physical layout of your keyboard, not the electrical layout.
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||||
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`modifier` is a boolean, whether or not a certain key is considered a modifier (used in some effects).
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`// LED Index to Flag` is a bitmask, whether or not a certain LEDs is of a certain type. It is recommended that LEDs are set to only 1 type.
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||||
|
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## Flags
|
||||
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||||
|Define |Description |
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||||
|------------------------------------|-------------------------------------------|
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||||
|`#define HAS_FLAGS(bits, flags)` |Returns true if `bits` has all `flags` set.|
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||||
|`#define HAS_ANY_FLAGS(bits, flags)`|Returns true if `bits` has any `flags` set.|
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||||
|`#define LED_FLAG_NONE 0x00` |If this LED has no flags. |
|
||||
|`#define LED_FLAG_ALL 0xFF` |If this LED has all flags. |
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||||
|`#define LED_FLAG_MODIFIER 0x01` |If the Key for this LED is a modifier. |
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||||
|`#define LED_FLAG_UNDERGLOW 0x02` |If the LED is for underglow. |
|
||||
|`#define LED_FLAG_KEYLIGHT 0x04` |If the LED is for key backlight. |
|
||||
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||||
## Keycodes
|
||||
|
||||
|
|
@ -177,7 +193,7 @@ enum rgb_matrix_effects {
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|||
RGB_MATRIX_GRADIENT_UP_DOWN, // Static gradient top to bottom, speed controls how much gradient changes
|
||||
RGB_MATRIX_BREATHING, // Single hue brightness cycling animation
|
||||
RGB_MATRIX_CYCLE_ALL, // Full keyboard solid hue cycling through full gradient
|
||||
RGB_MATRIX_CYCLE_LEFT_RIGHT, // Full gradient scrolling left to right
|
||||
RGB_MATRIX_CYCLE_LEFT_RIGHT, // Full gradient scrolling left to right
|
||||
RGB_MATRIX_CYCLE_UP_DOWN, // Full gradient scrolling top to bottom
|
||||
RGB_MATRIX_RAINBOW_MOVING_CHEVRON, // Full gradent Chevron shapped scrolling left to right
|
||||
RGB_MATRIX_DUAL_BEACON, // Full gradient spinning around center of keyboard
|
||||
|
|
@ -185,10 +201,19 @@ enum rgb_matrix_effects {
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|||
RGB_MATRIX_RAINBOW_PINWHEELS, // Full dual gradients spinning two halfs of keyboard
|
||||
RGB_MATRIX_RAINDROPS, // Randomly changes a single key's hue
|
||||
RGB_MATRIX_JELLYBEAN_RAINDROPS, // Randomly changes a single key's hue and saturation
|
||||
#if define(RGB_MATRIX_FRAMEBUFFER_EFFECTS)
|
||||
RGB_MATRIX_TYPING_HEATMAP, // How hot is your WPM!
|
||||
RGB_MATRIX_DIGITAL_RAIN, // That famous computer simulation
|
||||
#endif
|
||||
#if defined(RGB_MATRIX_KEYPRESSES) || defined(RGB_MATRIX_KEYRELEASES)
|
||||
RGB_MATRIX_SOLID_REACTIVE_SIMPLE, // Pulses keys hit to hue & value then fades value out
|
||||
RGB_MATRIX_SOLID_REACTIVE, // Static single hue, pulses keys hit to shifted hue then fades to current hue
|
||||
RGB_MATRIX_SOLID_REACTIVE_WIDE // Hue & value pulse near a single key hit then fades value out
|
||||
RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE // Hue & value pulse near multiple key hits then fades value out
|
||||
RGB_MATRIX_SOLID_REACTIVE_CROSS // Hue & value pulse the same column and row of a single key hit then fades value out
|
||||
RGB_MATRIX_SOLID_REACTIVE_MULTICROSS // Hue & value pulse the same column and row of multiple key hits then fades value out
|
||||
RGB_MATRIX_SOLID_REACTIVE_NEXUS // Hue & value pulse away on the same column and row of a single key hit then fades value out
|
||||
RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS // Hue & value pulse away on the same column and row of multiple key hits then fades value out
|
||||
RGB_MATRIX_SPLASH, // Full gradient & value pulse away from a single key hit then fades value out
|
||||
RGB_MATRIX_MULTISPLASH, // Full gradient & value pulse away from multiple key hits then fades value out
|
||||
RGB_MATRIX_SOLID_SPLASH, // Hue & value pulse away from a single key hit then fades value out
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||||
|
|
@ -197,44 +222,123 @@ enum rgb_matrix_effects {
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|||
RGB_MATRIX_EFFECT_MAX
|
||||
};
|
||||
```
|
||||
|
||||
|
||||
You can disable a single effect by defining `DISABLE_[EFFECT_NAME]` in your `config.h`:
|
||||
|
||||
|
||||
|Define |Description |
|
||||
|---------------------------------------------------|--------------------------------------------|
|
||||
|`#define DISABLE_RGB_MATRIX_ALPHAS_MODS` |Disables `RGB_MATRIX_ALPHAS_MODS` |
|
||||
|`#define DISABLE_RGB_MATRIX_GRADIENT_UP_DOWN` |Disables `RGB_MATRIX_GRADIENT_UP_DOWN` |
|
||||
|`#define DISABLE_RGB_MATRIX_BREATHING` |Disables `RGB_MATRIX_BREATHING` |
|
||||
|`#define DISABLE_RGB_MATRIX_CYCLE_ALL` |Disables `RGB_MATRIX_CYCLE_ALL` |
|
||||
|`#define DISABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT` |Disables `RGB_MATRIX_CYCLE_LEFT_RIGHT` |
|
||||
|`#define DISABLE_RGB_MATRIX_CYCLE_UP_DOWN` |Disables `RGB_MATRIX_CYCLE_UP_DOWN` |
|
||||
|`#define DISABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON`|Disables `RGB_MATRIX_RAINBOW_MOVING_CHEVRON`|
|
||||
|`#define DISABLE_RGB_MATRIX_DUAL_BEACON` |Disables `RGB_MATRIX_DUAL_BEACON` |
|
||||
|`#define DISABLE_RGB_MATRIX_RAINBOW_BEACON` |Disables `RGB_MATRIX_RAINBOW_BEACON` |
|
||||
|`#define DISABLE_RGB_MATRIX_RAINBOW_PINWHEELS` |Disables `RGB_MATRIX_RAINBOW_PINWHEELS` |
|
||||
|`#define DISABLE_RGB_MATRIX_RAINDROPS` |Disables `RGB_MATRIX_RAINDROPS` |
|
||||
|`#define DISABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS` |Disables `RGB_MATRIX_JELLYBEAN_RAINDROPS` |
|
||||
|`#define DISABLE_RGB_MATRIX_DIGITAL_RAIN` |Disables `RGB_MATRIX_DIGITAL_RAIN` |
|
||||
|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE` |Disables `RGB_MATRIX_SOLID_REACTIVE` |
|
||||
|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE` |Disables `RGB_MATRIX_SOLID_REACTIVE_SIMPLEE`|
|
||||
|`#define DISABLE_RGB_MATRIX_SPLASH` |Disables `RGB_MATRIX_SPLASH` |
|
||||
|`#define DISABLE_RGB_MATRIX_MULTISPLASH` |Disables `RGB_MATRIX_MULTISPLASH` |
|
||||
|`#define DISABLE_RGB_MATRIX_SOLID_SPLASH` |Disables `RGB_MATRIX_SOLID_SPLASH` |
|
||||
|`#define DISABLE_RGB_MATRIX_SOLID_MULTISPLASH` |Disables `RGB_MATRIX_SOLID_MULTISPLASH` |
|
||||
|Define |Description |
|
||||
|-------------------------------------------------------|-----------------------------------------------|
|
||||
|`#define DISABLE_RGB_MATRIX_ALPHAS_MODS` |Disables `RGB_MATRIX_ALPHAS_MODS` |
|
||||
|`#define DISABLE_RGB_MATRIX_GRADIENT_UP_DOWN` |Disables `RGB_MATRIX_GRADIENT_UP_DOWN` |
|
||||
|`#define DISABLE_RGB_MATRIX_BREATHING` |Disables `RGB_MATRIX_BREATHING` |
|
||||
|`#define DISABLE_RGB_MATRIX_CYCLE_ALL` |Disables `RGB_MATRIX_CYCLE_ALL` |
|
||||
|`#define DISABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT` |Disables `RGB_MATRIX_CYCLE_LEFT_RIGHT` |
|
||||
|`#define DISABLE_RGB_MATRIX_CYCLE_UP_DOWN` |Disables `RGB_MATRIX_CYCLE_UP_DOWN` |
|
||||
|`#define DISABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON` |Disables `RGB_MATRIX_RAINBOW_MOVING_CHEVRON` |
|
||||
|`#define DISABLE_RGB_MATRIX_DUAL_BEACON` |Disables `RGB_MATRIX_DUAL_BEACON` |
|
||||
|`#define DISABLE_RGB_MATRIX_RAINBOW_BEACON` |Disables `RGB_MATRIX_RAINBOW_BEACON` |
|
||||
|`#define DISABLE_RGB_MATRIX_RAINBOW_PINWHEELS` |Disables `RGB_MATRIX_RAINBOW_PINWHEELS` |
|
||||
|`#define DISABLE_RGB_MATRIX_RAINDROPS` |Disables `RGB_MATRIX_RAINDROPS` |
|
||||
|`#define DISABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS` |Disables `RGB_MATRIX_JELLYBEAN_RAINDROPS` |
|
||||
|`#define DISABLE_RGB_MATRIX_TYPING_HEATMAP` |Disables `RGB_MATRIX_TYPING_HEATMAP` |
|
||||
|`#define DISABLE_RGB_MATRIX_DIGITAL_RAIN` |Disables `RGB_MATRIX_DIGITAL_RAIN` |
|
||||
|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE` |Disables `RGB_MATRIX_SOLID_REACTIVE` |
|
||||
|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE` |Disables `RGB_MATRIX_SOLID_REACTIVE_SIMPLE` |
|
||||
|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE` |Disables `RGB_MATRIX_SOLID_REACTIVE_WIDE` |
|
||||
|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE` |Disables `RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE` |
|
||||
|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS` |Disables `RGB_MATRIX_SOLID_REACTIVE_CROSS` |
|
||||
|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS` |Disables `RGB_MATRIX_SOLID_REACTIVE_MULTICROSS`|
|
||||
|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS` |Disables `RGB_MATRIX_SOLID_REACTIVE_NEXUS` |
|
||||
|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS` |Disables `RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS`|
|
||||
|`#define DISABLE_RGB_MATRIX_SPLASH` |Disables `RGB_MATRIX_SPLASH` |
|
||||
|`#define DISABLE_RGB_MATRIX_MULTISPLASH` |Disables `RGB_MATRIX_MULTISPLASH` |
|
||||
|`#define DISABLE_RGB_MATRIX_SOLID_SPLASH` |Disables `RGB_MATRIX_SOLID_SPLASH` |
|
||||
|`#define DISABLE_RGB_MATRIX_SOLID_MULTISPLASH` |Disables `RGB_MATRIX_SOLID_MULTISPLASH` |
|
||||
|
||||
|
||||
## Custom layer effects
|
||||
## Custom RGB Matrix Effects
|
||||
|
||||
Custom layer effects can be done by defining this in your `<keyboard>.c`:
|
||||
By setting `RGB_MATRIX_CUSTOM_USER` (and/or `RGB_MATRIX_CUSTOM_KB`) in `rule.mk`, new effects can be defined directly from userspace, without having to edit any QMK core files.
|
||||
|
||||
To declare new effects, create a new `rgb_matrix_user/kb.inc` that looks something like this:
|
||||
|
||||
`rgb_matrix_user.inc` should go in the root of the keymap directory.
|
||||
`rgb_matrix_kb.inc` should go in the root of the keyboard directory.
|
||||
|
||||
```C
|
||||
void rgb_matrix_indicators_kb(void) {
|
||||
rgb_matrix_set_color(index, red, green, blue);
|
||||
// !!! DO NOT ADD #pragma once !!! //
|
||||
|
||||
// Step 1.
|
||||
// Declare custom effects using the RGB_MATRIX_EFFECT macro
|
||||
// (note the lack of semicolon after the macro!)
|
||||
RGB_MATRIX_EFFECT(my_cool_effect)
|
||||
RGB_MATRIX_EFFECT(my_cool_effect2)
|
||||
|
||||
// Step 2.
|
||||
// Define effects inside the `RGB_MATRIX_CUSTOM_EFFECT_IMPLS` ifdef block
|
||||
#ifdef RGB_MATRIX_CUSTOM_EFFECT_IMPLS
|
||||
|
||||
// e.g: A simple effect, self-contained within a single method
|
||||
static bool my_cool_effect(effect_params_t* params) {
|
||||
RGB_MATRIX_USE_LIMITS(led_min, led_max);
|
||||
for (uint8_t i = led_min; i < led_max; i++) {
|
||||
rgb_matrix_set_color(i, 0xff, 0xff, 0x00);
|
||||
}
|
||||
return led_max < DRIVER_LED_TOTAL;
|
||||
}
|
||||
|
||||
// e.g: A more complex effect, relying on external methods and state, with
|
||||
// dedicated init and run methods
|
||||
static uint8_t some_global_state;
|
||||
static void my_cool_effect2_complex_init(effect_params_t* params) {
|
||||
some_global_state = 1;
|
||||
}
|
||||
static bool my_cool_effect2_complex_run(effect_params_t* params) {
|
||||
RGB_MATRIX_USE_LIMITS(led_min, led_max);
|
||||
for (uint8_t i = led_min; i < led_max; i++) {
|
||||
rgb_matrix_set_color(i, 0xff, some_global_state++, 0xff);
|
||||
}
|
||||
|
||||
return led_max < DRIVER_LED_TOTAL;
|
||||
}
|
||||
static bool my_cool_effect2(effect_params_t* params) {
|
||||
if (params->init) my_cool_effect2_complex_init(params);
|
||||
return my_cool_effect2_complex_run(params);
|
||||
}
|
||||
|
||||
#endif // RGB_MATRIX_CUSTOM_EFFECT_IMPLS
|
||||
```
|
||||
|
||||
A similar function works in the keymap as `rgb_matrix_indicators_user`.
|
||||
For inspiration and examples, check out the built-in effects under `quantum/rgb_matrix_animation/`
|
||||
|
||||
|
||||
## Colors
|
||||
|
||||
These are shorthands to popular colors. The `RGB` ones can be passed to the `setrgb` functions, while the `HSV` ones to the `sethsv` functions.
|
||||
|
||||
|RGB |HSV |
|
||||
|-------------------|-------------------|
|
||||
|`RGB_WHITE` |`HSV_WHITE` |
|
||||
|`RGB_RED` |`HSV_RED` |
|
||||
|`RGB_CORAL` |`HSV_CORAL` |
|
||||
|`RGB_ORANGE` |`HSV_ORANGE` |
|
||||
|`RGB_GOLDENROD` |`HSV_GOLDENROD` |
|
||||
|`RGB_GOLD` |`HSV_GOLD` |
|
||||
|`RGB_YELLOW` |`HSV_YELLOW` |
|
||||
|`RGB_CHARTREUSE` |`HSV_CHARTREUSE` |
|
||||
|`RGB_GREEN` |`HSV_GREEN` |
|
||||
|`RGB_SPRINGGREEN` |`HSV_SPRINGGREEN` |
|
||||
|`RGB_TURQUOISE` |`HSV_TURQUOISE` |
|
||||
|`RGB_TEAL` |`HSV_TEAL` |
|
||||
|`RGB_CYAN` |`HSV_CYAN` |
|
||||
|`RGB_AZURE` |`HSV_AZURE` |
|
||||
|`RGB_BLUE` |`HSV_BLUE` |
|
||||
|`RGB_PURPLE` |`HSV_PURPLE` |
|
||||
|`RGB_MAGENTA` |`HSV_MAGENTA` |
|
||||
|`RGB_PINK` |`HSV_PINK` |
|
||||
|
||||
These are defined in [`rgblight_list.h`](https://github.com/qmk/qmk_firmware/blob/master/quantum/rgblight_list.h). Feel free to add to this list!
|
||||
|
||||
|
||||
## Additional `config.h` Options
|
||||
|
||||
|
|
|
|||
|
|
@ -114,7 +114,7 @@ The following options can be used to tweak the various animations:
|
|||
|`RGBLIGHT_EFFECT_RGB_TEST` |*Not defined*|If defined, enable RGB test animation mode. |
|
||||
|`RGBLIGHT_EFFECT_ALTERNATING` |*Not defined*|If defined, enable alternating animation mode. |
|
||||
|`RGBLIGHT_ANIMATIONS` |*Not defined*|If defined, enables all additional animation modes |
|
||||
|`RGBLIGHT_EFFECT_BREATHE_CENTER` |`1.85` |Used to calculate the curve for the breathing animation. Valid values are 1.0 to 2.7 |
|
||||
|`RGBLIGHT_EFFECT_BREATHE_CENTER` |*Not defined*|If defined, used to calculate the curve for the breathing animation. Valid values are 1.0 to 2.7 |
|
||||
|`RGBLIGHT_EFFECT_BREATHE_MAX` |`255` |The maximum brightness for the breathing mode. Valid values are 1 to 255 |
|
||||
|`RGBLIGHT_EFFECT_SNAKE_LENGTH` |`4` |The number of LEDs to light up for the "Snake" animation |
|
||||
|`RGBLIGHT_EFFECT_KNIGHT_LENGTH` |`3` |The number of LEDs to light up for the "Knight" animation |
|
||||
|
|
@ -145,7 +145,7 @@ const uint8_t RGBLED_SNAKE_INTERVALS[] PROGMEM = {100, 50, 20};
|
|||
const uint8_t RGBLED_KNIGHT_INTERVALS[] PROGMEM = {127, 63, 31};
|
||||
|
||||
// These control which hues are selected for each of the "Static gradient" modes
|
||||
const uint16_t RGBLED_GRADIENT_RANGES[] PROGMEM = {360, 240, 180, 120, 90};
|
||||
const uint8_t RGBLED_GRADIENT_RANGES[] PROGMEM = {255, 170, 127, 85, 64};
|
||||
```
|
||||
|
||||
## Functions
|
||||
|
|
@ -191,7 +191,40 @@ If you need to change your RGB lighting in code, for example in a macro to chang
|
|||
|`rgblight_decrease_val_noeeprom()` |Decrease the value for all LEDs. This wraps around at minimum value (not written to EEPROM) |
|
||||
|`rgblight_set_clipping_range(pos, num)` |Set clipping Range |
|
||||
|
||||
Additionally, [`rgblight_list.h`](https://github.com/qmk/qmk_firmware/blob/master/quantum/rgblight_list.h) defines several predefined shortcuts for various colors. Feel free to add to this list!
|
||||
## Colors
|
||||
|
||||
These are shorthands to popular colors. The `RGB` ones can be passed to the `setrgb` functions, while the `HSV` ones to the `sethsv` functions.
|
||||
|
||||
|RGB |HSV |
|
||||
|-------------------|-------------------|
|
||||
|`RGB_WHITE` |`HSV_WHITE` |
|
||||
|`RGB_RED` |`HSV_RED` |
|
||||
|`RGB_CORAL` |`HSV_CORAL` |
|
||||
|`RGB_ORANGE` |`HSV_ORANGE` |
|
||||
|`RGB_GOLDENROD` |`HSV_GOLDENROD` |
|
||||
|`RGB_GOLD` |`HSV_GOLD` |
|
||||
|`RGB_YELLOW` |`HSV_YELLOW` |
|
||||
|`RGB_CHARTREUSE` |`HSV_CHARTREUSE` |
|
||||
|`RGB_GREEN` |`HSV_GREEN` |
|
||||
|`RGB_SPRINGGREEN` |`HSV_SPRINGGREEN` |
|
||||
|`RGB_TURQUOISE` |`HSV_TURQUOISE` |
|
||||
|`RGB_TEAL` |`HSV_TEAL` |
|
||||
|`RGB_CYAN` |`HSV_CYAN` |
|
||||
|`RGB_AZURE` |`HSV_AZURE` |
|
||||
|`RGB_BLUE` |`HSV_BLUE` |
|
||||
|`RGB_PURPLE` |`HSV_PURPLE` |
|
||||
|`RGB_MAGENTA` |`HSV_MAGENTA` |
|
||||
|`RGB_PINK` |`HSV_PINK` |
|
||||
|
||||
```c
|
||||
rgblight_setrgb(RGB_ORANGE);
|
||||
rgblight_sethsv_noeeprom(HSV_GREEN);
|
||||
rgblight_setrgb_at(RGB_GOLD, 3);
|
||||
rgblight_sethsv_range(HSV_WHITE, 0, 6);
|
||||
```
|
||||
|
||||
These are defined in [`rgblight_list.h`](https://github.com/qmk/qmk_firmware/blob/master/quantum/rgblight_list.h). Feel free to add to this list!
|
||||
|
||||
|
||||
## Changing the order of the LEDs
|
||||
|
||||
|
|
|
|||
59
docs/feature_space_cadet.md
Normal file
59
docs/feature_space_cadet.md
Normal file
|
|
@ -0,0 +1,59 @@
|
|||
# Space Cadet: The Future, Built In
|
||||
|
||||
Steve Losh described the [Space Cadet Shift](http://stevelosh.com/blog/2012/10/a-modern-space-cadet/) quite well. Essentially, when you tap Left Shift on its own, you get an opening parenthesis; tap Right Shift on its own and you get the closing one. When held, the Shift keys function as normal. Yes, it's as cool as it sounds, and now even cooler supporting Control and Alt as well!
|
||||
|
||||
## Usage
|
||||
|
||||
Firstly, in your keymap, do one of the following:
|
||||
- Replace the Left Shift key with `KC_LSPO` (Left Shift, Parenthesis Open), and Right Shift with `KC_RSPC` (Right Shift, Parenthesis Close).
|
||||
- Replace the Left Control key with `KC_LCPO` (Left Control, Parenthesis Open), and Right Control with `KC_RCPC` (Right Control, Parenthesis Close).
|
||||
- Replace the Left Alt key with `KC_LAPO` (Left Alt, Parenthesis Open), and Right Alt with `KC_RAPC` (Right Alt, Parenthesis Close).
|
||||
- Replace any Shift key in your keymap with `KC_SFTENT` (Right Shift, Enter).
|
||||
|
||||
## Keycodes
|
||||
|
||||
|Keycode |Description |
|
||||
|-----------|-------------------------------------------|
|
||||
|`KC_LSPO` |Left Shift when held, `(` when tapped |
|
||||
|`KC_RSPC` |Right Shift when held, `)` when tapped |
|
||||
|`KC_LCPO` |Left Control when held, `(` when tapped |
|
||||
|`KC_RCPC` |Right Control when held, `)` when tapped |
|
||||
|`KC_LAPO` |Left Alt when held, `(` when tapped |
|
||||
|`KC_RAPC` |Right Alt when held, `)` when tapped |
|
||||
|`KC_SFTENT`|Right Shift when held, `Enter` when tapped |
|
||||
|
||||
## Caveats
|
||||
|
||||
Space Cadet's functionality can conflict with the default Command functionality when both Shift keys are held at the same time. See the [Command feature](feature_command.md) for info on how to change it, or make sure that Command is disabled in your `rules.mk` with:
|
||||
|
||||
```make
|
||||
COMMAND_ENABLE = no
|
||||
```
|
||||
|
||||
## Configuration
|
||||
|
||||
By default Space Cadet assumes a US ANSI layout, but if your layout uses different keys for parentheses, you can redefine them in your `config.h`. In addition, you can redefine the modifier to send on tap, or even send no modifier at all. The new configuration defines bundle all options up into a single define of 3 key codes in this order: the `Modifier` when held or when used with other keys, the `Tap Modifer` sent when tapped (no modifier if `KC_TRNS`), finally the `Keycode` sent when tapped. Now keep in mind, mods from other keys will still apply to the `Keycode` if say `KC_RSFT` is held while tapping `KC_LSPO` key with `KC_TRNS` as the `Tap Modifer`.
|
||||
|
||||
|Define |Default |Description |
|
||||
|----------------|-------------------------------|---------------------------------------------------------------------------------|
|
||||
|`LSPO_KEYS` |`KC_LSFT, LSPO_MOD, LSPO_KEY` |Send `KC_LSFT` when held, the mod and key defined by `LSPO_MOD` and `LSPO_KEY`. |
|
||||
|`RSPC_KEYS` |`KC_RSFT, RSPC_MOD, RSPC_KEY` |Send `KC_RSFT` when held, the mod and key defined by `RSPC_MOD` and `RSPC_KEY`. |
|
||||
|`LCPO_KEYS` |`KC_LCTL, KC_LCTL, KC_9` |Send `KC_LCTL` when held, the mod `KC_LCTL` with the key `KC_9` when tapped. |
|
||||
|`RCPC_KEYS` |`KC_RCTL, KC_RCTL, KC_0` |Send `KC_RCTL` when held, the mod `KC_RCTL` with the key `KC_0` when tapped. |
|
||||
|`LAPO_KEYS` |`KC_LALT, KC_LALT, KC_9` |Send `KC_LALT` when held, the mod `KC_LALT` with the key `KC_9` when tapped. |
|
||||
|`RAPC_KEYS` |`KC_RALT, KC_RALT, KC_0` |Send `KC_RALT` when held, the mod `KC_RALT` with the key `KC_0` when tapped. |
|
||||
|`SFTENT_KEYS` |`KC_RSFT, KC_TRNS, SFTENT_KEY` |Send `KC_RSFT` when held, no mod with the key `SFTENT_KEY` when tapped. |
|
||||
|
||||
|
||||
## Obsolete Configuration
|
||||
|
||||
These defines are used in the above defines internally to support backwards compatibility, so you may continue to use them, however the above defines open up a larger range of flexibility than before. As an example, say you want to not send any modifier when you tap just `KC_LSPO`, with the old defines you had an all or nothing choice of using the `DISABLE_SPACE_CADET_MODIFIER` define. Now you can define that key as: `#define LSPO_KEYS KC_LSFT, KC_TRNS, KC_9`. This tells the system to set Left Shift if held or used with other keys, then on tap send no modifier (transparent) with the `KC_9`.
|
||||
|
||||
|Define |Default |Description |
|
||||
|------------------------------|-------------|------------------------------------------------------------------|
|
||||
|`LSPO_KEY` |`KC_9` |The keycode to send when Left Shift is tapped |
|
||||
|`RSPC_KEY` |`KC_0` |The keycode to send when Right Shift is tapped |
|
||||
|`LSPO_MOD` |`KC_LSFT` |The modifier to apply to `LSPO_KEY` |
|
||||
|`RSPC_MOD` |`KC_RSFT` |The modifier to apply to `RSPC_KEY` |
|
||||
|`SFTENT_KEY` |`KC_ENT` |The keycode to send when the Shift key is tapped |
|
||||
|`DISABLE_SPACE_CADET_MODIFIER`|*Not defined*|If defined, prevent the Space Cadet from applying a modifier |
|
||||
|
|
@ -1,37 +0,0 @@
|
|||
# Space Cadet Shift: The Future, Built In
|
||||
|
||||
Steve Losh described the [Space Cadet Shift](http://stevelosh.com/blog/2012/10/a-modern-space-cadet/) quite well. Essentially, when you tap Left Shift on its own, you get an opening parenthesis; tap Right Shift on its own and you get the closing one. When held, the Shift keys function as normal. Yes, it's as cool as it sounds.
|
||||
|
||||
## Usage
|
||||
|
||||
Replace the Left Shift key in your keymap with `KC_LSPO` (Left Shift, Parenthesis Open), and Right Shift with `KC_RSPC` (Right Shift, Parenthesis Close).
|
||||
|
||||
## Keycodes
|
||||
|
||||
|Keycode |Description |
|
||||
|---------|--------------------------------------|
|
||||
|`KC_LSPO`|Left Shift when held, `(` when tapped |
|
||||
|`KC_RSPC`|Right Shift when held, `)` when tapped|
|
||||
|
||||
## Caveats
|
||||
|
||||
Space Cadet's functionality can conflict with the default Command functionality when both Shift keys are held at the same time. Make sure that Command is disabled in your `rules.mk` with:
|
||||
|
||||
```make
|
||||
COMMAND_ENABLE = no
|
||||
```
|
||||
|
||||
## Configuration
|
||||
|
||||
By default Space Cadet assumes a US ANSI layout, but if your layout uses different keys for parentheses, you can redefine them in your `config.h`.
|
||||
You can also disable the rollover, allowing 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.
|
||||
Also, by default, the Space Cadet applies modifiers LSPO_MOD and RSPC_MOD to keys defined by LSPO_KEY and RSPC_KEY. You can override this behavior by redefining those variables in your `config.h`. You can also prevent the Space Cadet to apply a modifier by defining DISABLE_SPACE_CADET_MODIFIER in your `config.h`.
|
||||
|
||||
|Define |Default |Description |
|
||||
|------------------------------|-------------|--------------------------------------------------------------------------------|
|
||||
|`LSPO_KEY` |`KC_9` |The keycode to send when Left Shift is tapped |
|
||||
|`RSPC_KEY` |`KC_0` |The keycode to send when Right Shift is tapped |
|
||||
|`LSPO_MOD` |`KC_LSFT` |The keycode to send when Left Shift is tapped |
|
||||
|`RSPC_MOD` |`KC_RSFT` |The keycode to send when Right Shift is tapped |
|
||||
|`DISABLE_SPACE_CADET_ROLLOVER`|*Not defined*|If defined, use the opposite Shift key to cancel Space Cadet |
|
||||
|`DISABLE_SPACE_CADET_MODIFIER`|*Not defined*|If defined, prevent the Space Cadet to apply a modifier to LSPO_KEY and RSPC_KEY|
|
||||
|
|
@ -1,31 +0,0 @@
|
|||
# Space Cadet Shift Enter
|
||||
|
||||
Based on the [Space Cadet Shift](feature_space_cadet_shift.md) feature. Tap the Shift key on its own, and it behaves like Enter. When held, the Shift functions as normal.
|
||||
|
||||
## Usage
|
||||
|
||||
Replace any Shift key in your keymap with `KC_SFTENT` (Shift, Enter), and you're done.
|
||||
|
||||
## Keycodes
|
||||
|
||||
|Keycode |Description |
|
||||
|-----------|----------------------------------------|
|
||||
|`KC_SFTENT`|Right Shift when held, Enter when tapped|
|
||||
|
||||
## Caveats
|
||||
|
||||
As with Space Cadet Shift, this feature may conflict with Command, so it should be disabled in your `rules.mk` with:
|
||||
|
||||
```make
|
||||
COMMAND_ENABLE = no
|
||||
```
|
||||
|
||||
This feature also uses the same timers as Space Cadet Shift, so using them in tandem may produce strange results.
|
||||
|
||||
## Configuration
|
||||
|
||||
By default Space Cadet assumes a US ANSI layout, but if you'd like to use a different key for Enter, you can redefine it in your `config.h`:
|
||||
|
||||
|Define |Default |Description |
|
||||
|------------|--------|------------------------------------------------|
|
||||
|`SFTENT_KEY`|`KC_ENT`|The keycode to send when the Shift key is tapped|
|
||||
|
|
@ -4,11 +4,11 @@ There are three Unicode keymap definition methods available in QMK:
|
|||
|
||||
## `UNICODE_ENABLE`
|
||||
|
||||
Supports Unicode up to `0x7FFF`. This covers characters for most modern languages, as well as symbols, but it doesn't cover emoji. The keycode function is `UC(c)` in the keymap file, where _c_ is the code point's number (preferably hexadecimal, up to 4 digits long). For example: `UC(0x45B)`, `UC(0x30C4)`.
|
||||
Supports Unicode up to `0x7FFF`. This covers characters for most modern languages, as well as symbols, but it doesn't cover emoji. The keycode function is `UC(c)` in the keymap, where _c_ is the code point's number (preferably hexadecimal, up to 4 digits long). For example: `UC(0x45B)`, `UC(0x30C4)`.
|
||||
|
||||
## `UNICODEMAP_ENABLE`
|
||||
|
||||
Supports Unicode up to `0x10FFFF` (all possible code points). You need to maintain a separate mapping table `const uint32_t PROGMEM unicode_map[] = {...}` in your keymap file. The keycode function is `X(i)`, where _i_ is an array index into the mapping table. The table may contain at most 1024 entries.
|
||||
Supports Unicode up to `0x10FFFF` (all possible code points). You need to maintain a separate mapping table `const uint32_t PROGMEM unicode_map[] = {...}` in your keymap file. The keycode function is `X(i)`, where _i_ is an array index into the mapping table. The table may contain at most 16384 entries.
|
||||
|
||||
You may want to have an enum to make referencing easier. So, you could add something like this to your keymap file:
|
||||
|
||||
|
|
@ -26,13 +26,21 @@ const uint32_t PROGMEM unicode_map[] = {
|
|||
};
|
||||
```
|
||||
|
||||
Then you can use `X(BANG)` etc. in your keymap.
|
||||
Then you can use `X(BANG)`, `X(SNEK)` etc. in your keymap.
|
||||
|
||||
### Lower and Upper Case
|
||||
|
||||
Characters often come in lower and upper case pairs, for example: å, Å. To make inputting these characters easier, you can use `XP(i, j)` in your keymap, where _i_ and _j_ are the mapping table indices of the lower and upper case character, respectively. If you're holding down Shift or have Caps Lock turned on when you press the key, the second (upper case) character will be inserted; otherwise, the first (lower case) version will appear.
|
||||
|
||||
This is most useful when creating a keymap for an international layout with special characters. Instead of having to put the lower and upper case versions of a character on separate keys, you can have them both on the same key by using `XP`. This blends Unicode keys in with regular alphas.
|
||||
|
||||
Due to keycode size constraints, _i_ and _j_ can each only refer to one of the first 128 characters in your `unicode_map`. In other words, 0 ≤ _i_ ≤ 127 and 0 ≤ _j_ ≤ 127. This is enough for most use cases, but if you'd like to customize the index calculation, you can override the [`unicodemap_index()`](https://github.com/qmk/qmk_firmware/blob/71f640d47ee12c862c798e1f56392853c7b1c1a8/quantum/process_keycode/process_unicodemap.c#L40) function. This also allows you to, say, check Ctrl instead of Shift/Caps.
|
||||
|
||||
## `UCIS_ENABLE`
|
||||
|
||||
Supports Unicode up to `0x10FFFF` (all possible code points). As with `UNICODEMAP`, you need to maintain a mapping table in your keymap file. However, there are no built-in keycodes for this feature — you will have to add a keycode or function that calls `qk_ucis_start()`. Once this function's been called, you can type the corresponding mnemonic for your character, then hit Space or Enter to complete it, or Esc to cancel. If the mnemonic matches an entry in your table, the typed text will automatically be erased and the corresponding Unicode character inserted.
|
||||
Supports Unicode up to `0x10FFFF` (all possible code points). As with `UNICODEMAP`, you need to maintain a mapping table in your keymap file. However, there are no built-in keycodes for this feature — you have to add a keycode or function that calls `qk_ucis_start()`. Once this function has been called, you can type the corresponding mnemonic for your character, then hit Space or Enter to complete it, or Esc to cancel. If the mnemonic matches an entry in your table, the typed text will automatically be erased and the corresponding Unicode character inserted.
|
||||
|
||||
For instance, you would define a table like this in your keymap file:
|
||||
For instance, you could define a table like this in your keymap file:
|
||||
|
||||
```c
|
||||
const qk_ucis_symbol_t ucis_symbol_table[] = UCIS_TABLE(
|
||||
|
|
@ -42,7 +50,7 @@ const qk_ucis_symbol_t ucis_symbol_table[] = UCIS_TABLE(
|
|||
);
|
||||
```
|
||||
|
||||
You call `qk_ucis_start()`, then type "rofl" and hit Enter. QMK should erase the "rofl" text and input the laughing emoji.
|
||||
To use it, call `qk_ucis_start()`, then type "rofl" and hit Enter. QMK should erase the "rofl" text and insert the laughing emoji.
|
||||
|
||||
### Customization
|
||||
|
||||
|
|
@ -60,28 +68,29 @@ Unicode input in QMK works by inputting a sequence of characters to the OS, sort
|
|||
|
||||
The following input modes are available:
|
||||
|
||||
* **`UC_OSX`**: Mac OS X built-in Unicode hex input. Supports code points up to `0xFFFF` (`0x10FFFF` with `UNICODEMAP`).
|
||||
* **`UC_OSX`**: macOS built-in Unicode hex input. Supports code points up to `0xFFFF` (`0x10FFFF` with `UNICODEMAP`).
|
||||
|
||||
To enable, go to _System Preferences > Keyboard > Input Sources_, add _Unicode Hex Input_ to the list (it's under _Other_), then activate it from the input dropdown in the Menu Bar.
|
||||
By default, this mode uses the left Option key (`KC_LALT`), but this can be changed by defining [`UNICODE_OSX_KEY`](#input-key-configuration) with another keycode.
|
||||
By default, this mode uses the left Option key (`KC_LALT`) for Unicode input, but this can be changed by defining [`UNICODE_KEY_OSX`](#input-key-configuration) with another keycode.
|
||||
|
||||
**Note:** Using the _Unicode Hex Input_ input source may disable some Option based shortcuts, such as: Option + Left Arrow (`moveWordLeftAndModifySelection`) and Option + Right Arrow (`moveWordRightAndModifySelection`).
|
||||
!> Using the _Unicode Hex Input_ input source may disable some Option based shortcuts, such as Option + Left Arrow and Option + Right Arrow.
|
||||
|
||||
* **`UC_LNX`**: Linux built-in IBus Unicode input. Supports code points up to `0x10FFFF` (all possible code points).
|
||||
|
||||
Enabled by default and works almost anywhere on IBus-enabled distros. Without IBus, this mode works under GTK apps, but rarely anywhere else.
|
||||
By default, this mode uses Ctrl+Shift+U (`LCTL(LSFT(KC_U))`) to start Unicode input, but this can be changed by defining [`UNICODE_KEY_LNX`](#input-key-configuration) with another keycode. This might be required for IBus versions ≥1.5.15, where Ctrl+Shift+U behavior is consolidated into Ctrl+Shift+E.
|
||||
|
||||
* **`UC_WIN`**: _(not recommended)_ Windows built-in hex numpad Unicode input. Supports code points up to `0xFFFF`.
|
||||
|
||||
To enable, create a registry key under `HKEY_CURRENT_USER\Control Panel\Input Method\EnableHexNumpad` of type `REG_SZ` called `EnableHexNumpad` and set its value to `1`. This can be done from the Command Prompt by running `reg add "HKCU\Control Panel\Input Method" -v EnableHexNumpad -t REG_SZ -d 1` with administrator privileges. Afterwards, reboot.
|
||||
To enable, create a registry key under `HKEY_CURRENT_USER\Control Panel\Input Method\EnableHexNumpad` of type `REG_SZ` called `EnableHexNumpad` and set its value to `1`. This can be done from the Command Prompt by running `reg add "HKCU\Control Panel\Input Method" -v EnableHexNumpad -t REG_SZ -d 1` with administrator privileges. Reboot afterwards.
|
||||
This mode is not recommended because of reliability and compatibility issues; use the `UC_WINC` mode instead.
|
||||
|
||||
* **`UC_BSD`**: _(non implemented)_ Unicode input under BSD. Not implemented at this time. If you're a BSD user and want to help add support for it, please [open an issue on GitHub](https://github.com/qmk/qmk_firmware/issues).
|
||||
|
||||
* **`UC_WINC`**: Windows Unicode input using [WinCompose](https://github.com/samhocevar/wincompose). As of v0.8.2, supports code points up to `0xFFFFF` (all currently assigned code points).
|
||||
* **`UC_WINC`**: Windows Unicode input using [WinCompose](https://github.com/samhocevar/wincompose). As of v0.9.0, supports code points up to `0x10FFFF` (all possible code points).
|
||||
|
||||
To enable, install the [latest release](https://github.com/samhocevar/wincompose/releases/latest). Once installed, WinCompose will automatically run on startup. Works reliably under all version of Windows supported by the app.
|
||||
By default, this mode uses the right Alt key (`KC_RALT`), but this can be changed in the WinCompose settings and by defining [`UNICODE_WINC_KEY`](#input-key-configuration) with another keycode.
|
||||
By default, this mode uses right Alt (`KC_RALT`) as the Compose key, but this can be changed in the WinCompose settings and by defining [`UNICODE_KEY_WINC`](#input-key-configuration) with another keycode.
|
||||
|
||||
### Switching Input Modes
|
||||
|
||||
|
|
@ -89,17 +98,17 @@ There are two ways to set the input mode for Unicode: by keycode or by function.
|
|||
|
||||
You can switch the input mode at any time by using one of the following keycodes. The easiest way is to add the ones you use to your keymap.
|
||||
|
||||
|Keycode |Alias |Input mode |Description |
|
||||
|-----------------------|---------|-------------|-----------------------------------------|
|
||||
|`UNICODE_MODE_FORWARD` |`UC_MOD` | |Cycles forwards through the available modes. [(Disabled by default)](#input-method-cycling)|
|
||||
|`UNICODE_MODE_REVERSE` |`UC_RMOD`| |Cycles forwards through the available modes. [(Disabled by default)](#input-method-cycling)|
|
||||
|`UNICODE_MODE_OSX` |`UC_M_OS`|`UC_OSX` |Switch to Mac OS X input. |
|
||||
|`UNICODE_MODE_LNX` |`UC_M_LN`|`UC_LNX` |Switch to Linux input. |
|
||||
|`UNICODE_MODE_WIN` |`UC_M_WI`|`UC_WIN` |Switch to Windows input. |
|
||||
|`UNICODE_MODE_BSD` |`UC_M_BS`|`UC_BSD` |Switch to BSD input (not implemented). |
|
||||
|`UNICODE_MODE_WINC` |`UC_M_WC`|`UC_WINC` |Switch to Windows input using WinCompose.|
|
||||
|Keycode |Alias |Input Mode |Description |
|
||||
|----------------------|---------|------------|--------------------------------------------------------------|
|
||||
|`UNICODE_MODE_FORWARD`|`UC_MOD` |Next in list|[Cycle](#input-mode-cycling) through selected modes |
|
||||
|`UNICODE_MODE_REVERSE`|`UC_RMOD`|Prev in list|[Cycle](#input-mode-cycling) through selected modes in reverse|
|
||||
|`UNICODE_MODE_OSX` |`UC_M_OS`|`UC_OSX` |Switch to macOS input |
|
||||
|`UNICODE_MODE_LNX` |`UC_M_LN`|`UC_LNX` |Switch to Linux input |
|
||||
|`UNICODE_MODE_WIN` |`UC_M_WI`|`UC_WIN` |Switch to Windows input |
|
||||
|`UNICODE_MODE_BSD` |`UC_M_BS`|`UC_BSD` |Switch to BSD input (not implemented) |
|
||||
|`UNICODE_MODE_WINC` |`UC_M_WC`|`UC_WINC` |Switch to Windows input using WinCompose |
|
||||
|
||||
You can also switch the input mode by calling `set_unicode_input_mode(x)` in your code, where _x_ is one of the above input mode constants (e.g. `UC_LNX`). Since the function only needs to be called once, it's recommended that you do it in `eeconfig_init_user` (or a similar function). For example:
|
||||
You can also switch the input mode by calling `set_unicode_input_mode(x)` in your code, where _x_ is one of the above input mode constants (e.g. `UC_LNX`). Since the function only needs to be called once, it's recommended that you do it in `eeconfig_init_user()` (or a similar function). For example:
|
||||
|
||||
```c
|
||||
void eeconfig_init_user(void) {
|
||||
|
|
@ -123,35 +132,45 @@ For instance, you can add these definitions to your `config.h` file:
|
|||
|
||||
### Additional Customization
|
||||
|
||||
Because Unicode is such a large and variable feature, there are a number of options that you can customize to work better on your system.
|
||||
Because Unicode is a large and versatile feature, there are a number of options you can customize to make it work better on your system.
|
||||
|
||||
#### Start and Finish input functions
|
||||
#### Start and Finish Input Functions
|
||||
|
||||
The functions for starting and finishing Unicode input on your platform can be overridden locally. Possible uses include customizing input mode behavior if you don't use the default keys, or adding extra visual/audio feedback to Unicode input.
|
||||
|
||||
* `void unicode_input_start(void)` – This sends the initial sequence that tells your platform to enter Unicode input mode. For example, it presses Ctrl+Shift+U on Linux and holds the Option key on Mac.
|
||||
* `void unicode_input_start(void)` – This sends the initial sequence that tells your platform to enter Unicode input mode. For example, it presses Ctrl+Shift+U on Linux and holds the Option key on macOS.
|
||||
* `void unicode_input_finish(void)` – This is called to exit Unicode input mode, for example by pressing Space or releasing the Option key.
|
||||
|
||||
You can find the default implementations of these functions in [`process_unicode_common.c`](https://github.com/qmk/qmk_firmware/blob/master/quantum/process_keycode/process_unicode_common.c).
|
||||
|
||||
|
||||
#### Input Key Configuration
|
||||
|
||||
Additionally, you can customize the keys used to trigger the unicode input for macOS and WinCompose by adding defines to your `config.h`
|
||||
You can customize the keys used to trigger Unicode input for macOS, Linux and WinCompose by adding corresponding defines to your `config.h`. The default values match the platforms' default settings, so you shouldn't need to change this unless Unicode input isn't working, or you want to use a different key (e.g. in order to free up left or right Alt).
|
||||
|
||||
|Define |Type |Default |Example |
|
||||
|------------------|----------|------------------|-------------------------------------------|
|
||||
|`UNICODE_KEY_OSX` |`uint8_t` |`KC_LALT` |`#define UNICODE_KEY_OSX KC_RALT` |
|
||||
|`UNICODE_KEY_LNX` |`uint16_t`|`LCTL(LSFT(KC_U))`|`#define UNICODE_KEY_LNX LCTL(LSFT(KC_E))`|
|
||||
|`UNICODE_KEY_WINC`|`uint8_t` |`KC_RALT` |`#define UNICODE_KEY_WINC KC_RGUI` |
|
||||
|
||||
#### Input Mode Cycling
|
||||
|
||||
You can choose which input modes are available for cycling through. By default, this is disabled. If you want to enable it, limiting it to just the modes you use makes sense. Note that the values in the list are comma-delimited.
|
||||
|
||||
```c
|
||||
#define UNICODE_OSX_KEY KC_LALT
|
||||
#define UNICODE_WINC_KEY KC_RALT
|
||||
#define UNICODE_SELECTED_MODES UC_OSX, UC_LNX, UC_WIN, UC_WINC
|
||||
```
|
||||
|
||||
#### Input Method Cycling
|
||||
You can cycle through the selected modes by using the `UC_MOD`/`UC_RMOD` keycodes, or by calling `cycle_unicode_input_mode(offset)` in your code (`offset` is how many modes to move forward by, so +1 corresponds to `UC_MOD`).
|
||||
|
||||
Also, you can choose which input methods are availble for cycling through. By default, this is disabled. But if you want to enabled it, then limiting it to just those modes makes sense. Note that `UNICODE_SELECTED_MODES` define is comma delimited.
|
||||
By default, when the keyboard boots, it will initialize the input mode to the last one you used. You can disable this and make it start with the first mode in the list every time by adding the following to your `config.h`:
|
||||
|
||||
```c
|
||||
#define UNICODE_SELECTED_MODES UC_OSX, UC_LNX, UC_WIN, UC_BSD, UC_WINC
|
||||
#define UNICODE_CYCLE_PERSIST false
|
||||
```
|
||||
|
||||
!> Using `UNICODE_SELECTED_MODES` means you don't have to initially set the input mode in `matrix_init_user()` (or a similar function); the Unicode system will do that for you on startup. This has the added benefit of avoiding unnecessary writes to EEPROM.
|
||||
|
||||
## `send_unicode_hex_string`
|
||||
|
||||
To type multiple characters for things like (ノಠ痊ಠ)ノ彡┻━┻, you can use `send_unicode_hex_string()` much like `SEND_STRING()` except you would use hex values separate by spaces.
|
||||
|
|
|
|||
|
|
@ -25,7 +25,7 @@ QMK has a staggering number of features for building your keyboard. It can take
|
|||
* [PS2 Mouse](feature_ps2_mouse.md) - Driver for connecting a PS/2 mouse directly to your keyboard.
|
||||
* [RGB Light](feature_rgblight.md) - RGB lighting for your keyboard.
|
||||
* [RGB Matrix](feature_rgb_matrix.md) - RGB Matrix lights for per key lighting.
|
||||
* [Space Cadet](feature_space_cadet_shift.md) - Use your left/right shift keys to type parenthesis and brackets.
|
||||
* [Space Cadet](feature_space_cadet.md) - Use your left/right shift keys to type parenthesis and brackets.
|
||||
* [Stenography](feature_stenography.md) - Put your keyboard into Plover mode for stenography use.
|
||||
* [Swap Hands](feature_swap_hands.md) - Mirror your keyboard for one handed usage.
|
||||
* [Tap Dance](feature_tap_dance.md) - Make a single key do as many things as you want.
|
||||
|
|
|
|||
|
|
@ -198,15 +198,17 @@ From here, you should have a working keyboard once you program a firmware. Befor
|
|||
|
||||
To start out, download [the firmware](https://github.com/qmk/qmk_firmware/) - we'll be using my (Jack's) fork of TMK called QMK/Quantum. We'll be doing a lot from the Terminal/command prompt, so get that open, along with a decent text editor like [Sublime Text](http://www.sublimetext.com/) (paid) or [Visual Studio Code](https://code.visualstudio.com) (free).
|
||||
|
||||
The first thing we're going to do is create a new project using the script in the root directory of the firmware. In your terminal, run this command with `<project_name>` replaced by the name of your project - it'll need to be different from any other project in the `keyboards/` folder:
|
||||
The first thing we're going to do is create a new keyboard. In your terminal, run this command, which will ask you some questions and generate a basic keyboard project:
|
||||
|
||||
```
|
||||
util/new_project.sh <project_name>
|
||||
./util/new_keyboard.sh
|
||||
```
|
||||
|
||||
You'll want to navigate to the `keyboards/<project_name>/` folder by typing, like the print-out from the script specifies:
|
||||
|
||||
cd keyboards/<project_name>
|
||||
```
|
||||
cd keyboards/<project_name>
|
||||
```
|
||||
|
||||
### `config.h`
|
||||
|
||||
|
|
@ -326,7 +328,7 @@ Carefully flip your keyboard over, open up a new text document, and try typing -
|
|||
2. Check the solder joints on the diode - if the diode is loose, part of your row may register, while the other may not.
|
||||
3. Check the solder joints on the columns - if your column wiring is loose, part or all of the column may not work.
|
||||
4. Check the solder joints on both sides of the wires going to/from the Teensy - the wires need to be fully soldered and connect to both sides.
|
||||
5. Check the <project_name>.h file for errors and incorrectly placed `KC_NO`s - if you're unsure where they should be, instead duplicate a k*xy* variable.
|
||||
5. Check the `<project_name>.h` file for errors and incorrectly placed `KC_NO`s - if you're unsure where they should be, instead duplicate a k*xy* variable.
|
||||
6. Check to make sure you actually compiled the firmware and flashed the Teensy correctly. Unless you got error messages in the terminal, or a pop-up during flashing, you probably did everything correctly.
|
||||
|
||||
If you've done all of these things, keep in mind that sometimes you might have had multiple things affecting the keyswitch, so it doesn't hurt to test the keyswitch by shorting it out at the end.
|
||||
|
|
@ -335,4 +337,4 @@ If you've done all of these things, keep in mind that sometimes you might have h
|
|||
|
||||
Now that you have a working board, it's time to get things in their permanent positions. I've often used liberal amounts of hot glue to secure and insulate things, so if that's your style, start spreading that stuff like butter. Otherwise, double-sided tape is always an elegant solution, and electrical tape is a distant second. Due to the nature of these builds, a lot of this part is up to you and how you planned (or didn't plan) things out.
|
||||
|
||||
There are a lot of possibilities inside the firmware - explore [docs.qmk.fm](http://docs.qmk.fm) for a full feature list, and dive into the different project (Planck, Clueboard, Ergodox EZ, etc) to see how people use all of them. You can always stop by [the OLKB subreddit for help!](http://reddit.com/r/olkb)
|
||||
There are a lot of possibilities inside the firmware - explore [docs.qmk.fm](http://docs.qmk.fm) for a full feature list, and dive into the different keyboards (Planck, Clueboard, Ergodox EZ, etc) to see how people use all of them. You can always stop by [the OLKB subreddit for help!](http://reddit.com/r/olkb)
|
||||
|
|
|
|||
|
|
@ -6,14 +6,26 @@ If you have not yet you should read the [Keyboard Guidelines](hardware_keyboard_
|
|||
|
||||
## Adding Your AVR Keyboard to QMK
|
||||
|
||||
QMK has a number of features to simplify working with AVR keyboards. For most keyboards you don't have to write a single line of code. To get started run the `util/new_project.sh` script:
|
||||
QMK has a number of features to simplify working with AVR keyboards. For most keyboards you don't have to write a single line of code. To get started, run the `util/new_keyboard.sh` script:
|
||||
|
||||
```bash
|
||||
$ util/new_project.sh my_awesome_keyboard
|
||||
######################################################
|
||||
# /keyboards/my_awesome_keyboard project created. To start
|
||||
# working on things, cd into keyboards/my_awesome_keyboard
|
||||
######################################################
|
||||
```
|
||||
$ ./util/new_keyboard.sh
|
||||
Generating a new QMK keyboard directory
|
||||
|
||||
Keyboard Name: mycoolkb
|
||||
Keyboard Type [avr]:
|
||||
Your Name [John Smith]:
|
||||
|
||||
Copying base template files... done
|
||||
Copying avr template files... done
|
||||
Renaming keyboard files... done
|
||||
Replacing %KEYBOARD% with mycoolkb... done
|
||||
Replacing %YOUR_NAME% with John Smith... done
|
||||
|
||||
Created a new keyboard called mycoolkb.
|
||||
|
||||
To start working on things, cd into keyboards/mycoolkb,
|
||||
or open the directory in your favourite text editor.
|
||||
```
|
||||
|
||||
This will create all the files needed to support your new keyboard, and populate the settings with default values. Now you just need to customize it for your keyboard.
|
||||
|
|
|
|||
|
|
@ -450,7 +450,15 @@ This is a reference only. Each group of keys links to the page documenting their
|
|||
|
||||
## [Unicode Support](feature_unicode.md)
|
||||
|
||||
|Key |Description |
|
||||
|-------|---------------------------------------------------------------------------|
|
||||
|`UC(c)`|Send Unicode code point `c` (`UNICODE_ENABLE`) |
|
||||
|`X(i)` |Send Unicode code point at index `i` in `unicode_map` (`UNICODEMAP_ENABLE`)|
|
||||
|Key |Aliases |Description |
|
||||
|----------------------|---------|----------------------------------------------------------------|
|
||||
|`UC(c)` | |Send Unicode code point `c` |
|
||||
|`X(i)` | |Send Unicode code point at index `i` in `unicode_map` |
|
||||
|`XP(i, j)` | |Send Unicode code point at index `i`, or `j` if Shift/Caps is on|
|
||||
|`UNICODE_MODE_FORWARD`|`UC_MOD` |Cycle through selected input modes |
|
||||
|`UNICODE_MODE_REVERSE`|`UC_RMOD`|Cycle through selected input modes in reverse |
|
||||
|`UNICODE_MODE_OSX` |`UC_M_OS`|Switch to macOS input |
|
||||
|`UNICODE_MODE_LNX` |`UC_M_LN`|Switch to Linux input |
|
||||
|`UNICODE_MODE_WIN` |`UC_M_WI`|Switch to Windows input |
|
||||
|`UNICODE_MODE_BSD` |`UC_M_BS`|Switch to BSD input (not implemented) |
|
||||
|`UNICODE_MODE_WINC` |`UC_M_WC`|Switch to Windows input using WinCompose |
|
||||
|
|
|
|||
|
|
@ -13,9 +13,9 @@ Note: These programs are not provided by or endorsed by QMK.
|
|||
* [Keyboard Tester](http://www.keyboardtester.com) (Web Based)
|
||||
* [Keyboard Checker](http://keyboardchecker.com) (Web Based)
|
||||
|
||||
## Debugging With QMK Toolbox
|
||||
## Debugging
|
||||
|
||||
[QMK Toolbox](https://github.com/qmk/qmk_toolbox) will show messages from your keyboard if you have `CONSOLE_ENABLE = yes` in your `rules.mk`. By default the output is very limited, but you can turn on debug mode to increase the amount of debug output. Use the `DEBUG` keycode in your keymap, use the [Command](feature_command.md) feature to enable debug mode, or add the following code to your keymap.
|
||||
Your keyboard will output debug information if you have `CONSOLE_ENABLE = yes` in your `rules.mk`. By default the output is very limited, but you can turn on debug mode to increase the amount of debug output. Use the `DEBUG` keycode in your keymap, use the [Command](feature_command.md) feature to enable debug mode, or add the following code to your keymap.
|
||||
|
||||
```c
|
||||
void keyboard_post_init_user(void) {
|
||||
|
|
@ -27,6 +27,14 @@ void keyboard_post_init_user(void) {
|
|||
}
|
||||
```
|
||||
|
||||
### Debugging With QMK Toolbox
|
||||
|
||||
For compatible platforms, [QMK Toolbox](https://github.com/qmk/qmk_toolbox) can be used to display debug messages from your keyboard.
|
||||
|
||||
### Debugging With hid_listen
|
||||
|
||||
Prefer a terminal based solution? [hid_listen](https://www.pjrc.com/teensy/hid_listen.html), provided by PJRC, can also be used to display debug messages. Prebuilt binaries for Windows,Linux,and MacOS are available.
|
||||
|
||||
<!-- FIXME: Describe the debugging messages here. -->
|
||||
|
||||
## Sending Your Own Debug Messages
|
||||
|
|
@ -41,3 +49,51 @@ After that you can use a few different print functions:
|
|||
* `uprintf("%s string", var)`: Print a formatted string
|
||||
* `dprint("string")` Print a simple string, but only when debug mode is enabled
|
||||
* `dprintf("%s string", var)`: Print a formatted string, but only when debug mode is enabled
|
||||
|
||||
## Debug Examples
|
||||
|
||||
Below is a collection of real world debugging examples. For additional information, refer to [Debugging/Troubleshooting QMK](faq_debug.md).
|
||||
|
||||
### Which matrix position is this keypress?
|
||||
|
||||
When porting, or when attempting to diagnose pcb issues, it can be useful to know if a keypress is scanned correctly. To enable logging for this scenario, add the following code to your keymaps `keymap.c`
|
||||
|
||||
```c
|
||||
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
|
||||
// If console is enabled, it will print the matrix position and status of each key pressed
|
||||
#ifdef CONSOLE_ENABLE
|
||||
uprintf("KL: kc: %u, col: %u, row: %u, pressed: %u\n", keycode, record->event.key.col, record->event.key.row, record->event.pressed);
|
||||
#endif
|
||||
return true;
|
||||
}
|
||||
```
|
||||
|
||||
Example output
|
||||
```text
|
||||
Waiting for device:.......
|
||||
Listening:
|
||||
KL: kc: 169, col: 0, row: 0, pressed: 1
|
||||
KL: kc: 169, col: 0, row: 0, pressed: 0
|
||||
KL: kc: 174, col: 1, row: 0, pressed: 1
|
||||
KL: kc: 174, col: 1, row: 0, pressed: 0
|
||||
KL: kc: 172, col: 2, row: 0, pressed: 1
|
||||
KL: kc: 172, col: 2, row: 0, pressed: 0
|
||||
```
|
||||
|
||||
### How long did it take to scan for a keypress?
|
||||
|
||||
When testing performance issues, it can be useful to know the frequency at which the switch matrix is being scanned. To enable logging for this scenario, add the following code to your keymaps `config.h`
|
||||
|
||||
```c
|
||||
#define DEBUG_MATRIX_SCAN_RATE
|
||||
```
|
||||
|
||||
Example output
|
||||
```text
|
||||
> matrix scan frequency: 315
|
||||
> matrix scan frequency: 313
|
||||
> matrix scan frequency: 316
|
||||
> matrix scan frequency: 316
|
||||
> matrix scan frequency: 316
|
||||
> matrix scan frequency: 316
|
||||
```
|
||||
|
|
|
|||
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Reference in a new issue