Merge branch 'master' of github.com:cbbrowne/qmk_firmware

This commit is contained in:
Chris Browne 2016-10-10 17:18:15 -04:00
commit 4b682ea63e
6858 changed files with 107156 additions and 2402145 deletions

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# auto for anything unspecified
* text=auto
# sources
*.c text
*.cc text
*.cxx text
*.cpp text
*.c++ text
*.hpp text
*.h text
*.h++ text
*.hh text
*.bat text
*.coffee text
*.css text
*.htm text
*.html text
*.inc text
*.ini text
*.js text
*.jsx text
*.json text
*.less text
*.php text
*.pl text
*.py text
*.rb text
*.sass text
*.scm text
*.scss text
*.sh text
*.sql text
*.styl text
*.ts text
*.xml text
*.xhtml text
# make files (need to always use lf for compatibility with Windows 10 bash)
Makefile eol=lf
*.mk eol=lf
# make files (need to always use lf for compatibility with Windows 10 bash)
*.sh eol=lf
# documentation
*.markdown text
*.md text
*.mdwn text
*.mdown text
*.mkd text
*.mkdn text
*.mdtxt text
*.mdtext text
*.txt text
AUTHORS text
CHANGELOG text
CHANGES text
CONTRIBUTING text
COPYING text
INSTALL text
license text
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readme text
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GRAPHICS
*.ai binary
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*.eps binary
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*.ico binary
*.jng binary
*.jp2 binary
*.jpg binary
*.jpeg binary
*.jpx binary
*.jxr binary
*.pdf binary
*.png binary
*.psb binary
*.psd binary
*.svg text
*.svgz binary
*.tif binary
*.tiff binary
*.wbmp binary
*.webp binary
# hex files
*.hex binary
*.eep binary

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*.eep
*.elf
*.hex
!util/bootloader.hex
!quantum/tools/eeprom_reset.hex
*.log
*.lss
*.lst
*.map
@ -11,5 +14,19 @@
tags
*~
build/
.build/
*.bak
.vagrant/
quantum/version.h
.idea/
CMakeLists.txt
.DS_STORE
# Eclipse/PyCharm/Other IDE Settings
.cproject
.project
.settings/
.idea
.browse.VC.db*
*.stackdump
util/Win_Check_Output.txt

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[submodule "lib/chibios"]
path = lib/chibios
url = https://github.com/ChibiOS/ChibiOS.git
[submodule "lib/chibios-contrib"]
path = lib/chibios-contrib
url = https://github.com/ChibiOS/ChibiOS-Contrib.git
[submodule "lib/ugfx"]
path = lib/ugfx
url = https://bitbucket.org/Tectu/ugfx
[submodule "lib/googletest"]
path = lib/googletest
url = https://github.com/google/googletest

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os: linux
dist: trusty
sudo: required
language: c
compiler: avr-gcc
branches:
except:
- /^.*-automated-build$/
env:
global:
- secure: vBTSL34BDPxDilKUuTXqU4CJ26Pv5hogD2nghatkxSQkI1/jbdnLj/DQdPUrMJFDIY6TK3AltsBx72MaMsLQ1JO/Ou24IeHINHXzUC1FlS9yQa48cpxnhX5kzXNyGs3oa0qaFbvnr7RgYRWtmD52n4bIZuSuW+xpBv05x2OCizdT2ZonH33nATaHGFasxROm4qYZ241VfzcUv766V6RVHgL4x9V08warugs+RENVkfzxxwhk3NmkrISabze0gSVJLHBPHxroZC6EUcf/ocobcuDrCwFqtEt90i7pNIAFUE7gZsN2uE75LmpzAWin21G7lLPcPL2k4FJVd8an1HiP2WmscJU6U89fOfMb2viObnKcCzebozBCmKGtHEuXZo9FcReOx49AnQSpmESJGs+q2dL/FApkTjQiyT4J6O5dJpoww0/r57Wx0cmmqjETKBb5rSgXM51Etk3wO09mvcPHsEwrT7qH8r9XWdyCDoEn7FCLX3/LYnf/D4SmZ633YPl5gv3v9XEwxR5+04akjgnvWDSNIaDbWBdxHNb7l4pMc+WR1bwCyMyA7KXj0RrftEGOrm9ZRLe6BkbT4cycA+j77nbPOMcyZChliV9pPQos+4TOJoTzcK2L8yWVoY409aDNVuAjdP6Yum0R2maBGl/etLmIMpJC35C5/lZ+dUNjJAM=
matrix:
- TARGET=all-keyboards AUTOGEN=true
- TARGET=test AUTOGEN=false
script:
- make $TARGET AUTOGEN=$AUTOGEN
addons:
apt:
packages:
- avr-libc
- gcc-avr
- dfu-programmer
- pandoc
- gcc-arm-none-eabi
- binutils-arm-none-eabi
- libnewlib-arm-none-eabi
- diffutils
after_success:
if [ "$AUTOGEN" == "true" ]; then
bash util/travis_compiled_push.sh;
fi

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FROM debian:jessie
MAINTAINER Erik Dasque <erik@frenchguys.com>
RUN apt-get update
RUN apt-get install --no-install-recommends -y 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
RUN apt-get clean
RUN rm -rf /var/lib/apt/lists/*
ENV keyboard=ergodox
ENV keymap=default
VOLUME /qmk
WORKDIR /qmk
CMD make clean ; make keyboard=${keyboard} keymap=${keymap}

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# Quantum Hand-wiring Guide
Parts list:
* *x* keyswitches (MX, Matias, Gateron, etc)
* *x* diodes
* Keyboard plate (metal, plastic, cardboard, etc)
* Wire (strained for wiring to the Teensy, anything for the rows/columns)
* Soldering iron set at 600ºF or 315ºC (if temperature-controlled)
* Resin-cored solder (leaded or lead-free)
* Adequate ventilation/a fan
* Tweezers (optional)
* Wire cutters/snippers
## How the matrix works (why we need diodes)
The microcontroller (in this case, the Teensy 2.0) will be setup up via the firmware to send a logical 1 to the columns, one at a time, and read from the rows, all at once - this process is called matrix scanning. The matrix is a bunch of open switches that, by default, don't allow any current to pass through - the firmware will read this as no keys being pressed. As soon as you press one key down, the logical 1 that was coming from the column the keyswitch is attached to gets passed through the switch and to the corresponding row - check out the following 2x2 example:
Column 0 being scanned Column 1 being scanned
x x
col0 col1 col0 col1
| | | |
row0 ---(key0)---(key1) row0 ---(key0)---(key1)
| | | |
row1 ---(key2)---(key3) row1 ---(key2)---(key3)
The `x` represents that the column/row associated has a value of 1, or is HIGH. Here, we see that no keys are being pressed, so no rows get an `x`. For one keyswitch, keep in mind that one side of the contacts is connected to its row, and the other, its column.
When we press `key0`, `col0` gets connected to `row0`, so the values that the firmware receives for that row is `0b01` (the `0b` here means that this is a bit value, meaning all of the following digits are bits - 0 or 1 - and represent the keys in that column). We'll use this notation to show when a keyswitch has been pressed, to show that the column and row are being connected:
Column 0 being scanned Column 1 being scanned
x x
col0 col1 col0 col1
| | | |
x row0 ---(-+-0)---(key1) row0 ---(-+-0)---(key1)
| | | |
row1 ---(key2)---(key3) row1 ---(key2)---(key3)
We can now see that `row0` has an `x`, so has the value of 1. As a whole, the data the firmware receives when `key0` is pressed is
col0: 0b01
col1: 0b00
│└row0
└row1
A problem arises when you start pressing more than one key at a time. Looking at our matrix again, it should become pretty obvious:
Column 0 being scanned Column 1 being scanned
x x
col0 col1 col0 col1
| | | |
x row0 ---(-+-0)---(-+-1) x row0 ---(-+-0)---(-+-1)
| | | |
x row1 ---(key2)---(-+-3) x row1 ---(key2)---(-+-3)
Remember that this ^ is still connected to row1
The data we get from that is:
col0: 0b11
col1: 0b11
│└row0
└row1
Which isn't accurate, since we only have 3 keys pressed down, not all 4. This behavior is called ghosting, and only happens in odd scenarios like this, but can be much more common on a bigger keyboard. The way we can get around this is by placing a diode after the keyswitch, but before it connects to its row. A diode only allows current to pass through one way, which will protect our other columns/rows from being activated in the previous example. We'll represent a dioded matrix like this;
Column 0 being scanned Column 1 being scanned
x x
col0 col1 col0 col1
│ │ | │
(key0) (key1) (key0) (key1)
! │ ! │ ! | ! │
row0 ─────┴────────┘ │ row0 ─────┴────────┘ │
│ │ | │
(key2) (key3) (key2) (key3)
! ! ! !
row1 ─────┴────────┘ row1 ─────┴────────┘
In practical applications, the black line of the diode will be placed facing the row, and away from the keyswitch - the `!` in this case is the diode, where the gap represents the black line. A good way to remember this is to think of this symbol: `>|`
Now when we press the three keys, invoking what would be a ghosting scenario:
Column 0 being scanned Column 1 being scanned
x x
col0 col1 col0 col1
│ │ │ │
(┌─┤0) (┌─┤1) (┌─┤0) (┌─┤1)
! │ ! │ ! │ ! │
x row0 ─────┴────────┘ │ x row0 ─────┴────────┘ │
│ │ │ │
(key2) (┌─┘3) (key2) (┌─┘3)
! ! ! !
row1 ─────┴────────┘ x row1 ─────┴────────┘
Things act as they should! Which will get us the following data:
col0: 0b01
col1: 0b11
│└row0
└row1
The firmware can then use this correct data to detect what it should do, and eventually, what signals it needs to send to the OS.
## The actual hand-wiring
### Getting things in place
When starting this, you should have all of your stabilisers and keyswitches already installed (and optionally keycaps). If you're using a Cherry-type stabiliser (plate-mounted only, obviously), you'll need to install that before your keyswitches. If you're using Costar ones, you can installed them afterwards.
To make things easier on yourself, make sure all of the keyswitches are oriented the same way (if they can be - not all layouts support this). Despite this, it's important to remember that the contacts on the keyswitches are completely symmetrical. We'll be using the keyswitch's left side contact for wiring the rows, and the right side one for wiring the columns.
Get your soldering iron heated-up and collect the rest of the materials from the part list at the beginning of the guide. Place your keyboard so that the bottoms of the keyswitches are accessible - it may be a good idea to place it on a cloth to protect your keyswitches/keycaps.
Before continuing, plan out where you're going to place your Teensy. If you're working with a board that has a large (6.25u) spacebar, it may be a good idea to place it in-between switches against the plate. Otherwise, you may want to trim some of the leads on the keyswitches where you plan on putting it - this will make it a little harder to solder the wire/diodes, but give you more room to place the Teensy.
### Preparing the diodes
It's a little easier to solder the diodes in place if you bend them at a 90º angle immediately after the black line - this will help to make sure you put them on the right way (direction matters), and in the correct position. The diodes will look like this when bent (with longer leads):
┌─────┬─┐
───┤ │ ├─┐
└─────┴─┘ │
│
We'll be using the long lead at the bent end to connect it to the elbow (bent part) of the next diode, creating the row.
### Soldering the diodes
Starting at the top-left switch, place the diode (with tweezers if you have them) on the switch so that the diode itself is vertically aligned, and the black line is facing toward you. The straight end of the diode should be touching the left contact on the switch, and the bent end should be facing to the right and resting on the switch there, like this:
│o
┌┴┐ o
│ │ O
├─┤
└┬┘
└─────────────
Letting the diode rest, grab your solder, and touch both it and the soldering iron to the left contact at the same time - the rosin in the solder should make it easy for the solder to flow over both the diode and the keyswitch contact. The diode may move a little, and if it does, carefully position it back it place by grabbing the bent end of the diode - the other end will become hot very quickly. If you find that it's moving too much, using needle-nose pliers of some sort may help to keep the diode still when soldering.
The smoke that the rosin releases is harmful, so be careful not to breath it or get it in your eyes/face.
After soldering things in place, it may be helpful to blow on the joint to push the smoke away from your face, and cool the solder quicker. You should see the solder develop a matte (not shiney) surface as it solidifies. Keep in mind that it will still be very hot afterwards, and will take a couple minutes to be cool to touch. Blow on it will accelerate this process.
When the first diode is complete, the next one will need to be soldered to both the keyswitch, and the previous diode at the new elbow. That will look something like this:
│o │o
┌┴┐ o ┌┴┐ o
│ │ O │ │ O
├─┤ ├─┤
└┬┘ └┬┘
└────────────────┴─────────────
After completing a row, use the wire cutters to trim the excess wire from the tops of the diodes, and from the right side on the final switch. This process will need to completed for each row you have.
When all of the diodes are completely soldered, it's a good idea to quickly inspect each one to ensure that your solder joints are solid and sturdy - repairing things after this is possible, but more difficult.
### Soldering the columns
You'll have some options in the next process - it's a good idea to insulate the column wires (since the diodes aren't), but if you're careful enough, you can use exposed wires for the columns - it's not recommended, though. If you're using single-cored wire, stripping the plastic off of the whole wire and feeding it back on is probably the best option, but can be difficult depending on the size and materials. You'll want to leave parts of the wire exposed where you're going to be solder it onto the keyswitch.
If you're using stranded wire, it's probably easiest to just use a lot of small wires to connect each keyswitch along the column. It's possible to use one and melt through the insulation, but this isn't recommended, will produce even more harmful fumes, and can ruin your soldering iron.
Before beginning to solder, it helps to have your wire pre-bent (if using single-cored), or at least have an idea of how you're going to route the column (especially if you're making a staggered board). Where you go in particular doesn't matter too much, as we'll be basing our keymap definitions on how it was wired - just make sure every key in a particular row is in a unique column, and that they're in order from left to right.
If you're not using any insulation, you can try to keep the column wires elevated, and solder them near the tips of the keyswitch contacts - if the wires are sturdy enough, they won't short out to the row wiring an diodes.
### Wiring things to the Teensy
Now that the matrix itself is complete, it's time to connect what you've done to the Teensy. You'll be needing the number of pins equal to your number of columns + your number of rows. There are some pins on the Teensy that are special, like D6 (the LED on the chip), or some of the UART, SPI, I2C, or PWM channels, but only avoid those if you're planning something in addition to a keyboard. If you're unsure about wanting to add something later, you should have enough pins in total to avoid a couple.
The pins you'll absolutely have to avoid are: GND, VCC, AREF, and RST - all the others are usable and accessible in the firmware.
Place the Teensy where you plan to put it - you'll have to cut wires to length in the next step, and you'll want to make sure they reach.
Starting with the first column on the right side, measure out how much wire you'll need to connect it to the first pin on the Teensy - it helps to pick a side that you'll be able to work down, to keep the wires from overlapping too much. It may help to leave a little bit of slack so things aren't too tight. Cut the piece of wire, and solder it to the Teensy, and then the column - you can solder it anywhere along the column, but it may be easiest at the keyswitch. Just be sure the wire doesn't separate from the keyswitch when soldering.
As you move from column to column, it'll be helpful to write the locations of the pins down. We'll use this data to setup the matrix in the future.
When you're done with the columns, start with the rows in the same process, from top to bottom, and write them all down. Again, you can solder anywhere along the row, as long as it's after the diode - soldering before the diode (on the keyswitch side) will cause that row not to work.
As you move along, be sure that the Teensy is staying in place - recutting and soldering the wires is a pain!
### Getting some basic firmware set-up
From here, you should have a working keyboard with the correct firmware. Before we attach the Teensy permanently to the keyboard, let's quickly get some firmware loaded onto the Teensy so we can test each keyswitch.
To start out, download [the firmware](https://github.com/jackhumbert/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/).
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 `keyboard/` folder:
./new_project.sh <project_name>
You'll want to navigate to the `keyboard/<project_name>/` folder by typing, like the print-out from the script specifies:
cd keyboard/<project_name>
#### config.h
The first thing we're going to want to modify is the `config.h` file. On line 32 and 33, you'll see `MATRIX_ROWS` and `MATRIX_COLS` - set both these variables to however many rows and columns you have on your keyboard.
On line 38 and 39 you'll see the `COLS` and `ROWS` definitions - this is where you'll enter the pins you used, in order (left-to-right when looking at the top of the keyboard, but right-to-left when looking at the bottom).
There are some other variables that you'll be able to modify (lines 23-29), but it's not necessary to do that now (or ever, really).
#### \<project_name\>.h
The next file you'll want to look at is `<project_name>.h`. You're going to want to rewrite the `KEYMAP` definition - the format and syntax here is extremely important, so pay attention to how things are setup. The first half of the definition are considered the arguments - this is the format that you'll be following in your keymap later on, so you'll want to have as many k*xy* variables here as you do keys. The second half is the part that the firmware actually looks at, and will contain gaps depending on how you wired your matrix.
We'll dive into how this will work with the following example. Say we have a keyboard like this:
┌───┬───┬───┐
│ │ │ │
├───┴─┬─┴───┤
│ │ │
└─────┴─────┘
This can be described by saying the top row is 3 1u keys, and the bottom row is 2 1.5u keys. The difference between the two rows is important, because the bottom row has an unused column spot (3 v 2). Let's say that this is how we wired the columns:
┌───┬───┬───┐
│ ┋ │ ┋ │ ┋ │
├─┋─┴─┬─┴─┋─┤
│ ┋ │ ┋ │
└─────┴─────┘
The middle column is unused on the bottom row in this example. Our `KEYMAP` definition would look like this:
#define KEYMAP( \
k00, k01, k02, \
k10, k11, \
) \
{ \
{ k00, k01, k02 }, \
{ k10, KC_NO, k11 }, \
}
Notice how the top half is spaced to resemble our physical layout - this helps us understand which keys are associated with which columns. The bottom half uses the keycode `KC_NO` where there is no keyswitch wired in. It's easiest to keep the bottom half aligned in a grid to help us make sense of how the firmware actually sees the wiring.
Let's say that instead, we wired our keyboard like this (a fair thing to do):
┌───┬───┬───┐
│ ┋ │ ┋│ ┋ │
├─┋─┴─┬┋┴───┤
│ ┋ │┋ │
└─────┴─────┘
This would require our `KEYMAP` definition to look like this:
#define KEYMAP( \
k00, k01, k02, \
k10, k11, \
) \
{ \
{ k00, k01, k02 }, \
{ k10, k11, KC_NO }, \
}
Notice how the `k11` and `KC_NO` switched places to represent the wiring, and the unused final column on the bottom row. Sometimes it'll make more sense to put a keyswitch on a particular column, but in the end, it won't matter, as long as all of them are accounted for. You can use this process to write out the `KEYMAP` for your entire keyboard - be sure to remember that your keyboard is actually backwards when looking at the underside of it.
#### keymaps/default.c
This is the actual keymap for your keyboard, and the main place you'll make changes as you perfect your layout. `default.c` is the file that gets pull by default when typing `make`, but you can make other files as well, and specify them by typing `make KEYMAP=<variant>`, which will pull `keymaps/<variant>.c`.
The basis of a keymap is its layers - by default, layer 0 is active. You can activate other layers, the highest of which will be referenced first. Let's start with our base layer.
Using our previous example, let's say we want to create the following layout:
┌───┬───┬───┐
│ A │ 1 │ H │
├───┴─┬─┴───┤
│ TAB │ SPC │
└─────┴─────┘
This can be accomplished by using the following `keymaps` definition:
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[0] = KEYMAP( /* Base */
KC_A, KC_1, KC_H, \
KC_TAB, KC_SPC \
),
};
Note that the layout of the keycodes is similar to the physical layout of our keyboard - this make it much easier to see what's going on. A lot of the keycodes should be fairly obvious, but for a full list of them, check out [tmk_code/doc/keycode.txt](https://github.com/jackhumbert/qmk_firmware/blob/master/tmk_core/doc/keycode.txt) - there are also a lot of aliases to condense your keymap file.
It's also important to use the `KEYMAP` function we defined earlier - this is what allows the firmware to associate our intended readable keymap with the actual wiring.
#### Compiling your firmware
After you've written out your entire keymap, you're ready to get the firmware compiled and onto your Teensy. Before compiling, you'll need to get your [development environment set-up](https://github.com/jackhumbert/qmk_firmware/blob/master/keyboard/planck/PCB_GUIDE.md#setting-up-the-environment) - you can skip the dfu-programmer instructions, but you'll need to download and install the [Teensy Loader](https://www.pjrc.com/teensy/loader.html) to get the firmware on your Teensy.
Once everything is installed, running `make` in the terminal should get you some output, and eventually a `<project_name>.hex` file in that folder. If you're having trouble with this step, see the end of the guide for the trouble-shooting section.
Once you have your `<project_name>.hex` file, open up the Teensy loader application, and click the file icon. From here, navigate to your `QMK/keyboard/<project_name>/` folder, and select the `<project_name>.hex` file. Plug in your keyboard and press the button on the Teensy - you should see the LED on the device turn off once you do. The Teensy Loader app will change a little, and the buttons should be clickable - click the download button (down arrow), and then the reset button (right arrow), and your keyboard should be ready to go!
#### Testing your firmware
Carefully flip your keyboard over, open up a new text document, and try typing - you should get the characters that you put into your keymap. Test each key, and note the ones that aren't working. Here's a quick trouble-shooting guide for non-working keys:
0. Flip the keyboard back over and short the keyswitch's contacts with a piece wire - this will eliminate the possibility of the keyswitch being bad and needing to be replaced.
1. Check the solder points on the keyswitch - these need to be plump and whole. If you touch it with a moderate amount of force and it comes apart, it's not strong enough.
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.
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.
#### Securing the Teensy, finishing your hardware, getting fancier firmware
Now that you have a working board, it's time to get things in their permanent positions. I've often used liberal amounts of hot glue to secure and insulate things, so if that's your style, start spreading that stuff like butter. Otherwise, double-sided tape is always an elegant solution, and electrical tape is a distant second. Due to the nature of these builds, a lot of this part is up to you and how you planned (or didn't plan) things out.
There are a lot of possibilities inside the firmware - check out the [README](https://github.com/jackhumbert/qmk_firmware/blob/master/README.md) for a full feature list, and dive into the different project (Planck, 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)
## Trouble-shooting compiling
### Windows
#### fork: Resource temporarily unavailable
http://www.avrfreaks.net/forum/windows-81-compilation-error
### Mac
### Linux

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ifndef VERBOSE
.SILENT:
endif
# Never run this makefile in parallel, as it could screw things up
# It won't affect the submakes, so you still get the speedup from specifying -jx
.NOTPARALLEL:
# Allow the silent with lower caps to work the same way as upper caps
ifdef silent
SILENT = $(silent)
endif
ifdef SILENT
SUB_IS_SILENT := $(SILENT)
endif
# We need to make sure that silent is always turned off at the top level
# Otherwise the [OK], [ERROR] and [WARN] messags won't be displayed correctly
override SILENT := false
ON_ERROR := error_occured=1
STARTING_MAKEFILE := $(firstword $(MAKEFILE_LIST))
ROOT_MAKEFILE := $(lastword $(MAKEFILE_LIST))
ROOT_DIR := $(dir $(ROOT_MAKEFILE))
ifeq ($(ROOT_DIR),)
ROOT_DIR := .
endif
ABS_STARTING_MAKEFILE := $(abspath $(STARTING_MAKEFILE))
ABS_ROOT_MAKEFILE := $(abspath $(ROOT_MAKEFILE))
ABS_STARTING_DIR := $(dir $(ABS_STARTING_MAKEFILE))
ABS_ROOT_DIR := $(dir $(ABS_ROOT_MAKEFILE))
STARTING_DIR := $(subst $(ABS_ROOT_DIR),,$(ABS_STARTING_DIR))
TEST_DIR := $(ROOT_DIR)/.build/test
MAKEFILE_INCLUDED=yes
# Helper function to process the newt element of a space separated path
# It works a bit like the traditional functional head tail
# so the CURRENT_PATH_ELEMENT will beome the new head
# and the PATH_ELEMENTS are the rest that are still unprocessed
define NEXT_PATH_ELEMENT
$$(eval CURRENT_PATH_ELEMENT := $$(firstword $$(PATH_ELEMENTS)))
$$(eval PATH_ELEMENTS := $$(wordlist 2,9999,$$(PATH_ELEMENTS)))
endef
# We change the / to spaces so that we more easily can work with the elements
# separately
PATH_ELEMENTS := $(subst /, ,$(STARTING_DIR))
# Initialize the path elements list for further processing
$(eval $(call NEXT_PATH_ELEMENT))
# This function sets the KEYBOARD; KEYMAP and SUBPROJECT to the correct
# variables depending on which directory you stand in.
# It's really a very simple if else chain, if you squint enough,
# but the makefile syntax makes it very verbose.
# If we are in a subfolder of keyboards
ifeq ($(CURRENT_PATH_ELEMENT),keyboards)
$(eval $(call NEXT_PATH_ELEMENT))
KEYBOARD := $(CURRENT_PATH_ELEMENT)
$(eval $(call NEXT_PATH_ELEMENT))
# If we are in a subfolder of keymaps, or in other words in a keymap
# folder
ifeq ($(CURRENT_PATH_ELEMENT),keymaps)
$(eval $(call NEXT_PATH_ELEMENT))
KEYMAP := $(CURRENT_PATH_ELEMENT)
# else if we are not in the keyboard folder itself
else ifneq ($(CURRENT_PATH_ELEMENT),)
# the we can assume it's a subproject, as no other folders
# should have make files in them
SUBPROJECT := $(CURRENT_PATH_ELEMENT)
$(eval $(call NEXT_PATH_ELEMENT))
# if we are inside a keymap folder of a subproject
ifeq ($(CURRENT_PATH_ELEMENT),keymaps)
$(eval $(call NEXT_PATH_ELEMENT))
KEYMAP := $(CURRENT_PATH_ELEMENT)
endif
endif
endif
# Only consider folders with makefiles, to prevent errors in case there are extra folders
KEYBOARDS := $(notdir $(patsubst %/Makefile,%,$(wildcard $(ROOT_DIR)/keyboards/*/Makefile)))
#Compability with the old make variables, anything you specify directly on the command line
# always overrides the detected folders
ifdef keyboard
KEYBOARD := $(keyboard)
endif
ifdef sub
SUBPROJECT := $(sub)
endif
ifdef subproject
SUBPROJECT := $(subproject)
endif
ifdef keymap
KEYMAP := $(keymap)
endif
# Uncomment these for debugging
#$(info Keyboard: $(KEYBOARD))
#$(info Keymap: $(KEYMAP))
#$(info Subproject: $(SUBPROJECT))
#$(info Keyboards: $(KEYBOARDS))
# Set the default goal depening on where we are running make from
# this handles the case where you run make without any arguments
.DEFAULT_GOAL := all
ifneq ($(KEYMAP),)
ifeq ($(SUBPROJECT),)
# Inside a keymap folder, just build the keymap, with the
# default subproject
.DEFAULT_GOAL := $(KEYBOARD)-$(KEYMAP)
else
# Inside a subproject keyamp folder, build the keymap
# for that subproject
.DEFAULT_GOAL := $(KEYBOARD)-$(SUBPROJECT)-$(KEYMAP)
endif
else ifneq ($(SUBPROJECT),)
# Inside a subproject folder, build all keymaps for that subproject
.DEFAULT_GOAL := $(KEYBOARD)-$(SUBPROJECT)-allkm
else ifneq ($(KEYBOARD),)
# Inside a keyboard folder, build all keymaps for all subprojects
# Note that this is different from the old behaviour, which would
# build only the default keymap of the default keyboard
.DEFAULT_GOAL := $(KEYBOARD)-allsp-allkm
endif
# Compare the start of the RULE variable with the first argument($1)
# If the rules equals $1 or starts with $1-, RULE_FOUND is set to true
# and $1 is removed from the RULE variable
# Otherwise the RULE_FOUND variable is set to false, and RULE left as it was
# The function is a bit tricky, since there's no built in $(startswith) function
define COMPARE_AND_REMOVE_FROM_RULE_HELPER
ifeq ($1,$$(RULE))
RULE:=
RULE_FOUND := true
else
STARTDASH_REMOVED=$$(subst START$1-,,START$$(RULE))
ifneq ($$(STARTDASH_REMOVED),START$$(RULE))
RULE_FOUND := true
RULE := $$(STARTDASH_REMOVED)
else
RULE_FOUND := false
endif
endif
endef
# This makes it easier to call COMPARE_AND_REMOVE_FROM_RULE, since it makes it behave like
# a function that returns the value
COMPARE_AND_REMOVE_FROM_RULE = $(eval $(call COMPARE_AND_REMOVE_FROM_RULE_HELPER,$1))$(RULE_FOUND)
# Recursively try to find a match for the start of the rule to be checked
# $1 The list to be checked
# If a match is found, then RULE_FOUND is set to true
# and MATCHED_ITEM to the item that was matched
define TRY_TO_MATCH_RULE_FROM_LIST_HELPER3
ifneq ($1,)
ifeq ($$(call COMPARE_AND_REMOVE_FROM_RULE,$$(firstword $1)),true)
MATCHED_ITEM := $$(firstword $1)
else
$$(eval $$(call TRY_TO_MATCH_RULE_FROM_LIST_HELPER3,$$(wordlist 2,9999,$1)))
endif
endif
endef
# A recursive helper function for finding the longest match
# $1 The list to be checed
# It works by always removing the currently matched item from the list
# and call itself recursively, until a match is found
define TRY_TO_MATCH_RULE_FROM_LIST_HELPER2
# Stop the recursion when the list is empty
ifneq ($1,)
RULE_BEFORE := $$(RULE)
$$(eval $$(call TRY_TO_MATCH_RULE_FROM_LIST_HELPER3,$1))
# If a match is found in the current list, otherwise just return what we had before
ifeq ($$(RULE_FOUND),true)
# Save the best match so far and call itself recursivel
BEST_MATCH := $$(MATCHED_ITEM)
BEST_MATCH_RULE := $$(RULE)
RULE_FOUND := false
RULE := $$(RULE_BEFORE)
$$(eval $$(call TRY_TO_MATCH_RULE_FROM_LIST_HELPER2,$$(filter-out $$(MATCHED_ITEM),$1)))
endif
endif
endef
# Recursively try to find the longest match for the start of the rule to be checked
# $1 The list to be checked
# If a match is found, then RULE_FOUND is set to true
# and MATCHED_ITEM to the item that was matched
define TRY_TO_MATCH_RULE_FROM_LIST_HELPER
BEST_MATCH :=
$$(eval $$(call TRY_TO_MATCH_RULE_FROM_LIST_HELPER2,$1))
ifneq ($$(BEST_MATCH),)
RULE_FOUND := true
RULE := $$(BEST_MATCH_RULE)
MATCHED_ITEM := $$(BEST_MATCH)
else
RULE_FOUND := false
MATCHED_ITEM :=
endif
endef
# Make it easier to call TRY_TO_MATCH_RULE_FROM_LIST
TRY_TO_MATCH_RULE_FROM_LIST = $(eval $(call TRY_TO_MATCH_RULE_FROM_LIST_HELPER,$1))$(RULE_FOUND)
define ALL_IN_LIST_LOOP
OLD_RULE$1 := $$(RULE)
$$(eval $$(call $1,$$(ITEM$1)))
RULE := $$(OLD_RULE$1)
endef
define PARSE_ALL_IN_LIST
$$(foreach ITEM$1,$2,$$(eval $$(call ALL_IN_LIST_LOOP,$1)))
endef
# The entry point for rule parsing
# parses a rule in the format <keyboard>-<subproject>-<keymap>-<target>
# but this particular function only deals with the first <keyboard> part
define PARSE_RULE
RULE := $1
COMMANDS :=
# If the rule starts with allkb, then continue the parsing from
# PARSE_ALL_KEYBOARDS
ifeq ($$(call COMPARE_AND_REMOVE_FROM_RULE,allkb),true)
$$(eval $$(call PARSE_ALL_KEYBOARDS))
else ifeq ($$(call COMPARE_AND_REMOVE_FROM_RULE,test),true)
$$(eval $$(call PARSE_TEST))
# If the rule starts with the name of a known keyboard, then continue
# the parsing from PARSE_KEYBOARD
else ifeq ($$(call TRY_TO_MATCH_RULE_FROM_LIST,$$(KEYBOARDS)),true)
$$(eval $$(call PARSE_KEYBOARD,$$(MATCHED_ITEM)))
# Otherwise use the KEYBOARD variable, which is determined either by
# the current directory you run make from, or passed in as an argument
else ifneq ($$(KEYBOARD),)
$$(eval $$(call PARSE_KEYBOARD,$$(KEYBOARD)))
else
$$(info make: *** No rule to make target '$1'. Stop.)
# Notice the tab instead of spaces below!
exit 1
endif
endef
# $1 = Keyboard
# Parses a rule in the format <subproject>-<keymap>-<target>
# the keyboard is already known when entering this function
define PARSE_KEYBOARD
CURRENT_KB := $1
# A subproject is any keyboard subfolder with a makefile
SUBPROJECTS := $$(notdir $$(patsubst %/Makefile,%,$$(wildcard $(ROOT_DIR)/keyboards/$$(CURRENT_KB)/*/Makefile)))
# if the rule starts with allsp, then continue with looping over all subprojects
ifeq ($$(call COMPARE_AND_REMOVE_FROM_RULE,allsp),true)
$$(eval $$(call PARSE_ALL_SUBPROJECTS))
# A special case for matching the defaultsp (default subproject)
else ifeq ($$(call COMPARE_AND_REMOVE_FROM_RULE,defaultsp),true)
$$(eval $$(call PARSE_SUBPROJECT,defaultsp))
# If the rule starts with the name of a known subproject
else ifeq ($$(call TRY_TO_MATCH_RULE_FROM_LIST,$$(SUBPROJECTS)),true)
$$(eval $$(call PARSE_SUBPROJECT,$$(MATCHED_ITEM)))
# Try to use the SUBPROJECT variable, which is either determined by the
# directory which invoked make, or passed as an argument to make
else ifneq ($$(SUBPROJECT),)
$$(eval $$(call PARSE_SUBPROJECT,$$(SUBPROJECT)))
# If there's no matching subproject, we assume it's the default
# This will allow you to leave the subproject part of the target out
else
$$(eval $$(call PARSE_SUBPROJECT,))
endif
endef
# if we are going to compile all keyboards, match the rest of the rule
# for each of them
define PARSE_ALL_KEYBOARDS
$$(eval $$(call PARSE_ALL_IN_LIST,PARSE_KEYBOARD,$(KEYBOARDS)))
endef
# $1 Subproject
# When entering this, the keyboard and subproject are known, so now we need
# to determine which keymaps are going to get compiled
define PARSE_SUBPROJECT
# If we want to compile the default subproject, then we need to
# include the correct makefile to determine the actual name of it
CURRENT_SP := $1
ifeq ($$(CURRENT_SP),)
CURRENT_SP := defaultsp
endif
ifeq ($$(CURRENT_SP),defaultsp)
SUBPROJECT_DEFAULT=
$$(eval include $(ROOT_DIR)/keyboards/$$(CURRENT_KB)/Makefile)
CURRENT_SP := $$(SUBPROJECT_DEFAULT)
endif
# If current subproject is empty (the default was not defined), and we have a list of subproject
# then make all of them
ifeq ($$(CURRENT_SP),)
ifneq ($$(SUBPROJECTS),)
CURRENT_SP := allsp
endif
endif
# The special allsp is handled later
ifneq ($$(CURRENT_SP),allsp)
# get a list of all keymaps
KEYMAPS := $$(notdir $$(patsubst %/.,%,$$(wildcard $(ROOT_DIR)/keyboards/$$(CURRENT_KB)/keymaps/*/.)))
ifneq ($$(CURRENT_SP),)
# if the subproject is defined, then also look for keymaps inside the subproject folder
SP_KEYMAPS := $$(notdir $$(patsubst %/.,%,$$(wildcard $(ROOT_DIR)/keyboards/$$(CURRENT_KB)/$$(CURRENT_SP)/keymaps/*/.)))
KEYMAPS := $$(sort $$(KEYMAPS) $$(SP_KEYMAPS))
endif
# if the rule after removing the start of it is empty (we haven't specified a kemap or target)
# compile all the keymaps
ifeq ($$(RULE),)
$$(eval $$(call PARSE_ALL_KEYMAPS))
# The same if allkm was specified
else ifeq ($$(call COMPARE_AND_REMOVE_FROM_RULE,allkm),true)
$$(eval $$(call PARSE_ALL_KEYMAPS))
# Try to match the specified keyamp with the list of known keymaps
else ifeq ($$(call TRY_TO_MATCH_RULE_FROM_LIST,$$(KEYMAPS)),true)
$$(eval $$(call PARSE_KEYMAP,$$(MATCHED_ITEM)))
# Otherwise try to match the keymap from the current folder, or arguments to the make command
else ifneq ($$(KEYMAP),)
$$(eval $$(call PARSE_KEYMAP,$$(KEYMAP)))
# No matching keymap found, so we assume that the rest of the rule is the target
# If we haven't been able to parse out a subproject, then make all of them
# This is consistent with running make without any arguments from the keyboard
# folder
else ifeq ($1,)
$$(eval $$(call PARSE_ALL_SUBPROJECTS))
# Otherwise, make all keymaps, again this is consistent with how it works without
# any arguments
else
$$(eval $$(call PARSE_ALL_KEYMAPS))
endif
else
# As earlier mentione,d when allsb is specified, we call our self recursively
# for all of the subprojects
$$(eval $$(call PARSE_ALL_IN_LIST,PARSE_SUBPROJECT,$(SUBPROJECTS)))
endif
endef
# If we want to parse all subprojects, but the keyboard doesn't have any,
# then use defaultsp instead
define PARSE_ALL_SUBPROJECTS
ifeq ($$(SUBPROJECTS),)
$$(eval $$(call PARSE_SUBPROJECT,defaultsp))
else
$$(eval $$(call PARSE_ALL_IN_LIST,PARSE_SUBPROJECT,$$(SUBPROJECTS)))
endif
endef
# $1 Keymap
# This is the meat of compiling a keyboard, when entering this, everything is known
# keyboard, subproject, and keymap
# Note that we are not directly calling the command here, but instead building a list,
# which will later be processed
define PARSE_KEYMAP
CURRENT_KM = $1
# The rest of the rule is the target
# Remove the leading "-" from the target, as it acts as a separator
MAKE_TARGET := $$(patsubst -%,%,$$(RULE))
# We need to generate an unique indentifer to append to the COMMANDS list
COMMAND := COMMAND_KEYBOARD_$$(CURRENT_KB)_SUBPROJECT_$(CURRENT_SP)_KEYMAP_$$(CURRENT_KM)
# If we are compiling a keyboard without a subproject, we want to display just the name
# of the keyboard, otherwise keyboard/subproject
ifeq ($$(CURRENT_SP),)
KB_SP := $(CURRENT_KB)
else
KB_SP := $(CURRENT_KB)/$$(CURRENT_SP)
endif
# Format it in bold
KB_SP := $(BOLD)$$(KB_SP)$(NO_COLOR)
# Specify the variables that we are passing forward to submake
MAKE_VARS := KEYBOARD=$$(CURRENT_KB) SUBPROJECT=$$(CURRENT_SP) KEYMAP=$$(CURRENT_KM)
# And the first part of the make command
MAKE_CMD := $$(MAKE) -r -R -C $(ROOT_DIR) -f build_keyboard.mk $$(MAKE_TARGET)
# The message to display
MAKE_MSG := $$(MSG_MAKE_KB)
# We run the command differently, depending on if we want more output or not
# The true version for silent output and the false version otherwise
$$(eval $$(call BUILD))
endef
define BUILD
MAKE_VARS += VERBOSE=$(VERBOSE) COLOR=$(COLOR)
COMMANDS += $$(COMMAND)
COMMAND_true_$$(COMMAND) := \
printf "$$(MAKE_MSG)" | \
$$(MAKE_MSG_FORMAT); \
LOG=$$$$($$(MAKE_CMD) $$(MAKE_VARS) SILENT=true 2>&1) ; \
if [ $$$$? -gt 0 ]; \
then $$(PRINT_ERROR_PLAIN); \
elif [ "$$$$LOG" != "" ] ; \
then $$(PRINT_WARNING_PLAIN); \
else \
$$(PRINT_OK); \
fi;
COMMAND_false_$$(COMMAND) := \
printf "$$(MAKE_MSG)\n\n"; \
$$(MAKE_CMD) $$(MAKE_VARS) SILENT=false; \
if [ $$$$? -gt 0 ]; \
then error_occured=1; \
fi;
endef
# Just parse all the keymaps for a specifc keyboard
define PARSE_ALL_KEYMAPS
$$(eval $$(call PARSE_ALL_IN_LIST,PARSE_KEYMAP,$$(KEYMAPS)))
endef
define BUILD_TEST
TEST_NAME := $1
MAKE_TARGET := $2
COMMAND := $1
MAKE_CMD := $$(MAKE) -r -R -C $(ROOT_DIR) -f build_test.mk $$(MAKE_TARGET)
MAKE_VARS := TEST=$$(TEST_NAME)
MAKE_MSG := $$(MSG_MAKE_TEST)
$$(eval $$(call BUILD))
ifneq ($$(MAKE_TARGET),clean)
TEST_EXECUTABLE := $$(TEST_DIR)/$$(TEST_NAME).elf
TESTS += $$(TEST_NAME)
TEST_MSG := $$(MSG_TEST)
$$(TEST_NAME)_COMMAND := \
printf "$$(TEST_MSG)\n"; \
$$(TEST_EXECUTABLE); \
if [ $$$$? -gt 0 ]; \
then error_occured=1; \
fi; \
printf "\n";
endif
endef
define PARSE_TEST
TESTS :=
TEST_NAME := $$(firstword $$(subst -, ,$$(RULE)))
TEST_TARGET := $$(subst $$(TEST_NAME),,$$(subst $$(TEST_NAME)-,,$$(RULE)))
ifeq ($$(TEST_NAME),all)
MATCHED_TESTS := $$(TEST_LIST)
else
MATCHED_TESTS := $$(foreach TEST,$$(TEST_LIST),$$(if $$(findstring $$(TEST_NAME),$$(TEST)),$$(TEST),))
endif
$$(foreach TEST,$$(MATCHED_TESTS),$$(eval $$(call BUILD_TEST,$$(TEST),$$(TEST_TARGET))))
endef
# Set the silent mode depending on if we are trying to compile multiple keyboards or not
# By default it's on in that case, but it can be overriden by specifying silent=false
# from the command line
define SET_SILENT_MODE
ifdef SUB_IS_SILENT
SILENT_MODE := $(SUB_IS_SILENT)
else ifeq ($$(words $$(COMMANDS)),1)
SILENT_MODE := false
else
SILENT_MODE := true
endif
endef
include $(ROOT_DIR)/message.mk
RUN_COMMAND = \
$(COMMAND_$(SILENT_MODE)_$(COMMAND))
# Allow specifying just the subproject, in the keyboard directory, which will compile all keymaps
SUBPROJECTS := $(notdir $(patsubst %/Makefile,%,$(wildcard ./*/Makefile)))
.PHONY: $(SUBPROJECTS)
$(SUBPROJECTS): %: %-allkm
# Let's match everything, we handle all the rule parsing ourselves
.PHONY: %
%:
# Check if we have the CMP tool installed
cmp --version >/dev/null 2>&1; if [ $$? -gt 0 ]; then printf "$(MSG_NO_CMP)"; exit 1; fi;
# Check if the submodules are dirty, and display a warning if they are
git submodule status --recursive 2>/dev/null | \
while IFS= read -r x; do \
case "$$x" in \
\ *) ;; \
*) printf "$(MSG_SUBMODULE_DIRTY)";break;; \
esac \
done
$(eval $(call PARSE_RULE,$@))
$(eval $(call SET_SILENT_MODE))
# Run all the commands in the same shell, notice the + at the first line
# it has to be there to allow parallel execution of the submake
# This always tries to compile everything, even if error occurs in the middle
# But we return the error code at the end, to trigger travis failures
+error_occured=0; \
$(foreach COMMAND,$(COMMANDS),$(RUN_COMMAND)) \
if [ $$error_occured -gt 0 ]; then printf "$(MSG_ERRORS)" & exit $$error_occured; fi;\
$(foreach TEST,$(TESTS),$($(TEST)_COMMAND)) \
if [ $$error_occured -gt 0 ]; then printf "$(MSG_ERRORS)" & exit $$error_occured; fi;\
# All should compile everything
.PHONY: all
all: all-keyboards test-all
# Define some shortcuts, mostly for compability with the old syntax
.PHONY: all-keyboards
all-keyboards: allkb-allsp-allkm
.PHONY: all-keyboards-defaults
all-keyboards-defaults: allkb-allsp-default
.PHONY: test
test: test-all
.PHONY: test-clean
test-clean: test-all-clean
# Generate the version.h file
GIT_VERSION := $(shell git describe --abbrev=6 --dirty --always --tags 2>/dev/null || date +"%Y-%m-%d-%H:%M:%S")
BUILD_DATE := $(shell date +"%Y-%m-%d-%H:%M:%S")
$(shell echo '#define QMK_VERSION "$(GIT_VERSION)"' > $(ROOT_DIR)/quantum/version.h)
$(shell echo '#define QMK_BUILDDATE "$(BUILD_DATE)"' >> $(ROOT_DIR)/quantum/version.h)
include $(ROOT_DIR)/testlist.mk

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@ -1,25 +0,0 @@
# Quick Start Directions
This project includes a Vagrantfile that will allow you to build a new firmware for your keyboard very easily without major changes to your primary operating system. This also ensures that when you clone the project and perform a build, you have the exact same environment as anyone else using the Vagrantfile to build. This makes it much easier for people to help you troubleshoot any issues you encounter.
## Requirements
Using the Vagrantfile in this repository requires you have [Vagrant](http://www.vagrantup.com/) as well as [VirtualBox](https://www.virtualbox.org/) (or [VMware Workstation](https://www.vmware.com/products/workstation) and [Vagrant VMware plugin](http://www.vagrantup.com/vmware) but the (paid) VMware plugin requires a licensed copy of VMware Workstation/Fusion).
*COMPATIBILITY NOTICE* Certain versions of Virtualbox 5 appear to have an incompatibility with the Virtualbox extensions installed in the boxes in this Vagrantfile. If you encounter any issues with the /vagrant mount not succeeding, please upgrade your version of Virtualbox to at least 5.0.12.
Other than having Vagrant and Virtualbox installed and possibly a restart of your computer afterwards, you can simple run a 'vagrant up' anywhere inside the folder where you checked out this project and it will start a Linux virtual machine that contains all the tools required to build this project. There is a post Vagrant startup hint that will get you off on the right foot, otherwise you can also reference the build documentation below.
Build Firmware and Program Controller
-------------------------------------
See [doc/build.md](tmk_core/doc/build.md), or the README in the particular keyboard/* folder.
Change your keymap
------------------
See [doc/keymap.md](tmk_core/doc/keymap.md).
## Flashing the firmware
The "easy" way to flash the firmware is using a tool from your host OS like the Teensy programming app. [ErgoDox EZ](keyboard/ergodox_ez/readme.md) gives a great example.
If you want to program via the command line you can uncomment the ['modifyvm'] lines in the Vagrantfile to enable the USB passthrough into Linux and then program using the command line tools like dfu-util/dfu-programmer or you can install the Teensy CLI version.

230
README.md
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@ -1,230 +0,0 @@
# Quantum MK Firmware
This is a keyboard firmware based on the [tmk_keyboard firmware](http://github.com/tmk/tmk_keyboard) with some useful features for Atmel AVR controllers, and more specifically, the [OLKB product line](http://olkb.co) and the [ErgoDox EZ](http://www.ergodox-ez.com) keyboard.
QMK is developed and maintained by Jack Humbert of OLKB with contributions from the community, and of course, TMK.
This documentation is edited and maintained by Erez Zukerman of ErgoDox EZ. If you spot any typos or inaccuracies, please [open an issue](https://github.com/jackhumbert/qmk_firmware/issues/new).
## Important background info: TMK documentation
The documentation below explains QMK customizations and elaborates on some of the more useful features of TMK. To understand the base firmware, and especially what *layers* are and how they work, please see [TMK_README.md](/TMK_README.md).
## Getting started
* **If you're looking to customize a keyboard that currently runs QMK or TMK** , find your keyboard's directory under `/keyboard/` and read the README file. This will get you all set up.
* Read the [QUICK_START.md](QUICK_START.md) if you want to hit the ground running with minimal fuss or you aren't a technical person and you just want to build the firmware with the least amount of hassle possible.
* If you're looking to apply this firmware to an entirely new hardware project (a new kind of keyboard), you can create your own Quantum-based project by using `./new_project.sh <project_name>`, which will create `/keyboard/<project_name>` with all the necessary components for a Quantum project.
You have access to a bunch of goodies! Check out the Makefile to enable/disable some of the features. Uncomment the `#` to enable them. Setting them to `no` does nothing and will only confuse future you.
BACKLIGHT_ENABLE = yes # Enable keyboard backlight functionality
MIDI_ENABLE = yes # MIDI controls
# UNICODE_ENABLE = yes # Unicode support - this is commented out, just as an example. You have to use #, not //
BLUETOOTH_ENABLE = yes # Enable Bluetooth with the Adafruit EZ-Key HID
## Quick aliases to common actions
Your keymap can include shortcuts to common operations (called "function actions" in tmk).
### 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.
`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.
### 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/keymap_common.h`.
KC_TILD ~
KC_EXLM !
KC_AT @
KC_HASH #
KC_DLR $
KC_PERC %
KC_CIRC ^
KC_AMPR &
KC_ASTR *
KC_LPRN (
KC_RPRN )
KC_UNDS _
KC_PLUS +
KC_LCBR {
KC_RCBR }
KC_PIPE |
KC_COLN :
`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()` (right-hand modifiers are not available):
* MOD_LCTL
* MOD_LSFT
* MOD_LALT
* MOD_LGUI
These can also be combined like `MOD_LCTL | MOD_LSFT` e.g. `MT(MOD_LCTL | MOD_LSFT, KC_ESC)` which would activate Control and Shift when held, and send Escape when tapped.
We've added shortcuts to make common modifier/tap (mod-tap) mappings more compact:
* `CTL_T(kc)` - is LCTL when held and *kc* when tapped
* `SFT_T(kc)` - is LSFT when held and *kc* when tapped
* `ALT_T(kc)` - is LALT when held and *kc* when tapped
* `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.
### 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.
### Remember: These are just aliases
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/jackhumbert/qmk_firmware/blob/master/tmk_core/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.
## 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 a bad idea.
### 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_extras/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` - `KC_F` under these same circumstances would result in `T`.
## 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 (but it's being worked on - see Unicode support).
## Unicode support
You can currently send 4 hex digits with your OS-specific modifier key (RALT for OSX with the "Unicode Hex Input" layout) - this is currently limited to supporting one OS at a time, and requires a recompile for switching. 8 digit hex codes are being worked on. The keycode function is `UC(n)`, where *n* is a 4 digit hexidecimal. Enable from the Makefile.
## 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.
## 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.
## International Characters on Windows
[AutoHotkey](https://autohotkey.com) allows Windows users to create custom hotkeys amont 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.
## RGB Under Glow Mod
![Planck with RGB Underglow](https://raw.githubusercontent.com/yangliu/qmk_firmware/planck-rgb/keyboard/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
Please note that the underglow is not compatible with MIDI functions. So you cannot enable both of them at the same time.
Please add the following options into your config.h, and set them up according your hardware configuration.
#define ws2812_PORTREG PORTF
#define ws2812_DDRREG DDRF
#define ws2812_pin PF4
#define RGBLED_NUM 14 // Number of LEDs
#define RGBLIGHT_HUE_STEP 10
#define RGBLIGHT_SAT_STEP 17
#define RGBLIGHT_VAL_STEP 17
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. `keyboard/planck/keymaps/yang/keymap.c`
### WS2812 Wiring
![WS2812 Wiring](https://raw.githubusercontent.com/yangliu/qmk_firmware/planck-rgb/keyboard/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.

186
Vagrantfile vendored
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@ -1,88 +1,98 @@
# -*- mode: ruby -*-
# vi: set ft=ruby :
Vagrant.configure(2) do |config|
# You can only have one config.vm.box uncommented at a time
# Comment this and uncomment another if you don't want to use the minimal Arch box
config.vm.box = "dragon788/arch-ala-elasticdog"
# VMware/Virtualbox 64 bit
# config.vm.box = "phusion/ubuntu-14.04-amd64"
#
# VMware/Virtualbox 64 bit
#config.vm.box = "puphpet/centos65-x64"
#
# The opensuse boxes don't have dfu-util in their default repositories
#
# The virtualbox version has tools issues
# VMware/Virtualbox 64 bit
#config.vm.box = "bento/opensuse-13.2-x86_64"
#
# Virtualbox only
#config.vm.box = "bento/opensuse-13.2-i386"
# config.vm.box = ""
# config.vm.box = ""
# This section allows you to customize the Virtualbox VM
# settings, ie showing the GUI or upping the memory
# or cores if desired
config.vm.provider "virtualbox" do |vb|
# Hide the VirtualBox GUI when booting the machine
vb.gui = false
# Uncomment the below lines if you want to program
# your Teensy via the VM rather than your host OS
#vb.customize ['modifyvm', :id, '--usb', 'on']
#vb.customize ['usbfilter', 'add', '0',
# '--target', :id,
# '--name', 'teensy',
# '--vendorid', '0x16c0',
# '--productid','0x0478'
# ]
# Customize the amount of memory on the VM:
vb.memory = "512"
end
# This section allows you to customize the VMware VM
# settings, ie showing the GUI or upping the memory
# or cores if desired
config.vm.provider "vmware_workstation" do |vmw|
# Hide the VMware GUI when booting the machine
vmw.gui = false
# Customize the amount of memory on the VM:
vmw.memory = "512"
end
config.vm.provider "vmware_fusion" do |vmf|
# Hide the vmfare GUI when booting the machine
vmf.gui = false
# Customize the amount of memory on the VM:
vmf.memory = "512"
end
# This script ensures the required packages for AVR programming are installed
# It also ensures the system always gets the latest updates when powered on
# If this causes issues you can run a 'vagrant destroy' and then
# add a # before ,args: and run 'vagrant up' to get a working
# non-updated box and then attempt to troubleshoot or open a Github issue
config.vm.provision "shell", run: "always", path: "avr_setup.sh", args: "-update"
config.vm.post_up_message = """
Log into the VM using 'vagrant ssh' on OSX or from Git Bash (Win)
or 'vagrant ssh-config' and Putty or Bitvise SSH or another SSH tool
Change directory (cd) to the keyboard you wish to program
(Optionally) modify your layout,
then run 'make clean'
and then 'make' to compile the .eep and .hex files.
Or you can copy and paste the example line below.
cd /vagrant; cd keyboard; cd ergodox_ez; make clean; make
"""
end
# -*- mode: ruby -*-
# vi: set ft=ruby :
Vagrant.configure(2) do |config|
# You can only have one config.vm.box uncommented at a time
# Comment this and uncomment another if you don't want to use the minimal Arch box
#config.vm.box = "dragon788/arch-ala-elasticdog"
# VMware/Virtualbox 64 bit
config.vm.box = "phusion/ubuntu-14.04-amd64"
#
# VMware/Virtualbox 64 bit
#config.vm.box = "puphpet/centos65-x64"
#
# The opensuse boxes don't have dfu-util in their default repositories
#
# The virtualbox version has tools issues
# VMware/Virtualbox 64 bit
#config.vm.box = "bento/opensuse-13.2-x86_64"
#
# Virtualbox only
#config.vm.box = "bento/opensuse-13.2-i386"
# config.vm.box = ""
# config.vm.box = ""
# This section allows you to customize the Virtualbox VM
# settings, ie showing the GUI or upping the memory
# or cores if desired
config.vm.provider "virtualbox" do |vb|
# Hide the VirtualBox GUI when booting the machine
vb.gui = false
# Uncomment the below lines if you want to program
# your Teensy via the VM rather than your host OS
#vb.customize ['modifyvm', :id, '--usb', 'on']
#vb.customize ['usbfilter', 'add', '0',
# '--target', :id,
# '--name', 'teensy',
# '--vendorid', '0x16c0',
# '--productid','0x0478'
# ]
# Customize the amount of memory on the VM:
vb.memory = "512"
end
# This section allows you to customize the VMware VM
# settings, ie showing the GUI or upping the memory
# or cores if desired
config.vm.provider "vmware_workstation" do |vmw|
# Hide the VMware GUI when booting the machine
vmw.gui = false
# Customize the amount of memory on the VM:
vmw.memory = "512"
end
config.vm.provider "vmware_fusion" do |vmf|
# Hide the vmfare GUI when booting the machine
vmf.gui = false
# Customize the amount of memory on the VM:
vmf.memory = "512"
end
# Docker provider pulls from hub.docker.com respecting docker.image if
# config.vm.box is nil. Note that this bind-mounts from the current dir to
# /vagrant in the guest, so unless your UID is 1000 to match vagrant in the
# image, you'll need to: chmod -R a+rw .
config.vm.provider "docker" do |docker, override|
override.vm.box = nil
docker.image = "jesselang/debian-vagrant:jessie"
docker.has_ssh = true
end
# This script ensures the required packages for AVR programming are installed
# It also ensures the system always gets the latest updates when powered on
# If this causes issues you can run a 'vagrant destroy' and then
# add a # before ,args: and run 'vagrant up' to get a working
# non-updated box and then attempt to troubleshoot or open a Github issue
config.vm.provision "shell", run: "always", path: "./util/install_dependencies.sh", args: "-update"
config.vm.post_up_message = <<-EOT
Log into the VM using 'vagrant ssh' on OSX or from Git Bash (Win)
or 'vagrant ssh-config' and Putty or Bitvise SSH or another SSH tool
Change directory (cd) to the keyboard you wish to program
(Optionally) modify your layout,
then run 'make clean'
and then 'make' to compile the .eep and .hex files.
Or you can copy and paste the example line below.
cd /vagrant; cd keyboards; cd ergodox; make clean; make
EOT
end

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@ -1,72 +0,0 @@
#!/usr/bin/env bash
# This script will attempt to setup the Linux dependencies for compiling QMK/TMK
# This could probably go much lower, but since we are including an Arch vagrant,
# making it the first match makes sense
if [[ -n "$(type -P pacman )" ]]; then
# Arch linux and derivatives like Apricity
# Future improvements:
# Allow user to speed up package installs using powerpill/wget tweaks
# Always run the pacman mirror update script if possible when vagrant comes up
# This will ensure that users never get stalled on a horribly slow mirror
pacman -Syyu --needed --noconfirm
pacman -S --needed --noconfirm \
base-devel \
avr-gcc \
avr-binutils \
avr-libc \
dfu-util
elif [[ -n "$(type -P apt-get)" ]]; then
# Debian and derivatives
# This block performs completely non-interactive updates {{
export DEBIAN_FRONTEND=noninteractive
export DEBCONF_NONINTERACTIVE_SEEN=true
echo "grub-pc hold" | dpkg --set-selections
apt-get -y update
apt-get -y --allow-unauthenticated upgrade \
-o Dpkg::Options::="--force-confdef" \
-o Dpkg::Options::="--force-confold"
# }}
apt-get install -y \
build-essential \
gcc \
unzip \
wget \
zip \
gcc-avr \
binutils-avr \
avr-libc \
dfu-util
elif [[ -n "$(type -P yum)" ]]; then
# Fedora, CentOS or RHEL and derivatives
yum -y makecache && yum -y update
yum -y install \
gcc \
glibc-headers \
kernel-devel \
kernel-headers \
make \
perl \
git \
wget \
avr-binutils \
avr-gcc \
avr-libc \
dfu-util
elif [[ -n "$(type -P zypper)" ]]; then
# openSUSE
zypper --non-interactive refresh && zypper --non-interactive update
zypper --non-interactive install \
git \
make \
gcc \
kernel-devel \
patch \
wget \
dfu-programmer
fi

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build_keyboard.mk Normal file
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ifndef VERBOSE
.SILENT:
endif
.DEFAULT_GOAL := all
include common.mk
ifneq ($(SUBPROJECT),)
TARGET ?= $(KEYBOARD)_$(SUBPROJECT)_$(KEYMAP)
KEYBOARD_OUTPUT := $(BUILD_DIR)/obj_$(KEYBOARD)_$(SUBPROJECT)
else
TARGET ?= $(KEYBOARD)_$(KEYMAP)
KEYBOARD_OUTPUT := $(BUILD_DIR)/obj_$(KEYBOARD)
endif
# Force expansion
TARGET := $(TARGET)
MASTER ?= left
ifdef master
MASTER = $(master)
endif
ifeq ($(MASTER),right)
OPT_DEFS += -DMASTER_IS_ON_RIGHT
else
ifneq ($(MASTER),left)
$(error MASTER does not have a valid value(left/right))
endif
endif
KEYBOARD_PATH := keyboards/$(KEYBOARD)
KEYBOARD_C := $(KEYBOARD_PATH)/$(KEYBOARD).c
ifneq ("$(wildcard $(KEYBOARD_C))","")
include $(KEYBOARD_PATH)/rules.mk
else
$(error "$(KEYBOARD_C)" does not exist)
endif
ifneq ($(SUBPROJECT),)
SUBPROJECT_PATH := keyboards/$(KEYBOARD)/$(SUBPROJECT)
SUBPROJECT_C := $(SUBPROJECT_PATH)/$(SUBPROJECT).c
ifneq ("$(wildcard $(SUBPROJECT_C))","")
OPT_DEFS += -DSUBPROJECT_$(SUBPROJECT)
include $(SUBPROJECT_PATH)/rules.mk
else
$(error "$(SUBPROJECT_PATH)/$(SUBPROJECT).c" does not exist)
endif
endif
# We can assume a ChibiOS target When MCU_FAMILY is defined, since it's not used for LUFA
ifdef MCU_FAMILY
PLATFORM=CHIBIOS
else
PLATFORM=AVR
endif
ifeq ($(PLATFORM),CHIBIOS)
include $(TMK_PATH)/protocol/chibios.mk
include $(TMK_PATH)/chibios.mk
OPT_OS = chibios
ifneq ("$(wildcard $(SUBPROJECT_PATH)/bootloader_defs.h)","")
OPT_DEFS += -include $(SUBPROJECT_PATH)/bootloader_defs.h
else ifneq ("$(wildcard $(SUBPROJECT_PATH)/boards/$(BOARD)/bootloader_defs.h)","")
OPT_DEFS += -include $(SUBPROJECT_PATH)/boards/$(BOARD)/bootloader_defs.h
else ifneq ("$(wildcard $(KEYBOARD_PATH)/bootloader_defs.h)","")
OPT_DEFS += -include $(KEYBOARD_PATH)/bootloader_defs.h
else ifneq ("$(wildcard $(KEYBOARD_PATH)/boards/$(BOARD)/bootloader_defs.h)","")
OPT_DEFS += -include $(KEYBOARD_PATH)/boards/$(BOARD)/bootloader_defs.h
endif
endif
CONFIG_H = $(KEYBOARD_PATH)/config.h
ifneq ($(SUBPROJECT),)
ifneq ("$(wildcard $(SUBPROJECT_C))","")
CONFIG_H = $(SUBPROJECT_PATH)/config.h
endif
endif
# Save the defines and includes here, so we don't include any keymap specific ones
PROJECT_DEFS := $(OPT_DEFS)
PROJECT_INC := $(VPATH) $(EXTRAINCDIRS) $(SUBPROJECT_PATH) $(KEYBOARD_PATH)
PROJECT_CONFIG := $(CONFIG_H)
MAIN_KEYMAP_PATH := $(KEYBOARD_PATH)/keymaps/$(KEYMAP)
MAIN_KEYMAP_C := $(MAIN_KEYMAP_PATH)/keymap.c
SUBPROJ_KEYMAP_PATH := $(SUBPROJECT_PATH)/keymaps/$(KEYMAP)
SUBPROJ_KEYMAP_C := $(SUBPROJ_KEYMAP_PATH)/keymap.c
ifneq ("$(wildcard $(SUBPROJ_KEYMAP_C))","")
-include $(SUBPROJ_KEYMAP_PATH)/Makefile
KEYMAP_C := $(SUBPROJ_KEYMAP_C)
KEYMAP_PATH := $(SUBPROJ_KEYMAP_PATH)
else ifneq ("$(wildcard $(MAIN_KEYMAP_C))","")
-include $(MAIN_KEYMAP_PATH)/Makefile
KEYMAP_C := $(MAIN_KEYMAP_C)
KEYMAP_PATH := $(MAIN_KEYMAP_PATH)
else
$(error "$(MAIN_KEYMAP_C)/keymap.c" does not exist)
endif
# Object files directory
# To put object files in current directory, use a dot (.), do NOT make
# this an empty or blank macro!
KEYMAP_OUTPUT := $(BUILD_DIR)/obj_$(TARGET)
ifneq ("$(wildcard $(KEYMAP_PATH)/config.h)","")
CONFIG_H = $(KEYMAP_PATH)/config.h
endif
# # project specific files
SRC += $(KEYBOARD_C) \
$(KEYMAP_C) \
$(QUANTUM_DIR)/quantum.c \
$(QUANTUM_DIR)/keymap_common.c \
$(QUANTUM_DIR)/keycode_config.c \
$(QUANTUM_DIR)/process_keycode/process_leader.c
ifneq ($(SUBPROJECT),)
SRC += $(SUBPROJECT_C)
endif
ifndef CUSTOM_MATRIX
SRC += $(QUANTUM_DIR)/matrix.c
endif
ifeq ($(strip $(MIDI_ENABLE)), yes)
OPT_DEFS += -DMIDI_ENABLE
SRC += $(QUANTUM_DIR)/process_keycode/process_midi.c
endif
ifeq ($(strip $(VIRTSER_ENABLE)), yes)
OPT_DEFS += -DVIRTSER_ENABLE
endif
ifeq ($(strip $(AUDIO_ENABLE)), yes)
OPT_DEFS += -DAUDIO_ENABLE
SRC += $(QUANTUM_DIR)/process_keycode/process_music.c
SRC += $(QUANTUM_DIR)/audio/audio.c
SRC += $(QUANTUM_DIR)/audio/voices.c
SRC += $(QUANTUM_DIR)/audio/luts.c
endif
ifeq ($(strip $(UCIS_ENABLE)), yes)
OPT_DEFS += -DUCIS_ENABLE
UNICODE_ENABLE = yes
endif
ifeq ($(strip $(UNICODE_ENABLE)), yes)
OPT_DEFS += -DUNICODE_ENABLE
SRC += $(QUANTUM_DIR)/process_keycode/process_unicode.c
endif
ifeq ($(strip $(RGBLIGHT_ENABLE)), yes)
OPT_DEFS += -DRGBLIGHT_ENABLE
SRC += $(QUANTUM_DIR)/light_ws2812.c
SRC += $(QUANTUM_DIR)/rgblight.c
endif
ifeq ($(strip $(TAP_DANCE_ENABLE)), yes)
OPT_DEFS += -DTAP_DANCE_ENABLE
SRC += $(QUANTUM_DIR)/process_keycode/process_tap_dance.c
endif
ifeq ($(strip $(SERIAL_LINK_ENABLE)), yes)
SRC += $(patsubst $(QUANTUM_PATH)/%,%,$(SERIAL_SRC))
OPT_DEFS += $(SERIAL_DEFS)
VAPTH += $(SERIAL_PATH)
endif
# Optimize size but this may cause error "relocation truncated to fit"
#EXTRALDFLAGS = -Wl,--relax
# Search Path
VPATH += $(KEYMAP_PATH)
ifneq ($(SUBPROJECT),)
VPATH += $(SUBPROJECT_PATH)
endif
VPATH += $(KEYBOARD_PATH)
VPATH += $(COMMON_VPATH)
include $(TMK_PATH)/common.mk
SRC += $(TMK_COMMON_SRC)
OPT_DEFS += $(TMK_COMMON_DEFS)
EXTRALDFLAGS += $(TMK_COMMON_LDFLAGS)
ifeq ($(PLATFORM),AVR)
include $(TMK_PATH)/protocol/lufa.mk
include $(TMK_PATH)/avr.mk
endif
ifeq ($(strip $(VISUALIZER_ENABLE)), yes)
VISUALIZER_DIR = $(QUANTUM_DIR)/visualizer
VISUALIZER_PATH = $(QUANTUM_PATH)/visualizer
include $(VISUALIZER_PATH)/visualizer.mk
endif
OUTPUTS := $(KEYMAP_OUTPUT) $(KEYBOARD_OUTPUT)
$(KEYMAP_OUTPUT)_SRC := $(SRC)
$(KEYMAP_OUTPUT)_DEFS := $(OPT_DEFS) -DQMK_KEYBOARD=\"$(KEYBOARD)\" -DQMK_KEYMAP=\"$(KEYMAP)\"
$(KEYMAP_OUTPUT)_INC := $(VPATH) $(EXTRAINCDIRS)
$(KEYMAP_OUTPUT)_CONFIG := $(CONFIG_H)
$(KEYBOARD_OUTPUT)_SRC := $(CHIBISRC)
$(KEYBOARD_OUTPUT)_DEFS := $(PROJECT_DEFS)
$(KEYBOARD_OUTPUT)_INC := $(PROJECT_INC)
$(KEYBOARD_OUTPUT)_CONFIG := $(PROJECT_CONFIG)
# Default target.
all: build sizeafter
# Change the build target to build a HEX file or a library.
build: elf hex
#build: elf hex eep lss sym
#build: lib
include $(TMK_PATH)/rules.mk

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@ -0,0 +1,57 @@
ifndef VERBOSE
.SILENT:
endif
.DEFAULT_GOAL := all
include common.mk
TARGET=test/$(TEST)
GTEST_OUTPUT = $(BUILD_DIR)/gtest
TEST_OBJ = $(BUILD_DIR)/test_obj
OUTPUTS := $(TEST_OBJ)/$(TEST) $(GTEST_OUTPUT)
GTEST_INC := \
$(LIB_PATH)/googletest/googletest/include\
$(LIB_PATH)/googletest/googlemock/include\
GTEST_INTERNAL_INC :=\
$(LIB_PATH)/googletest/googletest\
$(LIB_PATH)/googletest/googlemock
$(GTEST_OUTPUT)_SRC :=\
googletest/src/gtest-all.cc\
googletest/src/gtest_main.cc\
googlemock/src/gmock-all.cc
$(GTEST_OUTPUT)_DEFS :=
$(GTEST_OUTPUT)_INC := $(GTEST_INC) $(GTEST_INTERNAL_INC)
LDFLAGS += -lstdc++ -lpthread -shared-libgcc
CREATE_MAP := no
VPATH +=\
$(LIB_PATH)/googletest\
$(LIB_PATH)/googlemock
all: elf
VPATH += $(COMMON_VPATH)
include $(TMK_PATH)/common.mk
include $(QUANTUM_PATH)/serial_link/tests/rules.mk
$(TEST_OBJ)/$(TEST)_SRC := $($(TEST)_SRC)
$(TEST_OBJ)/$(TEST)_INC := $($(TEST)_INC) $(VPATH) $(GTEST_INC)
$(TEST_OBJ)/$(TEST)_DEFS := $($(TEST)_DEFS)
include $(TMK_PATH)/native.mk
include $(TMK_PATH)/rules.mk
$(shell mkdir -p $(BUILD_DIR)/test 2>/dev/null)
$(shell mkdir -p $(TEST_OBJ) 2>/dev/null)

26
common.mk Normal file
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include message.mk
# Directory common source files exist
TOP_DIR = .
TMK_DIR = tmk_core
TMK_PATH = $(TOP_DIR)/$(TMK_DIR)
LIB_PATH = $(TOP_DIR)/lib
QUANTUM_DIR = quantum
QUANTUM_PATH = $(TOP_DIR)/$(QUANTUM_DIR)
BUILD_DIR := $(TOP_DIR)/.build
SERIAL_DIR := $(QUANTUM_DIR)/serial_link
SERIAL_PATH := $(QUANTUM_PATH)/serial_link
SERIAL_SRC := $(wildcard $(SERIAL_PATH)/protocol/*.c)
SERIAL_SRC += $(wildcard $(SERIAL_PATH)/system/*.c)
SERIAL_DEFS += -DSERIAL_LINK_ENABLE
COMMON_VPATH := $(TOP_DIR)
COMMON_VPATH += $(TMK_PATH)
COMMON_VPATH += $(QUANTUM_PATH)
COMMON_VPATH += $(QUANTUM_PATH)/keymap_extras
COMMON_VPATH += $(QUANTUM_PATH)/audio
COMMON_VPATH += $(QUANTUM_PATH)/process_keycode
COMMON_VPATH += $(SERIAL_PATH)

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@ -1,141 +0,0 @@
#----------------------------------------------------------------------------
# On command line:
#
# make all = Make software.
#
# make clean = Clean out built project files.
#
# make coff = Convert ELF to AVR COFF.
#
# make extcoff = Convert ELF to AVR Extended COFF.
#
# make program = Download the hex file to the device.
# Please customize your programmer settings(PROGRAM_CMD)
#
# make teensy = Download the hex file to the device, using teensy_loader_cli.
# (must have teensy_loader_cli installed).
#
# make dfu = Download the hex file to the device, using dfu-programmer (must
# have dfu-programmer installed).
#
# make flip = Download the hex file to the device, using Atmel FLIP (must
# have Atmel FLIP installed).
#
# make dfu-ee = Download the eeprom file to the device, using dfu-programmer
# (must have dfu-programmer installed).
#
# make flip-ee = Download the eeprom file to the device, using Atmel FLIP
# (must have Atmel FLIP installed).
#
# make debug = Start either simulavr or avarice as specified for debugging,
# with avr-gdb or avr-insight as the front end for debugging.
#
# make filename.s = Just compile filename.c into the assembler code only.
#
# make filename.i = Create a preprocessed source file for use in submitting
# bug reports to the GCC project.
#
# To rebuild project do "make clean" then "make all".
#----------------------------------------------------------------------------
# Target file name (without extension).
TARGET = adb_usb_lufa
# Directory common source filess exist
TMK_DIR = ../../tmk_core
# Directory keyboard dependent files exist
TARGET_DIR = .
# project specific files
SRC = keymap_common.c \
matrix.c \
led.c \
adb.c
ifdef KEYMAP
SRC := keymap_$(KEYMAP).c $(SRC)
else
SRC := keymap_ansi.c $(SRC)
endif
CONFIG_H = config.h
# MCU name
#MCU = at90usb1287
MCU = atmega32u4
# Processor frequency.
# This will define a symbol, F_CPU, in all source code files equal to the
# processor frequency in Hz. You can then use this symbol in your source code to
# calculate timings. Do NOT tack on a 'UL' at the end, this will be done
# automatically to create a 32-bit value in your source code.
#
# This will be an integer division of F_USB below, as it is sourced by
# F_USB after it has run through any CPU prescalers. Note that this value
# does not *change* the processor frequency - it should merely be updated to
# reflect the processor speed set externally so that the code can use accurate
# software delays.
F_CPU = 16000000
#
# LUFA specific
#
# Target architecture (see library "Board Types" documentation).
ARCH = AVR8
# Input clock frequency.
# This will define a symbol, F_USB, in all source code files equal to the
# input clock frequency (before any prescaling is performed) in Hz. This value may
# differ from F_CPU if prescaling is used on the latter, and is required as the
# raw input clock is fed directly to the PLL sections of the AVR for high speed
# clock generation for the USB and other AVR subsections. Do NOT tack on a 'UL'
# at the end, this will be done automatically to create a 32-bit value in your
# source code.
#
# If no clock division is performed on the input clock inside the AVR (via the
# CPU clock adjust registers or the clock division fuses), this will be equal to F_CPU.
F_USB = $(F_CPU)
# Interrupt driven control endpoint task(+60)
OPT_DEFS += -DINTERRUPT_CONTROL_ENDPOINT
# Boot Section Size in *bytes*
# Teensy halfKay 512
# Teensy++ halfKay 1024
# Atmel DFU loader 4096
# LUFA bootloader 4096
# USBaspLoader 2048
OPT_DEFS += -DBOOTLOADER_SIZE=4096
# 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
ADB_MOUSE_ENABLE = yes
# ADB Mice need acceleration for todays much bigger screens.
OPT_DEFS += -DADB_MOUSE_MAXACC=8
# Optimize size but this may cause error "relocation truncated to fit"
#EXTRALDFLAGS = -Wl,--relax
# Search Path
VPATH += $(TARGET_DIR)
VPATH += $(TMK_DIR)
include $(TMK_DIR)/protocol/lufa.mk
include $(TMK_DIR)/protocol.mk
include $(TMK_DIR)/common.mk
include $(TMK_DIR)/rules.mk

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@ -1,73 +0,0 @@
# Target file name (without extension).
TARGET = adb_usb_pjrc
# Directory common source filess exist
TMK_DIR = ../../tmk_core
# Directory keyboard dependent files exist
TARGET_DIR = .
# keyboard dependent files
SRC = keymap_common.c \
matrix.c \
led.c \
adb.c
ifdef KEYMAP
SRC := keymap_$(KEYMAP).c $(SRC)
else
SRC := keymap_ansi.c $(SRC)
endif
CONFIG_H = config.h
# MCU name, you MUST set this to match the board you are using
# type "make clean" after changing this, so all files will be rebuilt
#MCU = at90usb162 # Teensy 1.0
MCU = atmega32u4 # Teensy 2.0
#MCU = at90usb646 # Teensy++ 1.0
#MCU = at90usb1286 # Teensy++ 2.0
# Processor frequency.
# Normally the first thing your program should do is set the clock prescaler,
# so your program will run at the correct speed. You should also set this
# variable to same clock speed. The _delay_ms() macro uses this, and many
# examples use this variable to calculate timings. Do not add a "UL" here.
F_CPU = 16000000
# Boot Section Size in *bytes*
# Teensy halfKay 512
# Teensy++ halfKay 1024
# Atmel DFU loader 4096
# LUFA bootloader 4096
# USBaspLoader 2048
OPT_DEFS += -DBOOTLOADER_SIZE=4096
# Build Options
# comment out to disable the options.
#
BOOTMAGIC_ENABLE = yes # Virtual DIP switch configuration(+1000)
MOUSEKEY_ENABLE = yes # Mouse keys(+5000)
EXTRAKEY_ENABLE = yes # Audio control and System control(+600)
CONSOLE_ENABLE = yes # Console for debug
COMMAND_ENABLE = yes # Commands for debug and configuration
#SLEEP_LED_ENABLE = yes # Breathing sleep LED during USB suspend
#NKRO_ENABLE = yes # USB Nkey Rollover(+500)
ADB_MOUSE_ENABLE = yes
# ADB Mice need acceleration for todays much bigger screens.
OPT_DEFS += -DADB_MOUSE_MAXACC=8
# Search Path
VPATH += $(TARGET_DIR)
VPATH += $(TMK_DIR)
include $(TMK_DIR)/protocol/pjrc.mk
include $(TMK_DIR)/protocol.mk
include $(TMK_DIR)/common.mk
include $(TMK_DIR)/rules.mk

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@ -1,103 +0,0 @@
ADB to USB keyboard converter
=============================
This firmware converts ADB keyboard protocol to USB.
You can use PJRC Teensy for this converter, though, other USB AVR(ATMega32U4, AT90USB64/128 or etc) should work.
But binary size is about 10KB or more it doesn't fit into 8K flash like ATMega8U2.
Discuss: http://geekhack.org/showwiki.php?title=Island:14290
README FIRST
------------
https://github.com/tmk/tmk_keyboard
https://github.com/tmk/tmk_keyboard/tree/master/converter/adb_usb
Also check these when you are in trouble.
https://github.com/tmk/tmk_keyboard/wiki
https://github.com/tmk/tmk_keyboard/labels/NOTE
Wiring
------
Connect ADB pins to controller just by 3 lines(Vcc, GND, Data). By default Data line uses port PD0.
ADB female socket from the front:
,--_--.
/ o4 3o \ 1: DATA
| o2 1o | 2: Power SW
- === - 3: VCC
`-___-' 4: GND
This converter uses AVR's internal pull-up, but it seems to be too weak, in particular when you want to use a long or coiled cable. The external pull-up resistor(1K-10K Ohm) on Data is strongly recommended.(It is almost must!)
https://github.com/tmk/tmk_keyboard/wiki/FAQ#pull-up-resistor
Pull-up resister:
Keyboard Conveter
,------.
5V------+------|VCC |
| | |
[R] | |
| | |
Signal--+------|PD0 |
| |
GND------------|GND |
`------'
R: 1K Ohm resistor
Define following macros for ADB connection in config.h if you use other than port PD0.
ADB_PORT, ADB_PIN, ADB_DDR, ADB_DATA_BIT
Build
-----
See doc/build.md. In short,
$ make clean
$ make
You can select keymap(ansi is default) like this:
$ make KEYMAP=[ansi|iso|hasu]
Keymap
------
You can change a keymap by editing code of keymap_[ansi|iso|hasu|yours].c.
How to define the keymap is probably obvious. You can find key symbols in common/keycode.h. And see doc/keymap.md for more detail.
Magic command
-------------
To get help press `h` holding Magic key. Magic key is `Power key`.
Locking CapsLock
----------------
Many of old ADB keyboards have mechanical push-lock switch for Capslock key and this converter supports the locking Capslock key by default. See README in top directory for more detail about this feature.
https://github.com/tmk/tmk_keyboard/blob/master/README.md#mechanical-locking-support
Also you may want to remove locking pin from the push-lock switch to use capslock as a normal momentary switch.
Notes
-----
Not-extended ADB keyboards have no discrimination between right modifier and left one,
you will always see left control even if you press right control key.
Apple Extended Keyboard and Apple Extended Keyboard II can discriminate both side
modifiers except for GUI key(Windows/Command).
And most ADB keyboard has no diodes in its matrix so they are not NKRO,
though ADB protocol itself supports it. See protocol/adb.c for more info.
If keyboard has ISO layout you need to use ISO keymap with `make KEYMAP=iso`. With ANSI
keymap you will suffer from swapped keys problem.
https://github.com/tmk/tmk_keyboard/issues/35
EOF

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@ -1,63 +0,0 @@
/*
Copyright 2011 Jun Wako <wakojun@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef CONFIG_H
#define CONFIG_H
#define VENDOR_ID 0xFEED
#define PRODUCT_ID 0x0ADB
#define DEVICE_VER 0x0101
#define MANUFACTURER t.m.k.
#define PRODUCT ADB keyboard converter
#define DESCRIPTION convert ADB keyboard to USB
/* matrix size */
#define MATRIX_ROWS 16 // keycode bit: 3-0
#define MATRIX_COLS 8 // keycode bit: 6-4
#define MATRIX_ROW(code) ((code)>>3&0x0F)
#define MATRIX_COL(code) ((code)&0x07)
/* Mechanical locking support. Use KC_LCAP, KC_LNUM or KC_LSCR instead in keymap */
#define LOCKING_SUPPORT_ENABLE
/* Locking resynchronize hack */
#define LOCKING_RESYNC_ENABLE
/* legacy keymap support */
#define USE_LEGACY_KEYMAP
/* ADB port setting */
#define ADB_PORT PORTD
#define ADB_PIN PIND
#define ADB_DDR DDRD
#define ADB_DATA_BIT 0
//#define ADB_PSW_BIT 1 // optional
/* key combination for command */
#ifndef __ASSEMBLER__
#include "adb.h"
#include "matrix.h"
#define IS_COMMAND() ( \
matrix_is_on(MATRIX_ROW(ADB_POWER), MATRIX_COL(ADB_POWER)) \
)
#endif
#endif

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@ -1,16 +0,0 @@
#include "keymap_common.h"
const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
KEYMAP_EXT_ANSI(
ESC, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, PSCR,SLCK,PAUS, NO,
GRV, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, MINS,EQL, BSPC, INS, HOME,PGUP, NLCK,PEQL,PSLS,PAST,
TAB, Q, W, E, R, T, Y, U, I, O, P, LBRC,RBRC,BSLS, DEL, END, PGDN, P7, P8, P9, PMNS,
LCAP,A, S, D, F, G, H, J, K, L, SCLN,QUOT, ENT, P4, P5, P6, PPLS,
LSFT,Z, X, C, V, B, N, M, COMM,DOT, SLSH, RSFT, UP, P1, P2, P3,
LCTL,LALT,LGUI, SPC, RALT,RCTL, LEFT,DOWN,RGHT, P0, PDOT,PENT
),
};
const uint16_t PROGMEM fn_actions[] = {
};

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@ -1,30 +0,0 @@
/*
Copyright 2011,2012,2013 Jun Wako <wakojun@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "keymap_common.h"
/* translates key to keycode */
uint8_t keymap_key_to_keycode(uint8_t layer, keypos_t key)
{
return pgm_read_byte(&keymaps[(layer)][(key.row)][(key.col)]);
}
/* translates Fn keycode to action */
action_t keymap_fn_to_action(uint8_t keycode)
{
return (action_t){ .code = pgm_read_word(&fn_actions[FN_INDEX(keycode)]) };
}

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