Initial setup for daux.io

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# Advanced Keycodes
Your keymap can include keycodes that are more advanced than normal, for example shifted keys. This page documents the functions that are available to you.
### Assigning Custom Names
People often define custom names using `#define`. For example:
```c
#define FN_CAPS LT(_FL, KC_CAPSLOCK)
#define ALT_TAB LALT(KC_TAB)
```
This will allow you to use `FN_CAPS` and `ALT_TAB` in your `KEYMAP()`, keeping it more readable.
### Limits of These Aliases
Currently, the keycodes able to used with these functions are limited to the [Basic Keycodes](06_Keycodes/Basic.md), meaning you can't use keycodes like `KC_TILD`, or anything greater than 0xFF. For a full list of the keycodes able to be used see [Basic Keycodes](06_Keycodes/Basic.md).
# Switching and Toggling Layers
These functions allow you to activate layers in various ways. Note that layers are not generally independent layouts -- multiple layers can be activated at once, and it's typical for layers to use `KC_TRNS` to allow keypresses to pass through to lower layers. For a detailed explanation of layers, see [Keymap Overview](07_Reference/Keymap_Overview.md#keymap-and-layers)
* `DF(layer)` - switches the default layer. The default layer is the always-active base layer that other layers stack on top of. See below for more about the default layer. This might be used to switch from QWERTY to Dvorak layout. (Note that this is a temporary switch that only persists until the keyboard loses power. To modify the default layer in a persistent way requires deeper customization, such as calling the `set_single_persistent_default_layer` function inside of [process_record_user](07_Reference/Custom_Code.md#programming-the-behavior-of-any-keycode).)
* `MO(layer)` - momentarily activates *layer*. As soon as you let go of the key, the layer is deactivated.
* `LM(layer, mod)` - Momentarily activates *layer* (like `MO`), but with modifier(s) *mod* active. Only supports layers 0-15 and the left modifiers.
* `LT(layer, kc)` - momentarily activates *layer* when held, and sends *kc* when tapped.
* `TG(layer)` - toggles *layer*, activating it if it's inactive and vice versa
* `TO(layer)` - activates *layer* and de-activates all other layers (except your default layer). This function is special, because instead of just adding/removing one layer to your active layer stack, it will completely replace your current active layers, uniquely allowing you to replace higher layers with a lower one. This is activated on keydown (as soon as the key is pressed).
* `TT(layer)` - Layer Tap-Toggle. If you hold the key down, *layer* is activated, and then is de-activated when you let go (like `MO`). If you repeatedly tap it, the layer will be toggled on or off (like `TG`). It needs 5 taps by default, but you can change this by defining `TAPPING_TOGGLE` -- for example, `#define TAPPING_TOGGLE 2` to toggle on just two taps.
# Working with Layers
Care must be taken when switching layers, it's possible to lock yourself into a layer with no way to deactivate that layer (without unplugging your keyboard.) We've created some guidelines to help users avoid the most common problems.
### Beginners
If you are just getting started with QMK you will want to keep everything simple. Follow these guidelines when setting up your layers:
* Setup layer 0 as your default, "base" layer. This is your normal typing layer, and could be whatever layout you want (qwerty, dvorak, colemak, etc.). It's important to set this as the lowest layer since it will typically have most or all of the keyboard's keys defined, so would block other layers from having any effect if it were above them (i.e., had a higher layer number).
* Arrange your layers in a "tree" layout, with layer 0 as the root. Do not try to enter the same layer from more than one other layer.
* In a layer's keymap, only reference higher-numbered layers. Because layers are processed from the highest-numbered (topmost) active layer down, modifying the state of lower layers can be tricky and error-prone.
### Intermediate Users
Sometimes you need more than one base layer. For example, if you want to switch between QWERTY and Dvorak, switch between layouts for different countries, or switch your layout for different videogames. Your base layers should always be the lowest numbered layers. When you have multiple base layers you should always treat them as mutually exclusive. When one base layer is on the others are off.
### Advanced Users
Once you have a good feel for how layers work and what you can do, you can get more creative. The rules listed in the beginner section will help you be successful by avoiding some of the tricker details but they can be constraining, especially for ultra-compact keyboard users. Understanding how layers work will allow you to use them in more advanced ways.
Layers stack on top of each other in numerical order. When determining what a keypress does, QMK scans the layers from the top down, stopping when it reaches the first active layer that is not set to `KC_TRNS`. As a result if you activate a layer that is numerically lower than your current layer, and your current layer (or another layer that is active and higher than your target layer) has something other than `KC_TRNS`, that is the key that will be sent, not the key on the layer you just activated. This is the cause of most people's "why doesn't my layer get switched" problem.
Sometimes, you might want to switch between layers in a macro or as part of a tap dance routine. `layer_on` activates a layer, and `layer_off` deactivates it. More layer-related functions can be found in [action_layer.h](https://github.com/qmk/qmk_firmware/blob/master/tmk_core/common/action_layer.h).
# Modifier Keys
These functions allow you to combine a mod with a keycode. When pressed the keydown for the mod will be sent first, and then *kc* will be sent. When released the keyup for *kc* will be sent and then the mod will be sent.
* `LSFT(kc)` or `S(kc)` - applies left Shift to *kc* (keycode)
* `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.
# Shifted Keycodes
The following shortcuts automatically add `LSFT()` to keycodes to get commonly used symbols.
|Key |Aliases |Description |
|------------------------|------------------|-------------------|
|`KC_TILDE` |`KC_TILD` |`~` |
|`KC_EXCLAIM` |`KC_EXLM` |`!` |
|`KC_AT` | |`@` |
|`KC_HASH` | |`#` |
|`KC_DOLLAR` |`KC_DLR` |`$` |
|`KC_PERCENT` |`KC_PERC` |`%` |
|`KC_CIRCUMFLEX` |`KC_CIRC` |`^` |
|`KC_AMPERSAND` |`KC_AMPR` |`&` |
|`KC_ASTERISK` |`KC_ASTR` |`*` |
|`KC_LEFT_PAREN` |`KC_LPRN` |`(` |
|`KC_RIGHT_PAREN` |`KC_RPRN` |`)` |
|`KC_UNDERSCORE` |`KC_UNDS` |`_` |
|`KC_PLUS` | |`+` |
|`KC_LEFT_CURLY_BRACE` |`KC_LCBR` |`{` |
|`KC_RIGHT_CURLY_BRACE` |`KC_RCBR` |`}` |
|`KC_PIPE` | |<code>&#124;</code>|
|`KC_COLON` |`KC_COLN` |`:` |
|`KC_DOUBLE_QUOTE` |`KC_DQT`/`KC_DQUO`|`"` |
|`KC_LEFT_ANGLE_BRACKET` |`KC_LT`/`KC_LABK` |`<` |
|`KC_RIGHT_ANGLE_BRACKET`|`KC_GT`/`KC_RABK` |`>` |
|`KC_QUESTION` |`KC_QUES` |`?` |
# Mod Tap
`MT(mod, kc)` - is *mod* (modifier key - MOD_LCTL, MOD_LSFT) when held, and *kc* when tapped. In other words, you can have a key that sends Esc (or the letter O or whatever) when you tap it, but works as a Control key or a Shift key when you hold it down.
These are the values you can use for the `mod` in `MT()` and `OSM()`:
* MOD_LCTL
* MOD_LSFT
* MOD_LALT
* MOD_LGUI
* MOD_RCTL
* MOD_RSFT
* MOD_RALT
* MOD_RGUI
* MOD_HYPR
* MOD_MEH
These can also be combined like `MOD_LCTL | MOD_LSFT` e.g. `MT(MOD_LCTL | MOD_LSFT, KC_ESC)` which would activate Control and Shift when held, and send Escape when tapped.
We've added shortcuts to make common modifier/tap (mod-tap) mappings more compact:
* `CTL_T(kc)` - is LCTL when held and *kc* when tapped
* `SFT_T(kc)` - is LSFT when held and *kc* when tapped
* `ALT_T(kc)` - is LALT when held and *kc* when tapped
* `ALGR_T(kc)` - is AltGr when held and *kc* when tapped
* `GUI_T(kc)` - is LGUI when held and *kc* when tapped
* `ALL_T(kc)` - is Hyper (all mods) when held and *kc* when tapped. To read more about what you can do with a Hyper key, see [this blog post by Brett Terpstra](http://brettterpstra.com/2012/12/08/a-useful-caps-lock-key/)
* `LCAG_T(kc)` - is CtrlAltGui when held and *kc* when tapped
* `MEH_T(kc)` - is like Hyper, but not as cool -- does not include the Cmd/Win key, so just sends Alt+Ctrl+Shift.
{% hint style='info' %}
Due to the way that keycodes are structured, any modifiers specified as part of `kc`, such as `LCTL()` or `KC_LPRN`, will only activate when held instead of tapped.
Additionally, if there is at least one right modifier, any other modifiers will turn into their right equivalents, so it is not possible to "mix and match" the two.
{% endhint %}
# One Shot Keys
One shot keys are keys that remain active until the next key is pressed, and then are released. This allows you to type keyboard combinations without pressing more than one key at a time. These keys are usually called "Sticky keys" or "Dead keys".
For example, if you define a key as `OSM(MOD_LSFT)`, you can type a capital A character by first pressing and releasing shift, and then pressing and releasing A. Your computer will see the shift key being held the moment shift is pressed, and it will see the shift key being released immediately after A is released.
One shot keys also work as normal modifiers. If you hold down a one shot key and type other keys, your one shot will be released immediately after you let go of the key.
You can control the behavior of one shot keys by defining these in `config.h`:
```c
#define ONESHOT_TAP_TOGGLE 5 /* Tapping this number of times holds the key until tapped this number of times again. */
#define ONESHOT_TIMEOUT 5000 /* Time (in ms) before the one shot key is released */
```
* `OSM(mod)` - Momentarily hold down *mod*. You must use the `MOD_*` keycodes as shown in [Mod Tap](#mod-tap), not the `KC_*` codes.
* `OSL(layer)` - momentary switch to *layer*.
Sometimes, you want to activate a one-shot layer as part of a macro or tap dance routine. To do this, you need to call `set_oneshot_layer(LAYER, ONESHOT_START)` on key down, and `set_oneshot_layer(ONESHOT_PRESSED)` on key up. If you want to cancel the oneshot, call `reset_oneshot_layer()`. For more complicated actions, take a look at the oneshot implementation in [`process_record`](https://github.com/qmk/qmk_firmware/blob/master/tmk_core/common/action.c#L429).
If you're having issues with OSM translating over Remote Desktop Connection, this can be fixed by opening the settings, going to the "Local Resources" tap, and in the keyboard section, change the drop down to "On this Computer". This will fix the issue and allow OSM to function properly over Remote Desktop.
# Permissive Hold
As of [PR#1359](https://github.com/qmk/qmk_firmware/pull/1359/), there is a new `config.h` option:
```
#define PERMISSIVE_HOLD
```
This makes it easier for fast typists to use dual-function keys. Without this, if you let go of a held key inside the tapping term, it won't register.
Example: (Tapping Term = 200ms)
- SHFT_T(KC_A) Down
- KC_X Down
- KC_X Up
- SHFT_T(KC_A) Up
With defaults, if above is typed within tapping term, this will emit `ax`. With permissive hold, if above is typed within tapping term, this will emit `X` (so, Shift+X).

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# Audio
Your keyboard can make sounds! If you've got a Planck, Preonic, or basically any AVR keyboard that allows access to certain PWM-capable pins, you can hook up a simple speaker and make it beep. You can use those beeps to indicate layer transitions, modifiers, special keys, or just to play some funky 8bit tunes.
Up to two simultaneous audio voices are supported, one driven by timer 1 and another driven by timer 3. The following pins can be defined as audio outputs in config.h:
Timer 1:
`#define B5_AUDIO`
`#define B6_AUDIO`
`#define B7_AUDIO`
Timer 3:
`#define C4_AUDIO`
`#define C5_AUDIO`
`#define C6_AUDIO`
If you add `AUDIO_ENABLE = yes` to your `rules.mk`, there's a couple different sounds that will automatically be enabled without any other configuration:
```
STARTUP_SONG // plays when the keyboard starts up (audio.c)
GOODBYE_SONG // plays when you press the RESET key (quantum.c)
AG_NORM_SONG // plays when you press AG_NORM (quantum.c)
AG_SWAP_SONG // plays when you press AG_SWAP (quantum.c)
MUSIC_ON_SONG // plays when music mode is activated (process_music.c)
MUSIC_OFF_SONG // plays when music mode is deactivated (process_music.c)
CHROMATIC_SONG // plays when the chromatic music mode is selected (process_music.c)
GUITAR_SONG // plays when the guitar music mode is selected (process_music.c)
VIOLIN_SONG // plays when the violin music mode is selected (process_music.c)
MAJOR_SONG // plays when the major music mode is selected (process_music.c)
```
You can override the default songs by doing something like this in your `config.h`:
```c
#ifdef AUDIO_ENABLE
#define STARTUP_SONG SONG(STARTUP_SOUND)
#endif
```
A full list of sounds can be found in [quantum/audio/song_list.h](https://github.com/qmk/qmk_firmware/blob/master/quantum/audio/song_list.h) - feel free to add your own to this list! All available notes can be seen in [quantum/audio/musical_notes.h](https://github.com/qmk/qmk_firmware/blob/master/quantum/audio/musical_notes.h).
To play a custom sound at a particular time, you can define a song like this (near the top of the file):
```c
float my_song[][2] = SONG(QWERTY_SOUND);
```
And then play your song like this:
```c
PLAY_SONG(my_song);
```
Alternatively, you can play it in a loop like this:
```c
PLAY_LOOP(my_song);
```
It's advised that you wrap all audio features in `#ifdef AUDIO_ENABLE` / `#endif` to avoid causing problems when audio isn't built into the keyboard.
## Music Mode
The music mode maps your columns to a chromatic scale, and your rows to octaves. This works best with ortholinear keyboards, but can be made to work with others. All keycodes less than `0xFF` get blocked, so you won't type while playing notes - if you have special keys/mods, those will still work. A work-around for this is to jump to a different layer with KC_NOs before (or after) enabling music mode.
Recording is experimental due to some memory issues - if you experience some weird behavior, unplugging/replugging your keyboard will fix things.
06_Keycodes available:
* `MU_ON` - Turn music mode on
* `MU_OFF` - Turn music mode off
* `MU_TOG` - Toggle music mode
* `MU_MOD` - Cycle through the music modes:
* `CHROMATIC_MODE` - Chromatic scale, row changes the octave
* `GUITAR_MODE` - Chromatic scale, but the row changes the string (+5 st)
* `VIOLIN_MODE` - Chromatic scale, but the row changes the string (+7 st)
* `MAJOR_MODE` - Major scale
In music mode, the following keycodes work differently, and don't pass through:
* `LCTL` - start a recording
* `LALT` - stop recording/stop playing
* `LGUI` - play recording
* `KC_UP` - speed-up playback
* `KC_DOWN` - slow-down playback
By default, `MUSIC_MASK` is set to `keycode < 0xFF` which means keycodes less than `0xFF` are turned into notes, and don't output anything. You can change this by defining this in your `config.h` like this:
#define MUSIC_MASK keycode != KC_NO
Which will capture all keycodes - be careful, this will get you stuck in music mode until you restart your keyboard!
The pitch standard (`PITCH_STANDARD_A`) is 440.0f by default - to change this, add something like this to your `config.h`:
#define PITCH_STANDARD_A 432.0f
You can completely disable Music Mode as well. This is useful, if you're pressed for space on your controller. To disable it, add this to your `config.h`:
#define NO_MUSIC_MODE
## Faux Click
This adds a click sound each time you hit a button, to simulate click sounds from the keyboard. And the sounds are slightly different for each keypress, so it doesn't sound like a single long note, if you type rapidly.
* `CK_TOGG` - Toggles the status (will play sound if enabled)
* `CK_RST` - Resets the frequency to the default state
* `CK_UP` - Increases the frequency of the clicks
* `CK_DOWN` - Decreases the frequency of the clicks
The feature is disabled by default, to save space. To enable it, add this to your `config.h`:
#define AUDIO_CLICKY
Additionally, even when enabled, the feature is not enabled by default, so you would need to turn it on first. And since we don't use EEPROM to store the setting (yet), you can default this to on by adding this to your `config.h`:
#define AUDIO_CLICKY_ON
You can configure the default, min and max frequencies, the stepping and built in randomness by defining these values:
| Option | Default Value | Description |
|--------|---------------|-------------|
| `AUDIO_CLICKY_FREQ_DEFAULT` | 440.0f | Sets the default/starting audio frequency for the clicky sounds. |
| `AUDIO_CLICKY_FREQ_MIN` | 65.0f | Sets the lowest frequency (under 60f are a bit buggy). |
| `AUDIO_CLICKY_FREQ_MAX` | 1500.0f | Sets the the highest frequency. Too high may result in coworkers attacking you. |
| `AUDIO_CLICKY_FREQ_FACTOR` | 1.18921f| Sets the stepping of UP/DOWN key codes. |
| `AUDIO_CLICKY_FREQ_RANDOMNESS` | 0.05f | Sets a factor of randomness for the clicks, Setting this to `0f` will make each click identical. |
## MIDI Functionality
This is still a WIP, but check out `quantum/keymap_midi.c` to see what's happening. Enable from the Makefile.
<!-- FIXME: this formatting needs work
## Audio
```c
#ifdef AUDIO_ENABLE
AU_ON,
AU_OFF,
AU_TOG,
#ifdef FAUXCLICKY_ENABLE
FC_ON,
FC_OFF,
FC_TOG,
#endif
// Music mode on/off/toggle
MU_ON,
MU_OFF,
MU_TOG,
// Music voice iterate
MUV_IN,
MUV_DE,
#endif
```
### Midi
#if !MIDI_ENABLE_STRICT || (defined(MIDI_ENABLE) && defined(MIDI_BASIC))
MI_ON, // send midi notes when music mode is enabled
MI_OFF, // don't send midi notes when music mode is enabled
#endif
MIDI_TONE_MIN,
MIDI_TONE_MAX
MI_C = MIDI_TONE_MIN,
MI_Cs,
MI_Db = MI_Cs,
MI_D,
MI_Ds,
MI_Eb = MI_Ds,
MI_E,
MI_F,
MI_Fs,
MI_Gb = MI_Fs,
MI_G,
MI_Gs,
MI_Ab = MI_Gs,
MI_A,
MI_As,
MI_Bb = MI_As,
MI_B,
MIDI_TONE_KEYCODE_OCTAVES > 1
where x = 1-5:
MI_C_x,
MI_Cs_x,
MI_Db_x = MI_Cs_x,
MI_D_x,
MI_Ds_x,
MI_Eb_x = MI_Ds_x,
MI_E_x,
MI_F_x,
MI_Fs_x,
MI_Gb_x = MI_Fs_x,
MI_G_x,
MI_Gs_x,
MI_Ab_x = MI_Gs_x,
MI_A_x,
MI_As_x,
MI_Bb_x = MI_As_x,
MI_B_x,
MI_OCT_Nx 1-2
MI_OCT_x 0-7
MIDI_OCTAVE_MIN = MI_OCT_N2,
MIDI_OCTAVE_MAX = MI_OCT_7,
MI_OCTD, // octave down
MI_OCTU, // octave up
MI_TRNS_Nx 1-6
MI_TRNS_x 0-6
MIDI_TRANSPOSE_MIN = MI_TRNS_N6,
MIDI_TRANSPOSE_MAX = MI_TRNS_6,
MI_TRNSD, // transpose down
MI_TRNSU, // transpose up
MI_VEL_x 1-10
MIDI_VELOCITY_MIN = MI_VEL_1,
MIDI_VELOCITY_MAX = MI_VEL_9,
MI_VELD, // velocity down
MI_VELU, // velocity up
MI_CHx 1-16
MIDI_CHANNEL_MIN = MI_CH1
MIDI_CHANNEL_MAX = MI_CH16,
MI_CHD, // previous channel
MI_CHU, // next channel
MI_ALLOFF, // all notes off
MI_SUS, // sustain
MI_PORT, // portamento
MI_SOST, // sostenuto
MI_SOFT, // soft pedal
MI_LEG, // legato
MI_MOD, // modulation
MI_MODSD, // decrease modulation speed
MI_MODSU, // increase modulation speed
#endif // MIDI_ADVANCED
-->

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# Auto Shift: Why Do We Need a Shift Key?
Tap a key and you get its character. Tap a key, but hold it *slightly* longer
and you get its shifted state. Voilà! No shift key needed!
## Why Auto Shift?
Many people suffer from various forms of RSI. A common cause is stretching your
fingers repetitively long distances. For us on the keyboard, the pinky does that
all too often when reaching for the shift key. Auto Shift looks to alleviate that
problem.
## How Does It Work?
When you tap a key, it stays depressed for a short period of time before it is
then released. This depressed time is a different length for everyone. Auto Shift
defines a constant `AUTO_SHIFT_TIMEOUT` which is typically set to twice your
normal pressed state time. When you press a key, a timer starts and then stops
when you release the key. If the time depressed is greater than or equal to the
`AUTO_SHIFT_TIMEOUT`, then a shifted version of the key is emitted. If the time
is less than the `AUTO_SHIFT_TIMEOUT` time, then the normal state is emitted.
## Are There Limitations to Auto Shift?
Yes, unfortunately.
1. Key repeat will cease to work. For example, before if you wanted 20 'a'
characters, you could press and hold the 'a' key for a second or two. This no
longer works with Auto Shift because it is timing your depressed time instead
of emitting a depressed key state to your operating system.
2. You will have characters that are shifted when you did not intend on shifting, and
other characters you wanted shifted, but were not. This simply comes down to
practice. As we get in a hurry, we think we have hit the key long enough
for a shifted version, but we did not. On the other hand, we may think we are
tapping the keys, but really we have held it for a little longer than
anticipated.
## How Do I Enable Auto Shift?
Add to your `rules.mk` in the keymap folder:
AUTO_SHIFT_ENABLE = yes
If no `rules.mk` exists, you can create one.
Then compile and install your new firmware with Auto Key enabled! That's it!
## Modifiers
By default, Auto Shift is disabled for any key press that is accompanied by one or more
modifiers. Thus, Ctrl+A that you hold for a really long time is not the same
as Ctrl+Shift+A.
You can re-enable Auto Shift for modifiers by adding another rule to your `rules.mk`
AUTO_SHIFT_MODIFIERS = yes
In which case, Ctrl+A held past the `AUTO_SHIFT_TIMEOUT` will be sent as Ctrl+Shift+A
## Configuring Auto Shift
If desired, there is some configuration that can be done to change the
behavior of Auto Shift. This is done by setting various variables the
`config.h` file located in your keymap folder. If no `config.h` file exists, you can create one.
A sample is
#ifndef CONFIG_USER_H
#define CONFIG_USER_H
#include "../../config.h"
#define AUTO_SHIFT_TIMEOUT 150
#define NO_AUTO_SHIFT_SPECIAL
#endif
### AUTO_SHIFT_TIMEOUT (Value in ms)
This controls how long you have to hold a key before you get the shifted state.
Obviously, this is different for everyone. For the common person, a setting of
135 to 150 works great. However, one should start with a value of at least 175, which
is the default value. Then work down from there. The idea is to have the shortest time required to get the shifted state without having false positives.
Play with this value until things are perfect. Many find that all will work well
at a given value, but one or two keys will still emit the shifted state on
occasion. This is simply due to habit and holding some keys a little longer
than others. Once you find this value, work on tapping your problem keys a little
quicker than normal and you will be set.
{% hint style='info' %}
Auto Shift has three special keys that can help you get this value right very
quick. See "Auto Shift Setup" for more details!
{% endhint %}
### NO_AUTO_SHIFT_SPECIAL (simple define)
Do not Auto Shift special keys, which include -\_, =+, [{, ]}, ;:, '", ,<, .>,
and /?
### NO_AUTO_SHIFT_NUMERIC (simple define)
Do not Auto Shift numeric keys, zero through nine.
### NO_AUTO_SHIFT_ALPHA (simple define)
Do not Auto Shift alpha characters, which include A through Z.
## Using Auto Shift Setup
This will enable you to define three keys temporarily to increase, decrease and report your `AUTO_SHIFT_TIMEOUT`.
### Setup
Map three keys temporarily in your keymap:
| Key Name | Description |
|----------|-----------------------------------------------------|
| KC_ASDN | Lower the Auto Shift timeout variable (down) |
| KC_ASUP | Raise the Auto Shift timeout variable (up) |
| KC_ASRP | Report your current Auto Shift timeout value |
| KC_ASON | Turns on the Auto Shift Function |
| KC_ASOFF | Turns off the Auto Shift Function |
| KC_ASTG | Toggles the state of the Auto Shift feature |
Compile and upload your new firmware.
### Use
It is important to note that during these tests, you should be typing
completely normal and with no intention of shifted keys.
1. Type multiple sentences of alphabetical letters.
2. Observe any upper case letters.
3. If there are none, press the key you have mapped to `KC_ASDN` to decrease
time Auto Shift timeout value and go back to step 1.
4. If there are some upper case letters, decide if you need to work on tapping
those keys with less down time, or if you need to increase the timeout.
5. If you decide to increase the timeout, press the key you have mapped to
`KC_ASUP` and go back to step 1.
6. Once you are happy with your results, press the key you have mapped to
`KC_ASRP`. The keyboard will type by itself the value of your
`AUTO_SHIFT_TIMEOUT`.
7. Update `AUTO_SHIFT_TIMEOUT` in your `config.h` with the value reported.
8. Remove `AUTO_SHIFT_SETUP` from your `config.h`.
9. Remove the key bindings `KC_ASDN`, `KC_ASUP` and `KC_ASRP`.
10. Compile and upload your new firmware.
#### An Example Run
hello world. my name is john doe. i am a computer programmer playing with
keyboards right now.
[PRESS KC_ASDN quite a few times]
heLLo woRLd. mY nAMe is JOHn dOE. i AM A compUTeR proGRaMMER PlAYiNG witH
KEYboArDS RiGHT NOw.
[PRESS KC_ASUP a few times]
hello world. my name is john Doe. i am a computer programmer playing with
keyboarDs right now.
[PRESS KC_ASRP]
115
The keyboard typed `115` which represents your current `AUTO_SHIFT_TIMEOUT`
value. You are now set! Practice on the *D* key a little bit that showed up
in the testing and you'll be golden.

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# Backlighting
<!-- FIXME: Describe how backlighting works in QMK -->
## Backlight Keycodes
These keycodes control the backlight. Most keyboards use this for single color in-switch lighting.
|Key |Description |
|---------|------------------------------------------|
|`BL_TOGG`|Turn the backlight on or off |
|`BL_STEP`|Cycle through backlight levels |
|`BL_ON` |Set the backlight to max brightness |
|`BL_OFF` |Turn the backlight off |
|`BL_INC` |Increase the backlight level |
|`BL_DEC` |Decrease the backlight level |
|`BL_BRTG`|Toggle backlight breathing |
Note that for backlight breathing, you need to have `#define BACKLIGHT_BREATHING` in your config.h.
## Configuration Options in `config.h`
* `BACKLIGHT_PIN B7` defines the pin that controlls the LEDs. Unless you design your own keyboard, you don't need to set this.
* `BACKLIGHT_LEVELS 3` defines the number of brightness levels (maximum 15 excluding off).
* `BACKLIGHT_BREATHING` if defined, enables backlight breathing. Note that this is only available if `BACKLIGHT_PIN` is B5, B6 or B7.
* `BREATHING_PERIOD 6` defines the length of one backlight "breath" in seconds.
## Notes on Implementation
To change the brightness when using pins B5, B6 or B7, the PWM (Pulse Width Modulation) functionality of the on-chip timer is used.
The timer is a counter that counts up to a certain TOP value (`0xFFFF` set in ICR1) before resetting to 0.
We also set an OCR1x register.
When the counter reaches the value stored in that register, the PWM pin drops to low.
The PWM pin is pulled high again when the counter resets to 0.
Therefore, OCR1x basically sets the duty cycle of the LEDs and as such the brightness where `0` is the darkest and `0xFFFF` the brightest setting.
To enable the breathing effect, we register an interrupt handler to be called whenever the counter resets (with `ISR(TIMER1_OVF_vect)`).
In this handler, which gets called roughly 244 times per second, we compute the desired brightness using a precomputed brightness curve.
To disable breathing, we can just disable the respective interrupt vector and reset the brightness to the desired level.

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# Bluetooth
## 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.
<!-- FIXME: Document bluetooth support more completely. -->
## Bluetooth Keycodes
This is used when multiple keyboard outputs can be selected. Currently this only allows for switching between USB and Bluetooth on keyboards that support both.
|Name |Description |
|----------|----------------------------------------------|
|`OUT_AUTO`|Automatically switch between USB and Bluetooth|
|`OUT_USB` |USB only |
|`OUT_BT` |Bluetooth only |

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# Bootmagic and Magic Keycodes
There are 3 separate but related features that allow you to change the behavior of your keyboard without reflashing. While each of them have similar functionality you access that functionality in different ways depending on how your keyboard is configured.
Bootmagic is a system for configuring your keyboard while it initializes. To trigger a Bootmagic command you hold down the bootmagic key (`KC_SPACE` on most keyboards) and one or more command keys.
Bootmagic Keycodes allow you to access the Bootmagic functionality after your keyboard has initialized. To use Bootmagic Keycodes you assign keycodes starting with `MAGIC_`, much in the same way you define any other key.
Command is a feature that allows you to control different aspects of your keyboard. Command used to be called Magic. Command is typically accessed by holding Left and Right Shift at the same time, although that can be customized. While it shares some functionality with Bootmagic it also allows you to access functionality that Bootmagic does not. For more information see the [Command](05_Features/Command.md) documentation page.
## Enabling Bootmagic
Bootmagic is disabled by default. To use Bootmagic you need to enable it in your `rules.mk` file:
BOOTMAGIC_ENABLE = yes
## Bootmagic Hotkeys and Keycodes
This table describes the default Hotkeys for Bootmagic and the Keycodes for Magic. These may be overriden at the Keyboard or Keymap level. Some functionality is not available in both methods.
To use the Hotkey hold down `BOOTMAGIC_KEY_SALT` (`KC_SPACE` by default) and the Hotkey while plugging in your keyboard. To use the Keycode assign that keycode to a layer. For example, if you hold down Space+B while plugging in most keyboards, you will enter bootloader mode.
|Hotkey |Keycode |Description |
|-----------|----------------------------------|--------------------------------------------------------|
|`ESC` | |Skip bootmagic and saved eeprom configuration |
|`B` |`RESET` |Enter bootloader instead of firmware |
|`D` |`DEBUG` |Enable debugging (writes messages to serial) |
|`X` | |Enable matrix debugging |
|`K` | |Enable keyboard debugging |
|`M` | |Enable mouse debugging |
|`BACKSPACE`| |Clear the saved settings from flash |
|`CAPSLOCK` |`MAGIC_CAPSLOCK_TO_CONTROL` |Treat `Capslock` as `Control` |
| |`MAGIC_UNCAPSLOCK_TO_CONTROL` |Stop treating CapsLock as Control |
|`LCTRL` |`MAGIC_SWAP_CONTROL_CAPSLOCK` |Swap `Control` and `Capslock` |
| |`MAGIC_UNSWAP_CONTROL_CAPSLOCK` |Unswap Left Control and Caps Lock |
| |`MAGIC_SWAP_ALT_GUI` |Swap Alt and GUI on both sides |
| |`MAGIC_UNSWAP_ALT_GUI` |Unswap Left Alt and GUI |
|`LALT` |`MAGIC_SWAP_LALT_LGUI` |Swap Left `Alt` and `GUI`, e.g. for OSX Opt and Cmd |
| |`MAGIC_UNSWAP_LALT_LGUI` |Unswap Left Alt and GUI |
|`RALT` |`MAGIC_SWAP_RALT_RGUI` |Swap Right `Alt` and `GUI` |
| |`MAGIC_UNSWAP_RALT_RGUI` |Unswap Right Alt and GUI |
|`LGUI` |`MAGIC_NO_GUI` |Disable GUI key - e.g. disable Windows key during gaming|
| |`MAGIC_UNNO_GUI` |Enable the GUI key |
|`GRAVE` |`MAGIC_SWAP_GRAVE_ESC` |Swap `\`~` and `ESC` |
| |`MAGIC_UNSWAP_GRAVE_ESC` |Unswap `\`~` and Escape |
|`BACKSLASH`|`MAGIC_SWAP_BACKSLASH_BACKSPACE` |Swap Blackslash and Backspace |
| |`MAGIC_UNSWAP_BACKSLASH_BACKSPACE`|Unswap Backslash and Backspace |
|`N` |`MAGIC_HOST_NKRO` |Force N-Key Rollover (NKRO) on |
| |`MAGIC_UNHOST_NKRO` |Force NKRO off |
| |`MAGIC_TOGGLE_NKRO` |Toggle NKRO on or off |
|`0` |`DF(0)` |Make Layer 0 the default layer at bootup |
|`1` |`DF(1)` |Make Layer 1 the default layer at bootup |
|`2` |`DF(2)` |Make Layer 2 the default layer at bootup |
|`3` |`DF(3)` |Make Layer 3 the default layer at bootup |
|`4` |`DF(4)` |Make Layer 4 the default layer at bootup |
|`5` |`DF(5)` |Make Layer 5 the default layer at bootup |
|`6` |`DF(6)` |Make Layer 6 the default layer at bootup |
|`7` |`DF(7)` |Make Layer 7 the default layer at bootup |
## Bootmagic Configuration
When setting up your keyboard and/or keymap there are a number of `#define`s that control the behavior of Bootmagic. To use these put them in your `config.h`, either at the keyboard or keymap level.
|Define |Default|Description |
|-------|-------|------------|
|`BOOTMAGIC_KEY_SALT`|`KC_SPACE`|The key to hold down to trigger Bootmagic during initialization.|
|`BOOTMAGIC_KEY_SKIP`|`KC_ESC`|The Hotkey to ignore saved eeprom configuration.|
|`BOOTMAGIC_KEY_EEPROM_CLEAR`|`KC_BSPACE`|The hotkey to clear the saved eeprom configuration.|
|`BOOTMAGIC_KEY_BOOTLOADER`|`KC_B`|The hotkey to enter the bootloader.|
|`BOOTMAGIC_KEY_DEBUG_ENABLE`|`KC_D`|The hotkey to enable debug mode.|
|`BOOTMAGIC_KEY_DEBUG_MATRIX`|`KC_X`|The hotkey to enable matrix debugging mode.|
|`BOOTMAGIC_KEY_DEBUG_KEYBOARD`|`KC_K`|The hotkey to enable keyboard debugging mode.|
|`BOOTMAGIC_KEY_DEBUG_MOUSE`|`KC_M`|The hotkey to enable mouse debugging mode.|
|`BOOTMAGIC_KEY_SWAP_CONTROL_CAPSLOCK`|`KC_LCTRL`||
|`BOOTMAGIC_KEY_CAPSLOCK_TO_CONTROL`|`KC_CAPSLOCK`||
|`BOOTMAGIC_KEY_SWAP_LALT_LGUI`|`KC_LALT`||
|`BOOTMAGIC_KEY_SWAP_RALT_RGUI`|`KC_RALT`||
|`BOOTMAGIC_KEY_NO_GUI`|`KC_LGUI`||
|`BOOTMAGIC_KEY_SWAP_GRAVE_ESC`|`KC_GRAVE`||
|`BOOTMAGIC_KEY_SWAP_BACKSLASH_BACKSPACE`|`KC_BSLASH`||
|`BOOTMAGIC_HOST_NKRO`|`KC_N`||
|`BOOTMAGIC_KEY_DEFAULT_LAYER_0`|`KC_0`|Hotkey to set Layer 0 as the default layer|
|`BOOTMAGIC_KEY_DEFAULT_LAYER_1`|`KC_1`|Hotkey to set Layer 1 as the default layer|
|`BOOTMAGIC_KEY_DEFAULT_LAYER_2`|`KC_2`|Hotkey to set Layer 2 as the default layer|
|`BOOTMAGIC_KEY_DEFAULT_LAYER_3`|`KC_3`|Hotkey to set Layer 3 as the default layer|
|`BOOTMAGIC_KEY_DEFAULT_LAYER_4`|`KC_4`|Hotkey to set Layer 4 as the default layer|
|`BOOTMAGIC_KEY_DEFAULT_LAYER_5`|`KC_5`|Hotkey to set Layer 5 as the default layer|
|`BOOTMAGIC_KEY_DEFAULT_LAYER_6`|`KC_6`|Hotkey to set Layer 6 as the default layer|
|`BOOTMAGIC_KEY_DEFAULT_LAYER_7`|`KC_7`|Hotkey to set Layer 7 as the default layer|

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# Command (Formerly known as Magic)
Command is a way to change your keyboard's behavior without having to flash or unplug it to use [Bootmagic](05_Features/Bootmagic.md). There is a lot of overlap between this functionality and the [Bootmagic Keycodes](05_Features/Bootmagic.md). Whenever possible we encourage you to use that functionality instead of Command.
## Enabling Command
By default Command is disabled. You can enable it in your `rules.mk` file:
COMMAND_ENABLE = yes
## Usage
To use Command you hold down the key combination defined by `IS_COMMAND`. By default that combination is both shift keys. While holding the key combination press the key corresponding to the command you want.
For example, to write the current QMK version to the QMK Toolbox console, you can press `Left Shift`+`Right Shift`+`V`.
## Configuration
The following values can be defined in `config.h` to control the behavior of Command.
|Define |Default | Description |
|-------|--------|-------------|
|`IS_COMMAND()` |`(keyboard_report->mods == (MOD_BIT(KC_LSHIFT) | MOD_BIT(KC_RSHIFT)))`|Key combination to activate Command|
|`MAGIC_KEY_SWITCH_LAYER_WITH_FKEYS` |`true` |Do layer switching with Function row|
|`MAGIC_KEY_SWITCH_LAYER_WITH_NKEYS` |`true` |Do layer switching with number keys.|
|`MAGIC_KEY_SWITCH_LAYER_WITH_CUSTOM`|`false` |Do layer switching with custom keys (`MAGIC_KEY_LAYER0..9` below.)|
|`MAGIC_KEY_HELP1` |`H` |Show help.|
|`MAGIC_KEY_HELP2` |`SLASH` |Show help.|
|`MAGIC_KEY_DEBUG` |`D` |Turn on debug mode.|
|`MAGIC_KEY_DEBUG_MATRIX` |`X` |Turn on matrix debugging.|
|`MAGIC_KEY_DEBUG_KBD` |`K` |Turn on keyboard debugging.|
|`MAGIC_KEY_DEBUG_MOUSE` |`M` |Turn on mouse debugging.|
|`MAGIC_KEY_VERSION` |`V` |Write the QMK version to the console|
|`MAGIC_KEY_STATUS` |`S` |Show the current keyboard status|
|`MAGIC_KEY_CONSOLE` |`C` |Enable the Command Console|
|`MAGIC_KEY_LAYER0_ALT1` |`ESC` |Alternate access to layer 0|
|`MAGIC_KEY_LAYER0_ALT2` |`GRAVE` |Alternate access to layer 0|
|`MAGIC_KEY_LAYER0` |`0` |Change default layer to 0|
|`MAGIC_KEY_LAYER1` |`1` |Change default layer to 1|
|`MAGIC_KEY_LAYER2` |`2` |Change default layer to 2|
|`MAGIC_KEY_LAYER3` |`3` |Change default layer to 3|
|`MAGIC_KEY_LAYER4` |`4` |Change default layer to 4|
|`MAGIC_KEY_LAYER5` |`5` |Change default layer to 5|
|`MAGIC_KEY_LAYER6` |`6` |Change default layer to 6|
|`MAGIC_KEY_LAYER7` |`7` |Change default layer to 7|
|`MAGIC_KEY_LAYER8` |`8` |Change default layer to 8|
|`MAGIC_KEY_LAYER9` |`9` |Change default layer to 9|
|`MAGIC_KEY_BOOTLOADER` |`PAUSE` |Exit keyboard and enter bootloader|
|`MAGIC_KEY_LOCK` |`CAPS` |Lock the keyboard so nothing can be typed|
|`MAGIC_KEY_EEPROM` |`E` |Erase EEPROM settings|
|`MAGIC_KEY_NKRO` |`N` |Toggle NKRO on/off|
|`MAGIC_KEY_SLEEP_LED` |`Z` |Toggle LED when computer is sleeping on/off|

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# Dynamic Macros: Record and Replay Macros in Runtime
QMK supports temporary macros created on the fly. We call these Dynamic Macros. They are defined by the user from the keyboard and are lost when the keyboard is unplugged or otherwise rebooted.
You can store one or two macros and they may have a combined total of 128 keypresses. You can increase this size at the cost of RAM.
To enable them, first add a new element to the `planck_keycodes` enum — `DYNAMIC_MACRO_RANGE`:
```c
enum planck_keycodes {
QWERTY = SAFE_RANGE,
COLEMAK,
DVORAK,
PLOVER,
LOWER,
RAISE,
BACKLIT,
EXT_PLV,
DYNAMIC_MACRO_RANGE,
};
```
It must be the last element because `dynamic_macros.h` will add some more keycodes after it.
Below it, include the `dynamic_macro.h` header:
```c
#include "dynamic_macro.h"`
```
Add the following keys to your keymap:
* `DYN_REC_START1` — start recording the macro 1,
* `DYN_REC_START2` — start recording the macro 2,
* `DYN_MACRO_PLAY1` — replay the macro 1,
* `DYN_MACRO_PLAY2` — replay the macro 2,
* `DYN_REC_STOP` — finish the macro that is currently being recorded.
Add the following code to the very beginning of your `process_record_user()` function:
```c
if (!process_record_dynamic_macro(keycode, record)) {
return false;
}
```
That should be everything necessary. To start recording the macro, press either `DYN_REC_START1` or `DYN_REC_START2`. To finish the recording, press the `DYN_REC_STOP` layer button. To replay the macro, press either `DYN_MACRO_PLAY1` or `DYN_MACRO_PLAY2`.
Note that it's possible to replay a macro as part of a macro. It's ok to replay macro 2 while recording macro 1 and vice versa but never create recursive macros i.e. macro 1 that replays macro 1. If you do so and the keyboard will get unresponsive, unplug the keyboard and plug it again.
For users of the earlier versions of dynamic macros: It is still possible to finish the macro recording using just the layer modifier used to access the dynamic macro keys, without a dedicated `DYN_REC_STOP` key. If you want this behavior back, use the following snippet instead of the one above:
```c
uint16_t macro_kc = (keycode == MO(_DYN) ? DYN_REC_STOP : keycode);
if (!process_record_dynamic_macro(macro_kc, record)) {
return false;
}
```
If the LEDs start blinking during the recording with each keypress, it means there is no more space for the macro in the macro buffer. To fit the macro in, either make the other macro shorter (they share the same buffer) or increase the buffer size by setting the `DYNAMIC_MACRO_SIZE` preprocessor macro (default value: 128; please read the comments for it in the header).
For the details about the internals of the dynamic macros, please read the comments in the `dynamic_macro.h` header.

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# Grave Escape
Grave Escape is a feature that allows you to share the grave key (<code>&#96;</code> and `~`) on the same key as Escape. When `KC_GESC` is used it will act as `KC_ESC`, unless Shift or GUI is pressed, in which case it will act as `KC_GRAVE`.
|Key |Aliases |Description |
|---------|-----------|------------------------------------------------------------------|
|`KC_GESC`|`GRAVE_ESC`|Escape when pressed, <code>&#96;</code> when Shift or GUI are held|
There are several possible key combinations this will break, among them Ctrl+Shift+Esc on Windows and Cmd+Opt+Esc on macOS. You can use these options in your `config.h` to work around this:
| Option | Description |
|--------|-------------|
| `GRAVE_ESC_ALT_OVERRIDE` | Always send Escape if Alt is pressed. |
| `GRAVE_ESC_CTRL_OVERRIDE` | Always send Escape if Ctrl is pressed. |
| `GRAVE_ESC_GUI_OVERRIDE` | Always send Escape if GUI is pressed. |
| `GRAVE_ESC_SHIFT_OVERRIDE` | Always send Escape if SHIFT is pressed. |

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## Key Lock: Holding Down Keys for You
Sometimes, you need to hold down a specific key for a long period of time. Whether this is while typing in ALL CAPS, or playing a video game that hasn't implemented auto-run, Key Lock is here to help. Key Lock adds a new keycode, `KC_LOCK`, that will hold down the next key you hit for you. The key is released when you hit it again. Here's an example: let's say you need to type in all caps for a few sentences. You hit KC_LOCK, and then shift. Now, shift will be considered held until you hit it again. You can think of key lock as caps lock, but supercharged.
Here's how to use it:
1. Pick a key on your keyboard. This will be the key lock key. Assign it the keycode `KC_LOCK`. This will be a single-action key: you won't be able to use it for anything else.
2. Enable key lock by including `KEY_LOCK_ENABLE = yes` in your Makefile.
3. That's it!
Important: switching layers does not cancel the key lock. Additionally, key lock is only able to hold standard action keys and One Shot modifier keys (for example, if you have your shift defined as `OSM(KC_LSFT)`; see [One Shot Keys](06_Keycodes/Quantum_Keycodes.md#one-shot-keys)). This does not include any of the QMK special functions (except One Shot modifiers), or shifted versions of keys such as KC_LPRN. If it's in the [Basic Keycodes](06_Keycodes/Basic.md) list, it can be held. If it's not, then it can't be.

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# Layouts: Using a Keymap with Multiple Keyboards
The `layouts/` folder contains different physical key layouts that can apply to different keyboards.
```
layouts/
+ default/
| + 60_ansi/
| | + readme.md
| | + layout.json
| | + a_good_keymap/
| | | + keymap.c
| | | + readme.md
| | | + config.h
| | | + rules.mk
| | + <keymap folder>/
| | + ...
| + <layout folder>/
+ community/
| + <layout folder>/
| + ...
```
The `layouts/default/` and `layouts/community/` are two examples of layout "repositories" - currently `default` will contain all of the information concerning the layout, and one default keymap named `default_<layout>`, for users to use as a reference. `community` contains all of the community keymaps, with the eventual goal of being split-off into a separate repo for users to clone into `layouts/`. QMK searches through all folders in `layouts/`, so it's possible to have multiple repositories here.
Each layout folder is named (`[a-z0-9_]`) after the physical aspects of the layout, in the most generic way possible, and contains a `readme.md` with the layout to be defined by the keyboard:
```md
# 60_ansi
LAYOUT_60_ansi
```
New names should try to stick to the standards set by existing layouts, and can be discussed in the PR/Issue.
## Supporting a Layout
For a keyboard to support a layout, the variable must be defined in it's `<keyboard>.h`, and match the number of arguments/keys (and preferably the physical layout):
#define LAYOUT_60_ansi KEYMAP_ANSI
The name of the layout must match this regex: `[a-z0-9_]+`
The folder name must be added to the keyboard's `rules.mk`:
LAYOUTS = 60_ansi
`LAYOUTS` can be set in any keyboard folder level's `rules.mk`:
LAYOUTS = 60_iso
but the `LAYOUT_<layout>` variable must be defined in `<folder>.h` as well.
## Tips for Making Layouts Keyboard-Agnostic
Instead of using `#include "planck.h"`, you can use this line to include whatever `<keyboard>.h` (`<folder>.h` should not be included here) file that is being compiled:
#include QMK_KEYBOARD_H
If you want to keep some keyboard-specific code, you can use these variables to escape it with an `#ifdef` statement:
* `KEYBOARD_<folder1>_<folder2>`
For example:
```c
#ifdef KEYBOARD_planck
#ifdef KEYBOARD_planck_rev4
planck_rev4_function();
#endif
#endif
```
Note that the names are lowercase and match the folder/file names for the keyboard/revision exactly.

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

265
docs/05_Features/Macros.md Normal file
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# Macros
Macros allow you to send multiple keystrokes when pressing just one key. QMK has a number of ways to define and use macros. These can do anything you want: type common phrases for you, copypasta, repetitive game movements, or even help you code.
{% hint style='danger' %}
**Security Note**: While it is possible to use macros to send passwords, credit card numbers, and other sensitive information it is a supremely bad idea to do so. Anyone who gets a hold of your keyboard will be able to access that information by opening a text editor.
{% endhint %}
## The New Way: `SEND_STRING()` & `process_record_user`
Sometimes you just want a key to type out words or phrases. For the most common situations we've provided `SEND_STRING()`, which will type out your string (i.e. a sequence of characters) for you. All ASCII characters that are easily translated to a keycode are supported (e.g. `\n\t`).
Here is an example `keymap.c` for a two-key keyboard:
```c
enum custom_keycodes {
MY_CUSTOM_MACRO = SAFE_RANGE
};
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
if (record->event.pressed) {
switch(keycode) {
case MY_CUSTOM_MACRO:
SEND_STRING("QMK is the best thing ever!"); // this is our macro!
return false;
}
}
return true;
};
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[0] = {
{MY_CUSTOM_MACRO, KC_ESC}
}
};
```
What happens here is this:
We first define a new custom keycode in the range not occupied by any other keycodes.
Then we use the `process_record_user` function, which is called whenever a key is pressed or released, to check if our custom keycode has been activated.
If yes, we send the string `"QMK is the best thing ever!"` to the computer via the `SEND_STRING` macro (this is a C preprocessor macro, not to be confused with QMK macros).
We return `false` to indicate to the caller that the key press we just processed need not be processed any further.
Finally, we define the keymap so that the first button activates our macro and the second button is just an escape button.
You might want to add more than one macro.
You can do that by adding another keycode and adding another case to the switch statement, like so:
```c
enum custom_keycodes {
MY_CUSTOM_MACRO = SAFE_RANGE,
MY_OTHER_MACRO
};
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
if (record->event.pressed) {
switch(keycode) {
case MY_CUSTOM_MACRO:
SEND_STRING("QMK is the best thing ever!");
return false;
case MY_OTHER_MACRO:
SEND_STRING(SS_LCTRL("ac")); // selects all and copies
return false;
}
}
return true;
};
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[0] = {
{MY_CUSTOM_MACRO, MY_OTHER_MACRO}
}
};
```
### TAP, DOWN and UP
You may want to use keys in your macros that you can't write down, such as `Ctrl` or `Home`.
You can send arbitrary keycodes by wrapping them in:
* `SS_TAP()` presses and releases a key.
* `SS_DOWN()` presses (but does not release) a key.
* `SS_UP()` releases a key.
For example:
SEND_STRING(SS_TAP(X_HOME));
Would tap `KC_HOME` - note how the prefix is now `X_`, and not `KC_`. You can also combine this with other strings, like this:
SEND_STRING("VE"SS_TAP(X_HOME)"LO");
Which would send "VE" followed by a `KC_HOME` tap, and "LO" (spelling "LOVE" if on a newline).
There's also a couple of mod shortcuts you can use:
* `SS_LCTRL(string)`
* `SS_LGUI(string)`
* `SS_LALT(string)`
* `SS_LSFT(string)`
* `SS_RALT(string)`
These press the respective modifier, send the supplied string and then release the modifier.
They can be used like this:
SEND_STRING(SS_LCTRL("a"));
Which would send LCTRL+a (LCTRL down, a, LCTRL up) - notice that they take strings (eg `"k"`), and not the `X_K` keycodes.
### Alternative Keymaps
By default, it assumes a US keymap with a QWERTY layout; if you want to change that (e.g. if your OS uses software Colemak), include this somewhere in your keymap:
#include <sendstring_colemak.h>
### Strings in Memory
If for some reason you're manipulating strings and need to print out something you just generated (instead of being a literal, constant string), you can use `send_string()`, like this:
```c
char my_str[4] = "ok.";
send_string(my_str);
```
The shortcuts defined above won't work with `send_string()`, but you can separate things out to different lines if needed:
```c
char my_str[4] = "ok.";
SEND_STRING("I said: ");
send_string(my_str);
SEND_STRING(".."SS_TAP(X_END));
```
## The Old Way: `MACRO()` & `action_get_macro`
{% hint style='info' %}
This is inherited from TMK, and hasn't been updated - it's recommend that you use `SEND_STRING` and `process_record_user` instead.
{% endhint %}
By default QMK assumes you don't have any macros. To define your macros you create an `action_get_macro()` function. For example:
```c
const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt) {
if (record->event.pressed) {
switch(id) {
case 0:
return MACRO(D(LSFT), T(H), U(LSFT), T(I), D(LSFT), T(1), U(LSFT), END);
case 1:
return MACRO(D(LSFT), T(B), U(LSFT), T(Y), T(E), D(LSFT), T(1), U(LSFT), END);
}
}
return MACRO_NONE;
};
```
This defines two macros which will be run when the key they are assigned to is pressed. If instead you'd like them to run when the key is released you can change the if statement:
if (!record->event.pressed) {
### Macro Commands
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.
### Mapping a Macro to a Key
Use the `M()` function within your `KEYMAP()` to call a macro. For example, here is the keymap for a 2-key keyboard:
```c
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[0] = KEYMAP(
M(0), M(1)
),
};
const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt) {
if (record->event.pressed) {
switch(id) {
case 0:
return MACRO(D(LSFT), T(H), U(LSFT), T(I), D(LSFT), T(1), U(LSFT), END);
case 1:
return MACRO(D(LSFT), T(B), U(LSFT), T(Y), T(E), D(LSFT), T(1), U(LSFT), END);
}
}
return MACRO_NONE;
};
```
When you press the key on the left it will type "Hi!" and when you press the key on the right it will type "Bye!".
### Naming Your Macros
If you have a bunch of macros you want to refer to from your keymap while keeping the keymap easily readable you can name them using `#define` at the top of your file.
```c
#define M_HI M(0)
#define M_BYE M(1)
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[0] = KEYMAP(
M_HI, M_BYE
),
};
```
## Advanced Macro Functions
There are some functions you may find useful in macro-writing. Keep in mind that while you can write some fairly advanced code within a macro if your functionality gets too complex you may want to define a custom keycode instead. Macros are meant to be simple.
### `record->event.pressed`
This is a boolean value that can be tested to see if the switch is being pressed or released. An example of this is
```c
if (record->event.pressed) {
// on keydown
} else {
// on keyup
}
```
### `register_code(<kc>);`
This sends the `<kc>` keydown event to the computer. Some examples would be `KC_ESC`, `KC_C`, `KC_4`, and even modifiers such as `KC_LSFT` and `KC_LGUI`.
### `unregister_code(<kc>);`
Parallel to `register_code` function, this sends the `<kc>` keyup event to the computer. If you don't use this, the key will be held down until it's sent.
### `clear_keyboard();`
This will clear all mods and keys currently pressed.
### `clear_mods();`
This will clear all mods currently pressed.
### `clear_keyboard_but_mods();`
This will clear all keys besides the mods currently pressed.
## Advanced Example: Single-Key Copy/Paste
This example defines a macro which sends `Ctrl-C` when pressed down, and `Ctrl-V` when released.
```c
const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt) {
switch(id) {
case 0: {
if (record->event.pressed) {
return MACRO( D(LCTL), T(C), U(LCTL), END );
} else {
return MACRO( D(LCTL), T(V), U(LCTL), END );
}
break;
}
}
return MACRO_NONE;
};
```

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# Mousekeys
Mousekeys is a feature that allows you to emulate a mouse using your keyboard. You can move the pointer around, click up to 5 buttons, and even scroll in all 4 directions. QMK uses the same algorithm as the X Window System MouseKeysAccel feature. You can read more about it [on Wikipedia](https://en.wikipedia.org/wiki/Mouse_keys).
## Adding Mousekeys to a Keymap
There are two steps to adding Mousekeys support to your keyboard. You must enable support in the `rules.mk` file and you must map mouse actions to keys on your keyboard.
### Adding Mousekeys Support in the `rules.mk`
To add support for Mousekeys you simply need to add a single line to your keymap's `rules.mk`:
```
MOUSEKEY_ENABLE = yes
```
You can see an example here: https://github.com/qmk/qmk_firmware/blob/master/keyboards/clueboard/66/keymaps/mouse_keys/rules.mk
### Mapping Mouse Actions to Keyboard Keys
You can use these keycodes within your keymap to map button presses to mouse actions:
|Key |Aliases |Description |
|----------------|---------|---------------------------|
|`KC_MS_UP` |`KC_MS_U`|Mouse Cursor Up |
|`KC_MS_DOWN` |`KC_MS_D`|Mouse Cursor Down |
|`KC_MS_LEFT` |`KC_MS_L`|Mouse Cursor Left |
|`KC_MS_RIGHT` |`KC_MS_R`|Mouse Cursor Right |
|`KC_MS_BTN1` |`KC_BTN1`|Mouse Button 1 |
|`KC_MS_BTN2` |`KC_BTN2`|Mouse Button 2 |
|`KC_MS_BTN3` |`KC_BTN3`|Mouse Button 3 |
|`KC_MS_BTN4` |`KC_BTN4`|Mouse Button 4 |
|`KC_MS_BTN5` |`KC_BTN5`|Mouse Button 5 |
|`KC_MS_WH_UP` |`KC_WH_U`|Mouse Wheel Up |
|`KC_MS_WH_DOWN` |`KC_WH_D`|Mouse Wheel Down |
|`KC_MS_WH_LEFT` |`KC_WH_L`|Mouse Wheel Left |
|`KC_MS_WH_RIGHT`|`KC_WH_R`|Mouse Wheel Right |
|`KC_MS_ACCEL0` |`KC_ACL0`|Set mouse acceleration to 0|
|`KC_MS_ACCEL1` |`KC_ACL1`|Set mouse acceleration to 1|
|`KC_MS_ACCEL2` |`KC_ACL2`|Set mouse acceleration to 2|
You can see an example in the `_ML` here: https://github.com/qmk/qmk_firmware/blob/master/keyboards/clueboard/66/keymaps/mouse_keys/keymap.c#L46
## Configuring the Behavior of Mousekeys
The default speed for controlling the mouse with the keyboard is intentionally slow. You can adjust these parameters by adding these settings to your keymap's `config.h` file. All times are specified in milliseconds (ms).
```
#define MOUSEKEY_DELAY 300
#define MOUSEKEY_INTERVAL 50
#define MOUSEKEY_MAX_SPEED 10
#define MOUSEKEY_TIME_TO_MAX 20
#define MOUSEKEY_WHEEL_MAX_SPEED 8
#define MOUSEKEY_WHEEL_TIME_TO_MAX 40
```
### `MOUSEKEY_DELAY`
When one of the mouse movement buttons is pressed this setting is used to define the delay between that button press and the mouse cursor moving. Some people find that small movements are impossible if this setting is too low, while settings that are too high feel sluggish.
### `MOUSEKEY_INTERVAL`
When a movement key is held down this specifies how long to wait between each movement report. Lower settings will translate into an effectively higher mouse speed.
### `MOUSEKEY_MAX_SPEED`
As a movement key is held down the speed of the mouse cursor will increase until it reaches `MOUSEKEY_MAX_SPEED`.
### `MOUSEKEY_TIME_TO_MAX`
How long you want to hold down a movement key for until `MOUSEKEY_MAX_SPEED` is reached. This controls how quickly your cursor will accelerate.
### `MOUSEKEY_WHEEL_MAX_SPEED`
The top speed for scrolling movements.
### `MOUSEKEY_WHEEL_TIME_TO_MAX`
How long you want to hold down a scroll key for until `MOUSEKEY_WHEEL_MAX_SPEED` is reached. This controls how quickly your scrolling will accelerate.

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## PS/2 Mouse Support
Its possible to hook up a PS/2 mouse (for example touchpads or trackpoints) to your keyboard as a composite device.
To hook up a Trackpoint, you need to obtain a Trackpoint module (i.e. harvest from a Thinkpad keyboard), identify the function of each pin of the module, and make the necessary circuitry between controller and Trackpoint module. For more information, please refer to [Trackpoint Hardware](https://deskthority.net/wiki/TrackPoint_Hardware) page on Deskthority Wiki.
There are three available modes for hooking up PS/2 devices: USART (best), interrupts (better) or busywait (not recommended).
### Busywait Version
Note: This is not recommended, you may encounter jerky movement or unsent inputs. Please use interrupt or USART version if possible.
In rules.mk:
```
PS2_MOUSE_ENABLE = yes
PS2_USE_BUSYWAIT = yes
```
In your keyboard config.h:
```
#ifdef PS2_USE_BUSYWAIT
# define PS2_CLOCK_PORT PORTD
# define PS2_CLOCK_PIN PIND
# define PS2_CLOCK_DDR DDRD
# define PS2_CLOCK_BIT 1
# define PS2_DATA_PORT PORTD
# define PS2_DATA_PIN PIND
# define PS2_DATA_DDR DDRD
# define PS2_DATA_BIT 2
#endif
```
### Interrupt Version
The following example uses D2 for clock and D5 for data. You can use any INT or PCINT pin for clock, and any pin for data.
In rules.mk:
```
PS2_MOUSE_ENABLE = yes
PS2_USE_INT = yes
```
In your keyboard config.h:
```
#ifdef PS2_USE_INT
#define PS2_CLOCK_PORT PORTD
#define PS2_CLOCK_PIN PIND
#define PS2_CLOCK_DDR DDRD
#define PS2_CLOCK_BIT 2
#define PS2_DATA_PORT PORTD
#define PS2_DATA_PIN PIND
#define PS2_DATA_DDR DDRD
#define PS2_DATA_BIT 5
#define PS2_INT_INIT() do { \
EICRA |= ((1<<ISC21) | \
(0<<ISC20)); \
} while (0)
#define PS2_INT_ON() do { \
EIMSK |= (1<<INT2); \
} while (0)
#define PS2_INT_OFF() do { \
EIMSK &= ~(1<<INT2); \
} while (0)
#define PS2_INT_VECT INT2_vect
#endif
```
### USART Version
To use USART on the ATMega32u4, you have to use PD5 for clock and PD2 for data. If one of those are unavailable, you need to use interrupt version.
In rules.mk:
```
PS2_MOUSE_ENABLE = yes
PS2_USE_USART = yes
```
In your keyboard config.h:
```
#ifdef PS2_USE_USART
#define PS2_CLOCK_PORT PORTD
#define PS2_CLOCK_PIN PIND
#define PS2_CLOCK_DDR DDRD
#define PS2_CLOCK_BIT 5
#define PS2_DATA_PORT PORTD
#define PS2_DATA_PIN PIND
#define PS2_DATA_DDR DDRD
#define PS2_DATA_BIT 2
/* synchronous, odd parity, 1-bit stop, 8-bit data, sample at falling edge */
/* set DDR of CLOCK as input to be slave */
#define PS2_USART_INIT() do { \
PS2_CLOCK_DDR &= ~(1<<PS2_CLOCK_BIT); \
PS2_DATA_DDR &= ~(1<<PS2_DATA_BIT); \
UCSR1C = ((1 << UMSEL10) | \
(3 << UPM10) | \
(0 << USBS1) | \
(3 << UCSZ10) | \
(0 << UCPOL1)); \
UCSR1A = 0; \
UBRR1H = 0; \
UBRR1L = 0; \
} while (0)
#define PS2_USART_RX_INT_ON() do { \
UCSR1B = ((1 << RXCIE1) | \
(1 << RXEN1)); \
} while (0)
#define PS2_USART_RX_POLL_ON() do { \
UCSR1B = (1 << RXEN1); \
} while (0)
#define PS2_USART_OFF() do { \
UCSR1C = 0; \
UCSR1B &= ~((1 << RXEN1) | \
(1 << TXEN1)); \
} while (0)
#define PS2_USART_RX_READY (UCSR1A & (1<<RXC1))
#define PS2_USART_RX_DATA UDR1
#define PS2_USART_ERROR (UCSR1A & ((1<<FE1) | (1<<DOR1) | (1<<UPE1)))
#define PS2_USART_RX_VECT USART1_RX_vect
#endif
```
### Additional Settings
#### PS/2 Mouse Features
These enable settings supported by the PS/2 mouse protocol: http://www.computer-engineering.org/ps2mouse/
```
/* Use remote mode instead of the default stream mode (see link) */
#define PS2_MOUSE_USE_REMOTE_MODE
/* Enable the scrollwheel or scroll gesture on your mouse or touchpad */
#define PS2_MOUSE_ENABLE_SCROLLING
/* Some mice will need a scroll mask to be configured. The default is 0xFF. */
#define PS2_MOUSE_SCROLL_MASK 0x0F
/* Applies a transformation to the movement before sending to the host (see link) */
#define PS2_MOUSE_USE_2_1_SCALING
/* The time to wait after initializing the ps2 host */
#define PS2_MOUSE_INIT_DELAY 1000 /* Default */
```
You can also call the following functions from ps2_mouse.h
```
void ps2_mouse_disable_data_reporting(void);
void ps2_mouse_enable_data_reporting(void);
void ps2_mouse_set_remote_mode(void);
void ps2_mouse_set_stream_mode(void);
void ps2_mouse_set_scaling_2_1(void);
void ps2_mouse_set_scaling_1_1(void);
void ps2_mouse_set_resolution(ps2_mouse_resolution_t resolution);
void ps2_mouse_set_sample_rate(ps2_mouse_sample_rate_t sample_rate);
```
#### Fine Control
Use the following defines to change the sensitivity and speed of the mouse.
Note: you can also use `ps2_mouse_set_resolution` for the same effect (not supported on most touchpads).
```
#define PS2_MOUSE_X_MULTIPLIER 3
#define PS2_MOUSE_Y_MULTIPLIER 3
#define PS2_MOUSE_V_MULTIPLIER 1
```
#### Scroll Button
If you're using a trackpoint, you will likely want to be able to use it for scrolling.
Its possible to enable a "scroll button/s" that when pressed will cause the mouse to scroll instead of moving.
To enable the feature, you must set a scroll button mask as follows:
```
#define PS2_MOUSE_SCROLL_BTN_MASK (1<<PS2_MOUSE_BUTTON_MIDDLE) /* Default */
```
To disable the scroll button feature:
```
#define PS2_MOUSE_SCROLL_BTN_MASK 0
```
The available buttons are:
```
#define PS2_MOUSE_BTN_LEFT 0
#define PS2_MOUSE_BTN_RIGHT 1
#define PS2_MOUSE_BTN_MIDDLE 2
```
You can also combine buttons in the mask by `|`ing them together.
Once you've configured your scroll button mask, you must configure the scroll button send interval.
This is the interval before which if the scroll buttons were released they would be sent to the host.
After this interval, they will cause the mouse to scroll and will not be sent.
```
#define PS2_MOUSE_SCROLL_BTN_SEND 300 /* Default */
```
To disable sending the scroll buttons:
```
#define PS2_MOUSE_SCROLL_BTN_SEND 0
```
Fine control over the scrolling is supported with the following defines:
```
#define PS2_MOUSE_SCROLL_DIVISOR_H 2
#define PS2_MOUSE_SCROLL_DIVISOR_V 2
```
#### Invert Mouse and Scroll Axes
To invert the X and Y axes you can put:
```
#define PS2_MOUSE_INVERT_X
#define PS2_MOUSE_INVERT_Y
```
into config.h.
To reverse the scroll axes you can put:
```
#define PS2_MOUSE_INVERT_H
#define PS2_MOUSE_INVERT_V
```
into config.h.
#### Debug Settings
To debug the mouse, add `debug_mouse = true` or enable via bootmagic.
```
/* To debug the mouse reports */
#define PS2_MOUSE_DEBUG_HID
#define PS2_MOUSE_DEBUG_RAW
```

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## Pointing Device
Pointing Device is a generic name for a feature intended to be generic: moving the system pointer around. There are certainly other options for it - like mousekeys - but this aims to be easily modifiable and lightweight. You can implement custom keys to control functionality, or you can gather information from other peripherals and insert it directly here - let QMK handle the processing for you.
To enable Pointing Device, uncomment the following line in your rules.mk:
```
POINTING_DEVICE_ENABLE = yes
```
To manipulate the mouse report, you can use the following functions:
* `pointing_device_get_report()` - Returns the current report_mouse_t that represents the information sent to the host computer
* `pointing_device_set_report(report_mouse_t newMouseReport)` - Overrides and saves the report_mouse_t to be sent to the host computer
Keep in mind that a report_mouse_t (here "mouseReport") has the following properties:
* `mouseReport.x` - this is a signed int from -127 to 127 (not 128, this is defined in USB HID spec) representing movement (+ to the right, - to the left) on the x axis.
* `mouseReport.y` - this is a signed int from -127 to 127 (not 128, this is defined in USB HID spec) representing movement (+ upward, - downward) on the y axis.
* `mouseReport.v` - this is a signed int from -127 to 127 (not 128, this is defined in USB HID spec) representing vertical scrolling (+ upward, - downward).
* `mouseReport.h` - this is a signed int from -127 to 127 (not 128, this is defined in USB HID spec) representing horizontal scrolling (+ right, - left).
* `mouseReport.buttons` - this is a uint8_t in which the last 5 bits are used. These bits represent the mouse button state - bit 3 is mouse button 5, and bit 7 is mouse button 1.
When the mouse report is sent, the x, y, v, and h values are set to 0 (this is done in "pointing_device_send()", which can be overridden to avoid this behavior). This way, button states persist, but movement will only occur once. For further customization, both `pointing_device_init` and `pointing_device_task` can be overridden.
In the following example, a custom key is used to click the mouse and scroll 127 units vertically and horizontally, then undo all of that when released - because that's a totally useful function. Listen, this is an example:
```
case MS_SPECIAL:
report_mouse_t currentReport = pointing_device_get_report();
if (record->event.pressed)
{
currentReport.v = 127;
currentReport.h = 127;
currentReport.buttons |= MOUSE_BTN1; //this is defined in report.h
}
else
{
currentReport.v = -127;
currentReport.h = -127;
currentReport.buttons &= ~MOUSE_BTN1;
}
pointing_device_set_report(currentReport);
break;
```
Recall that the mouse report is set to zero (except the buttons) whenever it is sent, so the scrolling would only occur once in each case.

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# RGB Lighting
If you've installed addressable RGB lights on your keyboard you can control them with QMK. Currently we support the following addressable LEDs on Atmel AVR processors:
* WS2811 and variants (WS2812, WS2812B, WS2812C, etc)
* SK6812RGBW
Some keyboards come with RGB LEDs pre-installed. Others have to have LEDs installed after the fact. See below for information on modifying your keyboard.
## Selecting Colors
QMK uses Hue, Saturation, and Value to set color rather than using RGB. You can use the color wheel below to see how this works. Changing the Hue will cycle around the circle. Saturation will affect the intensity of the color, which you can see as you move from the inner part to the outer part of the wheel. Value sets the overall brightness.
<img src="gitbook/images/color-wheel.svg" alt="HSV Color Wheel" width="250">
If you would like to learn more about HSV you can start with the [Wikipedia article](https://en.wikipedia.org/wiki/HSL_and_HSV).
## Configuration
Before RGB Lighting can be used you have to enable it in `rules.mk`:
RGBLIGHT_ENABLE = yes
You can configure the behavior of the RGB lighting by defining values inside `config.h`.
### Required Configuration
At minimum you have to define the pin your LED strip is connected to and the number of LEDs connected.
```c
#define RGB_DI_PIN D7 // The pin the LED strip is connected to
#define RGBLED_NUM 14 // Number of LEDs in your strip
```
### Optional Configuration
You can change the behavior of the RGB Lighting by setting these configuration values. Use `#define <Option> <Value>` in a `config.h` at the keyboard, revision, or keymap level.
| Option | Default Value | Description |
|--------|---------------|-------------|
| `RGBLIGHT_HUE_STEP` | 10 | How many hues you want to have available. |
| `RGBLIGHT_SAT_STEP` | 17 | How many steps of saturation you'd like. |
| `RGBLIGHT_VAL_STEP` | 17 | The number of levels of brightness you want. |
| `RGBLIGHT_LIMIT_VAL` | 255 | Limit the val of HSV to limit the maximum brightness simply. |
| `RGBLIGHT_SLEEP` | | `#define` this will shut off the lights when the host goes to sleep |
### Animations
If you have `#define RGBLIGHT_ANIMATIONS` in your `config.h` you will have a number of animation modes you can cycle through using the `RGB_MOD` key. You can also `#define` other options to tweak certain animations.
| Option | Default Value | Description |
|--------|---------------|-------------|
| `RGBLIGHT_ANIMATIONS` | | `#define` this to enable animation modes. |
| `RGBLIGHT_EFFECT_BREATHE_CENTER` | 1.85 | Used to calculate the curve for the breathing animation. Valid values 1.0-2.7. |
| `RGBLIGHT_EFFECT_BREATHE_MAX` | 255 | The maximum brightness for the breathing mode. Valid values 1-255. |
| `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. |
| `RGBLIGHT_EFFECT_KNIGHT_OFFSET` | 0 | Start the knight animation this many LEDs from the start of the strip. |
| `RGBLIGHT_EFFECT_KNIGHT_LED_NUM` | RGBLED_NUM | The number of LEDs to have the "knight" animation travel. |
| `RGBLIGHT_EFFECT_CHRISTMAS_INTERVAL` | 1000 | How long to wait between light changes for the "christmas" animation. Specified in ms. |
| `RGBLIGHT_EFFECT_CHRISTMAS_STEP` | 2 | How many LED's to group the red/green colors by for the christmas mode. |
You can also tweak the behavior of the animations by defining these consts in your `keymap.c`. These mostly affect the speed different modes animate at.
```c
// How long (in ms) to wait between animation steps for the breathing mode
const uint8_t RGBLED_BREATHING_INTERVALS[] PROGMEM = {30, 20, 10, 5};
// How long (in ms) to wait between animation steps for the rainbow mode
const uint8_t RGBLED_RAINBOW_MOOD_INTERVALS[] PROGMEM = {120, 60, 30};
// How long (in ms) to wait between animation steps for the swirl mode
const uint8_t RGBLED_RAINBOW_SWIRL_INTERVALS[] PROGMEM = {100, 50, 20};
// How long (in ms) to wait between animation steps for the snake mode
const uint8_t RGBLED_SNAKE_INTERVALS[] PROGMEM = {100, 50, 20};
// How long (in ms) to wait between animation steps for the knight modes
const uint8_t RGBLED_KNIGHT_INTERVALS[] PROGMEM = {127, 63, 31};
// These control which colors are selected for the gradient mode
const uint16_t RGBLED_GRADIENT_RANGES[] PROGMEM = {360, 240, 180, 120, 90};
```
### LED Control
Look in `rgblights.h` for all available functions, but if you want to control all or some LEDs your goto functions are:
```c
rgblight_disable(); // turn all lights off
rgblight_enable(); // turn lights on, based on their previous state (stored in EEPROM)
rgblight_setrgb(r, g, b); // where r/g/b is a number from 0..255. Turns all the LEDs to this color
rgblight_sethsv(h, s, v); // HSV color control - h is a value from 0..360 and s/v is a value from 0..255
rgblight_setrgb_at(r,g,b, LED); // control a single LED. 0 <= LED < RGBLED_NUM
rgblight_sethsv_at(h,s,v, LED); // control a single LED. 0 <= LED < RGBLED_NUM
```
You can find a list of predefined colors at [`quantum/rgblight_list.h`](https://github.com/qmk/qmk_firmware/blob/master/quantum/rgblight_list.h). Free to add to this list!
## RGB Lighting Keycodes
These control the RGB Lighting functionality.
|Key |Aliases |Description |
|-------------------|----------|--------------------------------------------------------------------|
|`RGB_TOG` | |Toggle RGB lighting on or off |
|`RGB_MODE_FORWARD` |`RGB_MOD` |Cycle through modes, reverse direction when Shift is held |
|`RGB_MODE_REVERSE` |`RGB_RMOD`|Cycle through modes in reverse, forward direction when Shift is held|
|`RGB_HUI` | |Increase hue |
|`RGB_HUD` | |Decrease hue |
|`RGB_SAI` | |Increase saturation |
|`RGB_SAD` | |Decrease saturation |
|`RGB_VAI` | |Increase value (brightness) |
|`RGB_VAD` | |Decrease value (brightness) |
|`RGB_MODE_PLAIN` |`RGB_M_P `|Static (no animation) mode |
|`RGB_MODE_BREATHE` |`RGB_M_B` |Breathing animation mode |
|`RGB_MODE_RAINBOW` |`RGB_M_R` |Rainbow animation mode |
|`RGB_MODE_SWIRL` |`RGB_M_SW`|Swirl animation mode |
|`RGB_MODE_SNAKE` |`RGB_M_SN`|Snake animation mode |
|`RGB_MODE_KNIGHT` |`RGB_M_K` |"Knight Rider" animation mode |
|`RGB_MODE_XMAS` |`RGB_M_X` |Christmas animation mode |
|`RGB_MODE_GRADIENT`|`RGB_M_G` |Static gradient animation mode |
note: for backwards compatibility, `RGB_SMOD` is an alias for `RGB_MOD`.
## Hardware Modification
![Planck with RGB Underglow](https://raw.githubusercontent.com/qmk/qmk_firmware/master/keyboards/planck/keymaps/yang/planck-with-rgb-underglow.jpg)
Here is a quick demo on Youtube (with NPKC KC60) (https://www.youtube.com/watch?v=VKrpPAHlisY).
For this mod, you need an unused pin wiring to DI of WS2812 strip. After wiring the VCC, GND, and DI, you can enable the underglow in your Makefile.
RGBLIGHT_ENABLE = yes
In order to use the underglow animation functions, you need to have `#define RGBLIGHT_ANIMATIONS` in your `config.h`.
Please add the following options into your config.h, and set them up according your hardware configuration. These settings are for the `F4` pin by default:
#define RGB_DI_PIN F4 // The pin your RGB strip is wired to
#define RGBLED_NUM 14 // Number of LEDs
You'll need to edit `RGB_DI_PIN` to the pin you have your `DI` on your RGB strip wired to.

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## Space Cadet Shift: The Future, Built In
Steve Losh [described](http://stevelosh.com/blog/2012/10/a-modern-space-cadet/) the Space Cadet Shift quite well. Essentially, you hit the left Shift on its own, and you get an opening parenthesis; hit the right Shift on its own, and you get the closing one. When hit with other keys, the Shift key keeps working as it always does. Yes, it's as cool as it sounds.
To use it, use `KC_LSPO` (Left Shift, Parenthesis Open) for your left Shift on your keymap, and `KC_RSPC` (Right Shift, Parenthesis Close) for your right Shift.
It's defaulted to work on US keyboards, but if your layout uses different keys for parenthesis, you can define those in your `config.h` like this:
#define LSPO_KEY KC_9
#define RSPC_KEY KC_0
You can also choose between different rollover behaviors of the shift keys by defining:
#define DISABLE_SPACE_CADET_ROLLOVER
in your `config.h`. Disabling rollover allows you to use the opposite shift key to cancel the space cadet state in the event of an erroneous press instead of emitting a pair of parentheses when the keys are released.
The only other thing you're going to want to do is create a `Makefile` in your keymap directory and set the following:
```
COMMAND_ENABLE = no # Commands for debug and configuration
```
This is just to keep the keyboard from going into command mode when you hold both Shift keys at the same time.

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## Space Cadet Shift Enter: The future, built in
Based on the Space Cadet Shift by Steve Losh [described](http://stevelosh.com/blog/2012/10/a-modern-space-cadet/)
Essentially, you hit the Shift on its own, and it acts as the enter key. When hit with other keys, the Shift key keeps working as it always does. Yes, it's as cool as it sounds. This solution works better than using a macro since the timers defined in quantum allow us to tell when another key is pressed, rather than just having a janky timer than results in accidental endlines.
To use it, use `KC_SFTENT` (Shift, Enter) for any Shift on your keymap.
It's defaulted to work on US keyboards, but if you'd like to use a different key for Enter, you can define those in your `config.h` like this:
#define SFTENT_KEY KC_ENT
The only other thing you're going to want to do is create a `rules.mk` in your keymap directory and set the following:
```
COMMAND_ENABLE = no # Commands for debug and configuration
```
This is just to keep the keyboard from going into command mode when you hold both Shift keys at the same time.
PLEASE NOTE: this feature uses the same timers as the Space Cadet Shift feature, so using them in tandem may produce unwanted results.

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# Stenography in QMK
[Stenography](https://en.wikipedia.org/wiki/Stenotype) is a method of writing most often used by court reports, closed-captioning, and real-time transcription for the deaf. In stenography words are chorded syllable by syllable with a mixture of spelling, phonetic, and shortcut (briefs) strokes. Professional stenographers can reach 200-300 WPM without any of the strain usually found in standard typing and with far fewer errors (>99.9% accuracy).
The [Open Steno Project](http://www.openstenoproject.org/) has built an open-source program called Plover that provides real-time translation of steno strokes into words and commands. It has an established dictionary and supports
## Plover with QWERTY Keyboard
Plover can work with any standard QWERTY keyboard, although it is more efficient if the keyboard supports NKRO (n-key rollover) to allow Plover to see all the pressed keys at once. An example keymap for Plover can be found in `planck/keymaps/default`. Switching to the `PLOVER` layer adjusts the position of the keyboard to support the number bar.
To use Plover with QMK just enable NKRO and optionally adjust your layout if you have anything other than a standard layout. You may also want to purchase some steno-friendly keycaps to make it easier to hit multiple keys.
## Plover with Steno Protocol
Plover also understands the language of several steno machines. QMK can speak a couple of these languages, TX Bolt and GeminiPR. An example layout can be found in `planck/keymaps/steno`.
When QMK speaks to Plover over a steno protocol Plover will not use the keyboard as input. This means that you can switch back and forth between a standard keyboard and your steno keyboard, or even switch layers from Plover to standard and back without needing to activate/deactivate Plover.
In this mode Plover expects to speak with a steno machine over a serial port so QMK will present itself to the operating system as a virtual serial port in addition to a keyboard. By default QMK will speak the TX Bolt protocol but can be switched to GeminiPR; the last protocol used is stored in non-volatile memory so QMK will use the same protocol on restart.
> Note: Due to hardware limitations you may not be able to run both a virtual serial port and mouse emulation at the same time.
### TX Bolt
TX Bolt communicates the status of 24 keys over a very simple protocol in variable-sized (1-5 byte) packets.
### GeminiPR
GeminiPR encodes 42 keys into a 6-byte packet. While TX Bolt contains everything that is necessary for standard stenography, GeminiPR opens up many more options, including supporting non-English theories.
## Configuring QMK for Steno
Firstly, enable steno in your keymap's Makefile. You may also need disable mousekeys, extra keys, or another USB endpoint to prevent conflicts. The builtin USB stack for some processors only supports a certain number of USB endpoints and the virtual serial port needed for steno fills 3 of them.
```Makefile
STENO_ENABLE = yes
MOUSEKEY_ENABLE = no
```
In your keymap create a new layer for Plover. You will need to include `keymap_steno.h`. See `planck/keymaps/steno/keymap.c` for an example. Remember to create a key to switch to the layer as well as a key for exiting the layer. If you would like to switch modes on the fly you can use the keycodes `QK_STENO_BOLT` and `QK_STENO_GEMINI`. If you only want to use one of the protocols you may set it up in your initialization function:
```C
void matrix_init_user() {
steno_set_mode(STENO_MODE_GEMINI); // or STENO_MODE_BOLT
}
```
Once you have your keyboard flashed launch Plover. Click the 'Configure...' button. In the 'Machine' tab select the Stenotype Machine that corresponds to your desired protocol. Click the 'Configure...' button on this tab and enter the serial port or click 'Scan'. Baud rate is fine at 9600 (although you should be able to set as high as 115200 with no issues). Use the default settings for everything else (Data Bits: 8, Stop Bits: 1, Parity: N, no flow control).
On the display tab click 'Open stroke display'. With Plover disabled you should be able to hit keys on your keyboard and see them show up in the stroke display window. Use this to make sure you have set up your keymap correctly. You are now ready to steno!
## Learning Stenography
* [Learn Plover!](https://sites.google.com/site/ploverdoc/)
* [QWERTY Steno](http://qwertysteno.com/Home/)
* [Steno Jig](https://joshuagrams.github.io/steno-jig/)
* More resources at the Plover [Learning Stenography](https://github.com/openstenoproject/plover/wiki/Learning-Stenography) wiki
## Interfacing with the code
The steno code has three interceptible hooks. If you define these functions, they will be called at certain points in processing; if they return true, processing continues, otherwise it's assumed you handled things.
```C
bool send_steno_chord_user(steno_mode_t mode, uint8_t chord[6]);
```
This function is called when a chord is about to be sent. Mode will be one of `STENO_MODE_BOLT` or `STENO_MODE_GEMINI`. This represents the actual chord that would be sent via whichever protocol. You can modify the chord provided to alter what gets sent. Remember to return true if you want the regular sending process to happen.
```C
bool process_steno_user(uint16_t keycode, keyrecord_t *record) { return true; }
```
This function is called when a keypress has come in, before it is processed. The keycode should be one of `QK_STENO_BOLT`, `QK_STENO_GEMINI`, or one of the `STN_*` key values.
```C
bool postprocess_steno_user(uint16_t keycode, keyrecord_t *record, steno_mode_t mode, uint8_t chord[6], int8_t pressed);
```
This function is called after a key has been processed, but before any decision about whether or not to send a chord. If `IS_PRESSED(record->event)` is false, and `pressed` is 0 or 1, the chord will be sent shortly, but has not yet been sent. This is where to put hooks for things like, say, live displays of steno chords or keys.
## Keycode Reference
As defined in `keymap_steno.h`.
> Note: TX Bolt does not support the full set of keys. The TX Bolt implementation in QMK will map the GeminiPR keys to the nearest TX Bolt key so that one key map will work for both.
|GeminiPR|TX Bolt|Steno Key|
|--------|-------|-----------|
|`STN_N1`|`STN_NUM`|Number bar #1|
|`STN_N2`|`STN_NUM`|Number bar #2|
|`STN_N3`|`STN_NUM`|Number bar #3|
|`STN_N4`|`STN_NUM`|Number bar #4|
|`STN_N5`|`STN_NUM`|Number bar #5|
|`STN_N6`|`STN_NUM`|Number bar #6|
|`STN_N7`|`STN_NUM`|Number bar #7|
|`STN_N8`|`STN_NUM`|Number bar #8|
|`STN_N9`|`STN_NUM`|Number bar #9|
|`STN_NA`|`STN_NUM`|Number bar #A|
|`STN_NB`|`STN_NUM`|Number bar #B|
|`STN_NC`|`STN_NUM`|Number bar #C|
|`STN_S1`|`STN_SL`| `S-` upper|
|`STN_S2`|`STN_SL`| `S-` lower|
|`STN_TL`|`STN_TL`| `T-`|
|`STN_KL`|`STN_KL`| `K-`|
|`STN_PL`|`STN_PL`| `P-`|
|`STN_WL`|`STN_WL`| `W-`|
|`STN_HL`|`STN_HL`| `H-`|
|`STN_RL`|`STN_RL`| `R-`|
|`STN_A`|`STN_A`| `A` vowel|
|`STN_O`|`STN_O`| `O` vowel|
|`STN_ST1`|`STN_STR`| `*` upper-left |
|`STN_ST2`|`STN_STR`| `*` lower-left|
|`STN_ST3`|`STN_STR`| `*` upper-right|
|`STN_ST4`|`STN_STR`| `*` lower-right|
|`STN_E`|`STN_E`| `E` vowel|
|`STN_U`|`STN_U`| `U` vowel|
|`STN_FR`|`STN_FR`| `-F`|
|`STN_PR`|`STN_PR`| `-P`|
|`STN_RR`|`STN_RR`| `-R`|
|`STN_BR`|`STN_BR`| `-B`|
|`STN_LR`|`STN_LR`| `-L`|
|`STN_GR`|`STN_GR`| `-G`|
|`STN_TR`|`STN_TR`| `-T`|
|`STN_SR`|`STN_SR`| `-S`|
|`STN_DR`|`STN_DR`| `-D`|
|`STN_ZR`|`STN_ZR`| `-Z`|
|`STN_FN`|| (GeminiPR only)|
|`STN_RES1`||(GeminiPR only)|
|`STN_RES2`||(GeminiPR only)|
|`STN_PWR`||(GeminiPR only)|

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# Swap-Hands Action
The swap-hands action allows support for one-handed typing without requiring a separate layer. Set `SWAP_HANDS_ENABLE` in the Makefile and define a `hand_swap_config` entry in your keymap. Now whenever the `ACTION_SWAP_HANDS` command key is pressed the keyboard is mirrored. For instance, to type "Hello, World" on QWERTY you would type `^Ge^s^s^w^c W^wr^sd`
## Configuration
The configuration table is a simple 2-dimensional array to map from column/row to new column/row. Example `hand_swap_config` for Planck:
```C
const keypos_t hand_swap_config[MATRIX_ROWS][MATRIX_COLS] = {
{{11, 0}, {10, 0}, {9, 0}, {8, 0}, {7, 0}, {6, 0}, {5, 0}, {4, 0}, {3, 0}, {2, 0}, {1, 0}, {0, 0}},
{{11, 1}, {10, 1}, {9, 1}, {8, 1}, {7, 1}, {6, 1}, {5, 1}, {4, 1}, {3, 1}, {2, 1}, {1, 1}, {0, 1}},
{{11, 2}, {10, 2}, {9, 2}, {8, 2}, {7, 2}, {6, 2}, {5, 2}, {4, 2}, {3, 2}, {2, 2}, {1, 2}, {0, 2}},
{{11, 3}, {10, 3}, {9, 3}, {8, 3}, {7, 3}, {6, 3}, {5, 3}, {4, 3}, {3, 3}, {2, 3}, {1, 3}, {0, 3}},
};
```
Note that the array indices are reversed same as the matrix and the values are of type `keypos_t` which is `{col, row}` and all values are zero-based. In the example above, `hand_swap_config[2][4]` (third row, fifth column) would return `{7, 2}` (third row, eighth column). Yes, this is confusing.
## Swap Keycodes
|Key |Description |
|-----------|-------------------------------------------------------------------------|
|`SH_T(key)`|Sends `key` with a tap; momentary swap when held. |
|`SW_ON` |Turns on swapping and leaves it on. |
|`SW_OFF` |Turn off swapping and leaves it off. Good for returning to a known state.|
|`SW_MON` |Swaps hands when pressed, returns to normal when released (momentary). |
|`SW_MOFF` |Momentarily turns off swap. |
|`SH_TG` |Toggles swap on and off with every key press. |
|`SH_TT` |Toggles with a tap; momentary when held. |

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# Tap Dance: A Single Key Can Do 3, 5, or 100 Different Things
<!-- FIXME: Break this up into multiple sections -->
Hit the semicolon key once, send a semicolon. Hit it twice, rapidly -- send a colon. Hit it three times, and your keyboard's LEDs do a wild dance. That's just one example of what Tap Dance can do. It's one of the nicest community-contributed features in the firmware, conceived and created by [algernon](https://github.com/algernon) in [#451](https://github.com/qmk/qmk_firmware/pull/451). Here's how algernon describes the feature:
With this feature one can specify keys that behave differently, based on the amount of times they have been tapped, and when interrupted, they get handled before the interrupter.
To make it clear how this is different from `ACTION_FUNCTION_TAP`, lets explore a certain setup! We want one key to send `Space` on single tap, but `Enter` on double-tap.
With `ACTION_FUNCTION_TAP`, it is quite a rain-dance to set this up, and has the problem that when the sequence is interrupted, the interrupting key will be send first. Thus, `SPC a` will result in `a SPC` being sent, if they are typed within `TAPPING_TERM`. With the tap dance feature, that'll come out as `SPC a`, correctly.
The implementation hooks into two parts of the system, to achieve this: into `process_record_quantum()`, and the matrix scan. We need the latter to be able to time out a tap sequence even when a key is not being pressed, so `SPC` alone will time out and register after `TAPPING_TERM` time.
But lets start with how to use it, first!
First, you will need `TAP_DANCE_ENABLE=yes` in your `rules.mk`, because the feature is disabled by default. This adds a little less than 1k to the firmware size. Next, you will want to define some tap-dance keys, which is easiest to do with the `TD()` macro, that - similar to `F()`, takes a number, which will later be used as an index into the `tap_dance_actions` array.
This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are three possible options:
* `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when tapped once, `kc2` otherwise. When the key is held, the appropriate keycode is registered: `kc1` when pressed and held, `kc2` when tapped once, then pressed and held.
* `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the final tap count of the tap dance action.
* `ACTION_TAP_DANCE_FN_ADVANCED(on_each_tap_fn, on_dance_finished_fn, on_dance_reset_fn)`: Calls the first specified function - defined in the user keymap - on every tap, the second function on when the dance action finishes (like the previous option), and the last function when the tap dance action resets.
The first option is enough for a lot of cases, that just want dual roles. For example, `ACTION_TAP_DANCE_DOUBLE(KC_SPC, KC_ENT)` will result in `Space` being sent on single-tap, `Enter` otherwise.
And that's the bulk of it!
And now, on to the explanation of how it works!
The main entry point is `process_tap_dance()`, called from `process_record_quantum()`, which is run for every keypress, and our handler gets to run early. This function checks whether the key pressed is a tap-dance key. If it is not, and a tap-dance was in action, we handle that first, and enqueue the newly pressed key. If it is a tap-dance key, then we check if it is the same as the already active one (if there's one active, that is). If it is not, we fire off the old one first, then register the new one. If it was the same, we increment the counter and the timer.
This means that you have `TAPPING_TERM` time to tap the key again, you do not have to input all the taps within that timeframe. This allows for longer tap counts, with minimal impact on responsiveness.
Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys.
For the sake of flexibility, tap-dance actions can be either a pair of keycodes, or a user function. The latter allows one to handle higher tap counts, or do extra things, like blink the LEDs, fiddle with the backlighting, and so on. This is accomplished by using an union, and some clever macros.
# Examples
## Simple Example
Here's a simple example for a single definition:
1. In your `rules.mk`, add `TAP_DANCE_ENABLE = yes`
2. In your `config.h` (which you can copy from `qmk_firmware/keyboards/planck/config.h` to your keymap directory), add `#define TAPPING_TERM 200`
3. In your `keymap.c` file, define the variables and definitions, then add to your keymap:
```c
//Tap Dance Declarations
enum {
TD_ESC_CAPS = 0
};
//Tap Dance Definitions
qk_tap_dance_action_t tap_dance_actions[] = {
//Tap once for Esc, twice for Caps Lock
[TD_ESC_CAPS] = ACTION_TAP_DANCE_DOUBLE(KC_ESC, KC_CAPS)
// Other declarations would go here, separated by commas, if you have them
};
//In Layer declaration, add tap dance item in place of a key code
TD(TD_ESC_CAPS)
```
## Complex Examples
This section details several complex tap dance examples.
All the enums used in the examples are declared like this:
```c
// Enums defined for all examples:
enum {
CT_SE = 0,
CT_CLN,
CT_EGG,
CT_FLSH,
X_TAP_DANCE
};
```
### Example 1: Send `:` on Single Tap, `;` on Double Tap
```c
void dance_cln_finished (qk_tap_dance_state_t *state, void *user_data) {
if (state->count == 1) {
register_code (KC_RSFT);
register_code (KC_SCLN);
} else {
register_code (KC_SCLN);
}
}
void dance_cln_reset (qk_tap_dance_state_t *state, void *user_data) {
if (state->count == 1) {
unregister_code (KC_RSFT);
unregister_code (KC_SCLN);
} else {
unregister_code (KC_SCLN);
}
}
//All tap dance functions would go here. Only showing this one.
qk_tap_dance_action_t tap_dance_actions[] = {
[CT_CLN] = ACTION_TAP_DANCE_FN_ADVANCED (NULL, dance_cln_finished, dance_cln_reset)
};
```
### Example 2: Send "Safety Dance!" After 100 Taps
```c
void dance_egg (qk_tap_dance_state_t *state, void *user_data) {
if (state->count >= 100) {
SEND_STRING ("Safety dance!");
reset_tap_dance (state);
}
}
qk_tap_dance_action_t tap_dance_actions[] = {
[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg)
};
```
### Example 3: Turn LED Lights On Then Off, One at a Time
```c
// on each tap, light up one led, from right to left
// on the forth tap, turn them off from right to left
void dance_flsh_each(qk_tap_dance_state_t *state, void *user_data) {
switch (state->count) {
case 1:
ergodox_right_led_3_on();
break;
case 2:
ergodox_right_led_2_on();
break;
case 3:
ergodox_right_led_1_on();
break;
case 4:
ergodox_right_led_3_off();
_delay_ms(50);
ergodox_right_led_2_off();
_delay_ms(50);
ergodox_right_led_1_off();
}
}
// on the fourth tap, set the keyboard on flash state
void dance_flsh_finished(qk_tap_dance_state_t *state, void *user_data) {
if (state->count >= 4) {
reset_keyboard();
reset_tap_dance(state);
}
}
// if the flash state didn't happen, then turn off LEDs, left to right
void dance_flsh_reset(qk_tap_dance_state_t *state, void *user_data) {
ergodox_right_led_1_off();
_delay_ms(50);
ergodox_right_led_2_off();
_delay_ms(50);
ergodox_right_led_3_off();
}
//All tap dances now put together. Example 3 is "CT_FLASH"
qk_tap_dance_action_t tap_dance_actions[] = {
[CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT)
,[CT_CLN] = ACTION_TAP_DANCE_FN_ADVANCED (NULL, dance_cln_finished, dance_cln_reset)
,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg)
,[CT_FLSH] = ACTION_TAP_DANCE_FN_ADVANCED (dance_flsh_each, dance_flsh_finished, dance_flsh_reset)
};
```
### Example 4: 'Quad Function Tap-Dance'
By [DanielGGordon](https://github.com/danielggordon)
Allow one key to have 4 (or more) functions, depending on number of presses, and if the key is held or tapped.
Below is a specific example:
* Tap = Send `x`
* Hold = Send `Control`
* Double Tap = Send `Escape`
* Double Tap and Hold = Send `Alt`
## Setup
You will need a few things that can be used for 'Quad Function Tap-Dance'. The suggested setup is to create a user directory for yourself. This directory will contain rules.mk `<your_name>.c` and `<your_name>.h`. This directory should be called `<your_name>`, and located in the top level `users` directory. There should already be a few examples to look at there.
### In `/qmk_firmware/users/<your_name>/rules.mk`
Put the following:
```c
TAP_DANCE_ENABLE = yes
SRC += your_name.c
```
Pretty simple. It is a nice way to keep some rules common on all your keymaps.
### In `/qmk_firmware/users/<your_name>/<you_name>.h`
You will need a few things in this file:
```c
#ifndef YOUR_NAME
#define YOUR_NAME
#include "quantum.h"
#include "process_keycode/process_tap_dance.h"
typedef struct {
bool is_press_action;
int state;
} xtap;
enum {
SINGLE_TAP = 1,
SINGLE_HOLD = 2,
DOUBLE_TAP = 3,
DOUBLE_HOLD = 4,
DOUBLE_SINGLE_TAP = 5, //send two single taps
TRIPLE_TAP = 6,
TRIPLE_HOLD = 7
};
//Tap dance enums
enum {
CTL_X = 0,
SOME_OTHER_DANCE
}
int cur_dance (qk_tap_dance_state_t *state);
//for the x tap dance. Put it here so it can be used in any keymap
void x_finished (qk_tap_dance_state_t *state, void *user_data);
void x_reset (qk_tap_dance_state_t *state, void *user_data);
```
### In `/qmk_firmware/users/<your_name>/<your_name>.c`
And then in your user's `.c` file you implement the functions above:
```c
#include "gordon.h"
#include "quantum.h"
#include "action.h"
#include "process_keycode/process_tap_dance.h"
/* Return an integer that corresponds to what kind of tap dance should be executed.
*
* How to figure out tap dance state: interrupted and pressed.
*
* Interrupted: If the state of a dance dance is "interrupted", that means that another key has been hit
* under the tapping term. This is typically indicitive that you are trying to "tap" the key.
*
* Pressed: Whether or not the key is still being pressed. If this value is true, that means the tapping term
* has ended, but the key is still being pressed down. This generally means the key is being "held".
*
* One thing that is currenlty not possible with qmk software in regards to tap dance is to mimic the "permissive hold"
* feature. In general, advanced tap dances do not work well if they are used with commonly typed letters.
* For example "A". Tap dances are best used on non-letter keys that are not hit while typing letters.
*
* Good places to put an advanced tap dance:
* z,q,x,j,k,v,b, any function key, home/end, comma, semi-colon
*
* Criteria for "good placement" of a tap dance key:
* Not a key that is hit frequently in a sentence
* Not a key that is used frequently to double tap, for example 'tab' is often double tapped in a terminal, or
* in a web form. So 'tab' would be a poor choice for a tap dance.
* Letters used in common words as a double. For example 'p' in 'pepper'. If a tap dance function existed on the
* letter 'p', the word 'pepper' would be quite frustating to type.
*
* For the third point, there does exist the 'DOUBLE_SINGLE_TAP', however this is not fully tested
*
*/
int cur_dance (qk_tap_dance_state_t *state) {
if (state->count == 1) {
if (state->interrupted || !state->pressed) return SINGLE_TAP;
//key has not been interrupted, but they key is still held. Means you want to send a 'HOLD'.
else return SINGLE_HOLD;
}
else if (state->count == 2) {
/*
* DOUBLE_SINGLE_TAP is to distinguish between typing "pepper", and actually wanting a double tap
* action when hitting 'pp'. Suggested use case for this return value is when you want to send two
* keystrokes of the key, and not the 'double tap' action/macro.
*/
if (state->interrupted) return DOUBLE_SINGLE_TAP;
else if (state->pressed) return DOUBLE_HOLD;
else return DOUBLE_TAP;
}
//Assumes no one is trying to type the same letter three times (at least not quickly).
//If your tap dance key is 'KC_W', and you want to type "www." quickly - then you will need to add
//an exception here to return a 'TRIPLE_SINGLE_TAP', and define that enum just like 'DOUBLE_SINGLE_TAP'
if (state->count == 3) {
if (state->interrupted || !state->pressed) return TRIPLE_TAP;
else return TRIPLE_HOLD;
}
else return 8; //magic number. At some point this method will expand to work for more presses
}
//instanalize an instance of 'tap' for the 'x' tap dance.
static tap xtap_state = {
.is_press_action = true,
.state = 0
};
void x_finished (qk_tap_dance_state_t *state, void *user_data) {
xtap_state.state = cur_dance(state);
switch (xtap_state.state) {
case SINGLE_TAP: register_code(KC_X); break;
case SINGLE_HOLD: register_code(KC_LCTRL); break;
case DOUBLE_TAP: register_code(KC_ESC); break;
case DOUBLE_HOLD: register_code(KC_LALT); break;
case DOUBLE_SINGLE_TAP: register_code(KC_X); unregister_code(KC_X); register_code(KC_X);
//Last case is for fast typing. Assuming your key is `f`:
//For example, when typing the word `buffer`, and you want to make sure that you send `ff` and not `Esc`.
//In order to type `ff` when typing fast, the next character will have to be hit within the `TAPPING_TERM`, which by default is 200ms.
}
}
void x_reset (qk_tap_dance_state_t *state, void *user_data) {
switch (xtap_state.state) {
case SINGLE_TAP: unregister_code(KC_X); break;
case SINGLE_HOLD: unregister_code(KC_LCTRL); break;
case DOUBLE_TAP: unregister_code(KC_ESC); break;
case DOUBLE_HOLD: unregister_code(KC_LALT);
case DOUBLE_SINGLE_TAP: unregister_code(KC_X);
}
xtap_state.state = 0;
}
qk_tap_dance_action_t tap_dance_actions[] = {
[X_CTL] = ACTION_TAP_DANCE_FN_ADVANCED(NULL,x_finished, x_reset)
};
```
And then simply use TD(X_CTL) anywhere in your keymap.

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# Terminal
> This feature is currently *huge* at 4400 bytes, and should probably only be put on boards with a lot of memory, or for fun.
The terminal feature is a command-line-like interface designed to communicate through a text editor with keystrokes. It's beneficial to turn off auto-indent features in your editor.
To enable, stick this in your `rules.mk` or `Makefile`:
TERMINAL_ENABLE = yes
And use the `TERM_ON` and `TERM_OFF` keycodes to turn it on or off.
When enabled, a `> ` prompt will appear, where you'll be able to type, backspace (a bell will ding if you reach the beginning and audio is enabled), and hit enter to send the command. Arrow keys are currently disabled so it doesn't get confused. Moving your cursor around with the mouse is discouraged.
`#define TERMINAL_HELP` enables some other output helpers that aren't really needed with this page.
Pressing "up" and "down" will allow you to cycle through the past 5 commands entered.
## Future Ideas
* Keyboard/user-extensible commands
* Smaller footprint
* Arrow key support
* Command history - Done
* SD card support
* LCD support for buffer display
* Keycode -> name string LUT
* Layer status
* *Analog/digital port read/write*
* RGB mode stuff
* Macro definitions
* EEPROM read/write
* Audio control
## Current Commands
### `about`
Prints out the current version of QMK with a build date:
```
> about
QMK Firmware
v0.5.115-7-g80ed73-dirty
Built: 2017-08-29-20:24:44
```
### `print-buffer`
Outputs the last 5 commands entered
```
> print-buffer
0. print-buffer
1. help
2. about
3. keymap 0
4. help
5. flush-buffer
```
### `flush-buffer`
Clears command buffer
```
> flush-buffer
Buffer cleared!
```
### `help`
Prints out the available commands:
```
> help
commands available:
about help keycode keymap exit print-buffer flush-buffer
```
### `keycode <layer> <row> <col>`
Prints out the keycode value of a certain layer, row, and column:
```
> keycode 0 1 0
0x29 (41)
```
### `keymap <layer>`
Prints out the entire keymap for a certain layer
```
> keymap 0
0x002b, 0x0014, 0x001a, 0x0008, 0x0015, 0x0017, 0x001c, 0x0018, 0x000c, 0x0012, 0x0013, 0x002a,
0x0029, 0x0004, 0x0016, 0x0007, 0x0009, 0x000a, 0x000b, 0x000d, 0x000e, 0x000f, 0x0033, 0x0034,
0x00e1, 0x001d, 0x001b, 0x0006, 0x0019, 0x0005, 0x0011, 0x0010, 0x0036, 0x0037, 0x0038, 0x0028,
0x5cd6, 0x00e0, 0x00e2, 0x00e3, 0x5cd4, 0x002c, 0x002c, 0x5cd5, 0x0050, 0x0051, 0x0052, 0x004f,
>
```
### `exit`
Exits the terminal - same as `TERM_OFF`.

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# Thermal Printer
<!-- FIXME: Describe thermal printers support here. -->
## Thermal Printer Keycodes
|Key |Description |
|-----------|----------------------------------------|
|`PRINT_ON` |Start printing everything the user types|
|`PRINT_OFF`|Stop printing everything the user types |

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# Unicode Support
There are three Unicode keymap definition method available in QMK:
## UNICODE_ENABLE
Supports Unicode input up to 0xFFFF. The keycode function is `UC(n)` in
keymap file, where *n* is a 4 digit hexadecimal.
## UNICODEMAP_ENABLE
Supports Unicode up to 0xFFFFFFFF. You need to maintain a separate mapping
table `const uint32_t PROGMEM unicode_map[] = {...}` in your keymap file.
The keycode function is `X(n)` where *n* is the array index of the mapping
table.
## UCIS_ENABLE
TBD
Unicode input in QMK works by inputing a sequence of characters to the OS,
sort of like macro. Unfortunately, each OS has different ideas on how Unicode is inputted.
This is the current list of Unicode input method in QMK:
* UC_OSX: MacOS Unicode Hex Input support. Works only up to 0xFFFF. Disabled by default. To enable: go to System Preferences -> Keyboard -> Input Sources, and enable Unicode Hex.
* UC_OSX_RALT: Same as UC_OSX, but sends the Right Alt key for unicode input
* UC_LNX: Unicode input method under Linux. Works up to 0xFFFFF. Should work almost anywhere on ibus enabled distros. Without ibus, this works under GTK apps, but rarely anywhere else.
* UC_WIN: (not recommended) Windows built-in Unicode input. To enable: create registry key under `HKEY_CURRENT_USER\Control Panel\Input Method\EnableHexNumpad` of type `REG_SZ` called `EnableHexNumpad`, set its value to 1, and reboot. This method is not recommended because of reliability and compatibility issue, use WinCompose method below instead.
* UC_WINC: Windows Unicode input using WinCompose. Requires [WinCompose](https://github.com/samhocevar/wincompose). Works reliably under many (all?) variations of Windows.
# Additional Language Support
In `quantum/keymap_extras/`, you'll see various language files - these work the same way as the alternative layout ones do. Most are defined by their two letter country/language code followed by an underscore and a 4-letter abbreviation of its name. `FR_UGRV` which will result in a `ù` when using a software-implemented AZERTY layout. It's currently difficult to send such characters in just the firmware.
# International Characters on Windows
[AutoHotkey](https://autohotkey.com) allows Windows users to create custom hotkeys among others.
The method does not require Unicode support in the keyboard itself but depends instead of AutoHotkey running in the background.
First you need to select a modifier combination that is not in use by any of your programs.
CtrlAltWin is not used very widely and should therefore be perfect for this.
There is a macro defined for a mod-tab combo `LCAG_T`.
Add this mod-tab combo to a key on your keyboard, e.g.: `LCAG_T(KC_TAB)`.
This makes the key behave like a tab key if pressed and released immediately but changes it to the modifier if used with another key.
In the default script of AutoHotkey you can define custom hotkeys.
<^<!<#a::Send, ä
<^<!<#<+a::Send, Ä
The hotkeys above are for the combination CtrlAltGui and CtrlAltGuiShift plus the letter a.
AutoHotkey inserts the Text right of `Send, ` when this combination is pressed.

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# Userspace: Sharing Code Between Keymaps
If you use more than one keyboard with a similar keymap, you might see the benefit in being able to share code between them. Create your own folder in `users/` named the same as your keymap (ideally your github username, `<name>`) with the following structure:
* `/users/<name>/` (added to the path automatically)
* `readme.md` (optional, recommended)
* `rules.mk` (included automatically)
* `<name>.h` (optional)
* `<name>.c` (optional)
* `config.h` (optional)
`<name>.c` will need to be added to the SRC in `rules.mk` like this:
SRC += <name>.c
Additional files may be added in the same way - it's recommended you have one named `<name>`.c/.h though.
All this only happens when you build a keymap named `<name>`, like this:
make planck:<name>
For example,
make planck:jack
Will include the `/users/jack/` folder in the path, along with `/users/jack/rules.mk`.
Additionally, `config.h` here will be processed like the same file in your keymap folder. This is handled separately from the `<name>.h` file.
The reason for this, is that `<name>.h` won't be added in time to add settings (such as `#define TAPPING_TERM 100`), and including the `<name.h>` file in any `config.h` files will result in compile issues.
So you should use the `config.h` for QMK settings, and the `<name>.h` file for user or keymap specific settings.
## Readme
Please include authorship (your name, github username, email), and optionally [a license that's GPL compatible](https://www.gnu.org/licenses/license-list.html#GPLCompatibleLicenses).
## `Config.h`
If you do add a `config,h` file, you want to make sure that it only gets processed once. So you may want to start off with something like this:
```c
#ifndef USERSPACE_CONFIG_H
#define USERSPACE_CONFIG_H
// Put normal config.h settings here:
#endif // !USERSPACE_CONFIG_H
```
You can use any option hre that you could use in your keymap's `config.h` file. You can find a list of vales [here](07_Reference/Config_Options.md).
## Example
For a brief example, checkout `/users/_example/` , or for a more detailed examples check out [`template.h`](https://github.com/qmk/qmk_firmware/blob/master/users/drashna/template.h) and [`template.c`](https://github.com/qmk/qmk_firmware/blob/master/users/drashna/template.c) in `/users/drashna/` .
### Consolidated Macros
If you wanted to consolidate macros and other functions into your userspace for all of your keymaps, you can do that. The issue is that you then cannot call any function defined in your userspace, or it gets complicated. To better handle this, you can call the functions here and create new functions to use in individual keymaps.
First, you'd want to go through all of your `keymap.c` files and replace `process_record_user` with `process_record_keymap` instead. This way, you can still use keyboard specific codes on those boards, and use your custom "global" keycodes as well. You'll also want to replace `SAFE_RANGE` with `NEW_SAFE_RANGE` so that you wont have any overlapping keycodes
Then add `#include <name.h>` to all of your keymap.c files. This allows you to use these new keycodes without having to redefine them in each keymap.
Once you've done that, you'll want to set the keycode definitions that you need to the `<name>.h` file. For instance:
```
#ifndef USERSPACE
#define USERSPACE
#include "quantum.h"
// Define all of
enum custom_keycodes {
KC_MAKE = SAFE_RANGE,
NEW_SAFE_RANGE //use "NEW_SAFE_RANGE" for keymap specific codes
};
#endif
```
Now you want to create the `<name>.c` file, and add this content to it:
```
#include "<name>.h"
#include "quantum.h"
#include "action.h"
#include "version.h"
__attribute__ ((weak))
bool process_record_keymap(uint16_t keycode, keyrecord_t *record) {
return true;
}
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
switch (keycode) {
case KC_MAKE:
if (!record->event.pressed) {
SEND_STRING("make " QMK_KEYBOARD ":" QMK_KEYMAP
#if (defined(BOOTLOADER_DFU) || defined(BOOTLOADER_LUFA_DFU) || defined(BOOTLOADER_QMK_DFU))
":dfu "
#elif defined(BOOTLOADER_HALFKAY)
":teensy "
#elif defined(BOOTLOADER_CATERINA)
":avrdude "
#endif
SS_TAP(X_ENTER));
}
return false;
break;
}
return process_record_keymap(keycode, record);
}
```
This will add a new `KC_MAKE` keycode that can be used in any of your keymaps. And this keycode will output `make <keyboard>:<keymap">`, making frequent compiling easier. And this will work with any keyboard and any keymap as it will output the current boards info, so that you don't have to type this out every time.
Additionally, this should flash the newly compiled firmware automatically, using the correct utility, based on the bootloader settings (or default to just generating the HEX file). However, it should be noted that this may not work on all systems. AVRDUDE doesn't work on WSL, namely (and will dump the HEX in the ".build" folder instead).
## Override default userspace
By default the userspace used will be the same as the keymap name. In some situations this isn't desirable. For instance, if you use the [layout](05_Features/Layouts.md) feature you can't use the same name for different keymaps (e.g. ANSI and ISO). You can name your layouts `mylayout-ansi` and `mylayout-iso` and add the following line to your layout's `rules.mk`:
```
USER_NAME := mylayout
```

27
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# QMK Features
QMK has a staggering number of features for building your keyboard. It can take some time to understand all of them and determine which one will achieve your goal.
* [Advanced Keycodes](Advanced Keycodes.md) - Change layers, type shifted keys, and more. Go beyond typing simple characters.
* [Audio](Audio.md) - Connect a speaker to your keyboard for audio feedback, midi support, and music mode.
* [Auto Shift](Auto Shift.md) - Tap for the normal key, hold slightly longer for its shifted state.
* [Backlight](Backlight.md) - LED lighting support for your keyboard.
* [Bootmagic](Bootmagic.md) - Adjust the behavior of your keyboard using hotkeys.
* [Dynamic Macros](Dynamic_Macros.md) - Record and playback macros from the keyboard itself.
* [Key Lock](Key_Lock.md) - Lock a key in the "down" state.
* [Layouts](Layouts.md) - Use one keymap with any keyboard that supports your layout.
* [Leader Key](Leader_Key.md) - Tap the leader key followed by a sequence to trigger custom behavior.
* [Macros](Macros.md) - Send multiple key presses when pressing only one physical key.
* [Mouse keys](Mouse_Keys.md) - Control your mouse pointer from your keyboard.
* [Pointing Device](Pointing_Device.md) - Framework for connecting your custom pointing device to your keyboard.
* [PS2 Mouse](PS_2_Mouse.md) - Driver for connecting a PS/2 mouse directly to your keyboard.
* [RGB Light](RGB_Lighting.md) - RGB lighting for your keyboard.
* [Space Cadet Shift](Space_Cadet_Shift.md) - Use your left/right shift keys to type parenthesis and brackets.
* [Space Cadet Shift Enter](Space_Cadet_Shift_Enter.md) - Combined Shift/Enter keys
* [Stenography](Stenography.md) - Put your keyboard into Plover mode for stenography use.
* [Tap Dance](Tap_Dance.md) - Make a single key do as many things as you want.
* [Terminal](Terminal.md) - CLI interface to the internals of your keyboard.
* [Thermal Printer](Thermal_Printer.md) - Connect a thermal printer to your keyboard to be able to toggle on a printed log of everything you type.
* [Unicode](Unicode.md) - Unicode input support.
* [Userspace](Userspace.md) - Share code between different keymaps and keyboards.