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@@ -911,7 +911,33 @@ In `quantum/keymap_extras/`, you'll see various language files - these work the ## Unicode support -You can currently send 4 hex digits with your OS-specific modifier key (RALT for OSX with the "Unicode Hex Input" layout, see [this article](http://www.poynton.com/notes/misc/mac-unicode-hex-input.html) to learn more) - this is currently limited to supporting one OS at a time, and requires a recompile for switching. 8 digit hex codes are being worked on. The keycode function is `UC(n)`, where *n* is a 4 digit hexidecimal. Enable from the Makefile. +There are three Unicode keymap definition method available in QMK: + +### UNICODE_ENABLE + +Supports Unicode input up to 0xFFFF. The keycode function is `UC(n)` in +keymap file, where *n* is a 4 digit hexadecimal. + +### UNICODEMAP_ENABLE + +Supports Unicode up to 0xFFFFFFFF. You need to maintain a separate mapping +table `const uint32_t PROGMEM unicode_map[] = {...}` in your keymap file. +The keycode function is `X(n)` where *n* is the array index of the mapping +table. + +### UCIS_ENABLE + +TBD + +Unicode input in QMK works by inputing a sequence of characters to the OS, +sort of like macro. Unfortunately, each OS has different ideas on how Unicode is inputted. + +This is the current list of Unicode input method in QMK: + +* UC_OSX: MacOS Unicode Hex Input support. Works only up to 0xFFFF. Disabled by default. To enable: go to System Preferences -> Keyboard -> Input Sources, and enable Unicode Hex. +* UC_LNX: Unicode input method under Linux. Works up to 0xFFFFF. Should work almost anywhere on ibus enabled distros. Without ibus, this works under GTK apps, but rarely anywhere else. +* UC_WIN: (not recommended) Windows built-in Unicode input. To enable: create registry key under `HKEY_CURRENT_USER\Control Panel\Input Method\EnableHexNumpad` of type `REG_SZ` called `EnableHexNumpad`, set its value to 1, and reboot. This method is not recommended because of reliability and compatibility issue, use WinCompose method below instead. +* UC_WINC: Windows Unicode input using WinCompose. Requires [WinCompose](https://github.com/samhocevar/wincompose). Works reliably under many (all?) variations of Windows. ## Backlight Breathing @@ -1157,6 +1183,135 @@ The firmware supports 5 different light effects, and the color (hue, saturation, Please note the USB port can only supply a limited amount of power to the keyboard (500mA by standard, however, modern computer and most usb hubs can provide 700+mA.). According to the data of NeoPixel from Adafruit, 30 WS2812 LEDs require a 5V 1A power supply, LEDs used in this mod should not more than 20. +## PS/2 Mouse Support + +Its possible to hook up a PS/2 mouse (for example touchpads or trackpoints) to your keyboard as a composite device. + +Then, decide whether to use USART (best), interrupts (better) or busywait (not recommended), and enable the relevant option. + +### 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 +#endif +#endif +``` + ## Safety Considerations You probably don't want to "brick" your keyboard, making it impossible |