From 17170ba76d3c94edcf1ab263520238fdb0384774 Mon Sep 17 00:00:00 2001 From: IBNobody Date: Sun, 23 Oct 2016 23:00:43 -0500 Subject: Fixed some large keyboard bugs Fixed some bugs relating to keyboards with more than 16 columns. Also added the ability to mask off keyboard matrix bits. --- readme.md | 1 + 1 file changed, 1 insertion(+) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 62d479ff1d..c460933a70 100644 --- a/readme.md +++ b/readme.md @@ -241,6 +241,7 @@ You can also add extra options at the end of the make command line, after the ta * `make COLOR=false` - turns off color output * `make SILENT=true` - turns off output besides errors/warnings * `make VERBOSE=true` - outputs all of the gcc stuff (not interesting, unless you need to debug) +* `make EXTRAFLAGS=-E` - Preprocess the code without doing any compiling (useful if you are trying to debug #define commands) The make command itself also has some additional options, type `make --help` for more information. The most useful is probably `-jx`, which specifies that you want to compile using more than one CPU, the `x` represents the number of CPUs that you want to use. Setting that can greatly reduce the compile times, especially if you are compiling many keyboards/keymaps. I usually set it to one less than the number of CPUs that I have, so that I have some left for doing other things while it's compiling. Note that not all operating systems and make versions supports that option. -- cgit v1.2.3 From 702405f0391463cc5d0c8c8109304ac8d0ec844a Mon Sep 17 00:00:00 2001 From: Noah Andrews Date: Mon, 14 Nov 2016 10:03:18 -0500 Subject: Recommend WSL on Windows 10 At this point, I consider the batch scripts @IBNobody and I worked on to mostly be a failure. They've proven to be unreliable, too dependent on the environment they're being run in, and I've seen far too many examples of people having frustrating issues with them that I haven't been able to help them with. They can also produce misleading and confusing error messages. I've been pointing people to use the WSL for a while now. Eventually, I think we should make a proper replacement for the batch scripts, possibly with an environment in msys2. For now, the WSL method in Windows 10 is far more reliable, and is easy to set up. I also cleaned up some things in the WSL instructions themselves. --- readme.md | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index d5a259ccb8..4eed2c776b 100644 --- a/readme.md +++ b/readme.md @@ -45,19 +45,19 @@ Before you are able to compile, you'll need to install an environment for AVR de ### Windows 10 -It's still recommended to use the method for Vista and later below. The reason for this is that the Windows 10 Subsystem for Linux lacks [USB support](https://wpdev.uservoice.com/forums/266908-command-prompt-console-bash-on-ubuntu-on-windo/suggestions/13355724-unable-to-access-usb-devices-from-bash), so it's not possible to flash the firmware to the keyboard. Please add your vote to the link! +Due to some issues with the "Windows (Vista and later)" instructions below, we now recommend following these instructions if you use Windows, which will allow you to use the Windows Subsystem for Linux to compile the firmware. If you are not using Windows 10 with the Anniversary Update installed (which came out in July 2016), you will need to use one of the other methods, such as Docker, Vagrant, or the instructions for Vista and later. -That said, it's still possible to use it for compilation. And recommended, if you need to compile much, since it's much faster than at least Cygwin (which is also supported, but currently lacking documentation). I haven't tried the method below, so I'm unable to tell. +If you use this method, you will need to use a standalone tool to flash the firmware to the keyboard after you compile it. We recommend the official [QMK Firmware Flasher](https://github.com/jackhumbert/qmk_firmware_flasher/releases). This is because the Windows 10 Subsystem for Linux lacks [libUSB support](https://wpdev.uservoice.com/forums/266908-command-prompt-console-bash-on-ubuntu-on-windo/suggestions/13355724-unable-to-access-usb-devices-from-bash), so it can't access the keyboard's microcontroller. Please add your vote for Microsoft to fix this issue using the link! Here are the steps 1. Install the Windows 10 subsystem for Linux, following [these instructions](http://www.howtogeek.com/249966/how-to-install-and-use-the-linux-bash-shell-on-windows-10/). -2. If you have previously cloned the repository using the normal Git bash, you will need to clean up the line endings. If you have cloned it after 20th of August 2016, you are likely fine. To clean up the line endings do the following - 1. Make sure that you have no changes you haven't committed by running `git status`, if you do commit them first - 2. From within the Git bash run `git rm --cached -r .` - 3. Followed by `git reset --hard` -3. Start the "Bash On Ubuntu On Windows" from the start menu -4. With the bash open, navigate to your Git checkout. The harddisk can be accessed from `/mnt` for example `/mnt/c` for the `c:\` drive. +2. If you have cloned the repository using git before August 20, 2016, clean up the line endings from wherever you currently access git: + 1. Make sure that you have no changes you haven't committed by running `git status`. ANY UNCOMMITTED CHANGES WILL BE PERMANENTLY LOST. + 2. Run `git rm --cached -r .` + 3. Run `git reset --hard` +3. Open "Bash On Ubuntu On Windows" from the start menu +4. With the bash window open, navigate to your copy of the [qmk_firmware repository](https://github.com/jackhumbert/qmk_firmware) using the `cd` command. The harddisks can be accessed from `/mnt/`. For example, your main hard drive (C:) can be accessed by executiing the command `cd /mnt/c`. If your username is John and the qmk_firmware folder is in your Downloads folder, you can move to it with the command `cd /mnt/c/Users/John/Downloads/qmk_firmware`. You can use the Tab key as you go to help you autocomplete the folder names. 5. Run `sudo util/install_dependencies.sh`. 6. After a while the installation will finish, and you are good to go @@ -1305,4 +1305,4 @@ This will add a traced variable named "layer" (the name is just for your informa In order to actually detect changes to the variables you should call `VERIFY_TRACED_VARIABLES` around the code that you think that modifies the variable. If a variable is modified it will tell you between which two `VERIFY_TRACED_VARIABLES` calls the modification happened. You can then add more calls to track it down further. I don't recommend spamming the codebase with calls. It's better to start with a few, and then keep adding them in a binary search fashion. You can also delete the ones you don't need, as each call need to store the file name and line number in the ROM, so you can run out of memory if you add too many calls. -Also remember to delete all the tracing code ones you have found the bug, as you wouldn't want to create a pull request with tracing code. \ No newline at end of file +Also remember to delete all the tracing code ones you have found the bug, as you wouldn't want to create a pull request with tracing code. -- cgit v1.2.3 From 3774a7fcdab5544fc787f4c200be05fcd417e31f Mon Sep 17 00:00:00 2001 From: Jack Humbert Date: Thu, 17 Nov 2016 17:42:14 -0500 Subject: rgb light through midi --- readme.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index d5a259ccb8..2364b53010 100644 --- a/readme.md +++ b/readme.md @@ -1135,12 +1135,12 @@ For this mod, you need an unused pin wiring to DI of WS2812 strip. After wiring RGBLIGHT_ENABLE = yes -In order to use the underglow timer functions, you need to have `#define RGBLIGHT_TIMER` in your `config.h`, and have audio disabled (`AUDIO_ENABLE = no` in your Makefile). +In order to use the underglow animation functions, you need to have `#define RGBLIGHT_ANIMATIONS` in your `config.h`. Please add the following options into your config.h, and set them up according your hardware configuration. These settings are for the `F4` pin by default: #define RGB_DI_PIN F4 // The pin your RGB strip is wired to - #define RGBLIGHT_TIMER // Require for fancier stuff (not compatible with audio) + #define RGBLIGHT_ANIMATIONS // Require for fancier stuff (not compatible with audio) #define RGBLED_NUM 14 // Number of LEDs #define RGBLIGHT_HUE_STEP 10 #define RGBLIGHT_SAT_STEP 17 -- cgit v1.2.3 From 97e7486d4c8818f4a6b3e619729d6f4f6524a7d1 Mon Sep 17 00:00:00 2001 From: ofples Date: Fri, 25 Nov 2016 12:10:44 +0200 Subject: Added documentation for PS/2 mouse in readme --- readme.md | 39 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 39 insertions(+) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 8615b48d55..0157b90724 100644 --- a/readme.md +++ b/readme.md @@ -1157,6 +1157,45 @@ 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. +In order to do this you must first enable the option in your Makefile. + + PS2_MOUSE_ENABLE = yes + +Then, decide whether to use interrupts (better if your microcontroller supports them) or busywait, and enable the relevant option. + + PS2_USE_INT = yes + // PS2_USE_BUSYWAIT = yes + +If you're using a teensy and have hooked up the clock on your PS/2 device to D1 and the data to D0, you're all set. +Otherwise, you will need to update the following defines in your `config.h`: + + #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 0 + +And with `PS2_USE_INT` also define these macros: + + #define PS2_INT_INIT() do { \ + EICRA |= ((1< Date: Sat, 26 Nov 2016 14:23:55 +0700 Subject: A few addition to PS2 documentation. --- readme.md | 160 ++++++++++++++++++++++++++++++++++++++++++++++++-------------- 1 file changed, 125 insertions(+), 35 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 0157b90724..3eb67882ab 100644 --- a/readme.md +++ b/readme.md @@ -1160,41 +1160,131 @@ Please note the USB port can only supply a limited amount of power to the keyboa ## 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. -In order to do this you must first enable the option in your Makefile. - - PS2_MOUSE_ENABLE = yes - -Then, decide whether to use interrupts (better if your microcontroller supports them) or busywait, and enable the relevant option. - - PS2_USE_INT = yes - // PS2_USE_BUSYWAIT = yes - -If you're using a teensy and have hooked up the clock on your PS/2 device to D1 and the data to D0, you're all set. -Otherwise, you will need to update the following defines in your `config.h`: - - #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 0 - -And with `PS2_USE_INT` also define these macros: - - #define PS2_INT_INIT() do { \ - EICRA |= ((1< Date: Sun, 27 Nov 2016 00:34:29 +0700 Subject: Update Unicode documentation --- readme.md | 28 +++++++++++++++++++++++++++- 1 file changed, 27 insertions(+), 1 deletion(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 3eb67882ab..cd65e0e69e 100644 --- a/readme.md +++ b/readme.md @@ -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 -- cgit v1.2.3 From b787ed9dc6c81f47215c48d47240717afa3cd440 Mon Sep 17 00:00:00 2001 From: cbbrowne Date: Thu, 1 Dec 2016 16:24:03 -0500 Subject: More notes on .hex size protection --- readme.md | 19 ++++++++++++++++--- 1 file changed, 16 insertions(+), 3 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index a92ae4c1dc..5c82efcddd 100644 --- a/readme.md +++ b/readme.md @@ -1318,14 +1318,27 @@ You probably don't want to "brick" your keyboard, making it impossible to rewrite firmware onto it. Here are some of the parameters to show what things are (and likely aren't) too risky. -- If a keyboard map does not include RESET, then, to get into DFU +- If your keyboard map does not include RESET, then, to get into DFU mode, you will need to press the reset button on the PCB, which - requires unscrewing some bits. + requires unscrewing the bottom. - Messing with tmk_core / common files might make the keyboard inoperable - Too large a .hex file is trouble; `make dfu` will erase the block, test the size (oops, wrong order!), which errors out, failing to - flash the keyboard + flash the keyboard, leaving it in DFU mode. + - To this end, note that the maximum .hex file size on Planck is + 7000h (28672 decimal) +```Linking: .build/planck_rev4_cbbrowne.elf [OK] +Creating load file for Flash: .build/planck_rev4_cbbrowne.hex [OK] + +Size after: + text data bss dec hex filename + 0 22396 0 22396 577c planck_rev4_cbbrowne.hex +``` + - The above file is of size 22396/577ch, which is less than + 28672/7000h + - As long as you have a suitable alternative .hex file around, you + can retry, loading that one - DFU tools do /not/ allow you to write into the bootloader (unless you throw in extra fruitsalad of options), so there is little risk there. -- cgit v1.2.3 From 95a160bf92ebc5b92ef360f1649e2bd5e3ac2000 Mon Sep 17 00:00:00 2001 From: cbbrowne Date: Thu, 1 Dec 2016 16:31:51 -0500 Subject: Improve docs on memory usage --- readme.md | 7 +++++++ 1 file changed, 7 insertions(+) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 5c82efcddd..afdb03ba54 100644 --- a/readme.md +++ b/readme.md @@ -348,6 +348,10 @@ This allows you output audio on the C6 pin (needs abstracting). See the [audio s Use this to debug changes to variable values, see the [tracing variables](#tracing-variables) section for more information. +`API_SYSEX_ENABLE` + +This enables using the Quantum SYSEX API to send strings (somewhere?) + ### Customizing Makefile options on a per-keymap basis If your keymap directory has a file called `Makefile` (note the filename), any Makefile options you set in that file will take precedence over other Makefile options for your particular keyboard. @@ -1339,6 +1343,9 @@ Size after: 28672/7000h - As long as you have a suitable alternative .hex file around, you can retry, loading that one + - Some of the options you might specify in your keyboard's Makefile + consume extra memory; watch out for BOOTMAGIC_ENABLE, + MOUSEKEY_ENABLE, EXTRAKEY_ENABLE, CONSOLE_ENABLE, API_SYSEX_ENABLE - DFU tools do /not/ allow you to write into the bootloader (unless you throw in extra fruitsalad of options), so there is little risk there. -- cgit v1.2.3 From 8e2732edf3c457d98dd4526d88dad26786cb3db9 Mon Sep 17 00:00:00 2001 From: Ofer Plesser Date: Sat, 3 Dec 2016 13:11:37 +0200 Subject: Updated ps2 mouse documentation in readme --- readme.md | 112 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 111 insertions(+), 1 deletion(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index be15108329..1f06fe79fa 100644 --- a/readme.md +++ b/readme.md @@ -1191,7 +1191,7 @@ Please note the USB port can only supply a limited amount of power to the keyboa 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. +There are three available modes for hooking up PS/2 devices: USART (best), interrupts (better) or busywait (not recommended). ### Busywait version @@ -1316,6 +1316,116 @@ In your keyboard config.h: #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< Date: Sat, 3 Dec 2016 14:36:39 -0500 Subject: cleans-up formatting of readme --- readme.md | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 1f06fe79fa..b618334dc3 100644 --- a/readme.md +++ b/readme.md @@ -1442,13 +1442,16 @@ what things are (and likely aren't) too risky. flash the keyboard, leaving it in DFU mode. - To this end, note that the maximum .hex file size on Planck is 7000h (28672 decimal) -```Linking: .build/planck_rev4_cbbrowne.elf [OK] + +``` +Linking: .build/planck_rev4_cbbrowne.elf [OK] Creating load file for Flash: .build/planck_rev4_cbbrowne.hex [OK] Size after: text data bss dec hex filename 0 22396 0 22396 577c planck_rev4_cbbrowne.hex ``` + - The above file is of size 22396/577ch, which is less than 28672/7000h - As long as you have a suitable alternative .hex file around, you -- cgit v1.2.3 From 985a091a739c99736d5b17de5161831488dbc219 Mon Sep 17 00:00:00 2001 From: Jack Humbert Date: Tue, 6 Dec 2016 09:49:05 -0500 Subject: Update readme.md --- readme.md | 1562 +------------------------------------------------------------ 1 file changed, 2 insertions(+), 1560 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index b618334dc3..90584cabcb 100644 --- a/readme.md +++ b/readme.md @@ -4,7 +4,7 @@ This is a keyboard firmware based on the [tmk_keyboard firmware](http://github.com/tmk/tmk_keyboard) with some useful features for Atmel AVR controllers, and more specifically, the [OLKB product line](http://olkb.com), the [ErgoDox EZ](http://www.ergodox-ez.com) keyboard, and the [Clueboard product line](http://clueboard.co/). -## Official website +## Official website (currently under construction with the move to the wiki) For an easy-to-read version of this document and the repository, check out [http://qmk.fm](http://qmk.fm). Nicely formatted keyboard and keymap listings are also available there, along with the ability to download .hex files instead of having to setup a build environment and compile them. @@ -31,1567 +31,9 @@ The OLKB product firmwares are maintained by [Jack Humbert](https://github.com/j This is not a tiny project. While this is the main readme, there are many other files you might want to consult. Here are some points of interest: +* [**The Wiki**](https://github.com/jackhumbert/qmk_firmware/wiki) - the entirity of the readme has been moved here * The readme for your own keyboard: This is found under `keyboards//`. So for the ErgoDox EZ, it's [here](keyboards/ergodox/ez/); for the Planck, it's [here](keyboards/planck/) and so on. * The list of possible keycodes you can use in your keymap is actually spread out in a few different places: * [doc/keycode.txt](doc/keycode.txt) - an explanation of those same keycodes. * [quantum/keymap.h](quantum/keymap.h) - this is where the QMK-specific aliases are all set up. Things like the Hyper and Meh key, the Leader key, and all of the other QMK innovations. These are also explained and documented below, but `keymap.h` is where they're actually defined. * The [TMK documentation](doc/TMK_README.md). QMK is based on TMK, and this explains how it works internally. - -# Getting started - -Before you are able to compile, you'll need to install an environment for AVR development. You'll find the instructions for any OS below. If you find another/better way to set things up from scratch, please consider [making a pull request](https://github.com/jackhumbert/qmk_firmware/pulls) with your changes! - -## Build Environment Setup - -### Windows 10 - -Due to some issues with the "Windows (Vista and later)" instructions below, we now recommend following these instructions if you use Windows, which will allow you to use the Windows Subsystem for Linux to compile the firmware. If you are not using Windows 10 with the Anniversary Update installed (which came out in July 2016), you will need to use one of the other methods, such as Docker, Vagrant, or the instructions for Vista and later. - -If you use this method, you will need to use a standalone tool to flash the firmware to the keyboard after you compile it. We recommend the official [QMK Firmware Flasher](https://github.com/jackhumbert/qmk_firmware_flasher/releases). This is because the Windows 10 Subsystem for Linux lacks [libUSB support](https://wpdev.uservoice.com/forums/266908-command-prompt-console-bash-on-ubuntu-on-windo/suggestions/13355724-unable-to-access-usb-devices-from-bash), so it can't access the keyboard's microcontroller. Please add your vote for Microsoft to fix this issue using the link! - -Here are the steps - -1. Install the Windows 10 subsystem for Linux, following [these instructions](http://www.howtogeek.com/249966/how-to-install-and-use-the-linux-bash-shell-on-windows-10/). -2. If you have cloned the repository using git before August 20, 2016, clean up the line endings from wherever you currently access git: - 1. Make sure that you have no changes you haven't committed by running `git status`. ANY UNCOMMITTED CHANGES WILL BE PERMANENTLY LOST. - 2. Run `git rm --cached -r .` - 3. Run `git reset --hard` -3. Open "Bash On Ubuntu On Windows" from the start menu -4. With the bash window open, navigate to your copy of the [qmk_firmware repository](https://github.com/jackhumbert/qmk_firmware) using the `cd` command. The harddisks can be accessed from `/mnt/`. For example, your main hard drive (C:) can be accessed by executiing the command `cd /mnt/c`. If your username is John and the qmk_firmware folder is in your Downloads folder, you can move to it with the command `cd /mnt/c/Users/John/Downloads/qmk_firmware`. You can use the Tab key as you go to help you autocomplete the folder names. -5. Run `sudo util/install_dependencies.sh`. -6. After a while the installation will finish, and you are good to go - -**Note** From time to time, the dependencies might change, so just run `install_dependencies.sh` again if things are not working. - -**Warning:** If you edit Makefiles or shell scripts, make sure you are using an editor that saves the files with Unix line endings. Otherwise the compilation might not work. - - -### Windows (Vista and later) -1. If you have ever installed WinAVR, uninstall it. -2. Install [MHV AVR Tools](https://infernoembedded.com/sites/default/files/project/MHV_AVR_Tools_20131101.exe). Disable smatch, but **be sure to leave the option to add the tools to the PATH checked**. -3. If you are going to flash Infinity based keyboards you will need to install dfu-util, refer to the instructions by [Input Club](https://github.com/kiibohd/controller/wiki/Loading-DFU-Firmware). -4. Install [MinGW](https://sourceforge.net/projects/mingw/files/Installer/mingw-get-setup.exe/download). During installation, uncheck the option to install a graphical user interface. **DO NOT change the default installation folder.** The scripts depend on the default location. -5. Clone this repository. [This link will download it as a zip file, which you'll need to extract.](https://github.com/jackhumbert/qmk_firmware/archive/master.zip) Open the extracted folder in Windows Explorer. -6. Open the `\util` folder. -7. Double-click on the `1-setup-path-win` batch script to run it. You'll need to accept a User Account Control prompt. Press the spacebar to dismiss the success message in the command prompt that pops up. -8. Right-click on the `2-setup-environment-win` batch script, select "Run as administrator", and accept the User Account Control prompt. This part may take a couple of minutes, and you'll need to approve a driver installation, but once it finishes, your environment is complete! - -If you have trouble and want to ask for help, it is useful to generate a *Win_Check_Output.txt* file by running `Win_Check.bat` in the `\util` folder. - -### Mac -If you're using [homebrew,](http://brew.sh/) you can use the following commands: - - brew tap osx-cross/avr - brew install avr-libc - brew install dfu-programmer - -This is the recommended method. If you don't have homebrew, [install it!](http://brew.sh/) It's very much worth it for anyone who works in the command line. - -You can also try these instructions: - -1. Install Xcode from the App Store. -2. Install the Command Line Tools from `Xcode->Preferences->Downloads`. -3. Install [DFU-Programmer][dfu-prog]. - -If you are going to flash Infinity based keyboards you will also need dfu-util - - brew install dfu-util - -### Linux - -To ensure you are always up to date, you can just run `sudo util/install_dependencies.sh`. That should always install all the dependencies needed. - -You can also install things manually, but this documentation might not be always up to date with all requirements. - -The current requirements are the following, but not all might be needed depending on what you do. Also note that some systems might not have all the dependencies available as packages, or they might be named differently. - -``` -build-essential -gcc -unzip -wget -zip -gcc-avr -binutils-avr -avr-libc -dfu-programmer -dfu-util -gcc-arm-none-eabi -binutils-arm-none-eabi -libnewlib-arm-none-eabi -git -``` - -Install the dependencies with your favorite package manager. - -Debian/Ubuntu example: - - sudo apt-get update - sudo apt-get install gcc unzip wget zip gcc-avr binutils-avr avr-libc dfu-programmer dfu-util gcc-arm-none-eabi binutils-arm-none-eabi libnewlib-arm-none-eabi - -### Docker - -If this is a bit complex for you, Docker might be the turn-key solution you need. After installing [Docker](https://www.docker.com/products/docker), run the following command at the root of the QMK folder to build a keyboard/keymap: - -```bash -# You'll run this every time you want to build a keymap -# modify the keymap and keyboard assigment to compile what you want -# defaults are ergodox/default - -docker run -e keymap=gwen -e keyboard=ergodox --rm -v $('pwd'):/qmk:rw edasque/qmk_firmware - -# On windows docker seems to have issue with VOLUME tag in Dockerfile, and $('pwd') won't print a windows compliant path, use full path instead like this -docker run -e keymap=default -e keyboard=ergobop --rm -v D:/Users/Sacapuces/Documents/Repositories/qmk:/qmk:rw edasque/qmk_firmware - -``` - -This will compile the targetted keyboard/keymap and leave it in your QMK directory for you to flash. - -### Vagrant -If you have any problems building the firmware, you can try using a tool called Vagrant. It will set up a virtual computer with a known configuration that's ready-to-go for firmware building. OLKB does NOT host the files for this virtual computer. Details on how to set up Vagrant are in the [VAGRANT_GUIDE file](doc/VAGRANT_GUIDE.md). - -## Verify Your Installation -1. If you haven't already, obtain this repository ([https://github.com/jackhumbert/qmk_firmware](https://github.com/jackhumbert/qmk_firmware)). You can either download it as a zip file and extract it, or clone it using the command line tool git or the Github Desktop application. -2. Open up a terminal or command prompt and navigate to the `qmk_firmware` folder using the `cd` command. The command prompt will typically open to your home directory. If, for example, you cloned the repository to your Documents folder, then you would type `cd Documents/qmk_firmware`. If you extracted the file from a zip, then it may be named `qmk_firmware-master` instead. -3. To confirm that you're in the correct location, you can display the contents of your current folder using the `dir` command on Windows, or the `ls` command on Linux or Mac. You should see several files, including `readme.md` and a `quantum` folder. From here, you need to navigate to the appropriate folder under `keyboards/`. For example, if you're building for a Planck, run `cd keyboards/planck`. -4. Once you're in the correct keyboard-specific folder, run the `make` command. This should output a lot of information about the build process. More information about the `make` command can be found below. - -# Customizing your keymap - -In every keymap folder, the following files are recommended: - -* `config.h` - the options to configure your keymap -* `keymap.c` - all of your keymap code, required -* `Makefile` - the features of QMK that are enabled, required to run `make` in your keymap folder -* `readme.md` - a description of your keymap, how others might use it, and explanations of features - -## The `make` command - -The `make` command is how you compile the firmware into a .hex file, which can be loaded by a dfu programmer (like dfu-progammer via `make dfu`) or the [Teensy loader](https://www.pjrc.com/teensy/loader.html) (only used with Teensys). - -**NOTE:** To abort a make command press `Ctrl-c` - -The following instruction refers to these folders. - -* The `root` (`/`) folder is the qmk_firmware folder, in which are `doc`, `keyboard`, `quantum`, etc. -* The `keyboard` folder is any keyboard project's folder, like `/keyboards/planck`. -* The `keymap` folder is any keymap's folder, like `/keyboards/planck/keymaps/default`. -* The `subproject` folder is the subproject folder of a keyboard, like `/keyboards/ergodox/ez` - -### Simple instructions for building and uploading a keyboard - -**Most keyboards have more specific instructions in the keyboard specific readme.md file, so please check that first** - -If the `keymap` folder contains a file name `Makefile` - -1. Change the directory to the `keymap` folder -2. Run `make -` - -Otherwise, if there's no `Makefile` in the `keymap` folder - -1. Enter the `keyboard` folder -2. Run `make --` - -In the above commands, replace: - -* `` with the name of your keymap -* `` with the name of the subproject (revision or sub-model of your keyboard). For example, for Ergodox it can be `ez` or `infinity`, and for Planck `rev3` or `rev4`. - * If the keyboard doesn't have a subproject, or if you are happy with the default (defined in `rules.mk` file of the `keyboard` folder), you can leave it out. But remember to also remove the dash (`-`) from the command. -* `` The programmer to use. Most keyboards use `dfu`, but some use `teensy`. Infinity keyboards use `dfu-util`. Check the readme file in the keyboard folder to find out which programmer to use. - * If you don't add `----`, where: - -* `` is the name of the keyboard, for example `planck` - * Use `allkb` to compile all keyboards -* `` is the name of the subproject (revision or sub-model of the keyboard). For example, for Ergodox it can be `ez` or `infinity`, and for Planck `rev3` or `rev4`. - * If the keyboard doesn't have any subprojects, it can be left out - * To compile the default subproject, you can leave it out, or specify `defaultsp` - * Use `allsp` to compile all subprojects -* `` is the name of the keymap, for example `algernon` - * Use `allkm` to compile all keymaps -* `` will be explained in more detail below. - -**Note:** When you leave some parts of the command out, you should also remove the dash (`-`). - -As mentioned above, there are some shortcuts, when you are in a: - -* `keyboard` folder, the command will automatically fill the `` part. So you only need to type `--` -* `subproject` folder, it will fill in both `` and `` -* `keymap` folder, then `` and `` will be filled in. If you need to specify the `` use the following syntax `-` - * Note in order to support this shortcut, the keymap needs its own Makefile (see the example [here](/doc/keymap_makefile_example.mk)) -* `keymap` folder of a `subproject`, then everything except the `` will be filled in - -The `` means the following -* If no target is given, then it's the same as `all` below -* `all` compiles the keyboard and generates a `_.hex` file in whichever folder you run `make` from. These files are ignored by git, so don't worry about deleting them when committing/creating pull requests. -* `dfu`, `teensy` or `dfu-util`, compile and upload the firmware to the keyboard. If the compilation fails, then nothing will be uploaded. The programmer to use depends on the keyboard. For most keyboards it's `dfu`, but for Infinity keyboards you should use `dfu-util`, and `teensy` for standard Teensys. To find out which command you should use for your keyboard, check the keyboard specific readme. **Note** that some operating systems needs root access for these commands to work, so in that case you need to run for example `sudo make dfu`. -* `clean`, cleans the build output folders to make sure that everything is built from scratch. Run this before normal compilation if you have some unexplainable problems. - -Some other targets are supported but, but not important enough to be documented here. Check the source code of the make files for more information. - -You can also add extra options at the end of the make command line, after the target - -* `make COLOR=false` - turns off color output -* `make SILENT=true` - turns off output besides errors/warnings -* `make VERBOSE=true` - outputs all of the gcc stuff (not interesting, unless you need to debug) -* `make EXTRAFLAGS=-E` - Preprocess the code without doing any compiling (useful if you are trying to debug #define commands) - -The make command itself also has some additional options, type `make --help` for more information. The most useful is probably `-jx`, which specifies that you want to compile using more than one CPU, the `x` represents the number of CPUs that you want to use. Setting that can greatly reduce the compile times, especially if you are compiling many keyboards/keymaps. I usually set it to one less than the number of CPUs that I have, so that I have some left for doing other things while it's compiling. Note that not all operating systems and make versions supports that option. - -Here are some examples commands - -* `make allkb-allsp-allkm` builds everything (all keyboards, all subprojects, all keymaps). Running just `make` from the `root` will also run this. -* `make` from within a `keyboard` directory, is the same as `make keyboard-allsp-allkm`, which compiles all subprojects and keymaps of the keyboard. **NOTE** that this behaviour has changed. Previously it compiled just the default keymap. -* `make ergodox-infinity-algernon-clean` will clean the build output of the Ergodox Infinity keyboard. This example uses the full syntax and can be run from any folder with a `Makefile` -* `make dfu COLOR=false` from within a keymap folder, builds and uploads the keymap, but without color output. - -## The `Makefile` - -There are 5 different `make` and `Makefile` locations: - -* root (`/`) -* keyboard (`/keyboards//`) -* keymap (`/keyboards//keymaps//`) -* subproject (`/keyboards//`) -* subproject keymap (`/keyboards///keymaps/`) - -The root contains the code used to automatically figure out which keymap or keymaps to compile based on your current directory and commandline arguments. It's considered stable, and shouldn't be modified. The keyboard one will contain the MCU set-up and default settings for your keyboard, and shouldn't be modified unless you are the producer of that keyboard. The keymap Makefile can be modified by users, and is optional. It is included automatically if it exists. You can see an example [here](/doc/keymap_makefile_example.mk) - the last few lines are the most important. The settings you set here will override any defaults set in the keyboard Makefile. **The file is required if you want to run `make` in the keymap folder.** - -For keyboards and subprojects, the make files are split in two parts `Makefile` and `rules.mk`. All settings can be found in the `rules.mk` file, while the `Makefile` is just there for support and including the root `Makefile`. Keymaps contain just one `Makefile` for simplicity. - -### Makefile options - -Set the variables to `no` to disable them, and `yes` to enable them. - -`BOOTMAGIC_ENABLE` - -This allows you to hold a key and the salt key (space by default) and have access to a various EEPROM settings that persist over power loss. It's advised you keep this disabled, as the settings are often changed by accident, and produce confusing results that makes it difficult to debug. It's one of the more common problems encountered in help sessions. - -`MOUSEKEY_ENABLE` - -This gives you control over cursor movements and clicks via keycodes/custom functions. - -`EXTRAKEY_ENABLE` - -This allows you to use the system and audio control key codes. - -`CONSOLE_ENABLE` - -This allows you to print messages that can be read using [`hid_listen`](https://www.pjrc.com/teensy/hid_listen.html). - -By default, all debug (*dprint*) print (*print*, *xprintf*), and user print (*uprint*) messages will be enabled. This will eat up a significant portion of the flash and may make the keyboard .hex file too big to program. - -To disable debug messages (*dprint*) and reduce the .hex file size, include `#define NO_DEBUG` in your `config.h` file. - -To disable print messages (*print*, *xprintf*) and user print messages (*uprint*) and reduce the .hex file size, include `#define NO_PRINT` in your `config.h` file. - -To disable print messages (*print*, *xprintf*) and **KEEP** user print messages (*uprint*), include `#define USER_PRINT` in your `config.h` file. - -To see the text, open `hid_listen` and enjoy looking at your printed messages. - -**NOTE:** Do not include *uprint* messages in anything other than your keymap code. It must not be used within the QMK system framework. Otherwise, you will bloat other people's .hex files. - -`COMMAND_ENABLE` - -This enables magic commands, typically fired with the default magic key combo `LSHIFT+RSHIFT+KEY`. Magic commands include turning on debugging messages (`MAGIC+D`) or temporarily toggling NKRO (`MAGIC+N`). - -`SLEEP_LED_ENABLE` - -Enables your LED to breath while your computer is sleeping. Timer1 is being used here. This feature is largely unused and untested, and needs updating/abstracting. - -`NKRO_ENABLE` - -This allows the keyboard to tell the host OS that up to 248 keys are held down at once (default without NKRO is 6). NKRO is off by default, even if `NKRO_ENABLE` is set. NKRO can be forced by adding `#define FORCE_NKRO` to your config.h or by binding `MAGIC_TOGGLE_NKRO` to a key and then hitting the key. - -`BACKLIGHT_ENABLE` - -This enables your backlight on Timer1 and ports B5, B6, or B7 (for now). You can specify your port by putting this in your `config.h`: - - #define BACKLIGHT_PIN B7 - -`MIDI_ENABLE` - -This enables MIDI sending and receiving with your keyboard. To enter MIDI send mode, you can use the keycode `MI_ON`, and `MI_OFF` to turn it off. This is a largely untested feature, but more information can be found in the `quantum/quantum.c` file. - -`UNICODE_ENABLE` - -This allows you to send unicode symbols via `UC()` in your keymap. Only codes up to 0x7FFF are currently supported. - -`UNICODEMAP_ENABLE` - -This allows sending unicode symbols using `X()` in your keymap. Codes -up to 0xFFFFFFFF are supported, including emojis. You will need to maintain -a separate mapping table in your keymap file. - -Known limitations: -- Under Mac OS, only codes up to 0xFFFF are supported. -- Under Linux ibus, only codes up to 0xFFFFF are supported (but anything important is still under this limit for now). - -Characters out of range supported by the OS will be ignored. - -`BLUETOOTH_ENABLE` - -This allows you to interface with a Bluefruit EZ-key to send keycodes wirelessly. It uses the D2 and D3 pins. - -`AUDIO_ENABLE` - -This allows you output audio on the C6 pin (needs abstracting). See the [audio section](#driving-a-speaker---audio-support) for more information. - -`VARIABLE_TRACE` - -Use this to debug changes to variable values, see the [tracing variables](#tracing-variables) section for more information. - -`API_SYSEX_ENABLE` - -This enables using the Quantum SYSEX API to send strings (somewhere?) - -### Customizing Makefile options on a per-keymap basis - -If your keymap directory has a file called `Makefile` (note the filename), any Makefile options you set in that file will take precedence over other Makefile options for your particular keyboard. - -So let's say your keyboard's makefile has `BACKLIGHT_ENABLE = yes` (or maybe doesn't even list the `BACKLIGHT_ENABLE` option, which would cause it to be off). You want your particular keymap to not have the debug console, so you make a file called `Makefile` and specify `BACKLIGHT_ENABLE = no`. - -You can use the `doc/keymap_makefile_example.md` as a template/starting point. - -## The `config.h` file - -There are 2 `config.h` locations: - -* keyboard (`/keyboards//`) -* keymap (`/keyboards//keymaps//`) - -The keyboard `config.h` is included only if the keymap one doesn't exist. The format to use for your custom one [is here](/doc/keymap_config_h_example.h). If you want to override a setting from the parent `config.h` file, you need to do this: - -```c -#undef MY_SETTING -#define MY_SETTING 4 -``` - -For a value of `4` for this imaginary setting. So we `undef` it first, then `define` it. - -You can then override any settings, rather than having to copy and paste the whole thing. - -# Going beyond the keycodes - -Aside from the [basic keycodes](doc/keycode.txt), your keymap can include shortcuts to common operations. - -## Quick aliases to common actions - -Your keymap can include shortcuts to common operations (called "function actions" in tmk). - -These functions work the same way that their `ACTION_*` functions do - they're just quick aliases. To dig into all of the tmk `ACTION_*` functions, please see the [TMK documentation](https://github.com/jackhumbert/qmk_firmware/blob/master/doc/keymap.md#2-action). - -Instead of using `FNx` when defining `ACTION_*` functions, you can use `F(x)` - the benefit here is being able to use more than 32 function actions (up to 4096), if you happen to need them. - -### Switching and toggling layers - -`MO(layer)` - momentary switch to *layer*. As soon as you let go of the key, the layer is deactivated and you pop back out to the previous layer. When you apply this to a key, that same key must be set as `KC_TRNS` on the destination layer. Otherwise, you won't make it back to the original layer when you release the key (and you'll get a keycode sent). You can only switch to layers *above* your current layer. If you're on layer 0 and you use `MO(1)`, that will switch to layer 1 just fine. But if you include `MO(3)` on layer 5, that won't do anything for you -- because layer 3 is lower than layer 5 on the stack. - -`OSL(layer)` - momentary switch to *layer*, as a one-shot operation. So if you have a key that's defined as `OSL(1)`, and you tap that key, then only the very next keystroke would come from layer 1. You would drop back to layer zero immediately after that one keystroke. That's handy if you have a layer full of custom shortcuts -- for example, a dedicated key for closing a window. So you tap your one-shot layer mod, then tap that magic 'close window' key, and keep typing like a boss. Layer 1 would remain active as long as you hold that key down, too (so you can use it like a momentary toggle-layer key with extra powers). - -`LT(layer, kc)` - momentary switch to *layer* when held, and *kc* when tapped. Like `MO()`, this only works upwards in the layer stack (`layer` must be higher than the current layer). - -`TG(layer)` - toggles a layer on or off. As with `MO()`, you should set this key as `KC_TRNS` in the destination layer so that tapping it again actually toggles back to the original layer. Only works upwards in the layer stack. - -`TO(layer)` - Goes to a layer. This code is special, because it lets you go either up or down the stack -- just goes directly to the layer you want. So while other codes only let you go _up_ the stack (from layer 0 to layer 3, for example), `TO(2)` is going to get you to layer 2, no matter where you activate it from -- even if you're currently on layer 5. This gets activated on keydown (as soon as the key is pressed). - - -### Fun with modifier keys - -* `LSFT(kc)` - applies left Shift to *kc* (keycode) - `S(kc)` is an alias -* `RSFT(kc)` - applies right Shift to *kc* -* `LCTL(kc)` - applies left Control to *kc* -* `RCTL(kc)` - applies right Control to *kc* -* `LALT(kc)` - applies left Alt to *kc* -* `RALT(kc)` - applies right Alt to *kc* -* `LGUI(kc)` - applies left GUI (command/win) to *kc* -* `RGUI(kc)` - applies right GUI (command/win) to *kc* -* `HYPR(kc)` - applies Hyper (all modifiers) to *kc* -* `MEH(kc)` - applies Meh (all modifiers except Win/Cmd) to *kc* -* `LCAG(kc)` - applies CtrlAltGui to *kc* - -You can also chain these, like this: - - LALT(LCTL(KC_DEL)) -- this makes a key that sends Alt, Control, and Delete in a single keypress. - -The following shortcuts automatically add `LSFT()` to keycodes to get commonly used symbols. Their long names are also available and documented in `/quantum/keymap_common.h`. - - KC_TILD ~ - KC_EXLM ! - KC_AT @ - KC_HASH # - KC_DLR $ - KC_PERC % - KC_CIRC ^ - KC_AMPR & - KC_ASTR * - KC_LPRN ( - KC_RPRN ) - KC_UNDS _ - KC_PLUS + - KC_DQUO " - KC_LCBR { - KC_RCBR } - KC_LABK < - KC_RABK > - KC_PIPE | - KC_COLN : - -`OSM(mod)` - this is a "one shot" modifier. So let's say you have your left Shift key defined as `OSM(MOD_LSFT)`. Tap it, let go, and Shift is "on" -- but only for the next character you'll type. So to write "The", you don't need to hold down Shift -- you tap it, tap t, and move on with life. And if you hold down the left Shift key, it just works as a left Shift key, as you would expect (so you could type THE). There's also a magical, secret way to "lock" a modifier by tapping it multiple times. If you want to learn more about that, open an issue. :) - -`MT(mod, kc)` - is *mod* (modifier key - MOD_LCTL, MOD_LSFT) when held, and *kc* when tapped. In other words, you can have a key that sends Esc (or the letter O or whatever) when you tap it, but works as a Control key or a Shift key when you hold it down. - -These are the values you can use for the `mod` in `MT()` and `OSM()` (right-hand modifiers are not available for `MT()`): - - * MOD_LCTL - * MOD_LSFT - * MOD_LALT - * MOD_LGUI - * 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 - * `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. - -## Space Cadet Shift: The future, built in - -Steve Losh [described](http://stevelosh.com/blog/2012/10/a-modern-space-cadet/) the Space Cadet Shift quite well. Essentially, you hit the left Shift on its own, and you get an opening parenthesis; hit the right Shift on its own, and you get the closing one. When hit with other keys, the Shift key keeps working as it always does. Yes, it's as cool as it sounds. - -To use it, use `KC_LSPO` (Left Shift, Parens Open) for your left Shift on your keymap, and `KC_RSPC` (Right Shift, Parens Close) for your right Shift. - -It's defaulted to work on US keyboards, but if your layout uses different keys for parenthesis, you can define those in your `config.h` like this: - - #define LSPO_KEY KC_9 - #define RSPC_KEY KC_0 - -You can also choose between different rollover behaviors of the shift keys by defining: - - #define DISABLE_SPACE_CADET_ROLLOVER - -in your `config.h`. Disabling rollover allows you to use the opposite shift key to cancel the space cadet state in the event of an erroneous press instead of emitting a pair of parentheses when the keys are released. - -The only other thing you're going to want to do is create a `Makefile` in your keymap directory and set the following: - -``` -COMMAND_ENABLE = no # Commands for debug and configuration -``` - -This is just to keep the keyboard from going into command mode when you hold both Shift keys at the same time. - -## 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. - -## Tap Dance: A single key can do 3, 5, or 100 different things - -Hit the semicolon key once, send a semicolon. Hit it twice, rapidly -- send a colon. Hit it three times, and your keyboard's LEDs do a wild dance. That's just one example of what Tap Dance can do. It's one of the nicest community-contributed features in the firmware, conceived and created by [algernon](https://github.com/algernon) in [#451](https://github.com/jackhumbert/qmk_firmware/pull/451). Here's how algernon describes the feature: - -With this feature one can specify keys that behave differently, based on the amount of times they have been tapped, and when interrupted, they get handled before the interrupter. - -To make it clear how this is different from `ACTION_FUNCTION_TAP`, lets explore a certain setup! We want one key to send `Space` on single tap, but `Enter` on double-tap. - -With `ACTION_FUNCTION_TAP`, it is quite a rain-dance to set this up, and has the problem that when the sequence is interrupted, the interrupting key will be send first. Thus, `SPC a` will result in `a SPC` being sent, if they are typed within `TAPPING_TERM`. With the tap dance feature, that'll come out as `SPC a`, correctly. - -The implementation hooks into two parts of the system, to achieve this: into `process_record_quantum()`, and the matrix scan. We need the latter to be able to time out a tap sequence even when a key is not being pressed, so `SPC` alone will time out and register after `TAPPING_TERM` time. - -But lets start with how to use it, first! - -First, you will need `TAP_DANCE_ENABLE=yes` in your `Makefile`, because the feature is disabled by default. This adds a little less than 1k to the firmware size. Next, you will want to define some tap-dance keys, which is easiest to do with the `TD()` macro, that - similar to `F()`, takes a number, which will later be used as an index into the `tap_dance_actions` array. - -This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are three possible options: - -* `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when tapped once, `kc2` otherwise. When the key is held, the appropriate keycode is registered: `kc1` when pressed and held, `kc2` when tapped once, then pressed and held. -* `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the final tap count of the tap dance action. -* `ACTION_TAP_DANCE_FN_ADVANCED(on_each_tap_fn, on_dance_finished_fn, on_dance_reset_fn)`: Calls the first specified function - defined in the user keymap - on every tap, the second function on when the dance action finishes (like the previous option), and the last function when the tap dance