1 # Quantum Mechanical Keyboard Firmware
3 You have found the QMK Firmware documentation site. 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/). It has also been ported to ARM chips using ChibiOS. You can use it to power your own hand-wired or custom keyboard PCB.
7 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/qmk/qmk_firmware/pulls) with your changes!
9 * [Build Environment Setup](Build-Environment-Setup)
10 * [QMK Overview](QMK-Overview)
12 # Going beyond the keycodes
14 Aside from the [basic keycodes](https://github.com/qmk/qmk_firmware/wiki/Keycodes), your keymap can include shortcuts to common operations.
16 ## Quick aliases to common actions
18 Your keymap can include shortcuts to common operations (called "function actions" in tmk). To learn more about them check out the [Key Functions](Key-Functions) page.
20 ## Space Cadet Shift: The future, built in
22 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. Head on over to the [Space Cadet Shift](Space-Cadet-Shift) page to read about it.
24 ## The Leader key: A new kind of modifier
26 Most modifiers have to be held or toggled. But what if you had a key that indicated the start of a sequence? You could press that key and then rapidly press 1-3 more keys to trigger a macro, or enter a special layer, or anything else you might want to do. To learn more about it check out the [Leader Key](Leader-Key) page.
28 ## Tap Dance: A single key can do 3, 5, or 100 different things
30 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. Read more about it on the [Tap Dance](Tap-Dance) page.
32 ## Temporarily setting the default layer
34 `DF(layer)` - sets default layer to *layer*. The default layer is the one at the "bottom" of the layer stack - the ultimate fallback layer. This currently does not persist over power loss. When you plug the keyboard back in, layer 0 will always be the default. It is theoretically possible to work around that, but that's not what `DF` does.
36 ## Macro shortcuts: Send a whole string when pressing just one key
38 How would you like a single keypress to send a whole word, sentence, paragraph, or even document? Head on over to the [Macros](Macros) page to read up on all aspects of Simple and Dynamic Macros.
40 ## Additional keycode aliases for software-implemented layouts (Colemak, Dvorak, etc)
42 Everything is assuming you're in Qwerty (in software) by default, but there is built-in support for using a Colemak or Dvorak layout by including this at the top of your keymap:
44 #include <keymap_colemak.h>
46 If you use Dvorak, use `keymap_dvorak.h` instead of `keymap_colemak.h` for this line. After including this line, you will get access to:
48 * `CM_*` for all of the Colemak-equivalent characters
49 * `DV_*` for all of the Dvorak-equivalent characters
51 These implementations assume you're using Colemak or Dvorak on your OS, not on your keyboard - this is referred to as a software-implemented layout. If your computer is in Qwerty and your keymap is in Colemak or Dvorak, this is referred to as a firmware-implemented layout, and you won't need these features.
53 To give an example, if you're using software-implemented Colemak, and want to get an `F`, you would use `CM_F` - `KC_F` under these same circumstances would result in `T`.
55 ## Backlight Breathing
57 In order to enable backlight breathing, the following line must be added to your config.h file.
59 #define BACKLIGHT_BREATHING
61 The following function calls are used to control the breathing effect.
63 * ```breathing_enable()``` - Enable the free-running breathing effect.
64 * ```breathing_disable()``` - Disable the free-running breathing effect immediately.
65 * ```breathing_self_disable()``` - Disable the free-running breathing effect after the current effect ends.
66 * ```breathing_toggle()``` - Toggle the free-running breathing effect.
67 * ```breathing_defaults()``` - Reset the speed and brightness settings of the breathing effect.
69 The following function calls are used to control the maximum brightness of the breathing effect.
71 * ```breathing_intensity_set(value)``` - Set the brightness of the breathing effect when it is at its max value.
72 * ```breathing_intensity_default()``` - Reset the brightness of the breathing effect to the default value based on the current backlight intensity.
74 The following function calls are used to control the cycling speed of the breathing effect.
76 * ```breathing_speed_set(value)``` - Set the speed of the breathing effect - how fast it cycles.
77 * ```breathing_speed_inc(value)``` - Increase the speed of the breathing effect by a fixed value.
78 * ```breathing_speed_dec(value)``` - Decrease the speed of the breathing effect by a fixed value.
79 * ```breathing_speed_default()``` - Reset the speed of the breathing effect to the default value.
81 The following example shows how to enable the backlight breathing effect when the FUNCTION layer macro button is pressed:
84 if (record->event.pressed)
86 breathing_speed_set(3);
88 layer_on(LAYER_FUNCTION);
92 breathing_speed_set(1);
93 breathing_self_disable();
94 layer_off(LAYER_FUNCTION);
98 The following example shows how to pulse the backlight on-off-on when the RAISED layer macro button is pressed:
101 if (record->event.pressed)
103 layer_on(LAYER_RAISED);
104 breathing_speed_set(2);
106 update_tri_layer(LAYER_LOWER, LAYER_RAISED, LAYER_ADJUST);
110 layer_off(LAYER_RAISED);
111 update_tri_layer(LAYER_LOWER, LAYER_RAISED, LAYER_ADJUST);
115 ## Other firmware shortcut keycodes
117 * `RESET` - puts the MCU in DFU mode for flashing new firmware (with `make dfu`)
118 * `DEBUG` - the firmware into debug mode - you'll need hid_listen to see things
119 * `BL_ON` - turns the backlight on
120 * `BL_OFF` - turns the backlight off
121 * `BL_<n>` - sets the backlight to level *n*
122 * `BL_INC` - increments the backlight level by one
123 * `BL_DEC` - decrements the backlight level by one
124 * `BL_TOGG` - toggles the backlight
125 * `BL_STEP` - steps through the backlight levels
127 Enable the backlight from the Makefile.
129 # Custom Quantum functions
131 All of these functions are available in the `*_kb()` or `*_user()` variety. `kb` ones should only be used in the `<keyboard>/<keyboard>.c` file, and `user` ones should only be used in the `keymap.c`. The keyboard ones call the user ones - it's necessary to keep these calls to allow the keymap functions to work correctly.
133 ## `void matrix_init_*(void)`
135 This function gets called when the matrix is initiated, and can contain start-up code for your keyboard/keymap.
137 ## `void matrix_scan_*(void)`
139 This function gets called at every matrix scan, which is basically as often as the MCU can handle. Be careful what you put here, as it will get run a lot.
141 ## `bool process_record_*(uint16_t keycode, keyrecord_t *record)`
143 This function gets called on every keypress/release, and is where you can define custom functionality. The return value is whether or not QMK should continue processing the keycode - returning `false` stops the execution.
145 The `keycode` variable is whatever is defined in your keymap, eg `MO(1)`, `KC_L`, etc. and can be switch-cased to execute code whenever a particular code is pressed.
147 The `record` variable contains infomation about the actual press:
162 The conditional `if (record->event.pressed)` can tell if the key is being pressed or released, and you can execute code based on that.
164 ## `void led_set_*(uint8_t usb_led)`
166 This gets called whenever there is a state change on your host LEDs (eg caps lock, scroll lock, etc). The LEDs are defined as:
169 #define USB_LED_NUM_LOCK 0
170 #define USB_LED_CAPS_LOCK 1
171 #define USB_LED_SCROLL_LOCK 2
172 #define USB_LED_COMPOSE 3
173 #define USB_LED_KANA 4
176 and can be tested against the `usb_led` with a conditional like `if (usb_led & (1<<USB_LED_CAPS_LOCK))` - if this is true, you can turn your LED on, otherwise turn it off.
178 # Modding your keyboard
180 ## Audio output from a speaker
182 Your keyboard can make sounds! If you've got a Planck, Preonic, or basically any keyboard that allows access to the C6 port, 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.
184 The audio code lives in [quantum/audio/audio.h](/quantum/audio/audio.h) and in the other files in the audio directory. It's enabled by default on the Planck [stock keymap](/keyboards/planck/keymaps/default/keymap.c). Here are the important bits:
190 Then, lower down the file:
193 float tone_startup[][2] = {
202 This is how you write a song. Each of these lines is a note, so we have a little ditty composed of five notes here.
204 Then, we have this chunk:
207 float tone_qwerty[][2] = SONG(QWERTY_SOUND);
208 float tone_dvorak[][2] = SONG(DVORAK_SOUND);
209 float tone_colemak[][2] = SONG(COLEMAK_SOUND);
210 float tone_plover[][2] = SONG(PLOVER_SOUND);
211 float tone_plover_gb[][2] = SONG(PLOVER_GOODBYE_SOUND);
213 float music_scale[][2] = SONG(MUSIC_SCALE_SOUND);
214 float goodbye[][2] = SONG(GOODBYE_SOUND);
217 Wherein we bind predefined songs (from [quantum/audio/song_list.h](/quantum/audio/song_list.h)) into named variables. This is one optimization that helps save on memory: These songs only take up memory when you reference them in your keymap, because they're essentially all preprocessor directives.
219 So now you have something called `tone_plover` for example. How do you make it play the Plover tune, then? If you look further down the keymap, you'll see this:
222 PLAY_NOTE_ARRAY(tone_plover, false, 0); // Signature is: Song name, repeat, rest style
225 This is inside one of the macros. So when that macro executes, your keyboard plays that particular chime.
227 "Rest style" in the method signature above (the last parameter) specifies if there's a rest (a moment of silence) between the notes.
230 ## Recording And Playing back Music
231 * ```Music On``` - Turn music mode on. The default mapping is ```Lower+Upper+C```
232 * ```LCTL``` - start a recording
234 * ```LALT``` - stop recording, stop playing
235 * ```LGUI``` - play recording
236 * ```LALT``` - stop playing
237 * ```Music Off``` - Turn music mode off. The default mapping is ```Lower+Upper+V```
242 This is still a WIP, but check out `quantum/keymap_midi.c` to see what's happening. Enable from the Makefile.
244 ## Bluetooth functionality
246 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.
248 ## RGB Under Glow Mod
250 ![Planck with RGB Underglow](https://raw.githubusercontent.com/qmk/qmk_firmware/master/keyboards/planck/keymaps/yang/planck-with-rgb-underglow.jpg)
252 Here is a quick demo on Youtube (with NPKC KC60) (https://www.youtube.com/watch?v=VKrpPAHlisY).
254 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.
256 RGBLIGHT_ENABLE = yes
258 In order to use the underglow animation functions, you need to have `#define RGBLIGHT_ANIMATIONS` in your `config.h`.
260 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:
262 #define RGB_DI_PIN F4 // The pin your RGB strip is wired to
263 #define RGBLIGHT_ANIMATIONS // Require for fancier stuff (not compatible with audio)
264 #define RGBLED_NUM 14 // Number of LEDs
265 #define RGBLIGHT_HUE_STEP 10
266 #define RGBLIGHT_SAT_STEP 17
267 #define RGBLIGHT_VAL_STEP 17
269 You'll need to edit `RGB_DI_PIN` to the pin you have your `DI` on your RGB strip wired to.
271 The firmware supports 5 different light effects, and the color (hue, saturation, brightness) can be customized in most effects. To control the underglow, you need to modify your keymap file to assign those functions to some keys/key combinations. For details, please check this keymap. `keyboards/planck/keymaps/yang/keymap.c`
275 ![WS2812 Wiring](https://raw.githubusercontent.com/qmk/qmk_firmware/master/keyboards/planck/keymaps/yang/WS2812-wiring.jpg)
277 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.
279 ## PS/2 Mouse Support
281 Its possible to hook up a PS/2 mouse (for example touchpads or trackpoints) to your keyboard as a composite device.
283 There are three available modes for hooking up PS/2 devices: USART (best), interrupts (better) or busywait (not recommended).
287 Note: This is not recommended, you may encounter jerky movement or unsent inputs. Please use interrupt or USART version if possible.
292 PS2_MOUSE_ENABLE = yes
293 PS2_USE_BUSYWAIT = yes
296 In your keyboard config.h:
299 #ifdef PS2_USE_BUSYWAIT
300 # define PS2_CLOCK_PORT PORTD
301 # define PS2_CLOCK_PIN PIND
302 # define PS2_CLOCK_DDR DDRD
303 # define PS2_CLOCK_BIT 1
304 # define PS2_DATA_PORT PORTD
305 # define PS2_DATA_PIN PIND
306 # define PS2_DATA_DDR DDRD
307 # define PS2_DATA_BIT 2
311 ### Interrupt version
313 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.
318 PS2_MOUSE_ENABLE = yes
322 In your keyboard config.h:
326 #define PS2_CLOCK_PORT PORTD
327 #define PS2_CLOCK_PIN PIND
328 #define PS2_CLOCK_DDR DDRD
329 #define PS2_CLOCK_BIT 2
330 #define PS2_DATA_PORT PORTD
331 #define PS2_DATA_PIN PIND
332 #define PS2_DATA_DDR DDRD
333 #define PS2_DATA_BIT 5
335 #define PS2_INT_INIT() do { \
336 EICRA |= ((1<<ISC21) | \
339 #define PS2_INT_ON() do { \
340 EIMSK |= (1<<INT2); \
342 #define PS2_INT_OFF() do { \
343 EIMSK &= ~(1<<INT2); \
345 #define PS2_INT_VECT INT2_vect
351 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.
356 PS2_MOUSE_ENABLE = yes
360 In your keyboard config.h:
364 #define PS2_CLOCK_PORT PORTD
365 #define PS2_CLOCK_PIN PIND
366 #define PS2_CLOCK_DDR DDRD
367 #define PS2_CLOCK_BIT 5
368 #define PS2_DATA_PORT PORTD
369 #define PS2_DATA_PIN PIND
370 #define PS2_DATA_DDR DDRD
371 #define PS2_DATA_BIT 2
373 /* synchronous, odd parity, 1-bit stop, 8-bit data, sample at falling edge */
374 /* set DDR of CLOCK as input to be slave */
375 #define PS2_USART_INIT() do { \
376 PS2_CLOCK_DDR &= ~(1<<PS2_CLOCK_BIT); \
377 PS2_DATA_DDR &= ~(1<<PS2_DATA_BIT); \
378 UCSR1C = ((1 << UMSEL10) | \
387 #define PS2_USART_RX_INT_ON() do { \
388 UCSR1B = ((1 << RXCIE1) | \
391 #define PS2_USART_RX_POLL_ON() do { \
392 UCSR1B = (1 << RXEN1); \
394 #define PS2_USART_OFF() do { \
396 UCSR1B &= ~((1 << RXEN1) | \
399 #define PS2_USART_RX_READY (UCSR1A & (1<<RXC1))
400 #define PS2_USART_RX_DATA UDR1
401 #define PS2_USART_ERROR (UCSR1A & ((1<<FE1) | (1<<DOR1) | (1<<UPE1)))
402 #define PS2_USART_RX_VECT USART1_RX_vect
408 ### Additional Settings
410 #### PS/2 mouse features
412 These enable settings supported by the PS/2 mouse protocol: http://www.computer-engineering.org/ps2mouse/
415 /* Use remote mode instead of the default stream mode (see link) */
416 #define PS2_MOUSE_USE_REMOTE_MODE
418 /* Enable the scrollwheel or scroll gesture on your mouse or touchpad */
419 #define PS2_MOUSE_ENABLE_SCROLLING
421 /* Some mice will need a scroll mask to be configured. The default is 0xFF. */
422 #define PS2_MOUSE_SCROLL_MASK 0x0F
424 /* Applies a transformation to the movement before sending to the host (see link) */
425 #define PS2_MOUSE_USE_2_1_SCALING
427 /* The time to wait after initializing the ps2 host */
428 #define PS2_MOUSE_INIT_DELAY 1000 /* Default */
431 You can also call the following functions from ps2_mouse.h
434 void ps2_mouse_disable_data_reporting(void);
436 void ps2_mouse_enable_data_reporting(void);
438 void ps2_mouse_set_remote_mode(void);
440 void ps2_mouse_set_stream_mode(void);
442 void ps2_mouse_set_scaling_2_1(void);
444 void ps2_mouse_set_scaling_1_1(void);
446 void ps2_mouse_set_resolution(ps2_mouse_resolution_t resolution);
448 void ps2_mouse_set_sample_rate(ps2_mouse_sample_rate_t sample_rate);
453 Use the following defines to change the sensitivity and speed of the mouse.
454 Note: you can also use `ps2_mouse_set_resolution` for the same effect (not supported on most touchpads).
457 #define PS2_MOUSE_X_MULTIPLIER 3
458 #define PS2_MOUSE_Y_MULTIPLIER 3
459 #define PS2_MOUSE_V_MULTIPLIER 1
464 If you're using a trackpoint, you will likely want to be able to use it for scrolling.
465 Its possible to enable a "scroll button/s" that when pressed will cause the mouse to scroll instead of moving.
466 To enable the feature, you must set a scroll button mask as follows:
469 #define PS2_MOUSE_SCROLL_BTN_MASK (1<<PS2_MOUSE_BUTTON_MIDDLE) /* Default */
472 To disable the scroll button feature:
475 #define PS2_MOUSE_SCROLL_BTN_MASK 0
478 The available buttons are:
481 #define PS2_MOUSE_BTN_LEFT 0
482 #define PS2_MOUSE_BTN_RIGHT 1
483 #define PS2_MOUSE_BTN_MIDDLE 2
486 You can also combine buttons in the mask by `|`ing them together.
488 Once you've configured your scroll button mask, you must configure the scroll button send interval.
489 This is the interval before which if the scroll buttons were released they would be sent to the host.
490 After this interval, they will cause the mouse to scroll and will not be sent.
493 #define PS2_MOUSE_SCROLL_BTN_SEND 300 /* Default */
496 To disable sending the scroll buttons:
498 #define PS2_MOUSE_SCROLL_BTN_SEND 0
501 Fine control over the scrolling is supported with the following defines:
504 #define PS2_MOUSE_SCROLL_DIVISOR_H 2
505 #define PS2_MOUSE_SCROLL_DIVISOR_V 2
510 To debug the mouse, add `debug_mouse = true` or enable via bootmagic.
513 /* To debug the mouse reports */
514 #define PS2_MOUSE_DEBUG_HID
515 #define PS2_MOUSE_DEBUG_RAW
518 ## Safety Considerations
520 You probably don't want to "brick" your keyboard, making it impossible
521 to rewrite firmware onto it. Here are some of the parameters to show
522 what things are (and likely aren't) too risky.
524 - If your keyboard map does not include RESET, then, to get into DFU
525 mode, you will need to press the reset button on the PCB, which
526 requires unscrewing the bottom.
527 - Messing with tmk_core / common files might make the keyboard
529 - Too large a .hex file is trouble; `make dfu` will erase the block,
530 test the size (oops, wrong order!), which errors out, failing to
531 flash the keyboard, leaving it in DFU mode.
532 - To this end, note that the maximum .hex file size on Planck is
533 7000h (28672 decimal)
536 Linking: .build/planck_rev4_cbbrowne.elf [OK]
537 Creating load file for Flash: .build/planck_rev4_cbbrowne.hex [OK]
540 text data bss dec hex filename
541 0 22396 0 22396 577c planck_rev4_cbbrowne.hex
544 - The above file is of size 22396/577ch, which is less than
546 - As long as you have a suitable alternative .hex file around, you
547 can retry, loading that one
548 - Some of the options you might specify in your keyboard's Makefile
549 consume extra memory; watch out for BOOTMAGIC_ENABLE,
550 MOUSEKEY_ENABLE, EXTRAKEY_ENABLE, CONSOLE_ENABLE, API_SYSEX_ENABLE
551 - DFU tools do /not/ allow you to write into the bootloader (unless
552 you throw in extra fruitsalad of options), so there is little risk
554 - EEPROM has around a 100000 write cycle. You shouldn't rewrite the
555 firmware repeatedly and continually; that'll burn the EEPROM