2 ## Audio output from a speaker
4 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.
6 The audio code lives in [quantum/audio/audio.h](https://github.com/qmk/qmk_firmware/blob/master/quantum/audio/audio.h) and in the other files in the audio directory. It's enabled by default on the Planck [stock keymap](https://github.com/qmk/qmk_firmware/blob/master/keyboards/planck/keymaps/default/keymap.c). Here are the important bits:
12 Then, lower down the file:
15 float tone_startup[][2] = {
24 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.
26 Then, we have this chunk:
29 float tone_qwerty[][2] = SONG(QWERTY_SOUND);
30 float tone_dvorak[][2] = SONG(DVORAK_SOUND);
31 float tone_colemak[][2] = SONG(COLEMAK_SOUND);
32 float tone_plover[][2] = SONG(PLOVER_SOUND);
33 float tone_plover_gb[][2] = SONG(PLOVER_GOODBYE_SOUND);
35 float music_scale[][2] = SONG(MUSIC_SCALE_SOUND);
36 float goodbye[][2] = SONG(GOODBYE_SOUND);
39 Wherein we bind predefined songs (from [quantum/audio/song_list.h](https://github.com/qmk/qmk_firmware/blob/master/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.
41 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:
44 PLAY_NOTE_ARRAY(tone_plover, false, 0); // Signature is: Song name, repeat, rest style
47 This is inside one of the macros. So when that macro executes, your keyboard plays that particular chime.
49 "Rest style" in the method signature above (the last parameter) specifies if there's a rest (a moment of silence) between the notes.
52 ## Recording And Playing back Music
53 * ```Music On``` - Turn music mode on. The default mapping is ```Lower+Upper+C```
54 * ```LCTL``` - start a recording
56 * ```LALT``` - stop recording, stop playing
57 * ```LGUI``` - play recording
58 * ```LALT``` - stop playing
59 * ```Music Off``` - Turn music mode off. The default mapping is ```Lower+Upper+V```
64 This is still a WIP, but check out `quantum/keymap_midi.c` to see what's happening. Enable from the Makefile.
66 ## Bluetooth functionality
68 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.
72 ![Planck with RGB Underglow](https://raw.githubusercontent.com/qmk/qmk_firmware/master/keyboards/planck/keymaps/yang/planck-with-rgb-underglow.jpg)
74 Here is a quick demo on Youtube (with NPKC KC60) (https://www.youtube.com/watch?v=VKrpPAHlisY).
76 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.
80 In order to use the underglow animation functions, you need to have `#define RGBLIGHT_ANIMATIONS` in your `config.h`.
82 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:
84 #define RGB_DI_PIN F4 // The pin your RGB strip is wired to
85 #define RGBLIGHT_ANIMATIONS // Require for fancier stuff (not compatible with audio)
86 #define RGBLED_NUM 14 // Number of LEDs
87 #define RGBLIGHT_HUE_STEP 10
88 #define RGBLIGHT_SAT_STEP 17
89 #define RGBLIGHT_VAL_STEP 17
91 You'll need to edit `RGB_DI_PIN` to the pin you have your `DI` on your RGB strip wired to.
93 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`
97 ![WS2812 Wiring](https://raw.githubusercontent.com/qmk/qmk_firmware/master/keyboards/planck/keymaps/yang/WS2812-wiring.jpg)
99 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.
101 ## PS/2 Mouse Support
103 Its possible to hook up a PS/2 mouse (for example touchpads or trackpoints) to your keyboard as a composite device.
105 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.
107 There are three available modes for hooking up PS/2 devices: USART (best), interrupts (better) or busywait (not recommended).
111 Note: This is not recommended, you may encounter jerky movement or unsent inputs. Please use interrupt or USART version if possible.
116 PS2_MOUSE_ENABLE = yes
117 PS2_USE_BUSYWAIT = yes
120 In your keyboard config.h:
123 #ifdef PS2_USE_BUSYWAIT
124 # define PS2_CLOCK_PORT PORTD
125 # define PS2_CLOCK_PIN PIND
126 # define PS2_CLOCK_DDR DDRD
127 # define PS2_CLOCK_BIT 1
128 # define PS2_DATA_PORT PORTD
129 # define PS2_DATA_PIN PIND
130 # define PS2_DATA_DDR DDRD
131 # define PS2_DATA_BIT 2
135 ### Interrupt version
137 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.
142 PS2_MOUSE_ENABLE = yes
146 In your keyboard config.h:
150 #define PS2_CLOCK_PORT PORTD
151 #define PS2_CLOCK_PIN PIND
152 #define PS2_CLOCK_DDR DDRD
153 #define PS2_CLOCK_BIT 2
154 #define PS2_DATA_PORT PORTD
155 #define PS2_DATA_PIN PIND
156 #define PS2_DATA_DDR DDRD
157 #define PS2_DATA_BIT 5
159 #define PS2_INT_INIT() do { \
160 EICRA |= ((1<<ISC21) | \
163 #define PS2_INT_ON() do { \
164 EIMSK |= (1<<INT2); \
166 #define PS2_INT_OFF() do { \
167 EIMSK &= ~(1<<INT2); \
169 #define PS2_INT_VECT INT2_vect
175 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.
180 PS2_MOUSE_ENABLE = yes
184 In your keyboard config.h:
188 #define PS2_CLOCK_PORT PORTD
189 #define PS2_CLOCK_PIN PIND
190 #define PS2_CLOCK_DDR DDRD
191 #define PS2_CLOCK_BIT 5
192 #define PS2_DATA_PORT PORTD
193 #define PS2_DATA_PIN PIND
194 #define PS2_DATA_DDR DDRD
195 #define PS2_DATA_BIT 2
197 /* synchronous, odd parity, 1-bit stop, 8-bit data, sample at falling edge */
198 /* set DDR of CLOCK as input to be slave */
199 #define PS2_USART_INIT() do { \
200 PS2_CLOCK_DDR &= ~(1<<PS2_CLOCK_BIT); \
201 PS2_DATA_DDR &= ~(1<<PS2_DATA_BIT); \
202 UCSR1C = ((1 << UMSEL10) | \
211 #define PS2_USART_RX_INT_ON() do { \
212 UCSR1B = ((1 << RXCIE1) | \
215 #define PS2_USART_RX_POLL_ON() do { \
216 UCSR1B = (1 << RXEN1); \
218 #define PS2_USART_OFF() do { \
220 UCSR1B &= ~((1 << RXEN1) | \
223 #define PS2_USART_RX_READY (UCSR1A & (1<<RXC1))
224 #define PS2_USART_RX_DATA UDR1
225 #define PS2_USART_ERROR (UCSR1A & ((1<<FE1) | (1<<DOR1) | (1<<UPE1)))
226 #define PS2_USART_RX_VECT USART1_RX_vect
230 ### Additional Settings
232 #### PS/2 mouse features
234 These enable settings supported by the PS/2 mouse protocol: http://www.computer-engineering.org/ps2mouse/
237 /* Use remote mode instead of the default stream mode (see link) */
238 #define PS2_MOUSE_USE_REMOTE_MODE
240 /* Enable the scrollwheel or scroll gesture on your mouse or touchpad */
241 #define PS2_MOUSE_ENABLE_SCROLLING
243 /* Some mice will need a scroll mask to be configured. The default is 0xFF. */
244 #define PS2_MOUSE_SCROLL_MASK 0x0F
246 /* Applies a transformation to the movement before sending to the host (see link) */
247 #define PS2_MOUSE_USE_2_1_SCALING
249 /* The time to wait after initializing the ps2 host */
250 #define PS2_MOUSE_INIT_DELAY 1000 /* Default */
253 You can also call the following functions from ps2_mouse.h
256 void ps2_mouse_disable_data_reporting(void);
258 void ps2_mouse_enable_data_reporting(void);
260 void ps2_mouse_set_remote_mode(void);
262 void ps2_mouse_set_stream_mode(void);
264 void ps2_mouse_set_scaling_2_1(void);
266 void ps2_mouse_set_scaling_1_1(void);
268 void ps2_mouse_set_resolution(ps2_mouse_resolution_t resolution);
270 void ps2_mouse_set_sample_rate(ps2_mouse_sample_rate_t sample_rate);
275 Use the following defines to change the sensitivity and speed of the mouse.
276 Note: you can also use `ps2_mouse_set_resolution` for the same effect (not supported on most touchpads).
279 #define PS2_MOUSE_X_MULTIPLIER 3
280 #define PS2_MOUSE_Y_MULTIPLIER 3
281 #define PS2_MOUSE_V_MULTIPLIER 1
286 If you're using a trackpoint, you will likely want to be able to use it for scrolling.
287 Its possible to enable a "scroll button/s" that when pressed will cause the mouse to scroll instead of moving.
288 To enable the feature, you must set a scroll button mask as follows:
291 #define PS2_MOUSE_SCROLL_BTN_MASK (1<<PS2_MOUSE_BUTTON_MIDDLE) /* Default */
294 To disable the scroll button feature:
297 #define PS2_MOUSE_SCROLL_BTN_MASK 0
300 The available buttons are:
303 #define PS2_MOUSE_BTN_LEFT 0
304 #define PS2_MOUSE_BTN_RIGHT 1
305 #define PS2_MOUSE_BTN_MIDDLE 2
308 You can also combine buttons in the mask by `|`ing them together.
310 Once you've configured your scroll button mask, you must configure the scroll button send interval.
311 This is the interval before which if the scroll buttons were released they would be sent to the host.
312 After this interval, they will cause the mouse to scroll and will not be sent.
315 #define PS2_MOUSE_SCROLL_BTN_SEND 300 /* Default */
318 To disable sending the scroll buttons:
320 #define PS2_MOUSE_SCROLL_BTN_SEND 0
323 Fine control over the scrolling is supported with the following defines:
326 #define PS2_MOUSE_SCROLL_DIVISOR_H 2
327 #define PS2_MOUSE_SCROLL_DIVISOR_V 2
332 To debug the mouse, add `debug_mouse = true` or enable via bootmagic.
335 /* To debug the mouse reports */
336 #define PS2_MOUSE_DEBUG_HID
337 #define PS2_MOUSE_DEBUG_RAW
340 ## Safety Considerations
342 You probably don't want to "brick" your keyboard, making it impossible
343 to rewrite firmware onto it. Here are some of the parameters to show
344 what things are (and likely aren't) too risky.
346 - If your keyboard map does not include RESET, then, to get into DFU
347 mode, you will need to press the reset button on the PCB, which
348 requires unscrewing the bottom.
349 - Messing with tmk_core / common files might make the keyboard
351 - Too large a .hex file is trouble; `make dfu` will erase the block,
352 test the size (oops, wrong order!), which errors out, failing to
353 flash the keyboard, leaving it in DFU mode.
354 - To this end, note that the maximum .hex file size on Planck is
355 7000h (28672 decimal)
358 Linking: .build/planck_rev4_cbbrowne.elf [OK]
359 Creating load file for Flash: .build/planck_rev4_cbbrowne.hex [OK]
362 text data bss dec hex filename
363 0 22396 0 22396 577c planck_rev4_cbbrowne.hex
366 - The above file is of size 22396/577ch, which is less than
368 - As long as you have a suitable alternative .hex file around, you
369 can retry, loading that one
370 - Some of the options you might specify in your keyboard's Makefile
371 consume extra memory; watch out for BOOTMAGIC_ENABLE,
372 MOUSEKEY_ENABLE, EXTRAKEY_ENABLE, CONSOLE_ENABLE, API_SYSEX_ENABLE
373 - DFU tools do /not/ allow you to write into the bootloader (unless
374 you throw in extra fruitsalad of options), so there is little risk
376 - EEPROM has around a 100000 write cycle. You shouldn't rewrite the
377 firmware repeatedly and continually; that'll burn the EEPROM