1 # Quantum Mechanical Keyboard Firmware
3 [![Build Status](https://travis-ci.org/jackhumbert/qmk_firmware.svg?branch=master)](https://travis-ci.org/jackhumbert/qmk_firmware)
5 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/).
9 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.
13 * [Planck](/keyboards/planck/)
14 * [Preonic](/keyboards/preonic/)
15 * [Atomic](/keyboards/atomic/)
16 * [ErgoDox EZ](/keyboards/ergodox/)
17 * [Clueboard](/keyboards/clueboard/)
18 * [Cluepad](/keyboards/cluepad/)
20 The project also includes community support for [lots of other keyboards](/keyboards/).
24 QMK is developed and maintained by Jack Humbert of OLKB with contributions from the community, and of course, [Hasu](https://github.com/tmk). This repo used to be a fork of [TMK](https://github.com/tmk/tmk_keyboard), and we are incredibly grateful for his founding contributions to the firmware. We've had to break the fork due to purely technical reasons - it simply became too different over time, and we've had to start refactoring some of the basic bits and pieces. We are huge fans of TMK and Hasu :)
26 This documentation is edited and maintained by Erez Zukerman of ErgoDox EZ. If you spot any typos or inaccuracies, please [open an issue](https://github.com/jackhumbert/qmk_firmware/issues/new).
28 The OLKB product firmwares are maintained by [Jack Humbert](https://github.com/jackhumbert), the Ergodox EZ by [Erez Zukerman](https://github.com/ezuk), and the Clueboard by [Zach White](https://github.com/skullydazed).
30 ## Documentation roadmap
32 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:
34 * The readme for your own keyboard: This is found under `keyboards/<your keyboards's name>/`. So for the ErgoDox EZ, it's [here](keyboards/ergodox/ez/); for the Planck, it's [here](keyboards/planck/) and so on.
35 * The list of possible keycodes you can use in your keymap is actually spread out in a few different places:
36 * [doc/keycode.txt](doc/keycode.txt) - an explanation of those same keycodes.
37 * [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.
38 * The [TMK documentation](doc/TMK_README.md). QMK is based on TMK, and this explains how it works internally.
42 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!
44 ## Build Environment Setup
48 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!
50 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.
54 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/).
55 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
56 1. Make sure that you have no changes you haven't committed by running `git status`, if you do commit them first
57 2. From within the Git bash run `git rm --cached -r .`
58 3. Followed by `git reset --hard`
59 3. Start the "Bash On Ubuntu On Windows" from the start menu
60 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.
61 5. Run `sudo util/install_dependencies.sh`.
62 6. After a while the installation will finish, and you are good to go
64 **Note** From time to time, the dependencies might change, so just run `install_dependencies.sh` again if things are not working.
66 **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.
69 ### Windows (Vista and later)
70 1. If you have ever installed WinAVR, uninstall it.
71 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**.
72 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).
73 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.
74 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.
75 6. 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.
76 7. 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!
77 8. Future build commands should be run from the MHV AVR Shell, which sets up an environment compatible with colorful build output. The standard Command Prompt will also work, but add `COLOR=false` to the end of all make commands when using it.
80 If you're using [homebrew,](http://brew.sh/) you can use the following commands:
82 brew tap osx-cross/avr
84 brew install dfu-programmer
86 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.
88 You can also try these instructions:
90 1. Install Xcode from the App Store.
91 2. Install the Command Line Tools from `Xcode->Preferences->Downloads`.
92 3. Install [DFU-Programmer][dfu-prog].
94 If you are going to flash Infinity based keyboards you will also need dfu-util
100 To ensure you are always up to date, you can just run `sudo utils/install_dependencies.sh`. That should always install all the dependencies needed.
102 You can also install things manually, but this documentation might not be always up to date with all requirements.
104 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.
118 binutils-arm-none-eabi
119 libnewlib-arm-none-eabi
123 Install the dependencies with your favorite package manager.
125 Debian/Ubuntu example:
128 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
132 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:
135 # You'll run this every time you want to build a keymap
136 # modify the keymap and keyboard assigment to compile what you want
137 # defaults are ergodox/default
139 docker run -e keymap=gwen -e keyboard=ergodox --rm -v $('pwd'):/qmk:rw edasque/qmk_firmware
143 This will compile the targetted keyboard/keymap and leave it in your QMK directory for you to flash.
146 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).
148 ## Verify Your Installation
149 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.
150 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.
151 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`.
152 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.
154 # Customizing your keymap
156 In every keymap folder, the following files are recommended:
158 * `config.h` - the options to configure your keymap
159 * `keymap.c` - all of your keymap code, required
160 * `Makefile` - the features of QMK that are enabled, required to run `make` in your keymap folder
161 * `readme.md` - a description of your keymap, how others might use it, and explanations of features
163 ## The `make` command
165 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).
167 **NOTE:** To abort a make command press `Ctrl-c`
169 The following instruction refers to these folders.
171 * The `root` (`/`) folder is the qmk_firmware folder, in which are `doc`, `keyboard`, `quantum`, etc.
172 * The `keyboard` folder is any keyboard project's folder, like `/keyboards/planck`.
173 * The `keymap` folder is any keymap's folder, like `/keyboards/planck/keymaps/default`.
174 * The `subproject` folder is the subproject folder of a keyboard, like `/keyboards/ergodox/ez`
176 ### Simple instructions for building and uploading a keyboard
178 **Most keyboards have more specific instructions in the keyboard specific readme.md file, so please check that first**
180 If the `keymap` folder contains a file name `Makefile`
182 1. Change the directory to the `keymap` folder
183 2. Run `make <subproject>-<programmer>`
185 Otherwise, if there's no `Makefile` in the `keymap` folder
187 1. Enter the `keyboard` folder
188 2. Run `make <subproject>-<keymap>-<programmer>`
190 In the above commands, replace:
192 * `<keymap>` with the name of your keymap
193 * `<subproject>` 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`.
194 * 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.
195 * `<programmer>` 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.
196 * If you don't add `-<programmer` to the command line, the firmware will be still be compiled into a hex file, but the upload will be skipped.
198 **NOTE:** Some operating systems will refuse to program unless you run the make command as root for example `sudo make dfu`
200 ### More detailed make instruction
202 The full syntax of the `make` command is the following, but parts of the command can be left out if you run it from other directories than the `root` (as you might already have noticed by reading the simple instructions).
204 `<keyboard>-<subproject>-<keymap>-<target>`, where:
206 * `<keyboard>` is the name of the keyboard, for example `planck`
207 * Use `allkb` to compile all keyboards
208 * `<subproject>` 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`.
209 * If the keyboard doesn't have any subprojects, it can be left out
210 * To compile the default subproject, you can leave it out, or specify `defaultsp`
211 * Use `allsp` to compile all subprojects
212 * `<keymap>` is the name of the keymap, for example `algernon`
213 * Use `allkm` to compile all keymaps
214 * `<target>` will be explained in more detail below.
216 **Note:** When you leave some parts of the command out, you should also remove the dash (`-`).
218 As mentioned above, there are some shortcuts, when you are in a:
220 * `keyboard` folder, the command will automatically fill the `<keyboard>` part. So you only need to type `<subproject>-<keymap>-<target>`
221 * `subproject` folder, it will fill in both `<keyboard>` and `<subproject>`
222 * `keymap` folder, then `<keyboard>` and `<keymap>` will be filled in. If you need to specify the `<subproject>` use the following syntax `<subproject>-<target>`
223 * Note in order to support this shortcut, the keymap needs its own Makefile (see the example [here](/doc/keymap_makefile_example.mk))
224 * `keymap` folder of a `subproject`, then everything except the `<target>` will be filled in
226 The `<target>` means the following
227 * If no target is given, then it's the same as `all` below
228 * `all` compiles the keyboard and generates a `<keyboard>_<keymap>.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.
229 * `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`.
230 * `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.
232 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.
234 You can also add extra options at the end of the make command line, after the target
236 * `make COLOR=false` - turns off color output
237 * `make SILENT=true` - turns off output besides errors/warnings
238 * `make VERBOSE=true` - outputs all of the gcc stuff (not interesting, unless you need to debug)
240 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.
242 Here are some examples commands
244 * `make allkb-allsp-allkm` builds everything (all keyboards, all subprojects, all keymaps). Running just `make` from the `root` will also run this.
245 * `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.
246 * `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`
247 * `make dfu COLOR=false` from within a keymap folder, builds and uploads the keymap, but without color output.
251 There are 5 different `make` and `Makefile` locations:
254 * keyboard (`/keyboards/<keyboard>/`)
255 * keymap (`/keyboards/<keyboard>/keymaps/<keymap>/`)
256 * subproject (`/keyboards/<keyboard>/<subproject>`)
257 * subproject keymap (`/keyboards/<keyboard>/<subproject>/keymaps/<keymap>`)
259 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.**
261 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.
265 Set the variables to `no` to disable them, and `yes` to enable them.
269 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.
273 This gives you control over cursor movements and clicks via keycodes/custom functions.
277 This allows you to use the system and audio control key codes.
281 This allows you to print messages that can be read using [`hid_listen`](https://www.pjrc.com/teensy/hid_listen.html). Add this to your `Makefile`, and set it to `yes`. Then put `println`, `printf`, etc. in your keymap or anywhere in the `qmk` source. Finally, open `hid_listen` and enjoy looking at your printed messages.
289 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.
293 This allows for n-key rollover (default is 6) to be enabled. It is off by default, but can be forced by adding `#define FORCE_NKRO` to your config.h.
297 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`:
299 #define BACKLIGHT_PIN B7
303 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.
307 This allows you to send unicode symbols via `UC(<unicode>)` in your keymap. Only codes up to 0x7FFF are currently supported.
311 This allows you to interface with a Bluefruit EZ-key to send keycodes wirelessly. It uses the D2 and D3 pins.
315 This allows you output audio on the C6 pin (needs abstracting). See the [audio section](#driving-a-speaker---audio-support) for more information.
317 ### Customizing Makefile options on a per-keymap basis
319 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.
321 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`.
323 You can use the `doc/keymap_makefile_example.md` as a template/starting point.
325 ## The `config.h` file
327 There are 2 `config.h` locations:
329 * keyboard (`/keyboards/<keyboard>/`)
330 * keymap (`/keyboards/<keyboard>/keymaps/<keymap>/`)
332 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:
339 For a value of `4` for this imaginary setting. So we `undef` it first, then `define` it.
341 You can then override any settings, rather than having to copy and paste the whole thing.
343 # Going beyond the keycodes
345 Aside from the [basic keycodes](doc/keycode.txt), your keymap can include shortcuts to common operations.
347 ## Quick aliases to common actions
349 Your keymap can include shortcuts to common operations (called "function actions" in tmk).
351 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).
353 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.
355 ### Switching and toggling layers
357 `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.
359 `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).
361 `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).
363 `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.
366 ### Fun with modifier keys
368 * `LSFT(kc)` - applies left Shift to *kc* (keycode) - `S(kc)` is an alias
369 * `RSFT(kc)` - applies right Shift to *kc*
370 * `LCTL(kc)` - applies left Control to *kc*
371 * `RCTL(kc)` - applies right Control to *kc*
372 * `LALT(kc)` - applies left Alt to *kc*
373 * `RALT(kc)` - applies right Alt to *kc*
374 * `LGUI(kc)` - applies left GUI (command/win) to *kc*
375 * `RGUI(kc)` - applies right GUI (command/win) to *kc*
376 * `HYPR(kc)` - applies Hyper (all modifiers) to *kc*
377 * `MEH(kc)` - applies Meh (all modifiers except Win/Cmd) to *kc*
378 * `LCAG(kc)` - applies CtrlAltGui to *kc*
380 You can also chain these, like this:
382 LALT(LCTL(KC_DEL)) -- this makes a key that sends Alt, Control, and Delete in a single keypress.
384 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`.
407 `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. :)
409 `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.
411 These are the values you can use for the `mod` in `MT()` and `OSM()` (right-hand modifiers are not available for `MT()`):
420 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.
422 We've added shortcuts to make common modifier/tap (mod-tap) mappings more compact:
424 * `CTL_T(kc)` - is LCTL when held and *kc* when tapped
425 * `SFT_T(kc)` - is LSFT when held and *kc* when tapped
426 * `ALT_T(kc)` - is LALT when held and *kc* when tapped
427 * `GUI_T(kc)` - is LGUI when held and *kc* when tapped
428 * `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/)
429 * `LCAG_T(kc)` - is CtrlAltGui when held and *kc* when tapped
430 * `MEH_T(kc)` - is like Hyper, but not as cool -- does not include the Cmd/Win key, so just sends Alt+Ctrl+Shift.
432 ## Space Cadet Shift: The future, built in
434 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.
436 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.
438 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:
440 #define LSPO_KEY KC_9
441 #define RSPC_KEY KC_0
443 You can also choose between different rollover behaviors of the shift keys by defining:
445 #define DISABLE_SPACE_CADET_ROLLOVER
447 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.
449 The only other thing you're going to want to do is create a `Makefile` in your keymap directory and set the following:
452 COMMAND_ENABLE = no # Commands for debug and configuration
455 This is just to keep the keyboard from going into command mode when you hold both Shift keys at the same time.
457 ## The Leader key: A new kind of modifier
459 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.
461 That's what `KC_LEAD` does. Here's an example:
463 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.
464 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.
465 3. Within your `matrix_scan_user` function, do something like this:
470 void matrix_scan_user(void) {
471 LEADER_DICTIONARY() {
477 unregister_code(KC_S);
479 SEQ_TWO_KEYS(KC_A, KC_S) {
481 unregister_code(KC_H);
483 SEQ_THREE_KEYS(KC_A, KC_S, KC_D) {
484 register_code(KC_LGUI);
486 unregister_code(KC_S);
487 unregister_code(KC_LGUI);
493 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.
495 ## Tap Dance: A single key can do 3, 5, or 100 different things
497 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:
499 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.
501 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.
503 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.
505 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.
507 But lets start with how to use it, first!
509 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.
511 This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are three possible options:
513 * `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.
514 * `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the final tap count of the tap dance action.
515 * `ACTION_TAP_DANCE_FN_ADVANCED(on_each_tap_fn, on_dance_finished_fn, on_reset_fn)`: Calls the first specified function - defined in the user keymap - on every tap, the second function on when the dance action finishes (like the previous option), and the last function when the tap dance action resets.
517 The first option is enough for a lot of cases, that just want dual roles. For example, `ACTION_TAP_DANCE(KC_SPC, KC_ENT)` will result in `Space` being sent on single-tap, `Enter` otherwise.
519 And that's the bulk of it!
521 And now, on to the explanation of how it works!
523 The main entry point is `process_tap_dance()`, called from `process_record_quantum()`, which is run for every keypress, and our handler gets to run early. This function checks whether the key pressed is a tap-dance key. If it is not, and a tap-dance was in action, we handle that first, and enqueue the newly pressed key. If it is a tap-dance key, then we check if it is the same as the already active one (if there's one active, that is). If it is not, we fire off the old one first, then register the new one. If it was the same, we increment the counter and the timer.
525 This means that you have `TAPPING_TERM` time to tap the key again, you do not have to input all the taps within that timeframe. This allows for longer tap counts, with minimal impact on responsiveness.
527 Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys.
529 For the sake of flexibility, tap-dance actions can be either a pair of keycodes, or a user function. The latter allows one to handle higher tap counts, or do extra things, like blink the LEDs, fiddle with the backlighting, and so on. This is accomplished by using an union, and some clever macros.
533 Here's a simple example for a single definition:
535 1. In your `makefile`, add `TAP_DANCE_ENABLE = yes`
536 2. In your `config.h` (which you can copy from `qmk_firmware/keyboards/planck/config.h` to your keymap directory), add `#define TAPPING_TERM 200`
537 3. In your `keymap.c` file, define the variables and definitions, then add to your keymap:
540 //Tap Dance Declarations
545 //Tap Dance Definitions
546 qk_tap_dance_action_t tap_dance_actions[] = {
547 //Tap once for Esc, twice for Caps Lock
548 [TD_ESC_CAPS] = ACTION_TAP_DANCE_DOUBLE(KC_ESC, KC_CAPS)
549 // Other declarations would go here, separated by commas, if you have them
552 //In Layer declaration, add tap dance item in place of a key code
556 Here's a more complex example involving custom actions:
566 /* Have the above three on the keymap, TD(CT_SE), etc... */
568 void dance_cln_finished (qk_tap_dance_state_t *state, void *user_data) {
569 if (state->count == 1) {
570 register_code (KC_RSFT);
571 register_code (KC_SCLN);
573 register_code (KC_SCLN);
577 void dance_cln_reset (qk_tap_dance_state_t *state, void *user_data) {
578 if (state->count == 1) {
579 unregister_code (KC_RSFT);
580 unregister_code (KC_SCLN);
582 unregister_code (KC_SCLN);
586 void dance_egg (qk_tap_dance_state_t *state, void *user_data) {
587 if (state->count >= 100) {
588 SEND_STRING ("Safety dance!");
589 reset_tap_dance (state);
593 // on each tap, light up one led, from right to left
594 // on the forth tap, turn them off from right to left
595 void dance_flsh_each(qk_tap_dance_state_t *state, void *user_data) {
596 switch (state->count) {
598 ergodox_right_led_3_on();
601 ergodox_right_led_2_on();
604 ergodox_right_led_1_on();
607 ergodox_right_led_3_off();
609 ergodox_right_led_2_off();
611 ergodox_right_led_1_off();
615 // on the fourth tap, set the keyboard on flash state
616 void dance_flsh_finished(qk_tap_dance_state_t *state, void *user_data) {
617 if (state->count >= 4) {
619 reset_tap_dance(state);
623 // if the flash state didnt happen, then turn off leds, left to right
624 void dance_flsh_reset(qk_tap_dance_state_t *state, void *user_data) {
625 ergodox_right_led_1_off();
627 ergodox_right_led_2_off();
629 ergodox_right_led_3_off();
632 qk_tap_dance_action_t tap_dance_actions[] = {
633 [CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT)
634 ,[CT_CLN] = ACTION_TAP_DANCE_FN_ADVANCED (NULL, dance_cln_finished, dance_cln_reset)
635 ,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg)
636 ,[CT_FLSH] = ACTION_TAP_DANCE_FN_ADVANCED (dance_flsh_each, dance_flsh_finished, dance_flsh_reset)
640 ## Temporarily setting the default layer
642 `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.
644 ## Prevent stuck modifiers
646 Consider the following scenario:
648 1. Layer 0 has a key defined as Shift.
649 2. The same key is defined on layer 1 as the letter A.
650 3. User presses Shift.
651 4. User switches to layer 1 for whatever reason.
652 5. User releases Shift, or rather the letter A.
653 6. User switches back to layer 0.
655 Shift was actually never released and is still considered pressed.
657 If such situation bothers you add this to your `config.h`:
659 #define PREVENT_STUCK_MODIFIERS
661 This option uses 5 bytes of memory per every 8 keys on the keyboard
662 rounded up (5 bits per key). For example on Planck (48 keys) it uses
663 (48/8)\*5 = 30 bytes.
665 ## Macro shortcuts: Send a whole string when pressing just one key
667 Instead of using the `ACTION_MACRO` function, you can simply use `M(n)` to access macro *n* - *n* will get passed into the `action_get_macro` as the `id`, and you can use a switch statement to trigger it. This gets called on the keydown and keyup, so you'll need to use an if statement testing `record->event.pressed` (see keymap_default.c).
670 const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt) // this is the function signature -- just copy/paste it into your keymap file as it is.
673 case 0: // this would trigger when you hit a key mapped as M(0)
674 if (record->event.pressed) {
675 return MACRO( I(255), T(H), T(E), T(L), T(L), W(255), T(O), END ); // this sends the string 'hello' when the macro executes
682 A macro can include the following commands:
684 * I() change interval of stroke in milliseconds.
687 * T() type key(press and release).
688 * W() wait (milliseconds).
691 So above you can see the stroke interval changed to 255ms between each keystroke, then a bunch of keys being typed, waits a while, then the macro ends.
693 Note: Using macros to have your keyboard send passwords for you is possible, but a bad idea.
695 ### Advanced macro functions
697 To get more control over the keys/actions your keyboard takes, the following functions are available to you in the `action_get_macro` function block:
699 * `record->event.pressed`
701 This is a boolean value that can be tested to see if the switch is being pressed or released. An example of this is
704 if (record->event.pressed) {
711 * `register_code(<kc>);`
713 This sends the `<kc>` keydown event to the computer. Some examples would be `KC_ESC`, `KC_C`, `KC_4`, and even modifiers such as `KC_LSFT` and `KC_LGUI`.
715 * `unregister_code(<kc>);`
717 Parallel to `register_code` function, this sends the `<kc>` keyup event to the computer. If you don't use this, the key will be held down until it's sent.
721 This will turn on the layer `<n>` - the higher layer number will always take priority. Make sure you have `KC_TRNS` for the key you're pressing on the layer you're switching to, or you'll get stick there unless you have another plan.
725 This will turn off the layer `<n>`.
727 * `clear_keyboard();`
729 This will clear all mods and keys currently pressed.
733 This will clear all mods currently pressed.
735 * `clear_keyboard_but_mods();`
737 This will clear all keys besides the mods currently pressed.
739 * `update_tri_layer(layer_1, layer_2, layer_3);`
741 If the user attempts to activate layer 1 AND layer 2 at the same time (for example, by hitting their respective layer keys), layer 3 will be activated. Layers 1 and 2 will _also_ be activated, for the purposes of fallbacks (so a given key will fall back from 3 to 2, to 1 -- and only then to 0).
743 #### Naming your macros
745 If you have a bunch of macros you want to refer to from your keymap, while keeping the keymap easily readable, you can just name them like so:
755 #define EXT_PLV M(13)
758 As was done on the [Planck default keymap](/keyboards/planck/keymaps/default/keymap.c#L33-L40)
760 #### Timer functionality
762 It's possible to start timers and read values for time-specific events - here's an example:
765 static uint16_t key_timer;
766 key_timer = timer_read();
767 if (timer_elapsed(key_timer) < 100) {
768 // do something if less than 100ms have passed
770 // do something if 100ms or more have passed
774 It's best to declare the `static uint16_t key_timer;` outside of the macro block (top of file, etc).
776 #### Example: Single-key copy/paste (hold to copy, tap to paste)
778 With QMK, it's easy to make one key do two things, as long as one of those things is being a modifier. :) So if you want a key to act as Ctrl when held and send the letter R when tapped, that's easy: `CTL_T(KC_R)`. But what do you do when you want that key to send Ctrl-V (paste) when tapped, and Ctrl-C (copy) when held?
784 static uint16_t key_timer;
786 const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt)
790 if (record->event.pressed) {
791 key_timer = timer_read(); // if the key is being pressed, we start the timer.
793 else { // this means the key was just released, so we can figure out how long it was pressed for (tap or "held down").
794 if (timer_elapsed(key_timer) > 150) { // 150 being 150ms, the threshhold we pick for counting something as a tap.
795 return MACRO( D(LCTL), T(C), U(LCTL), END );
798 return MACRO( D(LCTL), T(V), U(LCTL), END );
808 And then, to assign this macro to a key on your keyboard layout, you just use `M(0)` on the key you want to press for copy/paste.
810 ## Dynamic macros: record and replay macros in runtime
812 In addition to the static macros described above, you may enable the dynamic macros which you may record while writing. They are forgotten as soon as the keyboard is unplugged. Only two such macros may be stored at the same time, with the total length of 128 keypresses.
814 To enable them, first add a new element to the `planck_keycodes` enum -- `DYNAMIC_MACRO_RANGE`:
816 enum planck_keycodes {
828 Afterwards create a new layer called `_DYN`:
830 #define _DYN 6 /* almost any other free number should be ok */
832 Below these two modifications include the `dynamic_macro.h` header:
834 #include "dynamic_macro.h"`
836 Then define the `_DYN` layer with the following keys: `DYN_REC_START1`, `DYN_MACRO_PLAY1`,`DYN_REC_START2` and `DYN_MACRO_PLAY2`. It may also contain other keys, it doesn't matter apart from the fact that you won't be able to record these keys in the dynamic macros.
839 {_______, DYN_REC_START1, DYN_MACRO_PLAY1, _______, _______, _______, _______, _______, _______, _______, _______, _______},
840 {_______, DYN_REC_START2, DYN_MACRO_PLAY2, _______, _______, _______, _______, _______, _______, _______, _______, _______},
841 {_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______},
842 {_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______}
845 Add the following code to the very beginning of your `process_record_user()` function:
847 if (!process_record_dynamic_macro(keycode, record)) {
851 To start recording the macro, press either `DYN_REC_START1` or `DYN_REC_START2`. To finish the recording, press the `_DYN` layer button. The handler awaits specifically for the `MO(_DYN)` keycode as the "stop signal" so please don't use any fancy ways to access this layer, use the regular `MO()` modifier. To replay the macro, press either `DYN_MACRO_PLAY1` or `DYN_MACRO_PLAY2`.
853 If the LED-s start blinking during the recording with each keypress, it means there is no more space for the macro in the macro buffer. To fit the macro in, either make the other macro shorter (they share the same buffer) or increase the buffer size by setting the `DYNAMIC_MACRO_SIZE` preprocessor macro (default value: 256; please read the comments for it in the header).
855 For the details about the internals of the dynamic macros, please read the comments in the `dynamic_macro.h` header.
857 ## Additional keycode aliases for software-implemented layouts (Colemak, Dvorak, etc)
859 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:
861 #include <keymap_colemak.h>
863 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:
865 * `CM_*` for all of the Colemak-equivalent characters
866 * `DV_*` for all of the Dvorak-equivalent characters
868 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.
870 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`.
872 ## Additional language support
874 In `quantum/keymap_extras/`, you'll see various language files - these work the same way as the alternative layout ones do. Most are defined by their two letter country/language code followed by an underscore and a 4-letter abbreviation of its name. `FR_UGRV` which will result in a `ù` when using a software-implemented AZERTY layout. It's currently difficult to send such characters in just the firmware (but it's being worked on - see Unicode support).
878 You can currently send 4 hex digits with your OS-specific modifier key (RALT for OSX with the "Unicode Hex Input" layout) - 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.
880 ## Other firmware shortcut keycodes
882 * `RESET` - puts the MCU in DFU mode for flashing new firmware (with `make dfu`)
883 * `DEBUG` - the firmware into debug mode - you'll need hid_listen to see things
884 * `BL_ON` - turns the backlight on
885 * `BL_OFF` - turns the backlight off
886 * `BL_<n>` - sets the backlight to level *n*
887 * `BL_INC` - increments the backlight level by one
888 * `BL_DEC` - decrements the backlight level by one
889 * `BL_TOGG` - toggles the backlight
890 * `BL_STEP` - steps through the backlight levels
892 Enable the backlight from the Makefile.
894 # Custom Quantum functions
896 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.
898 ## `void matrix_init_*(void)`
900 This function gets called when the matrix is initiated, and can contain start-up code for your keyboard/keymap.
902 ## `void matrix_scan_*(void)`
904 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.
906 ## `bool process_record_*(uint16_t keycode, keyrecord_t *record)`
908 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.
910 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.
912 The `record` variable contains infomation about the actual press:
927 The conditional `if (record->event.pressed)` can tell if the key is being pressed or released, and you can execute code based on that.
929 ## `void led_set_*(uint8_t usb_led)`
931 This gets called whenever there is a state change on your host LEDs (eg caps lock, scroll lock, etc). The LEDs are defined as:
934 #define USB_LED_NUM_LOCK 0
935 #define USB_LED_CAPS_LOCK 1
936 #define USB_LED_SCROLL_LOCK 2
937 #define USB_LED_COMPOSE 3
938 #define USB_LED_KANA 4
941 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 one, otherwise turn it off.
943 # Modding your keyboard
945 ## Audio output from a speaker
947 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.
949 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:
955 Then, lower down the file:
958 float tone_startup[][2] = {
967 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.
969 Then, we have this chunk:
972 float tone_qwerty[][2] = SONG(QWERTY_SOUND);
973 float tone_dvorak[][2] = SONG(DVORAK_SOUND);
974 float tone_colemak[][2] = SONG(COLEMAK_SOUND);
975 float tone_plover[][2] = SONG(PLOVER_SOUND);
976 float tone_plover_gb[][2] = SONG(PLOVER_GOODBYE_SOUND);
978 float music_scale[][2] = SONG(MUSIC_SCALE_SOUND);
979 float goodbye[][2] = SONG(GOODBYE_SOUND);
982 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.
984 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:
987 PLAY_NOTE_ARRAY(tone_plover, false, 0); // Signature is: Song name, repeat, rest style
990 This is inside one of the macros. So when that macro executes, your keyboard plays that particular chime.
992 "Rest style" in the method signature above (the last parameter) specifies if there's a rest (a moment of silence) between the notes.
995 ## Recording And Playing back Music
996 * ```Music On``` - Turn music mode on. The default mapping is ```Lower+Upper+C```
997 * ```LCTL``` - start a recording
999 * ```LALT``` - stop recording, stop playing
1000 * ```LGUI``` - play recording
1001 * ```LALT``` - stop playing
1002 * ```Music Off``` - Turn music mode off. The default mapping is ```Lower+Upper+V```
1005 ## MIDI functionalty
1007 This is still a WIP, but check out `quantum/keymap_midi.c` to see what's happening. Enable from the Makefile.
1009 ## Bluetooth functionality
1011 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.
1013 ## International Characters on Windows
1015 [AutoHotkey](https://autohotkey.com) allows Windows users to create custom hotkeys among others.
1017 The method does not require Unicode support in the keyboard itself but depends instead of AutoHotkey running in the background.
1019 First you need to select a modifier combination that is not in use by any of your programs.
1020 CtrlAltWin is not used very widely and should therefore be perfect for this.
1021 There is a macro defined for a mod-tab combo `LCAG_T`.
1022 Add this mod-tab combo to a key on your keyboard, e.g.: `LCAG_T(KC_TAB)`.
1023 This makes the key behave like a tab key if pressed and released immediately but changes it to the modifier if used with another key.
1025 In the default script of AutoHotkey you can define custom hotkeys.
1030 The hotkeys above are for the combination CtrlAltGui and CtrlAltGuiShift plus the letter a.
1031 AutoHotkey inserts the Text right of `Send, ` when this combination is pressed.
1033 ## RGB Under Glow Mod
1035 ![Planck with RGB Underglow](https://raw.githubusercontent.com/jackhumbert/qmk_firmware/master/keyboards/planck/keymaps/yang/planck-with-rgb-underglow.jpg)
1037 Here is a quick demo on Youtube (with NPKC KC60) (https://www.youtube.com/watch?v=VKrpPAHlisY).
1039 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.
1041 RGBLIGHT_ENABLE = yes
1043 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).
1045 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:
1047 #define RGB_DI_PIN F4 // The pin your RGB strip is wired to
1048 #define RGBLIGHT_TIMER // Require for fancier stuff (not compatible with audio)
1049 #define RGBLED_NUM 14 // Number of LEDs
1050 #define RGBLIGHT_HUE_STEP 10
1051 #define RGBLIGHT_SAT_STEP 17
1052 #define RGBLIGHT_VAL_STEP 17
1054 You'll need to edit `RGB_DI_PIN` to the pin you have your `DI` on your RGB strip wired to.
1056 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`
1060 ![WS2812 Wiring](https://raw.githubusercontent.com/jackhumbert/qmk_firmware/master/keyboards/planck/keymaps/yang/WS2812-wiring.jpg)
1062 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.
1064 ## Safety Considerations
1066 You probably don't want to "brick" your keyboard, making it impossible
1067 to rewrite firmware onto it. Here are some of the parameters to show
1068 what things are (and likely aren't) too risky.
1070 - If a keyboard map does not include RESET, then, to get into DFU
1071 mode, you will need to press the reset button on the PCB, which
1072 requires unscrewing some bits.
1073 - Messing with tmk_core / common files might make the keyboard
1075 - Too large a .hex file is trouble; `make dfu` will erase the block,
1076 test the size (oops, wrong order!), which errors out, failing to
1078 - DFU tools do /not/ allow you to write into the bootloader (unless
1079 you throw in extra fruitsalad of options), so there is little risk
1081 - EEPROM has around a 100000 write cycle. You shouldn't rewrite the
1082 firmware repeatedly and continually; that'll burn the EEPROM
1085 # Porting your keyboard to QMK
1087 If your keyboard is running an Atmega chip (atmega32u4 and others), it's pretty easy to get things setup for compiling your own firmware to flash onto your board. There is a `/util/new_project.sh <keyboard>` script to help get you started - you can simply pass your keyboard's name into the script, and all of the necessary files will be created. The components of each are described below.
1089 ## `/keyboards/<keyboard>/config.h`
1091 The `USB Device descriptor parameter` block contains parameters are used to uniquely identify your keyboard, but they don't really matter to the machine.
1093 Your `MATRIX_ROWS` and `MATRIX_COLS` are the numbers of rows and cols in your keyboard matrix - this may be different than the number of actual rows and columns on your keyboard. There are some tricks you can pull to increase the number of keys in a given matrix, but most keyboards are pretty straight-forward.
1095 The `MATRIX_ROW_PINS` and `MATRIX_COL_PINS` are the pins your MCU uses on each row/column. Your schematic (if you have one) will have this information on it, and the values will vary depending on your setup. This is one of the most important things to double-check in getting your keyboard setup correctly.
1097 For the `DIODE_DIRECTION`, most hand-wiring guides will instruct you to wire the diodes in the `COL2ROW` position, but it's possible that they are in the other - people coming from EasyAVR often use `ROW2COL`. Nothing will function if this is incorrect.
1099 `BACKLIGHT_PIN` is the pin that your PWM-controlled backlight (if one exists) is hooked-up to. Currently only B5, B6, and B7 are supported.
1101 `BACKLIGHT_BREATHING` is a fancier backlight feature, and uses one of the timers.
1103 `BACKLIGHT_LEVELS` is how many levels exist for your backlight - max is 15, and they are computed automatically from this number.
1105 ## `/keyboards/<keyboard>/Makefile`
1107 The values at the top likely won't need to be changed, since most boards use the `atmega32u4` chip. The `BOOTLOADER_SIZE` will need to be adjusted based on your MCU type. It's defaulted to the Teensy, since that's the most common controller. Below is quoted from the `Makefile`.
1110 # Boot Section Size in *bytes*
1111 # Teensy halfKay 512
1112 # Teensy++ halfKay 1024
1113 # Atmel DFU loader 4096
1114 # LUFA bootloader 4096
1116 OPT_DEFS += -DBOOTLOADER_SIZE=512
1119 At the bottom of the file, you'll find lots of features to turn on and off - all of these options should be set with `?=` to allow for the keymap overrides. `?=` only assigns if the variable was previously undefined. For the full documenation of these features, see the [Makefile options](#makefile-options).
1121 ## `/keyboards/<keyboard>/readme.md`
1123 This is where you'll describe your keyboard - please write as much as you can about it! Talking about default functionality/features is useful here. Feel free to link to external pages/sites if necessary. Images can be included here as well. This file will be rendered into a webpage at qmk.fm/keyboards/<keyboard>/.
1125 ## `/keyboards/<keyboard>/<keyboard>.c`
1127 This is where all of the custom logic for your keyboard goes - you may not need to put anything in this file, since a lot of things are configured automatically. All of the `*_kb()` functions are defined here. If you modify them, remember to keep the calls to `*_user()`, or things in the keymaps might not work. You can read more about the functions [here](#custom-quantum-functions-for-keyboards-and-keymaps)
1129 ## `/keyboards/<keyboard>/<keyboard>.h`
1131 Here is where you can (optionally) define your `KEYMAP` function to remap your matrix into a more readable format. With ortholinear boards, this isn't always necessary, but it can help to accomodate the dead spots on your matrix, where there are keys that take up more than one space (2u, staggering, 6.25u, etc). The example shows the difference between the physical keys, and the matrix design:
1139 { k00, k01, k02 }, \
1140 { k10, KC_NO, k11 }, \
1144 Each of the `kxx` variables needs to be unique, and usually follows the format `k<row><col>`. You can place `KC_NO` where your dead keys are in your matrix.
1148 If you are new to unit testing, then you can find many good resources on internet. However most of it is scattered around in small pieces here and there, and there's also many different opinions, so I won't give any recommendations.
1150 Instead I recommend these two books, explaining two different styles of Unit Testing in detail.
1152 * "Test Driven Development: By Example: Kent Beck"
1153 * "Growing Object-Oriented Software, Guided By Tests: Steve Freeman, Nat Pryce"
1155 If you prefer videos there are Uncle Bob's [Clean Coders Videos](https://cleancoders.com/), which unfortunately cost quite a bit, especially if you want to watch many of them. But James Shore has a free [Let's Play](http://www.jamesshore.com/Blog/Lets-Play) video series.
1157 ## Google Test and Google Mock
1158 It's possible to Unit Test your code using [Google Test](https://github.com/google/googletest). The Google Test framework also includes another component for writing testing mocks and stubs, called "Google Mock". For information how to write the actual tests, please refer to the documentation on that site.
1162 Note that Google Test and therefore any test has to be written in C++, even if the rest of the QMK codebases is written in C. This should hopefully not be a problem even if you don't know any C++, since there's quite clear documentation and examples of the required C++ features, and you can write the rest of the test code almost as you would write normal C. Note that some compiler errors which you might get can look quite scary, but just read carefully what it says, and you should be ok.
1164 One thing to remember, is that you have to append `extern "C"` around all of your C file includes.
1166 ## Adding tests for new or existing features
1168 If you want to unit test some feature, then take a look at the existing serial_link tests, in the `quantum/serial_link/tests folder`, and follow the steps below to create a similar structure.
1170 1. If it doesn't already exist, add a test subfolder to the folder containing the feature.
1171 2. Create a `testlist.mk` and a `rules.mk` file in that folder.
1172 3. Include those files from the root folder `testlist.mk`and `build_test.mk` respectively.
1173 4. Add a new name for your testgroup to the `testlist.mk` file. Each group defined there will be a separate executable. And that's how you can support mocking out different parts. Note that it's worth adding some common prefix, just like it's done for the serial_link tests. The reason for that is that the make command allows substring filtering, so this way you can easily run a subset of the tests.
1174 5. Define the source files and required options in the `rules.mk` file.
1175 * `_SRC` for source files
1176 * `_DEFS` for additional defines
1177 * `_INC` for additional include folders
1178 6. Write the tests in a new cpp file inside the test folder you created. That file has to be one of the files included from the `rules.mk` file.
1180 Note how there's several different tests, each mocking out a separate part. Also note that each of them only compiles the very minimum that's needed for the tests. It's recommend that you try to do the same. For a relevant video check out [Matt Hargett "Advanced Unit Testing in C & C++](https://www.youtube.com/watch?v=Wmy6g-aVgZI)
1182 ## Running the tests
1184 To run all the tests in the codebase, type `make test`. You can also run test matching a substring by typing `make test-matchingsubstring` Note that the tests are always compiled with the native compiler of your platform, so they are also run like any other program on your computer.
1186 ## Debugging the tests
1188 If there are problems with the tests, you can find the executable in the `./build/test` folder. You should be able to run those with GDB or a similar debugger.
1190 ## Full Integration tests
1192 It's not yet possible to do a full integration test, where you would compile the whole firmware and define a keymap that you are going to test. However there are plans for doing that, because writing tests that way would probably be easier, at least for people that are not used to unit testing.
1194 In that model you would emulate the input, and expect a certain output from the emulated keyboard.