-Overview
-========
+# Overview
-This is my personal userspace file. Most of my code exists here, as it's heavily shared.
+This is my personal userspace file. Most of my code exists here, as it's heavily shared.
-
-Custom userspace handlers
--------------------------
+## Custom userspace handlers
Specifically QMK works by using customized handlers for everything. This allows for multiple levels of customization.
All (most) `_user` functions are handled here instead. To allow keyboard specific configuration, I've created `_keymap` functions that can be called by the keymap.c files instead.
-This allows for keyboard specific configuration while maintaining the ability to customize the board.
-
-My [Ergodox EZ Keymap](https://github.com/qmk/qmk_firmware/blob/master/keyboards/ergodox_ez/keymaps/drashna/keymap.c#L399) is a good example of this, as it uses the LEDs as modifier indicators.
+This allows for keyboard specific configuration while maintaining the ability to customize the board.
+My [Ergodox EZ Keymap](https://github.com/qmk/qmk_firmware/blob/master/layouts/community/ergodox/drashna/keymap.c#L297) is a good example of this, as it uses the LEDs as modifier indicators.
-Keyboard Layout Templates
--------------------------
+## Keyboard Layout Templates
-This borrows from @jola5's "Not quite neo" code. This allows me to maintain blocks of keymaps in the userspace, so that I can modify the userspace, and this is reflected in all of the keyboards that use it, at once.
+This borrows from @jola5's "Not quite neo" code. This allows me to maintain blocks of keymaps in the userspace, so that I can modify the userspace, and this is reflected in all of the keyboards that use it, at once.
This makes adding tap/hold mods, or other special keycodes or functions to all keyboards super easy, as it's done to all of them at once.
-The caveat here is that the keymap needs a processor/wrapper, as it doesn't like the substitutions. However, this is as simple as just pushing it through a define. For instance:
+The caveat here is that the keymap needs a processor/wrapper, as it doesn't like the substitutions. However, this is as simple as just pushing it through a define. For instance:
`#define LAYOUT_ergodox_wrapper(...) LAYOUT_ergodox(__VA_ARGS__)`
-Once that's been done and you've switched the keymaps to use the "wrapper", it will read the substitution blocks just fine.
+Once that's been done and you've switched the keymaps to use the "wrapper", it will read the substitution blocks just fine.
Credit goes to @jola5 for first implementing this awesome idea.
-Custom Keycodes
----------------
+## Custom Keycodes
Keycodes are defined in the drashna.h file and need to be included in the keymap.c files, so that they can be used there.
Included is a custom macro for compiling my keyboards. This includes the bootloader target (`:teensy`, `:avrdude`, or `:dfu`), and keeps RGBLIGHT, AUDIO and/or FAUXCLICKY enabled, if it previously was (regardless of the rules file).
-This also includes a modified RESET keycode as well, that sets the underglow to red.
+This also includes a modified RESET keycode as well, that sets the underglow to red.
-Layer Indication
-----------------
+## Layer Indication
This uses the `layer_state_set_*` command to change the layer color, to indicate which layer it is on. This includes the default keymap, as well.
Also. I use `rgblight_sethsv` since it works with animation modes (that support it).
-
-Diablo Layer
-------------
+## Diablo Layer
This layer has some special handling.
For critics that think this is cheating, search "diablo 3 num lock auto cast". This is just a simpler method, since I no longer own a normal (non QMK) numpad.
-Secret Macros
--------------
+## Secret Macros
With help from gitter and Colinta, this adds the ability to add hidden macros from other users.
And this requires `KC_SECRET_1` through `KC_SECRET_5` to be defined in your `<name>.h` file to define the keycodes for the new macros.
-###### .git/info/exclude
+### .git/info/exclude
+
```
# git ls-files --others --exclude-from=.git/info/exclude
# Lines that start with '#' are comments.
Then you can create these files:
-###### secrets.c
+### secrets.c
```c
#include "drashna.h" // replace with your keymap's "h" file, or whatever file stores the keycodes
}
```
-###### secrets.h
+### secrets.h
+
```c
static const char * const secrets[] = {
"secret1",
Replacing the strings with the codes that you need.
-###### name.c
+### name.c
-In the `<name>.c` file, you will want to add this to the top:
+In the `<name>.c` file, you will want to add this to the top:
```c
__attribute__ ((weak))
return true;
}
```
-This is so that the function can be called here, and replaced in the `secrets.c` file, and so it won't error out if it doesn't exist.
+This is so that the function can be called here, and replaced in the `secrets.c` file, and so it won't error out if it doesn't exist.
And then, in the `process_record_user` function, assuming you have `return process_record_keymap(keycode, record)` here, you'll want to replace the "final" return with the following. Otherwise, you want to replace the `return true;` with `return process_record_secrets(keycode, record);`
+
```c
return process_record_keymap(keycode, record) && process_record_secrets(keycode, record);
}
```
-###### rules.mk
+### rules.mk
-Here, you want your `/users/<name>/rules.mk` file to "detect" the existence of the `secrets.c` file, and only add it if the file exists. To do so, add this block:
-```c
+Here, you want your `/users/<name>/rules.mk` file to "detect" the existence of the `secrets.c` file, and only add it if the file exists. To do so, add this block:
+
+```make
ifneq ("$(wildcard $(USER_PATH)/secrets.c)","")
SRC += secrets.c
endif
```
Additionally, if you want to make sure that you can disable the function without messing with the file, you need to add this to your `/users/<name>/rules.mk`, so that it catches the flag:
-```c
+
+```make
ifeq ($(strip $(NO_SECRETS)), yes)
OPT_DEFS += -DNO_SECRETS
endif
```
-Then, if you run `make keyboard:name NO_SECRETS=yes`, it will default to the test strings in your `<name>.c` file, rather than reading from your file.
-
-
-Userspace EEPROM config
------------------------
-
-This adds EEPROM support fo the userspace, so that certain values are configurable in such a way that persists when power is lost. Namely, just the clicky feature and the Overwatch macro option ("is_overwatch"). This is done by reading and saving the structure from EEPROM.
-
-To implement this, first you need to specify the location:
-
-```c
-#define EECONFIG_USERSPACE (uint8_t *)20
-```
-This tells us where in the EEPROM that the data structure is located, and this specifies that it's a byte (8 bits). However, to maximize it's usage, we want to specify a data structure here, so that we can use multiple settings. To do that:
-
-```c
-typedef union {
- uint8_t raw;
- struct {
- bool clicky_enable :1;
- bool is_overwatch :1;
- };
-} userspace_config_t;
-```
-Then, in your C file, you want to add: `userspace_config_t userspace_config;`, and in your `matrix_init_*` function, you want to add `userspace_config.raw = eeprom_read_byte(EECONFIG_USERSPACE);`
-
-From there, you'd want to use the data structure (such as `userspace_config.is_overwatch`) when you want to check this value.
-
-And if you want to update it, update directly and then use `eeprom_update_byte(EECONFIG_USERSPACE, userspace_config.raw);` to write the value back to the EEPROM.
-
+Then, if you run `make keyboard:name NO_SECRETS=yes`, it will default to the test strings in your `<name>.c` file, rather than reading from your file.
-Pro Micro Hacking
------------------
+## Pro Micro Hacking
Well, you can get the QMK DFU bootloader working on the ProMicro. But you need to change fuses.