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 or B5 port (`#define C6_AUDIO` and/or `#define B5_AUDIO`), 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 If you add this to your `rules.mk`:
12 there's a couple different sounds that will automatically be enabled without any other configuration:
15 If you want to implement something custom, you can
23 Then, lower down the file:
26 float tone_startup[][2] = {
35 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.
37 Then, we have this chunk:
40 float tone_qwerty[][2] = SONG(QWERTY_SOUND);
41 float tone_dvorak[][2] = SONG(DVORAK_SOUND);
42 float tone_colemak[][2] = SONG(COLEMAK_SOUND);
43 float tone_plover[][2] = SONG(PLOVER_SOUND);
44 float tone_plover_gb[][2] = SONG(PLOVER_GOODBYE_SOUND);
46 float music_scale[][2] = SONG(MUSIC_SCALE_SOUND);
47 float goodbye[][2] = SONG(GOODBYE_SOUND);
50 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.
52 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:
55 PLAY_SONG(tone_plover); // song name
58 This is inside one of the macros. So when that macro executes, your keyboard plays that particular chime.
62 The music mode maps your columns to a chromatic scale, and your rows to octaves. This works best with ortholinear keyboards, but can be made to work with others. All keycodes less than `0xFF` get blocked, so you won't type while playing notes - if you have special keys/mods, those will still work. A work-around for this is to jump to a different layer with KC_NOs before (or after) enabling music mode.
64 Recording is experimental due to some memory issues - if you experience some weird behavior, unplugging/replugging your keyboard will fix things.
68 * `MU_ON` - Turn music mode on
69 * `MU_OFF` - Turn music mode off
70 * `MU_TOG` - Toggle music mode
72 In music mode, the following keycodes work differently, and don't pass through:
74 * `LCTL` - start a recording
75 * `LALT` - stop recording/stop playing
76 * `LGUI` - play recording
77 * `KC_UP` - speed-up playback
78 * `KC_DOWN` - slow-down playback
82 This is still a WIP, but check out `quantum/keymap_midi.c` to see what's happening. Enable from the Makefile.
84 ## Bluetooth functionality
86 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.
90 ![Planck with RGB Underglow](https://raw.githubusercontent.com/qmk/qmk_firmware/master/keyboards/planck/keymaps/yang/planck-with-rgb-underglow.jpg)
92 Here is a quick demo on Youtube (with NPKC KC60) (https://www.youtube.com/watch?v=VKrpPAHlisY).
94 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.
98 In order to use the underglow animation functions, you need to have `#define RGBLIGHT_ANIMATIONS` in your `config.h`.
100 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:
102 #define RGB_DI_PIN F4 // The pin your RGB strip is wired to
103 #define RGBLIGHT_ANIMATIONS // Require for fancier stuff (not compatible with audio)
104 #define RGBLED_NUM 14 // Number of LEDs
105 #define RGBLIGHT_HUE_STEP 10
106 #define RGBLIGHT_SAT_STEP 17
107 #define RGBLIGHT_VAL_STEP 17
109 You'll need to edit `RGB_DI_PIN` to the pin you have your `DI` on your RGB strip wired to.
111 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`
115 ![WS2812 Wiring](https://raw.githubusercontent.com/qmk/qmk_firmware/master/keyboards/planck/keymaps/yang/WS2812-wiring.jpg)
117 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.
119 ## PS/2 Mouse Support
121 Its possible to hook up a PS/2 mouse (for example touchpads or trackpoints) to your keyboard as a composite device.
123 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.
125 There are three available modes for hooking up PS/2 devices: USART (best), interrupts (better) or busywait (not recommended).
129 Note: This is not recommended, you may encounter jerky movement or unsent inputs. Please use interrupt or USART version if possible.
134 PS2_MOUSE_ENABLE = yes
135 PS2_USE_BUSYWAIT = yes
138 In your keyboard config.h:
141 #ifdef PS2_USE_BUSYWAIT
142 # define PS2_CLOCK_PORT PORTD
143 # define PS2_CLOCK_PIN PIND
144 # define PS2_CLOCK_DDR DDRD
145 # define PS2_CLOCK_BIT 1
146 # define PS2_DATA_PORT PORTD
147 # define PS2_DATA_PIN PIND
148 # define PS2_DATA_DDR DDRD
149 # define PS2_DATA_BIT 2
153 ### Interrupt version
155 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.
160 PS2_MOUSE_ENABLE = yes
164 In your keyboard config.h:
168 #define PS2_CLOCK_PORT PORTD
169 #define PS2_CLOCK_PIN PIND
170 #define PS2_CLOCK_DDR DDRD
171 #define PS2_CLOCK_BIT 2
172 #define PS2_DATA_PORT PORTD
173 #define PS2_DATA_PIN PIND
174 #define PS2_DATA_DDR DDRD
175 #define PS2_DATA_BIT 5
177 #define PS2_INT_INIT() do { \
178 EICRA |= ((1<<ISC21) | \
181 #define PS2_INT_ON() do { \
182 EIMSK |= (1<<INT2); \
184 #define PS2_INT_OFF() do { \
185 EIMSK &= ~(1<<INT2); \
187 #define PS2_INT_VECT INT2_vect
193 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.
198 PS2_MOUSE_ENABLE = yes
202 In your keyboard config.h:
206 #define PS2_CLOCK_PORT PORTD
207 #define PS2_CLOCK_PIN PIND
208 #define PS2_CLOCK_DDR DDRD
209 #define PS2_CLOCK_BIT 5
210 #define PS2_DATA_PORT PORTD
211 #define PS2_DATA_PIN PIND
212 #define PS2_DATA_DDR DDRD
213 #define PS2_DATA_BIT 2
215 /* synchronous, odd parity, 1-bit stop, 8-bit data, sample at falling edge */
216 /* set DDR of CLOCK as input to be slave */
217 #define PS2_USART_INIT() do { \
218 PS2_CLOCK_DDR &= ~(1<<PS2_CLOCK_BIT); \
219 PS2_DATA_DDR &= ~(1<<PS2_DATA_BIT); \
220 UCSR1C = ((1 << UMSEL10) | \
229 #define PS2_USART_RX_INT_ON() do { \
230 UCSR1B = ((1 << RXCIE1) | \
233 #define PS2_USART_RX_POLL_ON() do { \
234 UCSR1B = (1 << RXEN1); \
236 #define PS2_USART_OFF() do { \
238 UCSR1B &= ~((1 << RXEN1) | \
241 #define PS2_USART_RX_READY (UCSR1A & (1<<RXC1))
242 #define PS2_USART_RX_DATA UDR1
243 #define PS2_USART_ERROR (UCSR1A & ((1<<FE1) | (1<<DOR1) | (1<<UPE1)))
244 #define PS2_USART_RX_VECT USART1_RX_vect
248 ### Additional Settings
250 #### PS/2 mouse features
252 These enable settings supported by the PS/2 mouse protocol: http://www.computer-engineering.org/ps2mouse/
255 /* Use remote mode instead of the default stream mode (see link) */
256 #define PS2_MOUSE_USE_REMOTE_MODE
258 /* Enable the scrollwheel or scroll gesture on your mouse or touchpad */
259 #define PS2_MOUSE_ENABLE_SCROLLING
261 /* Some mice will need a scroll mask to be configured. The default is 0xFF. */
262 #define PS2_MOUSE_SCROLL_MASK 0x0F
264 /* Applies a transformation to the movement before sending to the host (see link) */
265 #define PS2_MOUSE_USE_2_1_SCALING
267 /* The time to wait after initializing the ps2 host */
268 #define PS2_MOUSE_INIT_DELAY 1000 /* Default */
271 You can also call the following functions from ps2_mouse.h
274 void ps2_mouse_disable_data_reporting(void);
276 void ps2_mouse_enable_data_reporting(void);
278 void ps2_mouse_set_remote_mode(void);
280 void ps2_mouse_set_stream_mode(void);
282 void ps2_mouse_set_scaling_2_1(void);
284 void ps2_mouse_set_scaling_1_1(void);
286 void ps2_mouse_set_resolution(ps2_mouse_resolution_t resolution);
288 void ps2_mouse_set_sample_rate(ps2_mouse_sample_rate_t sample_rate);
293 Use the following defines to change the sensitivity and speed of the mouse.
294 Note: you can also use `ps2_mouse_set_resolution` for the same effect (not supported on most touchpads).
297 #define PS2_MOUSE_X_MULTIPLIER 3
298 #define PS2_MOUSE_Y_MULTIPLIER 3
299 #define PS2_MOUSE_V_MULTIPLIER 1
304 If you're using a trackpoint, you will likely want to be able to use it for scrolling.
305 Its possible to enable a "scroll button/s" that when pressed will cause the mouse to scroll instead of moving.
306 To enable the feature, you must set a scroll button mask as follows:
309 #define PS2_MOUSE_SCROLL_BTN_MASK (1<<PS2_MOUSE_BUTTON_MIDDLE) /* Default */
312 To disable the scroll button feature:
315 #define PS2_MOUSE_SCROLL_BTN_MASK 0
318 The available buttons are:
321 #define PS2_MOUSE_BTN_LEFT 0
322 #define PS2_MOUSE_BTN_RIGHT 1
323 #define PS2_MOUSE_BTN_MIDDLE 2
326 You can also combine buttons in the mask by `|`ing them together.
328 Once you've configured your scroll button mask, you must configure the scroll button send interval.
329 This is the interval before which if the scroll buttons were released they would be sent to the host.
330 After this interval, they will cause the mouse to scroll and will not be sent.
333 #define PS2_MOUSE_SCROLL_BTN_SEND 300 /* Default */
336 To disable sending the scroll buttons:
338 #define PS2_MOUSE_SCROLL_BTN_SEND 0
341 Fine control over the scrolling is supported with the following defines:
344 #define PS2_MOUSE_SCROLL_DIVISOR_H 2
345 #define PS2_MOUSE_SCROLL_DIVISOR_V 2
350 To debug the mouse, add `debug_mouse = true` or enable via bootmagic.
353 /* To debug the mouse reports */
354 #define PS2_MOUSE_DEBUG_HID
355 #define PS2_MOUSE_DEBUG_RAW
358 ## Safety Considerations
360 You probably don't want to "brick" your keyboard, making it impossible
361 to rewrite firmware onto it. Here are some of the parameters to show
362 what things are (and likely aren't) too risky.
364 - If your keyboard map does not include RESET, then, to get into DFU
365 mode, you will need to press the reset button on the PCB, which
366 requires unscrewing the bottom.
367 - Messing with tmk_core / common files might make the keyboard
369 - Too large a .hex file is trouble; `make dfu` will erase the block,
370 test the size (oops, wrong order!), which errors out, failing to
371 flash the keyboard, leaving it in DFU mode.
372 - To this end, note that the maximum .hex file size on Planck is
373 7000h (28672 decimal)
376 Linking: .build/planck_rev4_cbbrowne.elf [OK]
377 Creating load file for Flash: .build/planck_rev4_cbbrowne.hex [OK]
380 text data bss dec hex filename
381 0 22396 0 22396 577c planck_rev4_cbbrowne.hex
384 - The above file is of size 22396/577ch, which is less than
386 - As long as you have a suitable alternative .hex file around, you
387 can retry, loading that one
388 - Some of the options you might specify in your keyboard's Makefile
389 consume extra memory; watch out for BOOTMAGIC_ENABLE,
390 MOUSEKEY_ENABLE, EXTRAKEY_ENABLE, CONSOLE_ENABLE, API_SYSEX_ENABLE
391 - DFU tools do /not/ allow you to write into the bootloader (unless
392 you throw in extra fruitsalad of options), so there is little risk
394 - EEPROM has around a 100000 write cycle. You shouldn't rewrite the
395 firmware repeatedly and continually; that'll burn the EEPROM