Better "include guards" for the makefiles
[jackhill/qmk/firmware.git] / readme.md
CommitLineData
27e32949 1# Quantum Mechanical Keyboard Firmware
afb08462 2
56bb5b51
JH
3[![Build Status](https://travis-ci.org/jackhumbert/qmk_firmware.svg?branch=master)](https://travis-ci.org/jackhumbert/qmk_firmware)
4
13bb6b4b 5This 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/).
ea0e1169 6
7e584439
JE
7## Official website
8
13bb6b4b 9For 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.
7e584439
JE
10
11## Included Keyboards
12
13* [Planck](/keyboards/planck/)
14* [Preonic](/keyboards/preonic/)
15* [Atomic](/keyboards/atomic/)
16* [ErgoDox EZ](/keyboards/ergodox_ez/)
215c2119 17* [Clueboard](/keyboards/clueboard/)
7e584439
JE
18* [Cluepad](/keyboards/cluepad/)
19
20The project also includes community support for [lots of other keyboards](/keyboards/).
21
22## Maintainers
23
13bb6b4b 24QMK 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 :)
ea0e1169 25
3ac4f151 26This 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).
04a36ecb 27
13bb6b4b 28The 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).
27e32949 29
8497a451 30## Documentation roadmap
04a36ecb 31
13bb6b4b 32This 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:
8497a451 33
13bb6b4b 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.
8497a451 35* The list of possible keycodes you can use in your keymap is actually spread out in a few different places:
b36e532b 36 * [doc/keycode.txt](doc/keycode.txt) - an explanation of those same keycodes.
13bb6b4b 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.
45414fed 38* The [TMK documentation](doc/TMK_README.md). QMK is based on TMK, and this explains how it works internally.
04a36ecb 39
13bb6b4b 40# Getting started
04a36ecb 41
13bb6b4b 42Before 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!
799993c4 43
13bb6b4b 44## Build Environment Setup
2557b916 45
13bb6b4b
JH
46### Windows (Vista and later)
471. If you have ever installed WinAVR, uninstall it.
482. 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**.
493. 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.
504. 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.
515. 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.
526. 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!
b2d1ff75 537. 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.
799993c4 54
13bb6b4b
JH
55### Mac
56If you're using [homebrew,](http://brew.sh/) you can use the following commands:
57
58 brew tap osx-cross/avr
59 brew install avr-libc
60 brew install dfu-programmer
61
62This 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.
63
64You can also try these instructions:
65
661. Install Xcode from the App Store.
672. Install the Command Line Tools from `Xcode->Preferences->Downloads`.
683. Install [DFU-Programmer][dfu-prog].
69
70### Linux
71Install AVR GCC, AVR libc, and dfu-progammer with your favorite package manager.
72
73Debian/Ubuntu example:
74
75 sudo apt-get update
76 sudo apt-get install gcc-avr avr-libc dfu-programmer
77
04462639
ED
78### Docker
79
aa2a79bb 80If 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:
04462639
ED
81
82```bash
aa2a79bb 83# You'll run this every time you want to build a keymap
04462639 84# modify the keymap and keyboard assigment to compile what you want
8a9bf1f1 85# defaults are ergodox/default
04462639 86
8a9bf1f1 87docker run -e keymap=gwen -e keyboard=ergodox --rm -v $('pwd'):/qmk:rw edasque/qmk_firmware
04462639
ED
88
89```
90
91This will compile the targetted keyboard/keymap and leave it in your QMK directory for you to flash.
92
13bb6b4b 93### Vagrant
a95ab371 94If 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).
13bb6b4b
JH
95
96## Verify Your Installation
971. 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.
982. 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.
993. 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`.
1004. 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.
101
b68b7223 102# Customizing your keymap
13bb6b4b
JH
103
104In every keymap folder, the following files are recommended:
105
106* `config.h` - the options to configure your keymap
107* `keymap.c` - all of your keymap code, required
108* `Makefile` - the features of QMK that are enabled, required to run `make` in your keymap folder
109* `readme.md` - a description of your keymap, how others might use it, and explanations of features
110
111## The `make` command
112
113The `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). You can run `make` from the root (`/`), your keyboard folder (`/keyboards/<keyboard>/`), or your keymap folder (`/keyboards/<keyboard>/keymaps/<keymap>/`) if you have a `Makefile` there (see the example [here](/doc/keymap_makefile_example.mk)).
114
d40d18ab 115By default, this will generate 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.
13bb6b4b
JH
116
117Below are some definitions that will be useful:
118
119* The "root" (`/`) folder is the qmk_firmware folder, in which are `doc`, `keyboard`, `quantum`, etc.
120* The "keyboard" folder is any keyboard project's folder, like `/keyboards/planck`.
121* The "keymap" folder is any keymap's folder, like `/keyboards/planck/keymaps/default`.
122
123Below is a list of the useful `make` commands in QMK:
124
125* `make` - cleans automatically and builds your keyboard and keymap depending on which folder you're in. This defaults to the "default" layout (unless in a keymap folder), and Planck keyboard in the root folder
126 * `make keyboard=<keyboard>` - specifies the keyboard (only to be used in root)
127 * `make keymap=<keymap>` - specifies the keymap (only to be used in root and keyboard folder - not needed when in keymap folder)
128* `make quick` - skips the clean step (cannot be used immediately after modifying config.h or Makefiles)
129* `make dfu` - (requires dfu-programmer) builds and flashes the keymap to your keyboard once placed in reset/dfu mode (button or press `KC_RESET`). This does not work for Teensy-based keyboards like the ErgoDox EZ.
130 * `keyboard=` and `keymap=` are compatible with this
131* `make all-keyboards` - builds all keymaps for all keyboards and outputs status of each (use in root)
132* `make all-keyboards-default` - builds all default keymaps for all keyboards and outputs status of each (use in root)
133* `make all-keymaps [keyboard=<keyboard>]` - builds all of the keymaps for whatever keyboard folder you're in, or specified by `<keyboard>`
134* `make all-keyboards-quick`, `make all-keyboards-default-quick` and `make all-keymaps-quick [keyboard=<keyboard>]` - like the normal "make-all-*" commands, but they skip the clean steps
135
136Other, less useful functionality:
137
138* `make COLOR=false` - turns off color output
139* `make SILENT=true` - turns off output besides errors/warnings
140* `make VERBOSE=true` - outputs all of the avr-gcc stuff (not interesting)
141
142## The `Makefile`
143
144There are 3 different `make` and `Makefile` locations:
145
146* root (`/`)
147* keyboard (`/keyboards/<keyboard>/`)
148* keymap (`/keyboards/<keyboard>/keymaps/<keymap>/`)
149
150The 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. **It is required if you want to run `make` in the keymap folder.**
151
152### Makefile options
153
154Set the variables to `no` to disable them, and `yes` to enable them.
155
156`BOOTMAGIC_ENABLE`
157
158This 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.
159
160`MOUSEKEY_ENABLE`
161
162This gives you control over cursor movements and clicks via keycodes/custom functions.
163
164`EXTRAKEY_ENABLE`
165
166This allows you to use the system and audio control key codes.
167
168`CONSOLE_ENABLE`
169
2e815ad9 170This 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.
13bb6b4b
JH
171
172`COMMAND_ENABLE`
173
174TODO
175
176`SLEEP_LED_ENABLE`
177
178Enables 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.
179
180`NKRO_ENABLE`
181
182This 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.
183
184`BACKLIGHT_ENABLE`
185
186This 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`:
187
188 #define BACKLIGHT_PIN B7
189
190`MIDI_ENABLE`
191
192This 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.
193
194`UNICODE_ENABLE`
195
196This allows you to send unicode symbols via `UC(<unicode>)` in your keymap. Only codes up to 0x7FFF are currently supported.
197
198`BLUETOOTH_ENABLE`
199
200This allows you to interface with a Bluefruit EZ-key to send keycodes wirelessly. It uses the D2 and D3 pins.
201
202`AUDIO_ENABLE`
203
204This allows you output audio on the C6 pin (needs abstracting). See the [audio section](#driving-a-speaker---audio-support) for more information.
799993c4 205
2557b916
EZ
206### Customizing Makefile options on a per-keymap basis
207
13bb6b4b
JH
208If 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.
209
210So 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`.
2557b916 211
13bb6b4b 212You can use the `doc/keymap_makefile_example.md` as a template/starting point.
2557b916 213
13bb6b4b 214## The `config.h` file
bf6f3fe7 215
13bb6b4b 216There are 2 `config.h` locations:
bf6f3fe7 217
13bb6b4b
JH
218* keyboard (`/keyboards/<keyboard>/`)
219* keymap (`/keyboards/<keyboard>/keymaps/<keymap>/`)
04a36ecb 220
13bb6b4b
JH
221The 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:
222
223```c
224#undef MY_SETTING
225#define MY_SETTING 4
226```
227
228For a value of `4` for this imaginary setting. So we `undef` it first, then `define` it.
229
230You can then override any settings, rather than having to copy and paste the whole thing.
231
7d559510 232# Going beyond the keycodes
13bb6b4b
JH
233
234Aside from the [basic keycodes](doc/keycode.txt), your keymap can include shortcuts to common operations.
04a36ecb 235
7d559510
FS
236## Quick aliases to common actions
237
238Your keymap can include shortcuts to common operations (called "function actions" in tmk).
239
240These 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).
241
242Instead 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.
243
04a36ecb 244### Switching and toggling layers
799993c4 245
04a36ecb 246`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.
93812e52 247
bf6f3fe7
EZ
248`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).
249
04a36ecb 250`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).
93812e52 251
04a36ecb 252`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.
93812e52 253
bf6f3fe7 254
04a36ecb
EZ
255### Fun with modifier keys
256
257* `LSFT(kc)` - applies left Shift to *kc* (keycode) - `S(kc)` is an alias
258* `RSFT(kc)` - applies right Shift to *kc*
259* `LCTL(kc)` - applies left Control to *kc*
260* `RCTL(kc)` - applies right Control to *kc*
261* `LALT(kc)` - applies left Alt to *kc*
262* `RALT(kc)` - applies right Alt to *kc*
263* `LGUI(kc)` - applies left GUI (command/win) to *kc*
264* `RGUI(kc)` - applies right GUI (command/win) to *kc*
f5ec585e
EZ
265* `HYPR(kc)` - applies Hyper (all modifiers) to *kc*
266* `MEH(kc)` - applies Meh (all modifiers except Win/Cmd) to *kc*
783eafac 267* `LCAG(kc)` - applies CtrlAltGui to *kc*
04a36ecb
EZ
268
269You can also chain these, like this:
270
271 LALT(LCTL(KC_DEL)) -- this makes a key that sends Alt, Control, and Delete in a single keypress.
272
273The 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`.
93812e52
JH
274
275 KC_TILD ~
276 KC_EXLM !
277 KC_AT @
278 KC_HASH #
279 KC_DLR $
280 KC_PERC %
281 KC_CIRC ^
282 KC_AMPR &
283 KC_ASTR *
284 KC_LPRN (
285 KC_RPRN )
286 KC_UNDS _
287 KC_PLUS +
9d6debd9 288 KC_DQUO "
93812e52
JH
289 KC_LCBR {
290 KC_RCBR }
05db327b
NS
291 KC_LABK <
292 KC_RABK >
93812e52
JH
293 KC_PIPE |
294 KC_COLN :
295
bf6f3fe7
EZ
296`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. :)
297
6bc5e0cc 298`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.
04a36ecb 299
bf6f3fe7 300These are the values you can use for the `mod` in `MT()` and `OSM()` (right-hand modifiers are not available for `MT()`):
04a36ecb
EZ
301
302 * MOD_LCTL
303 * MOD_LSFT
304 * MOD_LALT
305 * MOD_LGUI
bf6f3fe7
EZ
306 * MOD_HYPR
307 * MOD_MEH
308
04a36ecb 309These 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.
93812e52 310
04a36ecb 311We've added shortcuts to make common modifier/tap (mod-tap) mappings more compact:
93812e52 312
6bc5e0cc
YL
313 * `CTL_T(kc)` - is LCTL when held and *kc* when tapped
314 * `SFT_T(kc)` - is LSFT when held and *kc* when tapped
315 * `ALT_T(kc)` - is LALT when held and *kc* when tapped
316 * `GUI_T(kc)` - is LGUI when held and *kc* when tapped
04a36ecb 317 * `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/)
783eafac 318 * `LCAG_T(kc)` - is CtrlAltGui when held and *kc* when tapped
f5ec585e 319 * `MEH_T(kc)` - is like Hyper, but not as cool -- does not include the Cmd/Win key, so just sends Alt+Ctrl+Shift.
93812e52 320
7d559510 321## Space Cadet Shift: The future, built in
12370259
EZ
322
323Steve 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.
324
325To 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.
326
a8375fa1 327It'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:
b70248fa
JH
328
329 #define LSPO_KEY KC_9
330 #define RSPC_KEY KC_0
331
b12fe6ab
S
332You can also choose between different rollover behaviors of the shift keys by defining:
333
334 #define DISABLE_SPACE_CADET_ROLLOVER
335
336in 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.
337
a8375fa1 338The only other thing you're going to want to do is create a `Makefile` in your keymap directory and set the following:
12370259
EZ
339
340```
341COMMAND_ENABLE = no # Commands for debug and configuration
342```
343
344This is just to keep the keyboard from going into command mode when you hold both Shift keys at the same time.
345
7d559510 346## The Leader key: A new kind of modifier
f4a426a0
EZ
347
348If 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.
349
350That's what `KC_LEAD` does. Here's an example:
351
3521. 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.
3532. 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.
3543. Within your `matrix_scan_user` function, do something like this:
355
356```
a4034b75
DS
357LEADER_EXTERNS();
358
f4a426a0
EZ
359void matrix_scan_user(void) {
360 LEADER_DICTIONARY() {
361 leading = false;
362 leader_end();
363
364 SEQ_ONE_KEY(KC_F) {
365 register_code(KC_S);
366 unregister_code(KC_S);
367 }
368 SEQ_TWO_KEYS(KC_A, KC_S) {
369 register_code(KC_H);
370 unregister_code(KC_H);
371 }
372 SEQ_THREE_KEYS(KC_A, KC_S, KC_D) {
373 register_code(KC_LGUI);
374 register_code(KC_S);
375 unregister_code(KC_S);
376 unregister_code(KC_LGUI);
377 }
378 }
379}
380```
381
ea637149 382As 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.
f4a426a0 383
7d559510 384## Tap Dance: A single key can do 3, 5, or 100 different things
c444f4f7 385
fca34e2a 386Hit 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:
c444f4f7
EZ
387
388With 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.
389
390To 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.
391
392With `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.
393
394The 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.
395
396But lets start with how to use it, first!
397
398First, 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.
399
d8a979b6 400This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are three possible options:
c444f4f7 401
13385f56 402* `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.
d8a979b6
PV
403* `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the final tap count of the tap dance action.
404* `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.
c444f4f7
EZ
405
406The 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.
407
408And that's the bulk of it!
409
c444f4f7
EZ
410And now, on to the explanation of how it works!
411
412The 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.
413
414This 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.
415
416Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys.
417
418For 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.
419
7d559510 420### Examples
7e69de06
MK
421
422Here's a simple example for a single definition:
423
4241. In your `makefile`, add `TAP_DANCE_ENABLE = yes`
4252. In your `config.h` (which you can copy from `qmk_firmware/keyboards/planck/config.h` to your keymap directory), add `#define TAPPING_TERM 200`
4263. In your `keymap.c` file, define the variables and definitions, then add to your keymap:
427
428```c
429//Tap Dance Declarations
430enum {
431 TD_ESC_CAPS = 0
432};
433
434//Tap Dance Definitions
435const qk_tap_dance_action_t tap_dance_actions[] = {
436 //Tap once for Esc, twice for Caps Lock
437 [TD_ESC_CAPS] = ACTION_TAP_DANCE_DOUBLE(KC_ESC, KC_CAPS)
438// Other declarations would go here, separated by commas, if you have them
439};
440
441//In Layer declaration, add tap dance item in place of a key code
442TD(TD_ESC_CAPS)
443```
444
445Here's a more complex example involving custom actions:
c444f4f7
EZ
446
447```c
448enum {
449 CT_SE = 0,
450 CT_CLN,
d8a979b6
PV
451 CT_EGG,
452 CT_FLSH,
c444f4f7
EZ
453};
454
455/* Have the above three on the keymap, TD(CT_SE), etc... */
456
13385f56 457void dance_cln_finished (qk_tap_dance_state_t *state, void *user_data) {
c444f4f7
EZ
458 if (state->count == 1) {
459 register_code (KC_RSFT);
460 register_code (KC_SCLN);
c444f4f7
EZ
461 } else {
462 register_code (KC_SCLN);
13385f56
GN
463 }
464}
465
466void dance_cln_reset (qk_tap_dance_state_t *state, void *user_data) {
467 if (state->count == 1) {
468 unregister_code (KC_RSFT);
469 unregister_code (KC_SCLN);
470 } else {
c444f4f7 471 unregister_code (KC_SCLN);
c444f4f7
EZ
472 }
473}
474
13385f56 475void dance_egg (qk_tap_dance_state_t *state, void *user_data) {
c444f4f7
EZ
476 if (state->count >= 100) {
477 SEND_STRING ("Safety dance!");
478 reset_tap_dance (state);
479 }
480}
481
d8a979b6
PV
482// on each tap, light up one led, from right to left
483// on the forth tap, turn them off from right to left
13385f56 484void dance_flsh_each(qk_tap_dance_state_t *state, void *user_data) {
d8a979b6
PV
485 switch (state->count) {
486 case 1:
487 ergodox_right_led_3_on();
488 break;
489 case 2:
490 ergodox_right_led_2_on();
491 break;
492 case 3:
493 ergodox_right_led_1_on();
494 break;
495 case 4:
496 ergodox_right_led_3_off();
497 _delay_ms(50);
498 ergodox_right_led_2_off();
499 _delay_ms(50);
500 ergodox_right_led_1_off();
501 }
502}
503
504// on the fourth tap, set the keyboard on flash state
13385f56 505void dance_flsh_finished(qk_tap_dance_state_t *state, void *user_data) {
d8a979b6
PV
506 if (state->count >= 4) {
507 reset_keyboard();
508 reset_tap_dance(state);
509 }
510}
511
512// if the flash state didnt happen, then turn off leds, left to right
13385f56 513void dance_flsh_reset(qk_tap_dance_state_t *state, void *user_data) {
d8a979b6
PV
514 ergodox_right_led_1_off();
515 _delay_ms(50);
516 ergodox_right_led_2_off();
517 _delay_ms(50);
518 ergodox_right_led_3_off();
519}
520
c444f4f7
EZ
521const qk_tap_dance_action_t tap_dance_actions[] = {
522 [CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT)
13385f56 523 ,[CT_CLN] = ACTION_TAP_DANCE_FN_ADVANCED (NULL, dance_cln_finished, dance_cln_reset)
c444f4f7 524 ,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg)
d8a979b6 525 ,[CT_FLSH] = ACTION_TAP_DANCE_FN_ADVANCED (dance_flsh_each, dance_flsh_finished, dance_flsh_reset)
c444f4f7
EZ
526};
527```
528
7d559510 529## Temporarily setting the default layer
93812e52 530
04a36ecb
EZ
531`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.
532
7d559510 533## Prevent stuck modifiers
8d55a12a
WS
534
535Consider the following scenario:
536
5371. Layer 0 has a key defined as Shift.
5382. The same key is defined on layer 1 as the letter A.
5393. User presses Shift.
5404. User switches to layer 1 for whatever reason.
5415. User releases Shift, or rather the letter A.
5426. User switches back to layer 0.
543
544Shift was actually never released and is still considered pressed.
545
546If such situation bothers you add this to your `config.h`:
547
548 #define PREVENT_STUCK_MODIFIERS
549
8ef14d09
WS
550This option uses 5 bytes of memory per every 8 keys on the keyboard
551rounded up (5 bits per key). For example on Planck (48 keys) it uses
552(48/8)\*5 = 30 bytes.
8d55a12a 553
04a36ecb
EZ
554## Macro shortcuts: Send a whole string when pressing just one key
555
556Instead 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).
557
558```c
559const 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.
560{
561 switch(id) {
562 case 0: // this would trigger when you hit a key mapped as M(0)
563 if (record->event.pressed) {
564 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
6bc5e0cc 565 }
04a36ecb
EZ
566 break;
567 }
568 return MACRO_NONE;
569};
570```
571A macro can include the following commands:
572
573* I() change interval of stroke in milliseconds.
574* D() press key.
575* U() release key.
576* T() type key(press and release).
577* W() wait (milliseconds).
578* END end mark.
579
580So 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.
581
3a6e88d6 582Note: Using macros to have your keyboard send passwords for you is possible, but a bad idea.
04a36ecb 583
3a6e88d6
JH
584### Advanced macro functions
585
586To get more control over the keys/actions your keyboard takes, the following functions are available to you in the `action_get_macro` function block:
587
8967c070 588* `record->event.pressed`
3a6e88d6
JH
589
590This is a boolean value that can be tested to see if the switch is being pressed or released. An example of this is
591
592```c
593if (record->event.pressed) {
594 // on keydown
595} else {
596 // on keyup
597}
598```
599
cf2c6415 600* `register_code(<kc>);`
3a6e88d6
JH
601
602This 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`.
603
cf2c6415 604* `unregister_code(<kc>);`
3a6e88d6
JH
605
606Parallel 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.
607
cf2c6415 608* `layer_on(<n>);`
3a6e88d6
JH
609
610This 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.
611
cf2c6415 612* `layer_off(<n>);`
3a6e88d6
JH
613
614This will turn off the layer `<n>`.
615
cf2c6415 616* `clear_keyboard();`
3a6e88d6
JH
617
618This will clear all mods and keys currently pressed.
619
cf2c6415 620* `clear_mods();`
3a6e88d6
JH
621
622This will clear all mods currently pressed.
623
cf2c6415 624* `clear_keyboard_but_mods();`
3a6e88d6
JH
625
626This will clear all keys besides the mods currently pressed.
627
2557b916
EZ
628* `update_tri_layer(layer_1, layer_2, layer_3);`
629
630If 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).
631
6274a216
EZ
632#### Naming your macros
633
634If 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:
635
636```
637#define AUD_OFF M(6)
638#define AUD_ON M(7)
639#define MUS_OFF M(8)
640#define MUS_ON M(9)
641#define VC_IN M(10)
642#define VC_DE M(11)
643#define PLOVER M(12)
644#define EXT_PLV M(13)
645```
646
649b33d7 647As was done on the [Planck default keymap](/keyboards/planck/keymaps/default/keymap.c#L33-L40)
6274a216 648
3a6e88d6
JH
649#### Timer functionality
650
651It's possible to start timers and read values for time-specific events - here's an example:
652
653```c
654static uint16_t key_timer;
655key_timer = timer_read();
656if (timer_elapsed(key_timer) < 100) {
657 // do something if less than 100ms have passed
658} else {
659 // do something if 100ms or more have passed
660}
661```
662
f4a426a0 663It's best to declare the `static uint16_t key_timer;` outside of the macro block (top of file, etc).
3a6e88d6 664
12370259 665#### Example: Single-key copy/paste (hold to copy, tap to paste)
6274a216
EZ
666
667With 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?
668
669Here's what you do:
670
671
672```
673static uint16_t key_timer;
674
675const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt)
676{
677 switch(id) {
678 case 0: {
679 if (record->event.pressed) {
680 key_timer = timer_read(); // if the key is being pressed, we start the timer.
f4a426a0 681 }
6274a216
EZ
682 else { // this means the key was just released, so we can figure out how long it was pressed for (tap or "held down").
683 if (timer_elapsed(key_timer) > 150) { // 150 being 150ms, the threshhold we pick for counting something as a tap.
684 return MACRO( D(LCTL), T(C), U(LCTL), END );
685 }
686 else {
687 return MACRO( D(LCTL), T(V), U(LCTL), END );
688 }
689 }
690 break;
691 }
692 }
693 return MACRO_NONE;
694};
695```
696
697And 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.
698
3a6e88d6 699## Additional keycode aliases for software-implemented layouts (Colemak, Dvorak, etc)
93812e52
JH
700
701Everything 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:
702
6274a216 703 #include <keymap_colemak.h>
04a36ecb 704
5dc0d1dc 705If you use Dvorak, use `keymap_dvorak.h` instead of `keymap_colemak.h` for this line. After including this line, you will get access to:
6bc5e0cc 706
93812e52
JH
707 * `CM_*` for all of the Colemak-equivalent characters
708 * `DV_*` for all of the Dvorak-equivalent characters
6bc5e0cc
YL
709
710These 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.
93812e52
JH
711
712To 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`.
713
04a36ecb 714## Additional language support
93812e52 715
04a36ecb 716In `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).
93812e52 717
04a36ecb 718## Unicode support
93812e52
JH
719
720You 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.
721
04a36ecb 722## Other firmware shortcut keycodes
93812e52
JH
723
724* `RESET` - puts the MCU in DFU mode for flashing new firmware (with `make dfu`)
725* `DEBUG` - the firmware into debug mode - you'll need hid_listen to see things
726* `BL_ON` - turns the backlight on
727* `BL_OFF` - turns the backlight off
728* `BL_<n>` - sets the backlight to level *n*
729* `BL_INC` - increments the backlight level by one
730* `BL_DEC` - decrements the backlight level by one
731* `BL_TOGG` - toggles the backlight
732* `BL_STEP` - steps through the backlight levels
733
734Enable the backlight from the Makefile.
735
b68b7223 736# Custom Quantum functions
13bb6b4b
JH
737
738All 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.
739
e8f70389 740## `void matrix_init_*(void)`
13bb6b4b
JH
741
742This function gets called when the matrix is initiated, and can contain start-up code for your keyboard/keymap.
743
744## `void matrix_scan_*(void)`
745
746This 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.
747
748## `bool process_record_*(uint16_t keycode, keyrecord_t *record)`
749
750This 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.
751
752The `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.
753
754The `record` variable contains infomation about the actual press:
755
756```
757keyrecord_t record {
758 keyevent_t event {
759 keypos_t key {
760 uint8_t col
761 uint8_t row
762 }
763 bool pressed
764 uint16_t time
765 }
766}
767```
768
769The conditional `if (record->event.pressed)` can tell if the key is being pressed or released, and you can execute code based on that.
770
771## `void led_set_*(uint8_t usb_led)`
772
773This gets called whenever there is a state change on your host LEDs (eg caps lock, scroll lock, etc). The LEDs are defined as:
774
775```
776#define USB_LED_NUM_LOCK 0
777#define USB_LED_CAPS_LOCK 1
778#define USB_LED_SCROLL_LOCK 2
779#define USB_LED_COMPOSE 3
780#define USB_LED_KANA 4
781```
782
783and 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.
784
b68b7223 785# Modding your keyboard
5845eb05 786
b68b7223 787## Audio output from a speaker
13bb6b4b
JH
788
789Your 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.
5845eb05 790
649b33d7 791The 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:
5845eb05
EZ
792
793```
794#include "audio.h"
795```
796
797Then, lower down the file:
798
799```
800float tone_startup[][2] = {
801 ED_NOTE(_E7 ),
802 E__NOTE(_CS7),
803 E__NOTE(_E6 ),
804 E__NOTE(_A6 ),
805 M__NOTE(_CS7, 20)
806};
807```
808
809This is how you write a song. Each of these lines is a note, so we have a little ditty composed of five notes here.
810
811Then, we have this chunk:
812
813```
814float tone_qwerty[][2] = SONG(QWERTY_SOUND);
815float tone_dvorak[][2] = SONG(DVORAK_SOUND);
816float tone_colemak[][2] = SONG(COLEMAK_SOUND);
817float tone_plover[][2] = SONG(PLOVER_SOUND);
818float tone_plover_gb[][2] = SONG(PLOVER_GOODBYE_SOUND);
819
820float music_scale[][2] = SONG(MUSIC_SCALE_SOUND);
821float goodbye[][2] = SONG(GOODBYE_SOUND);
822```
823
68b1affb 824Wherein 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.
5845eb05
EZ
825
826So 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:
827
828```
829PLAY_NOTE_ARRAY(tone_plover, false, 0); // Signature is: Song name, repeat, rest style
830```
831
832This is inside one of the macros. So when that macro executes, your keyboard plays that particular chime.
833
834"Rest style" in the method signature above (the last parameter) specifies if there's a rest (a moment of silence) between the notes.
835
812007a2
RD
836
837## Recording And Playing back Music
838* ```Music On``` - Turn music mode on. The default mapping is ```Lower+Upper+C```
839* ```LCTL``` - start a recording
840* play some tones
841* ```LALT``` - stop recording, stop playing
842* ```LGUI``` - play recording
843* ```LALT``` - stop playing
844* ```Music Off``` - Turn music mode off. The default mapping is ```Lower+Upper+V```
845
846
b68b7223 847## MIDI functionalty
93812e52
JH
848
849This is still a WIP, but check out `quantum/keymap_midi.c` to see what's happening. Enable from the Makefile.
850
b68b7223 851## Bluetooth functionality
93812e52
JH
852
853This 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.
783eafac 854
b68b7223 855## International Characters on Windows
783eafac 856
2b38d747 857[AutoHotkey](https://autohotkey.com) allows Windows users to create custom hotkeys among others.
783eafac
PE
858
859The method does not require Unicode support in the keyboard itself but depends instead of AutoHotkey running in the background.
860
861First you need to select a modifier combination that is not in use by any of your programs.
862CtrlAltWin is not used very widely and should therefore be perfect for this.
863There is a macro defined for a mod-tab combo `LCAG_T`.
6bc5e0cc 864Add this mod-tab combo to a key on your keyboard, e.g.: `LCAG_T(KC_TAB)`.
783eafac
PE
865This makes the key behave like a tab key if pressed and released immediately but changes it to the modifier if used with another key.
866
867In the default script of AutoHotkey you can define custom hotkeys.
868
d4662160
PE
869 <^<!<#a::Send, ä
870 <^<!<#<+a::Send, Ä
783eafac
PE
871
872The hotkeys above are for the combination CtrlAltGui and CtrlAltGuiShift plus the letter a.
873AutoHotkey inserts the Text right of `Send, ` when this combination is pressed.
6bc5e0cc 874
b68b7223 875## RGB Under Glow Mod
6bc5e0cc 876
dddaebfa 877![Planck with RGB Underglow](https://raw.githubusercontent.com/jackhumbert/qmk_firmware/master/keyboards/planck/keymaps/yang/planck-with-rgb-underglow.jpg)
6bc5e0cc
YL
878
879Here is a quick demo on Youtube (with NPKC KC60) (https://www.youtube.com/watch?v=VKrpPAHlisY).
880
881For 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.
882
883 RGBLIGHT_ENABLE = yes
884
57e08eb8 885In 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).
6bc5e0cc 886
57e08eb8
JH
887Please 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:
888
889 #define RGB_DI_PIN F4 // The pin your RGB strip is wired to
890 #define RGBLIGHT_TIMER // Require for fancier stuff (not compatible with audio)
6bc5e0cc
YL
891 #define RGBLED_NUM 14 // Number of LEDs
892 #define RGBLIGHT_HUE_STEP 10
893 #define RGBLIGHT_SAT_STEP 17
894 #define RGBLIGHT_VAL_STEP 17
895
57e08eb8 896You'll need to edit `RGB_DI_PIN` to the pin you have your `DI` on your RGB strip wired to.
b8d2e666 897
649b33d7 898The 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`
6bc5e0cc 899
b68b7223 900### WS2812 Wiring
6bc5e0cc 901
dddaebfa 902![WS2812 Wiring](https://raw.githubusercontent.com/jackhumbert/qmk_firmware/master/keyboards/planck/keymaps/yang/WS2812-wiring.jpg)
6bc5e0cc
YL
903
904Please 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.
5dc0d1dc
JH
905
906## Safety Considerations
907
908You probably don't want to "brick" your keyboard, making it impossible
909to rewrite firmware onto it. Here are some of the parameters to show
910what things are (and likely aren't) too risky.
911
912- If a keyboard map does not include RESET, then, to get into DFU
913 mode, you will need to press the reset button on the PCB, which
914 requires unscrewing some bits.
915- Messing with tmk_core / common files might make the keyboard
916 inoperable
917- Too large a .hex file is trouble; `make dfu` will erase the block,
918 test the size (oops, wrong order!), which errors out, failing to
919 flash the keyboard
920- DFU tools do /not/ allow you to write into the bootloader (unless
921 you throw in extra fruitsalad of options), so there is little risk
922 there.
923- EEPROM has around a 100000 write cycle. You shouldn't rewrite the
924 firmware repeatedly and continually; that'll burn the EEPROM
925 eventually.
f4a426a0 926
13bb6b4b
JH
927# Porting your keyboard to QMK
928
929If 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.
930
931## `/keyboards/<keyboard>/config.h`
932
933The `USB Device descriptor parameter` block contains parameters are used to uniquely identify your keyboard, but they don't really matter to the machine.
934
935Your `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.
936
937The `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.
938
939For 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.
940
941`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.
942
943`BACKLIGHT_BREATHING` is a fancier backlight feature, and uses one of the timers.
944
945`BACKLIGHT_LEVELS` is how many levels exist for your backlight - max is 15, and they are computed automatically from this number.
946
947## `/keyboards/<keyboard>/Makefile`
948
949The 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`.
950
951```
952# Boot Section Size in *bytes*
953# Teensy halfKay 512
954# Teensy++ halfKay 1024
955# Atmel DFU loader 4096
956# LUFA bootloader 4096
957# USBaspLoader 2048
958OPT_DEFS += -DBOOTLOADER_SIZE=512
959```
960
961At 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).
962
963## `/keyboards/<keyboard>/readme.md`
964
965This 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>/.
966
967## `/keyboards/<keyboard>/<keyboard>.c`
968
969This 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)
970
971## `/keyboards/<keyboard>/<keyboard>.h`
972
973Here 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:
974
975```
976#define KEYMAP( \
977 k00, k01, k02, \
978 k10, k11 \
979) \
980{ \
981 { k00, k01, k02 }, \
982 { k10, KC_NO, k11 }, \
983}
984```
985
986Each 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.