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27e32949 1# Quantum Mechanical Keyboard Firmware
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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/).
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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.
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10
11## Included Keyboards
12
13* [Planck](/keyboards/planck/)
14* [Preonic](/keyboards/preonic/)
15* [Atomic](/keyboards/atomic/)
477f1ad0 16* [ErgoDox EZ](/keyboards/ergodox/ez/)
215c2119 17* [Clueboard](/keyboards/clueboard/)
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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
477f1ad0 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
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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
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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
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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:
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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
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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).
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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
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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
b4c75569 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).
13bb6b4b 114
b4c75569 115**NOTE:** To abort a make command press `Ctrl-c`
13bb6b4b 116
b4c75569 117The following instruction refers to these folders.
13bb6b4b 118
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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* The `subproject` folder is the subproject folder of a keyboard, like `/keyboards/ergodox/ez`
13bb6b4b 123
b4c75569 124### Simple instructions for building and uploading a keyboard
13bb6b4b 125
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126**Most keyboards have more specific instructions in the keyboard specific readme.md file, so please check that first**
127
128If the `keymap` folder contains a file name `Makefile`
129
1301. Change the directory to the `keymap` folder
1312. Run `make <subproject>-<programmer>`
132
133Otherwise, if there's no `Makefile` in the `keymap` folder
134
1351. Enter the `keyboard` folder
1362. Run `make <subproject>-<keymap>-<programmer>`
137
138In the above commands, replace:
139
140* `<keymap>` with the name of your keymap
141* `<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`.
142 * 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.
143* `<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.
144 * 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.
145
146**NOTE:** Some operating systems will refuse to program unless you run the make command as root for example `sudo make dfu`
147
148### More detailed make instruction
149
150The 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).
151
152`<keyboard>-<subproject>-<keymap>-<target>`, where:
153
154* `<keyboard>` is the name of the keyboard, for example `planck`
155 * Use `allkb` to compile all keyboards
156* `<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`.
157 * If the keyboard doesn't have any subprojects, it can be left out
158 * To compile the default subproject, you can leave it out, or specify `defaultsp`
159 * Use `allsp` to compile all subprojects
160* `<keymap>` is the name of the keymap, for example `algernon`
161 * Use `allkm` to compile all keymaps
162* `<target>` will be explained in more detail below.
163
164**Note:** When you leave some parts of the command out, you should also remove the dash (`-`).
165
166As mentioned above, there are some shortcuts, when you are in a:
167
168* `keyboard` folder, the command will automatically fill the `<keyboard>` part. So you only need to type `<subproject>-<keymap>-<target>`
169* `subproject` folder, it will fill in both `<keyboard>` and `<subproject>`
170* `keymap` folder, then `<keyboard>` and `<keymap>` will be filled in. If you need to specify the `<subproject>` use the following syntax `<subproject>-<target>`
171 * Note in order to support this shortcut, the keymap needs its own Makefile (see the example [here](/doc/keymap_makefile_example.mk))
172* `keymap` folder of a `subproject`, then everything except the `<target>` will be filled in
173
174The `<target>` means the following
175* If no target is given, then it's the same as `all` below
176* `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.
177* `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`.
178* `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.
179
180Some other targets are supported but, but not important enough to be documented here. Check the source code of the make files for more information.
181
182You can also add extra options at the end of the make command line, after the target
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183
184* `make COLOR=false` - turns off color output
185* `make SILENT=true` - turns off output besides errors/warnings
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186* `make VERBOSE=true` - outputs all of the gcc stuff (not interesting, unless you need to debug)
187
188The 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.
189
190Here are some examples commands
191
192* `make allkb-allsp-allkm` builds everything (all keyboards, all subprojects, all keymaps). Running just `make` from the `root` will also run this.
193* `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.
194* `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`
195* `make dfu COLOR=false` from within a keymap folder, builds and uploads the keymap, but without color output.
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196
197## The `Makefile`
198
b4c75569 199There are 5 different `make` and `Makefile` locations:
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200
201* root (`/`)
202* keyboard (`/keyboards/<keyboard>/`)
203* keymap (`/keyboards/<keyboard>/keymaps/<keymap>/`)
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204* subproject (`/keyboards/<keyboard>/<subproject>`)
205* subproject keymap (`/keyboards/<keyboard>/<subproject>/keymaps/<keymap>`)
206
207The 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.**
13bb6b4b 208
b4c75569 209For 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.
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210
211### Makefile options
212
213Set the variables to `no` to disable them, and `yes` to enable them.
214
215`BOOTMAGIC_ENABLE`
216
217This 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.
218
219`MOUSEKEY_ENABLE`
220
221This gives you control over cursor movements and clicks via keycodes/custom functions.
222
223`EXTRAKEY_ENABLE`
224
225This allows you to use the system and audio control key codes.
226
227`CONSOLE_ENABLE`
228
2e815ad9 229This 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.
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230
231`COMMAND_ENABLE`
232
233TODO
234
235`SLEEP_LED_ENABLE`
236
237Enables 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.
238
239`NKRO_ENABLE`
240
241This 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.
242
243`BACKLIGHT_ENABLE`
244
245This 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`:
246
247 #define BACKLIGHT_PIN B7
248
249`MIDI_ENABLE`
250
251This 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.
252
253`UNICODE_ENABLE`
254
255This allows you to send unicode symbols via `UC(<unicode>)` in your keymap. Only codes up to 0x7FFF are currently supported.
256
257`BLUETOOTH_ENABLE`
258
259This allows you to interface with a Bluefruit EZ-key to send keycodes wirelessly. It uses the D2 and D3 pins.
260
261`AUDIO_ENABLE`
262
263This allows you output audio on the C6 pin (needs abstracting). See the [audio section](#driving-a-speaker---audio-support) for more information.
799993c4 264
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265### Customizing Makefile options on a per-keymap basis
266
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267If 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.
268
269So 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 270
13bb6b4b 271You can use the `doc/keymap_makefile_example.md` as a template/starting point.
2557b916 272
13bb6b4b 273## The `config.h` file
bf6f3fe7 274
13bb6b4b 275There are 2 `config.h` locations:
bf6f3fe7 276
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277* keyboard (`/keyboards/<keyboard>/`)
278* keymap (`/keyboards/<keyboard>/keymaps/<keymap>/`)
04a36ecb 279
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280The 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:
281
282```c
283#undef MY_SETTING
284#define MY_SETTING 4
285```
286
287For a value of `4` for this imaginary setting. So we `undef` it first, then `define` it.
288
289You can then override any settings, rather than having to copy and paste the whole thing.
290
7d559510 291# Going beyond the keycodes
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292
293Aside from the [basic keycodes](doc/keycode.txt), your keymap can include shortcuts to common operations.
04a36ecb 294
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295## Quick aliases to common actions
296
297Your keymap can include shortcuts to common operations (called "function actions" in tmk).
298
299These 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).
300
301Instead 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.
302
04a36ecb 303### Switching and toggling layers
799993c4 304
04a36ecb 305`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 306
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307`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).
308
04a36ecb 309`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 310
04a36ecb 311`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 312
bf6f3fe7 313
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314### Fun with modifier keys
315
316* `LSFT(kc)` - applies left Shift to *kc* (keycode) - `S(kc)` is an alias
317* `RSFT(kc)` - applies right Shift to *kc*
318* `LCTL(kc)` - applies left Control to *kc*
319* `RCTL(kc)` - applies right Control to *kc*
320* `LALT(kc)` - applies left Alt to *kc*
321* `RALT(kc)` - applies right Alt to *kc*
322* `LGUI(kc)` - applies left GUI (command/win) to *kc*
323* `RGUI(kc)` - applies right GUI (command/win) to *kc*
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324* `HYPR(kc)` - applies Hyper (all modifiers) to *kc*
325* `MEH(kc)` - applies Meh (all modifiers except Win/Cmd) to *kc*
783eafac 326* `LCAG(kc)` - applies CtrlAltGui to *kc*
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327
328You can also chain these, like this:
329
330 LALT(LCTL(KC_DEL)) -- this makes a key that sends Alt, Control, and Delete in a single keypress.
331
332The 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`.
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333
334 KC_TILD ~
335 KC_EXLM !
336 KC_AT @
337 KC_HASH #
338 KC_DLR $
339 KC_PERC %
340 KC_CIRC ^
341 KC_AMPR &
342 KC_ASTR *
343 KC_LPRN (
344 KC_RPRN )
345 KC_UNDS _
346 KC_PLUS +
9d6debd9 347 KC_DQUO "
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348 KC_LCBR {
349 KC_RCBR }
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350 KC_LABK <
351 KC_RABK >
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352 KC_PIPE |
353 KC_COLN :
354
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355`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. :)
356
6bc5e0cc 357`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 358
bf6f3fe7 359These are the values you can use for the `mod` in `MT()` and `OSM()` (right-hand modifiers are not available for `MT()`):
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360
361 * MOD_LCTL
362 * MOD_LSFT
363 * MOD_LALT
364 * MOD_LGUI
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365 * MOD_HYPR
366 * MOD_MEH
367
04a36ecb 368These 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 369
04a36ecb 370We've added shortcuts to make common modifier/tap (mod-tap) mappings more compact:
93812e52 371
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372 * `CTL_T(kc)` - is LCTL when held and *kc* when tapped
373 * `SFT_T(kc)` - is LSFT when held and *kc* when tapped
374 * `ALT_T(kc)` - is LALT when held and *kc* when tapped
375 * `GUI_T(kc)` - is LGUI when held and *kc* when tapped
04a36ecb 376 * `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 377 * `LCAG_T(kc)` - is CtrlAltGui when held and *kc* when tapped
f5ec585e 378 * `MEH_T(kc)` - is like Hyper, but not as cool -- does not include the Cmd/Win key, so just sends Alt+Ctrl+Shift.
93812e52 379
7d559510 380## Space Cadet Shift: The future, built in
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381
382Steve 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.
383
384To 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.
385
a8375fa1 386It'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:
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387
388 #define LSPO_KEY KC_9
389 #define RSPC_KEY KC_0
390
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391You can also choose between different rollover behaviors of the shift keys by defining:
392
393 #define DISABLE_SPACE_CADET_ROLLOVER
394
395in 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.
396
a8375fa1 397The only other thing you're going to want to do is create a `Makefile` in your keymap directory and set the following:
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398
399```
400COMMAND_ENABLE = no # Commands for debug and configuration
401```
402
403This is just to keep the keyboard from going into command mode when you hold both Shift keys at the same time.
404
7d559510 405## The Leader key: A new kind of modifier
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406
407If 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.
408
409That's what `KC_LEAD` does. Here's an example:
410
4111. 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.
4122. 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.
4133. Within your `matrix_scan_user` function, do something like this:
414
415```
a4034b75
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416LEADER_EXTERNS();
417
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418void matrix_scan_user(void) {
419 LEADER_DICTIONARY() {
420 leading = false;
421 leader_end();
422
423 SEQ_ONE_KEY(KC_F) {
424 register_code(KC_S);
425 unregister_code(KC_S);
426 }
427 SEQ_TWO_KEYS(KC_A, KC_S) {
428 register_code(KC_H);
429 unregister_code(KC_H);
430 }
431 SEQ_THREE_KEYS(KC_A, KC_S, KC_D) {
432 register_code(KC_LGUI);
433 register_code(KC_S);
434 unregister_code(KC_S);
435 unregister_code(KC_LGUI);
436 }
437 }
438}
439```
440
ea637149 441As 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 442
7d559510 443## Tap Dance: A single key can do 3, 5, or 100 different things
c444f4f7 444
fca34e2a 445Hit 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:
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446
447With 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.
448
449To 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.
450
451With `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.
452
453The 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.
454
455But lets start with how to use it, first!
456
457First, 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.
458
d8a979b6 459This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are three possible options:
c444f4f7 460
13385f56 461* `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.
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462* `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the final tap count of the tap dance action.
463* `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.
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464
465The 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.
466
467And that's the bulk of it!
468
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469And now, on to the explanation of how it works!
470
471The 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.
472
473This 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.
474
475Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys.
476
477For 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.
478
7d559510 479### Examples
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480
481Here's a simple example for a single definition:
482
4831. In your `makefile`, add `TAP_DANCE_ENABLE = yes`
4842. In your `config.h` (which you can copy from `qmk_firmware/keyboards/planck/config.h` to your keymap directory), add `#define TAPPING_TERM 200`
4853. In your `keymap.c` file, define the variables and definitions, then add to your keymap:
486
487```c
488//Tap Dance Declarations
489enum {
490 TD_ESC_CAPS = 0
491};
492
493//Tap Dance Definitions
29f64d7a 494qk_tap_dance_action_t tap_dance_actions[] = {
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495 //Tap once for Esc, twice for Caps Lock
496 [TD_ESC_CAPS] = ACTION_TAP_DANCE_DOUBLE(KC_ESC, KC_CAPS)
497// Other declarations would go here, separated by commas, if you have them
498};
499
500//In Layer declaration, add tap dance item in place of a key code
501TD(TD_ESC_CAPS)
502```
503
504Here's a more complex example involving custom actions:
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505
506```c
507enum {
508 CT_SE = 0,
509 CT_CLN,
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510 CT_EGG,
511 CT_FLSH,
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512};
513
514/* Have the above three on the keymap, TD(CT_SE), etc... */
515
13385f56 516void dance_cln_finished (qk_tap_dance_state_t *state, void *user_data) {
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517 if (state->count == 1) {
518 register_code (KC_RSFT);
519 register_code (KC_SCLN);
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520 } else {
521 register_code (KC_SCLN);
13385f56
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522 }
523}
524
525void dance_cln_reset (qk_tap_dance_state_t *state, void *user_data) {
526 if (state->count == 1) {
527 unregister_code (KC_RSFT);
528 unregister_code (KC_SCLN);
529 } else {
c444f4f7 530 unregister_code (KC_SCLN);
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531 }
532}
533
13385f56 534void dance_egg (qk_tap_dance_state_t *state, void *user_data) {
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535 if (state->count >= 100) {
536 SEND_STRING ("Safety dance!");
537 reset_tap_dance (state);
538 }
539}
540
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541// on each tap, light up one led, from right to left
542// on the forth tap, turn them off from right to left
13385f56 543void dance_flsh_each(qk_tap_dance_state_t *state, void *user_data) {
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PV
544 switch (state->count) {
545 case 1:
546 ergodox_right_led_3_on();
547 break;
548 case 2:
549 ergodox_right_led_2_on();
550 break;
551 case 3:
552 ergodox_right_led_1_on();
553 break;
554 case 4:
555 ergodox_right_led_3_off();
556 _delay_ms(50);
557 ergodox_right_led_2_off();
558 _delay_ms(50);
559 ergodox_right_led_1_off();
560 }
561}
562
563// on the fourth tap, set the keyboard on flash state
13385f56 564void dance_flsh_finished(qk_tap_dance_state_t *state, void *user_data) {
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565 if (state->count >= 4) {
566 reset_keyboard();
567 reset_tap_dance(state);
568 }
569}
570
571// if the flash state didnt happen, then turn off leds, left to right
13385f56 572void dance_flsh_reset(qk_tap_dance_state_t *state, void *user_data) {
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573 ergodox_right_led_1_off();
574 _delay_ms(50);
575 ergodox_right_led_2_off();
576 _delay_ms(50);
577 ergodox_right_led_3_off();
578}
579
29f64d7a 580qk_tap_dance_action_t tap_dance_actions[] = {
c444f4f7 581 [CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT)
13385f56 582 ,[CT_CLN] = ACTION_TAP_DANCE_FN_ADVANCED (NULL, dance_cln_finished, dance_cln_reset)
c444f4f7 583 ,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg)
d8a979b6 584 ,[CT_FLSH] = ACTION_TAP_DANCE_FN_ADVANCED (dance_flsh_each, dance_flsh_finished, dance_flsh_reset)
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585};
586```
587
7d559510 588## Temporarily setting the default layer
93812e52 589
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590`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.
591
7d559510 592## Prevent stuck modifiers
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593
594Consider the following scenario:
595
5961. Layer 0 has a key defined as Shift.
5972. The same key is defined on layer 1 as the letter A.
5983. User presses Shift.
5994. User switches to layer 1 for whatever reason.
6005. User releases Shift, or rather the letter A.
6016. User switches back to layer 0.
602
603Shift was actually never released and is still considered pressed.
604
605If such situation bothers you add this to your `config.h`:
606
607 #define PREVENT_STUCK_MODIFIERS
608
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609This option uses 5 bytes of memory per every 8 keys on the keyboard
610rounded up (5 bits per key). For example on Planck (48 keys) it uses
611(48/8)\*5 = 30 bytes.
8d55a12a 612
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613## Macro shortcuts: Send a whole string when pressing just one key
614
615Instead 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).
616
617```c
618const 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.
619{
620 switch(id) {
621 case 0: // this would trigger when you hit a key mapped as M(0)
622 if (record->event.pressed) {
623 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 624 }
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625 break;
626 }
627 return MACRO_NONE;
628};
629```
630A macro can include the following commands:
631
632* I() change interval of stroke in milliseconds.
633* D() press key.
634* U() release key.
635* T() type key(press and release).
636* W() wait (milliseconds).
637* END end mark.
638
639So 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.
640
3a6e88d6 641Note: Using macros to have your keyboard send passwords for you is possible, but a bad idea.
04a36ecb 642
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643### Advanced macro functions
644
645To get more control over the keys/actions your keyboard takes, the following functions are available to you in the `action_get_macro` function block:
646
8967c070 647* `record->event.pressed`
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648
649This is a boolean value that can be tested to see if the switch is being pressed or released. An example of this is
650
651```c
652if (record->event.pressed) {
653 // on keydown
654} else {
655 // on keyup
656}
657```
658
cf2c6415 659* `register_code(<kc>);`
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660
661This 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`.
662
cf2c6415 663* `unregister_code(<kc>);`
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664
665Parallel 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.
666
cf2c6415 667* `layer_on(<n>);`
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JH
668
669This 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.
670
cf2c6415 671* `layer_off(<n>);`
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672
673This will turn off the layer `<n>`.
674
cf2c6415 675* `clear_keyboard();`
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676
677This will clear all mods and keys currently pressed.
678
cf2c6415 679* `clear_mods();`
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680
681This will clear all mods currently pressed.
682
cf2c6415 683* `clear_keyboard_but_mods();`
3a6e88d6
JH
684
685This will clear all keys besides the mods currently pressed.
686
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687* `update_tri_layer(layer_1, layer_2, layer_3);`
688
689If 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).
690
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691#### Naming your macros
692
693If 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:
694
695```
696#define AUD_OFF M(6)
697#define AUD_ON M(7)
698#define MUS_OFF M(8)
699#define MUS_ON M(9)
700#define VC_IN M(10)
701#define VC_DE M(11)
702#define PLOVER M(12)
703#define EXT_PLV M(13)
704```
705
649b33d7 706As was done on the [Planck default keymap](/keyboards/planck/keymaps/default/keymap.c#L33-L40)
6274a216 707
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708#### Timer functionality
709
710It's possible to start timers and read values for time-specific events - here's an example:
711
712```c
713static uint16_t key_timer;
714key_timer = timer_read();
715if (timer_elapsed(key_timer) < 100) {
716 // do something if less than 100ms have passed
717} else {
718 // do something if 100ms or more have passed
719}
720```
721
f4a426a0 722It's best to declare the `static uint16_t key_timer;` outside of the macro block (top of file, etc).
3a6e88d6 723
12370259 724#### Example: Single-key copy/paste (hold to copy, tap to paste)
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725
726With 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?
727
728Here's what you do:
729
730
731```
732static uint16_t key_timer;
733
734const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt)
735{
736 switch(id) {
737 case 0: {
738 if (record->event.pressed) {
739 key_timer = timer_read(); // if the key is being pressed, we start the timer.
f4a426a0 740 }
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741 else { // this means the key was just released, so we can figure out how long it was pressed for (tap or "held down").
742 if (timer_elapsed(key_timer) > 150) { // 150 being 150ms, the threshhold we pick for counting something as a tap.
743 return MACRO( D(LCTL), T(C), U(LCTL), END );
744 }
745 else {
746 return MACRO( D(LCTL), T(V), U(LCTL), END );
747 }
748 }
749 break;
750 }
751 }
752 return MACRO_NONE;
753};
754```
755
756And 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.
757
950755ed
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758## Dynamic macros: record and replay macros in runtime
759
760In 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.
761
762To enable them, first add a new element to the `planck_keycodes` enum -- `DYNAMIC_MACRO_RANGE`:
763
764 enum planck_keycodes {
765 QWERTY = SAFE_RANGE,
766 COLEMAK,
767 DVORAK,
768 PLOVER,
769 LOWER,
770 RAISE,
771 BACKLIT,
772 EXT_PLV,
773 DYNAMIC_MACRO_RANGE,
774 };
775
776Afterwards create a new layer called `_DYN`:
777
778 #define _DYN 6 /* almost any other free number should be ok */
779
780Below these two modifications include the `dynamic_macro.h` header:
781
782 #include "dynamic_macro.h"`
783
ea711553 784Then 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.
950755ed
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785
786 [_DYN]= {
787 {_______, DYN_REC_START1, DYN_MACRO_PLAY1, _______, _______, _______, _______, _______, _______, _______, _______, _______},
788 {_______, DYN_REC_START2, DYN_MACRO_PLAY2, _______, _______, _______, _______, _______, _______, _______, _______, _______},
789 {_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______},
790 {_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______}
791 },
792
793Add the following code to the very beginning of your `process_record_user()` function:
794
795 if (!process_record_dynamic_macro(keycode, record)) {
796 return false;
797 }
798
ea711553
WS
799To 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`.
800
801If 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).
802
803For the details about the internals of the dynamic macros, please read the comments in the `dynamic_macro.h` header.
950755ed 804
3a6e88d6 805## Additional keycode aliases for software-implemented layouts (Colemak, Dvorak, etc)
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806
807Everything 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:
808
6274a216 809 #include <keymap_colemak.h>
04a36ecb 810
5dc0d1dc 811If 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 812
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813 * `CM_*` for all of the Colemak-equivalent characters
814 * `DV_*` for all of the Dvorak-equivalent characters
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815
816These 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.
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817
818To 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`.
819
04a36ecb 820## Additional language support
93812e52 821
04a36ecb 822In `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 823
04a36ecb 824## Unicode support
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825
826You 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.
827
04a36ecb 828## Other firmware shortcut keycodes
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829
830* `RESET` - puts the MCU in DFU mode for flashing new firmware (with `make dfu`)
831* `DEBUG` - the firmware into debug mode - you'll need hid_listen to see things
832* `BL_ON` - turns the backlight on
833* `BL_OFF` - turns the backlight off
834* `BL_<n>` - sets the backlight to level *n*
835* `BL_INC` - increments the backlight level by one
836* `BL_DEC` - decrements the backlight level by one
837* `BL_TOGG` - toggles the backlight
838* `BL_STEP` - steps through the backlight levels
839
840Enable the backlight from the Makefile.
841
b68b7223 842# Custom Quantum functions
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843
844All 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.
845
e8f70389 846## `void matrix_init_*(void)`
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847
848This function gets called when the matrix is initiated, and can contain start-up code for your keyboard/keymap.
849
850## `void matrix_scan_*(void)`
851
852This 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.
853
854## `bool process_record_*(uint16_t keycode, keyrecord_t *record)`
855
856This 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.
857
858The `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.
859
860The `record` variable contains infomation about the actual press:
861
862```
863keyrecord_t record {
864 keyevent_t event {
865 keypos_t key {
866 uint8_t col
867 uint8_t row
868 }
869 bool pressed
870 uint16_t time
871 }
872}
873```
874
875The conditional `if (record->event.pressed)` can tell if the key is being pressed or released, and you can execute code based on that.
876
877## `void led_set_*(uint8_t usb_led)`
878
879This gets called whenever there is a state change on your host LEDs (eg caps lock, scroll lock, etc). The LEDs are defined as:
880
881```
882#define USB_LED_NUM_LOCK 0
883#define USB_LED_CAPS_LOCK 1
884#define USB_LED_SCROLL_LOCK 2
885#define USB_LED_COMPOSE 3
886#define USB_LED_KANA 4
887```
888
889and 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.
890
b68b7223 891# Modding your keyboard
5845eb05 892
b68b7223 893## Audio output from a speaker
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894
895Your 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 896
649b33d7 897The 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
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898
899```
900#include "audio.h"
901```
902
903Then, lower down the file:
904
905```
906float tone_startup[][2] = {
907 ED_NOTE(_E7 ),
908 E__NOTE(_CS7),
909 E__NOTE(_E6 ),
910 E__NOTE(_A6 ),
911 M__NOTE(_CS7, 20)
912};
913```
914
915This is how you write a song. Each of these lines is a note, so we have a little ditty composed of five notes here.
916
917Then, we have this chunk:
918
919```
920float tone_qwerty[][2] = SONG(QWERTY_SOUND);
921float tone_dvorak[][2] = SONG(DVORAK_SOUND);
922float tone_colemak[][2] = SONG(COLEMAK_SOUND);
923float tone_plover[][2] = SONG(PLOVER_SOUND);
924float tone_plover_gb[][2] = SONG(PLOVER_GOODBYE_SOUND);
925
926float music_scale[][2] = SONG(MUSIC_SCALE_SOUND);
927float goodbye[][2] = SONG(GOODBYE_SOUND);
928```
929
68b1affb 930Wherein 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.
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931
932So 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:
933
934```
935PLAY_NOTE_ARRAY(tone_plover, false, 0); // Signature is: Song name, repeat, rest style
936```
937
938This is inside one of the macros. So when that macro executes, your keyboard plays that particular chime.
939
940"Rest style" in the method signature above (the last parameter) specifies if there's a rest (a moment of silence) between the notes.
941
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942
943## Recording And Playing back Music
944* ```Music On``` - Turn music mode on. The default mapping is ```Lower+Upper+C```
945* ```LCTL``` - start a recording
946* play some tones
947* ```LALT``` - stop recording, stop playing
948* ```LGUI``` - play recording
949* ```LALT``` - stop playing
950* ```Music Off``` - Turn music mode off. The default mapping is ```Lower+Upper+V```
951
952
b68b7223 953## MIDI functionalty
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954
955This is still a WIP, but check out `quantum/keymap_midi.c` to see what's happening. Enable from the Makefile.
956
b68b7223 957## Bluetooth functionality
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958
959This 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 960
b68b7223 961## International Characters on Windows
783eafac 962
2b38d747 963[AutoHotkey](https://autohotkey.com) allows Windows users to create custom hotkeys among others.
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964
965The method does not require Unicode support in the keyboard itself but depends instead of AutoHotkey running in the background.
966
967First you need to select a modifier combination that is not in use by any of your programs.
968CtrlAltWin is not used very widely and should therefore be perfect for this.
969There is a macro defined for a mod-tab combo `LCAG_T`.
6bc5e0cc 970Add this mod-tab combo to a key on your keyboard, e.g.: `LCAG_T(KC_TAB)`.
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971This makes the key behave like a tab key if pressed and released immediately but changes it to the modifier if used with another key.
972
973In the default script of AutoHotkey you can define custom hotkeys.
974
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975 <^<!<#a::Send, ä
976 <^<!<#<+a::Send, Ä
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977
978The hotkeys above are for the combination CtrlAltGui and CtrlAltGuiShift plus the letter a.
979AutoHotkey inserts the Text right of `Send, ` when this combination is pressed.
6bc5e0cc 980
b68b7223 981## RGB Under Glow Mod
6bc5e0cc 982
dddaebfa 983![Planck with RGB Underglow](https://raw.githubusercontent.com/jackhumbert/qmk_firmware/master/keyboards/planck/keymaps/yang/planck-with-rgb-underglow.jpg)
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984
985Here is a quick demo on Youtube (with NPKC KC60) (https://www.youtube.com/watch?v=VKrpPAHlisY).
986
987For 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.
988
989 RGBLIGHT_ENABLE = yes
990
57e08eb8 991In 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 992
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993Please 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:
994
995 #define RGB_DI_PIN F4 // The pin your RGB strip is wired to
996 #define RGBLIGHT_TIMER // Require for fancier stuff (not compatible with audio)
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997 #define RGBLED_NUM 14 // Number of LEDs
998 #define RGBLIGHT_HUE_STEP 10
999 #define RGBLIGHT_SAT_STEP 17
1000 #define RGBLIGHT_VAL_STEP 17
1001
57e08eb8 1002You'll need to edit `RGB_DI_PIN` to the pin you have your `DI` on your RGB strip wired to.
b8d2e666 1003
649b33d7 1004The 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 1005
b68b7223 1006### WS2812 Wiring
6bc5e0cc 1007
dddaebfa 1008![WS2812 Wiring](https://raw.githubusercontent.com/jackhumbert/qmk_firmware/master/keyboards/planck/keymaps/yang/WS2812-wiring.jpg)
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1009
1010Please 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.
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1011
1012## Safety Considerations
1013
1014You probably don't want to "brick" your keyboard, making it impossible
1015to rewrite firmware onto it. Here are some of the parameters to show
1016what things are (and likely aren't) too risky.
1017
1018- If a keyboard map does not include RESET, then, to get into DFU
1019 mode, you will need to press the reset button on the PCB, which
1020 requires unscrewing some bits.
1021- Messing with tmk_core / common files might make the keyboard
1022 inoperable
1023- Too large a .hex file is trouble; `make dfu` will erase the block,
1024 test the size (oops, wrong order!), which errors out, failing to
1025 flash the keyboard
1026- DFU tools do /not/ allow you to write into the bootloader (unless
1027 you throw in extra fruitsalad of options), so there is little risk
1028 there.
1029- EEPROM has around a 100000 write cycle. You shouldn't rewrite the
1030 firmware repeatedly and continually; that'll burn the EEPROM
1031 eventually.
f4a426a0 1032
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1033# Porting your keyboard to QMK
1034
1035If 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.
1036
1037## `/keyboards/<keyboard>/config.h`
1038
1039The `USB Device descriptor parameter` block contains parameters are used to uniquely identify your keyboard, but they don't really matter to the machine.
1040
1041Your `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.
1042
1043The `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.
1044
1045For 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.
1046
1047`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.
1048
1049`BACKLIGHT_BREATHING` is a fancier backlight feature, and uses one of the timers.
1050
1051`BACKLIGHT_LEVELS` is how many levels exist for your backlight - max is 15, and they are computed automatically from this number.
1052
1053## `/keyboards/<keyboard>/Makefile`
1054
1055The 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`.
1056
1057```
1058# Boot Section Size in *bytes*
1059# Teensy halfKay 512
1060# Teensy++ halfKay 1024
1061# Atmel DFU loader 4096
1062# LUFA bootloader 4096
1063# USBaspLoader 2048
1064OPT_DEFS += -DBOOTLOADER_SIZE=512
1065```
1066
1067At 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).
1068
1069## `/keyboards/<keyboard>/readme.md`
1070
1071This 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>/.
1072
1073## `/keyboards/<keyboard>/<keyboard>.c`
1074
1075This 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)
1076
1077## `/keyboards/<keyboard>/<keyboard>.h`
1078
1079Here 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:
1080
1081```
1082#define KEYMAP( \
1083 k00, k01, k02, \
1084 k10, k11 \
1085) \
1086{ \
1087 { k00, k01, k02 }, \
1088 { k10, KC_NO, k11 }, \
1089}
1090```
1091
1092Each 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.