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1# Getting started
2
eb5b52c6 3Before 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/qmk/qmk_firmware/pulls) with your changes!
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ba27a112 5## [Build Environment Setup](wiki/Build-Environment-Setup)
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6
7# Customizing your keymap
8
9In every keymap folder, the following files are recommended:
10
11* `config.h` - the options to configure your keymap
12* `keymap.c` - all of your keymap code, required
13* `Makefile` - the features of QMK that are enabled, required to run `make` in your keymap folder
14* `readme.md` - a description of your keymap, how others might use it, and explanations of features
15
16## The `make` command
17
18The `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).
19
20**NOTE:** To abort a make command press `Ctrl-c`
21
22The following instruction refers to these folders.
23
24* The `root` (`/`) folder is the qmk_firmware folder, in which are `doc`, `keyboard`, `quantum`, etc.
25* The `keyboard` folder is any keyboard project's folder, like `/keyboards/planck`.
26* The `keymap` folder is any keymap's folder, like `/keyboards/planck/keymaps/default`.
27* The `subproject` folder is the subproject folder of a keyboard, like `/keyboards/ergodox/ez`
28
29### Simple instructions for building and uploading a keyboard
30
31**Most keyboards have more specific instructions in the keyboard specific readme.md file, so please check that first**
32
33If the `keymap` folder contains a file name `Makefile`
34
351. Change the directory to the `keymap` folder
362. Run `make <subproject>-<programmer>`
37
38Otherwise, if there's no `Makefile` in the `keymap` folder
39
401. Enter the `keyboard` folder
412. Run `make <subproject>-<keymap>-<programmer>`
42
43In the above commands, replace:
44
45* `<keymap>` with the name of your keymap
46* `<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`.
47 * 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.
48* `<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.
49 * 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.
50
51**NOTE:** Some operating systems will refuse to program unless you run the make command as root for example `sudo make dfu`
52
53### More detailed make instruction
54
55The 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).
56
57`<keyboard>-<subproject>-<keymap>-<target>`, where:
58
59* `<keyboard>` is the name of the keyboard, for example `planck`
60 * Use `allkb` to compile all keyboards
61* `<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`.
62 * If the keyboard doesn't have any subprojects, it can be left out
63 * To compile the default subproject, you can leave it out, or specify `defaultsp`
64 * Use `allsp` to compile all subprojects
65* `<keymap>` is the name of the keymap, for example `algernon`
66 * Use `allkm` to compile all keymaps
67* `<target>` will be explained in more detail below.
68
69**Note:** When you leave some parts of the command out, you should also remove the dash (`-`).
70
71As mentioned above, there are some shortcuts, when you are in a:
72
73* `keyboard` folder, the command will automatically fill the `<keyboard>` part. So you only need to type `<subproject>-<keymap>-<target>`
74* `subproject` folder, it will fill in both `<keyboard>` and `<subproject>`
75* `keymap` folder, then `<keyboard>` and `<keymap>` will be filled in. If you need to specify the `<subproject>` use the following syntax `<subproject>-<target>`
76 * Note in order to support this shortcut, the keymap needs its own Makefile (see the example [here](/doc/keymap_makefile_example.mk))
77* `keymap` folder of a `subproject`, then everything except the `<target>` will be filled in
78
79The `<target>` means the following
80* If no target is given, then it's the same as `all` below
81* `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.
82* `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`.
83* `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.
84
85Some other targets are supported but, but not important enough to be documented here. Check the source code of the make files for more information.
86
87You can also add extra options at the end of the make command line, after the target
88
89* `make COLOR=false` - turns off color output
90* `make SILENT=true` - turns off output besides errors/warnings
91* `make VERBOSE=true` - outputs all of the gcc stuff (not interesting, unless you need to debug)
b22b1fd5 92* `make EXTRAFLAGS=-E` - Preprocess the code without doing any compiling (useful if you are trying to debug #define commands)
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93
94The 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.
95
96Here are some examples commands
97
98* `make allkb-allsp-allkm` builds everything (all keyboards, all subprojects, all keymaps). Running just `make` from the `root` will also run this.
99* `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.
100* `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`
101* `make dfu COLOR=false` from within a keymap folder, builds and uploads the keymap, but without color output.
102
103## The `Makefile`
104
105There are 5 different `make` and `Makefile` locations:
106
107* root (`/`)
108* keyboard (`/keyboards/<keyboard>/`)
109* keymap (`/keyboards/<keyboard>/keymaps/<keymap>/`)
110* subproject (`/keyboards/<keyboard>/<subproject>`)
111* subproject keymap (`/keyboards/<keyboard>/<subproject>/keymaps/<keymap>`)
112
113The 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.**
114
115For 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.
116
117### Makefile options
118
942b78e8 119Set these variables to `no` to disable them, and `yes` to enable them.
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120
121`BOOTMAGIC_ENABLE`
122
123This 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.
124
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125Consumes about 1000 bytes.
126
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127`MOUSEKEY_ENABLE`
128
129This gives you control over cursor movements and clicks via keycodes/custom functions.
130
131`EXTRAKEY_ENABLE`
132
133This allows you to use the system and audio control key codes.
134
135`CONSOLE_ENABLE`
136
137This allows you to print messages that can be read using [`hid_listen`](https://www.pjrc.com/teensy/hid_listen.html).
138
139By default, all debug (*dprint*) print (*print*, *xprintf*), and user print (*uprint*) messages will be enabled. This will eat up a significant portion of the flash and may make the keyboard .hex file too big to program.
140
141To disable debug messages (*dprint*) and reduce the .hex file size, include `#define NO_DEBUG` in your `config.h` file.
142
143To disable print messages (*print*, *xprintf*) and user print messages (*uprint*) and reduce the .hex file size, include `#define NO_PRINT` in your `config.h` file.
144
145To disable print messages (*print*, *xprintf*) and **KEEP** user print messages (*uprint*), include `#define USER_PRINT` in your `config.h` file.
146
147To see the text, open `hid_listen` and enjoy looking at your printed messages.
148
149**NOTE:** Do not include *uprint* messages in anything other than your keymap code. It must not be used within the QMK system framework. Otherwise, you will bloat other people's .hex files.
150
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151Consumes about 400 bytes.
152
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153`COMMAND_ENABLE`
154
155This enables magic commands, typically fired with the default magic key combo `LSHIFT+RSHIFT+KEY`. Magic commands include turning on debugging messages (`MAGIC+D`) or temporarily toggling NKRO (`MAGIC+N`).
156
157`SLEEP_LED_ENABLE`
158
159Enables 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.
160
161`NKRO_ENABLE`
162
163This allows the keyboard to tell the host OS that up to 248 keys are held down at once (default without NKRO is 6). NKRO is off by default, even if `NKRO_ENABLE` is set. NKRO can be forced by adding `#define FORCE_NKRO` to your config.h or by binding `MAGIC_TOGGLE_NKRO` to a key and then hitting the key.
164
165`BACKLIGHT_ENABLE`
166
167This 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`:
168
169 #define BACKLIGHT_PIN B7
170
171`MIDI_ENABLE`
172
173This 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.
174
175`UNICODE_ENABLE`
176
177This allows you to send unicode symbols via `UC(<unicode>)` in your keymap. Only codes up to 0x7FFF are currently supported.
178
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179`UNICODEMAP_ENABLE`
180
181This allows sending unicode symbols using `X(<unicode>)` in your keymap. Codes
182up to 0xFFFFFFFF are supported, including emojis. You will need to maintain
183a separate mapping table in your keymap file.
184
185Known limitations:
186- Under Mac OS, only codes up to 0xFFFF are supported.
187- Under Linux ibus, only codes up to 0xFFFFF are supported (but anything important is still under this limit for now).
188
189Characters out of range supported by the OS will be ignored.
190
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191`BLUETOOTH_ENABLE`
192
193This allows you to interface with a Bluefruit EZ-key to send keycodes wirelessly. It uses the D2 and D3 pins.
194
195`AUDIO_ENABLE`
196
166f428a 197This allows you output audio on the C6 pin (needs abstracting). See the [audio section](#audio-output-from-a-speaker) for more information.
c66b090d 198
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199`FAUXCLICKY_ENABLE`
200
201Uses buzzer to emulate clicky switches. A cheap imitation of the Cherry blue switches. By default, uses the C6 pin, same as AUDIO_ENABLE.
202
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203`VARIABLE_TRACE`
204
205Use this to debug changes to variable values, see the [tracing variables](#tracing-variables) section for more information.
206
207`API_SYSEX_ENABLE`
208
209This enables using the Quantum SYSEX API to send strings (somewhere?)
210
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211This consumes about 5390 bytes.
212
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213### Customizing Makefile options on a per-keymap basis
214
215If 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.
216
217So 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`.
218
219You can use the `doc/keymap_makefile_example.md` as a template/starting point.
220
221## The `config.h` file
222
223There are 2 `config.h` locations:
224
225* keyboard (`/keyboards/<keyboard>/`)
226* keymap (`/keyboards/<keyboard>/keymaps/<keymap>/`)
227
228The 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:
229
230```c
231#undef MY_SETTING
232#define MY_SETTING 4
233```
234
235For a value of `4` for this imaginary setting. So we `undef` it first, then `define` it.
236
237You can then override any settings, rather than having to copy and paste the whole thing.
238
b5af4e6d 239### Prevent stuck modifiers
240
241Consider the following scenario:
242
2431. Layer 0 has a key defined as Shift.
2442. The same key is defined on layer 1 as the letter A.
2453. User presses Shift.
2464. User switches to layer 1 for whatever reason.
2475. User releases Shift, or rather the letter A.
2486. User switches back to layer 0.
249
250Shift was actually never released and is still considered pressed.
251
252If such situation bothers you add this to your `config.h`:
253
254 #define PREVENT_STUCK_MODIFIERS
255
256This option uses 5 bytes of memory per every 8 keys on the keyboard
257rounded up (5 bits per key). For example on Planck (48 keys) it uses
258(48/8)\*5 = 30 bytes.
259
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260# Going beyond the keycodes
261
b7501868 262Aside from the [basic keycodes](https://github.com/qmk/qmk_firmware/wiki/Keycodes), your keymap can include shortcuts to common operations.
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263
264## Quick aliases to common actions
265
b7501868 266Your keymap can include shortcuts to common operations (called "function actions" in tmk). To learn more about them check out the [Key Functions](Key-Functions) page.
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267
268## Space Cadet Shift: The future, built in
269
53fde9a1 270Steve 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. Head on over to the [Space Cadet Shift](Space-Cadet-Shift) page to read about it.
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271
272## The Leader key: A new kind of modifier
273
c23a2fc9 274Most modifiers have to be held or toggled. But what if you had a key that indicated the start of a sequence? You could press that key and then rapidly press 1-3 more keys to trigger a macro, or enter a special layer, or anything else you might want to do. To learn more about it check out the [Leader Key](Leader-Key) page.
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275
276## Tap Dance: A single key can do 3, 5, or 100 different things
277
c23a2fc9 278Hit 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. Read more about it on the [Tap Dance](Tap-Dance) page.
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279
280## Temporarily setting the default layer
281
282`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.
283
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284## Macro shortcuts: Send a whole string when pressing just one key
285
e86e6431 286How would you like a single keypress to send a whole word, sentence, paragraph, or even document? Head on over to the [Macros](Macros) page to read up on all aspects of Simple and Dynamic Macros.
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287
288## Additional keycode aliases for software-implemented layouts (Colemak, Dvorak, etc)
289
290Everything 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:
291
c3ebd9e6 292 #include <keymap_colemak.h>
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293
294If you use Dvorak, use `keymap_dvorak.h` instead of `keymap_colemak.h` for this line. After including this line, you will get access to:
295
296 * `CM_*` for all of the Colemak-equivalent characters
297 * `DV_*` for all of the Dvorak-equivalent characters
298
299These 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.
300
301To 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`.
302
303## Additional language support
304
305In `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).
306
307## Unicode support
308
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309There are three Unicode keymap definition method available in QMK:
310
311### UNICODE_ENABLE
312
313Supports Unicode input up to 0xFFFF. The keycode function is `UC(n)` in
314keymap file, where *n* is a 4 digit hexadecimal.
315
316### UNICODEMAP_ENABLE
317
318Supports Unicode up to 0xFFFFFFFF. You need to maintain a separate mapping
319table `const uint32_t PROGMEM unicode_map[] = {...}` in your keymap file.
320The keycode function is `X(n)` where *n* is the array index of the mapping
321table.
322
323### UCIS_ENABLE
324
325TBD
326
327Unicode input in QMK works by inputing a sequence of characters to the OS,
328sort of like macro. Unfortunately, each OS has different ideas on how Unicode is inputted.
329
330This is the current list of Unicode input method in QMK:
331
332* UC_OSX: MacOS Unicode Hex Input support. Works only up to 0xFFFF. Disabled by default. To enable: go to System Preferences -> Keyboard -> Input Sources, and enable Unicode Hex.
333* UC_LNX: Unicode input method under Linux. Works up to 0xFFFFF. Should work almost anywhere on ibus enabled distros. Without ibus, this works under GTK apps, but rarely anywhere else.
334* UC_WIN: (not recommended) Windows built-in Unicode input. To enable: create registry key under `HKEY_CURRENT_USER\Control Panel\Input Method\EnableHexNumpad` of type `REG_SZ` called `EnableHexNumpad`, set its value to 1, and reboot. This method is not recommended because of reliability and compatibility issue, use WinCompose method below instead.
335* UC_WINC: Windows Unicode input using WinCompose. Requires [WinCompose](https://github.com/samhocevar/wincompose). Works reliably under many (all?) variations of Windows.
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336
337## Backlight Breathing
338
339In order to enable backlight breathing, the following line must be added to your config.h file.
340
341 #define BACKLIGHT_BREATHING
342
343The following function calls are used to control the breathing effect.
344
345* ```breathing_enable()``` - Enable the free-running breathing effect.
346* ```breathing_disable()``` - Disable the free-running breathing effect immediately.
347* ```breathing_self_disable()``` - Disable the free-running breathing effect after the current effect ends.
348* ```breathing_toggle()``` - Toggle the free-running breathing effect.
349* ```breathing_defaults()``` - Reset the speed and brightness settings of the breathing effect.
350
351The following function calls are used to control the maximum brightness of the breathing effect.
352
353* ```breathing_intensity_set(value)``` - Set the brightness of the breathing effect when it is at its max value.
354* ```breathing_intensity_default()``` - Reset the brightness of the breathing effect to the default value based on the current backlight intensity.
355
356The following function calls are used to control the cycling speed of the breathing effect.
357
358* ```breathing_speed_set(value)``` - Set the speed of the breathing effect - how fast it cycles.
359* ```breathing_speed_inc(value)``` - Increase the speed of the breathing effect by a fixed value.
360* ```breathing_speed_dec(value)``` - Decrease the speed of the breathing effect by a fixed value.
361* ```breathing_speed_default()``` - Reset the speed of the breathing effect to the default value.
362
363The following example shows how to enable the backlight breathing effect when the FUNCTION layer macro button is pressed:
364
365 case MACRO_FUNCTION:
366 if (record->event.pressed)
367 {
368 breathing_speed_set(3);
369 breathing_enable();
370 layer_on(LAYER_FUNCTION);
371 }
372 else
373 {
374 breathing_speed_set(1);
375 breathing_self_disable();
376 layer_off(LAYER_FUNCTION);
377 }
378 break;
379
380The following example shows how to pulse the backlight on-off-on when the RAISED layer macro button is pressed:
381
382 case MACRO_RAISED:
383 if (record->event.pressed)
384 {
385 layer_on(LAYER_RAISED);
386 breathing_speed_set(2);
387 breathing_pulse();
388 update_tri_layer(LAYER_LOWER, LAYER_RAISED, LAYER_ADJUST);
389 }
390 else
391 {
392 layer_off(LAYER_RAISED);
393 update_tri_layer(LAYER_LOWER, LAYER_RAISED, LAYER_ADJUST);
394 }
395 break;
396
397## Other firmware shortcut keycodes
398
399* `RESET` - puts the MCU in DFU mode for flashing new firmware (with `make dfu`)
400* `DEBUG` - the firmware into debug mode - you'll need hid_listen to see things
401* `BL_ON` - turns the backlight on
402* `BL_OFF` - turns the backlight off
403* `BL_<n>` - sets the backlight to level *n*
404* `BL_INC` - increments the backlight level by one
405* `BL_DEC` - decrements the backlight level by one
406* `BL_TOGG` - toggles the backlight
407* `BL_STEP` - steps through the backlight levels
408
409Enable the backlight from the Makefile.
410
411# Custom Quantum functions
412
413All 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.
414
415## `void matrix_init_*(void)`
416
417This function gets called when the matrix is initiated, and can contain start-up code for your keyboard/keymap.
418
419## `void matrix_scan_*(void)`
420
421This 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.
422
423## `bool process_record_*(uint16_t keycode, keyrecord_t *record)`
424
425This 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.
426
427The `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.
428
429The `record` variable contains infomation about the actual press:
430
431```
432keyrecord_t record {
433 keyevent_t event {
434 keypos_t key {
435 uint8_t col
436 uint8_t row
437 }
438 bool pressed
439 uint16_t time
440 }
441}
442```
443
444The conditional `if (record->event.pressed)` can tell if the key is being pressed or released, and you can execute code based on that.
445
446## `void led_set_*(uint8_t usb_led)`
447
448This gets called whenever there is a state change on your host LEDs (eg caps lock, scroll lock, etc). The LEDs are defined as:
449
450```
451#define USB_LED_NUM_LOCK 0
452#define USB_LED_CAPS_LOCK 1
453#define USB_LED_SCROLL_LOCK 2
454#define USB_LED_COMPOSE 3
455#define USB_LED_KANA 4
456```
457
6862ab16 458and 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 on, otherwise turn it off.
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459
460# Modding your keyboard
461
462## Audio output from a speaker
463
464Your 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.
465
466The 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:
467
468```
469#include "audio.h"
470```
471
472Then, lower down the file:
473
474```
475float tone_startup[][2] = {
476 ED_NOTE(_E7 ),
477 E__NOTE(_CS7),
478 E__NOTE(_E6 ),
479 E__NOTE(_A6 ),
480 M__NOTE(_CS7, 20)
481};
482```
483
484This is how you write a song. Each of these lines is a note, so we have a little ditty composed of five notes here.
485
486Then, we have this chunk:
487
488```
489float tone_qwerty[][2] = SONG(QWERTY_SOUND);
490float tone_dvorak[][2] = SONG(DVORAK_SOUND);
491float tone_colemak[][2] = SONG(COLEMAK_SOUND);
492float tone_plover[][2] = SONG(PLOVER_SOUND);
493float tone_plover_gb[][2] = SONG(PLOVER_GOODBYE_SOUND);
494
495float music_scale[][2] = SONG(MUSIC_SCALE_SOUND);
496float goodbye[][2] = SONG(GOODBYE_SOUND);
497```
498
499Wherein 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.
500
501So 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:
502
503```
504PLAY_NOTE_ARRAY(tone_plover, false, 0); // Signature is: Song name, repeat, rest style
505```
506
507This is inside one of the macros. So when that macro executes, your keyboard plays that particular chime.
508
509"Rest style" in the method signature above (the last parameter) specifies if there's a rest (a moment of silence) between the notes.
510
511
512## Recording And Playing back Music
513* ```Music On``` - Turn music mode on. The default mapping is ```Lower+Upper+C```
514* ```LCTL``` - start a recording
515* play some tones
516* ```LALT``` - stop recording, stop playing
517* ```LGUI``` - play recording
518* ```LALT``` - stop playing
519* ```Music Off``` - Turn music mode off. The default mapping is ```Lower+Upper+V```
520
521
522## MIDI functionalty
523
524This is still a WIP, but check out `quantum/keymap_midi.c` to see what's happening. Enable from the Makefile.
525
526## Bluetooth functionality
527
528This 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.
529
530## International Characters on Windows
531
532[AutoHotkey](https://autohotkey.com) allows Windows users to create custom hotkeys among others.
533
534The method does not require Unicode support in the keyboard itself but depends instead of AutoHotkey running in the background.
535
536First you need to select a modifier combination that is not in use by any of your programs.
537CtrlAltWin is not used very widely and should therefore be perfect for this.
538There is a macro defined for a mod-tab combo `LCAG_T`.
539Add this mod-tab combo to a key on your keyboard, e.g.: `LCAG_T(KC_TAB)`.
540This makes the key behave like a tab key if pressed and released immediately but changes it to the modifier if used with another key.
541
542In the default script of AutoHotkey you can define custom hotkeys.
543
544 <^<!<#a::Send, ä
545 <^<!<#<+a::Send, Ä
546
547The hotkeys above are for the combination CtrlAltGui and CtrlAltGuiShift plus the letter a.
548AutoHotkey inserts the Text right of `Send, ` when this combination is pressed.
549
550## RGB Under Glow Mod
551
eb5b52c6 552![Planck with RGB Underglow](https://raw.githubusercontent.com/qmk/qmk_firmware/master/keyboards/planck/keymaps/yang/planck-with-rgb-underglow.jpg)
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553
554Here is a quick demo on Youtube (with NPKC KC60) (https://www.youtube.com/watch?v=VKrpPAHlisY).
555
556For 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.
557
558 RGBLIGHT_ENABLE = yes
559
b22b1fd5 560In order to use the underglow animation functions, you need to have `#define RGBLIGHT_ANIMATIONS` in your `config.h`.
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561
562Please 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:
563
564 #define RGB_DI_PIN F4 // The pin your RGB strip is wired to
b22b1fd5 565 #define RGBLIGHT_ANIMATIONS // Require for fancier stuff (not compatible with audio)
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566 #define RGBLED_NUM 14 // Number of LEDs
567 #define RGBLIGHT_HUE_STEP 10
568 #define RGBLIGHT_SAT_STEP 17
569 #define RGBLIGHT_VAL_STEP 17
570
571You'll need to edit `RGB_DI_PIN` to the pin you have your `DI` on your RGB strip wired to.
572
573The 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`
574
575### WS2812 Wiring
576
eb5b52c6 577![WS2812 Wiring](https://raw.githubusercontent.com/qmk/qmk_firmware/master/keyboards/planck/keymaps/yang/WS2812-wiring.jpg)
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578
579Please 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.
580
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581## PS/2 Mouse Support
582
583Its possible to hook up a PS/2 mouse (for example touchpads or trackpoints) to your keyboard as a composite device.
584
585There are three available modes for hooking up PS/2 devices: USART (best), interrupts (better) or busywait (not recommended).
586
587### Busywait version
588
589Note: This is not recommended, you may encounter jerky movement or unsent inputs. Please use interrupt or USART version if possible.
590
591In rules.mk:
592
593```
594PS2_MOUSE_ENABLE = yes
595PS2_USE_BUSYWAIT = yes
596```
597
598In your keyboard config.h:
599
600```
601#ifdef PS2_USE_BUSYWAIT
602# define PS2_CLOCK_PORT PORTD
603# define PS2_CLOCK_PIN PIND
604# define PS2_CLOCK_DDR DDRD
605# define PS2_CLOCK_BIT 1
606# define PS2_DATA_PORT PORTD
607# define PS2_DATA_PIN PIND
608# define PS2_DATA_DDR DDRD
609# define PS2_DATA_BIT 2
610#endif
611```
612
613### Interrupt version
614
615The following example uses D2 for clock and D5 for data. You can use any INT or PCINT pin for clock, and any pin for data.
616
617In rules.mk:
618
619```
620PS2_MOUSE_ENABLE = yes
621PS2_USE_INT = yes
622```
623
624In your keyboard config.h:
625
626```
627#ifdef PS2_USE_INT
628#define PS2_CLOCK_PORT PORTD
629#define PS2_CLOCK_PIN PIND
630#define PS2_CLOCK_DDR DDRD
631#define PS2_CLOCK_BIT 2
632#define PS2_DATA_PORT PORTD
633#define PS2_DATA_PIN PIND
634#define PS2_DATA_DDR DDRD
635#define PS2_DATA_BIT 5
636
637#define PS2_INT_INIT() do { \
638 EICRA |= ((1<<ISC21) | \
639 (0<<ISC20)); \
640} while (0)
641#define PS2_INT_ON() do { \
642 EIMSK |= (1<<INT2); \
643} while (0)
644#define PS2_INT_OFF() do { \
645 EIMSK &= ~(1<<INT2); \
646} while (0)
647#define PS2_INT_VECT INT2_vect
648#endif
649```
650
651### USART version
652
653To use USART on the ATMega32u4, you have to use PD5 for clock and PD2 for data. If one of those are unavailable, you need to use interrupt version.
654
655In rules.mk:
656
657```
658PS2_MOUSE_ENABLE = yes
659PS2_USE_USART = yes
660```
661
662In your keyboard config.h:
663
664```
665#ifdef PS2_USE_USART
666#define PS2_CLOCK_PORT PORTD
667#define PS2_CLOCK_PIN PIND
668#define PS2_CLOCK_DDR DDRD
669#define PS2_CLOCK_BIT 5
670#define PS2_DATA_PORT PORTD
671#define PS2_DATA_PIN PIND
672#define PS2_DATA_DDR DDRD
673#define PS2_DATA_BIT 2
674
675/* synchronous, odd parity, 1-bit stop, 8-bit data, sample at falling edge */
676/* set DDR of CLOCK as input to be slave */
677#define PS2_USART_INIT() do { \
678 PS2_CLOCK_DDR &= ~(1<<PS2_CLOCK_BIT); \
679 PS2_DATA_DDR &= ~(1<<PS2_DATA_BIT); \
680 UCSR1C = ((1 << UMSEL10) | \
681 (3 << UPM10) | \
682 (0 << USBS1) | \
683 (3 << UCSZ10) | \
684 (0 << UCPOL1)); \
685 UCSR1A = 0; \
686 UBRR1H = 0; \
687 UBRR1L = 0; \
688} while (0)
689#define PS2_USART_RX_INT_ON() do { \
690 UCSR1B = ((1 << RXCIE1) | \
691 (1 << RXEN1)); \
692} while (0)
693#define PS2_USART_RX_POLL_ON() do { \
694 UCSR1B = (1 << RXEN1); \
695} while (0)
696#define PS2_USART_OFF() do { \
697 UCSR1C = 0; \
698 UCSR1B &= ~((1 << RXEN1) | \
699 (1 << TXEN1)); \
700} while (0)
701#define PS2_USART_RX_READY (UCSR1A & (1<<RXC1))
702#define PS2_USART_RX_DATA UDR1
703#define PS2_USART_ERROR (UCSR1A & ((1<<FE1) | (1<<DOR1) | (1<<UPE1)))
704#define PS2_USART_RX_VECT USART1_RX_vect
705#endif
706#endif
707#endif
708```
709
710### Additional Settings
711
712#### PS/2 mouse features
713
714These enable settings supported by the PS/2 mouse protocol: http://www.computer-engineering.org/ps2mouse/
715
716```
717/* Use remote mode instead of the default stream mode (see link) */
718#define PS2_MOUSE_USE_REMOTE_MODE
719
720/* Enable the scrollwheel or scroll gesture on your mouse or touchpad */
721#define PS2_MOUSE_ENABLE_SCROLLING
722
723/* Some mice will need a scroll mask to be configured. The default is 0xFF. */
724#define PS2_MOUSE_SCROLL_MASK 0x0F
725
726/* Applies a transformation to the movement before sending to the host (see link) */
727#define PS2_MOUSE_USE_2_1_SCALING
728
729/* The time to wait after initializing the ps2 host */
730#define PS2_MOUSE_INIT_DELAY 1000 /* Default */
731```
732
733You can also call the following functions from ps2_mouse.h
734
735```
736void ps2_mouse_disable_data_reporting(void);
737
738void ps2_mouse_enable_data_reporting(void);
739
740void ps2_mouse_set_remote_mode(void);
741
742void ps2_mouse_set_stream_mode(void);
743
744void ps2_mouse_set_scaling_2_1(void);
745
746void ps2_mouse_set_scaling_1_1(void);
747
748void ps2_mouse_set_resolution(ps2_mouse_resolution_t resolution);
749
750void ps2_mouse_set_sample_rate(ps2_mouse_sample_rate_t sample_rate);
751```
752
753#### Fine control
754
755Use the following defines to change the sensitivity and speed of the mouse.
756Note: you can also use `ps2_mouse_set_resolution` for the same effect (not supported on most touchpads).
757
758```
759#define PS2_MOUSE_X_MULTIPLIER 3
760#define PS2_MOUSE_Y_MULTIPLIER 3
761#define PS2_MOUSE_V_MULTIPLIER 1
762```
763
764#### Scroll button
765
766If you're using a trackpoint, you will likely want to be able to use it for scrolling.
767Its possible to enable a "scroll button/s" that when pressed will cause the mouse to scroll instead of moving.
768To enable the feature, you must set a scroll button mask as follows:
769
770```
771#define PS2_MOUSE_SCROLL_BTN_MASK (1<<PS2_MOUSE_BUTTON_MIDDLE) /* Default */
772```
773
774To disable the scroll button feature:
775
776```
777#define PS2_MOUSE_SCROLL_BTN_MASK 0
778```
779
780The available buttons are:
781
782```
783#define PS2_MOUSE_BTN_LEFT 0
784#define PS2_MOUSE_BTN_RIGHT 1
785#define PS2_MOUSE_BTN_MIDDLE 2
786```
787
788You can also combine buttons in the mask by `|`ing them together.
789
790Once you've configured your scroll button mask, you must configure the scroll button send interval.
791This is the interval before which if the scroll buttons were released they would be sent to the host.
792After this interval, they will cause the mouse to scroll and will not be sent.
793
794```
795#define PS2_MOUSE_SCROLL_BTN_SEND 300 /* Default */
796```
797
798To disable sending the scroll buttons:
799```
800#define PS2_MOUSE_SCROLL_BTN_SEND 0
801```
802
803Fine control over the scrolling is supported with the following defines:
804
805```
806#define PS2_MOUSE_SCROLL_DIVISOR_H 2
807#define PS2_MOUSE_SCROLL_DIVISOR_V 2
808```
809
810#### Debug settings
811
812To debug the mouse, add `debug_mouse = true` or enable via bootmagic.
813
814```
815/* To debug the mouse reports */
816#define PS2_MOUSE_DEBUG_HID
817#define PS2_MOUSE_DEBUG_RAW
818```
819
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820## Safety Considerations
821
822You probably don't want to "brick" your keyboard, making it impossible
823to rewrite firmware onto it. Here are some of the parameters to show
824what things are (and likely aren't) too risky.
825
b22b1fd5 826- If your keyboard map does not include RESET, then, to get into DFU
c66b090d 827 mode, you will need to press the reset button on the PCB, which
b22b1fd5 828 requires unscrewing the bottom.
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829- Messing with tmk_core / common files might make the keyboard
830 inoperable
831- Too large a .hex file is trouble; `make dfu` will erase the block,
832 test the size (oops, wrong order!), which errors out, failing to
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833 flash the keyboard, leaving it in DFU mode.
834 - To this end, note that the maximum .hex file size on Planck is
835 7000h (28672 decimal)
836
837```
838Linking: .build/planck_rev4_cbbrowne.elf [OK]
839Creating load file for Flash: .build/planck_rev4_cbbrowne.hex [OK]
840
841Size after:
842 text data bss dec hex filename
843 0 22396 0 22396 577c planck_rev4_cbbrowne.hex
844```
845
846 - The above file is of size 22396/577ch, which is less than
847 28672/7000h
848 - As long as you have a suitable alternative .hex file around, you
849 can retry, loading that one
850 - Some of the options you might specify in your keyboard's Makefile
851 consume extra memory; watch out for BOOTMAGIC_ENABLE,
852 MOUSEKEY_ENABLE, EXTRAKEY_ENABLE, CONSOLE_ENABLE, API_SYSEX_ENABLE
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853- DFU tools do /not/ allow you to write into the bootloader (unless
854 you throw in extra fruitsalad of options), so there is little risk
855 there.
856- EEPROM has around a 100000 write cycle. You shouldn't rewrite the
857 firmware repeatedly and continually; that'll burn the EEPROM
858 eventually.
859
860# Porting your keyboard to QMK
861
862If 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.
863
864## `/keyboards/<keyboard>/config.h`
865
866The `USB Device descriptor parameter` block contains parameters are used to uniquely identify your keyboard, but they don't really matter to the machine.
867
868Your `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.
869
870The `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.
871
872For 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.
873
874`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.
875
876`BACKLIGHT_BREATHING` is a fancier backlight feature that adds breathing/pulsing/fading effects to the backlight. It uses the same timer as the normal backlight. These breathing effects must be called by code in your keymap.
877
878`BACKLIGHT_LEVELS` is how many levels exist for your backlight - max is 15, and they are computed automatically from this number.
879
880## `/keyboards/<keyboard>/Makefile`
881
882The 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`.
883
884```
885# Boot Section Size in *bytes*
886# Teensy halfKay 512
887# Teensy++ halfKay 1024
888# Atmel DFU loader 4096
889# LUFA bootloader 4096
890# USBaspLoader 2048
891OPT_DEFS += -DBOOTLOADER_SIZE=512
892```
893
894At 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).
895
896## `/keyboards/<keyboard>/readme.md`
897
898This 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>/.
899
900## `/keyboards/<keyboard>/<keyboard>.c`
901
902This 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)
903
904## `/keyboards/<keyboard>/<keyboard>.h`
905
906Here 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:
907
908```
909#define KEYMAP( \
910 k00, k01, k02, \
911 k10, k11 \
912) \
913{ \
914 { k00, k01, k02 }, \
915 { k10, KC_NO, k11 }, \
916}
917```
918
919Each 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.
920
921# Unit Testing
922
923If you are new to unit testing, then you can find many good resources on internet. However most of it is scattered around in small pieces here and there, and there's also many different opinions, so I won't give any recommendations.
924
925Instead I recommend these two books, explaining two different styles of Unit Testing in detail.
926
927* "Test Driven Development: By Example: Kent Beck"
928* "Growing Object-Oriented Software, Guided By Tests: Steve Freeman, Nat Pryce"
929
930If you prefer videos there are Uncle Bob's [Clean Coders Videos](https://cleancoders.com/), which unfortunately cost quite a bit, especially if you want to watch many of them. But James Shore has a free [Let's Play](http://www.jamesshore.com/Blog/Lets-Play) video series.
931
932## Google Test and Google Mock
933It's possible to Unit Test your code using [Google Test](https://github.com/google/googletest). The Google Test framework also includes another component for writing testing mocks and stubs, called "Google Mock". For information how to write the actual tests, please refer to the documentation on that site.
934
935## Use of C++
936
937Note that Google Test and therefore any test has to be written in C++, even if the rest of the QMK codebases is written in C. This should hopefully not be a problem even if you don't know any C++, since there's quite clear documentation and examples of the required C++ features, and you can write the rest of the test code almost as you would write normal C. Note that some compiler errors which you might get can look quite scary, but just read carefully what it says, and you should be ok.
938
939One thing to remember, is that you have to append `extern "C"` around all of your C file includes.
940
941## Adding tests for new or existing features
942
943If you want to unit test some feature, then take a look at the existing serial_link tests, in the `quantum/serial_link/tests folder`, and follow the steps below to create a similar structure.
944
9451. If it doesn't already exist, add a test subfolder to the folder containing the feature.
9462. Create a `testlist.mk` and a `rules.mk` file in that folder.
9473. Include those files from the root folder `testlist.mk`and `build_test.mk` respectively.
9484. Add a new name for your testgroup to the `testlist.mk` file. Each group defined there will be a separate executable. And that's how you can support mocking out different parts. Note that it's worth adding some common prefix, just like it's done for the serial_link tests. The reason for that is that the make command allows substring filtering, so this way you can easily run a subset of the tests.
9495. Define the source files and required options in the `rules.mk` file.
950 * `_SRC` for source files
951 * `_DEFS` for additional defines
952 * `_INC` for additional include folders
9536. Write the tests in a new cpp file inside the test folder you created. That file has to be one of the files included from the `rules.mk` file.
954
955Note how there's several different tests, each mocking out a separate part. Also note that each of them only compiles the very minimum that's needed for the tests. It's recommend that you try to do the same. For a relevant video check out [Matt Hargett "Advanced Unit Testing in C & C++](https://www.youtube.com/watch?v=Wmy6g-aVgZI)
956
957## Running the tests
958
959To run all the tests in the codebase, type `make test`. You can also run test matching a substring by typing `make test-matchingsubstring` Note that the tests are always compiled with the native compiler of your platform, so they are also run like any other program on your computer.
960
961## Debugging the tests
962
963If there are problems with the tests, you can find the executable in the `./build/test` folder. You should be able to run those with GDB or a similar debugger.
964
965## Full Integration tests
966
967It's not yet possible to do a full integration test, where you would compile the whole firmware and define a keymap that you are going to test. However there are plans for doing that, because writing tests that way would probably be easier, at least for people that are not used to unit testing.
968
969In that model you would emulate the input, and expect a certain output from the emulated keyboard.
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970
971# Tracing variables
972
973Sometimes you might wonder why a variable gets changed and where, and this can be quite tricky to track down without having a debugger. It's of course possible to manually add print statements to track it, but you can also enable the variable trace feature. This works for both for variables that are changed by the code, and when the variable is changed by some memory corruption.
974
975To take the feature into use add `VARIABLE_TRACE=x` to the end of you make command. `x` represents the number of variables you want to trace, which is usually 1.
976
977Then at a suitable place in the code, call `ADD_TRACED_VARIABLE`, to begin the tracing. For example to trace all the layer changes, you can do this
978```c
979void matrix_init_user(void) {
980 ADD_TRACED_VARIABLE("layer", &layer_state, sizeof(layer_state));
981}
982```
983
984This will add a traced variable named "layer" (the name is just for your information), which tracks the memory location of `layer_state`. It tracks 4 bytes (the size of `layer_state`), so any modification to the variable will be reported. By default you can not specify a size bigger than 4, but you can change it by adding `MAX_VARIABLE_TRACE_SIZE=x` to the end of the make command line.
985
986In order to actually detect changes to the variables you should call `VERIFY_TRACED_VARIABLES` around the code that you think that modifies the variable. If a variable is modified it will tell you between which two `VERIFY_TRACED_VARIABLES` calls the modification happened. You can then add more calls to track it down further. I don't recommend spamming the codebase with calls. It's better to start with a few, and then keep adding them in a binary search fashion. You can also delete the ones you don't need, as each call need to store the file name and line number in the ROM, so you can run out of memory if you add too many calls.
987
eadb1afb 988Also remember to delete all the tracing code once you have found the bug, as you wouldn't want to create a pull request with tracing code.