From 0446263935e418537966bc64bfd1c1cdb5206583 Mon Sep 17 00:00:00 2001 From: Erik Dasque Date: Fri, 15 Jul 2016 12:55:40 -0400 Subject: Adding Docker build system & documentation --- readme.md | 19 +++++++++++++++++++ 1 file changed, 19 insertions(+) (limited to 'readme.md') diff --git a/readme.md b/readme.md index e0dcd5608..7a970eea0 100644 --- a/readme.md +++ b/readme.md @@ -75,6 +75,25 @@ Debian/Ubuntu example: sudo apt-get update sudo apt-get install gcc-avr avr-libc dfu-programmer +### Docker + +If 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 commands at the root of the QMK folder: + +```bash +# You only need to run this once, it'll take a little while + +docker build -t qmk . + +# and you'll run this every time you want to build a keymap +# modify the keymap and keyboard assigment to compile what you want +# defaults are ergodox_ez/default + +docker run -e keymap=gwen -e keyboard=ergodox_ez --rm -v $('pwd'):/qmk:rw qmk + +``` + +This will compile the targetted keyboard/keymap and leave it in your QMK directory for you to flash. + ### Vagrant If 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](VAGRANT_GUIDE.md). -- cgit v1.2.3 From aa2a79bbfa5e5134fc83daf5732ca4774edf2dc2 Mon Sep 17 00:00:00 2001 From: Erik Dasque Date: Fri, 15 Jul 2016 13:26:34 -0400 Subject: Further simplyfying the docker usage We'll be able to change the image user name if we set up the initial repo to trigger Docker images rebuilds on hub.docker.com --- readme.md | 10 +++------- 1 file changed, 3 insertions(+), 7 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 7a970eea0..ecad173fa 100644 --- a/readme.md +++ b/readme.md @@ -77,18 +77,14 @@ Debian/Ubuntu example: ### Docker -If 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 commands at the root of the QMK folder: +If 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: ```bash -# You only need to run this once, it'll take a little while - -docker build -t qmk . - -# and you'll run this every time you want to build a keymap +# You'll run this every time you want to build a keymap # modify the keymap and keyboard assigment to compile what you want # defaults are ergodox_ez/default -docker run -e keymap=gwen -e keyboard=ergodox_ez --rm -v $('pwd'):/qmk:rw qmk +docker run -e keymap=gwen -e keyboard=ergodox_ez --rm -v $('pwd'):/qmk:rw edasque/qmk_firmware ``` -- cgit v1.2.3 From dddaebfa9829ef48f93f2be7119b9790271f8892 Mon Sep 17 00:00:00 2001 From: Seth Chandler Date: Sat, 16 Jul 2016 23:41:20 -0400 Subject: update readme images --- readme.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index e0dcd5608..07280c2b4 100644 --- a/readme.md +++ b/readme.md @@ -774,7 +774,7 @@ AutoHotkey inserts the Text right of `Send, ` when this combination is pressed. ## RGB Under Glow Mod -![Planck with RGB Underglow](https://raw.githubusercontent.com/yangliu/qmk_firmware/planck-rgb/keyboards/planck/keymaps/yang/planck-with-rgb-underglow.jpg) +![Planck with RGB Underglow](https://raw.githubusercontent.com/jackhumbert/qmk_firmware/master/keyboards/planck/keymaps/yang/planck-with-rgb-underglow.jpg) Here is a quick demo on Youtube (with NPKC KC60) (https://www.youtube.com/watch?v=VKrpPAHlisY). @@ -799,7 +799,7 @@ The firmware supports 5 different light effects, and the color (hue, saturation, ### WS2812 Wiring -![WS2812 Wiring](https://raw.githubusercontent.com/yangliu/qmk_firmware/planck-rgb/keyboards/planck/keymaps/yang/WS2812-wiring.jpg) +![WS2812 Wiring](https://raw.githubusercontent.com/jackhumbert/qmk_firmware/master/keyboards/planck/keymaps/yang/WS2812-wiring.jpg) Please note the USB port can only supply a limited amount of power to the keyboard (500mA by standard, however, modern computer and most usb hubs can provide 700+mA.). According to the data of NeoPixel from Adafruit, 30 WS2812 LEDs require a 5V 1A power supply, LEDs used in this mod should not more than 20. -- cgit v1.2.3 From a95ab371627073a85ae420118ac7d1d55a096583 Mon Sep 17 00:00:00 2001 From: Seth Chandler Date: Sun, 17 Jul 2016 03:24:36 -0400 Subject: update link to Vagrant docfile --- readme.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 07280c2b4..a8ed51b81 100644 --- a/readme.md +++ b/readme.md @@ -76,7 +76,7 @@ Debian/Ubuntu example: sudo apt-get install gcc-avr avr-libc dfu-programmer ### Vagrant -If 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](VAGRANT_GUIDE.md). +If 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). ## Verify Your Installation 1. 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. -- cgit v1.2.3 From 45414fed7b4a61453aad6bbfd1d761177c16bf65 Mon Sep 17 00:00:00 2001 From: Seth Chandler Date: Sun, 17 Jul 2016 03:28:48 -0400 Subject: update tmk link --- readme.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index a8ed51b81..a179d7aa2 100644 --- a/readme.md +++ b/readme.md @@ -35,7 +35,7 @@ This is not a tiny project. While this is the main readme, there are many other * The list of possible keycodes you can use in your keymap is actually spread out in a few different places: * [doc/keycode.txt](doc/keycode.txt) - an explanation of those same keycodes. * [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. -* The [TMK documentation](doc/TMK_readme.md). QMK is based on TMK, and this explains how it works internally. +* The [TMK documentation](doc/TMK_README.md). QMK is based on TMK, and this explains how it works internally. # Getting started -- cgit v1.2.3 From 68b1affbbd9be209c5b7dcbd39f222492be3314d Mon Sep 17 00:00:00 2001 From: Seth Chandler Date: Sun, 17 Jul 2016 03:32:02 -0400 Subject: update audio links --- readme.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index a179d7aa2..4ccf51f98 100644 --- a/readme.md +++ b/readme.md @@ -732,7 +732,7 @@ float music_scale[][2] = SONG(MUSIC_SCALE_SOUND); float goodbye[][2] = SONG(GOODBYE_SOUND); ``` -Wherein we bind predefined songs (from [audio/song_list.h](/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. +Wherein 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. So now you have something called `tone_plover` for example. How do you make it play the Plover tune, then? If you look further down the keymap, you'll see this: -- cgit v1.2.3 From d40d18ab1ae8a1ef9feb408e43d4b840d37998a8 Mon Sep 17 00:00:00 2001 From: Seth Chandler Date: Sun, 17 Jul 2016 10:37:45 -0400 Subject: don't believe the hex files are posted to qmk.fm --- readme.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 4ccf51f98..b55659c7a 100644 --- a/readme.md +++ b/readme.md @@ -97,7 +97,7 @@ In every keymap folder, the following files are recommended: The `make` command is how you compile the firmware into a .hex file, which can be loaded by a dfu programmer (like dfu-progammer via `make dfu`) or the [Teensy loader](https://www.pjrc.com/teensy/loader.html) (only used with Teensys). You can run `make` from the root (`/`), your keyboard folder (`/keyboards//`), or your keymap folder (`/keyboards//keymaps//`) if you have a `Makefile` there (see the example [here](/doc/keymap_makefile_example.mk)). -By default, this will generate a `_.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. Your .hex file will also be available on qmk.fm/keyboards//keymaps//. +By default, this will generate a `_.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. Below are some definitions that will be useful: -- cgit v1.2.3 From d8a979b6d50fb5a6735ceab02f5d93163609aa68 Mon Sep 17 00:00:00 2001 From: Pavlos Vinieratos Date: Tue, 19 Jul 2016 00:01:11 +0200 Subject: add a bit of documentation --- readme.md | 48 +++++++++++++++++++++++++++++++++++++++++++++--- 1 file changed, 45 insertions(+), 3 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index e0dcd5608..b5f7f6945 100644 --- a/readme.md +++ b/readme.md @@ -372,10 +372,11 @@ But lets start with how to use it, first! First, 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. -This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are two possible options: +This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are three possible options: * `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when tapped once, `kc2` otherwise. -* `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the current state of the tap-dance action. +* `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the final tap count of the tap dance action. +* `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. The 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. @@ -399,7 +400,8 @@ In the end, let's see a full example! enum { CT_SE = 0, CT_CLN, - CT_EGG + CT_EGG, + CT_FLSH, }; /* Have the above three on the keymap, TD(CT_SE), etc... */ @@ -424,10 +426,50 @@ void dance_egg (qk_tap_dance_state_t *state) { } } +// on each tap, light up one led, from right to left +// on the forth tap, turn them off from right to left +void dance_flsh_each(qk_tap_dance_state_t *state) { + switch (state->count) { + case 1: + ergodox_right_led_3_on(); + break; + case 2: + ergodox_right_led_2_on(); + break; + case 3: + ergodox_right_led_1_on(); + break; + case 4: + ergodox_right_led_3_off(); + _delay_ms(50); + ergodox_right_led_2_off(); + _delay_ms(50); + ergodox_right_led_1_off(); + } +} + +// on the fourth tap, set the keyboard on flash state +void dance_flsh_finished(qk_tap_dance_state_t *state) { + if (state->count >= 4) { + reset_keyboard(); + reset_tap_dance(state); + } +} + +// if the flash state didnt happen, then turn off leds, left to right +void dance_flsh_reset(qk_tap_dance_state_t *state) { + ergodox_right_led_1_off(); + _delay_ms(50); + ergodox_right_led_2_off(); + _delay_ms(50); + ergodox_right_led_3_off(); +} + const qk_tap_dance_action_t tap_dance_actions[] = { [CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT) ,[CT_CLN] = ACTION_TAP_DANCE_FN (dance_cln) ,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg) + ,[CT_FLSH] = ACTION_TAP_DANCE_FN_ADVANCED (dance_flsh_each, dance_flsh_finished, dance_flsh_reset) }; ``` -- cgit v1.2.3 From 6eb21d2680dc6f8e2cb2e2b6fabf41d82e240256 Mon Sep 17 00:00:00 2001 From: Pavlos Vinieratos Date: Tue, 19 Jul 2016 00:07:50 +0200 Subject: add some debugging doc, after i found out how to print debug messages --- readme.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index e0dcd5608..2374bf554 100644 --- a/readme.md +++ b/readme.md @@ -152,7 +152,7 @@ This allows you to use the system and audio control key codes. `CONSOLE_ENABLE` -TODO +This allows you to print messages that can be read using `hid_listen`. 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. `COMMAND_ENABLE` -- cgit v1.2.3 From 2e815ad9a2f4e36d6c11dbe0475d1fb1e1fa9d18 Mon Sep 17 00:00:00 2001 From: Pavlos Vinieratos Date: Tue, 19 Jul 2016 17:34:23 +0200 Subject: add link to hid_listen --- readme.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 2374bf554..8e005155b 100644 --- a/readme.md +++ b/readme.md @@ -152,7 +152,7 @@ This allows you to use the system and audio control key codes. `CONSOLE_ENABLE` -This allows you to print messages that can be read using `hid_listen`. 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. +This 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. `COMMAND_ENABLE` -- cgit v1.2.3 From fca34e2ad602b943a50c279d3b6e3a30c24dbc25 Mon Sep 17 00:00:00 2001 From: Gergely Nagy Date: Wed, 20 Jul 2016 11:54:25 +0200 Subject: readme.md: algernon is strictly lowercase Signed-off-by: Gergely Nagy --- readme.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index ed3da43bd..734741230 100644 --- a/readme.md +++ b/readme.md @@ -373,7 +373,7 @@ As you can see, you have three function. you can use - `SEQ_ONE_KEY` for single- ### Tap Dance: A single key can do 3, 5, or 100 different things -Hit 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: +Hit 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: With 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. -- cgit v1.2.3 From 13385f5691f1a28b1349577ad58d0816f026ee05 Mon Sep 17 00:00:00 2001 From: Gergely Nagy Date: Wed, 20 Jul 2016 12:04:14 +0200 Subject: readme.md: Update the tap dance docs Signed-off-by: Gergely Nagy --- readme.md | 27 +++++++++++++++------------ 1 file changed, 15 insertions(+), 12 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 734741230..4d6250f8e 100644 --- a/readme.md +++ b/readme.md @@ -389,7 +389,7 @@ First, you will need `TAP_DANCE_ENABLE=yes` in your `Makefile`, because the feat This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are three possible options: -* `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when tapped once, `kc2` otherwise. +* `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. * `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the final tap count of the tap dance action. * `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. @@ -397,8 +397,6 @@ The first option is enough for a lot of cases, that just want dual roles. For ex And that's the bulk of it! -Do note, however, that this implementation does have some consequences: keys do not register until either they reach the tapping ceiling, or they time out. This means that if you hold the key, nothing happens, no repeat, no nothing. It is possible to detect held state, and register an action then too, but that's not implemented yet. Keys also unregister immediately after being registered, so you can't even hold the second tap. This is intentional, to be consistent. - And now, on to the explanation of how it works! The 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. @@ -421,20 +419,25 @@ enum { /* Have the above three on the keymap, TD(CT_SE), etc... */ -void dance_cln (qk_tap_dance_state_t *state) { +void dance_cln_finished (qk_tap_dance_state_t *state, void *user_data) { if (state->count == 1) { register_code (KC_RSFT); register_code (KC_SCLN); - unregister_code (KC_SCLN); - unregister_code (KC_RSFT); } else { register_code (KC_SCLN); + } +} + +void dance_cln_reset (qk_tap_dance_state_t *state, void *user_data) { + if (state->count == 1) { + unregister_code (KC_RSFT); + unregister_code (KC_SCLN); + } else { unregister_code (KC_SCLN); - reset_tap_dance (state); } } -void dance_egg (qk_tap_dance_state_t *state) { +void dance_egg (qk_tap_dance_state_t *state, void *user_data) { if (state->count >= 100) { SEND_STRING ("Safety dance!"); reset_tap_dance (state); @@ -443,7 +446,7 @@ void dance_egg (qk_tap_dance_state_t *state) { // on each tap, light up one led, from right to left // on the forth tap, turn them off from right to left -void dance_flsh_each(qk_tap_dance_state_t *state) { +void dance_flsh_each(qk_tap_dance_state_t *state, void *user_data) { switch (state->count) { case 1: ergodox_right_led_3_on(); @@ -464,7 +467,7 @@ void dance_flsh_each(qk_tap_dance_state_t *state) { } // on the fourth tap, set the keyboard on flash state -void dance_flsh_finished(qk_tap_dance_state_t *state) { +void dance_flsh_finished(qk_tap_dance_state_t *state, void *user_data) { if (state->count >= 4) { reset_keyboard(); reset_tap_dance(state); @@ -472,7 +475,7 @@ void dance_flsh_finished(qk_tap_dance_state_t *state) { } // if the flash state didnt happen, then turn off leds, left to right -void dance_flsh_reset(qk_tap_dance_state_t *state) { +void dance_flsh_reset(qk_tap_dance_state_t *state, void *user_data) { ergodox_right_led_1_off(); _delay_ms(50); ergodox_right_led_2_off(); @@ -482,7 +485,7 @@ void dance_flsh_reset(qk_tap_dance_state_t *state) { const qk_tap_dance_action_t tap_dance_actions[] = { [CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT) - ,[CT_CLN] = ACTION_TAP_DANCE_FN (dance_cln) + ,[CT_CLN] = ACTION_TAP_DANCE_FN_ADVANCED (NULL, dance_cln_finished, dance_cln_reset) ,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg) ,[CT_FLSH] = ACTION_TAP_DANCE_FN_ADVANCED (dance_flsh_each, dance_flsh_finished, dance_flsh_reset) }; -- cgit v1.2.3 From a4034b75c0f8ae9fd2e1001888fe07983f329597 Mon Sep 17 00:00:00 2001 From: Don Smith Date: Sun, 24 Jul 2016 19:18:22 +1200 Subject: Added LEADER_EXTERNS() call. This seems to be needed in most cases. --- readme.md | 2 ++ 1 file changed, 2 insertions(+) (limited to 'readme.md') diff --git a/readme.md b/readme.md index ed3da43bd..1a0e256b3 100644 --- a/readme.md +++ b/readme.md @@ -346,6 +346,8 @@ That's what `KC_LEAD` does. Here's an example: 3. Within your `matrix_scan_user` function, do something like this: ``` +LEADER_EXTERNS(); + void matrix_scan_user(void) { LEADER_DICTIONARY() { leading = false; -- cgit v1.2.3 From 812007a24168f895105330d3959909525c51636b Mon Sep 17 00:00:00 2001 From: Robert Dale Date: Sun, 24 Jul 2016 10:19:40 -0400 Subject: added music recording/playing doc --- readme.md | 11 +++++++++++ 1 file changed, 11 insertions(+) (limited to 'readme.md') diff --git a/readme.md b/readme.md index ed3da43bd..9a4c314dc 100644 --- a/readme.md +++ b/readme.md @@ -801,6 +801,17 @@ This is inside one of the macros. So when that macro executes, your keyboard pla "Rest style" in the method signature above (the last parameter) specifies if there's a rest (a moment of silence) between the notes. + +## Recording And Playing back Music +* ```Music On``` - Turn music mode on. The default mapping is ```Lower+Upper+C``` +* ```LCTL``` - start a recording +* play some tones +* ```LALT``` - stop recording, stop playing +* ```LGUI``` - play recording +* ```LALT``` - stop playing +* ```Music Off``` - Turn music mode off. The default mapping is ```Lower+Upper+V``` + + ## MIDI functionalty This is still a WIP, but check out `quantum/keymap_midi.c` to see what's happening. Enable from the Makefile. -- cgit v1.2.3 From 7e69de061ae63e356b31b656f18a205199f556ed Mon Sep 17 00:00:00 2001 From: Michael Klos Date: Tue, 26 Jul 2016 18:41:35 -0400 Subject: Added Tap Dance Example Added (simple) Tap Dance example implementation steps. --- readme.md | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index affee1b62..3854f4b8d 100644 --- a/readme.md +++ b/readme.md @@ -409,7 +409,32 @@ Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-danc For 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. -In the end, let's see a full example! +#### Examples + +Here's a simple example for a single definition: + +1. In your `makefile`, add `TAP_DANCE_ENABLE = yes` +2. In your `config.h` (which you can copy from `qmk_firmware/keyboards/planck/config.h` to your keymap directory), add `#define TAPPING_TERM 200` +3. In your `keymap.c` file, define the variables and definitions, then add to your keymap: + +```c +//Tap Dance Declarations +enum { + TD_ESC_CAPS = 0 +}; + +//Tap Dance Definitions +const qk_tap_dance_action_t tap_dance_actions[] = { + //Tap once for Esc, twice for Caps Lock + [TD_ESC_CAPS] = ACTION_TAP_DANCE_DOUBLE(KC_ESC, KC_CAPS) +// Other declarations would go here, separated by commas, if you have them +}; + +//In Layer declaration, add tap dance item in place of a key code +TD(TD_ESC_CAPS) +``` + +Here's a more complex example involving custom actions: ```c enum { -- cgit v1.2.3 From e8f70389592421c7d7d4dbca2d5851e24a29bec9 Mon Sep 17 00:00:00 2001 From: Matthias Date: Fri, 29 Jul 2016 10:02:59 +0900 Subject: Fixed a typo Fixed a typo in line 738 'void martix_init' to 'void matrix_init' --- readme.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 3854f4b8d..f717f8e4c 100644 --- a/readme.md +++ b/readme.md @@ -735,7 +735,7 @@ Enable the backlight from the Makefile. All of these functions are available in the `*_kb()` or `*_user()` variety. `kb` ones should only be used in the `/.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. -## `void martix_init_*(void)` +## `void matrix_init_*(void)` This function gets called when the matrix is initiated, and can contain start-up code for your keyboard/keymap. -- cgit v1.2.3 From 7d55951050016f2cd9af80c7129bab3200abc810 Mon Sep 17 00:00:00 2001 From: Fred Sundvik Date: Fri, 29 Jul 2016 22:38:06 +0300 Subject: Fix the quick aliases documentation section Also move all keyboard customization documentation under the "Going Beyond the keycodes" heading. --- readme.md | 28 +++++++++++++++------------- 1 file changed, 15 insertions(+), 13 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index f717f8e4c..45af1b0c3 100644 --- a/readme.md +++ b/readme.md @@ -229,10 +229,18 @@ For a value of `4` for this imaginary setting. So we `undef` it first, then `def You can then override any settings, rather than having to copy and paste the whole thing. -## Going beyond the keycodes +# Going beyond the keycodes Aside from the [basic keycodes](doc/keycode.txt), your keymap can include shortcuts to common operations. +## Quick aliases to common actions + +Your keymap can include shortcuts to common operations (called "function actions" in tmk). + +These 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). + +Instead 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. + ### Switching and toggling layers `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. @@ -310,7 +318,7 @@ We've added shortcuts to make common modifier/tap (mod-tap) mappings more compac * `LCAG_T(kc)` - is CtrlAltGui when held and *kc* when tapped * `MEH_T(kc)` - is like Hyper, but not as cool -- does not include the Cmd/Win key, so just sends Alt+Ctrl+Shift. -### Space Cadet Shift: The future, built in +## Space Cadet Shift: The future, built in Steve 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. @@ -335,7 +343,7 @@ COMMAND_ENABLE = no # Commands for debug and configuration This is just to keep the keyboard from going into command mode when you hold both Shift keys at the same time. -### The Leader key: A new kind of modifier +## The Leader key: A new kind of modifier If 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. @@ -373,7 +381,7 @@ void matrix_scan_user(void) { As 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. -### Tap Dance: A single key can do 3, 5, or 100 different things +## Tap Dance: A single key can do 3, 5, or 100 different things Hit 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: @@ -409,7 +417,7 @@ Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-danc For 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. -#### Examples +### Examples Here's a simple example for a single definition: @@ -518,11 +526,11 @@ const qk_tap_dance_action_t tap_dance_actions[] = { }; ``` -### Temporarily setting the default layer +## Temporarily setting the default layer `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. -### Prevent stuck modifiers +## Prevent stuck modifiers Consider the following scenario: @@ -543,12 +551,6 @@ This option uses 5 bytes of memory per every 8 keys on the keyboard rounded up (5 bits per key). For example on Planck (48 keys) it uses (48/8)\*5 = 30 bytes. -### Remember: These are just aliases - -These 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). - -Instead 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. - ## Macro shortcuts: Send a whole string when pressing just one key Instead 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). -- cgit v1.2.3 From 8a9bf1f1653a5029ffd8f1e1171cd0b16bc2bc71 Mon Sep 17 00:00:00 2001 From: Gergely Nagy Date: Sat, 30 Jul 2016 08:37:30 +0200 Subject: Update some obsolete references Some links were still pointing to `/keyboards/ergodox_ez`, while the directory is `/keyboards/erdogox` now. Not all references have been updated, and some of the text here and there may need updating to mention the ErgoDox Infinity too, but that's out of the scope for this quick fix. Signed-off-by: Gergely Nagy --- readme.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 45af1b0c3..c3d866f36 100644 --- a/readme.md +++ b/readme.md @@ -82,9 +82,9 @@ If this is a bit complex for you, Docker might be the turn-key solution you need ```bash # You'll run this every time you want to build a keymap # modify the keymap and keyboard assigment to compile what you want -# defaults are ergodox_ez/default +# defaults are ergodox/default -docker run -e keymap=gwen -e keyboard=ergodox_ez --rm -v $('pwd'):/qmk:rw edasque/qmk_firmware +docker run -e keymap=gwen -e keyboard=ergodox --rm -v $('pwd'):/qmk:rw edasque/qmk_firmware ``` -- cgit v1.2.3 From 87a1a095d0b46cb39d3ac627d94650b4e52da19b Mon Sep 17 00:00:00 2001 From: Fred Sundvik Date: Sun, 31 Jul 2016 14:18:00 +0300 Subject: Fix the readme for the removed quick target --- readme.md | 7 +++---- 1 file changed, 3 insertions(+), 4 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index c3d866f36..57629f8be 100644 --- a/readme.md +++ b/readme.md @@ -122,17 +122,16 @@ Below are some definitions that will be useful: Below is a list of the useful `make` commands in QMK: -* `make` - cleans automatically and builds your keyboard and keymap depending on which folder you're in. This defaults to the "default" layout (unless in a keymap folder), and Planck keyboard in the root folder +* `make` - builds your keyboard and keymap depending on which folder you're in. This defaults to the "default" layout (unless in a keymap folder), and Planck keyboard in the root folder * `make keyboard=` - specifies the keyboard (only to be used in root) * `make keymap=` - specifies the keymap (only to be used in root and keyboard folder - not needed when in keymap folder) -* `make quick` - skips the clean step (cannot be used immediately after modifying config.h or Makefiles) +* `make clean` - cleans the `.build` folder, ensuring that everything is re-built * `make dfu` - (requires dfu-programmer) builds and flashes the keymap to your keyboard once placed in reset/dfu mode (button or press `KC_RESET`). This does not work for Teensy-based keyboards like the ErgoDox EZ. * `keyboard=` and `keymap=` are compatible with this * `make all-keyboards` - builds all keymaps for all keyboards and outputs status of each (use in root) * `make all-keyboards-default` - builds all default keymaps for all keyboards and outputs status of each (use in root) * `make all-keymaps [keyboard=]` - builds all of the keymaps for whatever keyboard folder you're in, or specified by `` -* `make all-keyboards-quick`, `make all-keyboards-default-quick` and `make all-keymaps-quick [keyboard=]` - like the normal "make-all-*" commands, but they skip the clean steps - +* `make all-keyboards-*`, `make all-keyboards-default-*` and `make all-keymaps-* [keyboard=]` - like the normal "make-all-*" commands, but the last string aftter the `-` (for example clean) is passed to the keyboard make command. Other, less useful functionality: * `make COLOR=false` - turns off color output -- cgit v1.2.3 From 477f1ad0c8e360880d2b2db9abe4b000940a56bf Mon Sep 17 00:00:00 2001 From: Aaron Patterson Date: Fri, 12 Aug 2016 19:07:44 -0700 Subject: fix link to ErgoDox EZ This just fixes the readme link to the ErgoDox EZ directory --- readme.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 57629f8be..e2221e749 100644 --- a/readme.md +++ b/readme.md @@ -13,7 +13,7 @@ For an easy-to-read version of this document and the repository, check out [http * [Planck](/keyboards/planck/) * [Preonic](/keyboards/preonic/) * [Atomic](/keyboards/atomic/) -* [ErgoDox EZ](/keyboards/ergodox_ez/) +* [ErgoDox EZ](/keyboards/ergodox/ez/) * [Clueboard](/keyboards/clueboard/) * [Cluepad](/keyboards/cluepad/) @@ -31,7 +31,7 @@ The OLKB product firmwares are maintained by [Jack Humbert](https://github.com/j This 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: -* The readme for your own keyboard: This is found under `keyboards//`. So for the ErgoDox EZ, it's [here](keyboards/ergodox_ez/); for the Planck, it's [here](keyboards/planck/) and so on. +* The readme for your own keyboard: This is found under `keyboards//`. So for the ErgoDox EZ, it's [here](keyboards/ergodox/ez/); for the Planck, it's [here](keyboards/planck/) and so on. * The list of possible keycodes you can use in your keymap is actually spread out in a few different places: * [doc/keycode.txt](doc/keycode.txt) - an explanation of those same keycodes. * [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. -- cgit v1.2.3 From 29f64d7a93d941167c6c6e95f893ab84586b2205 Mon Sep 17 00:00:00 2001 From: Gergely Nagy Date: Wed, 17 Aug 2016 13:04:50 +0200 Subject: tap-dance: Major rework, to make it more reliable This reworks how the tap-dance feature works: instead of one global state, we have a state for each tap-dance key, so we can cancel them when another tap-dance key is in flight. This fixes #527. Since we have a state for each key, we can avoid situation where a keyup would mess with our global state. This fixes #563. And while here, we also make sure to fire events only once, and this fixes #574. There is one breaking change, though: tap-dance debugging support was removed, because dumping the whole state would increase the firmware size too much. Any keymap that made use of this, will have to be updated (but there's no such keymap in the repo). Also, there's a nice trick used in this rework: we need to iterate through tap_dance_actions in a few places, to check for timeouts, and so on. For this, we'd need to know the size of the array. We can't discover that at compile-time, because tap-dance gets compiled separately. We'd like to avoid having to terminate the list with a sentinel value, because that would require updates to all keymaps that use the feature. So, we keep track of the highest tap-dance code seen so far, and iterate until that index. Signed-off-by: Gergely Nagy --- readme.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index e2221e749..8c07a5d1f 100644 --- a/readme.md +++ b/readme.md @@ -431,7 +431,7 @@ enum { }; //Tap Dance Definitions -const qk_tap_dance_action_t tap_dance_actions[] = { +qk_tap_dance_action_t tap_dance_actions[] = { //Tap once for Esc, twice for Caps Lock [TD_ESC_CAPS] = ACTION_TAP_DANCE_DOUBLE(KC_ESC, KC_CAPS) // Other declarations would go here, separated by commas, if you have them @@ -517,7 +517,7 @@ void dance_flsh_reset(qk_tap_dance_state_t *state, void *user_data) { ergodox_right_led_3_off(); } -const qk_tap_dance_action_t tap_dance_actions[] = { +qk_tap_dance_action_t tap_dance_actions[] = { [CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT) ,[CT_CLN] = ACTION_TAP_DANCE_FN_ADVANCED (NULL, dance_cln_finished, dance_cln_reset) ,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg) -- cgit v1.2.3 From 6bafafc18db88cf6e3f04449bc1b63ba81d90e3c Mon Sep 17 00:00:00 2001 From: Nigel Lundsten Date: Wed, 17 Aug 2016 14:00:47 -0700 Subject: fix ergodox link (again?) /ergodox/ez is a broken link, seems like the ez stuff is at /ergodox --- readme.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index e2221e749..c4f3a9fe2 100644 --- a/readme.md +++ b/readme.md @@ -13,7 +13,7 @@ For an easy-to-read version of this document and the repository, check out [http * [Planck](/keyboards/planck/) * [Preonic](/keyboards/preonic/) * [Atomic](/keyboards/atomic/) -* [ErgoDox EZ](/keyboards/ergodox/ez/) +* [ErgoDox EZ](/keyboards/ergodox) * [Clueboard](/keyboards/clueboard/) * [Cluepad](/keyboards/cluepad/) -- cgit v1.2.3 From 3e1d1420186277237b872574164d38d264644ebe Mon Sep 17 00:00:00 2001 From: Nigel Lundsten Date: Wed, 17 Aug 2016 14:01:27 -0700 Subject: trailing slash --- readme.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index c4f3a9fe2..353c74611 100644 --- a/readme.md +++ b/readme.md @@ -13,7 +13,7 @@ For an easy-to-read version of this document and the repository, check out [http * [Planck](/keyboards/planck/) * [Preonic](/keyboards/preonic/) * [Atomic](/keyboards/atomic/) -* [ErgoDox EZ](/keyboards/ergodox) +* [ErgoDox EZ](/keyboards/ergodox/) * [Clueboard](/keyboards/clueboard/) * [Cluepad](/keyboards/cluepad/) -- cgit v1.2.3 From 950755edaf766a420376f8d11ac47ab087e7fa99 Mon Sep 17 00:00:00 2001 From: Wojciech Siewierski Date: Thu, 18 Aug 2016 01:40:54 +0200 Subject: Add the dynamic macros documentation to the readme --- readme.md | 43 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 43 insertions(+) (limited to 'readme.md') diff --git a/readme.md b/readme.md index e2221e749..5252de5df 100644 --- a/readme.md +++ b/readme.md @@ -695,6 +695,49 @@ const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt) And 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. +## Dynamic macros: record and replay macros in runtime + +In 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. + +To enable them, first add a new element to the `planck_keycodes` enum -- `DYNAMIC_MACRO_RANGE`: + + enum planck_keycodes { + QWERTY = SAFE_RANGE, + COLEMAK, + DVORAK, + PLOVER, + LOWER, + RAISE, + BACKLIT, + EXT_PLV, + DYNAMIC_MACRO_RANGE, + }; + +Afterwards create a new layer called `_DYN`: + + #define _DYN 6 /* almost any other free number should be ok */ + +Below these two modifications include the `dynamic_macro.h` header: + + #include "dynamic_macro.h"` + +Then define the `_DYN` layer with the following keys: `DYN_REC_START1`, `DYN_REC_PLAY1`,`DYN_REC_START2` and `DYN_REC_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. + + [_DYN]= { + {_______, DYN_REC_START1, DYN_MACRO_PLAY1, _______, _______, _______, _______, _______, _______, _______, _______, _______}, + {_______, DYN_REC_START2, DYN_MACRO_PLAY2, _______, _______, _______, _______, _______, _______, _______, _______, _______}, + {_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______}, + {_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______} + }, + +Add the following code to the very beginning of your `process_record_user()` function: + + if (!process_record_dynamic_macro(keycode, record)) { + return false; + } + +The usage should be pretty self-explanatory. For the details, please read the comments in the `dynamic_macro.h` header. + ## Additional keycode aliases for software-implemented layouts (Colemak, Dvorak, etc) Everything 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: -- cgit v1.2.3 From ea7115534afb23571f11af38c19b4835e1699c7e Mon Sep 17 00:00:00 2001 From: Wojciech Siewierski Date: Fri, 19 Aug 2016 00:17:57 +0200 Subject: Improve the dynamic macro documentation --- readme.md | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 119995a5c..37f140839 100644 --- a/readme.md +++ b/readme.md @@ -721,7 +721,7 @@ Below these two modifications include the `dynamic_macro.h` header: #include "dynamic_macro.h"` -Then define the `_DYN` layer with the following keys: `DYN_REC_START1`, `DYN_REC_PLAY1`,`DYN_REC_START2` and `DYN_REC_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. +Then 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. [_DYN]= { {_______, DYN_REC_START1, DYN_MACRO_PLAY1, _______, _______, _______, _______, _______, _______, _______, _______, _______}, @@ -736,7 +736,11 @@ Add the following code to the very beginning of your `process_record_user()` fun return false; } -The usage should be pretty self-explanatory. For the details, please read the comments in the `dynamic_macro.h` header. +To 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`. + +If 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). + +For the details about the internals of the dynamic macros, please read the comments in the `dynamic_macro.h` header. ## Additional keycode aliases for software-implemented layouts (Colemak, Dvorak, etc) -- cgit v1.2.3 From b4c75569b0bc2f3ba9a7766ab64ff504fad3836e Mon Sep 17 00:00:00 2001 From: Fred Sundvik Date: Sat, 20 Aug 2016 02:42:38 +0300 Subject: Update readme with new instructions for make --- readme.md | 102 +++++++++++++++++++++++++++++++++++++++++++++++++------------- 1 file changed, 81 insertions(+), 21 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 37f140839..c66efadca 100644 --- a/readme.md +++ b/readme.md @@ -110,43 +110,103 @@ In every keymap folder, the following files are recommended: ## The `make` command -The `make` command is how you compile the firmware into a .hex file, which can be loaded by a dfu programmer (like dfu-progammer via `make dfu`) or the [Teensy loader](https://www.pjrc.com/teensy/loader.html) (only used with Teensys). You can run `make` from the root (`/`), your keyboard folder (`/keyboards//`), or your keymap folder (`/keyboards//keymaps//`) if you have a `Makefile` there (see the example [here](/doc/keymap_makefile_example.mk)). +The `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). -By default, this will generate a `_.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. +**NOTE:** To abort a make command press `Ctrl-c` -Below are some definitions that will be useful: +The following instruction refers to these folders. -* The "root" (`/`) folder is the qmk_firmware folder, in which are `doc`, `keyboard`, `quantum`, etc. -* The "keyboard" folder is any keyboard project's folder, like `/keyboards/planck`. -* The "keymap" folder is any keymap's folder, like `/keyboards/planck/keymaps/default`. +* The `root` (`/`) folder is the qmk_firmware folder, in which are `doc`, `keyboard`, `quantum`, etc. +* The `keyboard` folder is any keyboard project's folder, like `/keyboards/planck`. +* The `keymap` folder is any keymap's folder, like `/keyboards/planck/keymaps/default`. +* The `subproject` folder is the subproject folder of a keyboard, like `/keyboards/ergodox/ez` -Below is a list of the useful `make` commands in QMK: +### Simple instructions for building and uploading a keyboard -* `make` - builds your keyboard and keymap depending on which folder you're in. This defaults to the "default" layout (unless in a keymap folder), and Planck keyboard in the root folder - * `make keyboard=` - specifies the keyboard (only to be used in root) - * `make keymap=` - specifies the keymap (only to be used in root and keyboard folder - not needed when in keymap folder) -* `make clean` - cleans the `.build` folder, ensuring that everything is re-built -* `make dfu` - (requires dfu-programmer) builds and flashes the keymap to your keyboard once placed in reset/dfu mode (button or press `KC_RESET`). This does not work for Teensy-based keyboards like the ErgoDox EZ. - * `keyboard=` and `keymap=` are compatible with this -* `make all-keyboards` - builds all keymaps for all keyboards and outputs status of each (use in root) -* `make all-keyboards-default` - builds all default keymaps for all keyboards and outputs status of each (use in root) -* `make all-keymaps [keyboard=]` - builds all of the keymaps for whatever keyboard folder you're in, or specified by `` -* `make all-keyboards-*`, `make all-keyboards-default-*` and `make all-keymaps-* [keyboard=]` - like the normal "make-all-*" commands, but the last string aftter the `-` (for example clean) is passed to the keyboard make command. -Other, less useful functionality: +**Most keyboards have more specific instructions in the keyboard specific readme.md file, so please check that first** + +If the `keymap` folder contains a file name `Makefile` + +1. Change the directory to the `keymap` folder +2. Run `make -` + +Otherwise, if there's no `Makefile` in the `keymap` folder + +1. Enter the `keyboard` folder +2. Run `make --` + +In the above commands, replace: + +* `` with the name of your keymap +* `` 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`. + * 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. +* `` 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. + * If you don't add `----`, where: + +* `` is the name of the keyboard, for example `planck` + * Use `allkb` to compile all keyboards +* `` 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`. + * If the keyboard doesn't have any subprojects, it can be left out + * To compile the default subproject, you can leave it out, or specify `defaultsp` + * Use `allsp` to compile all subprojects +* `` is the name of the keymap, for example `algernon` + * Use `allkm` to compile all keymaps +* `` will be explained in more detail below. + +**Note:** When you leave some parts of the command out, you should also remove the dash (`-`). + +As mentioned above, there are some shortcuts, when you are in a: + +* `keyboard` folder, the command will automatically fill the `` part. So you only need to type `--` +* `subproject` folder, it will fill in both `` and `` +* `keymap` folder, then `` and `` will be filled in. If you need to specify the `` use the following syntax `-` + * Note in order to support this shortcut, the keymap needs its own Makefile (see the example [here](/doc/keymap_makefile_example.mk)) +* `keymap` folder of a `subproject`, then everything except the `` will be filled in + +The `` means the following +* If no target is given, then it's the same as `all` below +* `all` compiles the keyboard and generates a `_.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. +* `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`. +* `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. + +Some other targets are supported but, but not important enough to be documented here. Check the source code of the make files for more information. + +You can also add extra options at the end of the make command line, after the target * `make COLOR=false` - turns off color output * `make SILENT=true` - turns off output besides errors/warnings -* `make VERBOSE=true` - outputs all of the avr-gcc stuff (not interesting) +* `make VERBOSE=true` - outputs all of the gcc stuff (not interesting, unless you need to debug) + +The 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. + +Here are some examples commands + +* `make allkb-allsp-allkm` builds everything (all keyboards, all subprojects, all keymaps). Running just `make` from the `root` will also run this. +* `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. +* `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` +* `make dfu COLOR=false` from within a keymap folder, builds and uploads the keymap, but without color output. ## The `Makefile` -There are 3 different `make` and `Makefile` locations: +There are 5 different `make` and `Makefile` locations: * root (`/`) * keyboard (`/keyboards//`) * keymap (`/keyboards//keymaps//`) +* subproject (`/keyboards//`) +* subproject keymap (`/keyboards///keymaps/`) + +The 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.** -The root contains the code used to automatically figure out which keymap or keymaps to compile based on your current directory and commandline arguments. It's considered stable, and shouldn't be modified. The keyboard one will contain the MCU set-up and default settings for your keyboard, and shouldn't be modified unless you are the producer of that keyboard. The keymap Makefile can be modified by users, and is optional. It is included automatically if it exists. You can see an example [here](/doc/keymap_makefile_example.mk) - the last few lines are the most important. The settings you set here will override any defaults set in the keyboard Makefile. **It is required if you want to run `make` in the keymap folder.** +For 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. ### Makefile options -- cgit v1.2.3 From 704cbd1d2b7e6361faf88272b6c4423ee43aeb81 Mon Sep 17 00:00:00 2001 From: Fred Sundvik Date: Sat, 20 Aug 2016 18:59:01 +0300 Subject: Add instructions for Windows 10 subsystem for Linux Also simplify the linux instructions --- readme.md | 49 +++++++++++++++++++++++++++++++++++++++++++++++-- 1 file changed, 47 insertions(+), 2 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 37f140839..2a5354d7f 100644 --- a/readme.md +++ b/readme.md @@ -43,6 +43,27 @@ Before you are able to compile, you'll need to install an environment for AVR de ## Build Environment Setup +### Windows 10 + +It's still recommended to use the method for Vista and later below. The reason for this is that the Windows 10 Subsystem for Linux lacks [USB support](https://wpdev.uservoice.com/forums/266908-command-prompt-console-bash-on-ubuntu-on-windo/suggestions/13355724-unable-to-access-usb-devices-from-bash), so it's not possible to flash the firmware to the keyboard. Please add your vote to the link! + +That said, it's still possible to use it for compilation. And recommended, if you need to compile much, since it's much faster than at least Cygwin (which is also supported, but currently lacking documentation). I haven't tried the method below, so I'm unable to tell. + +Here are the steps + +1. Install the Windows 10 subsystem for Linux, following [these instructions](http://www.howtogeek.com/249966/how-to-install-and-use-the-linux-bash-shell-on-windows-10/). +2. If you have previously cloned the repository using the normal Git bash, you will need to clean up the line endings. If you have cloned it after 20th of August 2016, you are likely fine. To clean up the line endings do the following + 1. Make sure that you have no changes you haven't committed by running `git status`, if you do commit them first + 2. From within the Git bash run ´git rm --cached -r .` + 3. Followed by `git reset --hard` +3. Start the "Bash On Ubuntu On Windows" from the start menu +4. With the bash open, navigate to your git checkout. The harddisk can be accessed from `/mnt` for example `/mnt/c` for the `c:\` drive. +5. Run `sudo util/install_dependencies.sh`. +6. After a while the installation will finish, and you are good to go + +**Note** From time to time, the dependencies might change, so just run `install_dependencies.sh` again if things are not working. + + ### Windows (Vista and later) 1. If you have ever installed WinAVR, uninstall it. 2. 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**. @@ -68,12 +89,36 @@ You can also try these instructions: 3. Install [DFU-Programmer][dfu-prog]. ### Linux -Install AVR GCC, AVR libc, and dfu-progammer with your favorite package manager. + +To ensure you are always up to date, you can just run `sudo utils/install_dependencies.sh`. That should always install all the dependencies needed. + +You can also install things manually, but this documentation might not be always up to date with all requirements. + +The current requirements are the following, but not all might be needed depending on what you do. Also note that some systems might not have all the dependencies available as packages, or they might be named differently. + +``` +build-essential +gcc +unzip +wget +zip +gcc-avr +binutils-avr +avr-libc +dfu-programmer +dfu-util +gcc-arm-none-eabi +binutils-arm-none-eabi +libnewlib-arm-none-eabi +git +``` + +Install the dependencies with your favorite package manager. Debian/Ubuntu example: sudo apt-get update - sudo apt-get install gcc-avr avr-libc dfu-programmer + sudo apt-get install gcc unzip wget zip gcc-avr binutils-avr avr-libc dfu-programmer dfu-util gcc-arm-none-eabi binutils-arm-none-eabi libnewlib-arm-none-eabi ### Docker -- cgit v1.2.3 From 2a5bdd81d45c5578fd84c0792e77af5991d2a4b8 Mon Sep 17 00:00:00 2001 From: Fred Sundvik Date: Sat, 20 Aug 2016 19:11:22 +0300 Subject: Add warning about line endings --- readme.md | 2 ++ 1 file changed, 2 insertions(+) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 2a5354d7f..05c551109 100644 --- a/readme.md +++ b/readme.md @@ -63,6 +63,8 @@ Here are the steps **Note** From time to time, the dependencies might change, so just run `install_dependencies.sh` again if things are not working. +**Warning:** If you edit Makefiles or shell scripts, make sure you are using an editor that saves the files with Unix line endings. Otherwise the compilation might not work. + ### Windows (Vista and later) 1. If you have ever installed WinAVR, uninstall it. -- cgit v1.2.3 From 86ece6417644d2e9b5ea2548ff1dd4aa2ee8e354 Mon Sep 17 00:00:00 2001 From: Fred Sundvik Date: Thu, 25 Aug 2016 23:54:05 +0300 Subject: Fix minor typo in the readme --- readme.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index b1808b6d1..db0bf8783 100644 --- a/readme.md +++ b/readme.md @@ -54,10 +54,10 @@ Here are the steps 1. Install the Windows 10 subsystem for Linux, following [these instructions](http://www.howtogeek.com/249966/how-to-install-and-use-the-linux-bash-shell-on-windows-10/). 2. If you have previously cloned the repository using the normal Git bash, you will need to clean up the line endings. If you have cloned it after 20th of August 2016, you are likely fine. To clean up the line endings do the following 1. Make sure that you have no changes you haven't committed by running `git status`, if you do commit them first - 2. From within the Git bash run ´git rm --cached -r .` + 2. From within the Git bash run `git rm --cached -r .` 3. Followed by `git reset --hard` 3. Start the "Bash On Ubuntu On Windows" from the start menu -4. With the bash open, navigate to your git checkout. The harddisk can be accessed from `/mnt` for example `/mnt/c` for the `c:\` drive. +4. With the bash open, navigate to your Git checkout. The harddisk can be accessed from `/mnt` for example `/mnt/c` for the `c:\` drive. 5. Run `sudo util/install_dependencies.sh`. 6. After a while the installation will finish, and you are good to go -- cgit v1.2.3 From 922c4ea3bc46f6246d9f67ead11bcf53ff947ef3 Mon Sep 17 00:00:00 2001 From: Fred Sundvik Date: Sat, 27 Aug 2016 20:09:01 +0300 Subject: Add unit test documentation --- readme.md | 51 +++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 51 insertions(+) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 473fd6a7c..762c39aa9 100644 --- a/readme.md +++ b/readme.md @@ -1137,3 +1137,54 @@ Here is where you can (optionally) define your `KEYMAP` function to remap your m ``` Each of the `kxx` variables needs to be unique, and usually follows the format `k`. You can place `KC_NO` where your dead keys are in your matrix. + +# Unit Testing + +If 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. + +Instead I recommend these two books, explaining two different styles of Unit Testing in detail. + +* "Test Driven Development: By Example: Kent Beck" +* "Growing Object-Oriented Software, Guided By Tests: Steve Freeman, Nat Pryce" + +If 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. + +## Google Test and Google Mock +It'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. + +## Use of C++ + +Note 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. + +One thing to remember, is that you have to append `extern "C"` around all of your C file includes. + +## Adding tests for new or existing features + +If 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. + +1. If it doesn't already exist, add a test subfolder to the folder containing the feature. +2. Create a `testlist.mk` and a `rules.mk` file in that folder. +3. Include those files from the root folder `testlist.mk`and `build_test.mk` respectively. +4. 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. +5. Define the source files and required options in the `rules.mk` file. + * `_SRC` for source files + * `_DEFS` for additional defines + * `_INC` for additional include folders +6. 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. + +Note 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) + +## Running the tests + +To 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. + +## Debugging the tests + +If 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. + +## Full Integration tests + +It'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. + +In that model you would emulate the input, and expect a certain output from the emulated keyboard. + -- cgit v1.2.3 From 53302328d0425bacdf4b0a763699308b9179f5ff Mon Sep 17 00:00:00 2001 From: Fred Sundvik Date: Sat, 27 Aug 2016 23:43:49 +0300 Subject: Add dfu-util to the instructions --- readme.md | 15 ++++++++++----- 1 file changed, 10 insertions(+), 5 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 473fd6a7c..e905fb6b7 100644 --- a/readme.md +++ b/readme.md @@ -69,11 +69,12 @@ Here are the steps ### Windows (Vista and later) 1. If you have ever installed WinAVR, uninstall it. 2. 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**. -3. 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. -4. 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. -5. 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. -6. 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! -7. 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. +3. If you are going to flash Infinity based keyboards you will need to install dfu-util, refer to the instructions by [Input Club](https://github.com/kiibohd/controller/wiki/Loading-DFU-Firmware). +4. 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. +5. 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. +6. 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. +7. 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! +8. 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. ### Mac If you're using [homebrew,](http://brew.sh/) you can use the following commands: @@ -90,6 +91,10 @@ You can also try these instructions: 2. Install the Command Line Tools from `Xcode->Preferences->Downloads`. 3. Install [DFU-Programmer][dfu-prog]. +If you are going to flash Infinity based keyboards you will also need dfu-util + + brew install dfu-util + ### Linux To ensure you are always up to date, you can just run `sudo utils/install_dependencies.sh`. That should always install all the dependencies needed. -- cgit v1.2.3 From 7fd5b6581a660b2d1d6e1605533a6b6f8bda3472 Mon Sep 17 00:00:00 2001 From: IBNobody Date: Sat, 3 Sep 2016 20:29:29 -0500 Subject: Updated readme to have better backlight breathing info. --- readme.md | 264 +++++++++++++++++++++++++------------------------------------- 1 file changed, 104 insertions(+), 160 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 70725bf81..371470bc3 100644 --- a/readme.md +++ b/readme.md @@ -54,11 +54,11 @@ Here are the steps 1. Install the Windows 10 subsystem for Linux, following [these instructions](http://www.howtogeek.com/249966/how-to-install-and-use-the-linux-bash-shell-on-windows-10/). 2. If you have previously cloned the repository using the normal Git bash, you will need to clean up the line endings. If you have cloned it after 20th of August 2016, you are likely fine. To clean up the line endings do the following 1. Make sure that you have no changes you haven't committed by running `git status`, if you do commit them first - 2. From within the Git bash run `git rm --cached -r .` + 2. From within the Git bash run �git rm --cached -r .` 3. Followed by `git reset --hard` 3. Start the "Bash On Ubuntu On Windows" from the start menu -4. With the bash open, navigate to your Git checkout. The harddisk can be accessed from `/mnt` for example `/mnt/c` for the `c:\` drive. -5. Run `sudo util/install_dependencies.sh`. +4. With the bash open, navigate to your git checkout. The harddisk can be accessed from `/mnt` for example `/mnt/c` for the `c:\` drive. +5. Run `sudo util/install_dependencies.sh`. 6. After a while the installation will finish, and you are good to go **Note** From time to time, the dependencies might change, so just run `install_dependencies.sh` again if things are not working. @@ -69,12 +69,11 @@ Here are the steps ### Windows (Vista and later) 1. If you have ever installed WinAVR, uninstall it. 2. 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**. -3. If you are going to flash Infinity based keyboards you will need to install dfu-util, refer to the instructions by [Input Club](https://github.com/kiibohd/controller/wiki/Loading-DFU-Firmware). -4. 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. -5. 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. -6. 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. -7. 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! -8. 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. +3. 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. +4. 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. +5. 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. +6. 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! +7. 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. ### Mac If you're using [homebrew,](http://brew.sh/) you can use the following commands: @@ -91,13 +90,9 @@ You can also try these instructions: 2. Install the Command Line Tools from `Xcode->Preferences->Downloads`. 3. Install [DFU-Programmer][dfu-prog]. -If you are going to flash Infinity based keyboards you will also need dfu-util - - brew install dfu-util - ### Linux -To ensure you are always up to date, you can just run `sudo utils/install_dependencies.sh`. That should always install all the dependencies needed. +To ensure you are always up to date, you can just run `sudo utils/install_dependencies.sh`. That should always install all the dependencies needed. You can also install things manually, but this documentation might not be always up to date with all requirements. @@ -158,107 +153,47 @@ In every keymap folder, the following files are recommended: * `config.h` - the options to configure your keymap * `keymap.c` - all of your keymap code, required * `Makefile` - the features of QMK that are enabled, required to run `make` in your keymap folder -* `readme.md` - a description of your keymap, how others might use it, and explanations of features +* `readme.md` - a description of your keymap, how others might use it, and explanations of features ## The `make` command -The `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). - -**NOTE:** To abort a make command press `Ctrl-c` - -The following instruction refers to these folders. - -* The `root` (`/`) folder is the qmk_firmware folder, in which are `doc`, `keyboard`, `quantum`, etc. -* The `keyboard` folder is any keyboard project's folder, like `/keyboards/planck`. -* The `keymap` folder is any keymap's folder, like `/keyboards/planck/keymaps/default`. -* The `subproject` folder is the subproject folder of a keyboard, like `/keyboards/ergodox/ez` - -### Simple instructions for building and uploading a keyboard - -**Most keyboards have more specific instructions in the keyboard specific readme.md file, so please check that first** - -If the `keymap` folder contains a file name `Makefile` - -1. Change the directory to the `keymap` folder -2. Run `make -` - -Otherwise, if there's no `Makefile` in the `keymap` folder - -1. Enter the `keyboard` folder -2. Run `make --` - -In the above commands, replace: - -* `` with the name of your keymap -* `` 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`. - * 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. -* `` 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. - * If you don't add `----`, where: - -* `` is the name of the keyboard, for example `planck` - * Use `allkb` to compile all keyboards -* `` 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`. - * If the keyboard doesn't have any subprojects, it can be left out - * To compile the default subproject, you can leave it out, or specify `defaultsp` - * Use `allsp` to compile all subprojects -* `` is the name of the keymap, for example `algernon` - * Use `allkm` to compile all keymaps -* `` will be explained in more detail below. +The `make` command is how you compile the firmware into a .hex file, which can be loaded by a dfu programmer (like dfu-progammer via `make dfu`) or the [Teensy loader](https://www.pjrc.com/teensy/loader.html) (only used with Teensys). You can run `make` from the root (`/`), your keyboard folder (`/keyboards//`), or your keymap folder (`/keyboards//keymaps//`) if you have a `Makefile` there (see the example [here](/doc/keymap_makefile_example.mk)). -**Note:** When you leave some parts of the command out, you should also remove the dash (`-`). +By default, this will generate a `_.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. -As mentioned above, there are some shortcuts, when you are in a: +Below are some definitions that will be useful: -* `keyboard` folder, the command will automatically fill the `` part. So you only need to type `--` -* `subproject` folder, it will fill in both `` and `` -* `keymap` folder, then `` and `` will be filled in. If you need to specify the `` use the following syntax `-` - * Note in order to support this shortcut, the keymap needs its own Makefile (see the example [here](/doc/keymap_makefile_example.mk)) -* `keymap` folder of a `subproject`, then everything except the `` will be filled in +* The "root" (`/`) folder is the qmk_firmware folder, in which are `doc`, `keyboard`, `quantum`, etc. +* The "keyboard" folder is any keyboard project's folder, like `/keyboards/planck`. +* The "keymap" folder is any keymap's folder, like `/keyboards/planck/keymaps/default`. -The `` means the following -* If no target is given, then it's the same as `all` below -* `all` compiles the keyboard and generates a `_.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. -* `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`. -* `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. +Below is a list of the useful `make` commands in QMK: -Some other targets are supported but, but not important enough to be documented here. Check the source code of the make files for more information. - -You can also add extra options at the end of the make command line, after the target +* `make` - builds your keyboard and keymap depending on which folder you're in. This defaults to the "default" layout (unless in a keymap folder), and Planck keyboard in the root folder + * `make keyboard=` - specifies the keyboard (only to be used in root) + * `make keymap=` - specifies the keymap (only to be used in root and keyboard folder - not needed when in keymap folder) +* `make clean` - cleans the `.build` folder, ensuring that everything is re-built +* `make dfu` - (requires dfu-programmer) builds and flashes the keymap to your keyboard once placed in reset/dfu mode (button or press `KC_RESET`). This does not work for Teensy-based keyboards like the ErgoDox EZ. + * `keyboard=` and `keymap=` are compatible with this +* `make all-keyboards` - builds all keymaps for all keyboards and outputs status of each (use in root) +* `make all-keyboards-default` - builds all default keymaps for all keyboards and outputs status of each (use in root) +* `make all-keymaps [keyboard=]` - builds all of the keymaps for whatever keyboard folder you're in, or specified by `` +* `make all-keyboards-*`, `make all-keyboards-default-*` and `make all-keymaps-* [keyboard=]` - like the normal "make-all-*" commands, but the last string aftter the `-` (for example clean) is passed to the keyboard make command. +Other, less useful functionality: * `make COLOR=false` - turns off color output * `make SILENT=true` - turns off output besides errors/warnings -* `make VERBOSE=true` - outputs all of the gcc stuff (not interesting, unless you need to debug) - -The 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. - -Here are some examples commands - -* `make allkb-allsp-allkm` builds everything (all keyboards, all subprojects, all keymaps). Running just `make` from the `root` will also run this. -* `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. -* `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` -* `make dfu COLOR=false` from within a keymap folder, builds and uploads the keymap, but without color output. +* `make VERBOSE=true` - outputs all of the avr-gcc stuff (not interesting) ## The `Makefile` -There are 5 different `make` and `Makefile` locations: +There are 3 different `make` and `Makefile` locations: * root (`/`) * keyboard (`/keyboards//`) * keymap (`/keyboards//keymaps//`) -* subproject (`/keyboards//`) -* subproject keymap (`/keyboards///keymaps/`) -The 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.** - -For 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. +The root contains the code used to automatically figure out which keymap or keymaps to compile based on your current directory and commandline arguments. It's considered stable, and shouldn't be modified. The keyboard one will contain the MCU set-up and default settings for your keyboard, and shouldn't be modified unless you are the producer of that keyboard. The keymap Makefile can be modified by users, and is optional. It is included automatically if it exists. You can see an example [here](/doc/keymap_makefile_example.mk) - the last few lines are the most important. The settings you set here will override any defaults set in the keyboard Makefile. **It is required if you want to run `make` in the keymap folder.** ### Makefile options @@ -433,7 +368,7 @@ We've added shortcuts to make common modifier/tap (mod-tap) mappings more compac Steve 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. -To 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. +To 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. It'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: @@ -530,11 +465,11 @@ For the sake of flexibility, tap-dance actions can be either a pair of keycodes, ### Examples -Here's a simple example for a single definition: +Here's a simple example for a single definition: 1. In your `makefile`, add `TAP_DANCE_ENABLE = yes` 2. In your `config.h` (which you can copy from `qmk_firmware/keyboards/planck/config.h` to your keymap directory), add `#define TAPPING_TERM 200` -3. In your `keymap.c` file, define the variables and definitions, then add to your keymap: +3. In your `keymap.c` file, define the variables and definitions, then add to your keymap: ```c //Tap Dance Declarations @@ -550,10 +485,10 @@ qk_tap_dance_action_t tap_dance_actions[] = { }; //In Layer declaration, add tap dance item in place of a key code -TD(TD_ESC_CAPS) +TD(TD_ESC_CAPS) ``` -Here's a more complex example involving custom actions: +Here's a more complex example involving custom actions: ```c enum { @@ -828,11 +763,11 @@ To enable them, first add a new element to the `planck_keycodes` enum -- `DYNAMI Afterwards create a new layer called `_DYN`: #define _DYN 6 /* almost any other free number should be ok */ - + Below these two modifications include the `dynamic_macro.h` header: #include "dynamic_macro.h"` - + Then 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. [_DYN]= { @@ -841,7 +776,7 @@ Then define the `_DYN` layer with the following keys: `DYN_REC_START1`, `DYN_MAC {_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______}, {_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______} }, - + Add the following code to the very beginning of your `process_record_user()` function: if (!process_record_dynamic_macro(keycode, record)) { @@ -1030,6 +965,66 @@ In the default script of AutoHotkey you can define custom hotkeys. The hotkeys above are for the combination CtrlAltGui and CtrlAltGuiShift plus the letter a. AutoHotkey inserts the Text right of `Send, ` when this combination is pressed. +## Backlight Breathing + +In order to enable backlight breathing, the following line must be added to your config.h file. + + #define BACKLIGHT_BREATHING + +The following function calls are used to control the breathing effect. + +* ```breathing_enable()``` - Enable the free-running breathing effect. +* ```breathing_disable()``` - Disable the free-running breathing effect immediately. +* ```breathing_self_disable()``` - Disable the free-running breathing effect after the current effect ends. +* ```breathing_toggle()``` - Toggle the free-running breathing effect. +* ```breathing_defaults()``` - Reset the speed and brightness settings of the breathing effect. + +The following function calls are used to control the maximum brightness of the breathing effect. + +* ```breathing_intensity_set(value)``` - Set the brightness of the breathing effect when it is at its max value. +* ```breathing_intensity_default()``` - Reset the brightness of the breathing effect to the default value based on the current backlight intensity. + +The following function calls are used to control the cycling speed of the breathing effect. + +* ```breathing_speed_set(value)``` - Set the speed of the breathing effect - how fast it cycles. +* ```breathing_speed_inc(value)``` - Increase the speed of the breathing effect by a fixed value. +* ```breathing_speed_dec(value)``` - Decrease the speed of the breathing effect by a fixed value. +* ```breathing_speed_default()``` - Reset the speed of the breathing effect to the default value. + +The following example shows how to enable the backlight breathing effect when the FUNCTION layer macro button is pressed: + + case MACRO_FUNCTION: + if (record->event.pressed) + { + breathing_speed_set(3); + breathing_enable(); + layer_on(LAYER_FUNCTION); + } + else + { + breathing_speed_set(1); + breathing_self_disable(); + layer_off(LAYER_FUNCTION); + } + break; + +The following example shows how to pulse the backlight on-off-on when the RAISED layer macro button is pressed: + + case MACRO_RAISED: + if (record->event.pressed) + { + layer_on(LAYER_RAISED); + breathing_speed_set(2); + breathing_pulse(); + update_tri_layer(LAYER_LOWER, LAYER_RAISED, LAYER_ADJUST); + } + else + { + layer_off(LAYER_RAISED); + update_tri_layer(LAYER_LOWER, LAYER_RAISED, LAYER_ADJUST); + } + break; + ## RGB Under Glow Mod ![Planck with RGB Underglow](https://raw.githubusercontent.com/jackhumbert/qmk_firmware/master/keyboards/planck/keymaps/yang/planck-with-rgb-underglow.jpg) @@ -1043,7 +1038,7 @@ For this mod, you need an unused pin wiring to DI of WS2812 strip. After wiring In 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). Please add the following options into your config.h, and set them up according your hardware configuration. These settings are for the `F4` pin by default: - + #define RGB_DI_PIN F4 // The pin your RGB strip is wired to #define RGBLIGHT_TIMER // Require for fancier stuff (not compatible with audio) #define RGBLED_NUM 14 // Number of LEDs @@ -1090,15 +1085,15 @@ If your keyboard is running an Atmega chip (atmega32u4 and others), it's pretty The `USB Device descriptor parameter` block contains parameters are used to uniquely identify your keyboard, but they don't really matter to the machine. -Your `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. +Your `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. The `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. For 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. -`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. +`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. -`BACKLIGHT_BREATHING` is a fancier backlight feature, and uses one of the timers. +`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. `BACKLIGHT_LEVELS` is how many levels exist for your backlight - max is 15, and they are computed automatically from this number. @@ -1141,55 +1136,4 @@ Here is where you can (optionally) define your `KEYMAP` function to remap your m } ``` -Each of the `kxx` variables needs to be unique, and usually follows the format `k`. You can place `KC_NO` where your dead keys are in your matrix. - -# Unit Testing - -If 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. - -Instead I recommend these two books, explaining two different styles of Unit Testing in detail. - -* "Test Driven Development: By Example: Kent Beck" -* "Growing Object-Oriented Software, Guided By Tests: Steve Freeman, Nat Pryce" - -If 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. - -## Google Test and Google Mock -It'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. - -## Use of C++ - -Note 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. - -One thing to remember, is that you have to append `extern "C"` around all of your C file includes. - -## Adding tests for new or existing features - -If 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. - -1. If it doesn't already exist, add a test subfolder to the folder containing the feature. -2. Create a `testlist.mk` and a `rules.mk` file in that folder. -3. Include those files from the root folder `testlist.mk`and `build_test.mk` respectively. -4. 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. -5. Define the source files and required options in the `rules.mk` file. - * `_SRC` for source files - * `_DEFS` for additional defines - * `_INC` for additional include folders -6. 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. - -Note 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) - -## Running the tests - -To 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. - -## Debugging the tests - -If 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. - -## Full Integration tests - -It'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. - -In that model you would emulate the input, and expect a certain output from the emulated keyboard. - +Each of the `kxx` variables needs to be unique, and usually follows the format `k`. You can place `KC_NO` where your dead keys are in your matrix. \ No newline at end of file -- cgit v1.2.3 From f065652812e6ac783db50e58a42fbb01ea817fbc Mon Sep 17 00:00:00 2001 From: IBNobody Date: Sat, 3 Sep 2016 20:33:34 -0500 Subject: Updated doc to contain breathing information. --- readme.md | 173 +++++++++++++++++++++++++++++++++++++++++++++++++++----------- 1 file changed, 144 insertions(+), 29 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 371470bc3..903c2b1e8 100644 --- a/readme.md +++ b/readme.md @@ -54,10 +54,10 @@ Here are the steps 1. Install the Windows 10 subsystem for Linux, following [these instructions](http://www.howtogeek.com/249966/how-to-install-and-use-the-linux-bash-shell-on-windows-10/). 2. If you have previously cloned the repository using the normal Git bash, you will need to clean up the line endings. If you have cloned it after 20th of August 2016, you are likely fine. To clean up the line endings do the following 1. Make sure that you have no changes you haven't committed by running `git status`, if you do commit them first - 2. From within the Git bash run �git rm --cached -r .` + 2. From within the Git bash run `git rm --cached -r .` 3. Followed by `git reset --hard` 3. Start the "Bash On Ubuntu On Windows" from the start menu -4. With the bash open, navigate to your git checkout. The harddisk can be accessed from `/mnt` for example `/mnt/c` for the `c:\` drive. +4. With the bash open, navigate to your Git checkout. The harddisk can be accessed from `/mnt` for example `/mnt/c` for the `c:\` drive. 5. Run `sudo util/install_dependencies.sh`. 6. After a while the installation will finish, and you are good to go @@ -69,11 +69,12 @@ Here are the steps ### Windows (Vista and later) 1. If you have ever installed WinAVR, uninstall it. 2. 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**. -3. 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. -4. 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. -5. 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. -6. 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! -7. 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. +3. If you are going to flash Infinity based keyboards you will need to install dfu-util, refer to the instructions by [Input Club](https://github.com/kiibohd/controller/wiki/Loading-DFU-Firmware). +4. 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. +5. 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. +6. 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. +7. 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! +8. 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. ### Mac If you're using [homebrew,](http://brew.sh/) you can use the following commands: @@ -90,6 +91,10 @@ You can also try these instructions: 2. Install the Command Line Tools from `Xcode->Preferences->Downloads`. 3. Install [DFU-Programmer][dfu-prog]. +If you are going to flash Infinity based keyboards you will also need dfu-util + + brew install dfu-util + ### Linux To ensure you are always up to date, you can just run `sudo utils/install_dependencies.sh`. That should always install all the dependencies needed. @@ -157,43 +162,103 @@ In every keymap folder, the following files are recommended: ## The `make` command -The `make` command is how you compile the firmware into a .hex file, which can be loaded by a dfu programmer (like dfu-progammer via `make dfu`) or the [Teensy loader](https://www.pjrc.com/teensy/loader.html) (only used with Teensys). You can run `make` from the root (`/`), your keyboard folder (`/keyboards//`), or your keymap folder (`/keyboards//keymaps//`) if you have a `Makefile` there (see the example [here](/doc/keymap_makefile_example.mk)). +The `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). + +**NOTE:** To abort a make command press `Ctrl-c` + +The following instruction refers to these folders. + +* The `root` (`/`) folder is the qmk_firmware folder, in which are `doc`, `keyboard`, `quantum`, etc. +* The `keyboard` folder is any keyboard project's folder, like `/keyboards/planck`. +* The `keymap` folder is any keymap's folder, like `/keyboards/planck/keymaps/default`. +* The `subproject` folder is the subproject folder of a keyboard, like `/keyboards/ergodox/ez` + +### Simple instructions for building and uploading a keyboard + +**Most keyboards have more specific instructions in the keyboard specific readme.md file, so please check that first** + +If the `keymap` folder contains a file name `Makefile` + +1. Change the directory to the `keymap` folder +2. Run `make -` + +Otherwise, if there's no `Makefile` in the `keymap` folder + +1. Enter the `keyboard` folder +2. Run `make --` -By default, this will generate a `_.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. +In the above commands, replace: -Below are some definitions that will be useful: +* `` with the name of your keymap +* `` 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`. + * 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. +* `` 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. + * If you don't add `-` - specifies the keyboard (only to be used in root) - * `make keymap=` - specifies the keymap (only to be used in root and keyboard folder - not needed when in keymap folder) -* `make clean` - cleans the `.build` folder, ensuring that everything is re-built -* `make dfu` - (requires dfu-programmer) builds and flashes the keymap to your keyboard once placed in reset/dfu mode (button or press `KC_RESET`). This does not work for Teensy-based keyboards like the ErgoDox EZ. - * `keyboard=` and `keymap=` are compatible with this -* `make all-keyboards` - builds all keymaps for all keyboards and outputs status of each (use in root) -* `make all-keyboards-default` - builds all default keymaps for all keyboards and outputs status of each (use in root) -* `make all-keymaps [keyboard=]` - builds all of the keymaps for whatever keyboard folder you're in, or specified by `` -* `make all-keyboards-*`, `make all-keyboards-default-*` and `make all-keymaps-* [keyboard=]` - like the normal "make-all-*" commands, but the last string aftter the `-` (for example clean) is passed to the keyboard make command. -Other, less useful functionality: +The 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). + +`---`, where: + +* `` is the name of the keyboard, for example `planck` + * Use `allkb` to compile all keyboards +* `` 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`. + * If the keyboard doesn't have any subprojects, it can be left out + * To compile the default subproject, you can leave it out, or specify `defaultsp` + * Use `allsp` to compile all subprojects +* `` is the name of the keymap, for example `algernon` + * Use `allkm` to compile all keymaps +* `` will be explained in more detail below. + +**Note:** When you leave some parts of the command out, you should also remove the dash (`-`). + +As mentioned above, there are some shortcuts, when you are in a: + +* `keyboard` folder, the command will automatically fill the `` part. So you only need to type `--` +* `subproject` folder, it will fill in both `` and `` +* `keymap` folder, then `` and `` will be filled in. If you need to specify the `` use the following syntax `-` + * Note in order to support this shortcut, the keymap needs its own Makefile (see the example [here](/doc/keymap_makefile_example.mk)) +* `keymap` folder of a `subproject`, then everything except the `` will be filled in + +The `` means the following +* If no target is given, then it's the same as `all` below +* `all` compiles the keyboard and generates a `_.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. +* `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`. +* `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. + +Some other targets are supported but, but not important enough to be documented here. Check the source code of the make files for more information. + +You can also add extra options at the end of the make command line, after the target * `make COLOR=false` - turns off color output * `make SILENT=true` - turns off output besides errors/warnings -* `make VERBOSE=true` - outputs all of the avr-gcc stuff (not interesting) +* `make VERBOSE=true` - outputs all of the gcc stuff (not interesting, unless you need to debug) + +The 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. + +Here are some examples commands + +* `make allkb-allsp-allkm` builds everything (all keyboards, all subprojects, all keymaps). Running just `make` from the `root` will also run this. +* `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. +* `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` +* `make dfu COLOR=false` from within a keymap folder, builds and uploads the keymap, but without color output. ## The `Makefile` -There are 3 different `make` and `Makefile` locations: +There are 5 different `make` and `Makefile` locations: * root (`/`) * keyboard (`/keyboards//`) * keymap (`/keyboards//keymaps//`) +* subproject (`/keyboards//`) +* subproject keymap (`/keyboards///keymaps/`) -The root contains the code used to automatically figure out which keymap or keymaps to compile based on your current directory and commandline arguments. It's considered stable, and shouldn't be modified. The keyboard one will contain the MCU set-up and default settings for your keyboard, and shouldn't be modified unless you are the producer of that keyboard. The keymap Makefile can be modified by users, and is optional. It is included automatically if it exists. You can see an example [here](/doc/keymap_makefile_example.mk) - the last few lines are the most important. The settings you set here will override any defaults set in the keyboard Makefile. **It is required if you want to run `make` in the keymap folder.** +The 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.** + +For 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. ### Makefile options @@ -1136,4 +1201,54 @@ Here is where you can (optionally) define your `KEYMAP` function to remap your m } ``` -Each of the `kxx` variables needs to be unique, and usually follows the format `k`. You can place `KC_NO` where your dead keys are in your matrix. \ No newline at end of file +Each of the `kxx` variables needs to be unique, and usually follows the format `k`. You can place `KC_NO` where your dead keys are in your matrix. + +# Unit Testing + +If 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. + +Instead I recommend these two books, explaining two different styles of Unit Testing in detail. + +* "Test Driven Development: By Example: Kent Beck" +* "Growing Object-Oriented Software, Guided By Tests: Steve Freeman, Nat Pryce" + +If 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. + +## Google Test and Google Mock +It'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. + +## Use of C++ + +Note 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. + +One thing to remember, is that you have to append `extern "C"` around all of your C file includes. + +## Adding tests for new or existing features + +If 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. + +1. If it doesn't already exist, add a test subfolder to the folder containing the feature. +2. Create a `testlist.mk` and a `rules.mk` file in that folder. +3. Include those files from the root folder `testlist.mk`and `build_test.mk` respectively. +4. 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. +5. Define the source files and required options in the `rules.mk` file. + * `_SRC` for source files + * `_DEFS` for additional defines + * `_INC` for additional include folders +6. 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. + +Note 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) + +## Running the tests + +To 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. + +## Debugging the tests + +If 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. + +## Full Integration tests + +It'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. + +In that model you would emulate the input, and expect a certain output from the emulated keyboard. -- cgit v1.2.3 From d55a705bbb362934306a3be632d6bacb99fd9de2 Mon Sep 17 00:00:00 2001 From: IBNobody Date: Sat, 3 Sep 2016 23:21:24 -0500 Subject: Moved breathing backlighting section in readme.md --- readme.md | 120 +++++++++++++++++++++++++++++++------------------------------- 1 file changed, 60 insertions(+), 60 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 903c2b1e8..7ee3b28d4 100644 --- a/readme.md +++ b/readme.md @@ -877,6 +877,66 @@ In `quantum/keymap_extras/`, you'll see various language files - these work the You 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. +## Backlight Breathing + +In order to enable backlight breathing, the following line must be added to your config.h file. + + #define BACKLIGHT_BREATHING + +The following function calls are used to control the breathing effect. + +* ```breathing_enable()``` - Enable the free-running breathing effect. +* ```breathing_disable()``` - Disable the free-running breathing effect immediately. +* ```breathing_self_disable()``` - Disable the free-running breathing effect after the current effect ends. +* ```breathing_toggle()``` - Toggle the free-running breathing effect. +* ```breathing_defaults()``` - Reset the speed and brightness settings of the breathing effect. + +The following function calls are used to control the maximum brightness of the breathing effect. + +* ```breathing_intensity_set(value)``` - Set the brightness of the breathing effect when it is at its max value. +* ```breathing_intensity_default()``` - Reset the brightness of the breathing effect to the default value based on the current backlight intensity. + +The following function calls are used to control the cycling speed of the breathing effect. + +* ```breathing_speed_set(value)``` - Set the speed of the breathing effect - how fast it cycles. +* ```breathing_speed_inc(value)``` - Increase the speed of the breathing effect by a fixed value. +* ```breathing_speed_dec(value)``` - Decrease the speed of the breathing effect by a fixed value. +* ```breathing_speed_default()``` - Reset the speed of the breathing effect to the default value. + +The following example shows how to enable the backlight breathing effect when the FUNCTION layer macro button is pressed: + + case MACRO_FUNCTION: + if (record->event.pressed) + { + breathing_speed_set(3); + breathing_enable(); + layer_on(LAYER_FUNCTION); + } + else + { + breathing_speed_set(1); + breathing_self_disable(); + layer_off(LAYER_FUNCTION); + } + break; + +The following example shows how to pulse the backlight on-off-on when the RAISED layer macro button is pressed: + + case MACRO_RAISED: + if (record->event.pressed) + { + layer_on(LAYER_RAISED); + breathing_speed_set(2); + breathing_pulse(); + update_tri_layer(LAYER_LOWER, LAYER_RAISED, LAYER_ADJUST); + } + else + { + layer_off(LAYER_RAISED); + update_tri_layer(LAYER_LOWER, LAYER_RAISED, LAYER_ADJUST); + } + break; + ## Other firmware shortcut keycodes * `RESET` - puts the MCU in DFU mode for flashing new firmware (with `make dfu`) @@ -1030,66 +1090,6 @@ In the default script of AutoHotkey you can define custom hotkeys. The hotkeys above are for the combination CtrlAltGui and CtrlAltGuiShift plus the letter a. AutoHotkey inserts the Text right of `Send, ` when this combination is pressed. -## Backlight Breathing - -In order to enable backlight breathing, the following line must be added to your config.h file. - - #define BACKLIGHT_BREATHING - -The following function calls are used to control the breathing effect. - -* ```breathing_enable()``` - Enable the free-running breathing effect. -* ```breathing_disable()``` - Disable the free-running breathing effect immediately. -* ```breathing_self_disable()``` - Disable the free-running breathing effect after the current effect ends. -* ```breathing_toggle()``` - Toggle the free-running breathing effect. -* ```breathing_defaults()``` - Reset the speed and brightness settings of the breathing effect. - -The following function calls are used to control the maximum brightness of the breathing effect. - -* ```breathing_intensity_set(value)``` - Set the brightness of the breathing effect when it is at its max value. -* ```breathing_intensity_default()``` - Reset the brightness of the breathing effect to the default value based on the current backlight intensity. - -The following function calls are used to control the cycling speed of the breathing effect. - -* ```breathing_speed_set(value)``` - Set the speed of the breathing effect - how fast it cycles. -* ```breathing_speed_inc(value)``` - Increase the speed of the breathing effect by a fixed value. -* ```breathing_speed_dec(value)``` - Decrease the speed of the breathing effect by a fixed value. -* ```breathing_speed_default()``` - Reset the speed of the breathing effect to the default value. - -The following example shows how to enable the backlight breathing effect when the FUNCTION layer macro button is pressed: - - case MACRO_FUNCTION: - if (record->event.pressed) - { - breathing_speed_set(3); - breathing_enable(); - layer_on(LAYER_FUNCTION); - } - else - { - breathing_speed_set(1); - breathing_self_disable(); - layer_off(LAYER_FUNCTION); - } - break; - -The following example shows how to pulse the backlight on-off-on when the RAISED layer macro button is pressed: - - case MACRO_RAISED: - if (record->event.pressed) - { - layer_on(LAYER_RAISED); - breathing_speed_set(2); - breathing_pulse(); - update_tri_layer(LAYER_LOWER, LAYER_RAISED, LAYER_ADJUST); - } - else - { - layer_off(LAYER_RAISED); - update_tri_layer(LAYER_LOWER, LAYER_RAISED, LAYER_ADJUST); - } - break; - ## RGB Under Glow Mod ![Planck with RGB Underglow](https://raw.githubusercontent.com/jackhumbert/qmk_firmware/master/keyboards/planck/keymaps/yang/planck-with-rgb-underglow.jpg) -- cgit v1.2.3 From 08c177f00bbcae251fd9b1a46d203543c48fbaa6 Mon Sep 17 00:00:00 2001 From: Peter Ondrejka Date: Thu, 8 Sep 2016 19:22:26 +0200 Subject: fixed typo in Linux install instructions --- readme.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 7ee3b28d4..20be105dd 100644 --- a/readme.md +++ b/readme.md @@ -97,7 +97,7 @@ If you are going to flash Infinity based keyboards you will also need dfu-util ### Linux -To ensure you are always up to date, you can just run `sudo utils/install_dependencies.sh`. That should always install all the dependencies needed. +To ensure you are always up to date, you can just run `sudo util/install_dependencies.sh`. That should always install all the dependencies needed. You can also install things manually, but this documentation might not be always up to date with all requirements. -- cgit v1.2.3 From bbf06d516a2946816e2ad53798dac7ee901ad25b Mon Sep 17 00:00:00 2001 From: IBNobody Date: Thu, 15 Sep 2016 21:44:03 -0500 Subject: Added notes on vagrant file fixes, UPRINT --- readme.md | 26 ++++++++++++++++++++------ 1 file changed, 20 insertions(+), 6 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 20be105dd..ea20b5e01 100644 --- a/readme.md +++ b/readme.md @@ -72,9 +72,11 @@ Here are the steps 3. If you are going to flash Infinity based keyboards you will need to install dfu-util, refer to the instructions by [Input Club](https://github.com/kiibohd/controller/wiki/Loading-DFU-Firmware). 4. 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. 5. 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. -6. 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. -7. 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! -8. 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. +6. Open the `\util` folder. +7. 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. +8. 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! + +If you have trouble and want to ask for help, it is useful to generate a *Win_Check_Output.txt* file by running `Win_Check.bat` in the `\util` folder. ### Mac If you're using [homebrew,](http://brew.sh/) you can use the following commands: @@ -278,11 +280,23 @@ This allows you to use the system and audio control key codes. `CONSOLE_ENABLE` -This 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. +This allows you to print messages that can be read using [`hid_listen`](https://www.pjrc.com/teensy/hid_listen.html). + +By 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. + +To disable debug messages (*dprint*) and reduce the .hex file size, include `#define NO_DEBUG` in your `config.h` file. + +To 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. + +To disable print messages (*print*, *xprintf*) and **KEEP** user print messages (*uprint*), include `#define USER_PRINT` in your `config.h` file. + +To see the text, open `hid_listen` and enjoy looking at your printed messages. + +**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. `COMMAND_ENABLE` -TODO +This 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`). `SLEEP_LED_ENABLE` @@ -290,7 +304,7 @@ Enables your LED to breath while your computer is sleeping. Timer1 is being used `NKRO_ENABLE` -This 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. +This 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. `BACKLIGHT_ENABLE` -- cgit v1.2.3 From 0edc82f0300924394324e2f3c4d2f8f0008439db Mon Sep 17 00:00:00 2001 From: Pavlos Vinieratos Date: Wed, 21 Sep 2016 11:29:34 +0200 Subject: formatting --- readme.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index ea20b5e01..a7320202b 100644 --- a/readme.md +++ b/readme.md @@ -526,7 +526,7 @@ This array specifies what actions shall be taken when a tap-dance key is in acti * `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. * `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the final tap count of the tap dance action. -* `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. +* `ACTION_TAP_DANCE_FN_ADVANCED(on_each_tap_fn, on_dance_finished_fn, on_dance_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. The 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. -- cgit v1.2.3 From 628a48c7887e20a69b5a8c84cff956ba2ec7fed2 Mon Sep 17 00:00:00 2001 From: npoirey Date: Fri, 7 Oct 2016 17:18:19 +0200 Subject: Updated Readme to help windows users use docker for build --- readme.md | 3 +++ 1 file changed, 3 insertions(+) (limited to 'readme.md') diff --git a/readme.md b/readme.md index a7320202b..db118f9a3 100644 --- a/readme.md +++ b/readme.md @@ -140,6 +140,9 @@ If this is a bit complex for you, Docker might be the turn-key solution you need docker run -e keymap=gwen -e keyboard=ergodox --rm -v $('pwd'):/qmk:rw edasque/qmk_firmware +# On windows docker seems to have issue with VOLUME tag in Dockerfile, and $('pwd') won't print a windows compliant path, use full path instead like this +docker run -e keymap=default -e keyboard=ergobop --rm -v D:/Users/Sacapuces/Documents/Repositories/qmk:/qmk:rw edasque/qmk_firmware + ``` This will compile the targetted keyboard/keymap and leave it in your QMK directory for you to flash. -- cgit v1.2.3 From 70f32842e5d94f14d05c1f9adcb1b1144a25a132 Mon Sep 17 00:00:00 2001 From: Wojciech Siewierski Date: Sun, 9 Oct 2016 12:52:39 +0200 Subject: Reduce the default dynamic macro buffer There have been reports of it leaving not enough free memory preventing the keyboard from working properly. --- readme.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index a7320202b..d28d7c3ff 100644 --- a/readme.md +++ b/readme.md @@ -823,7 +823,7 @@ And then, to assign this macro to a key on your keyboard layout, you just use `M ## Dynamic macros: record and replay macros in runtime -In 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. +In 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 64 keypresses (by default). To enable them, first add a new element to the `planck_keycodes` enum -- `DYNAMIC_MACRO_RANGE`: @@ -864,7 +864,7 @@ Add the following code to the very beginning of your `process_record_user()` fun To 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`. -If 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). +If 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: 128; please read the comments for it in the header). For the details about the internals of the dynamic macros, please read the comments in the `dynamic_macro.h` header. -- cgit v1.2.3 From 5b2e455d3b71bfb90754930d1f22d3e8ce98b927 Mon Sep 17 00:00:00 2001 From: Priyadi Iman Nurcahyo Date: Mon, 10 Oct 2016 00:46:20 +0700 Subject: Unicode map framework. Allow unicode up to 0xFFFFF using separate mapping table --- readme.md | 6 ++++++ 1 file changed, 6 insertions(+) (limited to 'readme.md') diff --git a/readme.md b/readme.md index a7320202b..2653ab2ea 100644 --- a/readme.md +++ b/readme.md @@ -320,6 +320,12 @@ This enables MIDI sending and receiving with your keyboard. To enter MIDI send m This allows you to send unicode symbols via `UC()` in your keymap. Only codes up to 0x7FFF are currently supported. +`UNICODEMAP_ENABLE` + +This allows sending unicode symbols using `X()` in your keymap. Codes +up to 0xFFFFF are supported, including emojis. But you need to maintain a +separate mapping table in your keymap file. + `BLUETOOTH_ENABLE` This allows you to interface with a Bluefruit EZ-key to send keycodes wirelessly. It uses the D2 and D3 pins. -- cgit v1.2.3 From e27a754b70434de88a37c4a572e4ca5f7730ff58 Mon Sep 17 00:00:00 2001 From: Jack & Erez Date: Wed, 12 Oct 2016 22:18:27 -0400 Subject: [Jack & Erez] Simplifies and documents TO --- readme.md | 2 ++ 1 file changed, 2 insertions(+) (limited to 'readme.md') diff --git a/readme.md b/readme.md index f20ab41b1..80f0a3ab2 100644 --- a/readme.md +++ b/readme.md @@ -379,6 +379,8 @@ Instead of using `FNx` when defining `ACTION_*` functions, you can use `F(x)` - `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. +`TO(layer)` - Goes to a layer. This code is special, because it lets you go either up or down the stack -- just goes directly to the layer you want. So while other codes only let you go _up_ the stack (from layer 0 to layer 3, for example), `TO(2)` is going to get you to layer 2, no matter where you activate it from -- even if you're currently on layer 5. This gets activated on keydown (as soon as the key is pressed). + ### Fun with modifier keys -- cgit v1.2.3 From e7d5dc89f2890007d776f6b613dc9deb473cff22 Mon Sep 17 00:00:00 2001 From: Priyadi Iman Nurcahyo Date: Sun, 23 Oct 2016 05:36:26 +0700 Subject: UNICODE_MAP: remove 5 char limit; ignore leading zeroes; handle OS limitations --- readme.md | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 62d479ff1..9264f9376 100644 --- a/readme.md +++ b/readme.md @@ -326,8 +326,14 @@ This allows you to send unicode symbols via `UC()` in your keymap. Only `UNICODEMAP_ENABLE` This allows sending unicode symbols using `X()` in your keymap. Codes -up to 0xFFFFF are supported, including emojis. But you need to maintain a -separate mapping table in your keymap file. +up to 0xFFFFFFFF are supported, including emojis. You will need to maintain +a separate mapping table in your keymap file. + +Known limitations: +- Under Mac OS, only codes up to 0xFFFF are supported. +- Under Linux ibus, only codes up to 0xFFFFF are supported (but anything important is still under this limit for now). + +Characters out of range supported by the OS will be ignored. `BLUETOOTH_ENABLE` -- cgit v1.2.3 From 17170ba76d3c94edcf1ab263520238fdb0384774 Mon Sep 17 00:00:00 2001 From: IBNobody Date: Sun, 23 Oct 2016 23:00:43 -0500 Subject: Fixed some large keyboard bugs Fixed some bugs relating to keyboards with more than 16 columns. Also added the ability to mask off keyboard matrix bits. --- readme.md | 1 + 1 file changed, 1 insertion(+) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 62d479ff1..c460933a7 100644 --- a/readme.md +++ b/readme.md @@ -241,6 +241,7 @@ You can also add extra options at the end of the make command line, after the ta * `make COLOR=false` - turns off color output * `make SILENT=true` - turns off output besides errors/warnings * `make VERBOSE=true` - outputs all of the gcc stuff (not interesting, unless you need to debug) +* `make EXTRAFLAGS=-E` - Preprocess the code without doing any compiling (useful if you are trying to debug #define commands) The 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. -- cgit v1.2.3 From 552f469dfc0368682151e3e97aba856e4ff75526 Mon Sep 17 00:00:00 2001 From: Sergey Lebedev Date: Sat, 29 Oct 2016 22:08:11 +0300 Subject: Add link to article about Unicode Hex Input in readme For me it wasn't clear what is `Unicode Hex Input`, that article clarifies it (at least for me). --- readme.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 9264f9376..60a94d7d6 100644 --- a/readme.md +++ b/readme.md @@ -906,7 +906,7 @@ In `quantum/keymap_extras/`, you'll see various language files - these work the ## Unicode support -You 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. +You can currently send 4 hex digits with your OS-specific modifier key (RALT for OSX with the "Unicode Hex Input" layout, see [this article](http://www.poynton.com/notes/misc/mac-unicode-hex-input.html) to learn more) - 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. ## Backlight Breathing -- cgit v1.2.3 From 0ba3e523a7c124e4ce54dfd043dc32e72ad3233b Mon Sep 17 00:00:00 2001 From: Fred Sundvik Date: Sun, 6 Nov 2016 22:44:43 +0200 Subject: Add documentation for the variable tracing --- readme.md | 23 +++++++++++++++++++++++ 1 file changed, 23 insertions(+) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 60a94d7d6..d5a259ccb 100644 --- a/readme.md +++ b/readme.md @@ -343,6 +343,10 @@ This allows you to interface with a Bluefruit EZ-key to send keycodes wirelessly This allows you output audio on the C6 pin (needs abstracting). See the [audio section](#driving-a-speaker---audio-support) for more information. +`VARIABLE_TRACE` + +Use this to debug changes to variable values, see the [tracing variables](#tracing-variables) section for more information. + ### Customizing Makefile options on a per-keymap basis If 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. @@ -1283,3 +1287,22 @@ If there are problems with the tests, you can find the executable in the `./buil It'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. In that model you would emulate the input, and expect a certain output from the emulated keyboard. + +# Tracing variables + +Sometimes 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. + +To 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. + +Then 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 +```c +void matrix_init_user(void) { + ADD_TRACED_VARIABLE("layer", &layer_state, sizeof(layer_state)); +} +``` + +This 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. + +In 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. + +Also remember to delete all the tracing code ones you have found the bug, as you wouldn't want to create a pull request with tracing code. \ No newline at end of file -- cgit v1.2.3 From 702405f0391463cc5d0c8c8109304ac8d0ec844a Mon Sep 17 00:00:00 2001 From: Noah Andrews Date: Mon, 14 Nov 2016 10:03:18 -0500 Subject: Recommend WSL on Windows 10 At this point, I consider the batch scripts @IBNobody and I worked on to mostly be a failure. They've proven to be unreliable, too dependent on the environment they're being run in, and I've seen far too many examples of people having frustrating issues with them that I haven't been able to help them with. They can also produce misleading and confusing error messages. I've been pointing people to use the WSL for a while now. Eventually, I think we should make a proper replacement for the batch scripts, possibly with an environment in msys2. For now, the WSL method in Windows 10 is far more reliable, and is easy to set up. I also cleaned up some things in the WSL instructions themselves. --- readme.md | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index d5a259ccb..4eed2c776 100644 --- a/readme.md +++ b/readme.md @@ -45,19 +45,19 @@ Before you are able to compile, you'll need to install an environment for AVR de ### Windows 10 -It's still recommended to use the method for Vista and later below. The reason for this is that the Windows 10 Subsystem for Linux lacks [USB support](https://wpdev.uservoice.com/forums/266908-command-prompt-console-bash-on-ubuntu-on-windo/suggestions/13355724-unable-to-access-usb-devices-from-bash), so it's not possible to flash the firmware to the keyboard. Please add your vote to the link! +Due to some issues with the "Windows (Vista and later)" instructions below, we now recommend following these instructions if you use Windows, which will allow you to use the Windows Subsystem for Linux to compile the firmware. If you are not using Windows 10 with the Anniversary Update installed (which came out in July 2016), you will need to use one of the other methods, such as Docker, Vagrant, or the instructions for Vista and later. -That said, it's still possible to use it for compilation. And recommended, if you need to compile much, since it's much faster than at least Cygwin (which is also supported, but currently lacking documentation). I haven't tried the method below, so I'm unable to tell. +If you use this method, you will need to use a standalone tool to flash the firmware to the keyboard after you compile it. We recommend the official [QMK Firmware Flasher](https://github.com/jackhumbert/qmk_firmware_flasher/releases). This is because the Windows 10 Subsystem for Linux lacks [libUSB support](https://wpdev.uservoice.com/forums/266908-command-prompt-console-bash-on-ubuntu-on-windo/suggestions/13355724-unable-to-access-usb-devices-from-bash), so it can't access the keyboard's microcontroller. Please add your vote for Microsoft to fix this issue using the link! Here are the steps 1. Install the Windows 10 subsystem for Linux, following [these instructions](http://www.howtogeek.com/249966/how-to-install-and-use-the-linux-bash-shell-on-windows-10/). -2. If you have previously cloned the repository using the normal Git bash, you will need to clean up the line endings. If you have cloned it after 20th of August 2016, you are likely fine. To clean up the line endings do the following - 1. Make sure that you have no changes you haven't committed by running `git status`, if you do commit them first - 2. From within the Git bash run `git rm --cached -r .` - 3. Followed by `git reset --hard` -3. Start the "Bash On Ubuntu On Windows" from the start menu -4. With the bash open, navigate to your Git checkout. The harddisk can be accessed from `/mnt` for example `/mnt/c` for the `c:\` drive. +2. If you have cloned the repository using git before August 20, 2016, clean up the line endings from wherever you currently access git: + 1. Make sure that you have no changes you haven't committed by running `git status`. ANY UNCOMMITTED CHANGES WILL BE PERMANENTLY LOST. + 2. Run `git rm --cached -r .` + 3. Run `git reset --hard` +3. Open "Bash On Ubuntu On Windows" from the start menu +4. With the bash window open, navigate to your copy of the [qmk_firmware repository](https://github.com/jackhumbert/qmk_firmware) using the `cd` command. The harddisks can be accessed from `/mnt/`. For example, your main hard drive (C:) can be accessed by executiing the command `cd /mnt/c`. If your username is John and the qmk_firmware folder is in your Downloads folder, you can move to it with the command `cd /mnt/c/Users/John/Downloads/qmk_firmware`. You can use the Tab key as you go to help you autocomplete the folder names. 5. Run `sudo util/install_dependencies.sh`. 6. After a while the installation will finish, and you are good to go @@ -1305,4 +1305,4 @@ This will add a traced variable named "layer" (the name is just for your informa In 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. -Also remember to delete all the tracing code ones you have found the bug, as you wouldn't want to create a pull request with tracing code. \ No newline at end of file +Also remember to delete all the tracing code ones you have found the bug, as you wouldn't want to create a pull request with tracing code. -- cgit v1.2.3 From 3774a7fcdab5544fc787f4c200be05fcd417e31f Mon Sep 17 00:00:00 2001 From: Jack Humbert Date: Thu, 17 Nov 2016 17:42:14 -0500 Subject: rgb light through midi --- readme.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index d5a259ccb..2364b5301 100644 --- a/readme.md +++ b/readme.md @@ -1135,12 +1135,12 @@ For this mod, you need an unused pin wiring to DI of WS2812 strip. After wiring RGBLIGHT_ENABLE = yes -In 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). +In order to use the underglow animation functions, you need to have `#define RGBLIGHT_ANIMATIONS` in your `config.h`. Please add the following options into your config.h, and set them up according your hardware configuration. These settings are for the `F4` pin by default: #define RGB_DI_PIN F4 // The pin your RGB strip is wired to - #define RGBLIGHT_TIMER // Require for fancier stuff (not compatible with audio) + #define RGBLIGHT_ANIMATIONS // Require for fancier stuff (not compatible with audio) #define RGBLED_NUM 14 // Number of LEDs #define RGBLIGHT_HUE_STEP 10 #define RGBLIGHT_SAT_STEP 17 -- cgit v1.2.3 From 97e7486d4c8818f4a6b3e619729d6f4f6524a7d1 Mon Sep 17 00:00:00 2001 From: ofples Date: Fri, 25 Nov 2016 12:10:44 +0200 Subject: Added documentation for PS/2 mouse in readme --- readme.md | 39 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 39 insertions(+) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 8615b48d5..0157b9072 100644 --- a/readme.md +++ b/readme.md @@ -1157,6 +1157,45 @@ The firmware supports 5 different light effects, and the color (hue, saturation, Please note the USB port can only supply a limited amount of power to the keyboard (500mA by standard, however, modern computer and most usb hubs can provide 700+mA.). According to the data of NeoPixel from Adafruit, 30 WS2812 LEDs require a 5V 1A power supply, LEDs used in this mod should not more than 20. +## PS/2 Mouse Support + +Its possible to hook up a PS/2 mouse (for example touchpads or trackpoints) to your keyboard as a composite device. +In order to do this you must first enable the option in your Makefile. + + PS2_MOUSE_ENABLE = yes + +Then, decide whether to use interrupts (better if your microcontroller supports them) or busywait, and enable the relevant option. + + PS2_USE_INT = yes + // PS2_USE_BUSYWAIT = yes + +If you're using a teensy and have hooked up the clock on your PS/2 device to D1 and the data to D0, you're all set. +Otherwise, you will need to update the following defines in your `config.h`: + + #define PS2_CLOCK_PORT PORTD + #define PS2_CLOCK_PIN PIND + #define PS2_CLOCK_DDR DDRD + #define PS2_CLOCK_BIT 1 + + #define PS2_DATA_PORT PORTD + #define PS2_DATA_PIN PIND + #define PS2_DATA_DDR DDRD + #define PS2_DATA_BIT 0 + +And with `PS2_USE_INT` also define these macros: + + #define PS2_INT_INIT() do { \ + EICRA |= ((1< Date: Sat, 26 Nov 2016 14:23:55 +0700 Subject: A few addition to PS2 documentation. --- readme.md | 160 ++++++++++++++++++++++++++++++++++++++++++++++++-------------- 1 file changed, 125 insertions(+), 35 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 0157b9072..3eb67882a 100644 --- a/readme.md +++ b/readme.md @@ -1160,41 +1160,131 @@ Please note the USB port can only supply a limited amount of power to the keyboa ## PS/2 Mouse Support Its possible to hook up a PS/2 mouse (for example touchpads or trackpoints) to your keyboard as a composite device. -In order to do this you must first enable the option in your Makefile. - - PS2_MOUSE_ENABLE = yes - -Then, decide whether to use interrupts (better if your microcontroller supports them) or busywait, and enable the relevant option. - - PS2_USE_INT = yes - // PS2_USE_BUSYWAIT = yes - -If you're using a teensy and have hooked up the clock on your PS/2 device to D1 and the data to D0, you're all set. -Otherwise, you will need to update the following defines in your `config.h`: - - #define PS2_CLOCK_PORT PORTD - #define PS2_CLOCK_PIN PIND - #define PS2_CLOCK_DDR DDRD - #define PS2_CLOCK_BIT 1 - - #define PS2_DATA_PORT PORTD - #define PS2_DATA_PIN PIND - #define PS2_DATA_DDR DDRD - #define PS2_DATA_BIT 0 - -And with `PS2_USE_INT` also define these macros: - - #define PS2_INT_INIT() do { \ - EICRA |= ((1< Date: Sun, 27 Nov 2016 00:34:29 +0700 Subject: Update Unicode documentation --- readme.md | 28 +++++++++++++++++++++++++++- 1 file changed, 27 insertions(+), 1 deletion(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 3eb67882a..cd65e0e69 100644 --- a/readme.md +++ b/readme.md @@ -911,7 +911,33 @@ In `quantum/keymap_extras/`, you'll see various language files - these work the ## Unicode support -You can currently send 4 hex digits with your OS-specific modifier key (RALT for OSX with the "Unicode Hex Input" layout, see [this article](http://www.poynton.com/notes/misc/mac-unicode-hex-input.html) to learn more) - 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. +There are three Unicode keymap definition method available in QMK: + +### UNICODE_ENABLE + +Supports Unicode input up to 0xFFFF. The keycode function is `UC(n)` in +keymap file, where *n* is a 4 digit hexadecimal. + +### UNICODEMAP_ENABLE + +Supports Unicode up to 0xFFFFFFFF. You need to maintain a separate mapping +table `const uint32_t PROGMEM unicode_map[] = {...}` in your keymap file. +The keycode function is `X(n)` where *n* is the array index of the mapping +table. + +### UCIS_ENABLE + +TBD + +Unicode input in QMK works by inputing a sequence of characters to the OS, +sort of like macro. Unfortunately, each OS has different ideas on how Unicode is inputted. + +This is the current list of Unicode input method in QMK: + +* 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. +* 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. +* 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. +* UC_WINC: Windows Unicode input using WinCompose. Requires [WinCompose](https://github.com/samhocevar/wincompose). Works reliably under many (all?) variations of Windows. ## Backlight Breathing -- cgit v1.2.3 From b787ed9dc6c81f47215c48d47240717afa3cd440 Mon Sep 17 00:00:00 2001 From: cbbrowne Date: Thu, 1 Dec 2016 16:24:03 -0500 Subject: More notes on .hex size protection --- readme.md | 19 ++++++++++++++++--- 1 file changed, 16 insertions(+), 3 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index a92ae4c1d..5c82efcdd 100644 --- a/readme.md +++ b/readme.md @@ -1318,14 +1318,27 @@ You probably don't want to "brick" your keyboard, making it impossible to rewrite firmware onto it. Here are some of the parameters to show what things are (and likely aren't) too risky. -- If a keyboard map does not include RESET, then, to get into DFU +- If your keyboard map does not include RESET, then, to get into DFU mode, you will need to press the reset button on the PCB, which - requires unscrewing some bits. + requires unscrewing the bottom. - Messing with tmk_core / common files might make the keyboard inoperable - Too large a .hex file is trouble; `make dfu` will erase the block, test the size (oops, wrong order!), which errors out, failing to - flash the keyboard + flash the keyboard, leaving it in DFU mode. + - To this end, note that the maximum .hex file size on Planck is + 7000h (28672 decimal) +```Linking: .build/planck_rev4_cbbrowne.elf [OK] +Creating load file for Flash: .build/planck_rev4_cbbrowne.hex [OK] + +Size after: + text data bss dec hex filename + 0 22396 0 22396 577c planck_rev4_cbbrowne.hex +``` + - The above file is of size 22396/577ch, which is less than + 28672/7000h + - As long as you have a suitable alternative .hex file around, you + can retry, loading that one - DFU tools do /not/ allow you to write into the bootloader (unless you throw in extra fruitsalad of options), so there is little risk there. -- cgit v1.2.3 From 95a160bf92ebc5b92ef360f1649e2bd5e3ac2000 Mon Sep 17 00:00:00 2001 From: cbbrowne Date: Thu, 1 Dec 2016 16:31:51 -0500 Subject: Improve docs on memory usage --- readme.md | 7 +++++++ 1 file changed, 7 insertions(+) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 5c82efcdd..afdb03ba5 100644 --- a/readme.md +++ b/readme.md @@ -348,6 +348,10 @@ This allows you output audio on the C6 pin (needs abstracting). See the [audio s Use this to debug changes to variable values, see the [tracing variables](#tracing-variables) section for more information. +`API_SYSEX_ENABLE` + +This enables using the Quantum SYSEX API to send strings (somewhere?) + ### Customizing Makefile options on a per-keymap basis If 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. @@ -1339,6 +1343,9 @@ Size after: 28672/7000h - As long as you have a suitable alternative .hex file around, you can retry, loading that one + - Some of the options you might specify in your keyboard's Makefile + consume extra memory; watch out for BOOTMAGIC_ENABLE, + MOUSEKEY_ENABLE, EXTRAKEY_ENABLE, CONSOLE_ENABLE, API_SYSEX_ENABLE - DFU tools do /not/ allow you to write into the bootloader (unless you throw in extra fruitsalad of options), so there is little risk there. -- cgit v1.2.3 From 8e2732edf3c457d98dd4526d88dad26786cb3db9 Mon Sep 17 00:00:00 2001 From: Ofer Plesser Date: Sat, 3 Dec 2016 13:11:37 +0200 Subject: Updated ps2 mouse documentation in readme --- readme.md | 112 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 111 insertions(+), 1 deletion(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index be1510832..1f06fe79f 100644 --- a/readme.md +++ b/readme.md @@ -1191,7 +1191,7 @@ Please note the USB port can only supply a limited amount of power to the keyboa Its possible to hook up a PS/2 mouse (for example touchpads or trackpoints) to your keyboard as a composite device. -Then, decide whether to use USART (best), interrupts (better) or busywait (not recommended), and enable the relevant option. +There are three available modes for hooking up PS/2 devices: USART (best), interrupts (better) or busywait (not recommended). ### Busywait version @@ -1316,6 +1316,116 @@ In your keyboard config.h: #endif ``` +### Additional Settings + +#### PS/2 mouse features + +These enable settings supported by the PS/2 mouse protocol: http://www.computer-engineering.org/ps2mouse/ + +``` +/* Use remote mode instead of the default stream mode (see link) */ +#define PS2_MOUSE_USE_REMOTE_MODE + +/* Enable the scrollwheel or scroll gesture on your mouse or touchpad */ +#define PS2_MOUSE_ENABLE_SCROLLING + +/* Some mice will need a scroll mask to be configured. The default is 0xFF. */ +#define PS2_MOUSE_SCROLL_MASK 0x0F + +/* Applies a transformation to the movement before sending to the host (see link) */ +#define PS2_MOUSE_USE_2_1_SCALING + +/* The time to wait after initializing the ps2 host */ +#define PS2_MOUSE_INIT_DELAY 1000 /* Default */ +``` + +You can also call the following functions from ps2_mouse.h + +``` +void ps2_mouse_disable_data_reporting(void); + +void ps2_mouse_enable_data_reporting(void); + +void ps2_mouse_set_remote_mode(void); + +void ps2_mouse_set_stream_mode(void); + +void ps2_mouse_set_scaling_2_1(void); + +void ps2_mouse_set_scaling_1_1(void); + +void ps2_mouse_set_resolution(ps2_mouse_resolution_t resolution); + +void ps2_mouse_set_sample_rate(ps2_mouse_sample_rate_t sample_rate); +``` + +#### Fine control + +Use the following defines to change the sensitivity and speed of the mouse. +Note: you can also use `ps2_mouse_set_resolution` for the same effect (not supported on most touchpads). + +``` +#define PS2_MOUSE_X_MULTIPLIER 3 +#define PS2_MOUSE_Y_MULTIPLIER 3 +#define PS2_MOUSE_V_MULTIPLIER 1 +``` + +#### Scroll button + +If you're using a trackpoint, you will likely want to be able to use it for scrolling. +Its possible to enable a "scroll button/s" that when pressed will cause the mouse to scroll instead of moving. +To enable the feature, you must set a scroll button mask as follows: + +``` +#define PS2_MOUSE_SCROLL_BTN_MASK (1< Date: Sat, 3 Dec 2016 14:36:39 -0500 Subject: cleans-up formatting of readme --- readme.md | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 1f06fe79f..b618334dc 100644 --- a/readme.md +++ b/readme.md @@ -1442,13 +1442,16 @@ what things are (and likely aren't) too risky. flash the keyboard, leaving it in DFU mode. - To this end, note that the maximum .hex file size on Planck is 7000h (28672 decimal) -```Linking: .build/planck_rev4_cbbrowne.elf [OK] + +``` +Linking: .build/planck_rev4_cbbrowne.elf [OK] Creating load file for Flash: .build/planck_rev4_cbbrowne.hex [OK] Size after: text data bss dec hex filename 0 22396 0 22396 577c planck_rev4_cbbrowne.hex ``` + - The above file is of size 22396/577ch, which is less than 28672/7000h - As long as you have a suitable alternative .hex file around, you -- cgit v1.2.3 From 985a091a739c99736d5b17de5161831488dbc219 Mon Sep 17 00:00:00 2001 From: Jack Humbert Date: Tue, 6 Dec 2016 09:49:05 -0500 Subject: Update readme.md --- readme.md | 1562 +------------------------------------------------------------ 1 file changed, 2 insertions(+), 1560 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index b618334dc..90584cabc 100644 --- a/readme.md +++ b/readme.md @@ -4,7 +4,7 @@ This 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/). -## Official website +## Official website (currently under construction with the move to the wiki) For 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. @@ -31,1567 +31,9 @@ The OLKB product firmwares are maintained by [Jack Humbert](https://github.com/j This 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: +* [**The Wiki**](https://github.com/jackhumbert/qmk_firmware/wiki) - the entirity of the readme has been moved here * The readme for your own keyboard: This is found under `keyboards//`. So for the ErgoDox EZ, it's [here](keyboards/ergodox/ez/); for the Planck, it's [here](keyboards/planck/) and so on. * The list of possible keycodes you can use in your keymap is actually spread out in a few different places: * [doc/keycode.txt](doc/keycode.txt) - an explanation of those same keycodes. * [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. * The [TMK documentation](doc/TMK_README.md). QMK is based on TMK, and this explains how it works internally. - -# Getting started - -Before 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! - -## Build Environment Setup - -### Windows 10 - -Due to some issues with the "Windows (Vista and later)" instructions below, we now recommend following these instructions if you use Windows, which will allow you to use the Windows Subsystem for Linux to compile the firmware. If you are not using Windows 10 with the Anniversary Update installed (which came out in July 2016), you will need to use one of the other methods, such as Docker, Vagrant, or the instructions for Vista and later. - -If you use this method, you will need to use a standalone tool to flash the firmware to the keyboard after you compile it. We recommend the official [QMK Firmware Flasher](https://github.com/jackhumbert/qmk_firmware_flasher/releases). This is because the Windows 10 Subsystem for Linux lacks [libUSB support](https://wpdev.uservoice.com/forums/266908-command-prompt-console-bash-on-ubuntu-on-windo/suggestions/13355724-unable-to-access-usb-devices-from-bash), so it can't access the keyboard's microcontroller. Please add your vote for Microsoft to fix this issue using the link! - -Here are the steps - -1. Install the Windows 10 subsystem for Linux, following [these instructions](http://www.howtogeek.com/249966/how-to-install-and-use-the-linux-bash-shell-on-windows-10/). -2. If you have cloned the repository using git before August 20, 2016, clean up the line endings from wherever you currently access git: - 1. Make sure that you have no changes you haven't committed by running `git status`. ANY UNCOMMITTED CHANGES WILL BE PERMANENTLY LOST. - 2. Run `git rm --cached -r .` - 3. Run `git reset --hard` -3. Open "Bash On Ubuntu On Windows" from the start menu -4. With the bash window open, navigate to your copy of the [qmk_firmware repository](https://github.com/jackhumbert/qmk_firmware) using the `cd` command. The harddisks can be accessed from `/mnt/`. For example, your main hard drive (C:) can be accessed by executiing the command `cd /mnt/c`. If your username is John and the qmk_firmware folder is in your Downloads folder, you can move to it with the command `cd /mnt/c/Users/John/Downloads/qmk_firmware`. You can use the Tab key as you go to help you autocomplete the folder names. -5. Run `sudo util/install_dependencies.sh`. -6. After a while the installation will finish, and you are good to go - -**Note** From time to time, the dependencies might change, so just run `install_dependencies.sh` again if things are not working. - -**Warning:** If you edit Makefiles or shell scripts, make sure you are using an editor that saves the files with Unix line endings. Otherwise the compilation might not work. - - -### Windows (Vista and later) -1. If you have ever installed WinAVR, uninstall it. -2. 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**. -3. If you are going to flash Infinity based keyboards you will need to install dfu-util, refer to the instructions by [Input Club](https://github.com/kiibohd/controller/wiki/Loading-DFU-Firmware). -4. 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. -5. 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. -6. Open the `\util` folder. -7. 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. -8. 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! - -If you have trouble and want to ask for help, it is useful to generate a *Win_Check_Output.txt* file by running `Win_Check.bat` in the `\util` folder. - -### Mac -If you're using [homebrew,](http://brew.sh/) you can use the following commands: - - brew tap osx-cross/avr - brew install avr-libc - brew install dfu-programmer - -This 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. - -You can also try these instructions: - -1. Install Xcode from the App Store. -2. Install the Command Line Tools from `Xcode->Preferences->Downloads`. -3. Install [DFU-Programmer][dfu-prog]. - -If you are going to flash Infinity based keyboards you will also need dfu-util - - brew install dfu-util - -### Linux - -To ensure you are always up to date, you can just run `sudo util/install_dependencies.sh`. That should always install all the dependencies needed. - -You can also install things manually, but this documentation might not be always up to date with all requirements. - -The current requirements are the following, but not all might be needed depending on what you do. Also note that some systems might not have all the dependencies available as packages, or they might be named differently. - -``` -build-essential -gcc -unzip -wget -zip -gcc-avr -binutils-avr -avr-libc -dfu-programmer -dfu-util -gcc-arm-none-eabi -binutils-arm-none-eabi -libnewlib-arm-none-eabi -git -``` - -Install the dependencies with your favorite package manager. - -Debian/Ubuntu example: - - sudo apt-get update - sudo apt-get install gcc unzip wget zip gcc-avr binutils-avr avr-libc dfu-programmer dfu-util gcc-arm-none-eabi binutils-arm-none-eabi libnewlib-arm-none-eabi - -### Docker - -If 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: - -```bash -# You'll run this every time you want to build a keymap -# modify the keymap and keyboard assigment to compile what you want -# defaults are ergodox/default - -docker run -e keymap=gwen -e keyboard=ergodox --rm -v $('pwd'):/qmk:rw edasque/qmk_firmware - -# On windows docker seems to have issue with VOLUME tag in Dockerfile, and $('pwd') won't print a windows compliant path, use full path instead like this -docker run -e keymap=default -e keyboard=ergobop --rm -v D:/Users/Sacapuces/Documents/Repositories/qmk:/qmk:rw edasque/qmk_firmware - -``` - -This will compile the targetted keyboard/keymap and leave it in your QMK directory for you to flash. - -### Vagrant -If 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). - -## Verify Your Installation -1. 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. -2. 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. -3. 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`. -4. 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. - -# Customizing your keymap - -In every keymap folder, the following files are recommended: - -* `config.h` - the options to configure your keymap -* `keymap.c` - all of your keymap code, required -* `Makefile` - the features of QMK that are enabled, required to run `make` in your keymap folder -* `readme.md` - a description of your keymap, how others might use it, and explanations of features - -## The `make` command - -The `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). - -**NOTE:** To abort a make command press `Ctrl-c` - -The following instruction refers to these folders. - -* The `root` (`/`) folder is the qmk_firmware folder, in which are `doc`, `keyboard`, `quantum`, etc. -* The `keyboard` folder is any keyboard project's folder, like `/keyboards/planck`. -* The `keymap` folder is any keymap's folder, like `/keyboards/planck/keymaps/default`. -* The `subproject` folder is the subproject folder of a keyboard, like `/keyboards/ergodox/ez` - -### Simple instructions for building and uploading a keyboard - -**Most keyboards have more specific instructions in the keyboard specific readme.md file, so please check that first** - -If the `keymap` folder contains a file name `Makefile` - -1. Change the directory to the `keymap` folder -2. Run `make -` - -Otherwise, if there's no `Makefile` in the `keymap` folder - -1. Enter the `keyboard` folder -2. Run `make --` - -In the above commands, replace: - -* `` with the name of your keymap -* `` 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`. - * 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. -* `` 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. - * If you don't add `----`, where: - -* `` is the name of the keyboard, for example `planck` - * Use `allkb` to compile all keyboards -* `` 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`. - * If the keyboard doesn't have any subprojects, it can be left out - * To compile the default subproject, you can leave it out, or specify `defaultsp` - * Use `allsp` to compile all subprojects -* `` is the name of the keymap, for example `algernon` - * Use `allkm` to compile all keymaps -* `` will be explained in more detail below. - -**Note:** When you leave some parts of the command out, you should also remove the dash (`-`). - -As mentioned above, there are some shortcuts, when you are in a: - -* `keyboard` folder, the command will automatically fill the `` part. So you only need to type `--` -* `subproject` folder, it will fill in both `` and `` -* `keymap` folder, then `` and `` will be filled in. If you need to specify the `` use the following syntax `-` - * Note in order to support this shortcut, the keymap needs its own Makefile (see the example [here](/doc/keymap_makefile_example.mk)) -* `keymap` folder of a `subproject`, then everything except the `` will be filled in - -The `` means the following -* If no target is given, then it's the same as `all` below -* `all` compiles the keyboard and generates a `_.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. -* `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`. -* `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. - -Some other targets are supported but, but not important enough to be documented here. Check the source code of the make files for more information. - -You can also add extra options at the end of the make command line, after the target - -* `make COLOR=false` - turns off color output -* `make SILENT=true` - turns off output besides errors/warnings -* `make VERBOSE=true` - outputs all of the gcc stuff (not interesting, unless you need to debug) -* `make EXTRAFLAGS=-E` - Preprocess the code without doing any compiling (useful if you are trying to debug #define commands) - -The 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. - -Here are some examples commands - -* `make allkb-allsp-allkm` builds everything (all keyboards, all subprojects, all keymaps). Running just `make` from the `root` will also run this. -* `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. -* `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` -* `make dfu COLOR=false` from within a keymap folder, builds and uploads the keymap, but without color output. - -## The `Makefile` - -There are 5 different `make` and `Makefile` locations: - -* root (`/`) -* keyboard (`/keyboards//`) -* keymap (`/keyboards//keymaps//`) -* subproject (`/keyboards//`) -* subproject keymap (`/keyboards///keymaps/`) - -The 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.** - -For 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. - -### Makefile options - -Set the variables to `no` to disable them, and `yes` to enable them. - -`BOOTMAGIC_ENABLE` - -This 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. - -`MOUSEKEY_ENABLE` - -This gives you control over cursor movements and clicks via keycodes/custom functions. - -`EXTRAKEY_ENABLE` - -This allows you to use the system and audio control key codes. - -`CONSOLE_ENABLE` - -This allows you to print messages that can be read using [`hid_listen`](https://www.pjrc.com/teensy/hid_listen.html). - -By 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. - -To disable debug messages (*dprint*) and reduce the .hex file size, include `#define NO_DEBUG` in your `config.h` file. - -To 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. - -To disable print messages (*print*, *xprintf*) and **KEEP** user print messages (*uprint*), include `#define USER_PRINT` in your `config.h` file. - -To see the text, open `hid_listen` and enjoy looking at your printed messages. - -**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. - -`COMMAND_ENABLE` - -This 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`). - -`SLEEP_LED_ENABLE` - -Enables 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. - -`NKRO_ENABLE` - -This 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. - -`BACKLIGHT_ENABLE` - -This 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`: - - #define BACKLIGHT_PIN B7 - -`MIDI_ENABLE` - -This 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. - -`UNICODE_ENABLE` - -This allows you to send unicode symbols via `UC()` in your keymap. Only codes up to 0x7FFF are currently supported. - -`UNICODEMAP_ENABLE` - -This allows sending unicode symbols using `X()` in your keymap. Codes -up to 0xFFFFFFFF are supported, including emojis. You will need to maintain -a separate mapping table in your keymap file. - -Known limitations: -- Under Mac OS, only codes up to 0xFFFF are supported. -- Under Linux ibus, only codes up to 0xFFFFF are supported (but anything important is still under this limit for now). - -Characters out of range supported by the OS will be ignored. - -`BLUETOOTH_ENABLE` - -This allows you to interface with a Bluefruit EZ-key to send keycodes wirelessly. It uses the D2 and D3 pins. - -`AUDIO_ENABLE` - -This allows you output audio on the C6 pin (needs abstracting). See the [audio section](#driving-a-speaker---audio-support) for more information. - -`VARIABLE_TRACE` - -Use this to debug changes to variable values, see the [tracing variables](#tracing-variables) section for more information. - -`API_SYSEX_ENABLE` - -This enables using the Quantum SYSEX API to send strings (somewhere?) - -### Customizing Makefile options on a per-keymap basis - -If 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. - -So 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`. - -You can use the `doc/keymap_makefile_example.md` as a template/starting point. - -## The `config.h` file - -There are 2 `config.h` locations: - -* keyboard (`/keyboards//`) -* keymap (`/keyboards//keymaps//`) - -The 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: - -```c -#undef MY_SETTING -#define MY_SETTING 4 -``` - -For a value of `4` for this imaginary setting. So we `undef` it first, then `define` it. - -You can then override any settings, rather than having to copy and paste the whole thing. - -# Going beyond the keycodes - -Aside from the [basic keycodes](doc/keycode.txt), your keymap can include shortcuts to common operations. - -## Quick aliases to common actions - -Your keymap can include shortcuts to common operations (called "function actions" in tmk). - -These 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). - -Instead 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. - -### Switching and toggling layers - -`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. - -`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). - -`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). - -`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. - -`TO(layer)` - Goes to a layer. This code is special, because it lets you go either up or down the stack -- just goes directly to the layer you want. So while other codes only let you go _up_ the stack (from layer 0 to layer 3, for example), `TO(2)` is going to get you to layer 2, no matter where you activate it from -- even if you're currently on layer 5. This gets activated on keydown (as soon as the key is pressed). - - -### Fun with modifier keys - -* `LSFT(kc)` - applies left Shift to *kc* (keycode) - `S(kc)` is an alias -* `RSFT(kc)` - applies right Shift to *kc* -* `LCTL(kc)` - applies left Control to *kc* -* `RCTL(kc)` - applies right Control to *kc* -* `LALT(kc)` - applies left Alt to *kc* -* `RALT(kc)` - applies right Alt to *kc* -* `LGUI(kc)` - applies left GUI (command/win) to *kc* -* `RGUI(kc)` - applies right GUI (command/win) to *kc* -* `HYPR(kc)` - applies Hyper (all modifiers) to *kc* -* `MEH(kc)` - applies Meh (all modifiers except Win/Cmd) to *kc* -* `LCAG(kc)` - applies CtrlAltGui to *kc* - -You can also chain these, like this: - - LALT(LCTL(KC_DEL)) -- this makes a key that sends Alt, Control, and Delete in a single keypress. - -The 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`. - - KC_TILD ~ - KC_EXLM ! - KC_AT @ - KC_HASH # - KC_DLR $ - KC_PERC % - KC_CIRC ^ - KC_AMPR & - KC_ASTR * - KC_LPRN ( - KC_RPRN ) - KC_UNDS _ - KC_PLUS + - KC_DQUO " - KC_LCBR { - KC_RCBR } - KC_LABK < - KC_RABK > - KC_PIPE | - KC_COLN : - -`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. :) - -`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. - -These are the values you can use for the `mod` in `MT()` and `OSM()` (right-hand modifiers are not available for `MT()`): - - * MOD_LCTL - * MOD_LSFT - * MOD_LALT - * MOD_LGUI - * MOD_HYPR - * MOD_MEH - -These 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. - -We've added shortcuts to make common modifier/tap (mod-tap) mappings more compact: - - * `CTL_T(kc)` - is LCTL when held and *kc* when tapped - * `SFT_T(kc)` - is LSFT when held and *kc* when tapped - * `ALT_T(kc)` - is LALT when held and *kc* when tapped - * `GUI_T(kc)` - is LGUI when held and *kc* when tapped - * `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/) - * `LCAG_T(kc)` - is CtrlAltGui when held and *kc* when tapped - * `MEH_T(kc)` - is like Hyper, but not as cool -- does not include the Cmd/Win key, so just sends Alt+Ctrl+Shift. - -## Space Cadet Shift: The future, built in - -Steve 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. - -To 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. - -It'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: - - #define LSPO_KEY KC_9 - #define RSPC_KEY KC_0 - -You can also choose between different rollover behaviors of the shift keys by defining: - - #define DISABLE_SPACE_CADET_ROLLOVER - -in 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. - -The only other thing you're going to want to do is create a `Makefile` in your keymap directory and set the following: - -``` -COMMAND_ENABLE = no # Commands for debug and configuration -``` - -This is just to keep the keyboard from going into command mode when you hold both Shift keys at the same time. - -## The Leader key: A new kind of modifier - -If 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. - -That's what `KC_LEAD` does. Here's an example: - -1. 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. -2. 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. -3. Within your `matrix_scan_user` function, do something like this: - -``` -LEADER_EXTERNS(); - -void matrix_scan_user(void) { - LEADER_DICTIONARY() { - leading = false; - leader_end(); - - SEQ_ONE_KEY(KC_F) { - register_code(KC_S); - unregister_code(KC_S); - } - SEQ_TWO_KEYS(KC_A, KC_S) { - register_code(KC_H); - unregister_code(KC_H); - } - SEQ_THREE_KEYS(KC_A, KC_S, KC_D) { - register_code(KC_LGUI); - register_code(KC_S); - unregister_code(KC_S); - unregister_code(KC_LGUI); - } - } -} -``` - -As 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. - -## Tap Dance: A single key can do 3, 5, or 100 different things - -Hit 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: - -With 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. - -To 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. - -With `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. - -The 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. - -But lets start with how to use it, first! - -First, 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. - -This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are three possible options: - -* `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. -* `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the final tap count of the tap dance action. -* `ACTION_TAP_DANCE_FN_ADVANCED(on_each_tap_fn, on_dance_finished_fn, on_dance_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. - -The 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. - -And that's the bulk of it! - -And now, on to the explanation of how it works! - -The 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. - -This 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. - -Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys. - -For 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. - -### Examples - -Here's a simple example for a single definition: - -1. In your `makefile`, add `TAP_DANCE_ENABLE = yes` -2. In your `config.h` (which you can copy from `qmk_firmware/keyboards/planck/config.h` to your keymap directory), add `#define TAPPING_TERM 200` -3. In your `keymap.c` file, define the variables and definitions, then add to your keymap: - -```c -//Tap Dance Declarations -enum { - TD_ESC_CAPS = 0 -}; - -//Tap Dance Definitions -qk_tap_dance_action_t tap_dance_actions[] = { - //Tap once for Esc, twice for Caps Lock - [TD_ESC_CAPS] = ACTION_TAP_DANCE_DOUBLE(KC_ESC, KC_CAPS) -// Other declarations would go here, separated by commas, if you have them -}; - -//In Layer declaration, add tap dance item in place of a key code -TD(TD_ESC_CAPS) -``` - -Here's a more complex example involving custom actions: - -```c -enum { - CT_SE = 0, - CT_CLN, - CT_EGG, - CT_FLSH, -}; - -/* Have the above three on the keymap, TD(CT_SE), etc... */ - -void dance_cln_finished (qk_tap_dance_state_t *state, void *user_data) { - if (state->count == 1) { - register_code (KC_RSFT); - register_code (KC_SCLN); - } else { - register_code (KC_SCLN); - } -} - -void dance_cln_reset (qk_tap_dance_state_t *state, void *user_data) { - if (state->count == 1) { - unregister_code (KC_RSFT); - unregister_code (KC_SCLN); - } else { - unregister_code (KC_SCLN); - } -} - -void dance_egg (qk_tap_dance_state_t *state, void *user_data) { - if (state->count >= 100) { - SEND_STRING ("Safety dance!"); - reset_tap_dance (state); - } -} - -// on each tap, light up one led, from right to left -// on the forth tap, turn them off from right to left -void dance_flsh_each(qk_tap_dance_state_t *state, void *user_data) { - switch (state->count) { - case 1: - ergodox_right_led_3_on(); - break; - case 2: - ergodox_right_led_2_on(); - break; - case 3: - ergodox_right_led_1_on(); - break; - case 4: - ergodox_right_led_3_off(); - _delay_ms(50); - ergodox_right_led_2_off(); - _delay_ms(50); - ergodox_right_led_1_off(); - } -} - -// on the fourth tap, set the keyboard on flash state -void dance_flsh_finished(qk_tap_dance_state_t *state, void *user_data) { - if (state->count >= 4) { - reset_keyboard(); - reset_tap_dance(state); - } -} - -// if the flash state didnt happen, then turn off leds, left to right -void dance_flsh_reset(qk_tap_dance_state_t *state, void *user_data) { - ergodox_right_led_1_off(); - _delay_ms(50); - ergodox_right_led_2_off(); - _delay_ms(50); - ergodox_right_led_3_off(); -} - -qk_tap_dance_action_t tap_dance_actions[] = { - [CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT) - ,[CT_CLN] = ACTION_TAP_DANCE_FN_ADVANCED (NULL, dance_cln_finished, dance_cln_reset) - ,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg) - ,[CT_FLSH] = ACTION_TAP_DANCE_FN_ADVANCED (dance_flsh_each, dance_flsh_finished, dance_flsh_reset) -}; -``` - -## Temporarily setting the default layer - -`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. - -## Prevent stuck modifiers - -Consider the following scenario: - -1. Layer 0 has a key defined as Shift. -2. The same key is defined on layer 1 as the letter A. -3. User presses Shift. -4. User switches to layer 1 for whatever reason. -5. User releases Shift, or rather the letter A. -6. User switches back to layer 0. - -Shift was actually never released and is still considered pressed. - -If such situation bothers you add this to your `config.h`: - - #define PREVENT_STUCK_MODIFIERS - -This option uses 5 bytes of memory per every 8 keys on the keyboard -rounded up (5 bits per key). For example on Planck (48 keys) it uses -(48/8)\*5 = 30 bytes. - -## Macro shortcuts: Send a whole string when pressing just one key - -Instead 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). - -```c -const 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. -{ - switch(id) { - case 0: // this would trigger when you hit a key mapped as M(0) - if (record->event.pressed) { - 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 - } - break; - } - return MACRO_NONE; -}; -``` -A macro can include the following commands: - -* I() change interval of stroke in milliseconds. -* D() press key. -* U() release key. -* T() type key(press and release). -* W() wait (milliseconds). -* END end mark. - -So 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. - -Note: Using macros to have your keyboard send passwords for you is possible, but a bad idea. - -### Advanced macro functions - -To get more control over the keys/actions your keyboard takes, the following functions are available to you in the `action_get_macro` function block: - -* `record->event.pressed` - -This is a boolean value that can be tested to see if the switch is being pressed or released. An example of this is - -```c -if (record->event.pressed) { - // on keydown -} else { - // on keyup -} -``` - -* `register_code();` - -This sends the `` 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`. - -* `unregister_code();` - -Parallel to `register_code` function, this sends the `` keyup event to the computer. If you don't use this, the key will be held down until it's sent. - -* `layer_on();` - -This will turn on the layer `` - 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. - -* `layer_off();` - -This will turn off the layer ``. - -* `clear_keyboard();` - -This will clear all mods and keys currently pressed. - -* `clear_mods();` - -This will clear all mods currently pressed. - -* `clear_keyboard_but_mods();` - -This will clear all keys besides the mods currently pressed. - -* `update_tri_layer(layer_1, layer_2, layer_3);` - -If 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). - -#### Naming your macros - -If 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: - -``` -#define AUD_OFF M(6) -#define AUD_ON M(7) -#define MUS_OFF M(8) -#define MUS_ON M(9) -#define VC_IN M(10) -#define VC_DE M(11) -#define PLOVER M(12) -#define EXT_PLV M(13) -``` - -As was done on the [Planck default keymap](/keyboards/planck/keymaps/default/keymap.c#L33-L40) - -#### Timer functionality - -It's possible to start timers and read values for time-specific events - here's an example: - -```c -static uint16_t key_timer; -key_timer = timer_read(); -if (timer_elapsed(key_timer) < 100) { - // do something if less than 100ms have passed -} else { - // do something if 100ms or more have passed -} -``` - -It's best to declare the `static uint16_t key_timer;` outside of the macro block (top of file, etc). - -#### Example: Single-key copy/paste (hold to copy, tap to paste) - -With 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? - -Here's what you do: - - -``` -static uint16_t key_timer; - -const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt) -{ - switch(id) { - case 0: { - if (record->event.pressed) { - key_timer = timer_read(); // if the key is being pressed, we start the timer. - } - else { // this means the key was just released, so we can figure out how long it was pressed for (tap or "held down"). - if (timer_elapsed(key_timer) > 150) { // 150 being 150ms, the threshhold we pick for counting something as a tap. - return MACRO( D(LCTL), T(C), U(LCTL), END ); - } - else { - return MACRO( D(LCTL), T(V), U(LCTL), END ); - } - } - break; - } - } - return MACRO_NONE; -}; -``` - -And 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. - -## Dynamic macros: record and replay macros in runtime - -In 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 64 keypresses (by default). - -To enable them, first add a new element to the `planck_keycodes` enum -- `DYNAMIC_MACRO_RANGE`: - - enum planck_keycodes { - QWERTY = SAFE_RANGE, - COLEMAK, - DVORAK, - PLOVER, - LOWER, - RAISE, - BACKLIT, - EXT_PLV, - DYNAMIC_MACRO_RANGE, - }; - -Afterwards create a new layer called `_DYN`: - - #define _DYN 6 /* almost any other free number should be ok */ - -Below these two modifications include the `dynamic_macro.h` header: - - #include "dynamic_macro.h"` - -Then 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. - - [_DYN]= { - {_______, DYN_REC_START1, DYN_MACRO_PLAY1, _______, _______, _______, _______, _______, _______, _______, _______, _______}, - {_______, DYN_REC_START2, DYN_MACRO_PLAY2, _______, _______, _______, _______, _______, _______, _______, _______, _______}, - {_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______}, - {_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______} - }, - -Add the following code to the very beginning of your `process_record_user()` function: - - if (!process_record_dynamic_macro(keycode, record)) { - return false; - } - -To 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`. - -If 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: 128; please read the comments for it in the header). - -For the details about the internals of the dynamic macros, please read the comments in the `dynamic_macro.h` header. - -## Additional keycode aliases for software-implemented layouts (Colemak, Dvorak, etc) - -Everything 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: - - #include - -If you use Dvorak, use `keymap_dvorak.h` instead of `keymap_colemak.h` for this line. After including this line, you will get access to: - - * `CM_*` for all of the Colemak-equivalent characters - * `DV_*` for all of the Dvorak-equivalent characters - -These 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. - -To 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`. - -## Additional language support - -In `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). - -## Unicode support - -There are three Unicode keymap definition method available in QMK: - -### UNICODE_ENABLE - -Supports Unicode input up to 0xFFFF. The keycode function is `UC(n)` in -keymap file, where *n* is a 4 digit hexadecimal. - -### UNICODEMAP_ENABLE - -Supports Unicode up to 0xFFFFFFFF. You need to maintain a separate mapping -table `const uint32_t PROGMEM unicode_map[] = {...}` in your keymap file. -The keycode function is `X(n)` where *n* is the array index of the mapping -table. - -### UCIS_ENABLE - -TBD - -Unicode input in QMK works by inputing a sequence of characters to the OS, -sort of like macro. Unfortunately, each OS has different ideas on how Unicode is inputted. - -This is the current list of Unicode input method in QMK: - -* 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. -* 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. -* 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. -* UC_WINC: Windows Unicode input using WinCompose. Requires [WinCompose](https://github.com/samhocevar/wincompose). Works reliably under many (all?) variations of Windows. - -## Backlight Breathing - -In order to enable backlight breathing, the following line must be added to your config.h file. - - #define BACKLIGHT_BREATHING - -The following function calls are used to control the breathing effect. - -* ```breathing_enable()``` - Enable the free-running breathing effect. -* ```breathing_disable()``` - Disable the free-running breathing effect immediately. -* ```breathing_self_disable()``` - Disable the free-running breathing effect after the current effect ends. -* ```breathing_toggle()``` - Toggle the free-running breathing effect. -* ```breathing_defaults()``` - Reset the speed and brightness settings of the breathing effect. - -The following function calls are used to control the maximum brightness of the breathing effect. - -* ```breathing_intensity_set(value)``` - Set the brightness of the breathing effect when it is at its max value. -* ```breathing_intensity_default()``` - Reset the brightness of the breathing effect to the default value based on the current backlight intensity. - -The following function calls are used to control the cycling speed of the breathing effect. - -* ```breathing_speed_set(value)``` - Set the speed of the breathing effect - how fast it cycles. -* ```breathing_speed_inc(value)``` - Increase the speed of the breathing effect by a fixed value. -* ```breathing_speed_dec(value)``` - Decrease the speed of the breathing effect by a fixed value. -* ```breathing_speed_default()``` - Reset the speed of the breathing effect to the default value. - -The following example shows how to enable the backlight breathing effect when the FUNCTION layer macro button is pressed: - - case MACRO_FUNCTION: - if (record->event.pressed) - { - breathing_speed_set(3); - breathing_enable(); - layer_on(LAYER_FUNCTION); - } - else - { - breathing_speed_set(1); - breathing_self_disable(); - layer_off(LAYER_FUNCTION); - } - break; - -The following example shows how to pulse the backlight on-off-on when the RAISED layer macro button is pressed: - - case MACRO_RAISED: - if (record->event.pressed) - { - layer_on(LAYER_RAISED); - breathing_speed_set(2); - breathing_pulse(); - update_tri_layer(LAYER_LOWER, LAYER_RAISED, LAYER_ADJUST); - } - else - { - layer_off(LAYER_RAISED); - update_tri_layer(LAYER_LOWER, LAYER_RAISED, LAYER_ADJUST); - } - break; - -## Other firmware shortcut keycodes - -* `RESET` - puts the MCU in DFU mode for flashing new firmware (with `make dfu`) -* `DEBUG` - the firmware into debug mode - you'll need hid_listen to see things -* `BL_ON` - turns the backlight on -* `BL_OFF` - turns the backlight off -* `BL_` - sets the backlight to level *n* -* `BL_INC` - increments the backlight level by one -* `BL_DEC` - decrements the backlight level by one -* `BL_TOGG` - toggles the backlight -* `BL_STEP` - steps through the backlight levels - -Enable the backlight from the Makefile. - -# Custom Quantum functions - -All of these functions are available in the `*_kb()` or `*_user()` variety. `kb` ones should only be used in the `/.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. - -## `void matrix_init_*(void)` - -This function gets called when the matrix is initiated, and can contain start-up code for your keyboard/keymap. - -## `void matrix_scan_*(void)` - -This 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. - -## `bool process_record_*(uint16_t keycode, keyrecord_t *record)` - -This 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. - -The `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. - -The `record` variable contains infomation about the actual press: - -``` -keyrecord_t record { - keyevent_t event { - keypos_t key { - uint8_t col - uint8_t row - } - bool pressed - uint16_t time - } -} -``` - -The conditional `if (record->event.pressed)` can tell if the key is being pressed or released, and you can execute code based on that. - -## `void led_set_*(uint8_t usb_led)` - -This gets called whenever there is a state change on your host LEDs (eg caps lock, scroll lock, etc). The LEDs are defined as: - -``` -#define USB_LED_NUM_LOCK 0 -#define USB_LED_CAPS_LOCK 1 -#define USB_LED_SCROLL_LOCK 2 -#define USB_LED_COMPOSE 3 -#define USB_LED_KANA 4 -``` - -and can be tested against the `usb_led` with a conditional like `if (usb_led & (1<` 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. - -## `/keyboards//config.h` - -The `USB Device descriptor parameter` block contains parameters are used to uniquely identify your keyboard, but they don't really matter to the machine. - -Your `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. - -The `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. - -For 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. - -`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. - -`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. - -`BACKLIGHT_LEVELS` is how many levels exist for your backlight - max is 15, and they are computed automatically from this number. - -## `/keyboards//Makefile` - -The 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`. - -``` -# Boot Section Size in *bytes* -# Teensy halfKay 512 -# Teensy++ halfKay 1024 -# Atmel DFU loader 4096 -# LUFA bootloader 4096 -# USBaspLoader 2048 -OPT_DEFS += -DBOOTLOADER_SIZE=512 -``` - -At 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). - -## `/keyboards//readme.md` - -This 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//. - -## `/keyboards//.c` - -This 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) - -## `/keyboards//.h` - -Here 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: - -``` -#define KEYMAP( \ - k00, k01, k02, \ - k10, k11 \ -) \ -{ \ - { k00, k01, k02 }, \ - { k10, KC_NO, k11 }, \ -} -``` - -Each of the `kxx` variables needs to be unique, and usually follows the format `k`. You can place `KC_NO` where your dead keys are in your matrix. - -# Unit Testing - -If 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. - -Instead I recommend these two books, explaining two different styles of Unit Testing in detail. - -* "Test Driven Development: By Example: Kent Beck" -* "Growing Object-Oriented Software, Guided By Tests: Steve Freeman, Nat Pryce" - -If 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. - -## Google Test and Google Mock -It'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. - -## Use of C++ - -Note 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. - -One thing to remember, is that you have to append `extern "C"` around all of your C file includes. - -## Adding tests for new or existing features - -If 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. - -1. If it doesn't already exist, add a test subfolder to the folder containing the feature. -2. Create a `testlist.mk` and a `rules.mk` file in that folder. -3. Include those files from the root folder `testlist.mk`and `build_test.mk` respectively. -4. 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. -5. Define the source files and required options in the `rules.mk` file. - * `_SRC` for source files - * `_DEFS` for additional defines - * `_INC` for additional include folders -6. 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. - -Note 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) - -## Running the tests - -To 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. - -## Debugging the tests - -If 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. - -## Full Integration tests - -It'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. - -In that model you would emulate the input, and expect a certain output from the emulated keyboard. - -# Tracing variables - -Sometimes 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. - -To 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. - -Then 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 -```c -void matrix_init_user(void) { - ADD_TRACED_VARIABLE("layer", &layer_state, sizeof(layer_state)); -} -``` - -This 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. - -In 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. - -Also remember to delete all the tracing code ones you have found the bug, as you wouldn't want to create a pull request with tracing code. -- cgit v1.2.3 From b56ec38d5ccc10e6e0b2ff6e7e859bbae3cb9610 Mon Sep 17 00:00:00 2001 From: Jason Milkins Date: Sun, 15 Jan 2017 14:08:17 +0800 Subject: Typo fix --- readme.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 90584cabc..d33c3ad01 100644 --- a/readme.md +++ b/readme.md @@ -31,7 +31,7 @@ The OLKB product firmwares are maintained by [Jack Humbert](https://github.com/j This 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: -* [**The Wiki**](https://github.com/jackhumbert/qmk_firmware/wiki) - the entirity of the readme has been moved here +* [**The Wiki**](https://github.com/jackhumbert/qmk_firmware/wiki) - the entirety of the readme has been moved here * The readme for your own keyboard: This is found under `keyboards//`. So for the ErgoDox EZ, it's [here](keyboards/ergodox/ez/); for the Planck, it's [here](keyboards/planck/) and so on. * The list of possible keycodes you can use in your keymap is actually spread out in a few different places: * [doc/keycode.txt](doc/keycode.txt) - an explanation of those same keycodes. -- cgit v1.2.3 From 1b20243092002637d0020b341801e5e26a61fd2f Mon Sep 17 00:00:00 2001 From: Jack Humbert Date: Thu, 26 Jan 2017 01:26:17 -0500 Subject: Add gitter image, start update to qmk org --- readme.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index d33c3ad01..71f756667 100644 --- a/readme.md +++ b/readme.md @@ -1,6 +1,6 @@ # Quantum Mechanical Keyboard Firmware -[![Build Status](https://travis-ci.org/jackhumbert/qmk_firmware.svg?branch=master)](https://travis-ci.org/jackhumbert/qmk_firmware) +[![Build Status](https://travis-ci.org/jackhumbert/qmk_firmware.svg?branch=master)](https://travis-ci.org/jackhumbert/qmk_firmware) [![Gitter](https://badges.gitter.im/qmk/qmk_firmware.svg)](https://gitter.im/qmk/qmk_firmware?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge) This 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/). @@ -23,7 +23,7 @@ The project also includes community support for [lots of other keyboards](/keybo QMK 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 :) -This 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). +This 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/qmk/qmk_firmware/issues/new). The 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). @@ -31,7 +31,7 @@ The OLKB product firmwares are maintained by [Jack Humbert](https://github.com/j This 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: -* [**The Wiki**](https://github.com/jackhumbert/qmk_firmware/wiki) - the entirety of the readme has been moved here +* [**The Wiki**](https://github.com/qmk/qmk_firmware/wiki) - the entirety of the readme has been moved here * The readme for your own keyboard: This is found under `keyboards//`. So for the ErgoDox EZ, it's [here](keyboards/ergodox/ez/); for the Planck, it's [here](keyboards/planck/) and so on. * The list of possible keycodes you can use in your keymap is actually spread out in a few different places: * [doc/keycode.txt](doc/keycode.txt) - an explanation of those same keycodes. -- cgit v1.2.3 From 1e97f77278b757d740a800ae228c6202de0679b4 Mon Sep 17 00:00:00 2001 From: Jack Humbert Date: Sun, 12 Feb 2017 20:01:04 -0500 Subject: update travis badge --- readme.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 71f756667..21bb79a49 100644 --- a/readme.md +++ b/readme.md @@ -1,6 +1,6 @@ # Quantum Mechanical Keyboard Firmware -[![Build Status](https://travis-ci.org/jackhumbert/qmk_firmware.svg?branch=master)](https://travis-ci.org/jackhumbert/qmk_firmware) [![Gitter](https://badges.gitter.im/qmk/qmk_firmware.svg)](https://gitter.im/qmk/qmk_firmware?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge) +[![Build Status](https://travis-ci.org/qmk/qmk_firmware.svg?branch=master)](https://travis-ci.org/jackhumbert/qmk_firmware) [![Gitter](https://badges.gitter.im/qmk/qmk_firmware.svg)](https://gitter.im/qmk/qmk_firmware?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge) This 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/). -- cgit v1.2.3