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# How to Customize Your Keyboard's Behavior

For a lot of people a custom keyboard is about more than sending button presses to your computer. You want to be able to do things that are more complex than simple button presses and macros. QMK has hooks that allow you to inject code, override functionality, and otherwise customize how your keyboard behaves in different situations.

This page does not assume any special knowledge about QMK, but reading [Understanding QMK](understanding_qmk.md) will help you understand what is going on at a more fundamental level.

## A Word on Core vs Keyboards vs Keymap

We have structured QMK as a hierarchy:

* Core (`_quantum`)
  * Keyboard/Revision (`_kb`)
    * Keymap (`_user`)

Each of the functions described below can be defined with a `_kb()` suffix or a `_user()` suffix. We intend for you to use the `_kb()` suffix at the Keyboard/Revision level, while the `_user()` suffix should be used at the Keymap level.

When defining functions at the Keyboard/Revision level it is important that your `_kb()` implementation call `_user()` before executing anything else- otherwise the keymap level function will never be called.

# Custom Keycodes

By far the most common task is to change the behavior of an existing keycode or to create a new keycode. From a code standpoint the mechanism for each is very similar.

## Defining a New Keycode

The first step to creating your own custom keycode(s) is to enumerate them. This means both naming them and assigning a unique number to that keycode. Rather than limit custom keycodes to a fixed range of numbers QMK provides the `SAFE_RANGE` macro. You can use `SAFE_RANGE` when enumerating your custom keycodes to guarantee that you get a unique number.


Here is an example of enumerating 2 keycodes. After adding this block to your `keymap.c` you will be able to use `FOO` and `BAR` inside your keymap.

```c
enum my_keycodes {
  FOO = SAFE_RANGE,
  BAR
};
```

## Programming the Behavior of Any Keycode

When you want to override the behavior of an existing key, or define the behavior for a new key, you should use the `process_record_kb()` and `process_record_user()` functions. These are called by QMK during key processing before the actual key event is handled. If these functions return `true` QMK will process the keycodes as usual. That can be handy for extending the functionality of a key rather than replacing it. If these functions return `false` QMK will skip the normal key handling, and it will be up to you to send any key up or down events that are required.

These function are called every time a key is pressed or released.

### Example `process_record_user()` Implementation

This example does two things. It defines the behavior for a custom keycode called `FOO`, and it supplements our Enter key by playing a tone whenever it is pressed.

```c
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
  switch (keycode) {
    case FOO:
      if (record->event.pressed) {
        // Do something when pressed
      } else {
        // Do something else when release
      }
      return false; // Skip all further processing of this key
    case KC_ENTER:
      // Play a tone when enter is pressed
      if (record->event.pressed) {
        PLAY_NOTE_ARRAY(tone_qwerty);
      }
      return true; // Let QMK send the enter press/release events
    default:
      return true; // Process all other keycodes normally
  }
}
```

### `process_record_*` Function Documentation

* Keyboard/Revision: `bool process_record_kb(uint16_t keycode, keyrecord_t *record)`
* Keymap: `bool process_record_user(uint16_t keycode, keyrecord_t *record)`

The `keycode` argument is whatever is defined in your keymap, eg `MO(1)`, `KC_L`, etc. You should use a `switch...case` block to handle these events.

The `record` argument contains information about the actual press:

```c
keyrecord_t record {
  keyevent_t event {
    keypos_t key {
      uint8_t col
      uint8_t row
    }
    bool     pressed
    uint16_t time
  }
}
```

# LED Control

QMK provides methods to read 5 of the LEDs defined in the HID spec:

* Num Lock
* Caps Lock
* Scroll Lock
* Compose
* Kana

There are two ways to get the lock LED state:

* by implementing `bool led_update_kb(led_t led_state)` or `_user(led_t led_state)`; or
* by calling `led_t host_keyboard_led_state()`

!> `host_keyboard_led_state()` may already reflect a new value before `led_update_user()` is called.

Two more deprecated functions exist that provide the LED state as a `uint8_t`:

* `uint8_t led_set_kb(uint8_t usb_led)` and `_user(uint8_t usb_led)`
* `uint8_t host_keyboard_leds()`

## `led_update_user()`

This function will be called when the state of one of those 5 LEDs changes. It receives the LED state as a struct parameter.

By convention, return `true` from `led_update_user()` to get the `led_update_kb()` hook to run its code, and
return `false` when you would prefer not to run the code in `led_update_kb()`.

Some examples include:

  - overriding the LEDs to use them for something else like layer indication
    - return `false` because you do not want the `_kb()` function to run, as it would override your layer behavior.
  - play a sound when an LED turns on or off.
    - return `true` because you want the `_kb` function to run, and this is in addition to the default LED behavior.

?> Because the `led_set_*` functions return `void` instead of `bool`, they do not allow for overriding the keyboard LED control, and thus it's recommended to use `led_update_*` instead.

### Example `led_update_kb()` Implementation

```c
bool led_update_kb(led_t led_state) {
    bool res = led_update_user(led_state);
    if(res) {
        // writePin sets the pin high for 1 and low for 0.
        // In this example the pins are inverted, setting
        // it low/0 turns it on, and high/1 turns the LED off.
        // This behavior depends on whether the LED is between the pin
        // and VCC or the pin and GND.
        writePin(B0, !led_state.num_lock);
        writePin(B1, !led_state.caps_lock);
        writePin(B2, !led_state.scroll_lock);
        writePin(B3, !led_state.compose);