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index b1808b6d13..cd65e0e69e 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 īgit 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.
@@ -69,11 +69,14 @@ 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. 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:
@@ -90,9 +93,13 @@ 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 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.
@@ -133,6 +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.
@@ -153,47 +163,108 @@ 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). You can run `make` from the root (`/`), your keyboard folder (`/keyboards/<keyboard>/`), or your keymap folder (`/keyboards/<keyboard>/keymaps/<keymap>/`) if you have a `Makefile` there (see the example [here](/doc/keymap_makefile_example.mk)).
+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 <subproject>-<programmer>`
+
+Otherwise, if there's no `Makefile` in the `keymap` folder
+
+1. Enter the `keyboard` folder
+2. Run `make <subproject>-<keymap>-<programmer>`
+
+In the above commands, replace:
+
+* `<keymap>` with the name of your keymap
+* `<subproject>` with the name of the subproject (revision or sub-model of your keyboard). For example, for Ergodox it can be `ez` or `infinity`, and for Planck `rev3` or `rev4`.
+ * 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.
+* `<programmer>` The programmer to use. Most keyboards use `dfu`, but some use `teensy`. Infinity keyboards use `dfu-util`. Check the readme file in the keyboard folder to find out which programmer to use.
+ * If you don't add `-<programmer` to the command line, the firmware will be still be compiled into a hex file, but the upload will be skipped.
+
+**NOTE:** Some operating systems will refuse to program unless you run the make command as root for example `sudo make dfu`
+
+### More detailed make instruction
-By default, this will generate a `<keyboard>_<keymap>.hex` file in whichever folder you run `make` from. These files are ignored by git, so don't worry about deleting them when committing/creating pull requests.
+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).
-Below are some definitions that will be useful:
+`<keyboard>-<subproject>-<keymap>-<target>`, where:
-* 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`.
+* `<keyboard>` is the name of the keyboard, for example `planck`
+ * Use `allkb` to compile all keyboards
+* `<subproject>` is the name of the subproject (revision or sub-model of the keyboard). For example, for Ergodox it can be `ez` or `infinity`, and for Planck `rev3` or `rev4`.
+ * 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
+* `<keymap>` is the name of the keymap, for example `algernon`
+ * Use `allkm` to compile all keymaps
+* `<target>` will be explained in more detail below.
-Below is a list of the useful `make` commands in QMK:
+**Note:** When you leave some parts of the command out, you should also remove the dash (`-`).
-* `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=<keyboard>` - specifies the keyboard (only to be used in root)
- * `make keymap=<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=<keyboard>]` - builds all of the keymaps for whatever keyboard folder you're in, or specified by `<keyboard>`
-* `make all-keyboards-*`, `make all-keyboards-default-*` and `make all-keymaps-* [keyboard=<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:
+As mentioned above, there are some shortcuts, when you are in a:
+
+* `keyboard` folder, the command will automatically fill the `<keyboard>` part. So you only need to type `<subproject>-<keymap>-<target>`
+* `subproject` folder, it will fill in both `<keyboard>` and `<subproject>`
+* `keymap` folder, then `<keyboard>` and `<keymap>` will be filled in. If you need to specify the `<subproject>` use the following syntax `<subproject>-<target>`
+ * 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 `<target>` will be filled in
+
+The `<target>` means the following
+* If no target is given, then it's the same as `all` below
+* `all` compiles the keyboard and generates a `<keyboard>_<keymap>.hex` file in whichever folder you run `make` from. These files are ignored by git, so don't worry about deleting them when committing/creating pull requests.
+* `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)
+* `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 3 different `make` and `Makefile` locations:
+There are 5 different `make` and `Makefile` locations:
* root (`/`)
* keyboard (`/keyboards/<keyboard>/`)
* keymap (`/keyboards/<keyboard>/keymaps/<keymap>/`)
+* subproject (`/keyboards/<keyboard>/<subproject>`)
+* subproject keymap (`/keyboards/<keyboard>/<subproject>/keymaps/<keymap>`)
+
+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
@@ -213,11 +284,23 @@ 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`
@@ -225,7 +308,7 @@ 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`
@@ -241,6 +324,18 @@ This enables MIDI sending and receiving with your keyboard. To enter MIDI send m
This allows you to send unicode symbols via `UC(<unicode>)` in your keymap. Only codes up to 0x7FFF are currently supported.
+`UNICODEMAP_ENABLE`
+
+This allows sending unicode symbols using `X(<unicode>)` 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.
@@ -249,6 +344,10 @@ 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.
@@ -297,6 +396,8 @@ 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
@@ -368,7 +469,7 @@ 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:
@@ -447,7 +548,7 @@ 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.
@@ -465,11 +566,11 @@ 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
@@ -485,10 +586,10 @@ 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 {
@@ -744,7 +845,7 @@ 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`:
@@ -763,11 +864,11 @@ 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]= {
@@ -776,7 +877,7 @@ 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)) {
@@ -785,7 +886,7 @@ 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.
@@ -810,7 +911,93 @@ 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.
+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
@@ -978,7 +1165,7 @@ 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
@@ -996,6 +1183,135 @@ 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.
+
+Then, decide whether to use USART (best), interrupts (better) or busywait (not recommended), and enable the relevant option.
+
+### Busywait version
+
+Note: This is not recommended, you may encounter jerky movement or unsent inputs. Please use interrupt or USART version if possible.
+
+In rules.mk:
+
+```
+PS2_MOUSE_ENABLE = yes
+PS2_USE_BUSYWAIT = yes
+```
+
+In your keyboard config.h:
+
+```
+#ifdef PS2_USE_BUSYWAIT
+# 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 2
+#endif
+```
+
+### Interrupt version
+
+The following example uses D2 for clock and D5 for data. You can use any INT or PCINT pin for clock, and any pin for data.
+
+In rules.mk:
+
+```
+PS2_MOUSE_ENABLE = yes
+PS2_USE_INT = yes
+```
+
+In your keyboard config.h:
+
+```
+#ifdef PS2_USE_INT
+#define PS2_CLOCK_PORT PORTD
+#define PS2_CLOCK_PIN PIND
+#define PS2_CLOCK_DDR DDRD
+#define PS2_CLOCK_BIT 2
+#define PS2_DATA_PORT PORTD
+#define PS2_DATA_PIN PIND
+#define PS2_DATA_DDR DDRD
+#define PS2_DATA_BIT 5
+
+#define PS2_INT_INIT() do { \
+ EICRA |= ((1<<ISC21) | \
+ (0<<ISC20)); \
+} while (0)
+#define PS2_INT_ON() do { \
+ EIMSK |= (1<<INT2); \
+} while (0)
+#define PS2_INT_OFF() do { \
+ EIMSK &= ~(1<<INT2); \
+} while (0)
+#define PS2_INT_VECT INT2_vect
+#endif
+```
+
+### USART version
+
+To use USART on the ATMega32u4, you have to use PD5 for clock and PD2 for data. If one of those are unavailable, you need to use interrupt version.
+
+In rules.mk:
+
+```
+PS2_MOUSE_ENABLE = yes
+PS2_USE_USART = yes
+```
+
+In your keyboard config.h:
+
+```
+#ifdef PS2_USE_USART
+#define PS2_CLOCK_PORT PORTD
+#define PS2_CLOCK_PIN PIND
+#define PS2_CLOCK_DDR DDRD
+#define PS2_CLOCK_BIT 5
+#define PS2_DATA_PORT PORTD
+#define PS2_DATA_PIN PIND
+#define PS2_DATA_DDR DDRD
+#define PS2_DATA_BIT 2
+
+/* synchronous, odd parity, 1-bit stop, 8-bit data, sample at falling edge */
+/* set DDR of CLOCK as input to be slave */
+#define PS2_USART_INIT() do { \
+ PS2_CLOCK_DDR &= ~(1<<PS2_CLOCK_BIT); \
+ PS2_DATA_DDR &= ~(1<<PS2_DATA_BIT); \
+ UCSR1C = ((1 << UMSEL10) | \
+ (3 << UPM10) | \
+ (0 << USBS1) | \
+ (3 << UCSZ10) | \
+ (0 << UCPOL1)); \
+ UCSR1A = 0; \
+ UBRR1H = 0; \
+ UBRR1L = 0; \
+} while (0)
+#define PS2_USART_RX_INT_ON() do { \
+ UCSR1B = ((1 << RXCIE1) | \
+ (1 << RXEN1)); \
+} while (0)
+#define PS2_USART_RX_POLL_ON() do { \
+ UCSR1B = (1 << RXEN1); \
+} while (0)
+#define PS2_USART_OFF() do { \
+ UCSR1C = 0; \
+ UCSR1B &= ~((1 << RXEN1) | \
+ (1 << TXEN1)); \
+} while (0)
+#define PS2_USART_RX_READY (UCSR1A & (1<<RXC1))
+#define PS2_USART_RX_DATA UDR1
+#define PS2_USART_ERROR (UCSR1A & ((1<<FE1) | (1<<DOR1) | (1<<UPE1)))
+#define PS2_USART_RX_VECT USART1_RX_vect
+#endif
+#endif
+#endif
+```
+
## Safety Considerations
You probably don't want to "brick" your keyboard, making it impossible
@@ -1025,15 +1341,15 @@ 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.
@@ -1077,3 +1393,72 @@ 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<row><col>`. 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. \ No newline at end of file