From 603e3fd2f69d77aa46d814074e1ac6283e0b8749 Mon Sep 17 00:00:00 2001 From: Erez Zukerman Date: Wed, 22 Feb 2017 19:59:01 -0500 Subject: Created Modding your keyboard (markdown) --- Modding-your-keyboard.md | 379 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 379 insertions(+) create mode 100644 Modding-your-keyboard.md (limited to 'Modding-your-keyboard.md') diff --git a/Modding-your-keyboard.md b/Modding-your-keyboard.md new file mode 100644 index 0000000000..3599b3c536 --- /dev/null +++ b/Modding-your-keyboard.md @@ -0,0 +1,379 @@ + +## Audio output from a speaker + +Your keyboard can make sounds! If you've got a Planck, Preonic, or basically any keyboard that allows access to the C6 port, you can hook up a simple speaker and make it beep. You can use those beeps to indicate layer transitions, modifiers, special keys, or just to play some funky 8bit tunes. + +The audio code lives in [quantum/audio/audio.h](/quantum/audio/audio.h) and in the other files in the audio directory. It's enabled by default on the Planck [stock keymap](/keyboards/planck/keymaps/default/keymap.c). Here are the important bits: + +``` +#include "audio.h" +``` + +Then, lower down the file: + +``` +float tone_startup[][2] = { + ED_NOTE(_E7 ), + E__NOTE(_CS7), + E__NOTE(_E6 ), + E__NOTE(_A6 ), + M__NOTE(_CS7, 20) +}; +``` + +This is how you write a song. Each of these lines is a note, so we have a little ditty composed of five notes here. + +Then, we have this chunk: + +``` +float tone_qwerty[][2] = SONG(QWERTY_SOUND); +float tone_dvorak[][2] = SONG(DVORAK_SOUND); +float tone_colemak[][2] = SONG(COLEMAK_SOUND); +float tone_plover[][2] = SONG(PLOVER_SOUND); +float tone_plover_gb[][2] = SONG(PLOVER_GOODBYE_SOUND); + +float music_scale[][2] = SONG(MUSIC_SCALE_SOUND); +float goodbye[][2] = SONG(GOODBYE_SOUND); +``` + +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: + +``` +PLAY_NOTE_ARRAY(tone_plover, false, 0); // Signature is: Song name, repeat, rest style +``` + +This is inside one of the macros. So when that macro executes, your keyboard plays that particular chime. + +"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. + +## Bluetooth functionality + +This requires [some hardware changes](https://www.reddit.com/r/MechanicalKeyboards/comments/3psx0q/the_planck_keyboard_with_bluetooth_guide_and/?ref=search_posts), but can be enabled via the Makefile. The firmware will still output characters via USB, so be aware of this when charging via a computer. It would make sense to have a switch on the Bluefruit to turn it off at will. + +## RGB Under Glow Mod + +![Planck with RGB Underglow](https://raw.githubusercontent.com/qmk/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). + +For this mod, you need an unused pin wiring to DI of WS2812 strip. After wiring the VCC, GND, and DI, you can enable the underglow in your Makefile. + + RGBLIGHT_ENABLE = yes + +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_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 + #define RGBLIGHT_VAL_STEP 17 + +You'll need to edit `RGB_DI_PIN` to the pin you have your `DI` on your RGB strip wired to. + +The firmware supports 5 different light effects, and the color (hue, saturation, brightness) can be customized in most effects. To control the underglow, you need to modify your keymap file to assign those functions to some keys/key combinations. For details, please check this keymap. `keyboards/planck/keymaps/yang/keymap.c` + +### WS2812 Wiring + +![WS2812 Wiring](https://raw.githubusercontent.com/qmk/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. + +## 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. + +There are three available modes for hooking up PS/2 devices: USART (best), interrupts (better) or busywait (not recommended). + +### 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<