qmk_firmware

QMK firmware for my keyboards (Corne, Sweep Ferris) and trackball (Ploopy Adept)
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readme.md (5533B)


      1 # Corne Keyboard (CRKBD)
      2 
      3 ![Crkbd](https://user-images.githubusercontent.com/736191/40575636-6fba63a4-6123-11e8-9ca0-3f990f1f9f4c.jpg)
      4 
      5 ![Crkbd](https://user-images.githubusercontent.com/736191/40887871-0eead5dc-678a-11e8-9518-e3ad9e5d2bac.png)
      6 
      7 A split keyboard with 3x6 vertically staggered keys and 3 thumb keys.
      8 Also, it has the option that use extension keys and rotary encoders.
      9 
     10 Keyboard Maintainer: [foostan](https://github.com/foostan/) [@foostan](https://twitter.com/foostan)  
     11 Hardware Supported: Corne PCB
     12 Hardware Availability: [PCB & Case Data](https://github.com/foostan/crkbd)
     13 
     14 Flash example for this keyboard of v1 - v3:
     15 
     16 ```sh
     17 qmk flash -kb crkbd/rev1 -km default
     18 ```
     19 
     20 Flash example for this keyboard of v4:
     21 
     22 ```sh
     23 qmk flash -kb crkbd/rev4 -km default
     24 ```
     25 
     26 See the [build environment setup](https://docs.qmk.fm/#/getting_started_build_tools) and the [make instructions](https://docs.qmk.fm/#/getting_started_make_guide) for more information. Brand new to QMK? Start with our [Complete Newbs Guide](https://docs.qmk.fm/#/newbs).
     27 
     28 ## Bootloader
     29 
     30 The Corne PCBs have a reset and boot buttons next to the TRRS jack to enter in to the bootloader.
     31 
     32 Additionally, if you hold down the "Q" or "P" buttons when plugging in that half of the keyboard (per the default QWERTY layout), this will jump to the bootloader and reset the EEPROM (persistent storage).  This would normally be the very top corner-most position, but due to the breakaway column, it's left at Q and P for compatibility. 
     33 
     34 ## RGB Matrix 
     35 The Corne Keyboard also supports using the RGB Matrix feature, in place of RGB Light.  This provides a better experience when using the keyboard, as it supports a number of per key effects properly.  If you're not using the in switch LEDs, then you may want to pass on doing this. 
     36 
     37 In your keymap's `rules.mk` file, add the following: 
     38 
     39 ```make
     40 RGBLIGHT_ENABLE = no
     41 RGB_MATRIX_ENABLE = yes
     42 ```
     43 
     44 And in your `config.h` file, add the following:
     45 
     46 ```c
     47 
     48 #ifdef RGB_MATRIX_ENABLE
     49 #   define RGB_MATRIX_KEYPRESSES // reacts to keypresses
     50 // #   define RGB_MATRIX_KEYRELEASES // reacts to keyreleases (instead of keypresses)
     51 #   define RGB_MATRIX_SLEEP // turn off effects when suspended
     52 #   define RGB_MATRIX_FRAMEBUFFER_EFFECTS
     53 // #   define RGB_MATRIX_LED_PROCESS_LIMIT (RGB_MATRIX_LED_COUNT + 4) / 5 // limits the number of LEDs to process in an animation per task run (increases keyboard responsiveness)
     54 // #   define RGB_MATRIX_LED_FLUSH_LIMIT 16 // limits in milliseconds how frequently an animation will update the LEDs. 16 (16ms) is equivalent to limiting to 60fps (increases keyboard responsiveness)
     55 #    define RGB_MATRIX_MAXIMUM_BRIGHTNESS 150 // limits maximum brightness of LEDs to 150 out of 255. Higher may cause the controller to crash. 
     56 #    define RGB_MATRIX_HUE_STEP 8
     57 #    define RGB_MATRIX_SAT_STEP 8
     58 #    define RGB_MATRIX_VAL_STEP 8
     59 #    define RGB_MATRIX_SPD_STEP 10
     60 
     61 /* Enable the animations you want/need.  You may need to enable only a small number of these because       *
     62  * they take up a lot of space.  Enable and confirm that you can still successfully compile your firmware. */
     63 // RGB Matrix Animation modes. Explicitly enabled
     64 // For full list of effects, see:
     65 // https://docs.qmk.fm/#/feature_rgb_matrix?id=rgb-matrix-effects
     66 #    define ENABLE_RGB_MATRIX_ALPHAS_MODS
     67 #    define ENABLE_RGB_MATRIX_GRADIENT_UP_DOWN
     68 #    define ENABLE_RGB_MATRIX_GRADIENT_LEFT_RIGHT
     69 #    define ENABLE_RGB_MATRIX_BREATHING
     70 #    define ENABLE_RGB_MATRIX_BAND_SAT
     71 #    define ENABLE_RGB_MATRIX_BAND_VAL
     72 #    define ENABLE_RGB_MATRIX_BAND_PINWHEEL_SAT
     73 #    define ENABLE_RGB_MATRIX_BAND_PINWHEEL_VAL
     74 #    define ENABLE_RGB_MATRIX_BAND_SPIRAL_SAT
     75 #    define ENABLE_RGB_MATRIX_BAND_SPIRAL_VAL
     76 #    define ENABLE_RGB_MATRIX_CYCLE_ALL
     77 #    define ENABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT
     78 #    define ENABLE_RGB_MATRIX_CYCLE_UP_DOWN
     79 #    define ENABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON
     80 #    define ENABLE_RGB_MATRIX_CYCLE_OUT_IN
     81 #    define ENABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL
     82 #    define ENABLE_RGB_MATRIX_CYCLE_PINWHEEL
     83 #    define ENABLE_RGB_MATRIX_CYCLE_SPIRAL
     84 #    define ENABLE_RGB_MATRIX_DUAL_BEACON
     85 #    define ENABLE_RGB_MATRIX_RAINBOW_BEACON
     86 #    define ENABLE_RGB_MATRIX_RAINBOW_PINWHEELS
     87 #    define ENABLE_RGB_MATRIX_RAINDROPS
     88 #    define ENABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS
     89 #    define ENABLE_RGB_MATRIX_HUE_BREATHING
     90 #    define ENABLE_RGB_MATRIX_HUE_PENDULUM
     91 #    define ENABLE_RGB_MATRIX_HUE_WAVE
     92 #    define ENABLE_RGB_MATRIX_PIXEL_RAIN
     93 #    define ENABLE_RGB_MATRIX_PIXEL_FLOW
     94 #    define ENABLE_RGB_MATRIX_PIXEL_FRACTAL
     95 // enabled only if RGB_MATRIX_FRAMEBUFFER_EFFECTS is defined
     96 #    define ENABLE_RGB_MATRIX_TYPING_HEATMAP
     97 #    define ENABLE_RGB_MATRIX_DIGITAL_RAIN
     98 // enabled only of RGB_MATRIX_KEYPRESSES or RGB_MATRIX_KEYRELEASES is defined
     99 #    define ENABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE
    100 #    define ENABLE_RGB_MATRIX_SOLID_REACTIVE
    101 #    define ENABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE
    102 #    define ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE
    103 #    define ENABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS
    104 #    define ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS
    105 #    define ENABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS
    106 #    define ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS
    107 #    define ENABLE_RGB_MATRIX_SPLASH
    108 #    define ENABLE_RGB_MATRIX_MULTISPLASH
    109 #    define ENABLE_RGB_MATRIX_SOLID_SPLASH
    110 #    define ENABLE_RGB_MATRIX_SOLID_MULTISPLASH
    111 #endif
    112 ```
    113 
    114 After this is done, you should be able to use the normal RGB keycodes, but you'll see the RGB Matrix effects in use, giving a much better experience.