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* Branch point for 2020 November 28 Breaking Change * Remove matrix_col_t to allow MATRIX_ROWS > 32 (#10183) * Add support for soft serial to ATmega32U2 (#10204) * Change MIDI velocity implementation to allow direct control of velocity value (#9940) * Add ability to build a subset of all keyboards based on platform. * Actually use eeprom_driver_init(). * Make bootloader_jump weak for ChibiOS. (#10417) * Joystick 16-bit support (#10439) * Per-encoder resolutions (#10259) * Share button state from mousekey to pointing_device (#10179) * Add hotfix for chibios keyboards not wake (#10088) * Add advanced/efficient RGB Matrix Indicators (#8564) * Naming change. * Support for STM32 GPIOF,G,H,I,J,K (#10206) * Add milc as a dependency and remove the installed milc (#10563) * ChibiOS upgrade: early init conversions (#10214) * ChibiOS upgrade: configuration file migrator (#9952) * Haptic and solenoid cleanup (#9700) * XD75 cleanup (#10524) * OLED display update interval support (#10388) * Add definition based on currently-selected serial driver. (#10716) * New feature: Retro Tapping per key (#10622) * Allow for modification of output RGB values when using rgblight/rgb_matrix. (#10638) * Add housekeeping task callbacks so that keyboards/keymaps are capable of executing code for each main loop iteration. (#10530) * Rescale both ChibiOS and AVR backlighting. * Reduce Helix keyboard build variation (#8669) * Minor change to behavior allowing display updates to continue between task ticks (#10750) * Some GPIO manipulations in matrix.c change to atomic. (#10491) * qmk cformat (#10767) * [Keyboard] Update the Speedo firmware for v3.0 (#10657) * Maartenwut/Maarten namechange to evyd13/Evy (#10274) * [quantum] combine repeated lines of code (#10837) * Add step sequencer feature (#9703) * aeboards/ext65 refactor (#10820) * Refactor xelus/dawn60 for Rev2 later (#10584) * add DEBUG_MATRIX_SCAN_RATE_ENABLE to common_features.mk (#10824) * [Core] Added `add_oneshot_mods` & `del_oneshot_mods` (#10549) * update chibios os usb for the otg driver (#8893) * Remove HD44780 References, Part 4 (#10735) * [Keyboard] Add Valor FRL TKL (+refactor) (#10512) * Fix cursor position bug in oled_write_raw functions (#10800) * Fixup version.h writing when using SKIP_VERSION=yes (#10972) * Allow for certain code in the codebase assuming length of string. (#10974) * Add AT90USB support for serial.c (#10706) * Auto shift: support repeats and early registration (#9826) * Rename ledmatrix.h to match .c file (#7949) * Split RGB_MATRIX_ENABLE into _ENABLE and _DRIVER (#10231) * Split LED_MATRIX_ENABLE into _ENABLE and _DRIVER (#10840) * Merge point for 2020 Nov 28 Breaking Change
84 lines
4.1 KiB
Markdown
84 lines
4.1 KiB
Markdown
# Corne Keyboard (CRKBD)
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Also known (incorrectly) as the `HeliDox`.
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![Crkbd](https://user-images.githubusercontent.com/736191/40575636-6fba63a4-6123-11e8-9ca0-3f990f1f9f4c.jpg)
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![Crkbd](https://user-images.githubusercontent.com/736191/40887871-0eead5dc-678a-11e8-9518-e3ad9e5d2bac.png)
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A split keyboard with 3x6 vertically staggered keys and 3 thumb keys.
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Keyboard Maintainer: [foostan](https://github.com/foostan/) [@foostan](https://twitter.com/foostan)
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Hardware Supported: Crkbd PCB, Pro Micro
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Hardware Availability: [PCB & Case Data](https://github.com/foostan/crkbd)
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Make example for this keyboard (after setting up your build environment):
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```sh
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make crkbd:default
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```
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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).
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## RGB Matrix
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The Corne Keyboard also supports using the RGB Matrix feature, in place of RGB Light. This provids 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.
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In your keymap's `rules.mk` file, add the following:
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```make
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RGBLIGHT_ENABLE = no
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RGB_MATRIX_ENABLE = yes
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```
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And in your `config.h` file, add the following:
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```c
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#ifdef RGB_MATRIX_ENABLE
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# define RGB_MATRIX_KEYPRESSES // reacts to keypresses
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// # define RGB_MATRIX_KEYRELEASES // reacts to keyreleases (instead of keypresses)
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// # define RGB_DISABLE_AFTER_TIMEOUT 0 // number of ticks to wait until disabling effects
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# define RGB_DISABLE_WHEN_USB_SUSPENDED true // turn off effects when suspended
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# define RGB_MATRIX_FRAMEBUFFER_EFFECTS
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// # define RGB_MATRIX_LED_PROCESS_LIMIT (DRIVER_LED_TOTAL + 4) / 5 // limits the number of LEDs to process in an animation per task run (increases keyboard responsiveness)
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// # 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)
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# define RGB_MATRIX_MAXIMUM_BRIGHTNESS 150 // limits maximum brightness of LEDs to 150 out of 255. Higher may cause the controller to crash.
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# define RGB_MATRIX_HUE_STEP 8
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# define RGB_MATRIX_SAT_STEP 8
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# define RGB_MATRIX_VAL_STEP 8
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# define RGB_MATRIX_SPD_STEP 10
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/* Disable the animations you don't want/need. You will need to disable a good number of these *
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* because they take up a lot of space. Disable until you can successfully compile your firmware. */
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// # define DISABLE_RGB_MATRIX_ALPHAS_MODS
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// # define DISABLE_RGB_MATRIX_GRADIENT_UP_DOWN
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// # define DISABLE_RGB_MATRIX_BREATHING
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// # define DISABLE_RGB_MATRIX_CYCLE_ALL
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// # define DISABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT
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// # define DISABLE_RGB_MATRIX_CYCLE_UP_DOWN
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// # define DISABLE_RGB_MATRIX_CYCLE_OUT_IN
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// # define DISABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL
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// # define DISABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON
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// # define DISABLE_RGB_MATRIX_DUAL_BEACON
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// # define DISABLE_RGB_MATRIX_RAINBOW_BEACON
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// # define DISABLE_RGB_MATRIX_RAINBOW_PINWHEELS
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// # define DISABLE_RGB_MATRIX_RAINDROPS
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// # define DISABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS
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// # define DISABLE_RGB_MATRIX_TYPING_HEATMAP
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// # define DISABLE_RGB_MATRIX_DIGITAL_RAIN
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// # define DISABLE_RGB_MATRIX_SOLID_REACTIVE
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// # define DISABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE
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// # define DISABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE
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// # define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE
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// # define DISABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS
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// # define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS
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// # define DISABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS
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// # define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS
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// # define DISABLE_RGB_MATRIX_SPLASH
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// # define DISABLE_RGB_MATRIX_MULTISPLASH
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// # define DISABLE_RGB_MATRIX_SOLID_SPLASH
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// # define DISABLE_RGB_MATRIX_SOLID_MULTISPLASH
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#endif
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```
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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.
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