qmk-firmware/keyboards/crkbd
Rocco Meli ee71362f99
Personal user space and CRKBD R2G keymap (#15888)
* r2g folder groundwork

* Default mb keymap featuring mb logos

* Migrate Oled to keyboard folder

* Move rules configs to support config better

* update readmes

* Liscnece update

* Update config and fix issues caused by redef errs

* funciton name adjusts, define specific rgb modes

* move default oled font to postconfig

* update oled in line with develop merge

* fix return value

* Add some default rgb matrix defines

* del ugfx

* remove #include <stdio.h>

* create personal keymap for r2g

* reduce firmware size

* change keymap to follow physical layout

* remove RGBlight config lines to make both sides work (@Dasky on MechboardsUK Discord)

* strip down configuration, similar to crkbd/r2g:mb_via

* remove wrong oled code overwriting the r2g one

* broken code with RGB matrix (briks right side)

* remove high max brightness limit

* caps lock tap dance and RGB indicator for active caps lock

* fix caps lock led on right side

* add test macro

* remove latex macro which is too slow

* move caps lock tap dance to RALT and add space cadet shift

* switch CTL with ALT in first layer

* add tap dance for ESC/DEL

* space cadet tap dance with caps lock; shift works by needs a short pause

* add space cadet tap dance with caps lock on the right; shift works by needs a short pause and does not hold

* make more keys transparent

* enable auto shift and use logo on both oleds

* add user oled logo, slows down linking considerably

* oled name

* add arrow keys in usual configuration and add linear configuration to symbol layer

* add unicoede support

* add accents

* update to latest version

* add colemak dh layer

* report auto shift timeout

* define layer name shorcuts correctly

* disable VIA to enable more layers

* enable NKRO

* move some rules and unicode to user space

* move oled and tap dances to user space

* move tap dances fully out of keymap

* expand unicode map

* fix unicode code

* revert changes to r2g, make it equal to merged code

* revert changes to r2g, make it equal to merged code

* clang-format userspace

* clang-format config file

* Update keyboards/crkbd/keymaps/rmeli/keymap.c

* replace define with enum

* add licenses
2022-03-10 15:27:37 -08:00
..
keymaps Personal user space and CRKBD R2G keymap (#15888) 2022-03-10 15:27:37 -08:00
lib
r2g Add support for the crkbd r2g by mechboards (#15283) 2021-12-14 18:49:34 +11:00
rev1 [Keyboard] Code consistency updates for CRKBD (#15779) 2022-01-21 21:57:03 -08:00
.noci
config.h
crkbd.c
crkbd.h Add support for the crkbd r2g by mechboards (#15283) 2021-12-14 18:49:34 +11:00
info.json
post_config.h Add support for the crkbd r2g by mechboards (#15283) 2021-12-14 18:49:34 +11:00
readme.md [Keyboard] ReadMe corrections for crkbd (#16149) 2022-01-31 18:08:27 -08:00
rules.mk

Corne Keyboard (CRKBD)

Also known (incorrectly) as the HeliDox.

Crkbd

Crkbd

A split keyboard with 3x6 vertically staggered keys and 3 thumb keys.

Keyboard Maintainer: foostan @foostan
Hardware Supported: Crkbd PCB, Pro Micro
Hardware Availability: PCB & Case Data

Make example for this keyboard (after setting up your build environment):

make crkbd:default

See the build environment setup and the make instructions for more information. Brand new to QMK? Start with our Complete Newbs Guide.

Bootloader

The Corne PCBs have a reset button next to the TRRS jack to enter in to the bootloader.

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.

RGB Matrix

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.

In your keymap's rules.mk file, add the following:

RGBLIGHT_ENABLE = no
RGB_MATRIX_ENABLE = yes

And in your config.h file, add the following:


#ifdef RGB_MATRIX_ENABLE
#   define RGB_MATRIX_KEYPRESSES // reacts to keypresses
// #   define RGB_MATRIX_KEYRELEASES // reacts to keyreleases (instead of keypresses)
// #   define RGB_DISABLE_AFTER_TIMEOUT 0 // number of ticks to wait until disabling effects
#   define RGB_DISABLE_WHEN_USB_SUSPENDED // turn off effects when suspended
#   define RGB_MATRIX_FRAMEBUFFER_EFFECTS
// #   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)
// #   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)
#    define RGB_MATRIX_MAXIMUM_BRIGHTNESS 150 // limits maximum brightness of LEDs to 150 out of 255. Higher may cause the controller to crash. 
#    define RGB_MATRIX_HUE_STEP 8
#    define RGB_MATRIX_SAT_STEP 8
#    define RGB_MATRIX_VAL_STEP 8
#    define RGB_MATRIX_SPD_STEP 10

/* Enable the animations you want/need.  You may need to enable only a small number of these because       *
 * they take up a lot of space.  Enable and confirm that you can still successfully compile your firmware. */
// RGB Matrix Animation modes. Explicitly enabled
// For full list of effects, see:
// https://docs.qmk.fm/#/feature_rgb_matrix?id=rgb-matrix-effects
#    define ENABLE_RGB_MATRIX_ALPHAS_MODS
#    define ENABLE_RGB_MATRIX_GRADIENT_UP_DOWN
#    define ENABLE_RGB_MATRIX_GRADIENT_LEFT_RIGHT
#    define ENABLE_RGB_MATRIX_BREATHING
#    define ENABLE_RGB_MATRIX_BAND_SAT
#    define ENABLE_RGB_MATRIX_BAND_VAL
#    define ENABLE_RGB_MATRIX_BAND_PINWHEEL_SAT
#    define ENABLE_RGB_MATRIX_BAND_PINWHEEL_VAL
#    define ENABLE_RGB_MATRIX_BAND_SPIRAL_SAT
#    define ENABLE_RGB_MATRIX_BAND_SPIRAL_VAL
#    define ENABLE_RGB_MATRIX_CYCLE_ALL
#    define ENABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT
#    define ENABLE_RGB_MATRIX_CYCLE_UP_DOWN
#    define ENABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON
#    define ENABLE_RGB_MATRIX_CYCLE_OUT_IN
#    define ENABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL
#    define ENABLE_RGB_MATRIX_CYCLE_PINWHEEL
#    define ENABLE_RGB_MATRIX_CYCLE_SPIRAL
#    define ENABLE_RGB_MATRIX_DUAL_BEACON
#    define ENABLE_RGB_MATRIX_RAINBOW_BEACON
#    define ENABLE_RGB_MATRIX_RAINBOW_PINWHEELS
#    define ENABLE_RGB_MATRIX_RAINDROPS
#    define ENABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS
#    define ENABLE_RGB_MATRIX_HUE_BREATHING
#    define ENABLE_RGB_MATRIX_HUE_PENDULUM
#    define ENABLE_RGB_MATRIX_HUE_WAVE
#    define ENABLE_RGB_MATRIX_PIXEL_RAIN
#    define ENABLE_RGB_MATRIX_PIXEL_FLOW
#    define ENABLE_RGB_MATRIX_PIXEL_FRACTAL
// enabled only if RGB_MATRIX_FRAMEBUFFER_EFFECTS is defined
#    define ENABLE_RGB_MATRIX_TYPING_HEATMAP
#    define ENABLE_RGB_MATRIX_DIGITAL_RAIN
// enabled only of RGB_MATRIX_KEYPRESSES or RGB_MATRIX_KEYRELEASES is defined
#    define ENABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE
#    define ENABLE_RGB_MATRIX_SOLID_REACTIVE
#    define ENABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE
#    define ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE
#    define ENABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS
#    define ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS
#    define ENABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS
#    define ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS
#    define ENABLE_RGB_MATRIX_SPLASH
#    define ENABLE_RGB_MATRIX_MULTISPLASH
#    define ENABLE_RGB_MATRIX_SOLID_SPLASH
#    define ENABLE_RGB_MATRIX_SOLID_MULTISPLASH
#endif

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.