Merge branch 'master' of github.com:jackhumbert/qmk_firmware into wu5y7
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readme.md
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readme.md
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@ -911,7 +911,33 @@ In `quantum/keymap_extras/`, you'll see various language files - these work the
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## Unicode support
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You can currently send 4 hex digits with your OS-specific modifier key (RALT for OSX with the "Unicode Hex Input" layout, see [this article](http://www.poynton.com/notes/misc/mac-unicode-hex-input.html) to learn more) - 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.
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There are three Unicode keymap definition method available in QMK:
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### UNICODE_ENABLE
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Supports Unicode input up to 0xFFFF. The keycode function is `UC(n)` in
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keymap file, where *n* is a 4 digit hexadecimal.
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### UNICODEMAP_ENABLE
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Supports Unicode up to 0xFFFFFFFF. You need to maintain a separate mapping
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table `const uint32_t PROGMEM unicode_map[] = {...}` in your keymap file.
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The keycode function is `X(n)` where *n* is the array index of the mapping
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table.
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### UCIS_ENABLE
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TBD
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Unicode input in QMK works by inputing a sequence of characters to the OS,
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sort of like macro. Unfortunately, each OS has different ideas on how Unicode is inputted.
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This is the current list of Unicode input method in QMK:
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* 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.
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* 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.
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* 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.
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* UC_WINC: Windows Unicode input using WinCompose. Requires [WinCompose](https://github.com/samhocevar/wincompose). Works reliably under many (all?) variations of Windows.
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## Backlight Breathing
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@ -1157,6 +1183,135 @@ The firmware supports 5 different light effects, and the color (hue, saturation,
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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.
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## PS/2 Mouse Support
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Its possible to hook up a PS/2 mouse (for example touchpads or trackpoints) to your keyboard as a composite device.
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Then, decide whether to use USART (best), interrupts (better) or busywait (not recommended), and enable the relevant option.
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### Busywait version
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Note: This is not recommended, you may encounter jerky movement or unsent inputs. Please use interrupt or USART version if possible.
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In rules.mk:
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```
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PS2_MOUSE_ENABLE = yes
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PS2_USE_BUSYWAIT = yes
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```
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In your keyboard config.h:
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```
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#ifdef PS2_USE_BUSYWAIT
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# define PS2_CLOCK_PORT PORTD
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# define PS2_CLOCK_PIN PIND
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# define PS2_CLOCK_DDR DDRD
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# define PS2_CLOCK_BIT 1
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# define PS2_DATA_PORT PORTD
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# define PS2_DATA_PIN PIND
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# define PS2_DATA_DDR DDRD
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# define PS2_DATA_BIT 2
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#endif
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```
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### Interrupt version
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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.
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In rules.mk:
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```
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PS2_MOUSE_ENABLE = yes
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PS2_USE_INT = yes
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```
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In your keyboard config.h:
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```
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#ifdef PS2_USE_INT
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#define PS2_CLOCK_PORT PORTD
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#define PS2_CLOCK_PIN PIND
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#define PS2_CLOCK_DDR DDRD
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#define PS2_CLOCK_BIT 2
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#define PS2_DATA_PORT PORTD
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#define PS2_DATA_PIN PIND
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#define PS2_DATA_DDR DDRD
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#define PS2_DATA_BIT 5
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#define PS2_INT_INIT() do { \
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EICRA |= ((1<<ISC21) | \
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(0<<ISC20)); \
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} while (0)
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#define PS2_INT_ON() do { \
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EIMSK |= (1<<INT2); \
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} while (0)
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#define PS2_INT_OFF() do { \
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EIMSK &= ~(1<<INT2); \
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} while (0)
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#define PS2_INT_VECT INT2_vect
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#endif
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```
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### USART version
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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.
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In rules.mk:
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```
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PS2_MOUSE_ENABLE = yes
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PS2_USE_USART = yes
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```
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In your keyboard config.h:
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```
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#ifdef PS2_USE_USART
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#define PS2_CLOCK_PORT PORTD
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#define PS2_CLOCK_PIN PIND
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#define PS2_CLOCK_DDR DDRD
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#define PS2_CLOCK_BIT 5
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#define PS2_DATA_PORT PORTD
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#define PS2_DATA_PIN PIND
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#define PS2_DATA_DDR DDRD
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#define PS2_DATA_BIT 2
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/* synchronous, odd parity, 1-bit stop, 8-bit data, sample at falling edge */
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/* set DDR of CLOCK as input to be slave */
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#define PS2_USART_INIT() do { \
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PS2_CLOCK_DDR &= ~(1<<PS2_CLOCK_BIT); \
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PS2_DATA_DDR &= ~(1<<PS2_DATA_BIT); \
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UCSR1C = ((1 << UMSEL10) | \
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(3 << UPM10) | \
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(0 << USBS1) | \
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(3 << UCSZ10) | \
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(0 << UCPOL1)); \
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UCSR1A = 0; \
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UBRR1H = 0; \
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UBRR1L = 0; \
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} while (0)
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#define PS2_USART_RX_INT_ON() do { \
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UCSR1B = ((1 << RXCIE1) | \
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(1 << RXEN1)); \
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} while (0)
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#define PS2_USART_RX_POLL_ON() do { \
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UCSR1B = (1 << RXEN1); \
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} while (0)
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#define PS2_USART_OFF() do { \
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UCSR1C = 0; \
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UCSR1B &= ~((1 << RXEN1) | \
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(1 << TXEN1)); \
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} while (0)
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#define PS2_USART_RX_READY (UCSR1A & (1<<RXC1))
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#define PS2_USART_RX_DATA UDR1
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#define PS2_USART_ERROR (UCSR1A & ((1<<FE1) | (1<<DOR1) | (1<<UPE1)))
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#define PS2_USART_RX_VECT USART1_RX_vect
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#endif
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#endif
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#endif
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```
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## Safety Considerations
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You probably don't want to "brick" your keyboard, making it impossible
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