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qmk_firmware

custom branch of QMK firmware git clone https://anongit.hacktivis.me/git/qmk_firmware.git

readme.md (5533B)


  1. # Corne Keyboard (CRKBD)
  2. ![Crkbd](https://user-images.githubusercontent.com/736191/40575636-6fba63a4-6123-11e8-9ca0-3f990f1f9f4c.jpg)
  3. ![Crkbd](https://user-images.githubusercontent.com/736191/40887871-0eead5dc-678a-11e8-9518-e3ad9e5d2bac.png)
  4. A split keyboard with 3x6 vertically staggered keys and 3 thumb keys.
  5. Also, it has the option that use extension keys and rotary encoders.
  6. Keyboard Maintainer: [foostan](https://github.com/foostan/) [@foostan](https://twitter.com/foostan)
  7. Hardware Supported: Corne PCB
  8. Hardware Availability: [PCB & Case Data](https://github.com/foostan/crkbd)
  9. Flash example for this keyboard of v1 - v3:
  10. ```sh
  11. qmk flash -kb crkbd/rev1 -km default
  12. ```
  13. Flash example for this keyboard of v4:
  14. ```sh
  15. qmk flash -kb crkbd/rev4 -km default
  16. ```
  17. 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).
  18. ## Bootloader
  19. The Corne PCBs have a reset and boot buttons next to the TRRS jack to enter in to the bootloader.
  20. 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.
  21. ## RGB Matrix
  22. 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.
  23. In your keymap's `rules.mk` file, add the following:
  24. ```make
  25. RGBLIGHT_ENABLE = no
  26. RGB_MATRIX_ENABLE = yes
  27. ```
  28. And in your `config.h` file, add the following:
  29. ```c
  30. #ifdef RGB_MATRIX_ENABLE
  31. # define RGB_MATRIX_KEYPRESSES // reacts to keypresses
  32. // # define RGB_MATRIX_KEYRELEASES // reacts to keyreleases (instead of keypresses)
  33. # define RGB_MATRIX_SLEEP // turn off effects when suspended
  34. # define RGB_MATRIX_FRAMEBUFFER_EFFECTS
  35. // # 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)
  36. // # 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)
  37. # define RGB_MATRIX_MAXIMUM_BRIGHTNESS 150 // limits maximum brightness of LEDs to 150 out of 255. Higher may cause the controller to crash.
  38. # define RGB_MATRIX_HUE_STEP 8
  39. # define RGB_MATRIX_SAT_STEP 8
  40. # define RGB_MATRIX_VAL_STEP 8
  41. # define RGB_MATRIX_SPD_STEP 10
  42. /* Enable the animations you want/need. You may need to enable only a small number of these because *
  43. * they take up a lot of space. Enable and confirm that you can still successfully compile your firmware. */
  44. // RGB Matrix Animation modes. Explicitly enabled
  45. // For full list of effects, see:
  46. // https://docs.qmk.fm/#/feature_rgb_matrix?id=rgb-matrix-effects
  47. # define ENABLE_RGB_MATRIX_ALPHAS_MODS
  48. # define ENABLE_RGB_MATRIX_GRADIENT_UP_DOWN
  49. # define ENABLE_RGB_MATRIX_GRADIENT_LEFT_RIGHT
  50. # define ENABLE_RGB_MATRIX_BREATHING
  51. # define ENABLE_RGB_MATRIX_BAND_SAT
  52. # define ENABLE_RGB_MATRIX_BAND_VAL
  53. # define ENABLE_RGB_MATRIX_BAND_PINWHEEL_SAT
  54. # define ENABLE_RGB_MATRIX_BAND_PINWHEEL_VAL
  55. # define ENABLE_RGB_MATRIX_BAND_SPIRAL_SAT
  56. # define ENABLE_RGB_MATRIX_BAND_SPIRAL_VAL
  57. # define ENABLE_RGB_MATRIX_CYCLE_ALL
  58. # define ENABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT
  59. # define ENABLE_RGB_MATRIX_CYCLE_UP_DOWN
  60. # define ENABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON
  61. # define ENABLE_RGB_MATRIX_CYCLE_OUT_IN
  62. # define ENABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL
  63. # define ENABLE_RGB_MATRIX_CYCLE_PINWHEEL
  64. # define ENABLE_RGB_MATRIX_CYCLE_SPIRAL
  65. # define ENABLE_RGB_MATRIX_DUAL_BEACON
  66. # define ENABLE_RGB_MATRIX_RAINBOW_BEACON
  67. # define ENABLE_RGB_MATRIX_RAINBOW_PINWHEELS
  68. # define ENABLE_RGB_MATRIX_RAINDROPS
  69. # define ENABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS
  70. # define ENABLE_RGB_MATRIX_HUE_BREATHING
  71. # define ENABLE_RGB_MATRIX_HUE_PENDULUM
  72. # define ENABLE_RGB_MATRIX_HUE_WAVE
  73. # define ENABLE_RGB_MATRIX_PIXEL_RAIN
  74. # define ENABLE_RGB_MATRIX_PIXEL_FLOW
  75. # define ENABLE_RGB_MATRIX_PIXEL_FRACTAL
  76. // enabled only if RGB_MATRIX_FRAMEBUFFER_EFFECTS is defined
  77. # define ENABLE_RGB_MATRIX_TYPING_HEATMAP
  78. # define ENABLE_RGB_MATRIX_DIGITAL_RAIN
  79. // enabled only of RGB_MATRIX_KEYPRESSES or RGB_MATRIX_KEYRELEASES is defined
  80. # define ENABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE
  81. # define ENABLE_RGB_MATRIX_SOLID_REACTIVE
  82. # define ENABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE
  83. # define ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE
  84. # define ENABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS
  85. # define ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS
  86. # define ENABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS
  87. # define ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS
  88. # define ENABLE_RGB_MATRIX_SPLASH
  89. # define ENABLE_RGB_MATRIX_MULTISPLASH
  90. # define ENABLE_RGB_MATRIX_SOLID_SPLASH
  91. # define ENABLE_RGB_MATRIX_SOLID_MULTISPLASH
  92. #endif
  93. ```
  94. 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.