From 97e7486d4c8818f4a6b3e619729d6f4f6524a7d1 Mon Sep 17 00:00:00 2001 From: ofples Date: Fri, 25 Nov 2016 12:10:44 +0200 Subject: Added documentation for PS/2 mouse in readme --- readme.md | 39 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 39 insertions(+) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 8615b48d55..0157b90724 100644 --- a/readme.md +++ b/readme.md @@ -1157,6 +1157,45 @@ The firmware supports 5 different light effects, and the color (hue, saturation, 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. +## PS/2 Mouse Support + +Its possible to hook up a PS/2 mouse (for example touchpads or trackpoints) to your keyboard as a composite device. +In order to do this you must first enable the option in your Makefile. + + PS2_MOUSE_ENABLE = yes + +Then, decide whether to use interrupts (better if your microcontroller supports them) or busywait, and enable the relevant option. + + PS2_USE_INT = yes + // PS2_USE_BUSYWAIT = yes + +If you're using a teensy and have hooked up the clock on your PS/2 device to D1 and the data to D0, you're all set. +Otherwise, you will need to update the following defines in your `config.h`: + + #define PS2_CLOCK_PORT PORTD + #define PS2_CLOCK_PIN PIND + #define PS2_CLOCK_DDR DDRD + #define PS2_CLOCK_BIT 1 + + #define PS2_DATA_PORT PORTD + #define PS2_DATA_PIN PIND + #define PS2_DATA_DDR DDRD + #define PS2_DATA_BIT 0 + +And with `PS2_USE_INT` also define these macros: + + #define PS2_INT_INIT() do { \ + EICRA |= ((1< Date: Sat, 26 Nov 2016 14:23:55 +0700 Subject: A few addition to PS2 documentation. --- readme.md | 160 ++++++++++++++++++++++++++++++++++++++++++++++++-------------- 1 file changed, 125 insertions(+), 35 deletions(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 0157b90724..3eb67882ab 100644 --- a/readme.md +++ b/readme.md @@ -1160,41 +1160,131 @@ Please note the USB port can only supply a limited amount of power to the keyboa ## PS/2 Mouse Support Its possible to hook up a PS/2 mouse (for example touchpads or trackpoints) to your keyboard as a composite device. -In order to do this you must first enable the option in your Makefile. - - PS2_MOUSE_ENABLE = yes - -Then, decide whether to use interrupts (better if your microcontroller supports them) or busywait, and enable the relevant option. - - PS2_USE_INT = yes - // PS2_USE_BUSYWAIT = yes - -If you're using a teensy and have hooked up the clock on your PS/2 device to D1 and the data to D0, you're all set. -Otherwise, you will need to update the following defines in your `config.h`: - - #define PS2_CLOCK_PORT PORTD - #define PS2_CLOCK_PIN PIND - #define PS2_CLOCK_DDR DDRD - #define PS2_CLOCK_BIT 1 - - #define PS2_DATA_PORT PORTD - #define PS2_DATA_PIN PIND - #define PS2_DATA_DDR DDRD - #define PS2_DATA_BIT 0 - -And with `PS2_USE_INT` also define these macros: - - #define PS2_INT_INIT() do { \ - EICRA |= ((1< Date: Sun, 27 Nov 2016 00:34:29 +0700 Subject: Update Unicode documentation --- readme.md | 28 +++++++++++++++++++++++++++- 1 file changed, 27 insertions(+), 1 deletion(-) (limited to 'readme.md') diff --git a/readme.md b/readme.md index 3eb67882ab..cd65e0e69e 100644 --- a/readme.md +++ b/readme.md @@ -911,7 +911,33 @@ In `quantum/keymap_extras/`, you'll see various language files - these work the ## Unicode support -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. +There are three Unicode keymap definition method available in QMK: + +### UNICODE_ENABLE + +Supports Unicode input up to 0xFFFF. The keycode function is `UC(n)` in +keymap file, where *n* is a 4 digit hexadecimal. + +### UNICODEMAP_ENABLE + +Supports Unicode up to 0xFFFFFFFF. You need to maintain a separate mapping +table `const uint32_t PROGMEM unicode_map[] = {...}` in your keymap file. +The keycode function is `X(n)` where *n* is the array index of the mapping +table. + +### UCIS_ENABLE + +TBD + +Unicode input in QMK works by inputing a sequence of characters to the OS, +sort of like macro. Unfortunately, each OS has different ideas on how Unicode is inputted. + +This is the current list of Unicode input method in QMK: + +* 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. +* 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. +* 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. +* UC_WINC: Windows Unicode input using WinCompose. Requires [WinCompose](https://github.com/samhocevar/wincompose). Works reliably under many (all?) variations of Windows. ## Backlight Breathing -- cgit v1.2.3