Error: "macro "KEYMAP_STACKED" requires 64 arguments, but only 62 given". Help please

Finally received my Model 01 and mocked up my preferred layout to the best of my ability. It’s intended to be Colemak as the default layout with a special Gaming QWERTY layer I outline in this thread. I have some issues compiling, would love if someone with any level of competency could look over my code and let me know what I’m doing wrong:

> // -*- mode: c++ -*-
> // Copyright 2016 Keyboardio, inc. <jesse@keyboard.io>
> // See "LICENSE" for license details
> 
> #ifndef BUILD_INFORMATION
> #define BUILD_INFORMATION "locally built"
> #endif
> 
> 
> /**
>  * These #include directives pull in the Kaleidoscope firmware core,
>  * as well as the Kaleidoscope plugins we use in the Model 01's firmware
>  */
> 
> 
> // The Kaleidoscope core
> #include "Kaleidoscope.h"
> 
> // Support for keys that move the mouse
> #include "Kaleidoscope-MouseKeys.h"
> 
> // Support for macros
> #include "Kaleidoscope-Macros.h"
> 
> // Support for controlling the keyboard's LEDs
> #include "Kaleidoscope-LEDControl.h"
> 
> // Support for "Numpad" mode, which is mostly just the Numpad specific LED mode
> #include "Kaleidoscope-NumPad.h"
> 
> // Support for an "LED off mode"
> #include "LED-Off.h"
> 
> // Support for the "Boot greeting" effect, which pulses the 'LED' button for 10s
> // when the keyboard is connected to a computer (or that computer is powered on)
> #include "Kaleidoscope-LEDEffect-BootGreeting.h"
> 
> // Support for LED modes that set all LEDs to a single color
> #include "Kaleidoscope-LEDEffect-SolidColor.h"
> 
> // Support for an LED mode that makes all the LEDs 'breathe'
> #include "Kaleidoscope-LEDEffect-Breathe.h"
> 
> // Support for an LED mode that makes a red pixel chase a blue pixel across the keyboard
> #include "Kaleidoscope-LEDEffect-Chase.h"
> 
> // Support for LED modes that pulse the keyboard's LED in a rainbow pattern
> #include "Kaleidoscope-LEDEffect-Rainbow.h"
> 
> // Support for an LED mode that lights up the keys as you press them
> #include "Kaleidoscope-LED-Stalker.h"
> 
> // Support for an LED mode that prints the keys you press in letters 4px high
> #include "Kaleidoscope-LED-AlphaSquare.h"
> 
> // Support for Keyboardio's internal keyboard testing mode
> #include "Kaleidoscope-Model01-TestMode.h"
> 
> 
> /** This 'enum' is a list of all the macros used by the Model 01's firmware
>   * The names aren't particularly important. What is important is that each
>   * is unique.
>   *
>   * These are the names of your macros. They'll be used in two places.
>   * The first is in your keymap definitions. There, you'll use the syntax
>   * `M(MACRO_NAME)` to mark a specific keymap position as triggering `MACRO_NAME`
>   *
>   * The second usage is in the 'switch' statement in the `macroAction` function.
>   * That switch statement actually runs the code associated with a macro when
>   * a macro key is pressed.
>   */
> 
> enum { MACRO_VERSION_INFO,
>        MACRO_ANY
>      };
> 
> 
> 
> /** The Model 01's key layouts are defined as 'keymaps'. By default, there are three
>   * keymaps: The standard QWERTY keymap, the "Function layer" keymap and the "Numpad"
>   * keymap.
>   *
>   * Each keymap is defined as a list using the 'KEYMAP_STACKED' macro, built
>   * of first the left hand's layout, followed by the right hand's layout.
>   *
>   * Keymaps typically consist mostly of `Key_` definitions. There are many, many keys
>   * defined as part of the USB HID Keyboard specification. You can find the names
>   * (if not yet the explanations) for all the standard `Key_` defintions offered by
>   * Kaleidoscope in these files:
>   *    https://github.com/keyboardio/Kaleidoscope/blob/master/src/key_defs_keyboard.h
>   *    https://github.com/keyboardio/Kaleidoscope/blob/master/src/key_defs_consumerctl.h
>   *    https://github.com/keyboardio/Kaleidoscope/blob/master/src/key_defs_sysctl.h
>   *    https://github.com/keyboardio/Kaleidoscope/blob/master/src/key_defs_keymaps.h
>   *
>   * Additional things that should be documented here include
>   *   using ___ to let keypresses fall through to the previously active layer
>   *   using XXX to mark a keyswitch as 'blocked' on this layer
>   *   using ShiftToLayer() and LockLayer() keys to change the active keymap.
>   *   the special nature of the PROG key
>   *   keeping NUM and FN consistent and accessible on all layers
>   *
>   *
>   * The "keymaps" data structure is a list of the keymaps compiled into the firmware.
>   * The order of keymaps in the list is important, as the ShiftToLayer(#) and LockLayer(#)
>   * macros switch to key layers based on this list.
>   *
>   *
> 
>   * A key defined as 'ShiftToLayer(FUNCTION)' will switch to FUNCTION while held.
>   * Similarly, a key defined as 'LockLayer(NUMPAD)' will switch to NUMPAD when tapped.
>   */
> 
> /**
>   * Layers are "0-indexed" -- That is the first one is layer 0. The second one is layer 1.
>   * The third one is layer 2.
>   * This 'enum' lets us use names like QWERTY, FUNCTION, and NUMPAD in place of
>   * the numbers 0, 1 and 2.
>   *
>   */
> 
> enum { COLEMAK, FUNCTION, NUMPAD, GAMING QWERTY }; // layers
> 
> /* This comment temporarily turns off astyle's indent enforcement
>  *   so we can make the keymaps actually resemble the physical key layout better
>  */
> // *INDENT-OFF*
> 
> const Key keymaps[][ROWS][COLS] PROGMEM = {
> 
>   [COLEMAK] = KEYMAP_STACKED
>   (___,          Key_1, Key_2, Key_3, Key_4, Key_5, Key_LEDEffectNext,
>    Key_Backtick, Key_Q, Key_W, Key_F, Key_P, Key_G, Key_Tab,
>    Key_PageUp,   Key_A, Key_R, Key_S, Key_T, Key_D,
>    Key_PageDown, Key_Z, Key_X, Key_C, Key_V, Key_B, Key_Escape,
>    Key_LeftControl, Key_Backspace, Key_LeftGui, Key_LeftShift,
>    ShiftToLayer(FUNCTION),
> 
>    M(MACRO_ANY),  Key_6, Key_7, Key_8,     Key_9,         Key_0,         Key_KeypadNumLock,
>    Key_Enter,     Key_J, Key_L, Key_U,     Key_Y,         Key_Semicolon, Key_Equals,
>                   Key_H, Key_N, Key_E,     Key_I,         Key_O,         Key_Quote,
>    Key_RightAlt,  Key_K, Key_M, Key_Comma, Key_Period,    Key_Slash,     Key_Minus,
>    LockLayer(GAMING QWERTY), Key_LeftAlt, Key_Spacebar, Key_RightControl,
>    ShiftToLayer(FUNCTION)),
> 
> 
>   [NUMPAD] =  KEYMAP_STACKED
>   (___, ___, ___, ___, ___, ___, ___,
>    ___, ___, ___, ___, ___, ___, ___,
>    ___, ___, ___, ___, ___, ___,
>    ___, ___, ___, ___, ___, ___, ___,
>    ___, ___, ___, ___,
>    ___,
> 
>    M(MACRO_VERSION_INFO),  ___, Key_Keypad7, Key_Keypad8,   Key_Keypad9,        Key_KeypadSubtract, ___,
>    ___,                    ___, Key_Keypad4, Key_Keypad5,   Key_Keypad6,        Key_KeypadAdd,      ___,
>                            ___, Key_Keypad1, Key_Keypad2,   Key_Keypad3,        Key_Equals,         Key_Quote,
>    ___,                    ___, Key_Keypad0, Key_KeypadDot, Key_KeypadMultiply, Key_KeypadDivide,   Key_Enter,
>    ___, ___, ___, ___,
>    ___),
> 
>   [FUNCTION] =  KEYMAP_STACKED
>   (___,      Key_F1,           Key_F2,      Key_F3,     Key_F4,        Key_F5,           XXX,
>    Key_Tab,  ___,              Key_mouseUp, ___,        Key_mouseBtnR, Key_mouseWarpEnd, Key_mouseWarpNE,
>    Key_Home, Key_mouseL,       Key_mouseDn, Key_mouseR, Key_mouseBtnL, Key_mouseWarpNW,
>    Key_End,  Key_PrintScreen,  Key_Insert,  ___,        Key_mouseBtnM, Key_mouseWarpSW,  Key_mouseWarpSE,
>    ___, Key_Delete, ___, ___,
>    ___,
> 
>    Consumer_ScanPreviousTrack, Key_F6,                 Key_F7,                   Key_F8,                   Key_F9,          Key_F10,          Key_F11,
>    Consumer_PlaySlashPause,    Consumer_ScanNextTrack, Key_LeftCurlyBracket,     Key_RightCurlyBracket,    Key_LeftBracket, Key_RightBracket, Key_F12,
>                                Key_LeftArrow,          Key_DownArrow,            Key_UpArrow,              Key_RightArrow,  ___,              ___,
>    Key_PcApplication,          Consumer_Mute,          Consumer_VolumeDecrement, Consumer_VolumeIncrement, ___,             Key_Backslash,    Key_Pipe,
>    ___, ___, Key_Enter, ___,
>    ___)
> 
>   [GAMING QWERTY] = KEYMAP_STACKED
>   (Key_Escape,    Key_1, Key_2, Key_3, Key_4, Key_5, Key_T,
>    Key_Backtick,  Key_Tab, Key_Q, Key_W, Key_E, Key_R, Key_G,
>    Key_PageUp,    Key_LeftShift, Key_A, Key_S, Key_D, Key_F,
>    Key_PageDown,  Key_LeftControl, Key_Z, Key_X, Key_C, Key_V, Key_B,
>    Key_LeftControl, Key_LeftAlt, Key_Spacebar, Key_LeftShift,
>    ShiftToLayer(FUNCTION),
>    
>    M(MACRO_ANY),   Key_6, Key_7, Key_8,     Key_9,      Key_0,         Key_KeypadNumLock
>    Key_Enter,      Key_Y, Key_U, Key_I,     Key_O,      Key_P,         Key_Equals,
>                    Key_H, Key_J, Key_K,     Key_L,      Key_Semicolon, Key_Quote
>    LockLayer(COLEMAK),   Key_N, Key_M, Key_Comma, Key_Period, Key_Slash,     Key_Minus,
>    Key_RightShift, Key_LeftAlt, Key_Spacebar, Key_RightControl,
>    ShiftToLayer(FUNCTION)),
> 
> 
> 
> };
> 
> /* Re-enable astyle's indent enforcement */
> // *INDENT-ON*
> 
> /** versionInfoMacro handles the 'firmware version info' macro
>  *  When a key bound to the macro is pressed, this macro
>  *  prints out the firmware build information as virtual keystrokes
>  */
> 
> static void versionInfoMacro(uint8_t keyState) {
>   if (keyToggledOn(keyState)) {
>     Macros.type(PSTR("Keyboardio Model 01 - Kaleidoscope "));
>     Macros.type(PSTR(BUILD_INFORMATION));
>   }
> }
> 
> /** anyKeyMacro is used to provide the functionality of the 'Any' key.
>  *
>  * When the 'any key' macro is toggled on, a random alphanumeric key is
>  * selected. While the key is held, the function generates a synthetic
>  * keypress event repeating that randomly selected key.
>  *
>  */
> 
> static void anyKeyMacro(uint8_t keyState) {
>   static Key lastKey;
>   if (keyToggledOn(keyState))
>     lastKey.keyCode = Key_A.keyCode + (uint8_t)(millis() % 36);
> 
>   if (keyIsPressed(keyState))
>     kaleidoscope::hid::pressKey(lastKey);
> }
> 
> 
> /** macroAction dispatches keymap events that are tied to a macro
>     to that macro. It takes two uint8_t parameters.
> 
>     The first is the macro being called (the entry in the 'enum' earlier in this file).
>     The second is the state of the keyswitch. You can use the keyswitch state to figure out
>     if the key has just been toggled on, is currently pressed or if it's just been released.
> 
>     The 'switch' statement should have a 'case' for each entry of the macro enum.
>     Each 'case' statement should call out to a function to handle the macro in question.
> 
>  */
> 
> const macro_t *macroAction(uint8_t macroIndex, uint8_t keyState) {
>   switch (macroIndex) {
> 
>   case MACRO_VERSION_INFO:
>     versionInfoMacro(keyState);
>     break;
> 
>   case MACRO_ANY:
>     anyKeyMacro(keyState);
>     break;
>   }
>   return MACRO_NONE;
> }
> 
> 
> 
> // These 'solid' color effect definitions define a rainbow of
> // LED color modes calibrated to draw 500mA or less on the
> // Keyboardio Model 01.
> 
> 
> static kaleidoscope::LEDSolidColor solidRed(160, 0, 0);
> static kaleidoscope::LEDSolidColor solidOrange(140, 70, 0);
> static kaleidoscope::LEDSolidColor solidYellow(130, 100, 0);
> static kaleidoscope::LEDSolidColor solidGreen(0, 160, 0);
> static kaleidoscope::LEDSolidColor solidBlue(0, 70, 130);
> static kaleidoscope::LEDSolidColor solidIndigo(0, 0, 170);
> static kaleidoscope::LEDSolidColor solidViolet(130, 0, 120);
> 
> 
> 
> /** The 'setup' function is one of the two standard Arduino sketch functions.
>   * It's called when your keyboard first powers up. This is where you set up
>   * Kaleidoscope and any plugins.
>   */
> 
> void setup() {
>   // First, call Kaleidoscope's internal setup function
>   Kaleidoscope.setup();
> 
>   // Next, tell Kaleidoscope which plugins you want to use.
>   // The order can be important. For example, LED effects are
>   // added in the order they're listed here.
>   Kaleidoscope.use(
>     // The boot greeting effect pulses the LED button for 10 seconds after the keyboard is first connected
>     &BootGreetingEffect,
> 
>     // The hardware test mode, which can be invoked by tapping Prog, LED and the left Fn button at the same time.
>     &TestMode,
> 
>     // LEDControl provides support for other LED modes
>     &LEDControl,
> 
>     // We start with the LED effect that turns off all the LEDs.
>     &LEDOff,
> 
>     // The rainbow effect changes the color of all of the keyboard's keys at the same time
>     // running through all the colors of the rainbow.
>     &LEDRainbowEffect,
> 
>     // The rainbow wave effect lights up your keyboard with all the colors of a rainbow
>     // and slowly moves the rainbow across your keyboard
>     &LEDRainbowWaveEffect,
> 
>     // The chase effect follows the adventure of a blue pixel which chases a red pixel across
>     // your keyboard. Spoiler: the blue pixel never catches the red pixel
>     &LEDChaseEffect,
> 
>     // These static effects turn your keyboard's LEDs a variety of colors
>     &solidRed, &solidOrange, &solidYellow, &solidGreen, &solidBlue, &solidIndigo, &solidViolet,
> 
>     // The breathe effect slowly pulses all of the LEDs on your keyboard
>     &LEDBreatheEffect,
> 
>     // The AlphaSquare effect prints each character you type, using your
>     // keyboard's LEDs as a display
>     &AlphaSquareEffect,
> 
>     // The stalker effect lights up the keys you've pressed recently
>     &StalkerEffect,
> 
>     // The numpad plugin is responsible for lighting up the 'numpad' mode
>     // with a custom LED effect
>     &NumPad,
> 
>     // The macros plugin adds support for macros
>     &Macros,
> 
>     // The MouseKeys plugin lets you add keys to your keymap which move the mouse.
>     &MouseKeys
>   );
> 
>   // While we hope to improve this in the future, the NumPad plugin
>   // needs to be explicitly told which keymap layer is your numpad layer
>   NumPad.numPadLayer = NUMPAD;
> 
>   // We configure the AlphaSquare effect to use RED letters
>   AlphaSquare.color = { 255, 0, 0 };
> 
>   // We set the brightness of the rainbow effects to 150 (on a scale of 0-255)
>   // This draws more than 500mA, but looks much nicer than a dimmer effect
>   LEDRainbowEffect.brightness(150);
>   LEDRainbowWaveEffect.brightness(150);
> 
>   // The LED Stalker mode has a few effects. The one we like is
>   // called 'BlazingTrail'. For details on other options,
>   // see https://github.com/keyboardio/Kaleidoscope-LED-Stalker
>   StalkerEffect.variant = STALKER(BlazingTrail);
> 
>   // We want to make sure that the firmware starts with LED effects off
>   // This avoids over-taxing devices that don't have a lot of power to share
>   // with USB devices
>   LEDOff.activate();
> }
> 
> /** loop is the second of the standard Arduino sketch functions.
>   * As you might expect, it runs in a loop, never exiting.
>   *
>   * For Kaleidoscope-based keyboard firmware, you usually just want to
>   * call Kaleidoscope.loop(); and not do anything custom here.
>   */
> 
> void loop() {
>   Kaleidoscope.loop();
> }

Tried to verify, got this error: “macro “KEYMAP_STACKED” requires 64 arguments, but only 62 given”

> Arduino: 1.8.5 (Windows Store 1.8.10.0) (Windows 10), Board: "Keyboardio Model 01"
> 
> Model01-Firmware:189: error: macro "KEYMAP_STACKED" requires 64 arguments, but only 62 given
> 
>     ShiftToLayer(FUNCTION)),
> 
>                           ^
> 
> Multiple libraries were found for "HID.h"
>  Used: C:\Users\xxx\Documents\ArduinoData\packages\keyboardio\hardware\avr\1.22.0\libraries\HID
>  Not used: C:\Program Files\WindowsApps\ArduinoLLC.ArduinoIDE_1.8.10.0_x86__mdqgnx93n4wtt\hardware\arduino\avr\libraries\HID
> exit status 1
> macro "KEYMAP_STACKED" requires 64 arguments, but only 62 given
> 
> This report would have more information with
> "Show verbose output during compilation"
> option enabled in File -> Preferences.

I just noticed the last line of my GAMING QWERTY key layout is highlighted in red, the one that says:

ShiftToLayer(FUNCTION)),

for the right side of the board.

No idea what’s going on.

Use an underscore, never a space, or the compiler (Arduino) will think it’s two separate symbols (names).

  • enum { COLEMAK, FUNCTION, NUMPAD, GAMING_QWERTY }; // layers

  • [GAMING_QWERTY] = KEYMAP_STACKED

1 Like

Thanks, did so but same error.

Sorry, forgot about this one:

LockLayer(GAMING_QWERTY)

Did that one too, tried to verify again but same error: points towards this line for some reason I can’t fathom

ShiftToLayer(FUNCTION)),

But didn’t know that about Arduino before, thanks for teaching that to me.

Alright, I too learnt something today. The KEYMAP definitions need to go in exactly the same order as the enum definition (enum { COLEMAK, FUNCTION, NUMPAD, GAMING QWERTY }; // layers)

So in that order, we have:

const Key keymaps[][ROWS][COLS] PROGMEM = {

[COLEMAK] = KEYMAP_STACKED
(___, Key_1, Key_2, Key_3, Key_4, Key_5, Key_LEDEffectNext,
Key_Backtick, Key_Q, Key_W, Key_F, Key_P, Key_G, Key_Tab,
Key_PageUp, Key_A, Key_R, Key_S, Key_T, Key_D,
Key_PageDown, Key_Z, Key_X, Key_C, Key_V, Key_B, Key_Escape,
Key_LeftControl, Key_Backspace, Key_LeftGui, Key_LeftShift,
ShiftToLayer(FUNCTION),

M(MACRO_ANY), Key_6, Key_7, Key_8, Key_9, Key_0, Key_KeypadNumLock,
Key_Enter, Key_J, Key_L, Key_U, Key_Y, Key_Semicolon, Key_Equals,
Key_H, Key_N, Key_E, Key_I, Key_O, Key_Quote,
Key_RightAlt, Key_K, Key_M, Key_Comma, Key_Period, Key_Slash, Key_Minus,
LockLayer(GAMING_QWERTY), Key_LeftAlt, Key_Spacebar, Key_RightControl,
ShiftToLayer(FUNCTION)),


[FUNCTION] = KEYMAP_STACKED
(___, Key_F1, Key_F2, Key_F3, Key_F4, Key_F5, XXX,
Key_Tab, ___, Key_mouseUp, ___, Key_mouseBtnR, Key_mouseWarpEnd, Key_mouseWarpNE,
Key_Home, Key_mouseL, Key_mouseDn, Key_mouseR, Key_mouseBtnL, Key_mouseWarpNW,
Key_End, Key_PrintScreen, Key_Insert, ___, Key_mouseBtnM, Key_mouseWarpSW, Key_mouseWarpSE,
___, Key_Delete, ___, ___,
___,

Consumer_ScanPreviousTrack, Key_F6, Key_F7, Key_F8, Key_F9, Key_F10, Key_F11,
Consumer_PlaySlashPause, Consumer_ScanNextTrack, Key_LeftCurlyBracket, Key_RightCurlyBracket, Key_LeftBracket, Key_RightBracket, Key_F12,
Key_LeftArrow, Key_DownArrow, Key_UpArrow, Key_RightArrow, ___, ___,
Key_PcApplication, Consumer_Mute, Consumer_VolumeDecrement, Consumer_VolumeIncrement, ___, Key_Backslash, Key_Pipe,
___, ___, Key_Enter, ___,
 ___),


[NUMPAD] = KEYMAP_STACKED
(___, ___, ___, ___, ___, ___, ___,
___, ___, ___, ___, ___, ___, ___,
___, ___, ___, ___, ___, ___,
___, ___, ___, ___, ___, ___, ___,
___, ___, ___, ___,
___,

M(MACRO_VERSION_INFO), ___, Key_Keypad7, Key_Keypad8, Key_Keypad9, Key_KeypadSubtract, ___,
___, ___, Key_Keypad4, Key_Keypad5, Key_Keypad6, Key_KeypadAdd, ___,
___, Key_Keypad1, Key_Keypad2, Key_Keypad3, Key_Equals, Key_Quote,
___, ___, Key_Keypad0, Key_KeypadDot, Key_KeypadMultiply, Key_KeypadDivide, Key_Enter,
___, ___, ___, ___,
___),


[GAMING_QWERTY] = KEYMAP_STACKED
(___, Key_F1, Key_F2, Key_F3, Key_F4, Key_F5, XXX,
Key_Tab, ___, Key_mouseUp, ___, Key_mouseBtnR, Key_mouseWarpEnd, Key_mouseWarpNE,
Key_Home, Key_mouseL, Key_mouseDn, Key_mouseR, Key_mouseBtnL, Key_mouseWarpNW,
Key_End, Key_PrintScreen, Key_Insert, ___, Key_mouseBtnM, Key_mouseWarpSW, Key_mouseWarpSE,
___, Key_Delete, ___, ___,
___,

Consumer_ScanPreviousTrack, Key_F6, Key_F7, Key_F8, Key_F9, Key_F10, Key_F11,
Consumer_PlaySlashPause, Consumer_ScanNextTrack, Key_LeftCurlyBracket, Key_RightCurlyBracket, Key_LeftBracket, Key_RightBracket, Key_F12,
Key_LeftArrow, Key_DownArrow, Key_UpArrow, Key_RightArrow, ___, ___,
Key_PcApplication, Consumer_Mute, Consumer_VolumeDecrement, Consumer_VolumeIncrement, ___, Key_Backslash, Key_Pipe,
___, ___, Key_Enter, ___,
 ___),

};
1 Like

That’s good to know. Pretty sure I have it in that order already, let me check.

Yep, it’s all in the right order…

No it’s not. That’s how I found out, by compiling your sketch you posted here: Error: "macro "KEYMAP_STACKED" requires 64 arguments, but only 62 given". Help please

Your map is defined like this:

const Key keymaps[][ROWS][COLS] PROGMEM = {
[COLEMAK] = KEYMAP_STACKED ...
[NUMPAD] = KEYMAP_STACKED ...
[FUNCTION] = KEYMAP_STACKED ...
[GAMING_QWERTY] = KEYMAP_STACKED ...
};

But you need to have it like this (FUNCTION before NUMPAD)

const Key keymaps[][ROWS][COLS] PROGMEM = {
[COLEMAK] = KEYMAP_STACKED ...
[FUNCTION] = KEYMAP_STACKED ...
[NUMPAD] = KEYMAP_STACKED ...
[GAMING_QWERTY] = KEYMAP_STACKED ...
};

What? Thanks! I don’t know why that is, I didn’t touch Numpad or Function at all?.. I’ll give that a go

Okay, I rearranged it in the enum, but still getting the same error, the same line being highlighted… hmm. Maybe I should put the GAMING_QWERTY layer after the COLEMAK one and before the FUNCTION layer. You gave me an idea.

Nope. Still nothing. Same error.

I’ve tried replacing the ShiftToLayer(FUNCTION)), line that it keeps highlighting red with ___ to indicate a transparent key, just in case it’s causing the problem by referring to FUNCTION somehow, but now it’s just highlighting the ___ key instead.

It’s always the last key on the right side of the GAMING_QWERTY layer. I have zero idea why this is happening.

So I counted the amount of key’s in the layer, and it totals at 64. I thought maybe I accidentally missed or deleted two keys considering the error message but they’re all accounted for???

It’s working for me. Replace everything with this.

// -- mode: c++ --
// Copyright 2016 Keyboardio, inc. jesse@keyboard.io
// See "LICENSE" for license details

#ifndef BUILD_INFORMATION
#define BUILD_INFORMATION "locally built"
#endif

/**

These #include directives pull in the Kaleidoscope firmware core,
as well as the Kaleidoscope plugins we use in the Model 01’s firmware
*/
// The Kaleidoscope core
#include "Kaleidoscope.h"

// Support for keys that move the mouse
#include "Kaleidoscope-MouseKeys.h"

// Support for macros
#include "Kaleidoscope-Macros.h"

// Support for controlling the keyboard’s LEDs
#include "Kaleidoscope-LEDControl.h"

// Support for "Numpad" mode, which is mostly just the Numpad specific LED mode
#include "Kaleidoscope-NumPad.h"

// Support for an "LED off mode"
#include "LED-Off.h"

// Support for the "Boot greeting" effect, which pulses the ‘LED’ button for 10s
// when the keyboard is connected to a computer (or that computer is powered on)
#include "Kaleidoscope-LEDEffect-BootGreeting.h"

// Support for LED modes that set all LEDs to a single color
#include "Kaleidoscope-LEDEffect-SolidColor.h"

// Support for an LED mode that makes all the LEDs ‘breathe’
#include "Kaleidoscope-LEDEffect-Breathe.h"

// Support for an LED mode that makes a red pixel chase a blue pixel across the keyboard
#include "Kaleidoscope-LEDEffect-Chase.h"

// Support for LED modes that pulse the keyboard’s LED in a rainbow pattern
#include "Kaleidoscope-LEDEffect-Rainbow.h"

// Support for an LED mode that lights up the keys as you press them
#include "Kaleidoscope-LED-Stalker.h"

// Support for an LED mode that prints the keys you press in letters 4px high
#include "Kaleidoscope-LED-AlphaSquare.h"

// Support for Keyboardio’s internal keyboard testing mode
#include "Kaleidoscope-Model01-TestMode.h"

/** This ‘enum’ is a list of all the macros used by the Model 01’s firmware

The names aren’t particularly important. What is important is that each
is unique.
These are the names of your macros. They’ll be used in two places.
The first is in your keymap definitions. There, you’ll use the syntax
M(MACRO_NAME) to mark a specific keymap position as triggering MACRO_NAME
The second usage is in the ‘switch’ statement in the macroAction function.
That switch statement actually runs the code associated with a macro when
a macro key is pressed.
*/
enum { MACRO_VERSION_INFO,
MACRO_ANY
};

/** The Model 01’s key layouts are defined as ‘keymaps’. By default, there are three

keymaps: The standard QWERTY keymap, the "Function layer" keymap and the "Numpad"

keymap.

Each keymap is defined as a list using the ‘KEYMAP_STACKED’ macro, built

of first the left hand’s layout, followed by the right hand’s layout.

Keymaps typically consist mostly of Key_ definitions. There are many, many keys

defined as part of the USB HID Keyboard specification. You can find the names

(if not yet the explanations) for all the standard Key_ defintions offered by

Kaleidoscope in these files:

https://github.com/keyboardio/Kaleidoscope/blob/master/src/key_defs_keyboard.h

https://github.com/keyboardio/Kaleidoscope/blob/master/src/key_defs_consumerctl.h

https://github.com/keyboardio/Kaleidoscope/blob/master/src/key_defs_sysctl.h

https://github.com/keyboardio/Kaleidoscope/blob/master/src/key_defs_keymaps.h

Additional things that should be documented here include

using ___ to let keypresses fall through to the previously active layer

using XXX to mark a keyswitch as ‘blocked’ on this layer

using ShiftToLayer() and LockLayer() keys to change the active keymap.

the special nature of the PROG key

keeping NUM and FN consistent and accessible on all layers

The "keymaps" data structure is a list of the keymaps compiled into the firmware.

The order of keymaps in the list is important, as the ShiftToLayer(#) and LockLayer(#)

macros switch to key layers based on this list.

A key defined as ‘ShiftToLayer(FUNCTION)’ will switch to FUNCTION while held.

Similarly, a key defined as ‘LockLayer(NUMPAD)’ will switch to NUMPAD when tapped.
*/

/**

Layers are "0-indexed" – That is the first one is layer 0. The second one is layer 1.
The third one is layer 2.
This ‘enum’ lets us use names like QWERTY, FUNCTION, and NUMPAD in place of
the numbers 0, 1 and 2.
*/

enum { COLEMAK, FUNCTION, NUMPAD, GAMING_QWERTY }; // layers

/* This comment temporarily turns off astyle’s indent enforcement

so we can make the keymaps actually resemble the physical key layout better
*/
// INDENT-OFF
const Key keymaps[][ROWS][COLS] PROGMEM = {

[COLEMAK] = KEYMAP_STACKED
(___, Key_1, Key_2, Key_3, Key_4, Key_5, Key_LEDEffectNext,
Key_Backtick, Key_Q, Key_W, Key_F, Key_P, Key_G, Key_Tab,
Key_PageUp, Key_A, Key_R, Key_S, Key_T, Key_D,
Key_PageDown, Key_Z, Key_X, Key_C, Key_V, Key_B, Key_Escape,
Key_LeftControl, Key_Backspace, Key_LeftGui, Key_LeftShift,
ShiftToLayer(FUNCTION),

M(MACRO_ANY), Key_6, Key_7, Key_8, Key_9, Key_0, Key_KeypadNumLock,
Key_Enter, Key_J, Key_L, Key_U, Key_Y, Key_Semicolon, Key_Equals,
Key_H, Key_N, Key_E, Key_I, Key_O, Key_Quote,
Key_RightAlt, Key_K, Key_M, Key_Comma, Key_Period, Key_Slash, Key_Minus,
LockLayer(GAMING_QWERTY), Key_LeftAlt, Key_Spacebar, Key_RightControl,
ShiftToLayer(FUNCTION)),


[FUNCTION] = KEYMAP_STACKED
(___, Key_F1, Key_F2, Key_F3, Key_F4, Key_F5, XXX,
Key_Tab, ___, Key_mouseUp, ___, Key_mouseBtnR, Key_mouseWarpEnd, Key_mouseWarpNE,
Key_Home, Key_mouseL, Key_mouseDn, Key_mouseR, Key_mouseBtnL, Key_mouseWarpNW,
Key_End, Key_PrintScreen, Key_Insert, ___, Key_mouseBtnM, Key_mouseWarpSW, Key_mouseWarpSE,
___, Key_Delete, ___, ___,
___,

Consumer_ScanPreviousTrack, Key_F6, Key_F7, Key_F8, Key_F9, Key_F10, Key_F11,
Consumer_PlaySlashPause, Consumer_ScanNextTrack, Key_LeftCurlyBracket, Key_RightCurlyBracket, Key_LeftBracket, Key_RightBracket, Key_F12,
Key_LeftArrow, Key_DownArrow, Key_UpArrow, Key_RightArrow, ___, ___,
Key_PcApplication, Consumer_Mute, Consumer_VolumeDecrement, Consumer_VolumeIncrement, ___, Key_Backslash, Key_Pipe,
___, ___, Key_Enter, ___,
 ___),


[NUMPAD] = KEYMAP_STACKED
(___, ___, ___, ___, ___, ___, ___,
___, ___, ___, ___, ___, ___, ___,
___, ___, ___, ___, ___, ___,
___, ___, ___, ___, ___, ___, ___,
___, ___, ___, ___,
___,

M(MACRO_VERSION_INFO), ___, Key_Keypad7, Key_Keypad8, Key_Keypad9, Key_KeypadSubtract, ___,
___, ___, Key_Keypad4, Key_Keypad5, Key_Keypad6, Key_KeypadAdd, ___,
___, Key_Keypad1, Key_Keypad2, Key_Keypad3, Key_Equals, Key_Quote,
___, ___, Key_Keypad0, Key_KeypadDot, Key_KeypadMultiply, Key_KeypadDivide, Key_Enter,
___, ___, ___, ___,
___),


[GAMING_QWERTY] = KEYMAP_STACKED
(___, Key_F1, Key_F2, Key_F3, Key_F4, Key_F5, XXX,
Key_Tab, ___, Key_mouseUp, ___, Key_mouseBtnR, Key_mouseWarpEnd, Key_mouseWarpNE,
Key_Home, Key_mouseL, Key_mouseDn, Key_mouseR, Key_mouseBtnL, Key_mouseWarpNW,
Key_End, Key_PrintScreen, Key_Insert, ___, Key_mouseBtnM, Key_mouseWarpSW, Key_mouseWarpSE,
___, Key_Delete, ___, ___,
___,

Consumer_ScanPreviousTrack, Key_F6, Key_F7, Key_F8, Key_F9, Key_F10, Key_F11,
Consumer_PlaySlashPause, Consumer_ScanNextTrack, Key_LeftCurlyBracket, Key_RightCurlyBracket, Key_LeftBracket, Key_RightBracket, Key_F12,
Key_LeftArrow, Key_DownArrow, Key_UpArrow, Key_RightArrow, ___, ___,
Key_PcApplication, Consumer_Mute, Consumer_VolumeDecrement, Consumer_VolumeIncrement, ___, Key_Backslash, Key_Pipe,
___, ___, Key_Enter, ___,
 ___),

};

/* Re-enable astyle’s indent enforcement */
// INDENT-ON

/** versionInfoMacro handles the ‘firmware version info’ macro

When a key bound to the macro is pressed, this macro
prints out the firmware build information as virtual keystrokes
*/
static void versionInfoMacro(uint8_t keyState) {
if (keyToggledOn(keyState)) {
Macros.type(PSTR("Keyboardio Model 01 - Kaleidoscope "));
Macros.type(PSTR(BUILD_INFORMATION));
}
}

/** anyKeyMacro is used to provide the functionality of the ‘Any’ key.
*

When the ‘any key’ macro is toggled on, a random alphanumeric key is
selected. While the key is held, the function generates a synthetic
keypress event repeating that randomly selected key.
*/

static void anyKeyMacro(uint8_t keyState) {
static Key lastKey;
if (keyToggledOn(keyState))
lastKey.keyCode = Key_A.keyCode + (uint8_t)(millis() % 36);

if (keyIsPressed(keyState))
kaleidoscope::hid::pressKey(lastKey);
}

/** macroAction dispatches keymap events that are tied to a macro
to that macro. It takes two uint8_t parameters.

The first is the macro being called (the entry in the 'enum' earlier in this file).
The second is the state of the keyswitch. You can use the keyswitch state to figure out
if the key has just been toggled on, is currently pressed or if it's just been released.

The 'switch' statement should have a 'case' for each entry of the macro enum.
Each 'case' statement should call out to a function to handle the macro in question.
*/

const macro_t *macroAction(uint8_t macroIndex, uint8_t keyState) {
switch (macroIndex) {

case MACRO_VERSION_INFO:
versionInfoMacro(keyState);
break;

case MACRO_ANY:
anyKeyMacro(keyState);
break;
}
return MACRO_NONE;
}

// These ‘solid’ color effect definitions define a rainbow of
// LED color modes calibrated to draw 500mA or less on the
// Keyboardio Model 01.

static kaleidoscope::LEDSolidColor solidRed(160, 0, 0);
static kaleidoscope::LEDSolidColor solidOrange(140, 70, 0);
static kaleidoscope::LEDSolidColor solidYellow(130, 100, 0);
static kaleidoscope::LEDSolidColor solidGreen(0, 160, 0);
static kaleidoscope::LEDSolidColor solidBlue(0, 70, 130);
static kaleidoscope::LEDSolidColor solidIndigo(0, 0, 170);
static kaleidoscope::LEDSolidColor solidViolet(130, 0, 120);

/** The ‘setup’ function is one of the two standard Arduino sketch functions.

It’s called when your keyboard first powers up. This is where you set up
Kaleidoscope and any plugins.
*/
void setup() {
// First, call Kaleidoscope’s internal setup function
Kaleidoscope.setup();

// Next, tell Kaleidoscope which plugins you want to use.
// The order can be important. For example, LED effects are
// added in the order they’re listed here.
Kaleidoscope.use(
// The boot greeting effect pulses the LED button for 10 seconds after the keyboard is first connected
&BootGreetingEffect,

// The hardware test mode, which can be invoked by tapping Prog, LED and the left Fn button at the same time.
&TestMode,

// LEDControl provides support for other LED modes
&LEDControl,

// We start with the LED effect that turns off all the LEDs.
&LEDOff,

// The rainbow effect changes the color of all of the keyboard's keys at the same time
// running through all the colors of the rainbow.
&LEDRainbowEffect,

// The rainbow wave effect lights up your keyboard with all the colors of a rainbow
// and slowly moves the rainbow across your keyboard
&LEDRainbowWaveEffect,

// The chase effect follows the adventure of a blue pixel which chases a red pixel across
// your keyboard. Spoiler: the blue pixel never catches the red pixel
&LEDChaseEffect,

// These static effects turn your keyboard's LEDs a variety of colors
&solidRed, &solidOrange, &solidYellow, &solidGreen, &solidBlue, &solidIndigo, &solidViolet,

// The breathe effect slowly pulses all of the LEDs on your keyboard
&LEDBreatheEffect,

// The AlphaSquare effect prints each character you type, using your
// keyboard's LEDs as a display
&AlphaSquareEffect,

// The stalker effect lights up the keys you've pressed recently
&StalkerEffect,

// The numpad plugin is responsible for lighting up the 'numpad' mode
// with a custom LED effect
&NumPad,

// The macros plugin adds support for macros
&Macros,

// The MouseKeys plugin lets you add keys to your keymap which move the mouse.
&MouseKeys
);

// While we hope to improve this in the future, the NumPad plugin
// needs to be explicitly told which keymap layer is your numpad layer
NumPad.numPadLayer = NUMPAD;

// We configure the AlphaSquare effect to use RED letters
AlphaSquare.color = { 255, 0, 0 };

// We set the brightness of the rainbow effects to 150 (on a scale of 0-255)
// This draws more than 500mA, but looks much nicer than a dimmer effect
LEDRainbowEffect.brightness(150);
LEDRainbowWaveEffect.brightness(150);

// The LED Stalker mode has a few effects. The one we like is
// called ‘BlazingTrail’. For details on other options,
// see https://github.com/keyboardio/Kaleidoscope-LED-Stalker
StalkerEffect.variant = STALKER(BlazingTrail);

// We want to make sure that the firmware starts with LED effects off
// This avoids over-taxing devices that don’t have a lot of power to share
// with USB devices
LEDOff.activate();
}

/** loop is the second of the standard Arduino sketch functions.

As you might expect, it runs in a loop, never exiting.
For Kaleidoscope-based keyboard firmware, you usually just want to
call Kaleidoscope.loop(); and not do anything custom here.
*/
void loop() {
Kaleidoscope.loop();
}

Yours works but it’s not my keymap. It looks like a copy of the FUNCTION keymap, not my GAMING_QWERTY layer.

Thanks for helping me with this btw.

This is the layer I’m trying to implement:

[GAMING_QWERTY] = KEYMAP_STACKED
(Key_Escape, Key_1, Key_2, Key_3, Key_4, Key_5, Key_T,
Key_Backtick, Key_Tab, Key_Q, Key_W, Key_E, Key_R, Key_G,
Key_PageUp, Key_LeftShift, Key_A, Key_S, Key_D, Key_F,
Key_PageDown, Key_LeftControl, Key_Z, Key_X, Key_C, Key_V, Key_B,
Key_LeftControl, Key_LeftAlt, Key_Spacebar, Key_LeftShift,
ShiftToLayer(FUNCTION),

M(MACRO_ANY), Key_6, Key_7, Key_8, Key_9, Key_0, Key_KeypadNumLock
Key_Enter, Key_Y, Key_U, Key_I, Key_O, Key_P, Key_Equals,
Key_H, Key_J, Key_K, Key_L, Key_Semicolon, Key_Quote
LockLayer(COLEMAK), Key_N, Key_M, Key_Comma, Key_Period, Key_Slash, Key_Minus,
Key_RightShift, Key_LeftAlt, Key_Spacebar, Key_RightControl,
ShiftToLayer(FUNCTION)),

My mistake.

There are two commas missing in your GAMING_QWERTY map. Right after Key_KeypadNumLock and Key_Quote. Which would explain the 2 missing arguments.

This would be the correct map:

[GAMING_QWERTY] = KEYMAP_STACKED
(Key_Escape, Key_1, Key_2, Key_3, Key_4, Key_5, Key_T,
Key_Backtick, Key_Tab, Key_Q, Key_W, Key_E, Key_R, Key_G,
Key_PageUp, Key_LeftShift, Key_A, Key_S, Key_D, Key_F,
Key_PageDown, Key_LeftControl, Key_Z, Key_X, Key_C, Key_V, Key_B,
Key_LeftControl, Key_LeftAlt, Key_Spacebar, Key_LeftShift,
ShiftToLayer(FUNCTION),

M(MACRO_ANY), Key_6, Key_7, Key_8, Key_9, Key_0, Key_KeypadNumLock,
Key_Enter, Key_Y, Key_U, Key_I, Key_O, Key_P, Key_Equals,
Key_H, Key_J, Key_K, Key_L, Key_Semicolon, Key_Quote,
LockLayer(COLEMAK), Key_N, Key_M, Key_Comma, Key_Period, Key_Slash, Key_Minus,
Key_RightShift, Key_LeftAlt, Key_Spacebar, Key_RightControl,
ShiftToLayer(FUNCTION))
1 Like

Oh my god, thank you.

I don’t know why that is. I didn’t erase those commas. Must have done it accidentally. You’re the best.

I wonder why it kept showing up that ShiftToLayer(FUNCTION)), key…

Because that was the last argument to the KEYMAP_STACKED() macro, which needed two more arguments.

2 Likes

The compiler was parsing (“counting”) the arguments (keys) for the key map one by one. Since the compiler doesn’t care what they are named, how they are formatted in your sketch, or in what order you define them, it just expects there to be 64 keys and that’s it. However, after the ShiftToLayer(FUNCTION), which was the 62th argument, the keys abrubtly stopped.

The reason why ShiftToLayer(Function) is pointed out by the compiler is because that’s where it expected the last 2 keys to be, but there were none.

2 Likes