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.