7.7 KiB
Keyboards with AVR Processors
This page describes the support for AVR processors in QMK. AVR processors include the atmega32u4, atmega32u2, at90usb1286, and other processors from Atmel Corporation. AVR processors are 8-bit MCUs that are designed to be easy to work with. The most common AVR processors in keyboards have on-board USB and plenty of GPIO for supporting large keyboard matrices. They are the most popular MCU for use in keyboards today.
If you have not yet you should read the Keyboard Guidelines to get a sense of how keyboards fit into QMK.
Adding Your AVR Keyboard to QMK
QMK has a number of features to simplify working with AVR keyboards. For most keyboards you don't have to write a single line of code. To get started, run qmk new-keyboard
:
$ qmk new-keyboard
Ψ Generating a new QMK keyboard directory
Keyboard Name: mycoolkeeb
Keyboard Type:
1. avr
2. ps2avrgb
Please enter your choice: [1]
Your Name: [John Smith]
Ψ Copying base template files...
Ψ Copying avr template files...
Ψ Renaming keyboard.[ch] to mycoolkeeb.[ch]...
Ψ Replacing %YEAR% with 2021...
Ψ Replacing %KEYBOARD% with mycoolkeeb...
Ψ Replacing %YOUR_NAME% with John Smith...
Ψ Created a new keyboard called mycoolkeeb.
Ψ To start working on things, `cd` into keyboards/mycoolkeeb,
Ψ or open the directory in your preferred text editor.
This will create all the files needed to support your new keyboard, and populate the settings with default values. Now you just need to customize it for your keyboard.
readme.md
This is where you'll describe your keyboard. Please follow the Keyboard Readme Template when writing your readme.md
. You're encouraged to place an image at the top of your readme.md
, please use an external service such as Imgur to host the images.
<keyboard>.c
This is where all the custom logic for your keyboard goes. Many keyboards do not need to put anything at all in here. You can learn more about writing custom logic in Custom Quantum Functions.
<keyboard>.h
This is the file you define your Layout Macro(s) in. At minimum you should have a #define LAYOUT
for your keyboard that looks something like this:
#define LAYOUT( \
k00, k01, k02, \
k10, k11 \
) { \
{ k00, k01, k02 }, \
{ k10, KC_NO, k11 }, \
}
The first half of the LAYOUT
pre-processor macro defines the physical arrangement of keys. The second half of the macro defines the matrix the switches are connected to. This allows you to have a physical arrangement of keys that differs from the wiring matrix.
Each of the k__
variables needs to be unique, and typically they follow the format k<row><col>
.
The physical matrix (the second half) must have a number of rows equaling MATRIX_ROWS
, and each row must have exactly MATRIX_COLS
elements in it. If you do not have this many physical keys you can use KC_NO
to fill in the blank spots.
config.h
The config.h
file is where you configure the hardware and feature set for your keyboard. There are a lot of options that can be placed in that file, too many to list there. For a complete overview of available options see the Config Options page.
Hardware Configuration
At the top of the config.h
you'll find USB related settings. These control how your keyboard appears to the Operating System. If you don't have a good reason to change you should leave the VENDOR_ID
as 0xFEED
. For the PRODUCT_ID
you should pick a number that is not yet in use.
Do change the MANUFACTURER
and PRODUCT
lines to accurately reflect your keyboard.
#define VENDOR_ID 0xFEED
#define PRODUCT_ID 0x6060
#define DEVICE_VER 0x0001
#define MANUFACTURER You
#define PRODUCT my_awesome_keyboard
?> Windows and macOS will display the MANUFACTURER
and PRODUCT
in the list of USB devices. lsusb
on Linux instead prefers the values in the list maintained by the USB ID Repository. By default, it will only use MANUFACTURER
and PRODUCT
if the list does not contain that VENDOR_ID
/ PRODUCT_ID
. sudo lsusb -v
will show the values reported by the device, and they are also present in kernel logs after plugging it in.
Keyboard Matrix Configuration
The next section of the config.h
file deals with your keyboard's matrix. The first thing you should set is the matrix's size. This is usually, but not always, the same number of rows and columns as the physical key arrangement.
#define MATRIX_ROWS 2
#define MATRIX_COLS 3
Once you've defined the size of your matrix you need to define which pins on your MCU are connected to rows and columns. To do so simply specify the names of those pins:
#define MATRIX_ROW_PINS { D0, D5 }
#define MATRIX_COL_PINS { F1, F0, B0 }
#define UNUSED_PINS
The number of MATRIX_ROW_PINS
entries must be the same as the number you assigned to MATRIX_ROWS
, and likewise for MATRIX_COL_PINS
and MATRIX_COLS
. You do not have to specify UNUSED_PINS
, but you can if you want to document what pins are open.
Finally, you can specify the direction your diodes point. This can be COL2ROW
or ROW2COL
.
#define DIODE_DIRECTION COL2ROW
Direct Pin Matrix
To configure a keyboard where each switch is connected to a separate pin and ground instead of sharing row and column pins, use DIRECT_PINS
. The mapping defines the pins of each switch in rows and columns, from left to right. Must conform to the sizes within MATRIX_ROWS
and MATRIX_COLS
, use NO_PIN
to fill in blank spaces. Overrides the behaviour of DIODE_DIRECTION
, MATRIX_ROW_PINS
and MATRIX_COL_PINS
.
// #define MATRIX_ROW_PINS { D0, D5 }
// #define MATRIX_COL_PINS { F1, F0, B0 }
#define DIRECT_PINS { \
{ F1, E6, B0, B2, B3 }, \
{ F5, F0, B1, B7, D2 }, \
{ F6, F7, C7, D5, D3 }, \
{ B5, C6, B6, NO_PIN, NO_PIN } \
}
#define UNUSED_PINS
/* COL2ROW, ROW2COL */
//#define DIODE_DIRECTION
Backlight Configuration
QMK supports backlighting on most GPIO pins. A select few of these can be driven by the MCU in hardware. For more details see the Backlight Documentation.
#define BACKLIGHT_PIN B7
#define BACKLIGHT_LEVELS 3
#define BACKLIGHT_BREATHING
#define BREATHING_PERIOD 6
Other Configuration Options
There are a lot of features that can be configured or tuned in config.h
. You should see the Config Options page for more details.
rules.mk
You use the rules.mk
file to tell QMK what files to build and what features to enable. If you are building around an atmega32u4 you can largely leave these defaults alone. If you are using another MCU you may have to tweak some parameters.
MCU Options
These options tell the build system what CPU to build for. Be very careful if you change any of these settings, you can render your keyboard inoperable.
MCU = atmega32u4
F_CPU = 16000000
ARCH = AVR8
F_USB = $(F_CPU)
OPT_DEFS += -DINTERRUPT_CONTROL_ENDPOINT
Bootloaders
The bootloader is a special section of your MCU that allows you to upgrade the code stored on the MCU. Think of it like a Rescue Partition for your keyboard.
Teensy Bootloader Example
BOOTLOADER = halfkay
Atmel DFU Loader Example
BOOTLOADER = atmel-dfu
Pro Micro Bootloader Example
BOOTLOADER = caterina
Build Options
There are a number of features that can be turned on or off in rules.mk
. See the Config Options page for a detailed list and description.