Merge pull request #13 from rswiernik/master
Updated Readme and Build info
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						commit
						61b4d273da
					
				@ -47,19 +47,24 @@ TOP_DIR = ../..
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# Directory keyboard dependent files exist
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TARGET_DIR = .
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# # project specific files
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# SRC =	keymap_common.c \
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# 	matrix_handwire.c \
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# 	led.c \
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# 	backlight.c
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ifdef COMMON_KEYMAP
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# ifdef KEYMAP
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#     SRC := keymap_$(KEYMAP).c $(SRC)
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# else
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#     SRC := keymap_jack.c $(SRC)
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# endif
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	SRC = keymap_common.c \
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	matrix_handwire.c \
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	led.c \
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	backlight.c
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ifdef KEYMAP
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    SRC := keymap_$(KEYMAP).c $(SRC)
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else
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    SRC := keymap_jack.c $(SRC)
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endif
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else
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# project specific files
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SRC = extended_keymap_common.c \
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	matrix_handwire.c \
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	led.c \
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@ -71,6 +76,8 @@ else
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    SRC := extended_keymap_jack.c $(SRC)
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endif
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endif
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CONFIG_H = config.h
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# MCU name
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@ -18,20 +18,36 @@ If you include extended_keymap_common.h instead of keymap_common.h at the top of
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## Build
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Follow [this guide](http://deskthority.net/workshop-f7/how-to-build-your-very-own-keyboard-firmware-t7177.html) to setup your development environment before anything else.
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Follow [this guide](http://deskthority.net/workshop-f7/how-to-build-your-very-own-keyboard-firmware-t7177.html) to setup your development environment before anything else. Abbreviated instructions are provide at the [bottom of this document](https://github.com/rswiernik/tmk_keyboard/tree/rswiernik_dev/keyboard/planck#environment-setup)
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Download the whole firmware [here](https://github.com/jackhumbert/tmk_keyboard/archive/master.zip) and navigate to the keyboard/planck folder. Once your dev env is setup, you'll be able to type `make` to generate your .hex that you can load with the Teensy app onto your Planck (once you've hit reset/shorted GND & RST). 
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Move to this directory then just run `make` like:
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Depending on which keymap you would like to use, you will have to compile slightly differently.
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    $ make
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####Default
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To build with the default keymap, simply move to the tmk\_keyboard/keyboard/planck/ and run `make` as follows:
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```
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$ make
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```
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## Keymap
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Several version of keymap are available in advance but you are recommended to define your favorite layout yourself. To define your own keymap create file named `keymap_<name>.c` and see keymap document (you can find in top README.md) and existent keymap files.
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To build firmware binary hex file with a certain keymap just do `make` with `KEYMAP` option like:
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####**Extended Keymaps**
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    $ make KEYMAP=[<name>]
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To build the firmware binary hex file with an extended keymap just do `make` with `KEYMAP` option like:
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```
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$ make KEYMAP=[common|jack|<name>]
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```
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_The only applicable keymaps will work with this option._ Extended keymaps follow the format **__extended\_keymap\_\<name\>.c__**
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####**Common Keymaps**
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Building with a common keymap is as simple as adding the COMMON option. Note that only 
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```
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$ make KEYMAP=[common|jack|<name>] COMMON=true
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```
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_The only applicable keymaps will work with this option._ Common keymaps follow the format **__keymap\_\<name\>.c__**
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## Notable TMK forks (which some of the keymap files are from)
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- [Shane's Fork](https://github.com/shanecelis/tmk_keyboard/tree/master/keyboard/planck)
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										74
									
								
								keyboard/planck/keymap_reed.c
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										74
									
								
								keyboard/planck/keymap_reed.c
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,74 @@
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#include "keymap_common.h"
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/*
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 * BUILD:
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 * Simply run the command below in the keyboard/planck directory
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 * to build against this keymap
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 *
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 *    make KEYMAP=reed COMMON_KEYMAP=true
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 *
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 *
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 * DETAILS:
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 *
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 * This layout works off of Jack's layout, making some changes that I
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 * feel significantly improve the function of the keyboard. Major changes
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 * include adding a "gaming mode" that will allow users to still access
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 * the number keys 1 through 4 easily for games that require it. Also
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 * included is the ability to use the tap/hold function for easy use of
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 * right shift and thumb shift with their tapped companions.
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 *
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 */
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const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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[0] = KEYMAP_GRID( /* Reed */
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  ESC,  Q,    W,    E,    R,    T,    Y,    U,    I,    O,    P,    BSPC,
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  TAB,  A,    S,    D,    F,    G,    H,    J,    K,    L,    SCLN, QUOT,
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  LSFT, Z,    X,    C,    V,    B,    N,    M,    COMM, DOT,  SLSH, FN5,
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  LCTL, CAPS, LALT, LGUI, FN2, FN7,  SPC,  FN1,   LEFT, DOWN, UP,  RGHT),
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[1] = KEYMAP_GRID( /* Reed EXTREME GAMING */
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  ESC,  Q,    W,    E,    R,    T,    Y,    U,    I,    O,    P,    BSPC,
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  TAB,  A,    S,    D,    F,    G,    H,    J,    K,    L,    SCLN, QUOT,
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  LSFT, Z,    X,    C,    V,    B,    N,    M,    COMM, DOT,  SLSH, FN5,
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  LCTL, 1,    2,    3,    4,   SPC,  FN2,  FN1,   LEFT, DOWN, UP,  RGHT),
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[2] = KEYMAP_GRID( /* Reed RAISE */
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  GRV,  1,    2,    3,    4,    5,    6,    7,    8,    9,    0,    BSPC,
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  TRNS, FN3, FN4, PAUSE, TRNS, TRNS, TRNS, MINS, EQL,  LBRC, RBRC, BSLS,
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  TRNS, F1,   F2,    F3,   F4,    F5,    F6,   F7,   F8,   F9,   F10,  TRNS,
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  TRNS, TRNS, TRNS, TRNS, TRNS, TRNS, TRNS, FN1, MNXT, VOLD, VOLU, MPLY),
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[3] = KEYMAP_GRID( /* Reed LOWER */
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  TRNS	, FN10, FN11, FN12, FN13, FN14, FN15, FN16, FN17, FN18, FN19, DEL,
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  TRNS, TRNS, TRNS, PAUSE, TRNS, TRNS, TRNS, FN20, FN21, FN23, FN24, FN28,
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  TRNS, F11,  F12,  F13,  F14,  F15,  F16,  F17,  F18,  F19,  F20, TRNS,
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  TRNS, TRNS, TRNS, TRNS, FN2,  TRNS, TRNS, TRNS, MNXT, VOLD, VOLU, MPLY),
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};
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const uint16_t PROGMEM fn_actions[] = {
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    [1] = ACTION_LAYER_MOMENTARY(2),  // to Fn overlay - RAISE
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    [2] = ACTION_LAYER_MOMENTARY(3),  // to Fn overlay - LOWER
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    [3] = ACTION_DEFAULT_LAYER_SET(0),
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    [4] = ACTION_DEFAULT_LAYER_SET(1),
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	// Actions for the tap/hold modifiers listed above
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    [5] = ACTION_MODS_TAP_KEY(MOD_RSFT, KC_ENT),
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    [7] = ACTION_MODS_TAP_KEY(MOD_LSFT, KC_BSPC),
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    [10] = ACTION_MODS_KEY(MOD_LSFT, KC_1),
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    [11] = ACTION_MODS_KEY(MOD_LSFT, KC_2),
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    [12] = ACTION_MODS_KEY(MOD_LSFT, KC_3),
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    [13] = ACTION_MODS_KEY(MOD_LSFT, KC_4),
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    [14] = ACTION_MODS_KEY(MOD_LSFT, KC_5),
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    [15] = ACTION_MODS_KEY(MOD_LSFT, KC_6),
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    [16] = ACTION_MODS_KEY(MOD_LSFT, KC_7),
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    [17] = ACTION_MODS_KEY(MOD_LSFT, KC_8),
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    [18] = ACTION_MODS_KEY(MOD_LSFT, KC_9),
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    [19] = ACTION_MODS_KEY(MOD_LSFT, KC_0),
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    [20] = ACTION_MODS_KEY(MOD_LSFT, KC_MINS),
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    [21] = ACTION_MODS_KEY(MOD_LSFT, KC_EQL),
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    [22] = ACTION_MODS_KEY(MOD_LSFT, KC_GRV),
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    [23] = ACTION_MODS_KEY(MOD_LSFT, KC_LBRC),
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    [24] = ACTION_MODS_KEY(MOD_LSFT, KC_RBRC),
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    [28] = ACTION_MODS_KEY(MOD_LSFT, KC_BSLS),
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    [29] = ACTION_MODS_KEY(MOD_LSFT | MOD_RSFT, KC_PAUSE),
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};
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