diff --git a/docs/feature_encoders.md b/docs/feature_encoders.md index 10cd0d744e01..3e2c55411a0c 100644 --- a/docs/feature_encoders.md +++ b/docs/feature_encoders.md @@ -60,16 +60,18 @@ If you are using different pinouts for the encoders on each half of a split keyb By enabling this config, you can place the keycodes for the encoders directly in the keymap itself. If you have extra spots in your matrix (eg, not populated), you can use those locations. To enable this you need to add a define that lists the row and column location to use. -```c -#define ENCODER_KEYMAPPING { { 4, 0 }, { 4, 1 } }, { { 5, 0 }, { 5, 1 } } -``` - -And enable this in your rules.mk: +Add this ton your `rules.mk`: ```make ENCODER_KEYMAP_MAPPING_ENABLE = yes ``` +And then add the configuration for the encoders in your `config.h`: + +```c +#define ENCODER_KEYMAPPING { { 4, 0 }, { 4, 1 } }, { { 5, 0 }, { 5, 1 } } +``` + This tells it to use row 4, column 0 for counter clockwise, row 4 column 1 for clockwise, and then row 5 column 0 and 1 for the second encoder. This works with most keycodes. Tap-Hold keys may not work well for this, nor will special keys, like tap dances. However, this will work with quantum keycodes, as well as custom macros.