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[Keymap] My DZ60 Layout and files (#7537)

* I don't know if this is how my keyboard is laid out or not

* testing, still broken

* name change

* I think this is the layout I will try to use to start

* it compiles!

* added norman layout!

* media keys

* Moved backlight functions to KEYB
Moved Delete off of Backspace and to the < key

* more changes to layout, move Norman to 1 so it was moddable by FCTN

* swapped volume and media, I use volume a lot more than media

* Eh, it's still all in flux.

* I don't want the entire function layer full of dead keys, after all...

* moves escape to the caps lock key and caps lock to the functions layer

* update my readme for posterity

* Updates bonfire dz60 for better escape control

* WIP commit -- this is not working yet

* updates keymap for GAME layer
adds info to README
adds visual keyboard layout map in json and jpg for reference

* updates readme for visual keymap insertion

* removes my layout from the parent folder and keeps it localized

* updates the C code to be more readable

* finished the HELD_ESCAPE code

* finishes v6.1.0

* updates layout names to match repo code style per @mechmerlin

Apply suggestions from code review

* updates to code style per suggestions by @mechmerlin

* Update global-functions.c

updates some personal documentation

* updates hold time for escape on gaming layer

* updates several aspects of the code based on PR requests

* moves a variable
This commit is contained in:
Ethan Beyer 2019-12-12 05:53:39 -05:00 committed by James Young
parent bbad6e1ae7
commit 45e71aedf0
9 changed files with 1413 additions and 0 deletions

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# Docs
1. https://docs.qmk.fm/#/
2. To build, run: `make dz60:_bonfire`
## Map of Layers
http://www.keyboard-layout-editor.com/#/gists/b19ee1c251c908d9b5ef76965d588937
![Visual Keymap](https://i.imgur.com/DuiUo0W.jpg)
### Todo
- lighting effects based on layer in use
- https://github.com/DanDobrick/qmk_firmware/blob/danDobrick-v60r-layout/keyboards/v60_type_r/keymaps/danDobrick/keymap.c#L140
- rewrite the mod-tap functions to use the non-deprecated way of instancing them

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/**
* Variables
*
*/
int held_esc_threshold = 230;
bool is_esc_held = false;
uint16_t held_esc_timer = 0;
/**
* Define Layers
*/
enum layers {
BASE = 0,
NRMN,
GAME,
FCTN,
KEYB
};
/**
* Define Custom Keycodes
*/
enum custom_keycodes {
HLD_ESC = SAFE_RANGE,
MOD_UP = MT(MOD_RSFT, KC_UP),
MOD_RT = MT(MOD_HYPR, KC_RIGHT),
MOD_DN = MT(MOD_RCTL, KC_DOWN),
MOD_LT = MT(MOD_RGUI, KC_LEFT)
};

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/**
* Custom Keycodes
* https://beta.docs.qmk.fm/detailed-guides/custom_quantum_functions#custom-keycodes
*
*/
// Called on every keyup and keydown
bool process_record_user(uint16_t keycode, keyrecord_t *record)
{
switch (keycode) {
case HLD_ESC:
if(record->event.pressed) {
is_esc_held = true;
held_esc_timer = timer_read();
} else {
is_esc_held = false;
unregister_code(KC_ESC);
}
return true;
break;
default:
return true;
break;
}
}
// checking the held escape timer
void matrix_scan_user(void)
{
if(is_esc_held && timer_elapsed(held_esc_timer) > held_esc_threshold) {
register_code(KC_ESC);
}
}

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#pragma once
#include "quantum.h"
/*
* LAYOUT_bonfire Row Keys
*
* 00 01 02 03 04 05 06 07 08 09 0a 0b 0c 0e 14
*
* 10 12 13 14 15 16 17 18 19 1a 1b 1c 1d 1e 14
*
* 20 22 23 24 25 26 27 28 29 2a 2b 2c 2d 13
*
* 30 32 33 34 35 36 37 38 39 3a 3b 3d 3e 13
*
* 40 41 43 46 4a 4b 4d 4e 8
*
*
*/
#define LAYOUT_bonfire( \
k00, k01, k02, k03, k04, k05, k06, k07, k08, k09, k0a, k0b, k0c, k0e, \
k10, k12, k13, k14, k15, k16, k17, k18, k19, k1a, k1b, k1c, k1d, k1e, \
k20, k22, k23, k24, k25, k26, k27, k28, k29, k2a, k2b, k2c, k2d, \
k30, k32, k33, k34, k35, k36, k37, k38, k39, k3a, k3b, k3d, k3e, \
k40, k41, k43, k46, k4a, k4b, k4d, k4e \
) { \
{ k00, k01, k02, k03, k04, k05, k06, k07, k08, k09, k0a, k0b, k0c, KC_NO, k0e }, \
{ k10, KC_NO, k12, k13, k14, k15, k16, k17, k18, k19, k1a, k1b, k1c, k1d, k1e }, \
{ k20, KC_NO, k22, k23, k24, k25, k26, k27, k28, k29, k2a, k2b, k2c, k2d, KC_NO }, \
{ k30, KC_NO, k32, k33, k34, k35, k36, k37, k38, k39, k3a, k3b, KC_NO, k3d, k3e }, \
{ k40, k41, KC_NO, k43, KC_NO, KC_NO, k46, KC_NO, KC_NO, KC_NO, k4a, k4b, KC_NO, k4d, k4e } \
}
/**
* XXXXXXX = Key does nothing.
* _______ = Key that allows the uppermost exposed key in a layer below it.
*
*/
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
/**
* Layer 0
*
* QWERTY and basic modifiers.
* Upper layers are toggled or accessed through the "HACK" key: last key on fourth row.
*/
[BASE] = LAYOUT_bonfire(
KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, KC_BSPC,
KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC, KC_BSLS,
KC_ESC, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_ENT,
KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, MOD_UP, MO(FCTN),
KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, MOD_LT, MOD_DN, MOD_RT
),
/**
* Layer 1
*
* NORMAN Key layout.
* All that's changed is the position of A-Z and a few punctuation keys.
*/
[NRMN] = LAYOUT_bonfire(
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, KC_Q, KC_W, KC_D, KC_F, KC_K, KC_J, KC_U, KC_R, KC_L, KC_SCLN, _______, _______, _______,
_______, KC_A, KC_S, KC_E, KC_T, KC_G, KC_Y, KC_N, KC_I, KC_O, KC_H, _______, _______,
_______, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_P, KC_M, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______
),
/**
* Layer 2
*
* Moves the escape key from the left to the right side of the keyboard for gaming.
*/
[GAME] = LAYOUT_bonfire(
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
HLD_ESC, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______
),
/**
* Layer 3
*
* Function layer.
* This layer is accessed when "HACK" is held down.
* Modifiers and such to basic keys, but with basic key functions.
*/
[FCTN] = LAYOUT_bonfire(
KC_ESC, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, _______,
_______, KC_MUTE, KC_VOLD, KC_VOLU, _______, _______, _______, _______, _______, _______, KC_PSCR, KC_SLCK, KC_PAUS, _______,
KC_CAPS, KC_MPRV, KC_MPLY, KC_MNXT, _______, _______, _______, _______, _______, KC_INS, KC_HOME, KC_PGUP, _______,
_______, KC_SLEP, KC_WAKE, _______, _______, _______, _______, _______, KC_DEL, KC_END, KC_PGDN, _______, _______,
_______, _______, _______, _______, _______, MO(KEYB), _______, _______
),
/**
* Layer 4
*
* This is the KEYB/System layer.
* Other keymaps call this a NAV layer, but it's more than just NAV-ing the board's layers.
* This Layer currently handles RGB and puts the board into RESET for flashing.
*
* ~ key resets board to [BASE].
* 1 key toggles [NRMN].
* 2 key toggles [GAME].
* BACKSPACE puts board into reset.
*/
[KEYB] = LAYOUT_bonfire(
TO(BASE), TG(NRMN), TO(GAME), XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, RESET,
XXXXXXX, RGB_TOG, RGB_MOD, RGB_HUI, RGB_HUD, RGB_SAI, RGB_SAD, RGB_VAI, RGB_VAD, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX,
XXXXXXX, BL_DEC, BL_TOGG, BL_INC, BL_STEP, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX,
XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, _______,
XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, _______, XXXXXXX, XXXXXXX
)
};

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#include QMK_KEYBOARD_H
/**
* Bonfire Layout
* v6.1.0
*
* @author Ethan Beyer
*
*/
#include "keymap-parts/defs.c"
#include "keymap-parts/layers.c"
#include "keymap-parts/functions.c"

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/**
* Cool Function where a single key does ALT+TAB
* From: https://beta.docs.qmk.fm/features/feature_macros#super-alt-tab
*/
bool is_alt_tab_active = false; // ADD this near the begining of keymap.c
uint16_t alt_tab_timer = 0; // we will be using them soon.
enum custom_keycodes { // Make sure have the awesome keycode ready
ALT_TAB = SAFE_RANGE,
};
// key processing
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
switch (keycode) { // This will do most of the grunt work with the keycodes.
case ALT_TAB:
if (record->event.pressed) {
if (!is_alt_tab_active) {
is_alt_tab_active = true;
register_code(KC_LALT);
}
alt_tab_timer = timer_read();
register_code(KC_TAB);
} else {
unregister_code(KC_TAB);
}
break;
}
return true;
}
// The very important timer.
void matrix_scan_user(void) {
if (is_alt_tab_active && timer_elapsed(alt_tab_timer) > 1000) {
unregister_code(KC_LALT);
is_alt_tab_active = false;
}
}

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MOUSEKEY_ENABLE = no
# CONSOLE_ENABLE = yes

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[NAME] = LAYOUT_bonfire(
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______
)