[Keymap] Adding bdk keymap for ergobox_ez (#4850)
* Adding bdk keymap * Updating keymap after review from drashna
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keyboards/ergodox_ez/keymaps/bdk/config.h
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keyboards/ergodox_ez/keymaps/bdk/config.h
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#pragma once
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#define ONESHOT_TAP_TOGGLE 2
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#define ONESHOT_TIMEOUT 167
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#define FORCE_NKRO
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keyboards/ergodox_ez/keymaps/bdk/keymap.c
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keyboards/ergodox_ez/keymaps/bdk/keymap.c
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#include QMK_KEYBOARD_H
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#define SHIFT_DOWN() (get_mods() & (MOD_BIT(KC_LSFT)|MOD_BIT(KC_RSFT)))
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#define KC_FKEYS MO(FKEYS)
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// Layers
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enum {
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BASE=0,
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SYMNUM, // Symbols and numbers (activated by holding enter)
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FKEYS, // Function keys (activated by a thumb button)
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};
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// counter that increments on all key press events. This is needed for our LT
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// handling
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uint16_t press_counter = 0;
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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// Keymap 0: Base layer
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[BASE] = LAYOUT_ergodox(
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// left hand ---------------------------------------------------------------------------------------------------
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KC_NO, KC_EXLM, KC_AT, KC_HASH, KC_DLR, KC_PERC, KC_NO,
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KC_GRV, KC_QUOT, KC_COMM, KC_DOT, KC_P, KC_Y, KC_LGUI,
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KC_SLSH, KC_A, KC_O, KC_E, KC_U, KC_I,
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KC_LSFT, KC_SCLN, KC_Q, KC_J, KC_K, KC_X, KC_HOME,
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KC_LCTL, KC_LALT, KC_PGUP, KC_PGDN, KC_NO,
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// left thumb --------------------------------------------------------------------------------------------------
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KC_NO, KC_NO,
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KC_NO,
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KC_SPC, KC_TAB, KC_FKEYS,
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// right hand --------------------------------------------------------------------------------------------------
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KC_NO, KC_CIRC, KC_AMPR, KC_ASTR, KC_LPRN, KC_RPRN, KC_NO,
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KC_RGUI, KC_F, KC_G, KC_C, KC_R, KC_L, KC_BSLS,
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KC_D, KC_H, KC_T, KC_N, KC_S, KC_MINS,
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KC_END, KC_B, KC_M, KC_W, KC_V, KC_Z, KC_RSFT,
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KC_LEFT, KC_UP, KC_DOWN, KC_RIGHT, KC_RCTL,
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// right thumb -------------------------------------------------------------------------------------------------
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KC_NO, KC_NO,
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KC_NO,
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KC_DEL, KC_BSPC, KC_ENT
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),
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// SYMNUM -- numpad and function keys
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[SYMNUM] = LAYOUT_ergodox(
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// left hand ---------------------------------------------------------------------------------------------------
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KC_TRNS, LALT(KC_1), LALT(KC_2), LALT(KC_3), LALT(KC_4), LALT(KC_5), KC_TRNS,
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KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_AMPR, KC_TRNS, KC_TRNS,
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KC_TRNS, KC_LCBR, KC_LBRC, KC_LPRN, KC_0, KC_MINS,
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KC_TRNS, KC_6, KC_7, KC_8, KC_9, KC_SLSH, KC_TRNS,
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KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
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// left thumb --------------------------------------------------------------------------------------------------
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KC_TRNS, KC_TRNS,
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KC_TRNS,
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KC_TRNS, KC_TRNS, KC_TRNS,
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// right hand --------------------------------------------------------------------------------------------------
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KC_TRNS, LALT(KC_6), LALT(KC_7), LALT(KC_8), LALT(KC_9), LALT(KC_0), KC_TRNS,
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KC_TRNS, KC_PERC, KC_EQL, KC_LT, KC_GT, KC_EXLM, KC_TRNS,
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KC_PLUS, KC_1, KC_RPRN, KC_RBRC, KC_RCBR, KC_TRNS,
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KC_TRNS, KC_ASTR, KC_2, KC_3, KC_4, KC_5, KC_TRNS,
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KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
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// right thumb -------------------------------------------------------------------------------------------------
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KC_TRNS, KC_TRNS,
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KC_TRNS,
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KC_TRNS, KC_TRNS, KC_TRNS
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),
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// FKEYS -- function keys
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[FKEYS] = LAYOUT_ergodox(
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// left hand ---------------------------------------------------------------------------------------------------
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KC_TRNS, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6,
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KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
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KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
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KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
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KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
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// left thumb --------------------------------------------------------------------------------------------------
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KC_TRNS, KC_TRNS,
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KC_TRNS,
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KC_TRNS, KC_TRNS, KC_TRNS,
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// right hand --------------------------------------------------------------------------------------------------
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KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, KC_TRNS,
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KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
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KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
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KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
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KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
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// right thumb -------------------------------------------------------------------------------------------------
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KC_TRNS, KC_TRNS,
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KC_TRNS,
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KC_TRNS, KC_TRNS, KC_TRNS
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),
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};
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// Code to handle layer tap.
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//
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// The default code doesn't work for me, so I rolled my own code. The main
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// difference is that it always tries to send modifier+key combination, rather
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// than two keys. One place where this is noticable is if you tap the key,
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// then try hold it.
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struct tap_start_info {
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uint16_t timer;
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uint16_t initial_press_counter;
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};
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static struct tap_start_info tap_start_infos[5];
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// Quick check to see if a key is down. Note that this requires NKRO enabled
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static bool key_down(uint8_t code) {
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return (keyboard_report->nkro.bits[code>>3] & 1<<(code&7)) != 0;
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}
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static bool handle_lt(uint16_t keycode, keyrecord_t *record, uint8_t layer, uint8_t index) {
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struct tap_start_info* tap_start = tap_start_infos + index;
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if(record->event.pressed) {
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layer_on(layer);
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tap_start->timer = timer_read();
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tap_start->initial_press_counter = press_counter;
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} else {
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layer_off(layer);
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// Only click the key if:
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// - No other keys are pressed between the press and release events
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// - The release happens before the ONESHOT_TIMEOUT
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if(press_counter == tap_start->initial_press_counter && timer_elapsed(tap_start->timer) < ONESHOT_TIMEOUT) {
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register_code16(keycode);
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unregister_code16(keycode);
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}
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}
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return false;
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}
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static bool handle_mt(uint16_t keycode, keyrecord_t *record, uint8_t mods, uint8_t index) {
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struct tap_start_info* tap_start = tap_start_infos + index;
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if(record->event.pressed) {
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register_mods(mods);
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tap_start->timer = timer_read();
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tap_start->initial_press_counter = press_counter;
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} else {
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unregister_mods(mods);
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// Only click the key if:
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// - No other keys are pressed between the press and release events
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// - The release happens before the ONESHOT_TIMEOUT
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if(press_counter == tap_start->initial_press_counter && timer_elapsed(tap_start->timer) < ONESHOT_TIMEOUT) {
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register_code16(keycode);
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unregister_code16(keycode);
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}
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}
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return false;
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}
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bool process_record_user(uint16_t keycode, keyrecord_t *record) {
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if(record->event.pressed) {
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press_counter++;
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// The symbol layer allows sequences repeat the same "physical" key.
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// For example "0)", which is like pressing the "0" key twice in a
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// row. It's very easy to make a sequence of these where the ")"
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// press comes before the "0" release. If that happens, force a
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// release of the "0" key, otherwise nothing will happen.
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uint8_t shortcode = keycode & 0xFF;
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if(key_down(shortcode)) {
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unregister_code(shortcode);
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}
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}
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switch(keycode) {
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case KC_ENTER:
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return handle_lt(keycode, record, SYMNUM, 0);
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case KC_TAB:
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return handle_mt(keycode, record, MOD_BIT(KC_LCTL), 1);
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case KC_LSFT:
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case KC_RSFT:
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return handle_mt(KC_ESC, record, MOD_BIT(keycode), 2);
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}
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return true;
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}
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keyboards/ergodox_ez/keymaps/bdk/readme.md
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keyboards/ergodox_ez/keymaps/bdk/readme.md
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# The BDK Ergodox Keyboard Layout
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## Dvorak-based
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This was the first alternative layout I switched to and I don't want to change
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again.
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## Mod-tap / Layer-tap is great for thumb keys
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This means a key that activates a layer/modifier when you hold it down, but
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results in a keyclick when you tap it. Thumb keys are great for this since
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they are good for both high-usage keys as well as modifiers.
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The one thing to avoid is when you mean to tap a key, but hit the next key
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before you release, which results in the modifier/layer instead of a tap. To
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avoid this, I chose Enter/Tab as the tap keys, since they aren't chorded
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together with other keys often.
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The other issue is I found several problems with using the standard MT,LT code,
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so I rolled my own to handle it.
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## Don't have too many layers
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My first layouts had multiple layers that I could switch to, but that
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overloaded my brain. This layout basically only uses 1 extra layer.
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Technically there's also a function key layer, but I only use those keys for
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a handlful of things: boot order, rename, reload page, that's basically it.
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## Brackets should be easy to use
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There's a lot of ways to lay out a symbol layer. I organized mine around
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making the {[()]} chars easy to use since they're so frequent in programming.
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I put them all on the symbol layer home row.
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I also arranged the numbers so 0/1 were also on the symbol layer home row.
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This makes for fairly easy chording of "[0]" and "[1]".
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3
keyboards/ergodox_ez/keymaps/bdk/rules.mk
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keyboards/ergodox_ez/keymaps/bdk/rules.mk
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# CONSOLE_ENABLE = yes
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# DEBUG_ENABLE = yes
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COMMAND_ENABLE = no
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