handwired/gamenum Refactor, Configurator support and readme cleanup (#4563)

* handwired/gamenum: refactor

- layout macro KEYMAP renamed to LAYOUT
  - white space changes for alignment
- default keymap
  - now uses #include QMK_KEYBOARD_H
  - updated layout macro names
  - white space changes (for readability)

* handwired/gamenum: Configurator support

* handwired/gamenum: readme cleanup

- renamed file to lowercase
- updated to match current QMK template more closely
- edits to reflect the other changes in this PR
pull/4565/head
noroadsleft 6 years ago committed by Drashna Jaelre
parent 21bc230dfd
commit 2fb14845d5

@ -3,7 +3,7 @@
#include "quantum.h" #include "quantum.h"
#define KEYMAP( \ #define LAYOUT( \
k00, k01, k02, k03, \ k00, k01, k02, k03, \
k10, k11, k12, k13, \ k10, k11, k12, k13, \
k20, k21, k22, \ k20, k21, k22, \
@ -11,11 +11,11 @@
k41, k42, k43 \ k41, k42, k43 \
) \ ) \
{ \ { \
{ k00, k01, k02, k03}, \ { k00, k01, k02, k03 }, \
{ k10, k11, k12, k13}, \ { k10, k11, k12, k13 }, \
{ k20, k21, k22, KC_NO}, \ { k20, k21, k22, KC_NO }, \
{ k30, k31, k32, KC_NO}, \ { k30, k31, k32, KC_NO }, \
{ KC_NO, k41, k42, k43} \ { KC_NO, k41, k42, k43 } \
} }
#endif #endif

@ -0,0 +1,30 @@
{
"keyboard_name": "gamenum",
"url": "",
"maintainer": "qmk",
"width": 4,
"height": 5,
"layouts": {
"LAYOUT": {
"layout": [
{"label":"Fn", "x":0, "y":0},
{"label":"/", "x":1, "y":0},
{"label":"*", "x":2, "y":0},
{"label":"-", "x":3, "y":0},
{"label":"7", "x":0, "y":1},
{"label":"8", "x":1, "y":1},
{"label":"9", "x":2, "y":1},
{"label":"+", "x":3, "y":1, "h":2},
{"label":"4", "x":0, "y":2},
{"label":"5", "x":1, "y":2},
{"label":"6", "x":2, "y":2},
{"label":"1", "x":0, "y":3},
{"label":"2", "x":1, "y":3},
{"label":"3", "x":2, "y":3},
{"label":"0", "x":0, "y":4, "w":2},
{"label":".", "x":2, "y":4},
{"label":"Ent", "x":3, "y":3, "h":2}
]
}
}
}

@ -1,36 +1,32 @@
#include "gamenum.h" #include QMK_KEYBOARD_H
#include "action_layer.h"
#include "eeconfig.h"
#define _______ KC_TRNS
#define DEF 0 #define DEF 0
#define HDN 1 #define HDN 1
#define OSY 2 #define OSY 2
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[DEF] = KEYMAP( [DEF] = LAYOUT(
KC_FN0, KC_SLSH, KC_ASTR, KC_MINS, \ KC_FN0, KC_SLSH, KC_ASTR, KC_MINS, \
KC_7, KC_8, KC_9, KC_PLUS, \ KC_7, KC_8, KC_9, KC_PLUS, \
KC_4, KC_5, KC_6, \ KC_4, KC_5, KC_6, \
KC_1, KC_2, KC_3, \ KC_1, KC_2, KC_3, \
KC_0, KC_DOT, KC_ENT \ KC_0, KC_DOT, KC_ENT \
), ),
[HDN] = KEYMAP( [HDN] = LAYOUT(
KC_FN1, KC_1, KC_2, KC_3, \ KC_FN1, KC_1, KC_2, KC_3, \
KC_Q, KC_W, KC_E, KC_R, \ KC_Q, KC_W, KC_E, KC_R, \
KC_A, KC_S, KC_D, \ KC_A, KC_S, KC_D, \
KC_Z, KC_X, KC_C, \ KC_Z, KC_X, KC_C, \
KC_LSFT, KC_LALT, KC_SPC \ KC_LSFT, KC_LALT, KC_SPC \
), ),
[OSY] = KEYMAP( [OSY] = LAYOUT(
KC_A, KC_Q, KC_1, KC_FN2, \ KC_A, KC_Q, KC_1, KC_FN2, \
KC_S, KC_W, KC_2, KC_LALT, \ KC_S, KC_W, KC_2, KC_LALT, \
KC_D, KC_E, KC_3, \ KC_D, KC_E, KC_3, \
KC_F, KC_R, KC_4, \ KC_F, KC_R, KC_4, \
KC_SPC, KC_T, KC_TAB \ KC_SPC, KC_T, KC_TAB \
) )
}; };

@ -1,5 +1,16 @@
GameNum firmware # GameNum
======================
A handwired standard numpad oriented toward gaming on the go.
Keyboard Maintainer: [The QMK Community](https://github.com/qmk)
Hardware Supported: GameNum, Pro Micro
Make example for this keyboard (after setting up your build environment):
make handwired/gamenum:default
See the [build environment setup](https://docs.qmk.fm/#/getting_started_build_tools) and the [make instructions](https://docs.qmk.fm/#/getting_started_make_guide) for more information. Brand new to QMK? Start with our [Complete Newbs Guide](https://docs.qmk.fm/#/newbs).
## Board overview ## Board overview
The GameNum was designed to facilitate the use of mechanical keys for gaming even when your packing space is limited. The GameNum was designed to facilitate the use of mechanical keys for gaming even when your packing space is limited.
@ -22,7 +33,7 @@ The indicator LED's are normally assigned to `pin C6` and `pin D4`, C6 goes high
Keep in mind that the minus of the diodes should point towards the pro micros inputs. Keep in mind that the minus of the diodes should point towards the pro micros inputs.
##LED hookup ## LED hookup
![led overview](http://i.imgur.com/U6m865n.jpg) ![led overview](http://i.imgur.com/U6m865n.jpg)
@ -34,13 +45,13 @@ Keep in mind here that the number after the name should correspond with the numb
Next thing to do is to add the actual layer for the keymap. Next thing to do is to add the actual layer for the keymap.
``` ```
[DEF] = KEYMAP( [DEF] = LAYOUT(
KC_FN0, KC_SLSH, KC_ASTR, KC_MINS, \ KC_FN0, KC_SLSH, KC_ASTR, KC_MINS, \
KC_7, KC_8, KC_9, KC_PLUS, \ KC_7, KC_8, KC_9, KC_PLUS, \
KC_4, KC_5, KC_6, \ KC_4, KC_5, KC_6, \
KC_1, KC_2, KC_3, \ KC_1, KC_2, KC_3, \
KC_0, KC_DOT, KC_ENT \ KC_0, KC_DOT, KC_ENT \
) )
``` ```
This is the default layer for the gamenum. It's generally easiest to just copy this and change things as you see fit. Keep in mind that at least 1 button on the pad has to be used to switch to the next layer in the stack or you will be stuck in that layer FOREVER! D: This is the default layer for the gamenum. It's generally easiest to just copy this and change things as you see fit. Keep in mind that at least 1 button on the pad has to be used to switch to the next layer in the stack or you will be stuck in that layer FOREVER! D:
@ -72,31 +83,3 @@ Now go back to `keymap.c` and look for the `process_record_user` function. The f
``` ```
This is the code for the KC_FN1 button. Notice how we check against what key is pressed in the case and then set pin C6 low and pin D4 high. Adjust this as you see fit. This is the code for the KC_FN1 button. Notice how we check against what key is pressed in the case and then set pin C6 low and pin D4 high. Adjust this as you see fit.
## Quantum MK Firmware
For the full Quantum feature list, see [the parent readme.md](/docs/README.md).
## Building
Download or clone the whole firmware and navigate to the keyboards/handwired/gamenum folder.
Read the README.md for the qmk repository on how to set up your developer enviroment to build your firmware with.
Building firmware on Windows can be a bit of a hassle. Linux is a lot easier to use if you have some experience with it. A raspberry pi will already be able to build the firmware for you.
Once your dev env is set up, you'll be able to type `make` to generate your .hex - you can then use AVRDudess to program your .hex file.
### Default
To build with the default keymap, simply run `make`.
### Other Keymaps
To build the firmware binary hex file with a keymap just do `make` with `keymap` option like:
```
$ make keymap=[default|jack|<name>]
```
Keymaps follow the format **__keymap.c__** and are stored in folders in the `keymaps` folder, eg `keymaps/my_keymap/`
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