[Keymap] Adding bdk keymap for ergobox_ez (#4850)

* Adding bdk keymap

* Updating keymap after review from drashna
pull/4869/head
bendk 6 years ago committed by Drashna Jaelre
parent e48cb34de6
commit f97894d8db

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#pragma once
#define ONESHOT_TAP_TOGGLE 2
#define ONESHOT_TIMEOUT 167
#define FORCE_NKRO

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#include QMK_KEYBOARD_H
#define SHIFT_DOWN() (get_mods() & (MOD_BIT(KC_LSFT)|MOD_BIT(KC_RSFT)))
#define KC_FKEYS MO(FKEYS)
// Layers
enum {
BASE=0,
SYMNUM, // Symbols and numbers (activated by holding enter)
FKEYS, // Function keys (activated by a thumb button)
};
// counter that increments on all key press events. This is needed for our LT
// handling
uint16_t press_counter = 0;
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
// Keymap 0: Base layer
[BASE] = LAYOUT_ergodox(
// left hand ---------------------------------------------------------------------------------------------------
KC_NO, KC_EXLM, KC_AT, KC_HASH, KC_DLR, KC_PERC, KC_NO,
KC_GRV, KC_QUOT, KC_COMM, KC_DOT, KC_P, KC_Y, KC_LGUI,
KC_SLSH, KC_A, KC_O, KC_E, KC_U, KC_I,
KC_LSFT, KC_SCLN, KC_Q, KC_J, KC_K, KC_X, KC_HOME,
KC_LCTL, KC_LALT, KC_PGUP, KC_PGDN, KC_NO,
// left thumb --------------------------------------------------------------------------------------------------
KC_NO, KC_NO,
KC_NO,
KC_SPC, KC_TAB, KC_FKEYS,
// right hand --------------------------------------------------------------------------------------------------
KC_NO, KC_CIRC, KC_AMPR, KC_ASTR, KC_LPRN, KC_RPRN, KC_NO,
KC_RGUI, KC_F, KC_G, KC_C, KC_R, KC_L, KC_BSLS,
KC_D, KC_H, KC_T, KC_N, KC_S, KC_MINS,
KC_END, KC_B, KC_M, KC_W, KC_V, KC_Z, KC_RSFT,
KC_LEFT, KC_UP, KC_DOWN, KC_RIGHT, KC_RCTL,
// right thumb -------------------------------------------------------------------------------------------------
KC_NO, KC_NO,
KC_NO,
KC_DEL, KC_BSPC, KC_ENT
),
// SYMNUM -- numpad and function keys
[SYMNUM] = LAYOUT_ergodox(
// left hand ---------------------------------------------------------------------------------------------------
KC_TRNS, LALT(KC_1), LALT(KC_2), LALT(KC_3), LALT(KC_4), LALT(KC_5), KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_AMPR, KC_TRNS, KC_TRNS,
KC_TRNS, KC_LCBR, KC_LBRC, KC_LPRN, KC_0, KC_MINS,
KC_TRNS, KC_6, KC_7, KC_8, KC_9, KC_SLSH, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
// left thumb --------------------------------------------------------------------------------------------------
KC_TRNS, KC_TRNS,
KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS,
// right hand --------------------------------------------------------------------------------------------------
KC_TRNS, LALT(KC_6), LALT(KC_7), LALT(KC_8), LALT(KC_9), LALT(KC_0), KC_TRNS,
KC_TRNS, KC_PERC, KC_EQL, KC_LT, KC_GT, KC_EXLM, KC_TRNS,
KC_PLUS, KC_1, KC_RPRN, KC_RBRC, KC_RCBR, KC_TRNS,
KC_TRNS, KC_ASTR, KC_2, KC_3, KC_4, KC_5, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
// right thumb -------------------------------------------------------------------------------------------------
KC_TRNS, KC_TRNS,
KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS
),
// FKEYS -- function keys
[FKEYS] = LAYOUT_ergodox(
// left hand ---------------------------------------------------------------------------------------------------
KC_TRNS, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
// left thumb --------------------------------------------------------------------------------------------------
KC_TRNS, KC_TRNS,
KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS,
// right hand --------------------------------------------------------------------------------------------------
KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
// right thumb -------------------------------------------------------------------------------------------------
KC_TRNS, KC_TRNS,
KC_TRNS,
KC_TRNS, KC_TRNS, KC_TRNS
),
};
// Code to handle layer tap.
//
// The default code doesn't work for me, so I rolled my own code. The main
// difference is that it always tries to send modifier+key combination, rather
// than two keys. One place where this is noticable is if you tap the key,
// then try hold it.
struct tap_start_info {
uint16_t timer;
uint16_t initial_press_counter;
};
static struct tap_start_info tap_start_infos[5];
// Quick check to see if a key is down. Note that this requires NKRO enabled
static bool key_down(uint8_t code) {
return (keyboard_report->nkro.bits[code>>3] & 1<<(code&7)) != 0;
}
static bool handle_lt(uint16_t keycode, keyrecord_t *record, uint8_t layer, uint8_t index) {
struct tap_start_info* tap_start = tap_start_infos + index;
if(record->event.pressed) {
layer_on(layer);
tap_start->timer = timer_read();
tap_start->initial_press_counter = press_counter;
} else {
layer_off(layer);
// Only click the key if:
// - No other keys are pressed between the press and release events
// - The release happens before the ONESHOT_TIMEOUT
if(press_counter == tap_start->initial_press_counter && timer_elapsed(tap_start->timer) < ONESHOT_TIMEOUT) {
register_code16(keycode);
unregister_code16(keycode);
}
}
return false;
}
static bool handle_mt(uint16_t keycode, keyrecord_t *record, uint8_t mods, uint8_t index) {
struct tap_start_info* tap_start = tap_start_infos + index;
if(record->event.pressed) {
register_mods(mods);
tap_start->timer = timer_read();
tap_start->initial_press_counter = press_counter;
} else {
unregister_mods(mods);
// Only click the key if:
// - No other keys are pressed between the press and release events
// - The release happens before the ONESHOT_TIMEOUT
if(press_counter == tap_start->initial_press_counter && timer_elapsed(tap_start->timer) < ONESHOT_TIMEOUT) {
register_code16(keycode);
unregister_code16(keycode);
}
}
return false;
}
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
if(record->event.pressed) {
press_counter++;
// The symbol layer allows sequences repeat the same "physical" key.
// For example "0)", which is like pressing the "0" key twice in a
// row. It's very easy to make a sequence of these where the ")"
// press comes before the "0" release. If that happens, force a
// release of the "0" key, otherwise nothing will happen.
uint8_t shortcode = keycode & 0xFF;
if(key_down(shortcode)) {
unregister_code(shortcode);
}
}
switch(keycode) {
case KC_ENTER:
return handle_lt(keycode, record, SYMNUM, 0);
case KC_TAB:
return handle_mt(keycode, record, MOD_BIT(KC_LCTL), 1);
case KC_LSFT:
case KC_RSFT:
return handle_mt(KC_ESC, record, MOD_BIT(keycode), 2);
}
return true;
}

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# The BDK Ergodox Keyboard Layout
## Dvorak-based
This was the first alternative layout I switched to and I don't want to change
again.
## Mod-tap / Layer-tap is great for thumb keys
This means a key that activates a layer/modifier when you hold it down, but
results in a keyclick when you tap it. Thumb keys are great for this since
they are good for both high-usage keys as well as modifiers.
The one thing to avoid is when you mean to tap a key, but hit the next key
before you release, which results in the modifier/layer instead of a tap. To
avoid this, I chose Enter/Tab as the tap keys, since they aren't chorded
together with other keys often.
The other issue is I found several problems with using the standard MT,LT code,
so I rolled my own to handle it.
## Don't have too many layers
My first layouts had multiple layers that I could switch to, but that
overloaded my brain. This layout basically only uses 1 extra layer.
Technically there's also a function key layer, but I only use those keys for
a handlful of things: boot order, rename, reload page, that's basically it.
## Brackets should be easy to use
There's a lot of ways to lay out a symbol layer. I organized mine around
making the {[()]} chars easy to use since they're so frequent in programming.
I put them all on the symbol layer home row.
I also arranged the numbers so 0/1 were also on the symbol layer home row.
This makes for fairly easy chording of "[0]" and "[1]".

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# CONSOLE_ENABLE = yes
# DEBUG_ENABLE = yes
COMMAND_ENABLE = no
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