diff options
author | Quentin <qlebastard@gmail.com> | 2021-03-01 06:03:55 +0100 |
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committer | GitHub <noreply@github.com> | 2021-03-01 16:03:55 +1100 |
commit | 7132526dd276ac637757ddff7ab6f57f64ebb84c (patch) | |
tree | 3bf581daae05be0d17414f75e308db50f29c2009 /keyboards/bastardkb/tbk/keymaps/german_gaming | |
parent | f8266a228cacbc31b0455161e0a8bd073feaa9db (diff) |
Bastardkb added keyboard and renaming (#11887)
Co-authored-by: Drashna Jaelre <drashna@live.com>
Diffstat (limited to 'keyboards/bastardkb/tbk/keymaps/german_gaming')
3 files changed, 115 insertions, 0 deletions
diff --git a/keyboards/bastardkb/tbk/keymaps/german_gaming/keymap.c b/keyboards/bastardkb/tbk/keymaps/german_gaming/keymap.c new file mode 100644 index 0000000000..94dd182c69 --- /dev/null +++ b/keyboards/bastardkb/tbk/keymaps/german_gaming/keymap.c @@ -0,0 +1,90 @@ +/* + * Copyright 2021 Joschua Gandert + * + * This program is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 2 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see <http://www.gnu.org/licenses/>. + */ + + +#include QMK_KEYBOARD_H +#include "keymap_german.h" + + +enum layer_names { + _BASE, + _GAME, /* WASD shifted right once */ + _LOWER, + _RAISE, + _ADJUST /* when both LOWER and RAISE pressed */ +}; + +#define RAISE MO(_RAISE) +#define LOWER MO(_LOWER) + + +const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { + [_BASE] = LAYOUT_split_4x6_5( + KC_ESC , KC_1 , KC_2 , KC_3 , KC_4 , KC_5 , KC_6 , KC_7 , KC_8 , KC_9 , KC_0 , DE_SS , + KC_TAB , KC_Q , KC_W , KC_E , KC_R , KC_T , DE_Z , KC_U , KC_I , KC_O , KC_P , DE_UDIA, + KC_LSFT, KC_A , KC_S , KC_D , KC_F , KC_G , KC_H , KC_J , KC_K , KC_L , DE_ODIA, DE_ADIA, + KC_LCTL, DE_Y , KC_X , KC_C , KC_V , KC_B , KC_N , KC_M , KC_COMM, KC_DOT, DE_MINS, DE_PLUS, + + RAISE, KC_SPC, KC_LCTL, KC_RALT, KC_BSPC, LOWER, + KC_ENT, KC_LALT, KC_LGUI, KC_RSFT + ), + + [_GAME] = LAYOUT_split_4x6_5( + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, + KC_T , KC_TAB , KC_Q , KC_W , KC_E , KC_R , _______, _______, KC_UP, _______, _______, _______, + KC_G , KC_LSFT, KC_A , KC_S , KC_D , KC_F , _______, KC_LEFT, KC_DOWN, KC_RGHT, _______, _______, + KC_B , KC_LCTL, DE_Y , KC_X , KC_C , KC_V , _______, _______, _______, _______, _______, _______, + + _______, _______, _______, _______, _______, _______, + _______, _______, _______, _______ + ), + + [_LOWER] = LAYOUT_split_4x6_5( + KC_TILD, KC_EXLM, KC_AT , KC_HASH, KC_DLR , KC_PERC, KC_CIRC, KC_AMPR, KC_PSLS, KC_PAST, KC_PMNS, KC_DEL , + _______, DE_HASH, DE_CIRC, KC_PGUP, DE_LABK, _______, _______, KC_P7 , KC_P8 , KC_P9 , KC_PPLS, KC_BSPC , + _______, DE_ACUT, KC_HOME, KC_PGDN, KC_END , KC_LPRN, KC_RPRN, KC_P4 , KC_P5 , KC_P6 , KC_PDOT, _______ , + _______, KC_PLUS, KC_PIPE, KC_UNDS, _______, _______, KC_P0 , KC_P1 , KC_P2 , KC_P3 , KC_PENT, KC_KP_EQUAL, + + _______, KC_RGHT, _______, _______, _______, _______, + KC_LEFT, _______, RESET , _______ + ), + + [_RAISE] = LAYOUT_split_4x6_5( + KC_F12 , KC_F1 , KC_F2 , KC_F3 , KC_F4 , KC_F5 , KC_F6 , KC_F7 , KC_F8 , KC_F9 , KC_F10 , KC_F11 , + _______, _______, _______, KC_UP , _______, _______, KC_LALT, KC_INS , KC_NLCK , KC_CALC, KC_PSCREEN, KC_MUTE, + _______, _______, KC_LEFT, KC_DOWN, KC_RGHT, KC_ENT , KC_MSEL, KC_MPRV , KC_MPLY , KC_MNXT, _______ , KC_VOLU, + _______, _______, _______, _______, _______, _______, DE_HASH, KC_MYCM , _______ , _______, KC_SLCK , KC_VOLD, + + _______, _______, _______, _______, KC_UP , _______, + _______, _______, _______, KC_DOWN + ), + + [_ADJUST] = LAYOUT_split_4x6_5( + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, + _______, _______, _______, _______, RESET , _______, _______, _______, _______, _______, _______, _______, + _______, _______, _______, _______, _______, DF(_GAME), _______, _______, _______, _______, _______, _______, + _______, _______, _______, _______, _______, DF(_BASE), _______, _______, _______, _______, _______, _______, + + _______, _______, _______, _______, _______, _______, + _______, _______, _______, _______ + ), +}; + + +layer_state_t layer_state_set_user(layer_state_t state) { + return update_tri_layer_state(state, _LOWER, _RAISE, _ADJUST); +} diff --git a/keyboards/bastardkb/tbk/keymaps/german_gaming/readme.md b/keyboards/bastardkb/tbk/keymaps/german_gaming/readme.md new file mode 100644 index 0000000000..9e6a328bcb --- /dev/null +++ b/keyboards/bastardkb/tbk/keymaps/german_gaming/readme.md @@ -0,0 +1,24 @@ +![German Gaming Layout Image](https://i.imgur.com/0y938rG.png) + +Despite being less accurate, the columns in the image are shifted up and down to avoid the [Hermann grid illusion](https://en.wikipedia.org/wiki/Grid_illusion). + + +# German Gaming Layout + +This layout was build with gaming in mind for a german user. As a result I added a "game" layer that shifts the keys of the left side (below the number row) one to the right, so that <kbd>WASD</kbd> is on the <kbd>ESDF</kbd> keys. The reason this layer was added is that using <kbd>WASD</kbd> is less comfortable with a contoured Dactyl-style keyboard, where each column is adjusted for the respective fingers. <kbd>ESDF</kbd> also has the upside of allowing one to stay in the home row. Note that the rightmost column of the default layer, so <kbd>TGB</kbd>, ends up in the leftmost position. + +Of course, one could just be forced to reconfigure every game, but that wouldn't be very user-friendly and likely reduce satisfaction with the layout. When in game mode, the right side of keys also features arrow keys on <kbd>IJKL</kbd>. + + +## Raise and Lower layer + +Additionally, via the RAISE layer, it's always possible to access the arrow keys, which are often used in game menues. On the exact same position one can access <kbd>Home</kbd>, <kbd>End</kbd>, <kbd>Page Down</kbd> and <kbd>Page Up</kbd> via the LOWER layer. The left side of the LOWER layer also contains the few characters that would usually have their own key in a traditional german keyboard. + +The right side features various media keys in the RAISE layer, and a numpad in the LOWER layer. + + +## Firmware + +The keyboard can be put into Reset mode (for flashing a keymap) by pressing <kbd>**LOWER**</kbd> + <kbd>Super</kbd> (also known as Windows key), or by pressing <kbd>**LOWER**</kbd> + <kbd>**RAISE**</kbd> + <kbd>R</kbd>. + +`MOUSEKEY_ENABLE` was set to `no` for this keymap, since it wasn't used and the size of the firmware ended up being too large. diff --git a/keyboards/bastardkb/tbk/keymaps/german_gaming/rules.mk b/keyboards/bastardkb/tbk/keymaps/german_gaming/rules.mk new file mode 100644 index 0000000000..0a5b666e85 --- /dev/null +++ b/keyboards/bastardkb/tbk/keymaps/german_gaming/rules.mk @@ -0,0 +1 @@ +MOUSEKEY_ENABLE = no |