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-rw-r--r--keyboards/bastardkb/scylla/keymaps/german_gaming/keymap.c90
-rw-r--r--keyboards/bastardkb/scylla/keymaps/german_gaming/readme.md24
-rw-r--r--keyboards/bastardkb/scylla/keymaps/german_gaming/rules.mk1
3 files changed, 115 insertions, 0 deletions
diff --git a/keyboards/bastardkb/scylla/keymaps/german_gaming/keymap.c b/keyboards/bastardkb/scylla/keymaps/german_gaming/keymap.c
new file mode 100644
index 0000000000..94dd182c69
--- /dev/null
+++ b/keyboards/bastardkb/scylla/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/scylla/keymaps/german_gaming/readme.md b/keyboards/bastardkb/scylla/keymaps/german_gaming/readme.md
new file mode 100644
index 0000000000..14de01ac41
--- /dev/null
+++ b/keyboards/bastardkb/scylla/keymaps/german_gaming/readme.md
@@ -0,0 +1,24 @@
+![German Gaming Layout Image](https://i.imgur.com/0y938rGh.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/scylla/keymaps/german_gaming/rules.mk b/keyboards/bastardkb/scylla/keymaps/german_gaming/rules.mk
new file mode 100644
index 0000000000..0a5b666e85
--- /dev/null
+++ b/keyboards/bastardkb/scylla/keymaps/german_gaming/rules.mk
@@ -0,0 +1 @@
+MOUSEKEY_ENABLE = no