Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-08-17 | Add a tetris keymap to clueboard that includes a tetris game | Dan Amlund Thomsen | |
2017-07-05 | Update the clueboard readmes (#1459) | skullydazed | |
2017-07-03 | Move Space Caded Parentheses to own layer (#1452) | Martin Gondermann | |
* Move Space Caded Parentheses to own layer The space cadet parentheses where too much distracting. Therefore they are now on the function layer. I also added two more layers for also having angle brackets and curly braces on the shift keys forr better access. Also updated the README * Fixed SHIFT+Function key conflict * Removed Angle Bracket and Curly Bracket layers, as they don't work corrrectly | |||
2017-07-03 | Add octave lights for midi layer (#1457) | Martin Gondermann | |
2017-06-30 | Update keyboards' rules.mk/Makefiles (#1442) | Jack Humbert | |
this may change some of the keyboards' default settings - if you experience anything odd, please check back to this commit | |||
2017-06-14 | Added HyperTab and Ctrl/Fn as well as Space cadet parens (#1390) | Martin Gondermann | |
* Added HyperTab and Ctrl/Escape as well as Space cadet parens to magicmonty keymap * Replaced CTL_ESC With FN_ESC | |||
2017-06-12 | Add MIDI layer to magicmonty keymap (#1386) | Martin Gondermann | |
* Add MIDI layer * Respect brightness level on layer signalling * Add hotkey in control layer for signalling state * Update layout.png * Remove image and replace it with imgur link | |||
2017-06-08 | Cleanup the Clueboard readme files. | skullY | |
2017-06-08 | Fix layer LED signalling in magicmonty keymap (#1373) | Martin Gondermann | |
* Fix layer LED signalling in magicmonty keymap * Include the breathing modes in layer signalling * Reverts mode to 1 as the other modes flicker * Add Cursor keys on VIM positions and PAUSE to function layer | |||
2017-06-07 | Add new keyboard layout for the ClueBoard (#1371) | Martin Gondermann | |
2017-05-29 | Jokrik's Clueboard layout (#1340) | Priyadi Iman Nurcahyo | |
2017-05-19 | Workaround for the macOS caps lock delay (#1308) | jerryen | |
* Add 80ms delay for KC_CAPS when used as a tap key Workaround for the macOS caps lock delay * Revert "Increase TAPPING_TERM for the Clueboard" This reverts commit a74e69e9fa889113ee31fbc8dc7e6848fdb07576. | |||
2017-05-17 | ESC/GRAVE/TILDE better handling (#1307) | tengg | |
* revise HHKB bootloader_size to 4096 such that sw reset works * cleanup esr/grave/tilde handling function | |||
2017-05-16 | Increase TAPPING_TERM for the Clueboard | skullY | |
2017-05-16 | Make KC_GRV accessible | skullY | |
2017-05-11 | Fix spelling of "persistent" | Nikolaus Wittenstein | |
Fixes #1201. | |||
2017-05-08 | Add smt keymap for Clueboard (HHKB-style layout) (#1286) | Stephen Tudor | |
* Add keymap for smt Clueboard (HHKB layout) * Add readme for smt Clueboard (HHKB) keymap * Flesh out the keymap a bit more to support Colemak & Dvorak * Update README with layout image | |||
2017-04-22 | Added an additional clueboard layout. (#1252) | Solomon | |
* Current building keymap * Working media keys * Added mute key. Fixed volume. Fixed media * Updating readme * Swapped readme order | |||
2017-04-21 | Tweak the shift_fn keymap so it works | skullY | |
2017-04-02 | Merge remote-tracking branch 'upstream/master' | Xyverz | |
2017-03-29 | Tidied up keymaps, Makefiles that actually work, Clueboard make v1.0 | Xyverz | |
2017-03-21 | Fix a typo | skullY | |
2017-03-21 | Add #1170 to all the clueboard keymaps | skullY | |
2017-03-22 | typo fixed | tengg | |
2017-03-22 | fix typo | tengg | |
2017-03-22 | fixed a bug related to mod + Grave with combined ESC/Grave key | tengg | |
This only applies to keymaps that has combined esc/grave. Here we call it theKEY. Think about the motion when we do shift + theKEY (typing ~), or CMD + theKEY (switching window on MAC). Based on the original code, we must do following sequence: press shift -> press theKEY -> release theKEY -> release shift. However, it is very possible and natural that we do this stroke sequence instead: press shift -> press theKEY -> release shift -> release theKEY. If we do the 2nd stroke sequence, the code will del_key(ESC) instead of (GRV) when we release theKEY. This caused some inconvenient issues and ghost typing. By adding a flag, this issue is eliminated and will not affect any other functions. | |||
2017-03-09 | Colemak layout for Clueboard | Kevin Hogeland | |
2017-02-16 | Add the mouse_keys layout | skullY | |
2017-02-16 | Rework the clueboard keymaps a bit. | skullY | |
2016-12-06 | Merge remote-tracking branch 'upstream/master' | xyverz | |
2016-11-17 | rgb light through midi | Jack Humbert | |
2016-10-31 | Adding more keymaps. | xyverz | |
2016-08-20 | Update keyboard readme files with new makefile instructions | Fred Sundvik | |
2016-08-20 | Split subproject make files into Makefile and rules.mk | Fred Sundvik | |
2016-08-20 | Split keyboard makefiles into rules and Makefile | Fred Sundvik | |
2016-08-08 | Clueboard: Fix the title in keymaps/skully/readme.md | skullY | |
2016-08-08 | Clueboard: Add some readme.md files and do some minor cleanup. | skullY | |
2016-07-17 | update readmes in certain directories to work with qmk.fm | Seth Chandler | |
2016-07-11 | fixed clueboard LED pin assignments and matrix documentation | Ruiqi Mao | |
2016-07-07 | Fix compile error on Clueboard | TerryMathews | |
2016-07-07 | Create keycodes for RGB control functions | TerryMathews | |
Moves RGB controls out of the macro function and assigns them their own keycodes: RGB_TOG (toggle on/off) RGB_MOD (mode step) RGB_HUI (increase hue) RGB_HUD (decrease hue) RGB_SAI (increase saturation) RGB_SAD (decrease saturation) RGB_VAI (increase brightness) RGB_VAD (decrease brightness) | |||
2016-07-07 | updates rgblight implementation, makes non-timer stuff compatible with audio | Jack Humbert | |
2016-06-29 | Moves features to their own files (process_*), adds tap dance feature (#460) | Jack Humbert | |
* non-working commit * working * subprojects implemented for planck * pass a subproject variable through to c * consolidates clueboard revisions * thanks for letting me know about conflicts.. * turn off audio for yang's * corrects starting paths for subprojects * messing around with travis * semicolon * travis script * travis script * script for travis * correct directory (probably), amend files to commit * remove origin before adding * git pull, correct syntax * git checkout * git pull origin branch * where are we? * where are we? * merging * force things to happen * adds commit message, adds add * rebase, no commit message * rebase branch * idk! * try just pull * fetch - merge * specify repo branch * checkout * goddammit * merge? idk * pls * after all * don't split up keyboards * syntax * adds quick for all-keyboards * trying out new script * script update * lowercase * all keyboards * stop replacing compiled.hex automatically * adds if statement * skip automated build branches * forces push to automated build branch * throw an add in there * upstream? * adds AUTOGEN * ignore all .hex files again * testing out new repo * global ident * generate script, keyboard_keymap.hex * skip generation for now, print pandoc info, submodule update * try trusty * and sudo * try generate * updates subprojects to keyboards * no idea * updates to keyboards * cleans up clueboard stuff * setup to use local readme * updates cluepad, planck experimental * remove extra led.c [ci skip] * audio and midi moved over to separate files * chording, leader, unicode separated * consolidate each [skip ci] * correct include * quantum: Add a tap dance feature (#451) * quantum: Add a tap dance feature With this feature one can specify keys that behave differently, based on the amount of times they have been tapped, and when interrupted, they get handled before the interrupter. To make it clear how this is different from `ACTION_FUNCTION_TAP`, lets explore a certain setup! We want one key to send `Space` on single tap, but `Enter` on double-tap. With `ACTION_FUNCTION_TAP`, it is quite a rain-dance to set this up, and has the problem that when the sequence is interrupted, the interrupting key will be send first. Thus, `SPC a` will result in `a SPC` being sent, if they are typed within `TAPPING_TERM`. With the tap dance feature, that'll come out as `SPC a`, correctly. The implementation hooks into two parts of the system, to achieve this: into `process_record_quantum()`, and the matrix scan. We need the latter to be able to time out a tap sequence even when a key is not being pressed, so `SPC` alone will time out and register after `TAPPING_TERM` time. But lets start with how to use it, first! First, you will need `TAP_DANCE_ENABLE=yes` in your `Makefile`, because the feature is disabled by default. This adds a little less than 1k to the firmware size. Next, you will want to define some tap-dance keys, which is easiest to do with the `TD()` macro, that - similar to `F()`, takes a number, which will later be used as an index into the `tap_dance_actions` array. This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are two possible options: * `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when tapped once, `kc2` otherwise. * `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the current state of the tap-dance action. The first option is enough for a lot of cases, that just want dual roles. For example, `ACTION_TAP_DANCE(KC_SPC, KC_ENT)` will result in `Space` being sent on single-tap, `Enter` otherwise. And that's the bulk of it! Do note, however, that this implementation does have some consequences: keys do not register until either they reach the tapping ceiling, or they time out. This means that if you hold the key, nothing happens, no repeat, no nothing. It is possible to detect held state, and register an action then too, but that's not implemented yet. Keys also unregister immediately after being registered, so you can't even hold the second tap. This is intentional, to be consistent. And now, on to the explanation of how it works! The main entry point is `process_tap_dance()`, called from `process_record_quantum()`, which is run for every keypress, and our handler gets to run early. This function checks whether the key pressed is a tap-dance key. If it is not, and a tap-dance was in action, we handle that first, and enqueue the newly pressed key. If it is a tap-dance key, then we check if it is the same as the already active one (if there's one active, that is). If it is not, we fire off the old one first, then register the new one. If it was the same, we increment the counter and the timer. This means that you have `TAPPING_TERM` time to tap the key again, you do not have to input all the taps within that timeframe. This allows for longer tap counts, with minimal impact on responsiveness. Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys. For the sake of flexibility, tap-dance actions can be either a pair of keycodes, or a user function. The latter allows one to handle higher tap counts, or do extra things, like blink the LEDs, fiddle with the backlighting, and so on. This is accomplished by using an union, and some clever macros. In the end, lets see a full example! ```c enum { CT_SE = 0, CT_CLN, CT_EGG }; /* Have the above three on the keymap, TD(CT_SE), etc... */ void dance_cln (qk_tap_dance_state_t *state) { if (state->count == 1) { register_code (KC_RSFT); register_code (KC_SCLN); unregister_code (KC_SCLN); unregister_code (KC_RSFT); } else { register_code (KC_SCLN); unregister_code (KC_SCLN); reset_tap_dance (state); } } void dance_egg (qk_tap_dance_state_t *state) { if (state->count >= 100) { SEND_STRING ("Safety dance!"); reset_tap_dance (state); } } const qk_tap_dance_action_t tap_dance_actions[] = { [CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT) ,[CT_CLN] = ACTION_TAP_DANCE_FN (dance_cln) ,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg) }; ``` This addresses #426. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * hhkb: Fix the build with the new tap-dance feature Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Move process_tap_dance further down Process the tap dance stuff after midi and audio, because those don't process keycodes, but row/col positions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Use conditionals instead of dummy functions To be consistent with how the rest of the quantum features are implemented, use ifdefs instead of dummy functions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * Merge branch 'master' into quantum-keypress-process # Conflicts: # Makefile # keyboards/planck/rev3/config.h # keyboards/planck/rev4/config.h * update build script | |||
2016-06-29 | Implements subprojects and updates projects for this (#459) | Jack Humbert | |
* non-working commit * working * subprojects implemented for planck * pass a subproject variable through to c * consolidates clueboard revisions * thanks for letting me know about conflicts.. * turn off audio for yang's * corrects starting paths for subprojects * messing around with travis * semicolon * travis script * travis script * script for travis * correct directory (probably), amend files to commit * remove origin before adding * git pull, correct syntax * git checkout * git pull origin branch * where are we? * where are we? * merging * force things to happen * adds commit message, adds add * rebase, no commit message * rebase branch * idk! * try just pull * fetch - merge * specify repo branch * checkout * goddammit * merge? idk * pls * after all * don't split up keyboards * syntax * adds quick for all-keyboards * trying out new script * script update * lowercase * all keyboards * stop replacing compiled.hex automatically * adds if statement * skip automated build branches * forces push to automated build branch * throw an add in there * upstream? * adds AUTOGEN * ignore all .hex files again * testing out new repo * global ident * generate script, keyboard_keymap.hex * skip generation for now, print pandoc info, submodule update * try trusty * and sudo * try generate * updates subprojects to keyboards * no idea * updates to keyboards * cleans up clueboard stuff * setup to use local readme * updates cluepad, planck experimental * remove extra led.c [ci skip] * disable power up for now * config files updates * makefile updates * .h file updates, config tuning * disable audio for yang |