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authorJoel Challis <git@zvecr.com>2024-02-15 09:42:01 +0000
committerGitHub <noreply@github.com>2024-02-15 09:42:01 +0000
commit5233a62b20d975140f3bc4b808ca6e74a148d54c (patch)
treeaa90b523f0a82abf7cd77c2bfbb6e811110cedef /keyboards/thevankeyboards/minivan/keymaps/josjoha/todo.md
parentf8123c27ad75cbb7147618dd5cf98474b5c150e0 (diff)
Remove obvious user keymaps, keyboards/{s,t}* edition. (#23084)
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-Todo:
-=====
-
-
- § Further development
-
- The following seem interesting for further development. However following the “scratch your
- own itch” rule, perhaps it should be someone else's interest.
-
- ☐ It seems fun to have a user friendly front end to compile the available variations of this keymap.
- Such a front end could edit minifan_config_compact.h
-
- ☐ Language specific keyboards, such as Qwertz and Azerty, etc.
- Two option exist:
- • Using an include like #include keymap_german.h (etc).
- • If a language specific #include and computer language setting is not used, but merely some basics
- such as a matching basic alphabet ABC…XYZ on Base, with some additional Unicode symbols for that
- language on _ACC and or other Unicode layers, it might be simple to make, and avoid the dead key
- problem. To go another step and recreate a key like ‛<>’ (as it seems to exist in Qwertz), would
- seem to require macros in unicode_macros.c.
-
- § Other:
-
- ☐ Testing all user configurations
- ☐ Porting to Planck keyboard.
- ☐ Review/fix C indendation. QMK indentation is not my preferred style, and
- therefore it is not entirely consistent.
- ?☐ A lock mode, so that others cannot type on it if you walk off ?
- ?☐ Fun and games: game layer.
-
- ?☒ User defining macros (record/play user input), another special Base layer ? Is there
- room for this, or how to create it if not.
- ➡ It seems a bit odd to have a keyboard with internal registers. Probably better handled at the
- application level, so that the keyboard remains a basic input device.