Merge remote-tracking branch 'origin/master' into develop
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/*
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* Copyright 2021 Joschua Gandert
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include QMK_KEYBOARD_H
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#include "keymap_german.h"
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enum layer_names {
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_BASE,
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_GAME, /* WASD shifted right once */
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_LOWER,
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_RAISE,
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_ADJUST /* when both LOWER and RAISE pressed */
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};
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#define RAISE MO(_RAISE)
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#define LOWER MO(_LOWER)
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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[_BASE] = LAYOUT(
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KC_ESC , KC_1 , KC_2 , KC_3 , KC_4 , KC_5 , KC_6 , KC_7 , KC_8 , KC_9 , KC_0 , DE_SS ,
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KC_TAB , KC_Q , KC_W , KC_E , KC_R , KC_T , DE_Z , KC_U , KC_I , KC_O , KC_P , DE_UDIA,
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KC_LSFT, KC_A , KC_S , KC_D , KC_F , KC_G , KC_H , KC_J , KC_K , KC_L , DE_ODIA, DE_ADIA,
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KC_LCTL, DE_Y , KC_X , KC_C , KC_V , KC_B , KC_N , KC_M , KC_COMM, KC_DOT, DE_MINS, DE_PLUS,
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RAISE, KC_SPC, KC_LCTL, KC_RALT, KC_BSPC, LOWER,
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KC_ENT, KC_LALT, KC_LGUI, KC_RSFT
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),
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[_GAME] = LAYOUT(
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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KC_T , KC_TAB , KC_Q , KC_W , KC_E , KC_R , _______, _______, KC_UP, _______, _______, _______,
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KC_G , KC_LSFT, KC_A , KC_S , KC_D , KC_F , _______, KC_LEFT, KC_DOWN, KC_RGHT, _______, _______,
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KC_B , KC_LCTL, DE_Y , KC_X , KC_C , KC_V , _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______
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),
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[_LOWER] = LAYOUT(
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KC_TILD, KC_EXLM, KC_AT , KC_HASH, KC_DLR , KC_PERC, KC_CIRC, KC_AMPR, KC_PSLS, KC_PAST, KC_PMNS, KC_DEL ,
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_______, DE_HASH, DE_CIRC, KC_PGUP, DE_LABK, _______, _______, KC_P7 , KC_P8 , KC_P9 , KC_PPLS, KC_BSPC ,
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_______, DE_ACUT, KC_HOME, KC_PGDN, KC_END , KC_LPRN, KC_RPRN, KC_P4 , KC_P5 , KC_P6 , KC_PDOT, _______ ,
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_______, KC_PLUS, KC_PIPE, KC_UNDS, _______, _______, KC_P0 , KC_P1 , KC_P2 , KC_P3 , KC_PENT, KC_KP_EQUAL,
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_______, KC_RGHT, _______, _______, _______, _______,
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KC_LEFT, _______, RESET , _______
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),
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[_RAISE] = LAYOUT(
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KC_F12 , KC_F1 , KC_F2 , KC_F3 , KC_F4 , KC_F5 , KC_F6 , KC_F7 , KC_F8 , KC_F9 , KC_F10 , KC_F11 ,
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_______, _______, _______, KC_UP , _______, _______, KC_LALT, KC_INS , KC_NLCK , KC_CALC, KC_PSCREEN, KC_MUTE,
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_______, _______, KC_LEFT, KC_DOWN, KC_RGHT, KC_ENT , KC_MSEL, KC_MPRV , KC_MPLY , KC_MNXT, _______ , KC_VOLU,
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_______, _______, _______, _______, _______, _______, DE_HASH, KC_MYCM , _______ , _______, KC_SLCK , KC_VOLD,
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_______, _______, _______, _______, KC_UP , _______,
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_______, _______, _______, KC_DOWN
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),
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[_ADJUST] = LAYOUT(
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, RESET , _______, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, DF(_GAME), _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, DF(_BASE), _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______
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),
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};
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layer_state_t layer_state_set_user(layer_state_t state) {
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return update_tri_layer_state(state, _LOWER, _RAISE, _ADJUST);
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}
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@ -0,0 +1,24 @@
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![German Gaming Layout Image](https://i.imgur.com/0y938rG.png)
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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).
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# German Gaming Layout
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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.
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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>.
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## Raise and Lower layer
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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.
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The right side features various media keys in the RAISE layer, and a numpad in the LOWER layer.
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## Firmware
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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>.
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`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.
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MOUSEKEY_ENABLE = no
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