Added a README and minor tweaks
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3 changed files with 51 additions and 9 deletions
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@ -3,8 +3,8 @@
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#include "action_layer.h"
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#define BASE 0 // default layer
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#define PROG 1 // symbols
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#define NAVI 2 // navigation keys
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#define PROG 1 // programming
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#define NAVI 2 // navigation
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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/* Keymap 0: Basic layer
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@ -18,16 +18,18 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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* |--------+------+------+------+------+------| H | | B |------+------+------+------+------+--------|
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* | LShift | Z | X | C | V | B | | | | N | M | , | . | / | RShift |
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* `--------+------+------+------+------+-------------' `-------------+------+------+------+------+--------'
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* |`/Ctrl| \ | | | LAlt | | RAlt | | [ | ] |'/Ctrl|
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* |`/Ctrl| \ | | | LAlt | | RAlt | [ | ] | |'/Ctrl|
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* `----------------------------------' `----------------------------------'
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* ,-------------. ,-------------.
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* | PrtS | Apps | | Paus | CtAl |
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* | PrtS | PrtS | | CtAl | CtAl |
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* ,------+------+------| |------+------+------.
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* | | | L1 | | L1 | | |
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* | Spce | ~L2 +------| |------+ ~L1 | Spce |
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* | | | LGui | | RGui | | |
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* `--------------------' `--------------------'
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*/
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// If it accepts an argument (i.e, is a function), it doesn't need KC_.
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// Otherwise, it needs KC_*
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[BASE] = KEYMAP( // layer 0 : default
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// left hand
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KC_ESC, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6,
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@ -35,7 +37,7 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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KC_LCTRL, KC_A, KC_S, KC_D, KC_F, KC_G,
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KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_H,
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CTL_T(KC_GRV),KC_NUBS,KC_NO, KC_NO, KC_LALT,
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KC_PSCREEN, KC_APP,
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KC_PSCREEN, KC_PSCREEN,
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TO(PROG, ON_PRESS),
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KC_SPC, MO(NAVI), KC_LGUI,
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// right hand
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@ -43,8 +45,8 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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KC_G, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_ENTER,
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KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_ENTER,
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KC_B, KC_N, KC_M, KC_COMM,KC_DOT, KC_SLSH, KC_RSFT,
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KC_RALT,KC_NO, KC_LBRC,KC_RBRC, CTL_T(KC_QUOT),
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KC_PAUS, MT(0x5, KC_NO),
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KC_RALT,KC_LBRC,KC_RBRC,KC_NO, CTL_T(KC_QUOT),
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MT(0x5, KC_NO), MT(0x5, KC_NO),
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TO(PROG, ON_PRESS),
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KC_RGUI, MO(PROG), KC_SPC
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),
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@ -70,6 +72,7 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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* | | | | | | | |
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* `--------------------' `--------------------'
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*/
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// PROGRAMMING
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[PROG] = KEYMAP(
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// left hand
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KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
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@ -105,20 +108,21 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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* | | MsLt | MsDn | MsRt | | |VolDn | Mute |VolUp | | |
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* `----------------------------------' `----------------------------------'
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* ,-------------. ,-------------.
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* | Powr | Log | | | |
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* | | | | | |
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* ,------|------|------| |------+------+------.
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* | | | L0 | | L0 | | |
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* | | |------| |------| | |
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* | | | | | | | |
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* `--------------------' `--------------------'
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*/
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// NAVIGATION
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[NAVI] = KEYMAP(
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KC_TRNS, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6,
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KC_TRNS, KC_HOME, KC_UP, KC_END, KC_INS, KC_PGUP, KC_TRNS,
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KC_TRNS, KC_LEFT, KC_DOWN, KC_RGHT, KC_DELT, KC_PGDN,
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KC_TRNS, KC_BTN1, KC_MS_U, KC_BTN2, KC_TRNS, KC_TRNS, KC_TRNS,
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KC_TRNS, KC_MS_L, KC_MS_D, KC_MS_R, KC_TRNS,
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KC_PWR, LCTL(LALT(KC_DELT)),
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KC_TRNS, KC_TRNS,
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TO(BASE, ON_PRESS),
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KC_TRNS, KC_TRNS, KC_TRNS,
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// right hand
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38
keyboard/ergodox_ez/keymaps/dave/readme.md
Normal file
38
keyboard/ergodox_ez/keymaps/dave/readme.md
Normal file
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This keymap is my preferred layout (after a certain amount of experimentation).
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The rationale behind the design is as follows:
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I grew up typing from a very early age and thus never learned the "correct" way
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to touch type (essentially, I'm self-taught). As a, result my fingers don't
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tend to stay on the "home keys" and occasionally my right hand wants to type
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keys that are on the left of the keyboard, and vice versa.
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Hence, despite liking the idea of split keyboards in principle, I've never been
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able to get on with them because the split simply doesn't work with my style of
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typing. The Ergodox solves this neatly by virtue of having a few extra keys in
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the "middle" of the keyboard which I can utilise for deliberate redundancy.
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Thus in this keymap there are two "6" keys (one on the left, one on the right)
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and likewise Y, H, G, and B are all duplicated to enable one-handed patterns
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that I use frequently (e.g. "byobu" with the right hand, "yes" with the left,
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etc.).
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I occasionally use the numeric pad for data entry, thus this is duplicated
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under the natural home position of the right hand in layer 1 (activated by
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holding one of the right thumb buttons), while the cursor keys are duplicated
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under the classic WASD gaming layout of the left hand in layer 2 (activated by
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holding one of the left thumb buttons). Various other useful keys also appear
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in these layers (brackets and symbols for coding in layer 1, navigation and
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F-keys in layer 2, etc.).
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Finally, modifier keys like Ctrl, Shift, and Alt, along with Backspace and
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Enter are all in traditional locations in an effort to reuse existing muscle
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memory as much as possible (keys like =, #, and ' are in layer 1). The layout
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maps are in the comments of keymap_dave.c so I won't bother duplicating them
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here.
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Oh, and the LEDs are rather pimped ... because I could!
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Anyway, although I'm sure this keymap won't be to many people's taste you might
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find some interesting ideas in here for your own layouts. Do tweet me
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(@waveform80) if you have any questions / suggestions / bugs.
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Dave.
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