Renaming planck/cbbrowne in keeping with recent naming conventions (#405)
* More documentation * Saving crontab for user on host * Restructuring in keeping with recent changes to conventions * Simplify submitting my fave cbbrowne keystroke by using SEND_STRING() * Local change, not apropos to have in this repo * Simplify logic; no need to return so muchmaster
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@ -19,4 +19,5 @@ When adding your keymap to this list, keep it organised alphabetically (select l
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# List of Planck keymaps
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# List of Planck keymaps
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* **default** default Planck layout
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* **default** default Planck layout
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* **cbbrowne** cbbrowne's Planck layout
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@ -0,0 +1 @@
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compiled.hex
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@ -1,16 +0,0 @@
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cbbrowne custom keyboard
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==============================
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Due to cbbrowne@acm.org
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Christopher Browne
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This was originally based on the default keyboard map, but I have been
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doing sundry experimentation:
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* To figure things out about the toolset
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* I'm an Emacs guy, so will be needing a fair bit of tuning
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* It made sense to mess around some with keyboard maps.
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- I added Workman alongside Dvorak and Colemak
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- Boy, oh boy, these don't help
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- I have done 30 years of learning of Emacs key mappings, and these alternative keyboards massively mess me up
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- I added a keypad, originally based on keymaps/numpad.c, but mighty substantially revised, as that one seems to be rotated 90 degrees from usual conventions for number pads
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File diff suppressed because it is too large
Load Diff
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@ -0,0 +1,7 @@
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/* cbbrowne user configuration */
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#define randadd 53
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#define randmul 181
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#define randmod 167
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@ -2,6 +2,8 @@
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#ifdef BACKLIGHT_ENABLE
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#ifdef BACKLIGHT_ENABLE
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#include "backlight.h"
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#include "backlight.h"
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#endif
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#endif
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#include "config_user.h"
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#include "quantum.h"
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/* Each layer is given a name to aid in readability, which is then
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/* Each layer is given a name to aid in readability, which is then
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used in the keymap matrix below. The underscores do not denote
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used in the keymap matrix below. The underscores do not denote
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@ -19,26 +21,25 @@
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/* Things I did not like about the default mapping
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/* Things I did not like about the default mapping
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- I find control too hard to get to. I think I'll want it on a
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- I found control too hard to get to. I use it more than Tab, so
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left finger. Gonna need to lose something to do that...
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switched it there.
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- Almost certainly, KC_LCTL should be on [2][1]
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- Having dash on [lower-j] is a bit nonintuitive, but may be OK
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- having dash on [lower-j] is a bit nonintuitive, but may be OK
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- I'll bet I should switch ESC/TAB
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- I'll bet I should switch ESC/TAB
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- I'm suspicious that I want to shift M(0) from [4][1] to [4][2],
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- I'm suspicious that I want to shift M(0) from [4][1] to [4][2],
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and shift ESC off the first column so KC_LCTL and KC_LALT can
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and shift ESC off the first column so KC_LCTL and KC_LALT can
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be on the first column.
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be on the first column.
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- I think I wanna swap ' and ENTER
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- I needed to swap ' and ENTER
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- All of the above are done :-)
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- All of the above are done :-)
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- I'm keeping Colemak and Dvorak around for reference, and added
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- Dropped out support for Dvorak and friends. They aren't
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Workman just for fun. They're useless to me, though.
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improvements to me
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*/
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*/
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/* Some interesting things implemented
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/* Some interesting things implemented
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- There is a macro that writes out "cbbrowne" just because I could
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- There is a macro that writes out "cbbrowne" to show that I could
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- There is a (somewhat cruddy) linear congruential random number
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- There is a (somewhat cruddy) linear congruential random number
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generator.
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generator.
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- I would like to be seeding it with clock info to make it look
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- I would like to be seeding it with clock info to make it look
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@ -50,16 +51,15 @@
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of the random number generator
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of the random number generator
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- in both, note the use of register_code()/unregister_code()
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- in both, note the use of register_code()/unregister_code()
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to indicate the desired key
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to indicate the desired key
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- I do indeed want a sweet number pad!
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*/
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*/
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/* Other things to do...
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/* Other things to do...
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- Need to think about what zsh and readline actions I use lots
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- Need to think about what zsh and readline actions I use lots
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- Wanna figure out macros, so I can put in a "cbbrowne" macro
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- Ought to ensure that Control-Alt-Delete is convenient enough
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- Ought to ensure that Control-Alt-Delete is convenient enough
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- How about Alt-F1 thru Alt-F8?
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- How about Alt-F1 thru Alt-F8?
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- What's the keystroke to get from X to console these days?
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- What's the keystroke to get from X to console these days?
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- I do indeed want a sweet number pad!
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- A layer for doing console switching would not be a bad idea
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- A layer for doing console switching would not be a bad idea
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*/
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*/
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@ -99,10 +99,10 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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{KC_TRNS, DF(_KP), KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_MNXT, KC_VOLD, KC_VOLU, KC_MPLY}
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{KC_TRNS, DF(_KP), KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_MNXT, KC_VOLD, KC_VOLU, KC_MPLY}
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},
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},
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[_KP] = { /* Key Pad */
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[_KP] = { /* Key Pad */
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{KC_ESC, M(M_USERNAME), KC_W, KC_E, KC_R, KC_T, KC_Y, KC_KP_ENTER, KC_KP_PLUS, KC_KP_PLUS, KC_KP_ENTER, KC_BSPC},
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{KC_ESC, M(M_USERNAME), KC_F9, KC_F10, KC_F11, KC_F12, KC_PGUP, KC_KP_ENTER, KC_7, KC_8, KC_9, KC_BSPC},
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{KC_LCTL, M(M_RANDDIGIT), KC_S, KC_D, KC_F, KC_G, KC_H, KC_KP_MINUS, KC_7, KC_8, KC_9, KC_ENT},
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{KC_LCTL, M(M_RANDDIGIT), KC_F5, KC_F6, KC_F7, KC_F8, KC_PGDN, KC_KP_MINUS, KC_4, KC_5, KC_6, KC_PIPE},
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{KC_LSFT, M(M_RANDLETTER), KC_X, KC_C, KC_V, KC_B, KC_N, KC_KP_PLUS, KC_4, KC_5, KC_6, KC_DOT},
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{KC_LSFT, M(M_RANDLETTER), KC_F1, KC_F2, KC_F3, KC_F4, KC_DEL, KC_KP_PLUS, KC_1, KC_2, KC_3, KC_ENTER},
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{BL_STEP, M(M_LED), KC_LALT, KC_LGUI, KC_NO, KC_SPC, KC_SPC, DF(_QW), KC_1, KC_2, KC_3, KC_0}
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{BL_STEP, M(M_LED), KC_LALT, KC_LGUI, KC_NO, KC_SPC, KC_SPC, DF(_QW), KC_LEFT, KC_DOWN, KC_UP, KC_RIGHT}
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}
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}
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};
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};
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@ -110,11 +110,8 @@ const uint16_t PROGMEM fn_actions[] = {
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};
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};
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/* This bit of logic seeds a wee linear congruential random number generator */
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/* This bit of logic seeds a wee linear congruential random number generator */
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/* lots of prime numbers everywhere... */
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static uint16_t random_value = 157;
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static uint16_t random_value = 157;
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#define randadd 53
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#define randmul 181
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#define randmod 167
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const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt)
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const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt)
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{
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{
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@ -135,9 +132,7 @@ const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt)
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break;
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break;
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case M_USERNAME:
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case M_USERNAME:
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if (record->event.pressed) {
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if (record->event.pressed) {
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return MACRO( I(1), T(C), T(B), T(B), T(R), T(O), T(W), T(N), T(E));
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SEND_STRING("cbbrowne");
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} else {
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return MACRO_NONE ;
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}
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}
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break;
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break;
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case M_RANDDIGIT:
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case M_RANDDIGIT:
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@ -0,0 +1,63 @@
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cbbrowne custom keyboard
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==============================
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Due to cbbrowne@acm.org
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Christopher Browne
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This was originally based on the default keyboard map, but I have been
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doing sundry experimentation:
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1. Experiments
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----------------------------------------
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* To figure things out about the toolset
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* I'm an Emacs guy, so will be needing a fair bit of tuning
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* It made sense to mess around some with keyboard maps.
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- I tried added Workman alongside Dvorak and Colemak
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- Boy, oh boy, these don't help!!!
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- I have done 30 years of learning of Emacs key mappings, and
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these alternative keyboards massively mess me up
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- I added a keypad, originally based on keymaps/numpad.c, but
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mighty substantially revised, as that one seems to be rotated 90
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degrees from usual conventions for number pads
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* The keypad layer also includes some sample "hacks" of cool things,
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all using actions attached in using the function action_get_macro()
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- Key [1][2] aka "q" types out my name, cbbrowne, as a fun example
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of a key generating a bunch of keystrokes. The keystroke is
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sufficiently inconvenient that it isn't terribly practical for me
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to use it, but hey, it shows how others might use this facility
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in a more useful context.
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- Key [2][2] aka "a" uses a random number generator to select a digit 0-9 at random
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- Key [3][2] aka "z" uses a random number generator to select a letter a-z at random
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2. Some code structure ideas
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---------------------------------------------------
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Each layer is given a name to aid in readability, which is then
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used in the keymap matrix below. The underscores do not denote
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anything - you can have a layer called STUFF or any other name.
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Layer names don't all need to be of the same length, obviously, and
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you could also skip them entirely and just use numbers, though that
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means needing to manage the numbers.
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It is preferable to keep the symbols short so that a line worth of
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key mappings fits compactly onto a line of code. It might be an
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interesting idea to express the maps rotated 90%, so that you
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only need to fit 4 symbols onto each line, rather than 12.
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I used enums to manage layer IDs and macro IDs so that I don't need
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to care (beyond "start at 0", and arguably that's not needed) about
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their values.
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3. Things I did not like about the default mapping
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---------------------------------------------------------
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* I found control too hard to get to. I use it more than Tab, so
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switched it there.
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* Having dash on [lower-j] is a bit nonintuitive, but may be OK
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* I switched ESC/TAB/M(0) around
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* I'm suspicious that I want to shift M(0) from [4][1] to [4][2],
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and shift ESC off the first column so KC_LCTL and KC_LALT can
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be on the first column.
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* I needed to swap ' and ENTER
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