53 lines
2.0 KiB
Markdown
53 lines
2.0 KiB
Markdown
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# KidBrazil's custom CRKBD Layout
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![Crkbd](https://user-images.githubusercontent.com/736191/40575636-6fba63a4-6123-11e8-9ca0-3f990f1f9f4c.jpg)
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This is a simple layout that I use for both programming and gaming. It is very
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closely based on the original CRKBD layout with some modifications to the
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position of CTRL and SHIFT.
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## Layers
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This keymap includes a total of 4 Layers:
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- QWERTY
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- NUMBERS
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- SYMBOLS
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- GAMING
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- WEAPONS
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The first three layers are pretty self explanatory and follow closely the
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default keymap for this keyboard. The magic really starts to happen with the
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gaming layer.
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### Gaming Layer
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The gaming layer can be toggled on/off from the SYMBOLS layer. Once on the
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gaming layer it will stay there until you toggle it off again. The gaming layer
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includes normal WASD and most of the keys FPS games use on the left hand. On the
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right hand we have F1-F12 and a few other special keys for games that require
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it.
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### Weapon
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The weapon layer is a momentary layer that can only be reached from the gaming
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layer. This layer preserves the left hand almost unchanged, except for when the
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layer is activated the top row becomes NUM 1 - 6 for wepon selection. The right
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hand is KC_TRNS the whole way so basically it is still the gaming layer.
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## Custom Font
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This keymap includes a custom font for my LooseTransistor logo. It is fine if
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you want to use it I certainly don't mind but if you want your own, just replace
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the glcdfont file here and you should be fine.
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Alternatively you could remove the font config line from the config.h file so it
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will use the default QMK one.
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## OLED
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This Keymap is setup to use the newer OLED API. Some work has been done to
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customize this with showing layer and USB information. I also tried my best to
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get a dormant / sleep state going but it is hit or miss and often only works on
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the master hand.
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### TODO
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- Fix OLED and Backlight so they turn off when the computer sleeps, currently
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only the left hand does that and the LEDs still stay on.
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- Wait for Spit_common to be implemented in CRKBD and revisit the special color
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layers and animations
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