[Keymap] sigma-squared (#11694)

daktil_manuform
Signynt 2021-03-03 22:32:22 +01:00 committed by GitHub
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// qmk flash -kb bm40hsrgb -km signynt
/* Copyright 2021 Vincenzo Mitchell Barroso
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#define RGBLIGHT_LAYERS
#define RGBLIGHT_LAYERS_OVERRIDE_RGB_OFF
#define RGBLIGHT_ANIMATIONS
//#define RGB_MATRIX_STARTUP_VAL RGB_MATRIX_MAXIMUM_BRIGHTNESS
#define RGBLIGHT_LIMIT_VAL 10
//bootmagic
#define BOOTMAGIC_KEY_SALT KC_V
#define BOOTMAGIC_KEY_EEPROM_CLEAR KC_Q
#ifdef RGB_MATRIX_ENABLE
#define TAPPING_TERM 200
//--------------------------------------------------------------------------------------------------------
//disable broken animations
#define DISABLE_RGB_MATRIX_ALPHAS_MODS
#define DISABLE_RGB_MATRIX_GRADIENT_UP_DOWN
#define DISABLE_RGB_MATRIX_BREATHING
#define DISABLE_RGB_MATRIX_BAND_SAT
#define DISABLE_RGB_MATRIX_BAND_VAL
#define DISABLE_RGB_MATRIX_BAND_PINWHEEL_SAT
#define DISABLE_RGB_MATRIX_BAND_PINWHEEL_VAL
#define DISABLE_RGB_MATRIX_BAND_SPIRAL_SAT
#define DISABLE_RGB_MATRIX_BAND_SPIRAL_VAL
#define DISABLE_RGB_MATRIX_CYCLE_ALL
#define DISABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT
#define DISABLE_RGB_MATRIX_CYCLE_UP_DOWN
#define DISABLE_RGB_MATRIX_CYCLE_OUT_IN
#define DISABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL
//#define DISABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON
//#define DISABLE_RGB_MATRIX_DUAL_BEACON
#define DISABLE_RGB_MATRIX_CYCLE_PINWHEEL
#define DISABLE_RGB_MATRIX_CYCLE_SPIRAL
//#define DISABLE_RGB_MATRIX_RAINBOW_BEACON
//#define DISABLE_RGB_MATRIX_RAINBOW_PINWHEELS
//#define DISABLE_RGB_MATRIX_RAINDROPS
#define DISABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS // DO NOT ENABLE
//#define DISABLE_RGB_MATRIX_TYPING_HEATMAP
//#define DISABLE_RGB_MATRIX_DIGITAL_RAIN
//#define DISABLE_RGB_MATRIX_SOLID_REACTIVE
//#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE
//#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE
//#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE
//#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS
//#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS
//#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS
//#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS
//#define DISABLE_RGB_MATRIX_SPLASH
//#define DISABLE_RGB_MATRIX_MULTISPLASH
//#define DISABLE_RGB_MATRIX_SOLID_SPLASH
//#define DISABLE_RGB_MATRIX_SOLID_MULTISPLASH
#undef RGB_MATRIX_STARTUP_MODE
#define RGBLIGHT_HUE_STEP 20
#endif

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// qmk flash -kb bm40hsrgb -km signynt
/* Copyright 2021 Vincenzo Mitchell Barroso
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include QMK_KEYBOARD_H
// non-KC_ keycodes
#define KC_RST RESET
#define KC_TOG RGB_TOG
#define KC_MOD RGB_MOD
#define KC_HUI RGB_HUI
#define KC_SAI RGB_SAI
#define KC_VAI RGB_VAI
//define layers
enum layers {BASE, MEDR, NAVR, NSSL, NSL, FUNL, GAME, SECGAME};
enum custom_keycodes {
CMD_TAB = SAFE_RANGE,
};
//cmd tab
bool is_cmd_tab_active = false;
uint16_t cmd_tab_timer = 0;
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
switch (keycode) {
case CMD_TAB:
if (record->event.pressed) {
if (!is_cmd_tab_active) {
is_cmd_tab_active = true;
register_code(KC_LCTL);
}
cmd_tab_timer = timer_read();
register_code(KC_TAB);
} else {
unregister_code(KC_TAB);
}
break;
}
return true;
}
void matrix_scan_user(void) {
if (is_cmd_tab_active) {
if (timer_elapsed(cmd_tab_timer) > 500) {
unregister_code(KC_LCTL);
is_cmd_tab_active = false;
}
}
}
//layer led colors
void rgb_matrix_indicators_user(void) {
//game indicators
if(IS_LAYER_ON(GAME)) {
rgb_matrix_set_color(11, 0, 40, 50);
}
if(IS_LAYER_ON(SECGAME)) {
rgb_matrix_set_color(11, 50, 0, 0);
}
//layer indicators
if(IS_LAYER_ON(NAVR)) {
rgb_matrix_set_color(40, 0, 40, 50);
rgb_matrix_set_color(19, 0, 40, 50);
rgb_matrix_set_color(20, 0, 40, 50);
rgb_matrix_set_color(21, 0, 40, 50);
rgb_matrix_set_color(22, 0, 40, 50);
}
if(IS_LAYER_ON(MEDR)) {
rgb_matrix_set_color(39, 50, 10, 20);
rgb_matrix_set_color(19, 50, 10, 20);
rgb_matrix_set_color(22, 50, 10, 20);
rgb_matrix_set_color(42, 50, 10, 20);
}
if(IS_LAYER_ON(FUNL)) {
rgb_matrix_set_color(43, 50, 0, 0);
rgb_matrix_set_color(1, 50, 0, 0);
rgb_matrix_set_color(2, 50, 0, 0);
rgb_matrix_set_color(3, 50, 0, 0);
rgb_matrix_set_color(4, 50, 0, 0);
rgb_matrix_set_color(13, 50, 0, 0);
rgb_matrix_set_color(14, 50, 0, 0);
rgb_matrix_set_color(15, 50, 0, 0);
rgb_matrix_set_color(16, 50, 0, 0);
rgb_matrix_set_color(25, 50, 0, 0);
rgb_matrix_set_color(26, 50, 0, 0);
rgb_matrix_set_color(27, 50, 0, 0);
rgb_matrix_set_color(28, 50, 0, 0);
}
if(IS_LAYER_ON(NSL)) {
rgb_matrix_set_color(42, 10, 0, 50);
rgb_matrix_set_color(2, 10, 0, 50);
rgb_matrix_set_color(3, 10, 0, 50);
rgb_matrix_set_color(4, 10, 0, 50);
rgb_matrix_set_color(14, 10, 0, 50);
rgb_matrix_set_color(15, 10, 0, 50);
rgb_matrix_set_color(16, 10, 0, 50);
rgb_matrix_set_color(26, 10, 0, 50);
rgb_matrix_set_color(27, 10, 0, 50);
rgb_matrix_set_color(28, 10, 0, 50);
rgb_matrix_set_color(38, 10, 0, 50);
rgb_matrix_set_color(39, 10, 0, 50);
rgb_matrix_set_color(40, 10, 0, 50);
}
if(IS_LAYER_ON(NSSL)) {
rgb_matrix_set_color(41, 0, 50, 1.9);
rgb_matrix_set_color(1, 0, 50, 1.9);
rgb_matrix_set_color(2, 0, 50, 1.9);
rgb_matrix_set_color(3, 0, 50, 1.9);
rgb_matrix_set_color(4, 0, 50, 1.9);
rgb_matrix_set_color(5, 0, 50, 1.9);
rgb_matrix_set_color(13, 0, 50, 1.9);
rgb_matrix_set_color(14, 0, 50, 1.9);
rgb_matrix_set_color(15, 0, 50, 1.9);
rgb_matrix_set_color(16, 0, 50, 1.9);
rgb_matrix_set_color(17, 0, 50, 1.9);
rgb_matrix_set_color(25, 0, 50, 1.9);
rgb_matrix_set_color(26, 0, 50, 1.9);
rgb_matrix_set_color(27, 0, 50, 1.9);
rgb_matrix_set_color(28, 0, 50, 1.9);
rgb_matrix_set_color(29, 0, 50, 1.9);
}
//capslock leds
if (host_keyboard_leds() & (1<<USB_LED_CAPS_LOCK)) {
rgb_matrix_set_color_all(50, 15.6, 0);
}
}
//tap dance declarations
enum {
TD_MEDIA, TD_SCREEN,
};
//tap dance definitions
qk_tap_dance_action_t tap_dance_actions[] = {
[TD_MEDIA] = ACTION_TAP_DANCE_DOUBLE( KC_MPLY , KC_MNXT ),
[TD_SCREEN] = ACTION_TAP_DANCE_DOUBLE( (G(S(KC_S))) , S(C(KC_4)) ),
};
#define KC_TD(TD_VARIABLE) TD(TD_VARIABLE)
//--------------------------------------------------------------------------------------------------------
//base
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[BASE] = LAYOUT_planck_mit(
KC_LALT, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LALT,
KC_LSFT, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_QUOT, KC_LSFT,
KC_LCTL, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_LCTL,
G(KC_TAB), KC_TD(TD_SCREEN), KC_ESC, LT(MEDR, KC_TAB), LT(NAVR, KC_SPC), LT(NSSL, KC_ENT), LT(NSL, KC_BSPC), LT(FUNL, KC_DEL), KC_LGUI, KC_TD(TD_MEDIA), CMD_TAB
),
//layers
[NAVR] = LAYOUT_planck_mit(
KC_LALT, KC_RST, KC_NO, KC_NO, KC_NO, KC_NO, C(S(KC_Z)), C(A(KC_LEFT)), C(KC_X), C(KC_C), C(A(KC_RGHT)), KC_LALT,
KC_LSFT, G(S(C(KC_F1))), G(S(C(KC_F3))), G(S(C(KC_F4))), G(S(C(KC_F2))), KC_NO, KC_CLCK, KC_LEFT, KC_DOWN, KC_UP, KC_RGHT, KC_LSFT,
KC_LCTL, KC_NO, KC_ALGR, KC_NO, G(S(C(KC_F5))), KC_NO, KC_INS, KC_HOME, KC_PGDN, KC_PGUP, KC_END, KC_LCTL,
TG(GAME), KC_NO, KC_NO, KC_NO, KC_NO, KC_ENT, KC_BSPC, KC_DEL, KC_NO, C(G(KC_LEFT)), C(G(KC_RIGHT))
),
[MEDR] = LAYOUT_planck_mit(
KC_LALT, KC_RST, KC_NO, KC_NO, KC_NO, KC_NO, KC_TOG, KC_MOD, KC_HUI, KC_SAI, KC_VAI, KC_LALT,
KC_LSFT, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_MPRV, KC_VOLD, KC_VOLU, KC_MNXT, KC_LSFT,
KC_LCTL, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_F13, KC_F14, KC_F15, RGB_VAI, KC_LCTL,
KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_MSTP, KC_MPLY, KC_MUTE, KC_NO, KC_NO, KC_NO
),
[FUNL] = LAYOUT_planck_mit(
KC_LALT, KC_F12, KC_F7, KC_F8, KC_F9, KC_PSCR, KC_F15, KC_NO, KC_NO, KC_NO, KC_RST, KC_LALT,
KC_LSFT, KC_F11, KC_F4, KC_F5, KC_F6, KC_SLCK, KC_F14, KC_NO, KC_NO, KC_NO, KC_NO, KC_LSFT,
KC_LCTL, KC_F10, KC_F1, KC_F2, KC_F3, KC_PAUS, KC_F13, KC_NO, KC_NO, KC_NO, KC_NO, KC_LCTL,
KC_NO, KC_NO, KC_TAB, KC_APP, KC_SPC, KC_UNDS, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO
),
[NSL] = LAYOUT_planck_mit(
KC_LALT, KC_LPRN, KC_7, KC_8, KC_9, KC_RPRN, KC_LBRC, KC_AMPR, KC_ASTR, KC_LCBR, KC_RBRC, KC_BSPC,
KC_LSFT, KC_COLN, KC_4, KC_5, KC_6, KC_EQL, KC_LCBR, KC_DLR, KC_PERC, KC_CIRC, KC_RCBR, KC_LSFT,
KC_LCTL, KC_GRV, KC_1, KC_2, KC_3, KC_PLUS, KC_TILD, KC_EXLM, KC_COMM, KC_DOT, KC_SLSH, KC_LCTL,
A(S(C(KC_N))), S(C(KC_5)), KC_NO, KC_UNDS, KC_0, KC_MINS, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO
),
[NSSL] = LAYOUT_planck_mit(
KC_LALT, KC_LCBR, KC_AMPR, KC_ASTR, KC_LPRN, KC_RCBR, KC_NO, KC_NO, KC_NO, KC_NO, KC_RST, KC_BSPC,
KC_LSFT, KC_SCLN, KC_DLR, KC_PERC, KC_CIRC, KC_PLUS, KC_NO, KC_MS_L, KC_MS_D, KC_MS_U, KC_MS_R, KC_LSFT,
KC_LCTL, KC_TILD, KC_EXLM, KC_AT, KC_HASH, KC_PIPE, KC_NO, KC_WH_L, KC_WH_D, KC_WH_U, KC_WH_R, KC_LCTL,
KC_NO, KC_NO, KC_UNDS, KC_GT, KC_RPRN, KC_NO, KC_BTN1, KC_BTN3, KC_BTN2, KC_NO, KC_NO
),
[GAME] = LAYOUT_planck_mit(
KC_ESC, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, TG(GAME),
KC_LALT, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_QUOT, KC_LSFT,
KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_LCTL,
KC_LCTL, A(KC_TAB), MO(SECGAME), KC_TAB, KC_SPC, LT(SECGAME, KC_ENT), KC_BSPC, KC_DEL, KC_MPRV, KC_MPLY, KC_MNXT
),
[SECGAME] = LAYOUT_planck_mit(
KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL,
KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12,
KC_LEFT, KC_DOWN, KC_UP, KC_RGHT, KC_NO, KC_NO, KC_NO, KC_P1, KC_P2, KC_P3, KC_P4, KC_P5,
KC_LEFT, KC_DOWN, KC_UP, KC_RGHT, KC_NO, KC_NO, KC_P6, KC_P7, KC_P8, KC_P9, KC_P0
)
};

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# Signynt's Keymap: 'Sigma-Squared'
Sigma Squared is an adaptation & modification of the Layout [Miryoku](https://github.com/manna-harbour/qmk_firmware/blob/miryoku/users/manna-harbour_miryoku/miryoku.org#miryoku-) by *manna-harbour*
*manna-harbour* lays out the general principles of the layout as follows:
- Use layers instead of reaching.
- Use both hands instead of contortions.
- Use the home positions as much as possible.
- Make full use of the thumbs.
- Avoid unnecessary complication.
Sigma Squared modifies on **Miryoku** in the following ways:
- Added the Mods to the outer most columns to be easily accessed while typing with the pinkies
- Extended the **NUMBER** layer to include symbols on the right side to allow calcualtion to be typed more easily without haveing to move between layers
- Added a **GAME** layer to be used for gaming that emulates a more standard keyboard that most games expect
- moves *left shift* and *left ctrl* down
- *esc* moved to top left
- gives access to a **SECOND GAME** layer that contains an Fn row as well as number and arrow keys right under your left fingers
- Added Shortcuts to the bottom row to reduce the amount of keycombos needed to use commonly needed features
- Mission Control, Screenshot, Cycling Apps & Windows
- Added LED indicators to display what layer is currently active (only active while RGB is turned on)
### Flashing
- to directly flash to board:
`qmk flash -kb bm40hsrgb -km signynt`
- to only compile:
`qmk compile -kb bm40hsrgb -km signynt`
# Layout
## BASE
Tap the layer keys to use the black legends, hold them to activate the corresponding layer.
The Shortcut keys can be modified to suit your needs, or change them in your OS to match the keys.
If you are using MacOS I recommend swapping your *Ctrl* and *Cmd* keys in system preferences
The Music Control key can be pressed once to pause and be pressed twice in rapid succession to skip to the next song.
The Screenshot Key takes a screenshot to the clipboard if pressed once, if double tapped it will take a screenshot to be saved to the desktop.
![img](https://i.imgur.com/vhb1L2f.png)
## NAVIGATION
Provides access to all essential navigation keys, comfortably under your home row. Modifiers remain identical to **BASE** layer to be used for navigating lines and words.
*Game Layer* key takes you to the **GAME** layer. *(duh)*
Bottom right keys are used to swap between Virtual Desktops. You might need to modify these to fit your OS.
![img](https://i.imgur.com/daKxxFz.png)
## MEDIA
Provides access to all basic media keys, emulating the arrow keys on the home row.
Also gives access to RGB controls.
![img](https://i.imgur.com/1jWOvvH.png)
## NUMBER
Numbers are arranged in a numpad layout beneath home row, with 0 being positioned under the thumb resting position. Layer includes all most commonly needed symbols to reduce amount of layer switching needed to type longer calculations.
Top right key changed to *Back Space* so corrections can be made without leaving layer.
![img](https://i.imgur.com/LGJT3so.png)
## SYMBOL
Symbols are positioned over respective numbers from the **NUMBER** layer.
Mouse keys are positioned similarly under the home row corresponding to the arrow keys.
Also includes *Back Space* key for corrections.
![img](https://i.imgur.com/ihOcdPj.png)
## Fn
Fn keys are arranged in the same layout as the numbers, with *F10* to *F12* added to the left
![img](https://i.imgur.com/bPpI8KN.png)
## GAME
Somewhat emulates a regular layout needed for gaming. Top right key LED will indicate that you are on the **GAME** layer, and can be pressed to exit it. Holding one of the *Second Game* keys will give you access to **SECOND GAME**
![img](https://i.imgur.com/r9KIWLX.png)
## SECOND GAME
Top right key will turn red to indicate you are in the layer
![img](https://i.imgur.com/BLKHfVB.png)
# Contact
If you have any issues or questions you can reach me through Reddit at u/Signynt or on the QMK Discord

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#rules
MOUSEKEY_ENABLE = yes # Mouse keys
BOOTMAGIC_ENABLE = full
EXTRAKEY_ENABLE = yes # Audio control and System control
TAP_DANCE_ENABLE = yes
#RGB_MATRIX_ENABLE = no

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// qmk flash -kb bm40hsrgb -km signynt_2_loud
/* Copyright 2021 Vincenzo Mitchell Barroso
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#define RGBLIGHT_LAYERS
#define RGBLIGHT_LAYERS_OVERRIDE_RGB_OFF
#define RGBLIGHT_ANIMATIONS
//#define RGB_MATRIX_STARTUP_VAL RGB_MATRIX_MAXIMUM_BRIGHTNESS
#define RGBLIGHT_LIMIT_VAL 10
//bootmagic
#define BOOTMAGIC_KEY_SALT KC_V
#define BOOTMAGIC_KEY_EEPROM_CLEAR KC_Q
#ifdef RGB_MATRIX_ENABLE
#define TAPPING_TERM 200
//--------------------------------------------------------------------------------------------------------
//disable broken animations
#define DISABLE_RGB_MATRIX_ALPHAS_MODS
#define DISABLE_RGB_MATRIX_GRADIENT_UP_DOWN
#define DISABLE_RGB_MATRIX_BREATHING
#define DISABLE_RGB_MATRIX_BAND_SAT
#define DISABLE_RGB_MATRIX_BAND_VAL
#define DISABLE_RGB_MATRIX_BAND_PINWHEEL_SAT
#define DISABLE_RGB_MATRIX_BAND_PINWHEEL_VAL
#define DISABLE_RGB_MATRIX_BAND_SPIRAL_SAT
#define DISABLE_RGB_MATRIX_BAND_SPIRAL_VAL
#define DISABLE_RGB_MATRIX_CYCLE_ALL
#define DISABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT
#define DISABLE_RGB_MATRIX_CYCLE_UP_DOWN
#define DISABLE_RGB_MATRIX_CYCLE_OUT_IN
#define DISABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL
//#define DISABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON
//#define DISABLE_RGB_MATRIX_DUAL_BEACON
#define DISABLE_RGB_MATRIX_CYCLE_PINWHEEL
#define DISABLE_RGB_MATRIX_CYCLE_SPIRAL
//#define DISABLE_RGB_MATRIX_RAINBOW_BEACON
//#define DISABLE_RGB_MATRIX_RAINBOW_PINWHEELS
//#define DISABLE_RGB_MATRIX_RAINDROPS
#define DISABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS // DO NOT ENABLE
//#define DISABLE_RGB_MATRIX_TYPING_HEATMAP
//#define DISABLE_RGB_MATRIX_DIGITAL_RAIN
//#define DISABLE_RGB_MATRIX_SOLID_REACTIVE
//#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE
//#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE
//#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE
//#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS
//#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS
//#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS
//#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS
//#define DISABLE_RGB_MATRIX_SPLASH
//#define DISABLE_RGB_MATRIX_MULTISPLASH
//#define DISABLE_RGB_MATRIX_SOLID_SPLASH
//#define DISABLE_RGB_MATRIX_SOLID_MULTISPLASH
#undef RGB_MATRIX_STARTUP_MODE
#define RGBLIGHT_HUE_STEP 20
#endif

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// qmk flash -kb bm40hsrgb -km signynt_2_loud
/* Copyright 2021 Vincenzo Mitchell Barroso
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include QMK_KEYBOARD_H
// non-KC_ keycodes
#define KC_RST RESET
#define KC_TOG RGB_TOG
#define KC_MOD RGB_MOD
#define KC_HUI RGB_HUI
#define KC_SAI RGB_SAI
#define KC_VAI RGB_VAI
//define layers
enum layers {BASE, MEDR, NAVR, NSSL, NSL, FUNL, GAME, SECGAME};
enum custom_keycodes {
CMD_TAB = SAFE_RANGE,
};
//cmd tab
bool is_cmd_tab_active = false;
uint16_t cmd_tab_timer = 0;
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
switch (keycode) {
case CMD_TAB:
if (record->event.pressed) {
if (!is_cmd_tab_active) {
is_cmd_tab_active = true;
register_code(KC_LCTL);
}
cmd_tab_timer = timer_read();
register_code(KC_TAB);
} else {
unregister_code(KC_TAB);
}
break;
}
return true;
}
void matrix_scan_user(void) {
if (is_cmd_tab_active) {
if (timer_elapsed(cmd_tab_timer) > 500) {
unregister_code(KC_LCTL);
is_cmd_tab_active = false;
}
}
}
//layer led colors
void rgb_matrix_indicators_user(void) {
for (uint8_t i = 0; i < DRIVER_LED_TOTAL; ++i) {
if (HAS_ANY_FLAGS(g_led_config.flags[i], LED_FLAG_MODIFIER)) {
rgb_matrix_set_color(i, 0, 0, 0);
}
if (HAS_ANY_FLAGS(g_led_config.flags[i], LED_FLAG_KEYLIGHT)) {
rgb_matrix_set_color(i, 0, 0, 0);
}
}
//capslock
if (host_keyboard_led_state().caps_lock) {
for (uint8_t i = 0; i < DRIVER_LED_TOTAL; ++i) {
if (HAS_ANY_FLAGS(g_led_config.flags[i], LED_FLAG_UNDERGLOW)) {
rgb_matrix_set_color(i, 255, 255, 255);
}
}
}
//nav layer
if (IS_LAYER_ON(NAVR)) {
for (uint8_t i = 0; i < DRIVER_LED_TOTAL; ++i) {
if (HAS_ANY_FLAGS(g_led_config.flags[i], LED_FLAG_UNDERGLOW)) {
rgb_matrix_set_color(i, 0, 204, 255);
}
}
}
//funl layer
if (IS_LAYER_ON(FUNL)) {
for (uint8_t i = 0; i < DRIVER_LED_TOTAL; ++i) {
if (HAS_ANY_FLAGS(g_led_config.flags[i], LED_FLAG_UNDERGLOW)) {
rgb_matrix_set_color(i, 255, 0, 0);
}
}
}
//nsl layer
if (IS_LAYER_ON(NSL)) {
for (uint8_t i = 0; i < DRIVER_LED_TOTAL; ++i) {
if (HAS_ANY_FLAGS(g_led_config.flags[i], LED_FLAG_UNDERGLOW)) {
rgb_matrix_set_color(i, 51, 0, 255);
}
}
}
//nssl layer
if (IS_LAYER_ON(NSSL)) {
for (uint8_t i = 0; i < DRIVER_LED_TOTAL; ++i) {
if (HAS_ANY_FLAGS(g_led_config.flags[i], LED_FLAG_UNDERGLOW)) {
rgb_matrix_set_color(i, 0, 255, 0);
}
}
}
//game layer
if (IS_LAYER_ON(GAME)) {
for (uint8_t i = 0; i < DRIVER_LED_TOTAL; ++i) {
if (HAS_ANY_FLAGS(g_led_config.flags[i], LED_FLAG_UNDERGLOW)) {
rgb_matrix_set_color(i, 0, 204, 255);
}
}
}
//secgame layer
if (IS_LAYER_ON(SECGAME)) {
for (uint8_t i = 0; i < DRIVER_LED_TOTAL; ++i) {
if (HAS_ANY_FLAGS(g_led_config.flags[i], LED_FLAG_UNDERGLOW)) {
rgb_matrix_set_color(i, 255, 0, 0);
}
}
}
}
//tap dance declarations
enum {
TD_MEDIA, TD_SCREEN,
};
//tap dance definitions
qk_tap_dance_action_t tap_dance_actions[] = {
[TD_MEDIA] = ACTION_TAP_DANCE_DOUBLE( KC_MPLY , KC_MNXT ),
[TD_SCREEN] = ACTION_TAP_DANCE_DOUBLE( (G(S(KC_S))) , S(C(KC_4)) ),
};
#define KC_TD(TD_VARIABLE) TD(TD_VARIABLE)
//--------------------------------------------------------------------------------------------------------
//base
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[BASE] = LAYOUT_planck_mit(
KC_LALT, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LALT,
KC_LSFT, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_QUOT, KC_LSFT,
KC_LCTL, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_LCTL,
G(KC_TAB), KC_TD(TD_SCREEN), KC_ESC, LT(MEDR, KC_TAB), LT(NAVR, KC_SPC), LT(NSSL, KC_ENT), LT(NSL, KC_BSPC), LT(FUNL, KC_DEL), KC_LGUI, KC_TD(TD_MEDIA), CMD_TAB
),
//layers
[NAVR] = LAYOUT_planck_mit(
KC_LALT, KC_RST, KC_NO, KC_NO, KC_NO, KC_NO, C(S(KC_Z)), C(A(KC_LEFT)), C(KC_X), C(KC_C), C(A(KC_RGHT)), KC_LALT,
KC_LSFT, G(S(C(KC_F1))), G(S(C(KC_F3))), G(S(C(KC_F4))), G(S(C(KC_F2))), KC_NO, KC_CLCK, KC_LEFT, KC_DOWN, KC_UP, KC_RGHT, KC_LSFT,
KC_LCTL, KC_NO, KC_ALGR, KC_NO, G(S(C(KC_F5))), KC_NO, KC_INS, KC_HOME, KC_PGDN, KC_PGUP, KC_END, KC_LCTL,
TG(GAME), KC_NO, KC_NO, KC_NO, KC_NO, KC_ENT, KC_BSPC, KC_DEL, KC_NO, C(G(KC_LEFT)), C(G(KC_RIGHT))
),
[MEDR] = LAYOUT_planck_mit(
KC_LALT, KC_RST, KC_NO, KC_NO, KC_NO, KC_NO, KC_TOG, KC_MOD, KC_HUI, KC_SAI, KC_VAI, KC_LALT,
KC_LSFT, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_MPRV, KC_VOLD, KC_VOLU, KC_MNXT, KC_LSFT,
KC_LCTL, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_F13, KC_F14, KC_F15, RGB_VAI, KC_LCTL,
KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_MSTP, KC_MPLY, KC_MUTE, KC_NO, KC_NO, KC_NO
),
[FUNL] = LAYOUT_planck_mit(
KC_LALT, KC_F12, KC_F7, KC_F8, KC_F9, KC_PSCR, KC_F15, KC_NO, KC_NO, KC_NO, KC_RST, KC_LALT,
KC_LSFT, KC_F11, KC_F4, KC_F5, KC_F6, KC_SLCK, KC_F14, KC_NO, KC_NO, KC_NO, KC_NO, KC_LSFT,
KC_LCTL, KC_F10, KC_F1, KC_F2, KC_F3, KC_PAUS, KC_F13, KC_NO, KC_NO, KC_NO, KC_NO, KC_LCTL,
KC_NO, KC_NO, KC_TAB, KC_APP, KC_SPC, KC_UNDS, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO
),
[NSL] = LAYOUT_planck_mit(
KC_LALT, KC_LPRN, KC_7, KC_8, KC_9, KC_RPRN, KC_LBRC, KC_AMPR, KC_ASTR, KC_LCBR, KC_RBRC, KC_BSPC,
KC_LSFT, KC_COLN, KC_4, KC_5, KC_6, KC_EQL, KC_LCBR, KC_DLR, KC_PERC, KC_CIRC, KC_RCBR, KC_LSFT,
KC_LCTL, KC_GRV, KC_1, KC_2, KC_3, KC_PLUS, KC_TILD, KC_EXLM, KC_COMM, KC_DOT, KC_SLSH, KC_LCTL,
A(S(C(KC_N))), S(C(KC_5)), KC_NO, KC_UNDS, KC_0, KC_MINS, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO
),
[NSSL] = LAYOUT_planck_mit(
KC_LALT, KC_LCBR, KC_AMPR, KC_ASTR, KC_LPRN, KC_RCBR, KC_NO, KC_NO, KC_NO, KC_NO, KC_RST, KC_BSPC,
KC_LSFT, KC_SCLN, KC_DLR, KC_PERC, KC_CIRC, KC_PLUS, KC_NO, KC_MS_L, KC_MS_D, KC_MS_U, KC_MS_R, KC_LSFT,
KC_LCTL, KC_TILD, KC_EXLM, KC_AT, KC_HASH, KC_PIPE, KC_NO, KC_WH_L, KC_WH_D, KC_WH_U, KC_WH_R, KC_LCTL,
KC_NO, KC_NO, KC_UNDS, KC_GT, KC_RPRN, KC_NO, KC_BTN1, KC_BTN3, KC_BTN2, KC_NO, KC_NO
),
[GAME] = LAYOUT_planck_mit(
KC_ESC, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, TG(GAME),
KC_LALT, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_QUOT, KC_LSFT,
KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_LCTL,
KC_LCTL, A(KC_TAB), MO(SECGAME), KC_TAB, KC_SPC, LT(SECGAME, KC_ENT), KC_BSPC, KC_DEL, KC_MPRV, KC_MPLY, KC_MNXT
),
[SECGAME] = LAYOUT_planck_mit(
KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL,
KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12,
KC_LEFT, KC_DOWN, KC_UP, KC_RGHT, KC_NO, KC_NO, KC_NO, KC_P1, KC_P2, KC_P3, KC_P4, KC_P5,
KC_LEFT, KC_DOWN, KC_UP, KC_RGHT, KC_NO, KC_NO, KC_P6, KC_P7, KC_P8, KC_P9, KC_P0
)
};

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# Signynt's Keymap: 'Sigma-Squared'
Sigma Squared is an adaptation & modification of the Layout [Miryoku](https://github.com/manna-harbour/qmk_firmware/blob/miryoku/users/manna-harbour_miryoku/miryoku.org#miryoku-) by *manna-harbour*
*manna-harbour* lays out the general principles of the layout as follows:
- Use layers instead of reaching.
- Use both hands instead of contortions.
- Use the home positions as much as possible.
- Make full use of the thumbs.
- Avoid unnecessary complication.
Sigma Squared modifies on **Miryoku** in the following ways:
- Added the Mods to the outer most columns to be easily accessed while typing with the pinkies
- Extended the **NUMBER** layer to include symbols on the right side to allow calcualtion to be typed more easily without haveing to move between layers
- Added a **GAME** layer to be used for gaming that emulates a more standard keyboard that most games expect
- moves *left shift* and *left ctrl* down
- *esc* moved to top left
- gives access to a **SECOND GAME** layer that contains an Fn row as well as number and arrow keys right under your left fingers
- Added Shortcuts to the bottom row to reduce the amount of keycombos needed to use commonly needed features
- Mission Control, Screenshot, Cycling Apps & Windows
- Added LED indicators to display what layer is currently active (only active while RGB is turned on)
### Flashing
- to directly flash to board:
`qmk flash -kb bm40hsrgb -km signynt`
- to only compile:
`qmk compile -kb bm40hsrgb -km signynt`
# Layout
## BASE
Tap the layer keys to use the black legends, hold them to activate the corresponding layer.
The Shortcut keys can be modified to suit your needs, or change them in your OS to match the keys.
If you are using MacOS I recommend swapping your *Ctrl* and *Cmd* keys in system preferences
The Music Control key can be pressed once to pause and be pressed twice in rapid succession to skip to the next song.
The Screenshot Key takes a screenshot to the clipboard if pressed once, if double tapped it will take a screenshot to be saved to the desktop.
![img](https://i.imgur.com/vhb1L2f.png)
## NAVIGATION
Provides access to all essential navigation keys, comfortably under your home row. Modifiers remain identical to **BASE** layer to be used for navigating lines and words.
*Game Layer* key takes you to the **GAME** layer. *(duh)*
Bottom right keys are used to swap between Virtual Desktops. You might need to modify these to fit your OS.
![img](https://i.imgur.com/daKxxFz.png)
## MEDIA
Provides access to all basic media keys, emulating the arrow keys on the home row.
Also gives access to RGB controls.
![img](https://i.imgur.com/1jWOvvH.png)
## NUMBER
Numbers are arranged in a numpad layout beneath home row, with 0 being positioned under the thumb resting position. Layer includes all most commonly needed symbols to reduce amount of layer switching needed to type longer calculations.
Top right key changed to *Back Space* so corrections can be made without leaving layer.
![img](https://i.imgur.com/LGJT3so.png)
## SYMBOL
Symbols are positioned over respective numbers from the **NUMBER** layer.
Mouse keys are positioned similarly under the home row corresponding to the arrow keys.
Also includes *Back Space* key for corrections.
![img](https://i.imgur.com/ihOcdPj.png)
## Fn
Fn keys are arranged in the same layout as the numbers, with *F10* to *F12* added to the left
![img](https://i.imgur.com/bPpI8KN.png)
## GAME
Somewhat emulates a regular layout needed for gaming. Top right key LED will indicate that you are on the **GAME** layer, and can be pressed to exit it. Holding one of the *Second Game* keys will give you access to **SECOND GAME**
![img](https://i.imgur.com/r9KIWLX.png)
## SECOND GAME
Top right key will turn red to indicate you are in the layer
![img](https://i.imgur.com/BLKHfVB.png)
# Contact
If you have any issues or questions you can reach me through Reddit at u/Signynt or on the QMK Discord

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#rules
MOUSEKEY_ENABLE = yes # Mouse keys
BOOTMAGIC_ENABLE = full
EXTRAKEY_ENABLE = yes # Audio control and System control
TAP_DANCE_ENABLE = yes
#RGB_MATRIX_ENABLE = no

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// qmk flash -kb bm40hsrgb -km signynt_2_quiet
/* Copyright 2021 Vincenzo Mitchell Barroso
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#define RGBLIGHT_LAYERS
#define RGBLIGHT_LAYERS_OVERRIDE_RGB_OFF
#define RGBLIGHT_ANIMATIONS
//#define RGB_MATRIX_STARTUP_VAL RGB_MATRIX_MAXIMUM_BRIGHTNESS
#define RGBLIGHT_LIMIT_VAL 10
//bootmagic
#define BOOTMAGIC_KEY_SALT KC_V
#define BOOTMAGIC_KEY_EEPROM_CLEAR KC_Q
#ifdef RGB_MATRIX_ENABLE
#define TAPPING_TERM 200
//--------------------------------------------------------------------------------------------------------
//disable broken animations
#define DISABLE_RGB_MATRIX_ALPHAS_MODS
#define DISABLE_RGB_MATRIX_GRADIENT_UP_DOWN
#define DISABLE_RGB_MATRIX_BREATHING
#define DISABLE_RGB_MATRIX_BAND_SAT
#define DISABLE_RGB_MATRIX_BAND_VAL
#define DISABLE_RGB_MATRIX_BAND_PINWHEEL_SAT
#define DISABLE_RGB_MATRIX_BAND_PINWHEEL_VAL
#define DISABLE_RGB_MATRIX_BAND_SPIRAL_SAT
#define DISABLE_RGB_MATRIX_BAND_SPIRAL_VAL
#define DISABLE_RGB_MATRIX_CYCLE_ALL
#define DISABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT
#define DISABLE_RGB_MATRIX_CYCLE_UP_DOWN
#define DISABLE_RGB_MATRIX_CYCLE_OUT_IN
#define DISABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL
//#define DISABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON
//#define DISABLE_RGB_MATRIX_DUAL_BEACON
#define DISABLE_RGB_MATRIX_CYCLE_PINWHEEL
#define DISABLE_RGB_MATRIX_CYCLE_SPIRAL
//#define DISABLE_RGB_MATRIX_RAINBOW_BEACON
//#define DISABLE_RGB_MATRIX_RAINBOW_PINWHEELS
//#define DISABLE_RGB_MATRIX_RAINDROPS
#define DISABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS // DO NOT ENABLE
//#define DISABLE_RGB_MATRIX_TYPING_HEATMAP
//#define DISABLE_RGB_MATRIX_DIGITAL_RAIN
//#define DISABLE_RGB_MATRIX_SOLID_REACTIVE
//#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE
//#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE
//#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE
//#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS
//#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS
//#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS
//#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS
//#define DISABLE_RGB_MATRIX_SPLASH
//#define DISABLE_RGB_MATRIX_MULTISPLASH
//#define DISABLE_RGB_MATRIX_SOLID_SPLASH
//#define DISABLE_RGB_MATRIX_SOLID_MULTISPLASH
#undef RGB_MATRIX_STARTUP_MODE
#define RGBLIGHT_HUE_STEP 20
#endif

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// qmk flash -kb bm40hsrgb -km signynt_2_quiet
/* Copyright 2021 Vincenzo Mitchell Barroso
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include QMK_KEYBOARD_H
// non-KC_ keycodes
#define KC_RST RESET
#define KC_TOG RGB_TOG
#define KC_MOD RGB_MOD
#define KC_HUI RGB_HUI
#define KC_SAI RGB_SAI
#define KC_VAI RGB_VAI
//define layers
enum layers {BASE, MEDR, NAVR, NSSL, NSL, FUNL, GAME, SECGAME};
enum custom_keycodes {
CMD_TAB = SAFE_RANGE,
};
//cmd tab
bool is_cmd_tab_active = false;
uint16_t cmd_tab_timer = 0;
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
switch (keycode) {
case CMD_TAB:
if (record->event.pressed) {
if (!is_cmd_tab_active) {
is_cmd_tab_active = true;
register_code(KC_LCTL);
}
cmd_tab_timer = timer_read();
register_code(KC_TAB);
} else {
unregister_code(KC_TAB);
}
break;
}
return true;
}
void matrix_scan_user(void) {
if (is_cmd_tab_active) {
if (timer_elapsed(cmd_tab_timer) > 500) {
unregister_code(KC_LCTL);
is_cmd_tab_active = false;
}
}
}
//layer led colors
void rgb_matrix_indicators_user(void) {
for (uint8_t i = 0; i < DRIVER_LED_TOTAL; ++i) {
if (HAS_ANY_FLAGS(g_led_config.flags[i], LED_FLAG_MODIFIER)) {
rgb_matrix_set_color(i, 0, 0, 0);
}
if (HAS_ANY_FLAGS(g_led_config.flags[i], LED_FLAG_KEYLIGHT)) {
rgb_matrix_set_color(i, 0, 0, 0);
}
}
//capslock
if (host_keyboard_led_state().caps_lock) {
for (uint8_t i = 0; i < DRIVER_LED_TOTAL; ++i) {
if (HAS_ANY_FLAGS(g_led_config.flags[i], LED_FLAG_UNDERGLOW)) {
rgb_matrix_set_color(i, 255, 255, 255);
}
}
}
//game layer
if (IS_LAYER_ON(GAME)) {
for (uint8_t i = 0; i < DRIVER_LED_TOTAL; ++i) {
if (HAS_ANY_FLAGS(g_led_config.flags[i], LED_FLAG_UNDERGLOW)) {
rgb_matrix_set_color(i, 0, 204, 255);
}
}
}
//secgame layer
if (IS_LAYER_ON(SECGAME)) {
for (uint8_t i = 0; i < DRIVER_LED_TOTAL; ++i) {
if (HAS_ANY_FLAGS(g_led_config.flags[i], LED_FLAG_UNDERGLOW)) {
rgb_matrix_set_color(i, 255, 0, 0);
}
}
}
}
//tap dance declarations
enum {
TD_MEDIA, TD_SCREEN,
};
//tap dance definitions
qk_tap_dance_action_t tap_dance_actions[] = {
[TD_MEDIA] = ACTION_TAP_DANCE_DOUBLE( KC_MPLY , KC_MNXT ),
[TD_SCREEN] = ACTION_TAP_DANCE_DOUBLE( (G(S(KC_S))) , S(C(KC_4)) ),
};
#define KC_TD(TD_VARIABLE) TD(TD_VARIABLE)
//--------------------------------------------------------------------------------------------------------
//base
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[BASE] = LAYOUT_planck_mit(
KC_LALT, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LALT,
KC_LSFT, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_QUOT, KC_LSFT,
KC_LCTL, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_LCTL,
G(KC_TAB), KC_TD(TD_SCREEN), KC_ESC, LT(MEDR, KC_TAB), LT(NAVR, KC_SPC), LT(NSSL, KC_ENT), LT(NSL, KC_BSPC), LT(FUNL, KC_DEL), KC_LGUI, KC_TD(TD_MEDIA), CMD_TAB
),
//layers
[NAVR] = LAYOUT_planck_mit(
KC_LALT, KC_RST, KC_NO, KC_NO, KC_NO, KC_NO, C(S(KC_Z)), C(A(KC_LEFT)), C(KC_X), C(KC_C), C(A(KC_RGHT)), KC_LALT,
KC_LSFT, G(S(C(KC_F1))), G(S(C(KC_F3))), G(S(C(KC_F4))), G(S(C(KC_F2))), KC_NO, KC_CLCK, KC_LEFT, KC_DOWN, KC_UP, KC_RGHT, KC_LSFT,
KC_LCTL, KC_NO, KC_ALGR, KC_NO, G(S(C(KC_F5))), KC_NO, KC_INS, KC_HOME, KC_PGDN, KC_PGUP, KC_END, KC_LCTL,
TG(GAME), KC_NO, KC_NO, KC_NO, KC_NO, KC_ENT, KC_BSPC, KC_DEL, KC_NO, C(G(KC_LEFT)), C(G(KC_RIGHT))
),
[MEDR] = LAYOUT_planck_mit(
KC_LALT, KC_RST, KC_NO, KC_NO, KC_NO, KC_NO, KC_TOG, KC_MOD, KC_HUI, KC_SAI, KC_VAI, KC_LALT,
KC_LSFT, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_MPRV, KC_VOLD, KC_VOLU, KC_MNXT, KC_LSFT,
KC_LCTL, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_F13, KC_F14, KC_F15, RGB_VAI, KC_LCTL,
KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_MSTP, KC_MPLY, KC_MUTE, KC_NO, KC_NO, KC_NO
),
[FUNL] = LAYOUT_planck_mit(
KC_LALT, KC_F12, KC_F7, KC_F8, KC_F9, KC_PSCR, KC_F15, KC_NO, KC_NO, KC_NO, KC_RST, KC_LALT,
KC_LSFT, KC_F11, KC_F4, KC_F5, KC_F6, KC_SLCK, KC_F14, KC_NO, KC_NO, KC_NO, KC_NO, KC_LSFT,
KC_LCTL, KC_F10, KC_F1, KC_F2, KC_F3, KC_PAUS, KC_F13, KC_NO, KC_NO, KC_NO, KC_NO, KC_LCTL,
KC_NO, KC_NO, KC_TAB, KC_APP, KC_SPC, KC_UNDS, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO
),
[NSL] = LAYOUT_planck_mit(
KC_LALT, KC_LPRN, KC_7, KC_8, KC_9, KC_RPRN, KC_LBRC, KC_AMPR, KC_ASTR, KC_LCBR, KC_RBRC, KC_BSPC,
KC_LSFT, KC_COLN, KC_4, KC_5, KC_6, KC_EQL, KC_LCBR, KC_DLR, KC_PERC, KC_CIRC, KC_RCBR, KC_LSFT,
KC_LCTL, KC_GRV, KC_1, KC_2, KC_3, KC_PLUS, KC_TILD, KC_EXLM, KC_COMM, KC_DOT, KC_SLSH, KC_LCTL,
A(S(C(KC_N))), S(C(KC_5)), KC_NO, KC_UNDS, KC_0, KC_MINS, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO
),
[NSSL] = LAYOUT_planck_mit(
KC_LALT, KC_LCBR, KC_AMPR, KC_ASTR, KC_LPRN, KC_RCBR, KC_NO, KC_NO, KC_NO, KC_NO, KC_RST, KC_BSPC,
KC_LSFT, KC_SCLN, KC_DLR, KC_PERC, KC_CIRC, KC_PLUS, KC_NO, KC_MS_L, KC_MS_D, KC_MS_U, KC_MS_R, KC_LSFT,
KC_LCTL, KC_TILD, KC_EXLM, KC_AT, KC_HASH, KC_PIPE, KC_NO, KC_WH_L, KC_WH_D, KC_WH_U, KC_WH_R, KC_LCTL,
KC_NO, KC_NO, KC_UNDS, KC_GT, KC_RPRN, KC_NO, KC_BTN1, KC_BTN3, KC_BTN2, KC_NO, KC_NO
),
[GAME] = LAYOUT_planck_mit(
KC_ESC, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, TG(GAME),
KC_LALT, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_QUOT, KC_LSFT,
KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_LCTL,
KC_LCTL, A(KC_TAB), MO(SECGAME), KC_TAB, KC_SPC, LT(SECGAME, KC_ENT), KC_BSPC, KC_DEL, KC_MPRV, KC_MPLY, KC_MNXT
),
[SECGAME] = LAYOUT_planck_mit(
KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL,
KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12,
KC_LEFT, KC_DOWN, KC_UP, KC_RGHT, KC_NO, KC_NO, KC_NO, KC_P1, KC_P2, KC_P3, KC_P4, KC_P5,
KC_LEFT, KC_DOWN, KC_UP, KC_RGHT, KC_NO, KC_NO, KC_P6, KC_P7, KC_P8, KC_P9, KC_P0
)
};

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# Signynt's Keymap: 'Sigma-Squared'
Sigma Squared is an adaptation & modification of the Layout [Miryoku](https://github.com/manna-harbour/qmk_firmware/blob/miryoku/users/manna-harbour_miryoku/miryoku.org#miryoku-) by *manna-harbour*
*manna-harbour* lays out the general principles of the layout as follows:
- Use layers instead of reaching.
- Use both hands instead of contortions.
- Use the home positions as much as possible.
- Make full use of the thumbs.
- Avoid unnecessary complication.
Sigma Squared modifies on **Miryoku** in the following ways:
- Added the Mods to the outer most columns to be easily accessed while typing with the pinkies
- Extended the **NUMBER** layer to include symbols on the right side to allow calcualtion to be typed more easily without haveing to move between layers
- Added a **GAME** layer to be used for gaming that emulates a more standard keyboard that most games expect
- moves *left shift* and *left ctrl* down
- *esc* moved to top left
- gives access to a **SECOND GAME** layer that contains an Fn row as well as number and arrow keys right under your left fingers
- Added Shortcuts to the bottom row to reduce the amount of keycombos needed to use commonly needed features
- Mission Control, Screenshot, Cycling Apps & Windows
- Added LED indicators to display what layer is currently active (only active while RGB is turned on)
### Flashing
- to directly flash to board:
`qmk flash -kb bm40hsrgb -km signynt`
- to only compile:
`qmk compile -kb bm40hsrgb -km signynt`
# Layout
## BASE
Tap the layer keys to use the black legends, hold them to activate the corresponding layer.
The Shortcut keys can be modified to suit your needs, or change them in your OS to match the keys.
If you are using MacOS I recommend swapping your *Ctrl* and *Cmd* keys in system preferences
The Music Control key can be pressed once to pause and be pressed twice in rapid succession to skip to the next song.
The Screenshot Key takes a screenshot to the clipboard if pressed once, if double tapped it will take a screenshot to be saved to the desktop.
![img](https://i.imgur.com/vhb1L2f.png)
## NAVIGATION
Provides access to all essential navigation keys, comfortably under your home row. Modifiers remain identical to **BASE** layer to be used for navigating lines and words.
*Game Layer* key takes you to the **GAME** layer. *(duh)*
Bottom right keys are used to swap between Virtual Desktops. You might need to modify these to fit your OS.
![img](https://i.imgur.com/daKxxFz.png)
## MEDIA
Provides access to all basic media keys, emulating the arrow keys on the home row.
Also gives access to RGB controls.
![img](https://i.imgur.com/1jWOvvH.png)
## NUMBER
Numbers are arranged in a numpad layout beneath home row, with 0 being positioned under the thumb resting position. Layer includes all most commonly needed symbols to reduce amount of layer switching needed to type longer calculations.
Top right key changed to *Back Space* so corrections can be made without leaving layer.
![img](https://i.imgur.com/LGJT3so.png)
## SYMBOL
Symbols are positioned over respective numbers from the **NUMBER** layer.
Mouse keys are positioned similarly under the home row corresponding to the arrow keys.
Also includes *Back Space* key for corrections.
![img](https://i.imgur.com/ihOcdPj.png)
## Fn
Fn keys are arranged in the same layout as the numbers, with *F10* to *F12* added to the left
![img](https://i.imgur.com/bPpI8KN.png)
## GAME
Somewhat emulates a regular layout needed for gaming. Top right key LED will indicate that you are on the **GAME** layer, and can be pressed to exit it. Holding one of the *Second Game* keys will give you access to **SECOND GAME**
![img](https://i.imgur.com/r9KIWLX.png)
## SECOND GAME
Top right key will turn red to indicate you are in the layer
![img](https://i.imgur.com/BLKHfVB.png)
# Contact
If you have any issues or questions you can reach me through Reddit at u/Signynt or on the QMK Discord

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#rules
MOUSEKEY_ENABLE = yes # Mouse keys
BOOTMAGIC_ENABLE = full
EXTRAKEY_ENABLE = yes # Audio control and System control
TAP_DANCE_ENABLE = yes
#RGB_MATRIX_ENABLE = no