diff options
author | noroadsleft <18669334+noroadsleft@users.noreply.github.com> | 2018-12-06 15:19:40 -0800 |
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committer | Drashna Jaelre <drashna@live.com> | 2018-12-06 15:19:40 -0800 |
commit | 2fb14845d503f01bc5a15c95c8d1d51be73f98b5 (patch) | |
tree | 6364cbab9b45d4d7a5020bafa221ef1658973c54 /keyboards | |
parent | 21bc230dfdc29a03d6cf08b9c0ac438eadd3bf42 (diff) |
handwired/gamenum Refactor, Configurator support and readme cleanup (#4563)
* handwired/gamenum: refactor
- layout macro KEYMAP renamed to LAYOUT
- white space changes for alignment
- default keymap
- now uses #include QMK_KEYBOARD_H
- updated layout macro names
- white space changes (for readability)
* handwired/gamenum: Configurator support
* handwired/gamenum: readme cleanup
- renamed file to lowercase
- updated to match current QMK template more closely
- edits to reflect the other changes in this PR
Diffstat (limited to 'keyboards')
-rw-r--r-- | keyboards/handwired/gamenum/gamenum.h | 18 | ||||
-rw-r--r-- | keyboards/handwired/gamenum/info.json | 30 | ||||
-rw-r--r-- | keyboards/handwired/gamenum/keymaps/default/keymap.c | 76 | ||||
-rw-r--r-- | keyboards/handwired/gamenum/readme.md (renamed from keyboards/handwired/gamenum/README.md) | 73 |
4 files changed, 103 insertions, 94 deletions
diff --git a/keyboards/handwired/gamenum/gamenum.h b/keyboards/handwired/gamenum/gamenum.h index ea633b9bfa..3a1429ff8c 100644 --- a/keyboards/handwired/gamenum/gamenum.h +++ b/keyboards/handwired/gamenum/gamenum.h @@ -3,19 +3,19 @@ #include "quantum.h" -#define KEYMAP( \ +#define LAYOUT( \ k00, k01, k02, k03, \ k10, k11, k12, k13, \ - k20, k21, k22, \ - k30, k31, k32, \ - k41, k42, k43 \ + k20, k21, k22, \ + k30, k31, k32, \ + k41, k42, k43 \ ) \ { \ - { k00, k01, k02, k03}, \ - { k10, k11, k12, k13}, \ - { k20, k21, k22, KC_NO}, \ - { k30, k31, k32, KC_NO}, \ - { KC_NO, k41, k42, k43} \ + { k00, k01, k02, k03 }, \ + { k10, k11, k12, k13 }, \ + { k20, k21, k22, KC_NO }, \ + { k30, k31, k32, KC_NO }, \ + { KC_NO, k41, k42, k43 } \ } #endif diff --git a/keyboards/handwired/gamenum/info.json b/keyboards/handwired/gamenum/info.json new file mode 100644 index 0000000000..dc80f027e8 --- /dev/null +++ b/keyboards/handwired/gamenum/info.json @@ -0,0 +1,30 @@ +{ + "keyboard_name": "gamenum", + "url": "", + "maintainer": "qmk", + "width": 4, + "height": 5, + "layouts": { + "LAYOUT": { + "layout": [ + {"label":"Fn", "x":0, "y":0}, + {"label":"/", "x":1, "y":0}, + {"label":"*", "x":2, "y":0}, + {"label":"-", "x":3, "y":0}, + {"label":"7", "x":0, "y":1}, + {"label":"8", "x":1, "y":1}, + {"label":"9", "x":2, "y":1}, + {"label":"+", "x":3, "y":1, "h":2}, + {"label":"4", "x":0, "y":2}, + {"label":"5", "x":1, "y":2}, + {"label":"6", "x":2, "y":2}, + {"label":"1", "x":0, "y":3}, + {"label":"2", "x":1, "y":3}, + {"label":"3", "x":2, "y":3}, + {"label":"0", "x":0, "y":4, "w":2}, + {"label":".", "x":2, "y":4}, + {"label":"Ent", "x":3, "y":3, "h":2} + ] + } + } +} diff --git a/keyboards/handwired/gamenum/keymaps/default/keymap.c b/keyboards/handwired/gamenum/keymaps/default/keymap.c index 6950b741a3..a18ffc89b9 100644 --- a/keyboards/handwired/gamenum/keymaps/default/keymap.c +++ b/keyboards/handwired/gamenum/keymaps/default/keymap.c @@ -1,36 +1,32 @@ -#include "gamenum.h" -#include "action_layer.h" -#include "eeconfig.h" +#include QMK_KEYBOARD_H -#define _______ KC_TRNS - #define DEF 0 #define HDN 1 #define OSY 2 const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { -[DEF] = KEYMAP( - KC_FN0, KC_SLSH, KC_ASTR, KC_MINS, \ - KC_7, KC_8, KC_9, KC_PLUS, \ - KC_4, KC_5, KC_6, \ - KC_1, KC_2, KC_3, \ - KC_0, KC_DOT, KC_ENT \ -), -[HDN] = KEYMAP( - KC_FN1, KC_1, KC_2, KC_3, \ - KC_Q, KC_W, KC_E, KC_R, \ - KC_A, KC_S, KC_D, \ - KC_Z, KC_X, KC_C, \ - KC_LSFT, KC_LALT, KC_SPC \ -), -[OSY] = KEYMAP( - KC_A, KC_Q, KC_1, KC_FN2, \ - KC_S, KC_W, KC_2, KC_LALT, \ - KC_D, KC_E, KC_3, \ - KC_F, KC_R, KC_4, \ - KC_SPC, KC_T, KC_TAB \ -) + [DEF] = LAYOUT( + KC_FN0, KC_SLSH, KC_ASTR, KC_MINS, \ + KC_7, KC_8, KC_9, KC_PLUS, \ + KC_4, KC_5, KC_6, \ + KC_1, KC_2, KC_3, \ + KC_0, KC_DOT, KC_ENT \ + ), + [HDN] = LAYOUT( + KC_FN1, KC_1, KC_2, KC_3, \ + KC_Q, KC_W, KC_E, KC_R, \ + KC_A, KC_S, KC_D, \ + KC_Z, KC_X, KC_C, \ + KC_LSFT, KC_LALT, KC_SPC \ + ), + [OSY] = LAYOUT( + KC_A, KC_Q, KC_1, KC_FN2, \ + KC_S, KC_W, KC_2, KC_LALT, \ + KC_D, KC_E, KC_3, \ + KC_F, KC_R, KC_4, \ + KC_SPC, KC_T, KC_TAB \ + ) }; @@ -48,21 +44,21 @@ const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt) { bool process_record_user (uint16_t keycode, keyrecord_t *record) { switch(keycode) { case KC_FN0: - if (record->event.pressed) { - PORTC |= (1 << 6); // PC6 goes high - } - break; + if (record->event.pressed) { + PORTC |= (1 << 6); // PC6 goes high + } + break; case KC_FN1: - if (record->event.pressed) { - PORTC &= ~(1 << 6); // PC6 goes high - PORTD |= (1<<4); - } - break; + if (record->event.pressed) { + PORTC &= ~(1 << 6); // PC6 goes high + PORTD |= (1<<4); + } + break; case KC_FN2: - if (record->event.pressed) { - PORTD &= ~(1 << 4); // PC6 goes high - } - break; + if (record->event.pressed) { + PORTD &= ~(1 << 4); // PC6 goes high + } + break; } return true; -}
\ No newline at end of file +} diff --git a/keyboards/handwired/gamenum/README.md b/keyboards/handwired/gamenum/readme.md index bf8045be19..ee28cc1822 100644 --- a/keyboards/handwired/gamenum/README.md +++ b/keyboards/handwired/gamenum/readme.md @@ -1,5 +1,16 @@ -GameNum firmware -====================== +# GameNum + +A handwired standard numpad oriented toward gaming on the go. + +Keyboard Maintainer: [The QMK Community](https://github.com/qmk) +Hardware Supported: GameNum, Pro Micro + +Make example for this keyboard (after setting up your build environment): + + make handwired/gamenum:default + +See the [build environment setup](https://docs.qmk.fm/#/getting_started_build_tools) and the [make instructions](https://docs.qmk.fm/#/getting_started_make_guide) for more information. Brand new to QMK? Start with our [Complete Newbs Guide](https://docs.qmk.fm/#/newbs). + ## Board overview The GameNum was designed to facilitate the use of mechanical keys for gaming even when your packing space is limited. @@ -22,7 +33,7 @@ The indicator LED's are normally assigned to `pin C6` and `pin D4`, C6 goes high Keep in mind that the minus of the diodes should point towards the pro micros inputs. -##LED hookup +## LED hookup ![led overview](http://i.imgur.com/U6m865n.jpg) @@ -34,13 +45,13 @@ Keep in mind here that the number after the name should correspond with the numb Next thing to do is to add the actual layer for the keymap. ``` -[DEF] = KEYMAP( - KC_FN0, KC_SLSH, KC_ASTR, KC_MINS, \ - KC_7, KC_8, KC_9, KC_PLUS, \ - KC_4, KC_5, KC_6, \ - KC_1, KC_2, KC_3, \ - KC_0, KC_DOT, KC_ENT \ -) + [DEF] = LAYOUT( + KC_FN0, KC_SLSH, KC_ASTR, KC_MINS, \ + KC_7, KC_8, KC_9, KC_PLUS, \ + KC_4, KC_5, KC_6, \ + KC_1, KC_2, KC_3, \ + KC_0, KC_DOT, KC_ENT \ + ) ``` This is the default layer for the gamenum. It's generally easiest to just copy this and change things as you see fit. Keep in mind that at least 1 button on the pad has to be used to switch to the next layer in the stack or you will be stuck in that layer FOREVER! D: @@ -54,8 +65,8 @@ Now for the LEDs, if you plan on adding extra LED's to the keyboard to indicate Look for this piece of code: ``` - DDRD |= (1<<4); - PORTD &= ~(1<<4); + DDRD |= (1<<4); + PORTD &= ~(1<<4); ``` Copy it and change the letter after DDR and PORT to the letter of your pin. Change the 4 to the number of your pin. `DDRx |= (1<<y);` defines that pin as an output. `PORTx &= ~(1<<y);` sets the pin to LOW turning off the LED. @@ -64,39 +75,11 @@ Now go back to `keymap.c` and look for the `process_record_user` function. The f ``` case KC_FN1: - if (record->event.pressed) { - PORTC &= ~(1 << 6); // PC6 goes low - PORTD |= (1<<4); //PD4 goes high - } - break; + if (record->event.pressed) { + PORTC &= ~(1 << 6); // PC6 goes low + PORTD |= (1<<4); //PD4 goes high + } + break; ``` This is the code for the KC_FN1 button. Notice how we check against what key is pressed in the case and then set pin C6 low and pin D4 high. Adjust this as you see fit. - - -## Quantum MK Firmware - -For the full Quantum feature list, see [the parent readme.md](/docs/README.md). - -## Building - -Download or clone the whole firmware and navigate to the keyboards/handwired/gamenum folder. -Read the README.md for the qmk repository on how to set up your developer enviroment to build your firmware with. -Building firmware on Windows can be a bit of a hassle. Linux is a lot easier to use if you have some experience with it. A raspberry pi will already be able to build the firmware for you. -Once your dev env is set up, you'll be able to type `make` to generate your .hex - you can then use AVRDudess to program your .hex file. - -### Default - -To build with the default keymap, simply run `make`. - -### Other Keymaps - -To build the firmware binary hex file with a keymap just do `make` with `keymap` option like: - -``` -$ make keymap=[default|jack|<name>] -``` - -Keymaps follow the format **__keymap.c__** and are stored in folders in the `keymaps` folder, eg `keymaps/my_keymap/` - - |