forked from forks/qmk_firmware
45e71aedf0
* I don't know if this is how my keyboard is laid out or not * testing, still broken * name change * I think this is the layout I will try to use to start * it compiles! * added norman layout! * media keys * Moved backlight functions to KEYB Moved Delete off of Backspace and to the < key * more changes to layout, move Norman to 1 so it was moddable by FCTN * swapped volume and media, I use volume a lot more than media * Eh, it's still all in flux. * I don't want the entire function layer full of dead keys, after all... * moves escape to the caps lock key and caps lock to the functions layer * update my readme for posterity * Updates bonfire dz60 for better escape control * WIP commit -- this is not working yet * updates keymap for GAME layer adds info to README adds visual keyboard layout map in json and jpg for reference * updates readme for visual keymap insertion * removes my layout from the parent folder and keeps it localized * updates the C code to be more readable * finished the HELD_ESCAPE code * finishes v6.1.0 * updates layout names to match repo code style per @mechmerlin Apply suggestions from code review * updates to code style per suggestions by @mechmerlin * Update global-functions.c updates some personal documentation * updates hold time for escape on gaming layer * updates several aspects of the code based on PR requests * moves a variable
35 lines
796 B
C
35 lines
796 B
C
/**
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* Custom Keycodes
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* https://beta.docs.qmk.fm/detailed-guides/custom_quantum_functions#custom-keycodes
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*
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*/
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// Called on every keyup and keydown
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bool process_record_user(uint16_t keycode, keyrecord_t *record)
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{
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switch (keycode) {
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case HLD_ESC:
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if(record->event.pressed) {
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is_esc_held = true;
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held_esc_timer = timer_read();
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} else {
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is_esc_held = false;
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unregister_code(KC_ESC);
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}
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return true;
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break;
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default:
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return true;
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break;
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}
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}
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// checking the held escape timer
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void matrix_scan_user(void)
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{
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if(is_esc_held && timer_elapsed(held_esc_timer) > held_esc_threshold) {
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register_code(KC_ESC);
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}
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}
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