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
30 lines
436 B
C
30 lines
436 B
C
/**
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* Variables
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*
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*/
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int held_esc_threshold = 230;
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bool is_esc_held = false;
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uint16_t held_esc_timer = 0;
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/**
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* Define Layers
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*/
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enum layers {
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BASE = 0,
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NRMN,
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GAME,
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FCTN,
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KEYB
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};
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/**
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* Define Custom Keycodes
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*/
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enum custom_keycodes {
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HLD_ESC = SAFE_RANGE,
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MOD_UP = MT(MOD_RSFT, KC_UP),
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MOD_RT = MT(MOD_HYPR, KC_RIGHT),
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MOD_DN = MT(MOD_RCTL, KC_DOWN),
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MOD_LT = MT(MOD_RGUI, KC_LEFT)
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};
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