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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
pull/4568/head
noroadsleft 5 years ago
committed by Drashna Jaelre
parent
commit
2fb14845d5
4 changed files with 103 additions and 94 deletions
  1. +9
    -9
      keyboards/handwired/gamenum/gamenum.h
  2. +30
    -0
      keyboards/handwired/gamenum/info.json
  3. +36
    -40
      keyboards/handwired/gamenum/keymaps/default/keymap.c
  4. +28
    -45
      keyboards/handwired/gamenum/readme.md

+ 9
- 9
keyboards/handwired/gamenum/gamenum.h View File

@ -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

+ 30
- 0
keyboards/handwired/gamenum/info.json View File

@ -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}
]
}
}
}

+ 36
- 40
keyboards/handwired/gamenum/keymaps/default/keymap.c View File

@ -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;
}
}

keyboards/handwired/gamenum/README.md → keyboards/handwired/gamenum/readme.md View File

@ -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/`

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