Merge pull request #13 from rswiernik/master
Updated Readme and Build info
This commit is contained in:
commit
61b4d273da
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@ -47,20 +47,25 @@ TOP_DIR = ../..
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# Directory keyboard dependent files exist
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TARGET_DIR = .
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# # project specific files
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# SRC = keymap_common.c \
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# matrix_handwire.c \
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# led.c \
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# backlight.c
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ifdef COMMON_KEYMAP
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# ifdef KEYMAP
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# SRC := keymap_$(KEYMAP).c $(SRC)
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# else
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# SRC := keymap_jack.c $(SRC)
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# endif
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SRC = keymap_common.c \
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matrix_handwire.c \
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led.c \
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backlight.c
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# project specific files
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SRC = extended_keymap_common.c \
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ifdef KEYMAP
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SRC := keymap_$(KEYMAP).c $(SRC)
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else
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SRC := keymap_jack.c $(SRC)
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endif
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else
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SRC = extended_keymap_common.c \
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matrix_handwire.c \
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led.c \
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backlight.c
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@ -71,6 +76,8 @@ else
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SRC := extended_keymap_jack.c $(SRC)
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endif
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endif
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CONFIG_H = config.h
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# MCU name
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@ -18,20 +18,36 @@ If you include extended_keymap_common.h instead of keymap_common.h at the top of
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## Build
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Follow [this guide](http://deskthority.net/workshop-f7/how-to-build-your-very-own-keyboard-firmware-t7177.html) to setup your development environment before anything else.
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Follow [this guide](http://deskthority.net/workshop-f7/how-to-build-your-very-own-keyboard-firmware-t7177.html) to setup your development environment before anything else. Abbreviated instructions are provide at the [bottom of this document](https://github.com/rswiernik/tmk_keyboard/tree/rswiernik_dev/keyboard/planck#environment-setup)
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Download the whole firmware [here](https://github.com/jackhumbert/tmk_keyboard/archive/master.zip) and navigate to the keyboard/planck folder. Once your dev env is setup, you'll be able to type `make` to generate your .hex that you can load with the Teensy app onto your Planck (once you've hit reset/shorted GND & RST).
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Move to this directory then just run `make` like:
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Depending on which keymap you would like to use, you will have to compile slightly differently.
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$ make
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####Default
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To build with the default keymap, simply move to the tmk\_keyboard/keyboard/planck/ and run `make` as follows:
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```
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$ make
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```
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## Keymap
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Several version of keymap are available in advance but you are recommended to define your favorite layout yourself. To define your own keymap create file named `keymap_<name>.c` and see keymap document (you can find in top README.md) and existent keymap files.
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To build firmware binary hex file with a certain keymap just do `make` with `KEYMAP` option like:
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####**Extended Keymaps**
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$ make KEYMAP=[<name>]
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To build the firmware binary hex file with an extended keymap just do `make` with `KEYMAP` option like:
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```
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$ make KEYMAP=[common|jack|<name>]
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```
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_The only applicable keymaps will work with this option._ Extended keymaps follow the format **__extended\_keymap\_\<name\>.c__**
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####**Common Keymaps**
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Building with a common keymap is as simple as adding the COMMON option. Note that only
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```
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$ make KEYMAP=[common|jack|<name>] COMMON=true
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```
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_The only applicable keymaps will work with this option._ Common keymaps follow the format **__keymap\_\<name\>.c__**
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## Notable TMK forks (which some of the keymap files are from)
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- [Shane's Fork](https://github.com/shanecelis/tmk_keyboard/tree/master/keyboard/planck)
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@ -0,0 +1,74 @@
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#include "keymap_common.h"
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/*
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* BUILD:
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* Simply run the command below in the keyboard/planck directory
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* to build against this keymap
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*
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* make KEYMAP=reed COMMON_KEYMAP=true
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*
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*
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* DETAILS:
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*
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* This layout works off of Jack's layout, making some changes that I
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* feel significantly improve the function of the keyboard. Major changes
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* include adding a "gaming mode" that will allow users to still access
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* the number keys 1 through 4 easily for games that require it. Also
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* included is the ability to use the tap/hold function for easy use of
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* right shift and thumb shift with their tapped companions.
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*
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*/
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const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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[0] = KEYMAP_GRID( /* Reed */
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ESC, Q, W, E, R, T, Y, U, I, O, P, BSPC,
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TAB, A, S, D, F, G, H, J, K, L, SCLN, QUOT,
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LSFT, Z, X, C, V, B, N, M, COMM, DOT, SLSH, FN5,
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LCTL, CAPS, LALT, LGUI, FN2, FN7, SPC, FN1, LEFT, DOWN, UP, RGHT),
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[1] = KEYMAP_GRID( /* Reed EXTREME GAMING */
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ESC, Q, W, E, R, T, Y, U, I, O, P, BSPC,
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TAB, A, S, D, F, G, H, J, K, L, SCLN, QUOT,
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LSFT, Z, X, C, V, B, N, M, COMM, DOT, SLSH, FN5,
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LCTL, 1, 2, 3, 4, SPC, FN2, FN1, LEFT, DOWN, UP, RGHT),
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[2] = KEYMAP_GRID( /* Reed RAISE */
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GRV, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, BSPC,
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TRNS, FN3, FN4, PAUSE, TRNS, TRNS, TRNS, MINS, EQL, LBRC, RBRC, BSLS,
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TRNS, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, TRNS,
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TRNS, TRNS, TRNS, TRNS, TRNS, TRNS, TRNS, FN1, MNXT, VOLD, VOLU, MPLY),
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[3] = KEYMAP_GRID( /* Reed LOWER */
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TRNS , FN10, FN11, FN12, FN13, FN14, FN15, FN16, FN17, FN18, FN19, DEL,
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TRNS, TRNS, TRNS, PAUSE, TRNS, TRNS, TRNS, FN20, FN21, FN23, FN24, FN28,
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TRNS, F11, F12, F13, F14, F15, F16, F17, F18, F19, F20, TRNS,
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TRNS, TRNS, TRNS, TRNS, FN2, TRNS, TRNS, TRNS, MNXT, VOLD, VOLU, MPLY),
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};
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const uint16_t PROGMEM fn_actions[] = {
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[1] = ACTION_LAYER_MOMENTARY(2), // to Fn overlay - RAISE
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[2] = ACTION_LAYER_MOMENTARY(3), // to Fn overlay - LOWER
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[3] = ACTION_DEFAULT_LAYER_SET(0),
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[4] = ACTION_DEFAULT_LAYER_SET(1),
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// Actions for the tap/hold modifiers listed above
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[5] = ACTION_MODS_TAP_KEY(MOD_RSFT, KC_ENT),
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[7] = ACTION_MODS_TAP_KEY(MOD_LSFT, KC_BSPC),
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[10] = ACTION_MODS_KEY(MOD_LSFT, KC_1),
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[11] = ACTION_MODS_KEY(MOD_LSFT, KC_2),
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[12] = ACTION_MODS_KEY(MOD_LSFT, KC_3),
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[13] = ACTION_MODS_KEY(MOD_LSFT, KC_4),
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[14] = ACTION_MODS_KEY(MOD_LSFT, KC_5),
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[15] = ACTION_MODS_KEY(MOD_LSFT, KC_6),
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[16] = ACTION_MODS_KEY(MOD_LSFT, KC_7),
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[17] = ACTION_MODS_KEY(MOD_LSFT, KC_8),
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[18] = ACTION_MODS_KEY(MOD_LSFT, KC_9),
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[19] = ACTION_MODS_KEY(MOD_LSFT, KC_0),
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[20] = ACTION_MODS_KEY(MOD_LSFT, KC_MINS),
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[21] = ACTION_MODS_KEY(MOD_LSFT, KC_EQL),
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[22] = ACTION_MODS_KEY(MOD_LSFT, KC_GRV),
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[23] = ACTION_MODS_KEY(MOD_LSFT, KC_LBRC),
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[24] = ACTION_MODS_KEY(MOD_LSFT, KC_RBRC),
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[28] = ACTION_MODS_KEY(MOD_LSFT, KC_BSLS),
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[29] = ACTION_MODS_KEY(MOD_LSFT | MOD_RSFT, KC_PAUSE),
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};
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