*NOTE:* it might still be desirable to set the software layout to sv_SE in your
OS.
Swedish (sv_SE) Qwerty layout for ErgoDox, based on the Default configuration
I have tried making this as close of a match I could between the [default
ErgoDox EZ configuration](https://ergodox-ez.com/pages/our-firmware) and a
standard Swedish Qwerty layout.
Notable differences from default:
=================================
* There are three special character buttons (acute accent, circumflex/tilde and
apostrophe/asterisk) that don't have any buttons to map to naturally. I've put
these at other places:
* Acute accent (´) can be found in the lower left corner, conveniently
placed to reach for making an é.
* Apostrophe (') was put in the lower left corner, close to acute accent.
* Circumflex (^) and asterisk (*) was placed in the lower right corner.
* Tilde (~) and diaeresis (¨) I couldn't find a good place for, so I left
those out. I could only get the buttons to produce a single one of the
characters. How can I get it to work properly?
* The Alt button on right thumb was exchanged for AltGr (RAlt).
* I changed the backslash in the numpad (layer 1) for a minus. Thought it was
more sensible.
* I didn't find a good place for the "<>|" button, so that one was left out.
That is a problem that really needs to be resolved. Pipe can be found on layer
one, however.
* allow mod swapping for mod tap
* quick include
* fix the mod swapping
* make changes consistent with action code
* fix bug
* re-enable no gui, etc
* fix binary comps
* solid logic
If a macro play key is inadvertently recorded in a dynamic macro
a loop is created and the macro will not terminate when played.
This should be prevented.
More specifically, we save them and then place the `macro_end` pointer
before them so they are essentially ignored and the other macro may
freely overwrite them.
Right after the user initiates the macro recording, they usually need
to release some keys used to access the DYN_REC_START layers. It makes
sense to ignore them.
Note: The keys used to access the DYN_REC_STOP key are *not* ignored.
Dynamic macro functionality is modified to check for `DYN_REC_STOP`, so
that macro recording can be stopped with a designated key combination
(e.g. `qs` or anything) instead of mandating the use of a `_DYN` layer.
`_DYN` layer stopping can still be done by passing `DYN_REC_STOP` within
`process_record_user()`:
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
uint16_t macro_kc = (keycode == MO(_DYN) ? DYN_REC_STOP : keycode);
if (!process_record_dynamic_macro(macro_kc, record)) {
return false;
}
return true;
}
No animation, display led statuses and layer name on the same screen
Don't display layer bitmap
Fully saturated colors for caps, less saturated ones normally
* Clarify the license for files we have signoff on
* Update against the currently signed off files
* Remove unused and not clearly licensed headers
* Replace an #endif I accidentally removed while resolving merge conflicts
Refactored Bluetooth support to make adding new Bluetooth modules
easier in the future.
* Remove `OUT_BLE` key from QMK's keymap. `OUT_BT` is all we need now
as there's no difference anymore.
* Made BLUETOOTH_ENABLE build option legacy as not to break existing
keymaps (Falls back to existing EZ Key support if on)
* Removed `ADAFRUIT_BLE_ENABLE` build option
* Created new build option `BLUETOOTH` with module option (Currently
`AdafruitEZKey` & `AdafruitBLE`)
* Moved all LUFA bluetooth key/mouse events under `BLUETOOTH_ENABLE`
ifdef with selected modules output.
Update existing keymaps to enable MIDI_BASIC functionality. Also added
an option MIDI_ENABLE_STRICT to be strict about keycode use (which also
reduces memory footprint at runtime)
tone array:
text data bss dec hex filename
0 25698 0 25698 6462 satan_newsboytko.hex
0x6480 bytes written into 0x7000 bytes memory (89.73%).
note on array:
text data bss dec hex filename
0 25802 0 25802 64ca satan_newsboytko.hex
0x6500 bytes written into 0x7000 bytes memory (90.18%).
The previous two options were COL2ROW, ROW2COL; this adds CUSTOM_MATRIX
to disable the built-in matrix scanning code.
Most notably, this obviates the need to set MATRIX_ROW_PINS or
MATRIX_COL_PINS.
since the keycode for a tap dance process gets process only after the
TAPPING_TERM timeout, you really only have ONESHOT_TIMEOUT -
TAPPING_TERM time to tap or double tap on the key. This fix save the
oneshot_mods into the action.state structure and applies the mods with
the keycode when it's registered. It also unregisters the mod when the
the tap dance process gets reset.
Scenario:
Locking the KC_LSHIFT, and then using a tap dance key that registers a
S(KC_9) will unregister the KC_LSHIFT.
The tap dance or any keycode that is registered should not have the
side effect of cancelling a locked moditifier. We should be using a
similar logic as the TMK codes in tmk_core/comman/action.c:158.
A macro key can now be easily set to act as a modifier on hold, and
press a shifted key when tapped. Or to switch layers when held, and
again press a shifted key when tapped.
Various other helper defines have been created which send macros when
the key is pressed, released and tapped, cleaning up the
action_get_macro function inside keymap definitions.
The layer switching macros require a GCC extension - 'compound
statements enclosed within parentheses'. The use of this extension is
already present within the macro subsystem of this project, so its use
in this commit should not cause any additional issues.
MACRO_NONE had to be cast to a (macro_t*) to suppress compiler
warnings within some tapping macros.
In register_code16 and unregister_code16 we call register_code and
unregister_code twice, once for the mods and once for the keycode.
The (un)register_code have many check to see that keycode we have sent
however because we know that we are sending it a mods key, why not
just skip all of it and call (un)register_mods instead. This will skip
alot of checks and should speedup the loop a little.
Since we can't read the real_mods and oneshot_mods static variable
directly within the update_user_visualizer_state
function (Threading and serial link). We are know storing the mods
states in the visualizer_keyboard_status_t structure. We can now
display the status of the modifier keys on the LCD display.