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d2ff66a985
* include variables and .h files as pp directives * start layout compilation * split ergodoxes up * don't compile all layouts for everything * might seg fault * reset layouts variable * actually reset layouts * include rules.mk instead * remove includes from rules.mk * update variable setting * load visualizer from path * adds some more examples * adds more layouts * more boards added * more boards added * adds documentation for layouts * use lowercase names for LAYOUT_ * add layout.json files for each layout * add community folder, default keymaps for layouts * touch-up default layouts * touch-up layouts, some keyboard rules.mk * update documentation for layouts * fix up serial/i2c switches
39 lines
2.0 KiB
Markdown
39 lines
2.0 KiB
Markdown
This keymap is my preferred layout (after a certain amount of experimentation).
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The rationale behind the design is as follows:
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I grew up typing from a very early age and thus never learned the "correct" way
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to touch type (essentially, I'm self-taught). As a, result my fingers don't
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tend to stay on the "home keys" and occasionally my right hand wants to type
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keys that are on the left of the keyboard, and vice versa.
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Hence, despite liking the idea of split keyboards in principle, I've never been
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able to get on with them because the split simply doesn't work with my style of
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typing. The Ergodox solves this neatly by virtue of having a few extra keys in
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the "middle" of the keyboard which I can utilise for deliberate redundancy.
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Thus in this keymap there are two "6" keys (one on the left, one on the right)
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and likewise Y, H, G, and B are all duplicated to enable one-handed patterns
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that I use frequently (e.g. "byobu" with the right hand, "yes" with the left,
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etc.).
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I occasionally use the numeric pad for data entry, thus this is duplicated
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under the natural home position of the right hand in layer 1 (activated by
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holding one of the right thumb buttons), while the cursor keys are duplicated
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under the classic WASD gaming layout of the left hand in layer 2 (activated by
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holding one of the left thumb buttons). Various other useful keys also appear
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in these layers (brackets and symbols for coding in layer 1, navigation and
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F-keys in layer 2, etc.).
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Finally, modifier keys like Ctrl, Shift, and Alt, along with Backspace and
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Enter are all in traditional locations in an effort to reuse existing muscle
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memory as much as possible (keys like =, #, and ' are in layer 1). The layout
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maps are in the comments of keymap_dave.c so I won't bother duplicating them
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here.
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Oh, and the LEDs are rather pimped ... because I could!
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Anyway, although I'm sure this keymap won't be to many people's taste you might
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find some interesting ideas in here for your own layouts. Do tweet me
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(@waveform80) if you have any questions / suggestions / bugs.
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Dave.
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