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* `UC_MOD`/`UC_RMOD` -> `UC_NEXT`/`UC_PREV` * `UNICODE_MODE_*` -> `QK_UNICODE_MODE_*` * `UC_MAC` -> `UNICODE_MODE_MACOS` * `UC_LNX` -> `UNICODE_MODE_LINUX` * `UC_WIN` -> `UNICODE_MODE_WINDOWS` * `UC_BSD` -> `UNICODE_MODE_BSD` * `UC_WINC` -> `UNICODE_MODE_WINCOMPOSE` * `UC_EMACS` -> `UNICODE_MODE_EMACS` * `UC__COUNT` -> `UNICODE_MODE_COUNT` * `UC_M_MA` -> `UC_MAC` * `UC_M_LN` -> `UC_LINX` * `UC_M_WI` -> `UC_WIN` * `UC_M_BS` -> `UC_BSD` * `UC_M_WC` -> `UC_WINC` * `UC_M_EM` -> `UC_EMAC` * Docs * Update quantum/unicode/unicode.h |
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.. | ||
config.h | ||
keymap.c | ||
readme.md | ||
rules.mk |
encg's Keymap
What is this?
A simple slot machine emulator for the 2% Milk Keyboard. This idea is based on the implementation by /u/ln8r on /r/mechanicalkeyboards.
How does it work?
The top button outputs all possible winning emoji combinations followed by a corresponding "score." Emojis are output one-by-one with a short delay to simulate the "slots" feel.
The bottom button outputs 3 random emojis one by one. The random function takes timer_read()
as its seed value (referenced here).
Unicode Setup
This keymap's default unicode input mode is UNICODE_MODE_WINCOMPOSE
which requires WinCompose. For other OSes, see QMK documentation on unicode input modes.
Ideas for the future
- Factor in emoji hierarchy into RNG algorithm
- Random/Wildcard emoji
- Keep a count for winng combinations
- Implement tap dance for easily switching unicode input types