17200f4712
* Minor tweaks modified: users/drashna/drashna.c * Fix Workman ASCII art * Add OSM for shifts * Make Viterbi's 00 code consistant * Minor Cleanup off Userspace * Change Tapping Term on Ergodox * Re-add EEPROM code * Minor updates and tweaks * Use QMK_H variables to make keymaps more universal * Forgot 'break;' for covecube layer * Tweak Viterbi files now that I have hands on * Add secrets to Ergodox * RGB tweaks to Viterbi * Viterbi RGB layout tweeks * Minor tweaks * Add One Shot Mod tap toggle * Add Faux Clicky to Viterbi, and disable controller's LEDs * Minor tweaks * Move D3 keycode defines into userspace * Updated Userspace Readme |
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.. | ||
drashna.c | ||
drashna.h | ||
readme.md | ||
rules.mk | ||
template.c | ||
template.h |
Overview
This is my personal userspace file. Most of my code exists here, as it's heavily shared.
Custom userspace handlers
Specifically QMK works by using customized handlers for everything. This allows for multiple levels of customization.
matrix_scan
calls matrix_scan_quantum
, which alls matrix_scan_kb
, which calls matrix_scan_user
.
process_record
calls a bunch of stuff, but eventually calls process_record_kb
which calls process_record_user
The same goes for matrix_init
, layer_state_set
, led_set
, and a few other functions.
All (most) _user
functions are handled here instead. To allow keyboard specific configuration, I've created _keymap
functions that can be called by the keymap.c files instead.
This allows for keyboard specific configuration while maintaining the ability to customize the board.
My Ergodox EZ Keymap is a good example of this, as it uses the LEDs as modifier indicators.
Custom Keycodes
Keycodes are defined in the drashna.h file and need to be included in the keymap.c files, so that they can be used there.
A bunch of macros are present and are only included on boards that are not the Ergodox EZ or Orthodox, as they are not needed for those boards.
Included is a custom macro for compiling my keyboards. This includes the bootloader target (:teensy
, :avrdude
, or :dfu
), and keeps RGBLIGHT, AUDIO and/or FAUXCLICKY enabled, if it previously was (regardless of the rules file).
This also includes a modified RESET keycode as well, that sets the underglow to red.
Layer Indication
This uses the layer_state_set_*
command to change the layer color, to indicate which layer it is on. This includes the default keymap, as well.
Since this is done via userspace, it is the same between all systems.
Additionally, there is a custom keycode to toggle layer indication. And all RGB keycodes disable layer indication by default, as well. This way, I can leave special effects doing when I want.
Also. I use rgblight_sethsv
since it works with animation modes (that support it).
Diablo Layer
This layer has some special handling.
When Tap Dances are enabled, this layer has the ability to "spam" keypresses.
For instance, tapping the TD "1" twice causes the layer to hit "1" ever 1 second (appoximately). This is useful for auto-hotkeying skills (such as bone armor or devour).
Tappind once disables this, and switching layers temporarily disables this, until you switch back to the layer.
For critics that think this is cheating, search "diablo 3 num lock auto cast". This is just a simpler method, since I no longer own a normal (non QMK) numpad.
Secret Macros
With help from gitter and Colinta, this adds the ability to add hidden strings to be used for macros.
I have a number of long strings that I need to use that are semi-private. This uses the __has_include
function to check for the file. If it exists, then it includes the custom text. Otherwise, it uses some default values.
If you would also like to take advantage of this feature, you'll first want to make sure your "secrets" file isn't included in the repo. Open .git/info/exclude
and add secrets.h
to that file, below the comments.
.git/info/exclude
# git ls-files --others --exclude-from=.git/info/exclude
# Lines that start with '#' are comments.
# For a project mostly in C, the following would be a good set of
# exclude patterns (uncomment them if you want to use them):
# *.[oa]
# *~
/users/drashna/secrets.h
Then you can create this file and add your macro strings to it:
secrets.h
PROGMEM const char secret[][64] = {
"secret1",
"secret2",
"secret3",
"secret4",
"secret5"
};
Replacing the strings with the codes that you need.
These are called in the process_record_user
function, using this block:
case KC_SECRET_1 ... KC_SECRET_5:
if (!record->event.pressed) {
send_string_P(secret[keycode - KC_SECRET_1]);
}
return false;
break;
And this requires KC_SECRET_1
through KC_SECRET_5
to be defined, as well.