| Commit message (Collapse) | Author | Age | Files | Lines |
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This way they align with the , and . keys, and switching between tabs and
desktops lines up with eachother, so it's just a different modifier that's used.
This is to keep this keyboard in-line with my Voyager keyboard.
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500 was too low, kept missing too many keys. Now trying 750.
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I'm doing a binary search of the right setting here. I've used the highest
setting for a while and it's just too slow, so now I've cut it in half. If this
is too fast then I'll move to 750 and see how it goes.
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This way they align with the , and . keys, and switching between tabs and
desktops lines up with eachother, so it's just a different modifier that's used.
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I'm an Emacs and org-mode user. This is comfortable for me.
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This layout isn't a QMK layout, but instead a Vial[1] layout. This is so far as
I know the only way to configure this particular keyboard.
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Couldn't get used to natural scrolling there either.
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Used by Sawfish to open the main menu, for example.
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I can't get used to the natural scroll of pushing the ball down, but the screen
going up. I prefer the two to be the same.
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Pressing and holding this button will change the mode of the track ball from
moving the mouse to scrolling.
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This makes it easier to see what's going on and if this have to move around that
requires fewer changes as well.
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- Enable auto mouse mode. This is necessary so that when I move the trackball it
automatically switches to the layer with the mouse keys.
- Set a long time out to switch off the mouse layer. Since I'm just getting used
to this I'll start with a long time out and then tweak it as I like. 1000 was
the highest recommended value according to the documentation.
- Add a mouse button layer to my layout. This only has the mouse buttons 1 and 2
for now, but I'll adjust as I try it out. It also has no way to access it
other than with the auto mouse mode feature.
- Add ‘pointing_device_init_user’ function. This function must call
‘set_auto_mouse_enable’ because the auto mouse feature can be toggled on and
off at runtime and it's off by default. This enables it when the pointing
device is initialized. It also calls the ‘set_auto_mouse_layer’, which can
also be done in the ‘rules.mk’ file, but here I can make sure that what I
define as the mouse layer will always be what's called, even if the layer
numbering changes.
- Enable the pointing device feature, set it to ‘navigator_trackball’, which is
the ZSA trackball that attaches to the Voyager. This requires the ZSA fork of
QMK to work, since the navigator device hasn't been pulled into the main QMK
repository yet.
- Enable the mouse key feature. This is necessary to be able to use mouse keys
such as the mouse buttons 1 and 2.
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Without this file and these contents there are certain C-preprocessor
definitions that don't get included, causing compilation to fail.
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It looks like some constant names were changed. This lets the project compile.
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This keyboard has a dedicated button for putting it in bootloader mode, this key
isn't necessary and is causing problems when I accidentally activate it.
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Putting it next to the layer toggle was very awkward. Also the ‘*’ and ‘+’ are
already in the number row on the main layer and don't need to be on the symbols
layer as well.
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I'm trying something new again. I tried using a row higher as the home row, but
I can't get comfortable that way, my arms feel tired at the end of the day. The
lower row was nicer and the thumb keys were easier to reach from there.
This moves the keys back down a layer. The top row is taken from my Ergodox
layout, the symbols layer is inspired by (but not the same as) the one from my
Atreus.
Hopefully I didn't miss any keys and this will be more comfortable.
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different layer
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This should all help with making all the modifier keys symmetrical.
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This puts it in line with the Voyager keymap that has a similar layout for these
keys.
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They're not for me, I keep accidentally getting the wrong button. Modifier
instead of letter, or letter instead of modifier.
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It makes more sense for the space and backspace keys to be on opposite sides of
the thumb cluster like on both the Atreus and Voyager.
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It was bugging my brain so much that the backspace was on the same side as the
space. Having used the Atreus for a while I've gotten used to having the space
and backspace keys on different sides of they keyboard under different hands.
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I'm so used do the numpad being under my fingers while keeping my fingers on the
base position that I couldn't function with the keys the way they were.
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[1]: https://colemak.com/
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'9ff421c84c5892223ae5b88fd47b4f40b8dd6704'
git-subtree-dir: keyboards/ergodox_ez/keymaps/ryuk
git-subtree-mainline: ec9b234899dec159322328a7f000ed65fb4ec1cd
git-subtree-split: 9ff421c84c5892223ae5b88fd47b4f40b8dd6704
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Having to press the buttons in the right order is annoying and gets in my way.
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This way other layers can be used from the game layer.
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Xmodmap translates this to a “real” Hyper keypress.
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This makes the configuration a bit cleaner and easier to read.
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Since the UPPER layout is meant to help typing in
CONSTANT_IDENTIFIERS_LIKE_THIS, and meta syntactic variables LIKE-THIS (mostly
in Emacs Lisp docstrings), it’s important to have the ‘-’ and ‘_’ easily
accessible on the layer.
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