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Keymap: Adding adnw_puq-Layout for Ergodox (#3723)
* added adnw_p_u_q-Layout * changed link * 3723 - outsource definitions to config.h * added TAPPING_TERM * changed defines and added colors * removed debug- and action_layer-Header
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layouts/community/ergodox/adnw_p_u_q/config.h
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layouts/community/ergodox/adnw_p_u_q/config.h
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#pragma once
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// This is the ideal value for me but find your own
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#undef TAPPING_TERM
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#define TAPPING_TERM 145
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// more options here: https://docs.qmk.fm/config_options.html
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#define FORCE_NKRO
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#define PERMISSIVE_HOLD // tab/hold-Keys should work better with that
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layouts/community/ergodox/adnw_p_u_q/keymap.c
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layouts/community/ergodox/adnw_p_u_q/keymap.c
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layouts/community/ergodox/adnw_p_u_q/readme.md
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layouts/community/ergodox/adnw_p_u_q/readme.md
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This is a fork of the adnw_k_o_y-Layout
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Features:
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- Diakritika-Layer for ADNW-PUQ-Layout
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- all basic-symbols of the german-layout can be found in the Symbol- and Diakritika-Layer
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- Symbol-Layer: Symbols are mirrored -- left = < and right = >
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- Basic-Layer-Keys which always be present in any Layer and allow the movement between layers
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- HJKL-Keys and Arrow-Keys can be switched, necessary for working with a terminal and vim
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- Number-Layer for Numpad-Emulation
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- Brackets-Layer for easier programming
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- Media-Layer for Mouse-Navigation
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Notes:
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- adnw is a layout optimised for usage with german and english language
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- PUQ is a variant of adnw: http://www.adnw.de/index.php?n=Main.OptimierungF%C3%BCrDieGeradeTastaturMitDaumen-Shift
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- This implementation is optimised for my workflow with vim/tmux/xmonad and ergodox
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- The OS must use the de_DE layout
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layouts/community/ergodox/adnw_p_u_q/visualizer.c
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layouts/community/ergodox/adnw_p_u_q/visualizer.c
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/*
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Note: this is a modified copy of ../default/visualizer.c, originally licensed GPL.
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*/
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#include "simple_visualizer.h"
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// This function should be implemented by the keymap visualizer
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// Don't change anything else than state->target_lcd_color and state->layer_text as that's the only thing
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// that the simple_visualizer assumes that you are updating
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// Also make sure that the buffer passed to state->layer_text remains valid until the previous animation is
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// stopped. This can be done by either double buffering it or by using constant strings
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static void get_visualizer_layer_and_color(visualizer_state_t* state) {
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if (state->status.layer & 0x20) {
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state->target_lcd_color = LCD_COLOR(127, 0xFF, 0xFF);
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state->layer_text = "Mouse";
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} else if (state->status.layer & 0x10) {
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state->target_lcd_color = LCD_COLOR(85, 0xFF, 0xFF);
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state->layer_text = "Symbol";
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} else if (state->status.layer & 0x8) {
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state->target_lcd_color = LCD_COLOR(64, 0xFF, 0xFF);
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state->layer_text = "Brackets";
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} else if (state->status.layer & 0x4) {
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state->target_lcd_color = LCD_COLOR(42, 0xFF, 0xFF);
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state->layer_text = "Diak";
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} else if (state->status.layer & 0x2) {
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state->target_lcd_color = LCD_COLOR(21, 0xFF, 0xFF);
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state->layer_text = "Terminal";
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} else {
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state->target_lcd_color = LCD_COLOR(192, 0xFF, 0xFF);
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state->layer_text = "Vim";
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}
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}
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