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-rw-r--r--keyboards/gamenum/Makefile73
-rw-r--r--keyboards/gamenum/README.md92
-rw-r--r--keyboards/gamenum/config.h162
-rw-r--r--keyboards/gamenum/gamenum.c14
-rw-r--r--keyboards/gamenum/gamenum.h21
-rw-r--r--keyboards/gamenum/keymaps/default/keymap.c68
6 files changed, 430 insertions, 0 deletions
diff --git a/keyboards/gamenum/Makefile b/keyboards/gamenum/Makefile
new file mode 100644
index 000000000..afb9372e1
--- /dev/null
+++ b/keyboards/gamenum/Makefile
@@ -0,0 +1,73 @@
+
+# MCU name
+MCU = atmega32u4
+
+# Processor frequency.
+# This will define a symbol, F_CPU, in all source code files equal to the
+# processor frequency in Hz. You can then use this symbol in your source code to
+# calculate timings. Do NOT tack on a 'UL' at the end, this will be done
+# automatically to create a 32-bit value in your source code.
+#
+# This will be an integer division of F_USB below, as it is sourced by
+# F_USB after it has run through any CPU prescalers. Note that this value
+# does not *change* the processor frequency - it should merely be updated to
+# reflect the processor speed set externally so that the code can use accurate
+# software delays.
+F_CPU = 16000000
+
+
+#
+# LUFA specific
+#
+# Target architecture (see library "Board Types" documentation).
+ARCH = AVR8
+
+# Input clock frequency.
+# This will define a symbol, F_USB, in all source code files equal to the
+# input clock frequency (before any prescaling is performed) in Hz. This value may
+# differ from F_CPU if prescaling is used on the latter, and is required as the
+# raw input clock is fed directly to the PLL sections of the AVR for high speed
+# clock generation for the USB and other AVR subsections. Do NOT tack on a 'UL'
+# at the end, this will be done automatically to create a 32-bit value in your
+# source code.
+#
+# If no clock division is performed on the input clock inside the AVR (via the
+# CPU clock adjust registers or the clock division fuses), this will be equal to F_CPU.
+F_USB = $(F_CPU)
+
+# Interrupt driven control endpoint task(+60)
+OPT_DEFS += -DINTERRUPT_CONTROL_ENDPOINT
+
+
+# Boot Section Size in *bytes*
+# Teensy halfKay 512
+# Teensy++ halfKay 1024
+# Atmel DFU loader 4096
+# LUFA bootloader 4096
+# USBaspLoader 2048
+OPT_DEFS += -DBOOTLOADER_SIZE=512
+
+
+# Build Options
+# change yes to no to disable
+#
+BOOTMAGIC_ENABLE ?= no # Virtual DIP switch configuration(+1000)
+MOUSEKEY_ENABLE ?= yes # Mouse keys(+4700)
+EXTRAKEY_ENABLE ?= yes # Audio control and System control(+450)
+CONSOLE_ENABLE ?= yes # Console for debug(+400)
+COMMAND_ENABLE ?= yes # Commands for debug and configuration
+# Do not enable SLEEP_LED_ENABLE. it uses the same timer as BACKLIGHT_ENABLE
+SLEEP_LED_ENABLE ?= no # Breathing sleep LED during USB suspend
+# if this doesn't work, see here: https://github.com/tmk/tmk_keyboard/wiki/FAQ#nkro-doesnt-work
+NKRO_ENABLE ?= no # USB Nkey Rollover
+BACKLIGHT_ENABLE ?= no # Enable keyboard backlight functionality on B7 by default
+MIDI_ENABLE ?= no # MIDI controls
+UNICODE_ENABLE ?= no # Unicode
+BLUETOOTH_ENABLE ?= no # Enable Bluetooth with the Adafruit EZ-Key HID
+AUDIO_ENABLE ?= no # Audio output on port C6
+
+ifndef QUANTUM_DIR
+ include ../../Makefile
+endif
+
+
diff --git a/keyboards/gamenum/README.md b/keyboards/gamenum/README.md
new file mode 100644
index 000000000..b1839b9ef
--- /dev/null
+++ b/keyboards/gamenum/README.md
@@ -0,0 +1,92 @@
+GameNum firmware
+======================
+## Board overview
+
+The GameNum was designed to facilitate the use of mechanical keys for gameing even when your packing space is limited.
+It uses a standard numpad layout replacing the NumLock key with a layer toggle that allows you to cycle through the different layers.
+The standard layout features a default layer that acts as a standard numpad, a layer that was meant for simple WASD based games and a layer that was designed to be used for MOBA/RTS related games.
+The RTS layer is meant to be used rotating the device 90 degrees counterclockwise.
+
+The README.MD for this board is reasonably extensive and in-depth because the build is quite small and covers a lot of things that I feel that it would be a good starting point for getting into QMK.
+
+## Build conciderations
+
+Since the GameNum is handwired and uses 2 of its pins to toggle indicator lights there are some things to keep in mind.
+Firmware was build for use with a Pro Micro based on a ATMEGA32u4 at 16mHz.
+The indicator LED's are normally assigned to `pin C6` and `pin D4`, C6 goes high when the first layer is used, D4 goes high when layer 2 is used. Both LED's are off when the default layer is enabled.
++ of the LED goes to the respective pins and can be joined together on the - into a resistor that runs to the ground pin of the pro micro. With a standard LED a resistor value of 100 ohm is fine, keep in mind that you cannot use high powered LEDS on these pins without ruining your pro micro.
+
+Schematic of the build is coming soon.
+
+## Adding more layers
+
+Adding aditional layers is pretty straight foreward. Look in `keymaps/default/keymap.c` and find `#define OSY 2` add a new definition for the layer you are going to add. This can be named pretty much anything. Example: `#define NAMEHERE 3`.
+Keep in mind here that the number after the name should correspond with the number that the layer has in the stack of layers.
+
+Next thing to do is to add the actual layer for the keymap.
+
+```
+[DEF] = KEYMAP(
+ KC_FN0, KC_SLSH, KC_ASTR, KC_MINS, \
+ KC_7, KC_8, KC_9, KC_PLUS, \
+ KC_4, KC_5, KC_6, \
+ KC_1, KC_2, KC_3, \
+ KC_0, KC_DOT, KC_ENT \
+)
+```
+
+This is the default layer for the gamenum. It's generally easiest to just copy this and change things as you see fit. Keep in mind that at least 1 button on the pad has to be used to switch to the next layer in the stack or you will be stuck in that layer FOREVER! D:
+In the case of DEF this is key `KC_FN0`. Also keep in mind that the last layer that you add does not have a comma after its closing bracket but any other layer does!
+
+Which brings us nicely to the next part, the layer switching logic. Under the keymaps look for `PROGMEM fn_actions[]` this function handles the switching between layers, as you might have noticed every layer in the keymap has its own KC_FNx key. This is the key responsible for switching you from layer to layer.
+The number that is at the end of the keycode corresponds with the code in the function.
+`[0] = ACTION_LAYER_SET(HDN, ON_PRESS),` When `KC_FN0` is pressed the keyboard switches layer `HDN` on when the key is pressed down. Add an extra line for your layer here as well.
+
+Now for the LEDs, if you plan on adding extra LED's to the keyboard to indicate other layers you have to first define the pin that the LED will be using in `gamenum.c`.
+Look for this piece of code:
+
+```
+ DDRD |= (1<<4);
+ PORTD &= ~(1<<4);
+```
+
+Copy it and change the letter after DDR and PORT to the letter of your pin. Change the 4 to the number of your pin. `DDRx |= (1<<y);` defines that pin as an ouput. `PORTx &= ~(1<<y);` sets the pin to LOW turning off the LED.
+
+Now go back to `keymap.c` and look for the `process_record_user` function. The function is basicly a switch case that checks if you pushed one of the defined layer-switch buttons. When it sees that you pushed one of them it sets the pins of the LED's either low or high.
+
+```
+ case KC_FN1:
+ if (record->event.pressed) {
+ PORTC &= ~(1 << 6); // PC6 goes low
+ PORTD |= (1<<4); //PD4 goes high
+ }
+ break;
+```
+
+This is the code for the KC_FN1 button. Notice how we check against what key is pressed in the case and then set pin C6 low and pin D4 high. Adjust this as you see fit.
+
+
+## Quantum MK Firmware
+
+For the full Quantum feature list, see [the parent readme.md](/doc/readme.md).
+
+## Building
+
+Download or clone the whole firmware and navigate to the keyboards/handwired/gamenum folder.
+Read the README.md for the qmk repository on how to set up your developer enviroment to build your firmware with.
+Building firmware on Windows can be a bit of a hassle. Linux is a lot easier to use if you have some experience with it. A raspberry pi will already be able to build the firmware for you.
+Once your dev env is setup, you'll be able to type `make` to generate your .hex - you can then use AVRDudess to program your .hex file.
+
+### Default
+
+To build with the default keymap, simply run `make`.
+
+### Other Keymaps
+
+To build the firmware binary hex file with a keymap just do `make` with `keymap` option like:
+
+```
+$ make keymap=[default|jack|<name>]
+```
+
+Keymaps follow the format **__keymap.c__** and are stored in folders in the `keymaps` folder, eg `keymaps/my_keymap/`
diff --git a/keyboards/gamenum/config.h b/keyboards/gamenum/config.h
new file mode 100644
index 000000000..6af876ab7
--- /dev/null
+++ b/keyboards/gamenum/config.h
@@ -0,0 +1,162 @@
+/*
+Copyright 2012 Jun Wako <wakojun@gmail.com>
+
+This program is free software: you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation, either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program. If not, see <http://www.gnu.org/licenses/>.
+*/
+
+#ifndef CONFIG_H
+#define CONFIG_H
+
+#include "config_common.h"
+
+/* USB Device descriptor parameter */
+#define VENDOR_ID 0x1234
+#define PRODUCT_ID 0x5678
+#define DEVICE_VER 0x0001
+#define MANUFACTURER Seth-Senpai
+#define PRODUCT GameNum
+#define DESCRIPTION Numpad with gamelayers
+
+/* key matrix size */
+#define MATRIX_ROWS 5
+#define MATRIX_COLS 4
+
+/*
+ * Keyboard Matrix Assignments
+ *
+ * Change this to how you wired your keyboard
+ * COLS: AVR pins used for columns, left to right
+ * ROWS: AVR pins used for rows, top to bottom
+ * DIODE_DIRECTION: COL2ROW = COL = Anode (+), ROW = Cathode (-, marked on diode)
+ * ROW2COL = ROW = Anode (+), COL = Cathode (-, marked on diode)
+ *
+*/
+#define MATRIX_ROW_PINS { B6, B2, B3, B1, F7 }
+#define MATRIX_COL_PINS { D7, E6, B4, B5 }
+#define UNUSED_PINS
+
+/* COL2ROW or ROW2COL */
+#define DIODE_DIRECTION ROW2COL
+
+// #define BACKLIGHT_PIN C6
+// #define BACKLIGHT_BREATHING
+// #define BACKLIGHT_LEVELS 3
+
+
+/* Debounce reduces chatter (unintended double-presses) - set 0 if debouncing is not needed */
+#define DEBOUNCING_DELAY 5
+
+/* define if matrix has ghost (lacks anti-ghosting diodes) */
+//#define MATRIX_HAS_GHOST
+
+/* number of backlight levels */
+
+/* Mechanical locking support. Use KC_LCAP, KC_LNUM or KC_LSCR instead in keymap */
+#define LOCKING_SUPPORT_ENABLE
+/* Locking resynchronize hack */
+#define LOCKING_RESYNC_ENABLE
+
+/*
+ * Force NKRO
+ *
+ * Force NKRO (nKey Rollover) to be enabled by default, regardless of the saved
+ * state in the bootmagic EEPROM settings. (Note that NKRO must be enabled in the
+ * makefile for this to work.)
+ *
+ * If forced on, NKRO can be disabled via magic key (default = LShift+RShift+N)
+ * until the next keyboard reset.
+ *
+ * NKRO may prevent your keystrokes from being detected in the BIOS, but it is
+ * fully operational during normal computer usage.
+ *
+ * For a less heavy-handed approach, enable NKRO via magic key (LShift+RShift+N)
+ * or via bootmagic (hold SPACE+N while plugging in the keyboard). Once set by
+ * bootmagic, NKRO mode will always be enabled until it is toggled again during a
+ * power-up.
+ *
+ */
+//#define FORCE_NKRO
+
+/*
+ * Magic Key Options
+ *
+ * Magic keys are hotkey commands that allow control over firmware functions of
+ * the keyboard. They are best used in combination with the HID Listen program,
+ * found here: https://www.pjrc.com/teensy/hid_listen.html
+ *
+ * The options below allow the magic key functionality to be changed. This is
+ * useful if your keyboard/keypad is missing keys and you want magic key support.
+ *
+ */
+
+/* key combination for magic key command */
+#define IS_COMMAND() ( \
+ keyboard_report->mods == (MOD_BIT(KC_LSHIFT) | MOD_BIT(KC_RSHIFT)) \
+)
+
+/* control how magic key switches layers */
+//#define MAGIC_KEY_SWITCH_LAYER_WITH_FKEYS true
+//#define MAGIC_KEY_SWITCH_LAYER_WITH_NKEYS true
+//#define MAGIC_KEY_SWITCH_LAYER_WITH_CUSTOM false
+
+/* override magic key keymap */
+//#define MAGIC_KEY_SWITCH_LAYER_WITH_FKEYS
+//#define MAGIC_KEY_SWITCH_LAYER_WITH_NKEYS
+//#define MAGIC_KEY_SWITCH_LAYER_WITH_CUSTOM
+//#define MAGIC_KEY_HELP1 H
+//#define MAGIC_KEY_HELP2 SLASH
+//#define MAGIC_KEY_DEBUG D
+//#define MAGIC_KEY_DEBUG_MATRIX X
+//#define MAGIC_KEY_DEBUG_KBD K
+//#define MAGIC_KEY_DEBUG_MOUSE M
+//#define MAGIC_KEY_VERSION V
+//#define MAGIC_KEY_STATUS S
+//#define MAGIC_KEY_CONSOLE C
+//#define MAGIC_KEY_LAYER0_ALT1 ESC
+//#define MAGIC_KEY_LAYER0_ALT2 GRAVE
+//#define MAGIC_KEY_LAYER0 0
+//#define MAGIC_KEY_LAYER1 1
+//#define MAGIC_KEY_LAYER2 2
+//#define MAGIC_KEY_LAYER3 3
+//#define MAGIC_KEY_LAYER4 4
+//#define MAGIC_KEY_LAYER5 5
+//#define MAGIC_KEY_LAYER6 6
+//#define MAGIC_KEY_LAYER7 7
+//#define MAGIC_KEY_LAYER8 8
+//#define MAGIC_KEY_LAYER9 9
+//#define MAGIC_KEY_BOOTLOADER PAUSE
+//#define MAGIC_KEY_LOCK CAPS
+//#define MAGIC_KEY_EEPROM E
+//#define MAGIC_KEY_NKRO N
+//#define MAGIC_KEY_SLEEP_LED Z
+
+/*
+ * Feature disable options
+ * These options are also useful to firmware size reduction.
+ */
+
+/* disable debug print */
+//#define NO_DEBUG
+
+/* disable print */
+//#define NO_PRINT
+
+/* disable action features */
+//#define NO_ACTION_LAYER
+//#define NO_ACTION_TAPPING
+//#define NO_ACTION_ONESHOT
+//#define NO_ACTION_MACRO
+//#define NO_ACTION_FUNCTION
+
+#endif
diff --git a/keyboards/gamenum/gamenum.c b/keyboards/gamenum/gamenum.c
new file mode 100644
index 000000000..8048194bb
--- /dev/null
+++ b/keyboards/gamenum/gamenum.c
@@ -0,0 +1,14 @@
+#include "gamenum.h"
+
+void matrix_init_kb(void) {
+ // put your keyboard start-up code here
+ // runs once when the firmware starts up
+ DDRC |= (1<<6);
+ PORTC &= ~(1<<6);
+
+ DDRD |= (1<<4);
+ PORTD &= ~(1<<4);
+
+ matrix_init_user();
+
+}
diff --git a/keyboards/gamenum/gamenum.h b/keyboards/gamenum/gamenum.h
new file mode 100644
index 000000000..ea633b9bf
--- /dev/null
+++ b/keyboards/gamenum/gamenum.h
@@ -0,0 +1,21 @@
+#ifndef GAMENUM_H
+#define GAMENUM_H
+
+#include "quantum.h"
+
+#define KEYMAP( \
+ k00, k01, k02, k03, \
+ k10, k11, k12, k13, \
+ k20, k21, k22, \
+ k30, k31, k32, \
+ k41, k42, k43 \
+) \
+{ \
+ { k00, k01, k02, k03}, \
+ { k10, k11, k12, k13}, \
+ { k20, k21, k22, KC_NO}, \
+ { k30, k31, k32, KC_NO}, \
+ { KC_NO, k41, k42, k43} \
+}
+
+#endif
diff --git a/keyboards/gamenum/keymaps/default/keymap.c b/keyboards/gamenum/keymaps/default/keymap.c
new file mode 100644
index 000000000..6950b741a
--- /dev/null
+++ b/keyboards/gamenum/keymaps/default/keymap.c
@@ -0,0 +1,68 @@
+#include "gamenum.h"
+#include "action_layer.h"
+#include "eeconfig.h"
+
+
+#define _______ KC_TRNS
+
+#define DEF 0
+#define HDN 1
+#define OSY 2
+
+const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
+[DEF] = KEYMAP(
+ KC_FN0, KC_SLSH, KC_ASTR, KC_MINS, \
+ KC_7, KC_8, KC_9, KC_PLUS, \
+ KC_4, KC_5, KC_6, \
+ KC_1, KC_2, KC_3, \
+ KC_0, KC_DOT, KC_ENT \
+),
+[HDN] = KEYMAP(
+ KC_FN1, KC_1, KC_2, KC_3, \
+ KC_Q, KC_W, KC_E, KC_R, \
+ KC_A, KC_S, KC_D, \
+ KC_Z, KC_X, KC_C, \
+ KC_LSFT, KC_LALT, KC_SPC \
+),
+[OSY] = KEYMAP(
+ KC_A, KC_Q, KC_1, KC_FN2, \
+ KC_S, KC_W, KC_2, KC_LALT, \
+ KC_D, KC_E, KC_3, \
+ KC_F, KC_R, KC_4, \
+ KC_SPC, KC_T, KC_TAB \
+)
+};
+
+
+const uint16_t PROGMEM fn_actions[] = {
+ [0] = ACTION_LAYER_SET(HDN, ON_PRESS),
+ [1] = ACTION_LAYER_SET(OSY, ON_PRESS),
+ [2] = ACTION_LAYER_SET(DEF, ON_PRESS),
+};
+
+const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt) {
+ return MACRO_NONE;
+};
+
+
+bool process_record_user (uint16_t keycode, keyrecord_t *record) {
+ switch(keycode) {
+ case KC_FN0:
+ if (record->event.pressed) {
+ PORTC |= (1 << 6); // PC6 goes high
+ }
+ break;
+ case KC_FN1:
+ if (record->event.pressed) {
+ PORTC &= ~(1 << 6); // PC6 goes high
+ PORTD |= (1<<4);
+ }
+ break;
+ case KC_FN2:
+ if (record->event.pressed) {
+ PORTD &= ~(1 << 4); // PC6 goes high
+ }
+ break;
+ }
+ return true;
+} \ No newline at end of file