If you prefer using CTRL, just replace ALT or GUI by CTRL and you have what you expected. the right command key (i.e the key left to the right alt) will be mapped as MT(MOD_RGUI, KC_LEFT), you will have what you expected.the right alt key (i.e the key below the right shift) will be mapped as MT(MOD_RALT, KC_DOWN), performing like what you expected from the right shift map.the FN key (i.e the key right to the right shift) will be mapped as LT(1, KC_RGHT), that is holding to move the keymap to layer 1 (the default is layer 0), taping as right arrow, double tapping as holding right arrow also applies.the right shift key will be modified to MT(MOD_RSFT, KC_UP), that is when you tap the key once it will response as tap up arrow once, when you hold the key it will response as holding shift key, if you double tap the key quickly, it will response as holding up arrow.Tap layer functions will perfectly fit my programming need which requires both arrow keys, modifier keys and F-keys intensively. If you are not comfortable with those ideas, you may check for its documentation (but not necessary, I will tell you how to use it next). The major QMK features we will use to obtain our goal will be: Tap layer functions, TO(), and DF() commands. It will enhance your input efficiency no matter what layout you are using. But starting from VIA, it will be extremely easy.įirst of all, replace CapsLock by Control, and never use it. I know hacking into QMK source code in order to build a firmware is painful. No worries, I will show my configurations using VIA software (assuming your Keyb is QMK/VIA compatible) to be at almost zero pain playing game and programming using IDE. I think lots of keyb fans love the unique symmetric design of HHKB layout, but are too afraid of its loss of functionality for the lack of some important keys to give a try.
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