diff --git a/resources/custom_layouts/README.txt b/resources/custom_layouts/README.txt index 208513c..f852e7d 100644 --- a/resources/custom_layouts/README.txt +++ b/resources/custom_layouts/README.txt @@ -1,5 +1,6 @@ Here you can add custom physical layouts. -Wacky layouts may break the game. +Beware that wacky layouts may break the game. + You can use Keyboard Layout Editor to create and edit layouts: @@ -12,17 +13,24 @@ Keep in mind that key labels should adhere to the standard US QWERTY layout, so that the game could correctly infer their keycodes. + Also you can use QMK Firmware keyboard configurations: https://qmk.fm + You'll need to take the keyboard's info.json (to get the layout) and keymap.c (to get the keycodes), -rename them to have the same name (e.g. my-keyboard.json and my-keyboard.c) +rename them to have the same file name (e.g. my-keyboard.json and my-keyboard.c) and put them in this directory. -If your keyboard has already been ported to QMK, you can get its configuration here: +If your keyboard has already been added to QMK, you can get its configuration here: https://github.com/qmk/qmk_firmware/tree/master/keyboards -The game will only read the first occurring layout definition in both files, -so you may need to edit them and move the layout you want to be the first. +The game will only read the first occurring layout definition and keymap layer, +so you may need to edit them and move the ones you want to be the first. + +Also if your keymap.c has language-specific keycode aliases, you will need to replace them +with actual keycodes corresponding to the standard US QWERTY layout, +so that the game could correctly infer them. + If the game doesn't load the layout, check the log file for errors (../logs/godot.log).