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Keymap

Keymap

The keymap is the heart of the firmware. This drawing is keymap-drawer/eyelash_sofle.svg, which the Draw Keymap workflow regenerates from config/eyelash_sofle.keymap on every change; the site rebuilds after it. The layer pages below draw each layer again on its own, from the same keymap, and explain what the drawing can’t.

The PDF is four A4 portrait pages: a one-page summary of the basics, then every layer’s grid, three to a page. It is printed from the print view on every site build, so it matches the keymap the site shows.

keymap-drawer/eyelash_sofle.svgopen full size ↗
The Eyelash Sofle keymap, every layer from BASE to NOMANSKY, as drawn by keymap-drawer from config/eyelash_sofle.keymap.

Layers

#NameHow to get thereBack
0BASEalways on
1NAVhold mo(NAV), left thumbrelease
2CODEhold mo(CODE), right thumb (position 60)release
3MEDIAhold mo(MEDIA), right-thumb outer key (position 63)release
4SYS|NUMhold `mo(SYSNUM)`, left thumb
5GAME?from SYS|NUM, tap the right-thumb outer key (position 63)joystick centre
6MINECRFTpicker, joystick uptop corners (0 + 12)
7GAMEpicker, joystick down: generic FPS/MOBAtop corners (0 + 12)
8NOMANSKYpicker, joystick left: No Man’s Skytop corners (0 + 12)

Layers 1 to 4 are momentary: they last while you hold their key. Layers 5 to 8 are locked: they stay until you leave them (Gaming mode). The layer’s name shows on the nice!view, and the underglow takes its colour.

Key positions

Combos and hold-tap rules refer to keys by position, 0 to 63, counted left to right, top to bottom (hover a key in a layer grid to see its number):

Rows 0-3: 13 keys each (6 left, the joystick column, 6 right)   0-51
Row 4:    12 keys (thumbs and the joystick centre)              52-63

Some positions worth knowing: 14 Q, 28 S, 40 Z (soft off); 0 and 12, the top corners; 57 Backspace; 60 mo(CODE); 63 the right-thumb outer key. The joystick is 6 (up), 19 (down), 32 (left), 45 (right) and 58 (centre).