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Diffstat (limited to 'keyboards/acr60/keymaps/mitch/keymap.c')
| -rw-r--r-- | keyboards/acr60/keymaps/mitch/keymap.c | 204 |
1 files changed, 204 insertions, 0 deletions
diff --git a/keyboards/acr60/keymaps/mitch/keymap.c b/keyboards/acr60/keymaps/mitch/keymap.c new file mode 100644 index 000000000..566b27359 --- /dev/null +++ b/keyboards/acr60/keymaps/mitch/keymap.c | |||
| @@ -0,0 +1,204 @@ | |||
| 1 | #include "acr60.h" | ||
| 2 | |||
| 3 | #define _DFT 0 | ||
| 4 | #define _NGUI 1 | ||
| 5 | #define _FN 2 | ||
| 6 | #define _SFX 3 | ||
| 7 | |||
| 8 | // Fillers to make layering more clear | ||
| 9 | #define ______ KC_TRNS | ||
| 10 | #define bbbbbb KC_NO | ||
| 11 | #define GUIOFF MAGIC_NO_GUI | ||
| 12 | #define GUION MAGIC_UNNO_GUI | ||
| 13 | |||
| 14 | #define MODS_CTRL_MASK (MOD_BIT(KC_LSHIFT)|MOD_BIT(KC_RSHIFT)) | ||
| 15 | |||
| 16 | /* TODO: create handy quick-ref list here for easy grokking of the actual shortcuts in place */ | ||
| 17 | |||
| 18 | /* | ||
| 19 | * This is Mitch's default ACR60 layout (also DZ60, on which the ACR60 is based). This is a | ||
| 20 | * Mac-oriented layout, as noted by the GUI keys immediately next to the space bar area of the | ||
| 21 | * lower modifier row. This uses the MITCHSPLIT keymap as defined in arc60.h, which uses a | ||
| 22 | * 3-split space bar and a split right shift. Otherwise it's a standard 60% layout (for now). | ||
| 23 | * | ||
| 24 | * For me, this is a great place to start getting used to a split key setup and still mostly | ||
| 25 | * sticking to a standard staggered 60% layout so my entire game isn't thrown off. | ||
| 26 | * | ||
| 27 | * Layers (0-based index because we're devs!): | ||
| 28 | * | ||
| 29 | * 0: Default QWERTY layer | ||
| 30 | * Note Fn and Alt keys on the right side of the spacebar, not sure if those are | ||
| 31 | * normal position but that's what I'm used to at this point. YMMV | ||
| 32 | * | ||
| 33 | * 1: Function Layer | ||
| 34 | * Function keys, Grave Key, Delete, Caps lock on the tab, media keys, and directional | ||
| 35 | * keys. Also you can hit the Alt key position to switch (and lock) into the 3rd layer | ||
| 36 | * if you really want to mess with your SFX for a bit. | ||
| 37 | * | ||
| 38 | * 2: Special Effects Layer | ||
| 39 | * RGB and backlight settings access. RGB cycle on "S" key position and if locked into | ||
| 40 | * the third layer you can hold shift to cycle backwards (see notes below). Bootloader | ||
| 41 | * access is on this layer. If layer locked, hit right Alt key to get back to layer 0. | ||
| 42 | * | ||
| 43 | * The keymap layer definitions below look pretty bad when soft-wrapped by your IDE / text editor. | ||
| 44 | * Be sure to disable wrapping to make things more readable with lines preserved. | ||
| 45 | */ | ||
| 46 | |||
| 47 | const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { | ||
| 48 | /* Layer 0 | ||
| 49 | * ,-----------------------------------------------------------------------------------------. | ||
| 50 | * | Esc | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | - | = | Bksp | | ||
| 51 | * |-----------------------------------------------------------------------------------------+ | ||
| 52 | * | Tab | Q | W | E | R | T | Y | U | I | O | P | [ | ] | \ | | ||
| 53 | * |-----------------------------------------------------------------------------------------+ | ||
| 54 | * | Fn | A | S | D | F | G | H | J | K | L | ; | ' | Enter | | ||
| 55 | * |-----------------------------------------------------------------------------------------+ | ||
| 56 | * | Shift | Z | X | C | V | B | N | M | , | . | / | RShift | FN | | ||
| 57 | * |-----------------------------------------------------------------------------------------+ | ||
| 58 | * | LCtrl | LAlt | LGUI | Space | Space| Space | RGUI | Fn | RAlt | RCtrl | | ||
| 59 | * `-----------------------------------------------------------------------------------------' | ||
| 60 | */ | ||
| 61 | /* Qwerty gui/alt/space/alt/gui / | ||
| 62 | * | ||
| 63 | * Hit MO(_FN) and Alt in that order to lock into the _FN layer. | ||
| 64 | */ | ||
| 65 | [_DFT] = MITCHSPLIT( /* Basic QWERTY */ | ||
| 66 | F(0), KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, KC_BSPC, \ | ||
| 67 | KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC, KC_BSLS, \ | ||
| 68 | MO(_FN), KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_ENT, \ | ||
| 69 | KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, MO(_FN), \ | ||
| 70 | KC_LCTL, KC_LALT, KC_LGUI, KC_SPC, KC_SPC, KC_SPC, KC_RGUI, MO(_FN), LT(_SFX, KC_RALT),KC_RCTL \ | ||
| 71 | ), | ||
| 72 | |||
| 73 | /* Gaming | ||
| 74 | * ,-----------------------------------------------------------------------------------------. | ||
| 75 | * | | | | | | | | | | | | | | | | | ||
| 76 | * |-----------------------------------------------------------------------------------------+ | ||
| 77 | * | | | | | | | | | | | | | | | | ||
| 78 | * |-----------------------------------------------------------------------------------------+ | ||
| 79 | * | | | | | | | | | | | | | | | ||
| 80 | * |-----------------------------------------------------------------------------------------+ | ||
| 81 | * | | | | | | | | | | | | | | | ||
| 82 | * |-----------------------------------------------------------------------------------------+ | ||
| 83 | * | | |BLOCKED| | | |BLOCKED| | | | | ||
| 84 | * `-----------------------------------------------------------------------------------------' | ||
| 85 | */ | ||
| 86 | /* I disable the GUI / System key for gaming, as usually that's windows and I hit that at the most | ||
| 87 | * inopportune moments. And games don't use the windows key. I'd use the Bootmagic MAGIC_NO_GUI and | ||
| 88 | * MAGIC_UNNO_GUI keycodes, but that actually disables it and has it persist beyond disconnection | ||
| 89 | * of the board. That's less convenient (and more confusing) for me than this approach, which is | ||
| 90 | * basically just blocking the GUI keys when this layer is active and not letting them flow through | ||
| 91 | * to the default layer. | ||
| 92 | */ | ||
| 93 | /* Layer 2: "special effects": RGB lighting, backlighting, bootloader */ | ||
| 94 | [_NGUI] = MITCHSPLIT( | ||
| 95 | ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, \ | ||
| 96 | ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, \ | ||
| 97 | ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, \ | ||
| 98 | ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, \ | ||
| 99 | ______, ______, bbbbbb, ______, ______, ______, bbbbbb, ______, ______, ______ \ | ||
| 100 | ), | ||
| 101 | |||
| 102 | /* Fn Layer / Layer 1 | ||
| 103 | * ,-----------------------------------------------------------------------------------------. | ||
| 104 | * |KC_GRV| F1 | F2 | F3 | F4 | F5 | F6 | F7 | F8 | F9 | F10 | F11 | F12 | Del | | ||
| 105 | * |-----------------------------------------------------------------------------------------+ | ||
| 106 | * | CAPS | | | | | |Home | Pgup| Up | PgDn| End | | | | | ||
| 107 | * |-----------------------------------------------------------------------------------------+ | ||
| 108 | * | | Vol-| Vol+| Mute| | | | Left| Down|Right| | | | | ||
| 109 | * |-----------------------------------------------------------------------------------------+ | ||
| 110 | * | |Prev |Play |Next | | | | | | | | | | | ||
| 111 | * |-----------------------------------------------------------------------------------------+ | ||
| 112 | * | | | | | | | | | LrSfx | | | ||
| 113 | * `-----------------------------------------------------------------------------------------' | ||
| 114 | */ | ||
| 115 | /* | ||
| 116 | * Pok3r-style layer switching on M and "," keys (_DFT and _NGUI layers, respectively). Note that | ||
| 117 | * these don't enable/disable those layers (i.e. latching keys), they actually switch to that layer. | ||
| 118 | * To go to the _NGUI layer, Fn+comma, to go to _DFT from _NGUI, hit Fn+M. | ||
| 119 | */ | ||
| 120 | /* Layer 1: Functions, primary layer switching, media controls, directional */ | ||
| 121 | [_FN] = MITCHSPLIT( | ||
| 122 | KC_GRV, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, KC_DEL, \ | ||
| 123 | KC_CAPS, bbbbbb, bbbbbb, bbbbbb, bbbbbb, bbbbbb, KC_HOME, KC_PGUP, KC_UP , KC_PGDOWN,KC_END, bbbbbb, bbbbbb, bbbbbb, \ | ||
| 124 | ______, KC_VOLD, KC_VOLU, KC_MUTE, bbbbbb, bbbbbb, bbbbbb, KC_LEFT, KC_DOWN, KC_RIGHT, bbbbbb, bbbbbb, ______, \ | ||
| 125 | ______, KC_MPRV, KC_MPLY, KC_MNXT, bbbbbb, bbbbbb, bbbbbb,TO(_DFT),TO(_NGUI), bbbbbb, bbbbbb, ______, ______, \ | ||
| 126 | ______, ______, ______, ______, ______, ______, ______, ______,TG(_SFX),______ \ | ||
| 127 | ), | ||
| 128 | |||
| 129 | /* Special Effects Layer / Layer 2 | ||
| 130 | * ,-----------------------------------------------------------------------------------------. | ||
| 131 | * | |Plain|Brth |Rnbw |Swirl|Snake|Knght|Xmas |Grdnt| | | | | | | | ||
| 132 | * |-----------------------------------------------------------------------------------------+ | ||
| 133 | * | | BL |BLSTEP| BL- | BL+ | | | | | | | | |Bootldr | | ||
| 134 | * |-----------------------------------------------------------------------------------------+ | ||
| 135 | * | | RGBT| RGBM| | | | | | | | | | | | ||
| 136 | * |-----------------------------------------------------------------------------------------+ | ||
| 137 | * | | Hue+| Hue-| Sat+| Sat-| Val+| Val-| | | | | | | | ||
| 138 | * |-----------------------------------------------------------------------------------------+ | ||
| 139 | * | | | | | | | | |LrDflt | | | ||
| 140 | * `-----------------------------------------------------------------------------------------' | ||
| 141 | */ | ||
| 142 | /* Tap RAlt to get back to default layer (0). | ||
| 143 | * | ||
| 144 | * See https://docs.qmk.fm/feature_rgblight.html#rgblight-keycodes for details about | ||
| 145 | * RGB codes. Quick summary, though: | ||
| 146 | * | ||
| 147 | * RGB_MODE_PLAIN RGB_M_P Switch to the static no animation mode | ||
| 148 | * RGB_MODE_BREATHE RGB_M_B Switch to the breathing mode | ||
| 149 | * RGB_MODE_RAINBOW RGB_M_R Switch to the rainbow mode (cycles through colors) | ||
| 150 | * RGB_MODE_SWIRL RGB_M_SW Switch to the swirl mode (like an animated gradient) | ||
| 151 | * RGB_MODE_SNAKE RGB_M_SN Switch to the snake mode | ||
| 152 | * RGB_MODE_KNIGHT RGB_M_K Switch to the knight animation | ||
| 153 | * RGB_MODE_XMAS RGB_M_X Switch to the Christmas animation | ||
| 154 | * RGB_MODE_GRADIENT RGB_M_G Switch to the static gradient mode | ||
| 155 | * | ||
| 156 | * Note that there are more animation variations, usually timer-based variations, by using the | ||
| 157 | * "S" key to cycle through modes. Use one of the deciated keys to get to | ||
| 158 | * the general mode where you want it, then cycle through variations of that mode to get | ||
| 159 | * something specific more quickly. | ||
| 160 | */ | ||
| 161 | /* Layer 2: "special effects": RGB lighting, backlighting, bootloader */ | ||
| 162 | [_SFX] = MITCHSPLIT( | ||
| 163 | ______, RGB_M_P, RGB_M_B, RGB_M_R, RGB_M_SW,RGB_M_SN,RGB_M_K, RGB_M_X, RGB_M_G,______, ______, ______, ______, ______, \ | ||
| 164 | ______, BL_TOGG, BL_STEP, BL_DEC, BL_INC, ______, ______, ______, ______, ______, ______, ______, ______, RESET, \ | ||
| 165 | ______, RGB_TOG, RGB_MOD,______, ______, ______, ______, ______, ______, ______, ______, ______, ______, \ | ||
| 166 | ______, RGB_HUI, RGB_HUD, RGB_SAI, RGB_SAD, RGB_VAI, RGB_VAD, ______, ______, ______, ______, ______, ______, \ | ||
| 167 | ______, ______, ______, ______, ______, ______, ______, ______,TO(_DFT),______ \ | ||
| 168 | ) | ||
| 169 | |||
| 170 | }; | ||
| 171 | |||
| 172 | enum function_id { | ||
| 173 | SHIFT_ESC, | ||
| 174 | }; | ||
| 175 | |||
| 176 | const uint16_t PROGMEM fn_actions[] = { | ||
| 177 | [0] = ACTION_FUNCTION(SHIFT_ESC), | ||
| 178 | }; | ||
| 179 | |||
| 180 | void action_function(keyrecord_t *record, uint8_t id, uint8_t opt) { | ||
| 181 | static uint8_t shift_esc_shift_mask; | ||
| 182 | switch (id) { | ||
| 183 | case SHIFT_ESC: | ||
| 184 | shift_esc_shift_mask = get_mods()&MODS_CTRL_MASK; | ||
| 185 | if (record->event.pressed) { | ||
| 186 | if (shift_esc_shift_mask) { | ||
| 187 | add_key(KC_GRV); | ||
| 188 | send_keyboard_report(); | ||
| 189 | } else { | ||
| 190 | add_key(KC_ESC); | ||
| 191 | send_keyboard_report(); | ||
| 192 | } | ||
| 193 | } else { | ||
| 194 | if (shift_esc_shift_mask) { | ||
| 195 | del_key(KC_GRV); | ||
| 196 | send_keyboard_report(); | ||
| 197 | } else { | ||
| 198 | del_key(KC_ESC); | ||
| 199 | send_keyboard_report(); | ||
| 200 | } | ||
| 201 | } | ||
| 202 | break; | ||
| 203 | } | ||
| 204 | } | ||
