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1// Can't Remember Sh*t Keymap for Planck
2// Trying to fit as many characters as possible on the default layer
3// as its easier for me to remember logical functions than characters
4// Also, I like me some numpad
5
6
7#include "planck.h"
8#include "action_layer.h"
9#ifdef AUDIO_ENABLE
10 #include "audio.h"
11#endif
12#include "eeconfig.h"
13
14extern keymap_config_t keymap_config;
15
16// Each layer gets a name for readability, which is then used in the keymap matrix below.
17// The underscores don't mean anything - you can have a layer called STUFF or any other name.
18// Layer names don't all need to be of the same length, obviously, and you can also skip them
19// entirely and just use numbers.
20#define _QWERTY 0
21#define _GAME 1
22#define _LOWER 3
23#define _RAISE 4
24#define _ADJUST 16
25
26enum planck_keycodes {
27 QWERTY = SAFE_RANGE,
28 GAME,
29 LOWER,
30 RAISE,
31 BACKLIT,
32};
33
34// Fillers to make layering more clear
35#define _______ KC_TRNS
36#define XXXXXXX KC_NO
37
38const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
39
40/* Qwerty
41 * ,-----------------------------------------------------------------------------------.
42 * | Esc | Q | W | E | R | T | Y | U | I | O | P | Bksp |
43 * |------+------+------+------+------+-------------+------+------+------+------+------|
44 * | Tab | A | S | D | F | G | H | J | K | L | ; | ' |
45 * |------+------+------+------+------+------|------+------+------+------+------+------|
46 * | Shift| Z | X | C | V | B | N | M | , | . | / |Enter |
47 * |------+------+------+------+------+------+------+------+------+------+------+------|
48 * | Ctrl | GUI | \ | Alt | Lower| Space |Raise | [ | - | = | ] |
49 * `-----------------------------------------------------------------------------------'
50 */
51[_QWERTY] = {
52 {KC_ESC, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_BSPC},
53 {KC_TAB, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT},
54 {KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, SFT_T(KC_ENT) },
55 {KC_LCTL, KC_LGUI, KC_BSLS, KC_LALT, LOWER, KC_SPC, KC_SPC, RAISE, LT(3, KC_LBRC), KC_MINS, KC_EQL, CTL_T(KC_RBRC)}
56},
57
58/* Game
59 * ,-----------------------------------------------------------------------------------.
60 * | 1 | Q | W | E | R | T | Y | U | I | O | P | Bksp |
61 * |------+------+------+------+------+-------------+------+------+------+------+------|
62 * |Shift | A | S | D | F | G | H | J | K | L | ; | ' |
63 * |------+------+------+------+------+------|------+------+------+------+------+------|
64 * | Ctrl | Z | X | C | V | B | N | M | , | . | / |Enter |
65 * |------+------+------+------+------+------+------+------+------+------+------+------|
66 * | Alt | 4 | 3 | 2 | Lower| Space |Raise | Left | Down | Up | Right|
67 * `-----------------------------------------------------------------------------------'
68 */
69[_GAME] = {
70 { KC_1, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_BSPC},
71 {KC_LSFT, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT},
72 {KC_LCTL, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, _______ },
73 {KC_LALT, KC_4, KC_3, KC_2, LOWER, KC_SPC, KC_SPC, RAISE, KC_LEFT, KC_DOWN, KC_UP, KC_RIGHT}
74},
75
76
77/* Lower (switched to # because KP# were weird in terminal emulators)
78 * ,-----------------------------------------------------------------------------------.
79 * | Del | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | Bksp |
80 * |------+------+------+------+------+-------------+------+------+------+------+------|
81 * | Tab | F1 | F2 | F3 | F4 | F5 | F6 | 4 | 5 | 6 | . | * |
82 * |------+------+------+------+------+------+------+------+------+------+------+------|
83 * | NumLk| F7 | F8 | F9 | F10 | F11 | F12 | 1 | 2 | 3 | / |Enter |
84 * |------+------+------+------+------+------+------+------+------+------+------+------|
85 * | Esc | | | | | 0 | | | | KP_+ | |
86 * `-----------------------------------------------------------------------------------'
87 */
88[_LOWER] = {
89 { KC_DEL, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, _______},
90 { _______, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_4, KC_5, KC_6, KC_DOT, KC_ASTR},
91 {_______, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, KC_1, KC_2, KC_3, KC_SLSH, _______},
92 {KC_ESC, _______, _______, _______, _______, KC_0, KC_0, _______, _______, _______, KC_PLUS, _______}
93},
94
95/* Raise
96 * ,-----------------------------------------------------------------------------------.
97 * | ~ | ! | @ | # | $ | % | ^ | & | * | ( | ) | Del |
98 * |------+------+------+------+------+-------------+------+------+------+------+------|
99 * | Del | Wh Up|RightC| M-Up | LeftC|QWERTY| Left | Down | Up | Right| | | ` |
100 * |------+------+------+------+------+------|------+------+------+------+------+------|
101 * | | Wh Dn| M-L | M-Dn | M-R | ACL0 | ACL1 | ACL2 | | | \ | |
102 * |------+------+------+------+------+------+------+------+------+------+------+------|
103 * | | App | | | | Ins | | Home | PGDN | PGUP | End |
104 * `-----------------------------------------------------------------------------------'
105 */
106[_RAISE] = {
107 {KC_TILD, KC_EXLM, KC_AT, KC_HASH, KC_DLR, KC_PERC, KC_CIRC, KC_AMPR, KC_ASTR, KC_LPRN, KC_RPRN, KC_DEL},
108 { KC_DEL, KC_WH_U, KC_BTN2, KC_MS_U, KC_BTN1, QWERTY, KC_LEFT, KC_DOWN, KC_UP, KC_RGHT, KC_PIPE, KC_GRV},
109 {_______, KC_WH_D, KC_MS_L, KC_MS_D, KC_MS_R, KC_ACL0, KC_ACL1, KC_ACL2, _______, _______, KC_BSLASH, _______},
110 {_______, KC_APP, _______, _______, _______, KC_INS, KC_INS, _______, KC_HOME, KC_PGDN, KC_PGUP, KC_END}
111},
112
113/* Adjust (Lower + Raise)
114 * ,-----------------------------------------------------------------------------------.
115 * | C-A-I|Qwerty| | |Reset |Macro0| | | | | |C-A-D |
116 * |------+------+------+------+------+-------------+------+------+------+------+------|
117 * | | | |Aud on|Audoff| Game |AGswap|AGnorm| | | | |
118 * |------+------+------+------+------+------|------+------+------+------+------+------|
119 * | |Voice-|Voice+|Mus on|Musoff|MIDIon|MIDIof| | | | | |
120 * |------+------+------+------+------+------+------+------+------+------+------+------|
121 * | Brite| | | | | | | BL_T |BL_DEC|BL_INC|BL_ST |
122 * `-----------------------------------------------------------------------------------'
123 */
124[_ADJUST] = {
125 {LALT(LCTL(KC_INS)), QWERTY, _______, _______, RESET, M(0), _______, _______, _______, _______, _______, LALT(LCTL(KC_DEL))},
126 {_______, _______, _______, AU_ON, AU_OFF, GAME, AG_SWAP, AG_NORM, _______, _______, _______, _______},
127 {_______, MUV_DE, MUV_IN, MU_ON, MU_OFF, MI_ON, MI_OFF, _______, _______, _______, _______, _______},
128 {BACKLIT, _______, _______, _______, _______, _______, _______, _______, BL_TOGG, BL_DEC , BL_INC , BL_STEP}
129}
130
131
132};
133
134const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt) // this is the function signature -- just copy/paste it into your keymap file as it is.
135{
136 switch(id) {
137 case 0: // this would trigger when you hit a key mapped as M(0)
138 if (record->event.pressed) {
139 return MACRO( D(LSFT), T(LEFT), U(LSFT), D(LCTL), T(X), U(LCTL), T(RIGHT), D(LCTL), T(V), U(LCTL), T(LEFT), END ); // this swaps the characters on either side of the cursor when the macro executes
140 }
141 break;
142 }
143 return MACRO_NONE;
144};
145
146
147#ifdef AUDIO_ENABLE
148
149float tone_startup[][2] = SONG(STARTUP_SOUND);
150float tone_qwerty[][2] = SONG(QWERTY_SOUND);
151float music_scale[][2] = SONG(MUSIC_SCALE_SOUND);
152
153float tone_goodbye[][2] = SONG(GOODBYE_SOUND);
154#endif
155
156
157void persistant_default_layer_set(uint16_t default_layer) {
158 eeconfig_update_default_layer(default_layer);
159 default_layer_set(default_layer);
160}
161
162bool process_record_user(uint16_t keycode, keyrecord_t *record) {
163 switch (keycode) {
164 case QWERTY:
165 if (record->event.pressed) {
166 #ifdef AUDIO_ENABLE
167 PLAY_NOTE_ARRAY(tone_qwerty, false, 0);
168 #endif
169 persistant_default_layer_set(1UL<<_QWERTY);
170 }
171 return false;
172 break;
173 case GAME:
174 if (record->event.pressed) {
175 #ifdef AUDIO_ENABLE
176 PLAY_NOTE_ARRAY(music_scale, false, 0);
177 #endif
178 persistant_default_layer_set(1UL<<_GAME);
179 }
180 return false;
181 break;
182
183
184 case LOWER:
185 if (record->event.pressed) {
186 layer_on(_LOWER);
187 update_tri_layer(_LOWER, _RAISE, _ADJUST);
188 } else {
189 layer_off(_LOWER);
190 update_tri_layer(_LOWER, _RAISE, _ADJUST);
191 }
192 return false;
193 break;
194 case RAISE:
195 if (record->event.pressed) {
196 layer_on(_RAISE);
197 update_tri_layer(_LOWER, _RAISE, _ADJUST);
198 } else {
199 layer_off(_RAISE);
200 update_tri_layer(_LOWER, _RAISE, _ADJUST);
201 }
202 return false;
203 break;
204 case BACKLIT:
205 if (record->event.pressed) {
206 register_code(KC_RSFT);
207 #ifdef BACKLIGHT_ENABLE
208 backlight_step();
209 #endif
210 } else {
211 unregister_code(KC_RSFT);
212 }
213 return false;
214 break;
215 }
216 return true;
217}
218
219void matrix_init_user(void) {
220 #ifdef AUDIO_ENABLE
221 startup_user();
222 #endif
223}
224
225#ifdef AUDIO_ENABLE
226
227void startup_user()
228{
229 _delay_ms(20); // gets rid of tick
230 PLAY_NOTE_ARRAY(tone_startup, false, 0);
231}
232
233void shutdown_user()
234{
235 PLAY_NOTE_ARRAY(tone_goodbye, false, 0);
236 _delay_ms(150);
237 stop_all_notes();
238}
239
240void music_on_user(void)
241{
242 music_scale_user();
243}
244
245void music_scale_user(void)
246{
247 PLAY_NOTE_ARRAY(music_scale, false, 0);
248}
249
250#endif