mirror of
https://github.com/openstenoproject/qmk
synced 2024-11-13 20:14:40 +00:00
0c665696d7
* Add Colemak Mod-DH vars * Add Norman Layot vars * Set Shift Indicator to include CAPS Lock as well * Change MEH to GUI * Add Enter to Macro layer * Switch raise and lower layers to make more sense (to me) * Replace unused quote on Ergodox * Add One Shot defines * Dim indicator LEDs * Add short codes for KC_SECRET * Fix typos * Update OLKB code in userspace * Add global userspace config.h * add compile fix * Automatically include from userspace * update readme * Re-add QMK Scan loop * Add EEPROM reset code to all keymaps * Shorten fauxclick sound * Use layouts instead of keymap, when possible * Add OSM detection to ergodox * Convert Viterbi to LAYOUT macro * Clean up game macros * Because I accidently removed the C6 AUDIO define from my viterbi... Whoops * Minor formatting * Fix Woodpad because it's still there * Move Ergodox keymap into layouts folder * Add build date to version macro * Remove PREVENT_STUCK_MODIFIERS from config
104 lines
3.1 KiB
C
104 lines
3.1 KiB
C
/* Copyright 2017 REPLACE_WITH_YOUR_NAME
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include QMK_KEYBOARD_H
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#include "drashna.h"
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// Each layer gets a name for readability, which is then used in the keymap matrix below.
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// The underscores don't mean anything - you can have a layer called STUFF or any other name.
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// Layer names don't all need to be of the same length, obviously, and you can also skip them
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// entirely and just use numbers.
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// Fillers to make layering more clear
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#define _______ KC_TRNS
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#define XXXXXXX KC_NO
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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[_NUMLOCK] = KEYMAP( /* Base */
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TG(_NAV), TG(_DIABLO), TG(_MACROS), KC_PSLS,\
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KC_P7, KC_P8, KC_P9, KC_PAST, \
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KC_P4, KC_P5, KC_P6, KC_PMNS, \
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KC_P1, KC_P2, KC_P3, KC_PPLS, \
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LT(_MEDIA,KC_P0), KC_PDOT, KC_COLN, KC_PENT \
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),
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[_NAV] = KEYMAP( /* Base */
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_______, _______, _______, _______,\
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KC_HOME, KC_UP, KC_PGUP, _______, \
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KC_LEFT, XXXXXXX, KC_RIGHT, _______, \
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KC_END, KC_DOWN, KC_PGDN, _______, \
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KC_INS, KC_DEL, _______, _______ \
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),
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[_DIABLO] = KEYMAP( /* Base */
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KC_ESC, _______, XXXXXXX, _______,\
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KC_S, KC_I, KC_F, KC_M, \
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KC_1, KC_2, KC_3, KC_4, \
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KC_D3_1, KC_D3_2, KC_D3_3, KC_D3_4, \
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XXXXXXX, KC_DIABLO_CLEAR, KC_Q, SFT_T(KC_SPACE) \
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),
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[_MACROS] = KEYMAP( /* Base */
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KC_OVERWATCH, XXXXXXX, _______, XXXXXXX,\
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KC_JUSTGAME, XXXXXXX, XXXXXXX, KC_C9, \
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XXXXXXX, XXXXXXX, KC_AIM, KC_GGEZ, \
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KC_SYMM, KC_TORB, XXXXXXX, KC_GOODGAME, \
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KC_SALT, KC_MORESALT, KC_SALTHARD, KC_GLHF \
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),
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[_MEDIA] = KEYMAP( /* Base */
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KC_RESET, KC_MUTE, KC_VOLD, KC_VOLU,\
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KC_MAKE, _______, RGB_HUI, RGB_HUD, \
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KC_MPLY, KC_MSTP, KC_MPRV, KC_MNXT, \
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RGB_TOG, RGB_SMOD, RGB_SAI, RGB_VAI, \
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_______, KC_RGB_T, RGB_SAD, RGB_VAD \
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),
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};
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void numlock_led_on(void) {
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PORTF |= (1 << 7);
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}
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void numlock_led_off(void) {
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PORTF &= ~(1 << 7);
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}
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void matrix_init_keymap(void) {
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// set Numlock LED to output and low
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DDRF |= (1 << 7);
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PORTF &= ~(1 << 7);
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}
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void matrix_scan_keymap(void) {
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numlock_led_off();
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if ((is_overwatch && biton32(layer_state) == _MACROS) || (biton32(layer_state) == _NUMLOCK)) {
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numlock_led_on();
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}
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// Run Diablo 3 macro checking code.
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}
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void led_set_keymap(uint8_t usb_led) {
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if (!(usb_led & (1<<USB_LED_NUM_LOCK))) {
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register_code(KC_NUMLOCK);
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unregister_code(KC_NUMLOCK);
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}
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}
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