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https://github.com/qmk/qmk_firmware
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205 lines
12 KiB
C
205 lines
12 KiB
C
#include QMK_KEYBOARD_H
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#define _DFT 0
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#define _NGUI 1
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#define _FN 2
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#define _SFX 3
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// Fillers to make layering more clear
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#define ______ KC_TRNS
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#define bbbbbb KC_NO
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#define GUIOFF MAGIC_NO_GUI
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#define GUION MAGIC_UNNO_GUI
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#define MODS_CTRL_MASK (MOD_BIT(KC_LSHIFT)|MOD_BIT(KC_RSHIFT))
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/* TODO: create handy quick-ref list here for easy grokking of the actual shortcuts in place */
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/*
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* This is Mitch's default ACR60 layout (also DZ60, on which the ACR60 is based). This is a
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* Mac-oriented layout, as noted by the GUI keys immediately next to the space bar area of the
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* lower modifier row. This uses the LAYOUT_mitchsplit keymap as defined in arc60.h, which
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* uses a 3-split space bar and a split right shift. Otherwise it's a standard 60% layout (for
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* now).
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*
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* For me, this is a great place to start getting used to a split key setup and still mostly
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* sticking to a standard staggered 60% layout so my entire game isn't thrown off.
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*
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* Layers (0-based index because we're devs!):
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*
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* 0: Default QWERTY layer
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* Note Fn and Alt keys on the right side of the spacebar, not sure if those are
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* normal position but that's what I'm used to at this point. YMMV
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*
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* 1: Function Layer
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* Function keys, Grave Key, Delete, Caps lock on the tab, media keys, and directional
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* keys. Also you can hit the Alt key position to switch (and lock) into the 3rd layer
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* if you really want to mess with your SFX for a bit.
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*
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* 2: Special Effects Layer
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* RGB and backlight settings access. RGB cycle on "S" key position and if locked into
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* the third layer you can hold shift to cycle backwards (see notes below). Bootloader
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* access is on this layer. If layer locked, hit right Alt key to get back to layer 0.
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*
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* The keymap layer definitions below look pretty bad when soft-wrapped by your IDE / text editor.
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* Be sure to disable wrapping to make things more readable with lines preserved.
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*/
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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/* Layer 0
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* ,-----------------------------------------------------------------------------------------.
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* | Esc | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | - | = | Bksp |
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* |-----------------------------------------------------------------------------------------+
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* | Tab | Q | W | E | R | T | Y | U | I | O | P | [ | ] | \ |
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* |-----------------------------------------------------------------------------------------+
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* | Fn | A | S | D | F | G | H | J | K | L | ; | ' | Enter |
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* |-----------------------------------------------------------------------------------------+
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* | Shift | Z | X | C | V | B | N | M | , | . | / | RShift | FN |
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* |-----------------------------------------------------------------------------------------+
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* | LCtrl | LAlt | LGUI | Space | Space| Space | RGUI | Fn | RAlt | RCtrl |
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* `-----------------------------------------------------------------------------------------'
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*/
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/* Qwerty gui/alt/space/alt/gui /
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*
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* Hit MO(_FN) and Alt in that order to lock into the _FN layer.
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*/
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[_DFT] = LAYOUT_mitchsplit( /* Basic QWERTY */
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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, \
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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, \
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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, \
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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), \
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KC_LCTL, KC_LALT, KC_LGUI, KC_SPC, KC_SPC, KC_SPC, KC_RGUI, MO(_FN), LT(_SFX, KC_RALT),KC_RCTL \
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),
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/* Gaming
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* ,-----------------------------------------------------------------------------------------.
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* | | | | | | | | | | | | | | | |
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* |-----------------------------------------------------------------------------------------+
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* | | | | | | | | | | | | | | |
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* |-----------------------------------------------------------------------------------------+
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* | | | | | | | | | | | | | |
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* |-----------------------------------------------------------------------------------------+
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* | | | | | | | | | | | | | |
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* |-----------------------------------------------------------------------------------------+
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* | | |BLOCKED| | | |BLOCKED| | | |
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* `-----------------------------------------------------------------------------------------'
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*/
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/* I disable the GUI / System key for gaming, as usually that's windows and I hit that at the most
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* inopportune moments. And games don't use the windows key. I'd use the Bootmagic MAGIC_NO_GUI and
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* MAGIC_UNNO_GUI keycodes, but that actually disables it and has it persist beyond disconnection
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* of the board. That's less convenient (and more confusing) for me than this approach, which is
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* basically just blocking the GUI keys when this layer is active and not letting them flow through
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* to the default layer.
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*/
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/* Layer 2: "special effects": RGB lighting, backlighting, bootloader */
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[_NGUI] = LAYOUT_mitchsplit(
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______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, \
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______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, \
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______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, \
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______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, \
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______, ______, bbbbbb, ______, ______, ______, bbbbbb, ______, ______, ______ \
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),
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/* Fn Layer / Layer 1
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* ,-----------------------------------------------------------------------------------------.
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* |KC_GRV| F1 | F2 | F3 | F4 | F5 | F6 | F7 | F8 | F9 | F10 | F11 | F12 | Del |
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* |-----------------------------------------------------------------------------------------+
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* | CAPS | | | | | |Home | Pgup| Up | PgDn| End | | | |
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* |-----------------------------------------------------------------------------------------+
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* | | Vol-| Vol+| Mute| | | | Left| Down|Right| | | |
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* |-----------------------------------------------------------------------------------------+
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* | |Prev |Play |Next | | | | | | | | | |
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* |-----------------------------------------------------------------------------------------+
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* | | | | | | | | | LrSfx | |
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* `-----------------------------------------------------------------------------------------'
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*/
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/*
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* Pok3r-style layer switching on M and "," keys (_DFT and _NGUI layers, respectively). Note that
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* these don't enable/disable those layers (i.e. latching keys), they actually switch to that layer.
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* To go to the _NGUI layer, Fn+comma, to go to _DFT from _NGUI, hit Fn+M.
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*/
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/* Layer 1: Functions, primary layer switching, media controls, directional */
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[_FN] = LAYOUT_mitchsplit(
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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, \
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KC_CAPS, bbbbbb, bbbbbb, bbbbbb, bbbbbb, bbbbbb, KC_HOME, KC_PGUP, KC_UP , KC_PGDOWN,KC_END, bbbbbb, bbbbbb, bbbbbb, \
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______, KC_VOLD, KC_VOLU, KC_MUTE, bbbbbb, bbbbbb, bbbbbb, KC_LEFT, KC_DOWN, KC_RIGHT, bbbbbb, bbbbbb, ______, \
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______, KC_MPRV, KC_MPLY, KC_MNXT, bbbbbb, bbbbbb, bbbbbb,TO(_DFT),TO(_NGUI), bbbbbb, bbbbbb, ______, ______, \
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______, ______, ______, ______, ______, ______, ______, ______,TG(_SFX),______ \
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),
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/* Special Effects Layer / Layer 2
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* ,-----------------------------------------------------------------------------------------.
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* | |Plain|Brth |Rnbw |Swirl|Snake|Knght|Xmas |Grdnt| | | | | | |
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* |-----------------------------------------------------------------------------------------+
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* | | BL |BLSTEP| BL- | BL+ | | | | | | | | |Bootldr |
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* |-----------------------------------------------------------------------------------------+
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* | | RGBT| RGBM| | | | | | | | | | |
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* |-----------------------------------------------------------------------------------------+
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* | | Hue+| Hue-| Sat+| Sat-| Val+| Val-| | | | | | |
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* |-----------------------------------------------------------------------------------------+
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* | | | | | | | | |LrDflt | |
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* `-----------------------------------------------------------------------------------------'
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*/
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/* Tap RAlt to get back to default layer (0).
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*
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* See https://docs.qmk.fm/feature_rgblight.html#rgblight-keycodes for details about
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* RGB codes. Quick summary, though:
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*
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* RGB_MODE_PLAIN RGB_M_P Switch to the static no animation mode
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* RGB_MODE_BREATHE RGB_M_B Switch to the breathing mode
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* RGB_MODE_RAINBOW RGB_M_R Switch to the rainbow mode (cycles through colors)
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* RGB_MODE_SWIRL RGB_M_SW Switch to the swirl mode (like an animated gradient)
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* RGB_MODE_SNAKE RGB_M_SN Switch to the snake mode
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* RGB_MODE_KNIGHT RGB_M_K Switch to the knight animation
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* RGB_MODE_XMAS RGB_M_X Switch to the Christmas animation
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* RGB_MODE_GRADIENT RGB_M_G Switch to the static gradient mode
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*
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* Note that there are more animation variations, usually timer-based variations, by using the
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* "S" key to cycle through modes. Use one of the deciated keys to get to
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* the general mode where you want it, then cycle through variations of that mode to get
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* something specific more quickly.
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*/
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/* Layer 2: "special effects": RGB lighting, backlighting, bootloader */
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[_SFX] = LAYOUT_mitchsplit(
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______, RGB_M_P, RGB_M_B, RGB_M_R, RGB_M_SW,RGB_M_SN,RGB_M_K, RGB_M_X, RGB_M_G,______, ______, ______, ______, ______, \
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______, BL_TOGG, BL_STEP, BL_DEC, BL_INC, ______, ______, ______, ______, ______, ______, ______, ______, RESET, \
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______, RGB_TOG, RGB_MOD,______, ______, ______, ______, ______, ______, ______, ______, ______, ______, \
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______, RGB_HUI, RGB_HUD, RGB_SAI, RGB_SAD, RGB_VAI, RGB_VAD, ______, ______, ______, ______, ______, ______, \
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______, ______, ______, ______, ______, ______, ______, ______,TO(_DFT),______ \
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)
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};
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enum function_id {
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SHIFT_ESC,
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};
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const uint16_t PROGMEM fn_actions[] = {
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[0] = ACTION_FUNCTION(SHIFT_ESC),
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};
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void action_function(keyrecord_t *record, uint8_t id, uint8_t opt) {
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static uint8_t shift_esc_shift_mask;
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switch (id) {
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case SHIFT_ESC:
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shift_esc_shift_mask = get_mods()&MODS_CTRL_MASK;
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if (record->event.pressed) {
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if (shift_esc_shift_mask) {
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add_key(KC_GRV);
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send_keyboard_report();
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} else {
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add_key(KC_ESC);
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send_keyboard_report();
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}
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} else {
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if (shift_esc_shift_mask) {
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del_key(KC_GRV);
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send_keyboard_report();
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} else {
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del_key(KC_ESC);
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send_keyboard_report();
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}
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}
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break;
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}
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}
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