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author | coderkun <olli@coderkun.de> | 2016-10-02 10:04:29 +0200 |
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committer | coderkun <olli@coderkun.de> | 2016-10-02 10:04:29 +0200 |
commit | 8655677584483e46d9b45873aa50ec6e860486dd (patch) | |
tree | 3f1037d47607fd40be82fe9169795978f8f3551f /keyboards/atreus/keymaps/erlandsona/keymap.c | |
parent | a10e100bd5e8bad73e1b04f54639a4cec36e4b9e (diff) | |
parent | 35e6870e5c8943c044187256e01c96ef400ca067 (diff) |
Merge branch 'master' into coderkun_neo2
Diffstat (limited to 'keyboards/atreus/keymaps/erlandsona/keymap.c')
-rw-r--r-- | keyboards/atreus/keymaps/erlandsona/keymap.c | 61 |
1 files changed, 61 insertions, 0 deletions
diff --git a/keyboards/atreus/keymaps/erlandsona/keymap.c b/keyboards/atreus/keymaps/erlandsona/keymap.c new file mode 100644 index 0000000000..32c8826e02 --- /dev/null +++ b/keyboards/atreus/keymaps/erlandsona/keymap.c @@ -0,0 +1,61 @@ +// this is the style you want to emulate. +// This is the canonical layout file for the Quantum project. If you want to add another keyboard, + +#include "atreus.h" + +// Each layer gets a name for readability, which is then used in the keymap matrix below. +// The underscores don't mean anything - you can have a layer called STUFF or any other name. +// Layer names don't all need to be of the same length, obviously, and you can also skip them +// entirely and just use numbers. +#define BASE 0 +#define NUMS 1 +#define MOUS 2 + +// Some quick aliases, just to make it look pretty +#define _______ KC_TRNS +#define XXXXXXX KC_NO + + +const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { +[BASE] = KEYMAP( /* Qwerty */ + KC_Q , KC_W , KC_E , KC_R , KC_T , KC_Y , KC_U , KC_I , KC_O , KC_P , + KC_A , KC_S , KC_D , KC_F , KC_G , KC_H , KC_J , KC_K , KC_L , KC_SCLN , + SFT_T(KC_Z), KC_X , KC_C , KC_V , KC_B , KC_N , KC_M , KC_COMM, KC_DOT , SFT_T(KC_QUOT), + KC_LCTL , KC_LALT, KC_LALT, KC_LGUI, KC_BSPC, KC_ESC, KC_ENT, KC_SPC, F(NUMS), KC_RALT, KC_SLSH, KC_BSLS ), + +[NUMS] = KEYMAP( /* Numbers / Arrows / Symbols */ + KC_GRV , KC_1 , KC_2 , KC_3 , KC_4 , KC_LPRN, KC_RPRN, KC_MINS, KC_EQL , KC_LBRC, + KC_TAB , KC_5 , KC_6 , KC_7 , KC_8 , KC_LEFT, KC_DOWN, KC_UP , KC_RGHT, KC_RBRC, + _______, KC_9 , KC_0 , KC_DOT , KC_COMM, KC_HOME, KC_PGDN, KC_PGUP, KC_END , _______, + _______, _______, _______, _______, KC_DEL , F(MOUS), _______, _______, _______, _______, _______, _______), + +[MOUS] = KEYMAP( /* Mouse and Media Keys */ + KC_SLCK, KC_PAUSE, KC_F11 , KC_F10 , KC_F9 , KC_F8 , KC_F7 , KC_F6 , KC_F5 , KC_F4, + KC_VOLD, KC_ACL0 , KC_ACL1, KC_ACL2, KC_VOLU, KC_MS_L, KC_MS_D, KC_MS_U, KC_MS_R, KC_F3, + KC_MUTE, KC_MPRV , KC_MPLY, KC_MNXT, KC_MUTE, KC_WH_R, KC_WH_U, KC_WH_D, KC_WH_L, KC_F2, + _______, _______ , _______, _______, _______, _______, _______, KC_BTN1, F(BASE), RESET , KC_F12 , KC_F1) +}; + + +// I prefer this layer switching strategy to the TG and MO functions. +// so that I can get out of mouse mode just by tapping/holding my base layer FN key. +const uint16_t PROGMEM fn_actions[] = { + [BASE] = ACTION_LAYER_OFF(2, 1), // switch back to layer 0 + [NUMS] = ACTION_LAYER_MOMENTARY(1), // to Fn overlay + [MOUS] = ACTION_LAYER_ON(2, 1) // switch to layer 2 +}; + +const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt) +{ + // MACRODOWN only works in this function + switch(id) { + case 0: + if (record->event.pressed) { + register_code(KC_RSFT); + } else { + unregister_code(KC_RSFT); + } + break; + } + return MACRO_NONE; +}; |