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-rw-r--r--keyboards/acr60/keymaps/mitch/keymap.c15
1 files changed, 8 insertions, 7 deletions
diff --git a/keyboards/acr60/keymaps/mitch/keymap.c b/keyboards/acr60/keymaps/mitch/keymap.c
index 566b27359e..b7fcb5a04a 100644
--- a/keyboards/acr60/keymaps/mitch/keymap.c
+++ b/keyboards/acr60/keymaps/mitch/keymap.c
@@ -1,4 +1,4 @@
-#include "acr60.h"
+#include QMK_KEYBOARD_H
#define _DFT 0
#define _NGUI 1
@@ -18,8 +18,9 @@
/*
* This is Mitch's default ACR60 layout (also DZ60, on which the ACR60 is based). This is a
* Mac-oriented layout, as noted by the GUI keys immediately next to the space bar area of the
- * lower modifier row. This uses the MITCHSPLIT keymap as defined in arc60.h, which uses a
- * 3-split space bar and a split right shift. Otherwise it's a standard 60% layout (for now).
+ * lower modifier row. This uses the LAYOUT_mitchsplit keymap as defined in arc60.h, which
+ * uses a 3-split space bar and a split right shift. Otherwise it's a standard 60% layout (for
+ * now).
*
* For me, this is a great place to start getting used to a split key setup and still mostly
* sticking to a standard staggered 60% layout so my entire game isn't thrown off.
@@ -62,7 +63,7 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
*
* Hit MO(_FN) and Alt in that order to lock into the _FN layer.
*/
- [_DFT] = MITCHSPLIT( /* Basic QWERTY */
+ [_DFT] = LAYOUT_mitchsplit( /* Basic QWERTY */
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, \
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, \
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, \
@@ -91,7 +92,7 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
* to the default layer.
*/
/* Layer 2: "special effects": RGB lighting, backlighting, bootloader */
- [_NGUI] = MITCHSPLIT(
+ [_NGUI] = LAYOUT_mitchsplit(
______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, \
______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, \
______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, \
@@ -118,7 +119,7 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
* To go to the _NGUI layer, Fn+comma, to go to _DFT from _NGUI, hit Fn+M.
*/
/* Layer 1: Functions, primary layer switching, media controls, directional */
- [_FN] = MITCHSPLIT(
+ [_FN] = LAYOUT_mitchsplit(
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, \
KC_CAPS, bbbbbb, bbbbbb, bbbbbb, bbbbbb, bbbbbb, KC_HOME, KC_PGUP, KC_UP , KC_PGDOWN,KC_END, bbbbbb, bbbbbb, bbbbbb, \
______, KC_VOLD, KC_VOLU, KC_MUTE, bbbbbb, bbbbbb, bbbbbb, KC_LEFT, KC_DOWN, KC_RIGHT, bbbbbb, bbbbbb, ______, \
@@ -159,7 +160,7 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
* something specific more quickly.
*/
/* Layer 2: "special effects": RGB lighting, backlighting, bootloader */
- [_SFX] = MITCHSPLIT(
+ [_SFX] = LAYOUT_mitchsplit(
______, RGB_M_P, RGB_M_B, RGB_M_R, RGB_M_SW,RGB_M_SN,RGB_M_K, RGB_M_X, RGB_M_G,______, ______, ______, ______, ______, \
______, BL_TOGG, BL_STEP, BL_DEC, BL_INC, ______, ______, ______, ______, ______, ______, ______, ______, RESET, \
______, RGB_TOG, RGB_MOD,______, ______, ______, ______, ______, ______, ______, ______, ______, ______, \