diff options
Diffstat (limited to 'keyboards/acr60/keymaps/mitch')
-rw-r--r-- | keyboards/acr60/keymaps/mitch/keymap.c | 204 |
1 files changed, 204 insertions, 0 deletions
diff --git a/keyboards/acr60/keymaps/mitch/keymap.c b/keyboards/acr60/keymaps/mitch/keymap.c new file mode 100644 index 0000000000..566b27359e --- /dev/null +++ b/keyboards/acr60/keymaps/mitch/keymap.c @@ -0,0 +1,204 @@ +#include "acr60.h" + +#define _DFT 0 +#define _NGUI 1 +#define _FN 2 +#define _SFX 3 + +// Fillers to make layering more clear +#define ______ KC_TRNS +#define bbbbbb KC_NO +#define GUIOFF MAGIC_NO_GUI +#define GUION MAGIC_UNNO_GUI + +#define MODS_CTRL_MASK (MOD_BIT(KC_LSHIFT)|MOD_BIT(KC_RSHIFT)) + +/* TODO: create handy quick-ref list here for easy grokking of the actual shortcuts in place */ + +/* + * 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). + * + * 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. + * + * Layers (0-based index because we're devs!): + * + * 0: Default QWERTY layer + * Note Fn and Alt keys on the right side of the spacebar, not sure if those are + * normal position but that's what I'm used to at this point. YMMV + * + * 1: Function Layer + * Function keys, Grave Key, Delete, Caps lock on the tab, media keys, and directional + * keys. Also you can hit the Alt key position to switch (and lock) into the 3rd layer + * if you really want to mess with your SFX for a bit. + * + * 2: Special Effects Layer + * RGB and backlight settings access. RGB cycle on "S" key position and if locked into + * the third layer you can hold shift to cycle backwards (see notes below). Bootloader + * access is on this layer. If layer locked, hit right Alt key to get back to layer 0. + * + * The keymap layer definitions below look pretty bad when soft-wrapped by your IDE / text editor. + * Be sure to disable wrapping to make things more readable with lines preserved. + */ + +const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { +/* Layer 0 + * ,-----------------------------------------------------------------------------------------. + * | Esc | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | - | = | Bksp | + * |-----------------------------------------------------------------------------------------+ + * | Tab | Q | W | E | R | T | Y | U | I | O | P | [ | ] | \ | + * |-----------------------------------------------------------------------------------------+ + * | Fn | A | S | D | F | G | H | J | K | L | ; | ' | Enter | + * |-----------------------------------------------------------------------------------------+ + * | Shift | Z | X | C | V | B | N | M | , | . | / | RShift | FN | + * |-----------------------------------------------------------------------------------------+ + * | LCtrl | LAlt | LGUI | Space | Space| Space | RGUI | Fn | RAlt | RCtrl | + * `-----------------------------------------------------------------------------------------' + */ +/* Qwerty gui/alt/space/alt/gui / + * + * Hit MO(_FN) and Alt in that order to lock into the _FN layer. + */ + [_DFT] = 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, \ + 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), \ + KC_LCTL, KC_LALT, KC_LGUI, KC_SPC, KC_SPC, KC_SPC, KC_RGUI, MO(_FN), LT(_SFX, KC_RALT),KC_RCTL \ + ), + +/* Gaming + * ,-----------------------------------------------------------------------------------------. + * | | | | | | | | | | | | | | | | + * |-----------------------------------------------------------------------------------------+ + * | | | | | | | | | | | | | | | + * |-----------------------------------------------------------------------------------------+ + * | | | | | | | | | | | | | | + * |-----------------------------------------------------------------------------------------+ + * | | | | | | | | | | | | | | + * |-----------------------------------------------------------------------------------------+ + * | | |BLOCKED| | | |BLOCKED| | | | + * `-----------------------------------------------------------------------------------------' + */ +/* I disable the GUI / System key for gaming, as usually that's windows and I hit that at the most + * inopportune moments. And games don't use the windows key. I'd use the Bootmagic MAGIC_NO_GUI and + * MAGIC_UNNO_GUI keycodes, but that actually disables it and has it persist beyond disconnection + * of the board. That's less convenient (and more confusing) for me than this approach, which is + * basically just blocking the GUI keys when this layer is active and not letting them flow through + * to the default layer. + */ + /* Layer 2: "special effects": RGB lighting, backlighting, bootloader */ + [_NGUI] = MITCHSPLIT( + ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, \ + ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, \ + ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, \ + ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, \ + ______, ______, bbbbbb, ______, ______, ______, bbbbbb, ______, ______, ______ \ + ), + +/* Fn Layer / Layer 1 + * ,-----------------------------------------------------------------------------------------. + * |KC_GRV| F1 | F2 | F3 | F4 | F5 | F6 | F7 | F8 | F9 | F10 | F11 | F12 | Del | + * |-----------------------------------------------------------------------------------------+ + * | CAPS | | | | | |Home | Pgup| Up | PgDn| End | | | | + * |-----------------------------------------------------------------------------------------+ + * | | Vol-| Vol+| Mute| | | | Left| Down|Right| | | | + * |-----------------------------------------------------------------------------------------+ + * | |Prev |Play |Next | | | | | | | | | | + * |-----------------------------------------------------------------------------------------+ + * | | | | | | | | | LrSfx | | + * `-----------------------------------------------------------------------------------------' + */ +/* + * Pok3r-style layer switching on M and "," keys (_DFT and _NGUI layers, respectively). Note that + * these don't enable/disable those layers (i.e. latching keys), they actually switch to that layer. + * 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( + 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, ______, \ + ______, KC_MPRV, KC_MPLY, KC_MNXT, bbbbbb, bbbbbb, bbbbbb,TO(_DFT),TO(_NGUI), bbbbbb, bbbbbb, ______, ______, \ + ______, ______, ______, ______, ______, ______, ______, ______,TG(_SFX),______ \ + ), + +/* Special Effects Layer / Layer 2 + * ,-----------------------------------------------------------------------------------------. + * | |Plain|Brth |Rnbw |Swirl|Snake|Knght|Xmas |Grdnt| | | | | | | + * |-----------------------------------------------------------------------------------------+ + * | | BL |BLSTEP| BL- | BL+ | | | | | | | | |Bootldr | + * |-----------------------------------------------------------------------------------------+ + * | | RGBT| RGBM| | | | | | | | | | | + * |-----------------------------------------------------------------------------------------+ + * | | Hue+| Hue-| Sat+| Sat-| Val+| Val-| | | | | | | + * |-----------------------------------------------------------------------------------------+ + * | | | | | | | | |LrDflt | | + * `-----------------------------------------------------------------------------------------' + */ +/* Tap RAlt to get back to default layer (0). + * + * See https://docs.qmk.fm/feature_rgblight.html#rgblight-keycodes for details about + * RGB codes. Quick summary, though: + * + * RGB_MODE_PLAIN RGB_M_P Switch to the static no animation mode + * RGB_MODE_BREATHE RGB_M_B Switch to the breathing mode + * RGB_MODE_RAINBOW RGB_M_R Switch to the rainbow mode (cycles through colors) + * RGB_MODE_SWIRL RGB_M_SW Switch to the swirl mode (like an animated gradient) + * RGB_MODE_SNAKE RGB_M_SN Switch to the snake mode + * RGB_MODE_KNIGHT RGB_M_K Switch to the knight animation + * RGB_MODE_XMAS RGB_M_X Switch to the Christmas animation + * RGB_MODE_GRADIENT RGB_M_G Switch to the static gradient mode + * + * Note that there are more animation variations, usually timer-based variations, by using the + * "S" key to cycle through modes. Use one of the deciated keys to get to + * the general mode where you want it, then cycle through variations of that mode to get + * something specific more quickly. + */ + /* Layer 2: "special effects": RGB lighting, backlighting, bootloader */ + [_SFX] = 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,______, ______, ______, ______, ______, ______, ______, ______, ______, ______, \ + ______, RGB_HUI, RGB_HUD, RGB_SAI, RGB_SAD, RGB_VAI, RGB_VAD, ______, ______, ______, ______, ______, ______, \ + ______, ______, ______, ______, ______, ______, ______, ______,TO(_DFT),______ \ + ) + +}; + +enum function_id { + SHIFT_ESC, +}; + +const uint16_t PROGMEM fn_actions[] = { + [0] = ACTION_FUNCTION(SHIFT_ESC), +}; + +void action_function(keyrecord_t *record, uint8_t id, uint8_t opt) { + static uint8_t shift_esc_shift_mask; + switch (id) { + case SHIFT_ESC: + shift_esc_shift_mask = get_mods()&MODS_CTRL_MASK; + if (record->event.pressed) { + if (shift_esc_shift_mask) { + add_key(KC_GRV); + send_keyboard_report(); + } else { + add_key(KC_ESC); + send_keyboard_report(); + } + } else { + if (shift_esc_shift_mask) { + del_key(KC_GRV); + send_keyboard_report(); + } else { + del_key(KC_ESC); + send_keyboard_report(); + } + } + break; + } +} |