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-rw-r--r--keyboards/cospad/cospad.h36
-rw-r--r--keyboards/cospad/keymaps/detrus/keymap.c369
2 files changed, 403 insertions, 2 deletions
diff --git a/keyboards/cospad/cospad.h b/keyboards/cospad/cospad.h
index 36c7f3367a..df42b0df1e 100644
--- a/keyboards/cospad/cospad.h
+++ b/keyboards/cospad/cospad.h
@@ -22,6 +22,21 @@
* `-------------------'
*/
+/* COSPAD gamepad matrix layout
+ * ,-------------------.
+ * | 00 | 01 | 02 | 03 |
+ * |----|----|----|----|
+ * | 10 | 11 | 12 | 13 |
+ * |----|----|----|----|
+ * | 20 | 21 | 22 | |
+ * |----|----|----| 23 |
+ * | 30 | 31 | 32 | |
+ * |----|----|----|----|
+ * | 40 | 41 | 42 | 43 |
+ * |----|----|----|----|
+ * | 50 | 51 | 52 | 53 |
+ * `-------------------'
+ */
/* COSPAD numpad matrix layout
* ,-------------------.
@@ -41,7 +56,7 @@
// The first section contains all of the arguments
// The second converts the arguments into a two-dimensional array
#define LAYOUT_ortho_6x4( \
- k00, k01, k02, k03, \
+ k00, k01, k02, k03, \
k10, k11, k12, k13, \
k20, k21, k22, k23, \
k30, k31, k32, k33, \
@@ -57,8 +72,25 @@
{k50, k51, k52, k53} \
}
+#define LAYOUT_gamepad_6x4( \
+ k00, k01, k02, k03, \
+ k10, k11, k12, k13, \
+ k20, k21, k22, \
+ k30, k31, k32, k23, \
+ k40, k41, k42, k43, \
+ k50, k51, k52, k53 \
+) \
+{ \
+ {k00, k01, k02, k03}, \
+ {k10, k11, k12, k13}, \
+ {k20, k21, k22, k23}, \
+ {k30, k31, k32, KC_NO}, \
+ {k40, k41, k42, k43}, \
+ {k50, k51, k52, k53} \
+}
+
#define LAYOUT_numpad_6x4( \
- k00, k01, k02, k03, \
+ k00, k01, k02, k03, \
k10, k11, k12, k13, \
k20, k21, k22, \
k30, k31, k32, k23, \
diff --git a/keyboards/cospad/keymaps/detrus/keymap.c b/keyboards/cospad/keymaps/detrus/keymap.c
new file mode 100644
index 0000000000..f9eddc2a87
--- /dev/null
+++ b/keyboards/cospad/keymaps/detrus/keymap.c
@@ -0,0 +1,369 @@
+#include QMK_KEYBOARD_H
+#include "led.h"
+#include <print.h>
+
+#ifdef RGBLIGHT_ENABLE
+#include "rgblight.h"
+#endif
+
+#define _______ KC_TRNS
+
+// Each layer gets a name for readability, which is then used in the keymap matrix below.
+enum cospad_layers {
+ _QWERTY_LAYER,
+ _QWERTZ_LAYER,
+ _COLEMA_LAYER,
+ _DVORAK_LAYER,
+ _QWERTY_LOWER_LAYER,
+ _QWERTZ_LOWER_LAYER,
+ _COLEMA_LOWER_LAYER,
+ _DVORAK_LOWER_LAYER,
+ _RAISE_LAYER,
+ _ALTER_LAYER,
+};
+
+// To switch the default layer used for the layout, there are special keycodes.
+// Which onces detected below serve to switch it.
+enum cospad_keycodes {
+ QWERTY = SAFE_RANGE,
+ QWERTZ,
+ COLEMAK,
+ DVORAK
+};
+
+const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
+
+ /* Keymap _QWERTY_LAYER: Default layer
+ * ,-----------------------.
+ * | T | G | B | Alt |
+ * |-----|-----|-----|-----|
+ * | R | F | V | LOW |
+ * |-----|-----|-----|-----|
+ * | E | D | C | |
+ * |-----|-----|-----| Spc |
+ * | W | S | X | |
+ * |-----|-----|-----|-----|
+ * | Q | A | Z | RAI |
+ * |-----|-----|-----|-----|
+ * | Esc | Tab | Sft | Ctl |
+ * `-----------------------'
+ *
+ * And it's LOWER layer
+ * ,-----------------------.
+ * | P | ; | / | Alt |
+ * |-----|-----|-----|-----|
+ * | O | L | . | LOW |
+ * |-----|-----|-----|-----|
+ * | I | K | , | |
+ * |-----|-----|-----| Ent |
+ * | U | J | M | |
+ * |-----|-----|-----|-----|
+ * | Y | H | N | RAI |
+ * |-----|-----|-----|-----|
+ * | Esc | Tab | Sft | Ctl |
+ * `-----------------------'
+ */
+ [_QWERTY_LAYER] = LAYOUT_gamepad_6x4(
+ KC_T, KC_G, KC_B, KC_LALT, \
+ KC_R, KC_F, KC_V, MO(_QWERTY_LOWER_LAYER),\
+ KC_E, KC_D, KC_C, \
+ KC_W, KC_S, KC_X, KC_SPACE, \
+ KC_Q, KC_A, KC_Z, MO(_RAISE_LAYER),\
+ KC_GESC, KC_TAB, KC_LSFT, KC_LCTRL),
+ [_QWERTY_LOWER_LAYER] = LAYOUT_gamepad_6x4(
+ KC_P, KC_SCLN, KC_SLSH, KC_LALT, \
+ KC_O, KC_L, KC_DOT, _______, \
+ KC_I, KC_K, KC_COMM, \
+ KC_U, KC_J, KC_M, KC_ENTER, \
+ KC_Y, KC_H, KC_N, _______, \
+ _______, _______, _______, _______),
+
+
+
+ /* Keymap _QWERTZ_LAYER: Alternate default layer
+ * ,-----------------------.
+ * | T | G | B | Alt |
+ * |-----|-----|-----|-----|
+ * | R | F | V | LOW |
+ * |-----|-----|-----|-----|
+ * | E | D | C | |
+ * |-----|-----|-----| Spc |
+ * | W | S | X | |
+ * |-----|-----|-----|-----|
+ * | Q | A | Y | RAI |
+ * |-----|-----|-----|-----|
+ * | Esc | Tab | Sft | Ctl |
+ * `-----------------------'
+ *
+ * And it's LOWER layer
+ * ,-----------------------.
+ * | P | ; | / | Alt |
+ * |-----|-----|-----|-----|
+ * | O | L | > | LOW |
+ * |-----|-----|-----|-----|
+ * | I | K | < | |
+ * |-----|-----|-----| Ent |
+ * | U | J | M | |
+ * |-----|-----|-----|-----|
+ * | Z | H | N | RAI |
+ * |-----|-----|-----|-----|
+ * | Esc | Tab | Sft | Ctl |
+ * `-----------------------'
+ */
+ [_QWERTZ_LAYER] = LAYOUT_gamepad_6x4(
+ KC_T, KC_G, KC_B, KC_LALT, \
+ KC_R, KC_F, KC_V, MO(_QWERTZ_LOWER_LAYER),\
+ KC_E, KC_D, KC_C, \
+ KC_W, KC_S, KC_X, KC_SPACE, \
+ KC_Q, KC_A, KC_Y, MO(_RAISE_LAYER),\
+ KC_GESC, KC_TAB, KC_LSFT, KC_LCTRL),
+ [_QWERTZ_LOWER_LAYER] = LAYOUT_gamepad_6x4(
+ KC_P, KC_SCLN, KC_SLSH, KC_LALT, \
+ KC_O, KC_L, KC_DOT, _______, \
+ KC_I, KC_K, KC_COMM, \
+ KC_U, KC_J, KC_M, KC_ENTER, \
+ KC_Z, KC_H, KC_N, _______, \
+ _______, _______, _______, _______),
+
+
+
+ /* Keymap _COLEMA_LAYER: Alternate default layer
+ * ,-----------------------.
+ * | G | D | B | Alt |
+ * |-----|-----|-----|-----|
+ * | P | T | V | LOW |
+ * |-----|-----|-----|-----|
+ * | F | S | C | |
+ * |-----|-----|-----| Spc |
+ * | W | R | X | |
+ * |-----|-----|-----|-----|
+ * | Q | A | Z | RAI |
+ * |-----|-----|-----|-----|
+ * | Esc | Tab | Sft | Ctl |
+ * `-----------------------'
+ *
+ * And it's LOWER layer
+ * ,-----------------------.
+ * | ; | O | / | Alt |
+ * |-----|-----|-----|-----|
+ * | Y | I | . | LOW |
+ * |-----|-----|-----|-----|
+ * | U | E | , | |
+ * |-----|-----|-----| Ent |
+ * | L | N | M | |
+ * |-----|-----|-----|-----|
+ * | J | H | K | RAI |
+ * |-----|-----|-----|-----|
+ * | Esc | Tab | Sft | Ctl |
+ * `-----------------------'
+ */
+ [_COLEMA_LAYER] = LAYOUT_gamepad_6x4(
+ KC_T, KC_D, KC_B, KC_LALT, \
+ KC_R, KC_T, KC_V, MO(_COLEMA_LOWER_LAYER),\
+ KC_E, KC_S, KC_C, \
+ KC_W, KC_R, KC_X, KC_SPACE, \
+ KC_Q, KC_A, KC_Z, MO(_RAISE_LAYER),\
+ KC_GESC, KC_TAB, KC_LSFT, KC_LCTRL),
+ [_COLEMA_LOWER_LAYER] = LAYOUT_gamepad_6x4(
+ KC_SCLN, KC_O, KC_SLSH, _______, \
+ KC_Y, KC_I, KC_DOT, _______, \
+ KC_U, KC_E, KC_COMM, \
+ KC_L, KC_N, KC_M, KC_ENTER, \
+ KC_J, KC_H, KC_K, _______, \
+ KC_F, KC_G, _______, _______),
+
+
+
+ /* Keymap _DVORAK_LAYER: Alternate default layer
+ * ,-----------------------.
+ * | Y | I | X | Alt |
+ * |-----|-----|-----|-----|
+ * | P | U | K | LOW |
+ * |-----|-----|-----|-----|
+ * | . | E | J | |
+ * |-----|-----|-----| Spc |
+ * | , | O | Q | |
+ * |-----|-----|-----|-----|
+ * | ' | A | ; | RAI |
+ * |-----|-----|-----|-----|
+ * | Esc | Tab | Sft | Ctl |
+ * `-----------------------'
+ *
+ * And it's LOWER layer
+ * ,-----------------------.
+ * | L | S | Z | Alt |
+ * |-----|-----|-----|-----|
+ * | R | N | V | LOW |
+ * |-----|-----|-----|-----|
+ * | C | T | W | |
+ * |-----|-----|-----| Ent |
+ * | G | H | M | |
+ * |-----|-----|-----|-----|
+ * | F | D | B | RAI |
+ * |-----|-----|-----|-----|
+ * | Esc | Tab | Sft | Ctl |
+ * `-----------------------'
+ */
+ [_DVORAK_LAYER] = LAYOUT_gamepad_6x4(
+ KC_Y, KC_I, KC_X, KC_LALT, \
+ KC_P, KC_U, KC_K, MO(_DVORAK_LOWER_LAYER),\
+ KC_DOT, KC_E, KC_J, \
+ KC_COMM, KC_O, KC_A, KC_SPACE, \
+ KC_QUOT, KC_A, KC_SCLN, MO(_RAISE_LAYER),\
+ KC_GESC, KC_TAB, KC_LSFT, KC_LCTRL),
+ [_DVORAK_LOWER_LAYER] = LAYOUT_gamepad_6x4(
+ KC_L, KC_S, KC_Z, KC_LALT, \
+ KC_R, KC_N, KC_V, _______, \
+ KC_C, KC_T, KC_W, \
+ KC_G, KC_H, KC_M, KC_ENTER,\
+ KC_F, KC_D, KC_B, _______, \
+ _______, _______, _______, _______),
+
+
+
+ /* Keymap _RAISE_LAYER: Additional layer to access more
+ * ,-----------------------.
+ * | 5 | 0 | del | Alt |
+ * |-----|-----|-----|-----|
+ * | 4 | 9 | -> | LOW |
+ * |-----|-----|-----|-----|
+ * | 3 | 8 | <- | |
+ * |-----|-----|-----| Spc |
+ * | 2 | 7 | -> | |
+ * |-----|-----|-----|-----|
+ * | 1 | 6 | <- | RAI |
+ * |-----|-----|-----|-----|
+ * | Esc | Tab | Sft | Ctl |
+ * `-----------------------'
+ */
+ [_RAISE_LAYER] = LAYOUT_gamepad_6x4(
+ KC_5, KC_0, KC_BSPC, _______, \
+ KC_4, KC_9, KC_RIGHT, _______, \
+ KC_3, KC_8, KC_UP, \
+ KC_2, KC_7, KC_DOWN, _______, \
+ KC_1, KC_6, KC_LEFT, _______, \
+ _______, _______, _______, _______),
+
+
+
+ /* Keymap _ALTER_LAYER: Function layer used to control the Leds
+ * and use media buttons
+ * ,----------------------------------------.
+ * | Val Dec | Bl Toggle | Qwertz | Super |
+ * |---------|------------|---------|-------|
+ * | Val Inc | Bl Off | Qwerty | |
+ * |---------|------------|---------|-------|
+ * | Sat Dec | Bl On | Colemak | |
+ * |---------|------------|---------| |
+ * | Sat Inc | RGB Toggle | Dvorak | |
+ * |---------|------------|---------|-------|
+ * | Hue Dec | RGB Next | Vol Dwn | |
+ * |---------|------------|---------|-------|
+ * | Hue Inc | RGB Prev | Vol Up | Reset |
+ * `----------------------------------------'
+ */
+ [_ALTER_LAYER] = LAYOUT_gamepad_6x4(
+ RGB_VAD, BL_TOGG, QWERTZ, KC_LGUI, \
+ RGB_VAI, BL_OFF, QWERTY, _______, \
+ RGB_SAD, BL_ON, COLEMAK, \
+ RGB_SAI, RGB_TOG, DVORAK, _______, \
+ RGB_HUD, RGB_MOD, KC_VOLD, _______, \
+ RGB_HUI, RGB_RMOD, KC_VOLU, RESET),
+};
+
+// Makes sure to update the good tri-layer if a layer changes
+uint32_t layer_state_set_user(uint32_t state) {
+ switch (biton32(default_layer_state)) {
+ case _QWERTY_LAYER:
+ state = update_tri_layer_state(state, _RAISE_LAYER, _QWERTY_LOWER_LAYER, _ALTER_LAYER);
+ break;
+ case _QWERTZ_LAYER:
+ state = update_tri_layer_state(state, _RAISE_LAYER, _QWERTZ_LOWER_LAYER, _ALTER_LAYER);
+ break;
+ case _COLEMA_LAYER:
+ state = update_tri_layer_state(state, _RAISE_LAYER, _COLEMA_LOWER_LAYER, _ALTER_LAYER);
+ break;
+ case _DVORAK_LAYER:
+ state = update_tri_layer_state(state, _RAISE_LAYER, _DVORAK_LOWER_LAYER, _ALTER_LAYER);
+ break;
+ }
+ return state;
+}
+
+// Makes the tri-layer
+uint32_t default_layer_state_set_kb(uint32_t state) {
+ switch (biton32(state)) {
+ case _QWERTY_LAYER:
+ state = update_tri_layer_state(state, _RAISE_LAYER, _QWERTZ_LOWER_LAYER, _ALTER_LAYER);
+ state = update_tri_layer_state(state, _RAISE_LAYER, _COLEMA_LOWER_LAYER, _ALTER_LAYER);
+ state = update_tri_layer_state(state, _RAISE_LAYER, _DVORAK_LOWER_LAYER, _ALTER_LAYER);
+ layer_move(_QWERTY_LAYER);
+ break;
+ case _QWERTZ_LAYER:
+ state = update_tri_layer_state(state, _RAISE_LAYER, _QWERTY_LOWER_LAYER, _ALTER_LAYER);
+ state = update_tri_layer_state(state, _RAISE_LAYER, _COLEMA_LOWER_LAYER, _ALTER_LAYER);
+ state = update_tri_layer_state(state, _RAISE_LAYER, _DVORAK_LOWER_LAYER, _ALTER_LAYER);
+ layer_move(_QWERTZ_LAYER);
+ break;
+ case _COLEMA_LAYER:
+ state = update_tri_layer_state(state, _RAISE_LAYER, _QWERTY_LOWER_LAYER, _ALTER_LAYER);
+ state = update_tri_layer_state(state, _RAISE_LAYER, _QWERTZ_LOWER_LAYER, _ALTER_LAYER);
+ state = update_tri_layer_state(state, _RAISE_LAYER, _DVORAK_LOWER_LAYER, _ALTER_LAYER);
+ layer_move(_COLEMA_LAYER);
+ break;
+ case _DVORAK_LAYER:
+ state = update_tri_layer_state(state, _RAISE_LAYER, _QWERTY_LOWER_LAYER, _ALTER_LAYER);
+ state = update_tri_layer_state(state, _RAISE_LAYER, _QWERTZ_LOWER_LAYER, _ALTER_LAYER);
+ state = update_tri_layer_state(state, _RAISE_LAYER, _COLEMA_LOWER_LAYER, _ALTER_LAYER);
+ layer_move(_DVORAK_LAYER);
+ break;
+ }
+ return state;
+}
+
+bool process_record_user(uint16_t keycode, keyrecord_t *record) {
+ switch (keycode) {
+ case BL_TOGG:
+ if (record->event.pressed) {
+ cospad_bl_led_togg();
+ }
+ return false;
+ case BL_ON:
+ if (record->event.pressed) {
+ cospad_bl_led_on();
+ }
+ return false;
+ case BL_OFF:
+ if (record->event.pressed) {
+ cospad_bl_led_off();
+ }
+ return false;
+ case QWERTY:
+ if (record->event.pressed) {
+ set_single_persistent_default_layer(_QWERTY_LAYER);
+ print("switched to QWERTY layout\n");
+ }
+ return false;
+ break;
+ case QWERTZ:
+ if (record->event.pressed) {
+ set_single_persistent_default_layer(_QWERTZ_LAYER);
+ }
+ return false;
+ break;
+ case COLEMAK:
+ if (record->event.pressed) {
+ set_single_persistent_default_layer(_COLEMA_LAYER);
+ }
+ return false;
+ break;
+ case DVORAK:
+ if (record->event.pressed) {
+ set_single_persistent_default_layer(_DVORAK_LAYER);
+ }
+ return false;
+ break;
+ default:
+ return true;
+ }
+}