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authorReed Swiernik <rswiernik@csh.rit.edu>2015-04-22 21:39:43 -0400
committerReed Swiernik <rswiernik@csh.rit.edu>2015-04-25 12:17:07 -0400
commit480b313b1ede34adb2e339ee8885e44b1c8a699f (patch)
treea860042f9f256116e7f7e6c59661e7049a510d83 /keyboard
parentbf1987e23311b6ea19899e4d12eec26b02539379 (diff)
Added keymap w/ game mode
Diffstat (limited to 'keyboard')
-rw-r--r--keyboard/planck/keymap_reed.c60
1 files changed, 60 insertions, 0 deletions
diff --git a/keyboard/planck/keymap_reed.c b/keyboard/planck/keymap_reed.c
new file mode 100644
index 0000000000..601da44b0d
--- /dev/null
+++ b/keyboard/planck/keymap_reed.c
@@ -0,0 +1,60 @@
+#include "keymap_common.h"
+
+/*
+ * This layout works off of Jack's layout, making some changes that I
+ * feel significantly improve the function of the keyboard.
+ *
+ */
+const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
+[0] = KEYMAP_GRID( /* Reed */
+ ESC, Q, W, E, R, T, Y, U, I, O, P, BSPC,
+ TAB, A, S, D, F, G, H, J, K, L, SCLN, QUOT,
+ LSFT, Z, X, C, V, B, N, M, COMM, DOT, SLSH, FN5,
+ LCTL, CAPS, LALT, LGUI, FN2, FN7, SPC, FN1, LEFT, DOWN, UP, RGHT),
+
+[1] = KEYMAP_GRID( /* Reed EXTREME GAMING */
+ ESC, Q, W, E, R, T, Y, U, I, O, P, BSPC,
+ TAB, A, S, D, F, G, H, J, K, L, SCLN, QUOT,
+ LSFT, Z, X, C, V, B, N, M, COMM, DOT, SLSH, FN5,
+ LCTL, 1, 2, 3, 4, SPC, FN2, FN1, LEFT, DOWN, UP, RGHT),
+
+[2] = KEYMAP_GRID( /* Reed RAISE */
+ GRV, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, DEL,
+ TRNS, FN3, FN4, PAUSE, TRNS, TRNS, TRNS, MINS, EQL, LBRC, RBRC, BSLS,
+ TRNS, F11, F12, F13, F14, F15, F16, F17, F18, F19, F20, TRNS,
+ TRNS, TRNS, TRNS, TRNS, TRNS, TRNS, TRNS, FN1, MNXT, VOLD, VOLU, MPLY),
+
+[3] = KEYMAP_GRID( /* Reed LOWER */
+ TRNS , FN10, FN11, FN12, FN13, FN14, FN15, FN16, FN17, FN18, FN19, BSPC,
+ TRNS, TRNS, TRNS, PAUSE, TRNS, TRNS, TRNS, FN20, FN21, FN23, FN24, FN28,
+ TRNS, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, TRNS,
+ TRNS, TRNS, TRNS, TRNS, FN2, TRNS, TRNS, TRNS, MNXT, VOLD, VOLU, MPLY),
+};
+const uint16_t PROGMEM fn_actions[] = {
+ [1] = ACTION_LAYER_MOMENTARY(2), // to Fn overlay RAISE
+ [2] = ACTION_LAYER_MOMENTARY(3), // to Fn overlay LOWER
+
+ [3] = ACTION_DEFAULT_LAYER_SET(0),
+ [4] = ACTION_DEFAULT_LAYER_SET(1),
+ [5] = ACTION_MODS_TAP_KEY(MOD_LSFT, KC_ENT),
+ [7] = ACTION_MODS_TAP_KEY(MOD_LSFT, KC_BSPC),
+
+ [10] = ACTION_MODS_KEY(MOD_LSFT, KC_1),
+ [11] = ACTION_MODS_KEY(MOD_LSFT, KC_2),
+ [12] = ACTION_MODS_KEY(MOD_LSFT, KC_3),
+ [13] = ACTION_MODS_KEY(MOD_LSFT, KC_4),
+ [14] = ACTION_MODS_KEY(MOD_LSFT, KC_5),
+ [15] = ACTION_MODS_KEY(MOD_LSFT, KC_6),
+ [16] = ACTION_MODS_KEY(MOD_LSFT, KC_7),
+ [17] = ACTION_MODS_KEY(MOD_LSFT, KC_8),
+ [18] = ACTION_MODS_KEY(MOD_LSFT, KC_9),
+ [19] = ACTION_MODS_KEY(MOD_LSFT, KC_0),
+ [20] = ACTION_MODS_KEY(MOD_LSFT, KC_MINS),
+ [21] = ACTION_MODS_KEY(MOD_LSFT, KC_EQL),
+ [22] = ACTION_MODS_KEY(MOD_LSFT, KC_GRV),
+ [23] = ACTION_MODS_KEY(MOD_LSFT, KC_LBRC),
+ [24] = ACTION_MODS_KEY(MOD_LSFT, KC_RBRC),
+ [28] = ACTION_MODS_KEY(MOD_LSFT, KC_BSLS),
+
+ [29] = ACTION_MODS_KEY(MOD_LSFT | MOD_RSFT, KC_PAUSE),
+};