From 7ea022ba88125c27ef2d137f52e7cf846ddb4ee9 Mon Sep 17 00:00:00 2001 From: Nick Brassel Date: Sun, 17 Dec 2023 21:54:01 +1100 Subject: [Keymap Removal] Planck and related keymaps. (#22683) --- keyboards/mechkeys/acr60/keymaps/mitch/keymap.c | 169 ------------------------ 1 file changed, 169 deletions(-) delete mode 100644 keyboards/mechkeys/acr60/keymaps/mitch/keymap.c (limited to 'keyboards/mechkeys/acr60/keymaps/mitch') diff --git a/keyboards/mechkeys/acr60/keymaps/mitch/keymap.c b/keyboards/mechkeys/acr60/keymaps/mitch/keymap.c deleted file mode 100644 index 16d940eef2..0000000000 --- a/keyboards/mechkeys/acr60/keymaps/mitch/keymap.c +++ /dev/null @@ -1,169 +0,0 @@ -#include QMK_KEYBOARD_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 - -/* 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 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. - * - * 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] = LAYOUT_mitchsplit( /* Basic QWERTY */ - QK_GESC, 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] = LAYOUT_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] = 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_PGDN, 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] = 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_DOWN, BL_UP, ______, ______, ______, ______, ______, ______, ______, ______, QK_BOOT, - ______, RGB_TOG, RGB_MOD,______, ______, ______, ______, ______, ______, ______, ______, ______, ______, - ______, RGB_HUI, RGB_HUD, RGB_SAI, RGB_SAD, RGB_VAI, RGB_VAD, ______, ______, ______, ______, ______, ______, - ______, ______, ______, ______, ______, ______, ______, ______,TO(_DFT),______ - ) - -}; -- cgit v1.2.3