summaryrefslogtreecommitdiff
path: root/config/reviung41.keymap
blob: 148887848cbd2924127081aba83e1b993b5f551c (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
/*
 * Copyright (c) 2020 The ZMK Contributors
 *
 * SPDX-License-Identifier: MIT
 */

#include <behaviors.dtsi>
#include <dt-bindings/zmk/keys.h>
#include <dt-bindings/zmk/bt.h>
#include <dt-bindings/zmk/rgb.h>
#include <dt-bindings/led/led.h>

&spi1 {
	compatible = "nordic,nrf-spim";
	status = "okay";
	mosi-pin = <6>;
	// Unused pins, needed for SPI definition, but not used by the ws2812 driver itself.
	sck-pin = <5>;
	miso-pin = <7>;

	led_strip: ws2812@0 {
		compatible = "worldsemi,ws2812-spi";
		label = "WS2812";

		/* SPI */
		reg = <0>; /* ignored, but necessary for SPI bindings */
		spi-max-frequency = <4000000>;

		/* WS2812 */
		chain-length = <11>; /* arbitrary; change at will */
		spi-one-frame = <0x70>;
		spi-zero-frame = <0x40>;
		color-mapping = <LED_COLOR_ID_GREEN LED_COLOR_ID_RED LED_COLOR_ID_BLUE>;
	};
};

/ {
	chosen {
		zmk,underglow = &led_strip;
	};
};

#define QW     0
#define DV     1
#define GAMING 2
#define LOW    3
#define UPR    4
#define NAV    5
#define MOUSE  6
#define DVLOW  7
#define GAMELOW 8
#define FN     9

#define HM1(k) hm_slow LGUI  k
#define HM2(k) hm_med LALT  k
#define HM3(k) hm_med LCTL  k
#define HM4(k) hm_fast LSHFT k
// #define HM1(k) kp k
// #define HM2(k) kp k
// #define HM3(k) kp k
// #define HM4(k) kp k

&caps_word {
    continue-list = <UNDERSCORE MINUS>;
};

/ {
    behaviors {
        hm_slow: homerow_mods_slow {
            compatible = "zmk,behavior-hold-tap";
            label = "HMOD_S";
            #binding-cells = <2>;
            tapping-term-ms = <250>;
            quick-tap-ms = <0>;
            flavor = "tap-preferred";
            bindings = <&kp>, <&kp>;
        };
        hm_med: homerow_mods_medium {
            compatible = "zmk,behavior-hold-tap";
            label = "HMOD_M";
            #binding-cells = <2>;
            tapping-term-ms = <200>;
            quick-tap-ms = <0>;
            flavor = "tap-preferred";
            bindings = <&kp>, <&kp>;
        };
        hm_fast: homerow_mods_fast {
            compatible = "zmk,behavior-hold-tap";
            label = "HMOD_F";
            #binding-cells = <2>;
            tapping-term-ms = <160>;
            quick-tap-ms = <0>;
            flavor = "tap-preferred";
            bindings = <&kp>, <&kp>;
        };
    };

    conditional_layers {
        compatible = "zmk,conditional-layers";
        fn_layer {
            if-layers = <LOW UPR>;
            then-layer = <FN>;
        };
        dvlow_layer {
            if-layers = <DV LOW>;
            then-layer = <DVLOW>;
        };
        gamelow_layer {
            if-layers = <GAMING LOW>;
            then-layer = <GAMELOW>;
        };
    };

    keymap {
        compatible = "zmk,keymap";

        default_layer {
// This is a "QWERTY" keymap, but it's really intended to be used in dvorak mode
// (with setxkbmap us -variant dvorak -option compose:ralt).
            bindings = <
&kp TAB   &kp Q       &kp W     &kp E     &kp R     &kp T     &kp Y     &kp U     &kp I     &kp O     &kp P      &trans
&kp LCTRL &HM1(A)     &HM2(S)   &HM3(D)   &HM4(F)   &kp G     &kp H     &HM4(J)   &HM3(K)   &HM2(L)   &HM1(SEMI) &trans
&kp LSHFT &kp Z       &kp X     &kp C     &kp V     &kp B     &kp N     &kp M     &kp COMMA &kp DOT   &kp SLASH  &trans

&mo MOUSE  &mo LOW     &kp SPACE &mo UPR   &mo NAV
            >;
        };

        dvorak_layer {
        // DV - Dvorak layer
            bindings = <
   &kp TAB   &kp SQT  &kp COMMA &kp DOT &kp P &kp Y   &kp F &kp G  &kp C &kp R &kp L &trans
   &kp LCTRL &HM1(A)    &HM2(O)     &HM3(E) &HM4(U) &kp I   &kp D &HM4(H)  &HM3(T) &HM2(N) &HM1(S) &trans
   &kp LSHFT &kp SEMI &kp Q     &kp   J &kp K &kp X   &kp B &kp M  &kp W &kp V &kp Z &trans
                              &mo MOUSE &mo LOW &kp SPACE &mo UPR &mo NAV
            >;
        };

        gaming_layer {
            bindings = <
&kp TAB   &kp Q       &kp W     &kp E     &kp R     &kp T     &kp Y     &kp U     &kp I     &kp O     &kp P      &trans
&kp LCTRL &kp A     &kp S   &kp D   &kp F   &kp G     &kp H     &kp J   &kp K   &kp L   &kp SEMI &trans
&kp LSHFT &kp Z       &kp X     &kp C     &kp V     &kp B     &kp N     &kp M     &kp COMMA &kp DOT   &kp SLASH  &trans

&kp SPACE &mo LOW     &kp SPACE &mo UPR   &mo NAV
            >;
        };

                lower_layer {
                        bindings = <
&trans    &kp EXCL    &kp AT    &kp HASH  &kp DLLR  &kp PRCNT &kp CARET &kp AMPS  &kp STAR  &kp LPAR  &kp RPAR   &trans
&trans    &kp LGUI    &kp LALT  &kp LCTL  &kp LSHFT &kp BSLH  &kp LBKT  &kp DQT   &kp RBRC  &kp UNDER &kp PLUS   &trans
&trans    &kp GRAVE   &kp TILDE &kp TAB   &kp ESC   &kp PIPE  &kp LBRC  &kp SQT   &kp RBKT  &kp MINUS &kp EQUAL  &trans

&trans      &trans       &trans        &trans       &trans
                        >;
                };

                raise_layer {
                        bindings = <
&trans    &kp N1      &kp N2    &kp N3    &kp N4    &kp N5    &kp N6    &kp N7    &kp N8    &kp N9    &kp N0     &trans
&trans    &trans      &trans    &trans    &trans    &trans    &kp BSPC  &kp LSHFT &kp LCTL  &kp LALT  &kp LGUI   &trans
&trans    &trans      &trans    &trans    &trans    &trans    &kp RALT  &kp RET   &kp DEL   &trans    &trans     &trans

&trans      &trans       &trans        &trans       &trans
                        >;
                };

                navigation_layer {
                        bindings = <
&trans    &trans      &trans    &trans    &trans    &trans    &trans    &trans    &trans    &trans    &trans     &trans
&trans    &trans      &trans    &trans    &trans    &trans    &trans    &kp LEFT  &kp DOWN  &kp UP    &kp RIGHT  &trans
&trans    &trans      &trans    &trans    &trans    &trans    &trans    &kp HOME  &kp PG_DN &kp PG_UP &kp END    &trans

&trans      &trans       &trans        &trans       &trans
                        >;
                };

                mouse_layer {
                // Waiting for https://github.com/zmkfirmware/zmk/pull/778
                        bindings = <
&trans &trans &trans &trans &trans &trans &trans &trans &trans &trans &trans &trans
&trans    &kp KP_N4   &kp KP_N3 &kp KP_N2 &kp KP_N1 &trans    &trans    &kp LEFT  &kp DOWN  &kp UP    &kp RIGHT  &trans
&trans &trans &trans &trans &trans &trans &trans &trans &trans &trans &trans &trans

&trans      &trans       &trans        &trans       &trans
                        >;
                };

                dvorak_lower_layer {
                        bindings = <
&trans    &kp EXCL    &kp AT    &kp HASH  &kp DLLR  &kp PRCNT &kp CARET &kp AMPS  &kp STAR  &kp LPAR  &kp RPAR   &trans
&trans    &kp LGUI    &kp LALT  &kp LCTL  &kp LSHFT &kp BSLH  &kp FSLH  &kp UNDER   &kp PLUS  &kp LBRC &kp RBRC   &trans
&trans    &kp GRAVE   &kp TILDE &kp TAB   &kp ESC   &kp PIPE  &kp QMARK &kp MINUS  &kp EQUAL   &kp LBKT  &kp RBKT &trans

&trans      &trans       &trans        &trans       &trans
                        >;
                };

         gaming_lower_layer {
                        bindings = <
&trans    &kp N1      &kp N2    &kp N3    &kp N4    &kp N9    &trans    &trans    &trans    &trans    &trans     &trans
&trans    &kp N5      &kp N6    &kp N7    &kp N8    &kp N0    &trans    &trans    &trans    &trans    &trans     &trans
&trans    &trans      &trans    &trans    &trans    &trans    &trans    &trans    &trans    &trans    &trans     &trans

&trans      &trans       &trans        &trans       &trans
                        >;
                };

                function_layer {
                        bindings = <
&trans       &kp F1       &kp F2       &kp F3       &kp F4       &kp F5     &kp F6          &kp F7 &kp F8          &kp F9          &kp F10         &trans
&trans       &kp F11      &kp F12      &to GAMING   &to DV       &to QW     &rgb_ug RGB_TOG &trans &rgb_ug RGB_EFF &rgb_ug RGB_HUI &rgb_ug RGB_SAI &rgb_ug RGB_BRI
&bt BT_SEL 0 &bt BT_SEL 1 &bt BT_SEL 2 &bt BT_SEL 3 &bt BT_SEL 4 &bt BT_CLR &trans          &trans &rgb_ug RGB_EFR &rgb_ug RGB_HUD &rgb_ug RGB_SAD &rgb_ug RGB_BRD

&trans      &trans       &trans        &trans       &trans
                        >;
                };


//                adjust_layer {
// -----------------------------------------------------------------------------------------
// | RGB BRI+ | RGB SAT+ | RGB HUE+ | RGB ANI+ |    | RGB TOG |   |  BT1  | BT2 | BT3 | BT4 | BT5 | BT CLR |
// | RGB BRI- | RGB SAT- | RGB HUE- | RGB ANI- |    |         |   |       |     |     |     |     |        |
// |          |          |          |          |    |         |   | RESET |     |     |     |     |        |
//                                              |     |     |     |     |     |
//                        bindings = <
//   &rgb_ug RGB_BRI &rgb_ug RGB_SAI &rgb_ug RGB_HUI &rgb_ug RGB_EFF &none &rgb_ug RGB_TOG    &bt BT_SEL 0 &bt BT_SEL 1 &bt BT_SEL 2 &bt BT_SEL 3 &bt BT_SEL 4 &bt BT_CLR
//   &rgb_ug RGB_BRD &rgb_ug RGB_SAD &rgb_ug RGB_HUD &rgb_ug RGB_EFR &none &none              &none        &none        &none        &none        &none        &none
//   &none           &none           &none           &none           &none &none              &reset       &none        &none        &none        &none        &none
//                                                             &trans      &trans       &tog 3        &trans      &trans
//                        >;
//                };
//        };
   };
};