keyboard/qmk/keyboards/acr60/keymaps/mitch/keymap.c

206 lines
12 KiB
C

#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
#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 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 */
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] = 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_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] = 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_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;
}
}