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Diffstat (limited to 'keyboards/acr60/keymaps/mitch/keymap.c')
-rw-r--r-- | keyboards/acr60/keymaps/mitch/keymap.c | 169 |
1 files changed, 169 insertions, 0 deletions
diff --git a/keyboards/acr60/keymaps/mitch/keymap.c b/keyboards/acr60/keymaps/mitch/keymap.c new file mode 100644 index 000000000..1567b1481 --- /dev/null +++ b/keyboards/acr60/keymaps/mitch/keymap.c | |||
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1 | #include QMK_KEYBOARD_H | ||
2 | |||
3 | #define _DFT 0 | ||
4 | #define _NGUI 1 | ||
5 | #define _FN 2 | ||
6 | #define _SFX 3 | ||
7 | |||
8 | // Fillers to make layering more clear | ||
9 | #define ______ KC_TRNS | ||
10 | #define bbbbbb KC_NO | ||
11 | #define GUIOFF MAGIC_NO_GUI | ||
12 | #define GUION MAGIC_UNNO_GUI | ||
13 | |||
14 | /* TODO: create handy quick-ref list here for easy grokking of the actual shortcuts in place */ | ||
15 | |||
16 | /* | ||
17 | * This is Mitch's default ACR60 layout (also DZ60, on which the ACR60 is based). This is a | ||
18 | * Mac-oriented layout, as noted by the GUI keys immediately next to the space bar area of the | ||
19 | * lower modifier row. This uses the LAYOUT_mitchsplit keymap as defined in arc60.h, which | ||
20 | * uses a 3-split space bar and a split right shift. Otherwise it's a standard 60% layout (for | ||
21 | * now). | ||
22 | * | ||
23 | * For me, this is a great place to start getting used to a split key setup and still mostly | ||
24 | * sticking to a standard staggered 60% layout so my entire game isn't thrown off. | ||
25 | * | ||
26 | * Layers (0-based index because we're devs!): | ||
27 | * | ||
28 | * 0: Default QWERTY layer | ||
29 | * Note Fn and Alt keys on the right side of the spacebar, not sure if those are | ||
30 | * normal position but that's what I'm used to at this point. YMMV | ||
31 | * | ||
32 | * 1: Function Layer | ||
33 | * Function keys, Grave Key, Delete, Caps lock on the tab, media keys, and directional | ||
34 | * keys. Also you can hit the Alt key position to switch (and lock) into the 3rd layer | ||
35 | * if you really want to mess with your SFX for a bit. | ||
36 | * | ||
37 | * 2: Special Effects Layer | ||
38 | * RGB and backlight settings access. RGB cycle on "S" key position and if locked into | ||
39 | * the third layer you can hold shift to cycle backwards (see notes below). Bootloader | ||
40 | * access is on this layer. If layer locked, hit right Alt key to get back to layer 0. | ||
41 | * | ||
42 | * The keymap layer definitions below look pretty bad when soft-wrapped by your IDE / text editor. | ||
43 | * Be sure to disable wrapping to make things more readable with lines preserved. | ||
44 | */ | ||
45 | |||
46 | const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { | ||
47 | /* Layer 0 | ||
48 | * ,-----------------------------------------------------------------------------------------. | ||
49 | * | Esc | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | - | = | Bksp | | ||
50 | * |-----------------------------------------------------------------------------------------+ | ||
51 | * | Tab | Q | W | E | R | T | Y | U | I | O | P | [ | ] | \ | | ||
52 | * |-----------------------------------------------------------------------------------------+ | ||
53 | * | Fn | A | S | D | F | G | H | J | K | L | ; | ' | Enter | | ||
54 | * |-----------------------------------------------------------------------------------------+ | ||
55 | * | Shift | Z | X | C | V | B | N | M | , | . | / | RShift | FN | | ||
56 | * |-----------------------------------------------------------------------------------------+ | ||
57 | * | LCtrl | LAlt | LGUI | Space | Space| Space | RGUI | Fn | RAlt | RCtrl | | ||
58 | * `-----------------------------------------------------------------------------------------' | ||
59 | */ | ||
60 | /* Qwerty gui/alt/space/alt/gui / | ||
61 | * | ||
62 | * Hit MO(_FN) and Alt in that order to lock into the _FN layer. | ||
63 | */ | ||
64 | [_DFT] = LAYOUT_mitchsplit( /* Basic QWERTY */ | ||
65 | KC_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, \ | ||
66 | 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, \ | ||
67 | 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, \ | ||
68 | 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), \ | ||
69 | KC_LCTL, KC_LALT, KC_LGUI, KC_SPC, KC_SPC, KC_SPC, KC_RGUI, MO(_FN), LT(_SFX, KC_RALT),KC_RCTL \ | ||
70 | ), | ||
71 | |||
72 | /* Gaming | ||
73 | * ,-----------------------------------------------------------------------------------------. | ||
74 | * | | | | | | | | | | | | | | | | | ||
75 | * |-----------------------------------------------------------------------------------------+ | ||
76 | * | | | | | | | | | | | | | | | | ||
77 | * |-----------------------------------------------------------------------------------------+ | ||
78 | * | | | | | | | | | | | | | | | ||
79 | * |-----------------------------------------------------------------------------------------+ | ||
80 | * | | | | | | | | | | | | | | | ||
81 | * |-----------------------------------------------------------------------------------------+ | ||
82 | * | | |BLOCKED| | | |BLOCKED| | | | | ||
83 | * `-----------------------------------------------------------------------------------------' | ||
84 | */ | ||
85 | /* I disable the GUI / System key for gaming, as usually that's windows and I hit that at the most | ||
86 | * inopportune moments. And games don't use the windows key. I'd use the Bootmagic MAGIC_NO_GUI and | ||
87 | * MAGIC_UNNO_GUI keycodes, but that actually disables it and has it persist beyond disconnection | ||
88 | * of the board. That's less convenient (and more confusing) for me than this approach, which is | ||
89 | * basically just blocking the GUI keys when this layer is active and not letting them flow through | ||
90 | * to the default layer. | ||
91 | */ | ||
92 | /* Layer 2: "special effects": RGB lighting, backlighting, bootloader */ | ||
93 | [_NGUI] = LAYOUT_mitchsplit( | ||
94 | ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, \ | ||
95 | ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, \ | ||
96 | ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, \ | ||
97 | ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, \ | ||
98 | ______, ______, bbbbbb, ______, ______, ______, bbbbbb, ______, ______, ______ \ | ||
99 | ), | ||
100 | |||
101 | /* Fn Layer / Layer 1 | ||
102 | * ,-----------------------------------------------------------------------------------------. | ||
103 | * |KC_GRV| F1 | F2 | F3 | F4 | F5 | F6 | F7 | F8 | F9 | F10 | F11 | F12 | Del | | ||
104 | * |-----------------------------------------------------------------------------------------+ | ||
105 | * | CAPS | | | | | |Home | Pgup| Up | PgDn| End | | | | | ||
106 | * |-----------------------------------------------------------------------------------------+ | ||
107 | * | | Vol-| Vol+| Mute| | | | Left| Down|Right| | | | | ||
108 | * |-----------------------------------------------------------------------------------------+ | ||
109 | * | |Prev |Play |Next | | | | | | | | | | | ||
110 | * |-----------------------------------------------------------------------------------------+ | ||
111 | * | | | | | | | | | LrSfx | | | ||
112 | * `-----------------------------------------------------------------------------------------' | ||
113 | */ | ||
114 | /* | ||
115 | * Pok3r-style layer switching on M and "," keys (_DFT and _NGUI layers, respectively). Note that | ||
116 | * these don't enable/disable those layers (i.e. latching keys), they actually switch to that layer. | ||
117 | * To go to the _NGUI layer, Fn+comma, to go to _DFT from _NGUI, hit Fn+M. | ||
118 | */ | ||
119 | /* Layer 1: Functions, primary layer switching, media controls, directional */ | ||
120 | [_FN] = LAYOUT_mitchsplit( | ||
121 | 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, \ | ||
122 | KC_CAPS, bbbbbb, bbbbbb, bbbbbb, bbbbbb, bbbbbb, KC_HOME, KC_PGUP, KC_UP , KC_PGDOWN,KC_END, bbbbbb, bbbbbb, bbbbbb, \ | ||
123 | ______, KC_VOLD, KC_VOLU, KC_MUTE, bbbbbb, bbbbbb, bbbbbb, KC_LEFT, KC_DOWN, KC_RIGHT, bbbbbb, bbbbbb, ______, \ | ||
124 | ______, KC_MPRV, KC_MPLY, KC_MNXT, bbbbbb, bbbbbb, bbbbbb,TO(_DFT),TO(_NGUI), bbbbbb, bbbbbb, ______, ______, \ | ||
125 | ______, ______, ______, ______, ______, ______, ______, ______,TG(_SFX),______ \ | ||
126 | ), | ||
127 | |||
128 | /* Special Effects Layer / Layer 2 | ||
129 | * ,-----------------------------------------------------------------------------------------. | ||
130 | * | |Plain|Brth |Rnbw |Swirl|Snake|Knght|Xmas |Grdnt| | | | | | | | ||
131 | * |-----------------------------------------------------------------------------------------+ | ||
132 | * | | BL |BLSTEP| BL- | BL+ | | | | | | | | |Bootldr | | ||
133 | * |-----------------------------------------------------------------------------------------+ | ||
134 | * | | RGBT| RGBM| | | | | | | | | | | | ||
135 | * |-----------------------------------------------------------------------------------------+ | ||
136 | * | | Hue+| Hue-| Sat+| Sat-| Val+| Val-| | | | | | | | ||
137 | * |-----------------------------------------------------------------------------------------+ | ||
138 | * | | | | | | | | |LrDflt | | | ||
139 | * `-----------------------------------------------------------------------------------------' | ||
140 | */ | ||
141 | /* Tap RAlt to get back to default layer (0). | ||
142 | * | ||
143 | * See https://docs.qmk.fm/feature_rgblight.html#rgblight-keycodes for details about | ||
144 | * RGB codes. Quick summary, though: | ||
145 | * | ||
146 | * RGB_MODE_PLAIN RGB_M_P Switch to the static no animation mode | ||
147 | * RGB_MODE_BREATHE RGB_M_B Switch to the breathing mode | ||
148 | * RGB_MODE_RAINBOW RGB_M_R Switch to the rainbow mode (cycles through colors) | ||
149 | * RGB_MODE_SWIRL RGB_M_SW Switch to the swirl mode (like an animated gradient) | ||
150 | * RGB_MODE_SNAKE RGB_M_SN Switch to the snake mode | ||
151 | * RGB_MODE_KNIGHT RGB_M_K Switch to the knight animation | ||
152 | * RGB_MODE_XMAS RGB_M_X Switch to the Christmas animation | ||
153 | * RGB_MODE_GRADIENT RGB_M_G Switch to the static gradient mode | ||
154 | * | ||
155 | * Note that there are more animation variations, usually timer-based variations, by using the | ||
156 | * "S" key to cycle through modes. Use one of the deciated keys to get to | ||
157 | * the general mode where you want it, then cycle through variations of that mode to get | ||
158 | * something specific more quickly. | ||
159 | */ | ||
160 | /* Layer 2: "special effects": RGB lighting, backlighting, bootloader */ | ||
161 | [_SFX] = LAYOUT_mitchsplit( | ||
162 | ______, RGB_M_P, RGB_M_B, RGB_M_R, RGB_M_SW,RGB_M_SN,RGB_M_K, RGB_M_X, RGB_M_G,______, ______, ______, ______, ______, \ | ||
163 | ______, BL_TOGG, BL_STEP, BL_DEC, BL_INC, ______, ______, ______, ______, ______, ______, ______, ______, RESET, \ | ||
164 | ______, RGB_TOG, RGB_MOD,______, ______, ______, ______, ______, ______, ______, ______, ______, ______, \ | ||
165 | ______, RGB_HUI, RGB_HUD, RGB_SAI, RGB_SAD, RGB_VAI, RGB_VAD, ______, ______, ______, ______, ______, ______, \ | ||
166 | ______, ______, ______, ______, ______, ______, ______, ______,TO(_DFT),______ \ | ||
167 | ) | ||
168 | |||
169 | }; | ||