aboutsummaryrefslogtreecommitdiff
path: root/keyboards/acr60/keymaps/mitch/keymap.c
diff options
context:
space:
mode:
Diffstat (limited to 'keyboards/acr60/keymaps/mitch/keymap.c')
-rw-r--r--keyboards/acr60/keymaps/mitch/keymap.c169
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
@@ -0,0 +1,169 @@
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
46const 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};