qmk-dactyl-manuform-a/keyboard/atomic/common_keymaps/keymap_reed.c

75 lines
3.1 KiB
C

#include "keymap_common.h"
/*
* BUILD:
* Simply run the command below in the keyboard/planck directory
* to build against this keymap
*
* make KEYMAP=reed COMMON_KEYMAP=true
*
*
* DETAILS:
*
* This layout works off of Jack's layout, making some changes that I
* feel significantly improve the function of the keyboard. Major changes
* include adding a "gaming mode" that will allow users to still access
* the number keys 1 through 4 easily for games that require it. Also
* included is the ability to use the tap/hold function for easy use of
* right shift and thumb shift with their tapped companions.
*
*/
const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[0] = KEYMAP_GRID( /* Reed */
ESC, Q, W, E, R, T, Y, U, I, O, P, BSPC,
TAB, A, S, D, F, G, H, J, K, L, SCLN, QUOT,
LSFT, Z, X, C, V, B, N, M, COMM, DOT, SLSH, FN5,
LCTL, CAPS, LALT, LGUI, FN2, FN7, SPC, FN1, LEFT, DOWN, UP, RGHT),
[1] = KEYMAP_GRID( /* Reed EXTREME GAMING */
ESC, Q, W, E, R, T, Y, U, I, O, P, BSPC,
TAB, A, S, D, F, G, H, J, K, L, SCLN, QUOT,
LSFT, Z, X, C, V, B, N, M, COMM, DOT, SLSH, FN5,
LCTL, 1, 2, 3, 4, SPC, FN2, FN1, LEFT, DOWN, UP, RGHT),
[2] = KEYMAP_GRID( /* Reed RAISE */
GRV, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, BSPC,
TRNS, FN3, FN4, PAUSE, TRNS, TRNS, TRNS, MINS, EQL, LBRC, RBRC, BSLS,
TRNS, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, TRNS,
TRNS, TRNS, TRNS, TRNS, TRNS, TRNS, TRNS, FN1, MNXT, VOLD, VOLU, MPLY),
[3] = KEYMAP_GRID( /* Reed LOWER */
TRNS, FN10, FN11, FN12, FN13, FN14, FN15, FN16, FN17, FN18, FN19, DEL,
TRNS, TRNS, INS, HOME, PGUP, TRNS, TRNS, FN20, FN21, FN23, FN24, FN28,
TRNS, TRNS, DEL, END, PGDN, F11, F12, F13, TRNS, VOLD, VOLU, TRNS,
TRNS, TRNS, TRNS, TRNS, FN2, TRNS, TRNS, TRNS, MPRV, MUTE, MPLY, MNXT),
};
const uint16_t PROGMEM fn_actions[] = {
[1] = ACTION_LAYER_MOMENTARY(2), // to Fn overlay - RAISE
[2] = ACTION_LAYER_MOMENTARY(3), // to Fn overlay - LOWER
[3] = ACTION_DEFAULT_LAYER_SET(0),
[4] = ACTION_DEFAULT_LAYER_SET(1),
// Actions for the tap/hold modifiers listed above
[5] = ACTION_MODS_TAP_KEY(MOD_RSFT, KC_ENT),
[7] = ACTION_MODS_TAP_KEY(MOD_LSFT, KC_BSPC),
[10] = ACTION_MODS_KEY(MOD_LSFT, KC_1),
[11] = ACTION_MODS_KEY(MOD_LSFT, KC_2),
[12] = ACTION_MODS_KEY(MOD_LSFT, KC_3),
[13] = ACTION_MODS_KEY(MOD_LSFT, KC_4),
[14] = ACTION_MODS_KEY(MOD_LSFT, KC_5),
[15] = ACTION_MODS_KEY(MOD_LSFT, KC_6),
[16] = ACTION_MODS_KEY(MOD_LSFT, KC_7),
[17] = ACTION_MODS_KEY(MOD_LSFT, KC_8),
[18] = ACTION_MODS_KEY(MOD_LSFT, KC_9),
[19] = ACTION_MODS_KEY(MOD_LSFT, KC_0),
[20] = ACTION_MODS_KEY(MOD_LSFT, KC_MINS),
[21] = ACTION_MODS_KEY(MOD_LSFT, KC_EQL),
[22] = ACTION_MODS_KEY(MOD_LSFT, KC_GRV),
[23] = ACTION_MODS_KEY(MOD_LSFT, KC_LBRC),
[24] = ACTION_MODS_KEY(MOD_LSFT, KC_RBRC),
[28] = ACTION_MODS_KEY(MOD_LSFT, KC_BSLS),
[29] = ACTION_MODS_KEY(MOD_LSFT | MOD_RSFT, KC_PAUSE),
};