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qmk_firmware/keyboards/clueboard/keymaps/skully/keymap.c

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Implements subprojects and updates projects for this (#459) * non-working commit * working * subprojects implemented for planck * pass a subproject variable through to c * consolidates clueboard revisions * thanks for letting me know about conflicts.. * turn off audio for yang's * corrects starting paths for subprojects * messing around with travis * semicolon * travis script * travis script * script for travis * correct directory (probably), amend files to commit * remove origin before adding * git pull, correct syntax * git checkout * git pull origin branch * where are we? * where are we? * merging * force things to happen * adds commit message, adds add * rebase, no commit message * rebase branch * idk! * try just pull * fetch - merge * specify repo branch * checkout * goddammit * merge? idk * pls * after all * don't split up keyboards * syntax * adds quick for all-keyboards * trying out new script * script update * lowercase * all keyboards * stop replacing compiled.hex automatically * adds if statement * skip automated build branches * forces push to automated build branch * throw an add in there * upstream? * adds AUTOGEN * ignore all .hex files again * testing out new repo * global ident * generate script, keyboard_keymap.hex * skip generation for now, print pandoc info, submodule update * try trusty * and sudo * try generate * updates subprojects to keyboards * no idea * updates to keyboards * cleans up clueboard stuff * setup to use local readme * updates cluepad, planck experimental * remove extra led.c [ci skip] * disable power up for now * config files updates * makefile updates * .h file updates, config tuning * disable audio for yang
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#include "clueboard.h"
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// Helpful defines
#define _______ KC_TRNS
// Each layer gets a name for readability, which is then used in the keymap matrix below.
// The underscores don't mean anything - you can have a layer called STUFF or any other name.
// Layer names don't all need to be of the same length, obviously, and you can also skip them
// entirely and just use numbers.
#define _BL 0
#define _FL 1
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#define _CL 2
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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/* Keymap _BL: Base Layer (Default Layer)
*/
[_BL] = KEYMAP(
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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_GRV, KC_BSPC, KC_PGUP, \
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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, KC_PGDN, \
KC_LCTL, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_NUHS, KC_ENT, \
MO(_FL), KC_NUBS, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RO, KC_RSFT, KC_UP, \
KC_LCTL, KC_LALT, KC_LGUI,KC_MHEN, KC_SPC, KC_SPC, KC_HENK, KC_RGUI, KC_RALT, KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT),
/* Keymap _FL: Function Layer
*/
[_FL] = KEYMAP(
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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, S(KC_GRV), KC_DEL, BL_STEP, \
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S(KC_TAB), S(KC_Q), S(KC_W),S(KC_E),S(KC_R),S(KC_T), S(KC_Y), S(KC_U),S(KC_I),S(KC_O), S(KC_P), S(KC_LBRC),S(KC_RBRC),S(KC_BSLS), S(KC_PGDN), \
S(KC_LCTL),S(KC_A), MO(_CL),S(KC_D),S(KC_F),S(KC_G), S(KC_H), S(KC_J),S(KC_K),S(KC_L), S(KC_SCLN),S(KC_QUOT),S(KC_NUHS),S(KC_ENT), \
MO(_FL), S(KC_NUBS),S(KC_Z),S(KC_X),S(KC_C),S(KC_V), S(KC_B), S(KC_N),S(KC_M),S(KC_COMM),S(KC_DOT), S(KC_SLSH),S(KC_RO), KC_RSFT, KC_PGUP, \
KC_LCTL, KC_LALT, KC_LGUI,KC_MHEN, S(KC_SPC),S(KC_SPC), KC_HENK, KC_RGUI, KC_RALT, KC_RCTL, KC_HOME, KC_PGDN, KC_END),
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/* Keymap _CL: Control layer
*/
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[_CL] = KEYMAP(
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_______, _______, _______,_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, _______, RGB_TOG, RGB_VAI, \
_______, _______, _______,_______,RESET, _______,_______,_______,_______,_______, _______, _______, _______, _______, RGB_VAD, \
_______, _______, MO(_CL),_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, _______, \
MO(_FL), _______, _______,_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, MO(_FL), RGB_SAI, \
_______, _______, _______,_______, RGB_MOD,RGB_MOD, _______, _______, _______, _______, RGB_HUD,RGB_SAD,RGB_HUI),
};