1
0
Fork 0
forked from forks/qmk_firmware
qmk_firmware/keyboards/numatreus/keymaps/hdbx/keymap.c
yohewi 154336ee27 [Keyboard] numatreus (#7929)
* Add files via upload

* Delete NumAtreus

* 20190405

* 20190405

* Delete keymap.c

* Delete config.h

* Delete keymap.c

* Delete rules.mk

* Delete rules_default.mk

* Delete readme.md

* Delete NumAtreus.c

* Delete NumAtreus.h

* Delete config.h

* Delete info.json

* 20190404

* Add files via upload

* Add files via upload

* 20190405

* Delete NumAtreus

* 20190406

* 20190407

* 20190408

* 20190408

* 20190410

* Update readme.md

* Update readme.md

* Add files via upload

大文字小文字の修正をしました。

* Update readme.md

* Update readme.md

* Update readme.md

* Delete NumAtreus.c

* Delete NumAtreus.h

* Add files via upload

* 20200118

* 20200118_default

* update

* readme

* Delete rules.mk

* Delete readme.md

* Delete numatreus.h

* Delete config.h

* Delete info.json

* Delete info.json_txt

* Delete numatreus.c

* Delete config.h

* Delete keymap.c

* Delete rules.mk

* Delete keymap.c

* Delete keymap.c

* del

* update

* update

* Update keyboards/numatreus/config.h

* Update keyboards/numatreus/config.h

* Update keyboards/numatreus/config.h

* Update keyboards/numatreus/keymaps/hdbx/keymap.c

* Update keyboards/numatreus/rules.mk

* Update keyboards/numatreus/rules.mk

* Update keyboards/numatreus/rules.mk

* Update keyboards/numatreus/rules.mk

* Update keyboards/numatreus/keymaps/hdbx/keymap.c

* Update keyboards/numatreus/keymaps/like_jis/config.h

* Update keyboards/numatreus/keymaps/like_jis/keymap.c

* Update keyboards/numatreus/readme.md

* Update keyboards/numatreus/readme.md

* Update keyboards/numatreus/readme.md

* Update keyboards/numatreus/readme.md

* Update keyboards/numatreus/readme.md

* Update keyboards/numatreus/readme.md

* 20190119_Modified

* 20200119_Modified

* 20200119_uranuma

* Update keyboards/numatreus/keymaps/hdbx/keymap.c

* Update keyboards/numatreus/keymaps/default/keymap.c

* Update keyboards/numatreus/keymaps/default/keymap.c

* Update keyboards/numatreus/rules.mk

* Update keyboards/numatreus/rules.mk

* Update keyboards/numatreus/rules.mk

* Delete info.json_txt

* 20200121_Modified

* 20200121_Modified

* 20200121_Modified

* 20200121_Modified

* 20200122

* Update keyboards/numatreus/config.h

* 20200122_Modified

* Update keyboards/uranuma/rules.mk

* Update keyboards/numatreus/keymaps/like_jis/keymap.c

* Update keyboards/uranuma/rules.mk

* Update keyboards/uranuma/rules.mk

* Update keyboards/uranuma/rules.mk

* Update keyboards/uranuma/rules.mk

* Update keyboards/numatreus/keymaps/like_jis/keymap.c

* Update keyboards/numatreus/keymaps/like_jis/keymap.c

* Update keyboards/numatreus/keymaps/like_jis/keymap.c

* Update keyboards/numatreus/keymaps/like_jis/keymap.c

* Update keyboards/numatreus/keymaps/like_jis/keymap.c

* Update keyboards/numatreus/keymaps/like_jis/keymap.c

* Update keyboards/uranuma/config.h

* Update keyboards/uranuma/readme.md

* Update keyboards/uranuma/readme.md

* Update keyboards/uranuma/readme.md

* 20200122

* Delete config.h

* Delete uranuma.h

* Delete uranuma.c

* Delete rules.mk

* Delete readme.md

* Delete keymap.c

* Delete info.json

* Update keyboards/numatreus/rules.mk
2020-01-24 19:33:04 -08:00

231 lines
12 KiB
C
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

// WindowsでJIS配列として認識しているときに、オシャレなUS配列用キーキャップを使うためのキーマップです。
// Google日本語入力の場合、以下のキー設定を行うとLower,Raiseのタップでそれぞれ半角入力と全角入力を切り替えできるようになります。
// ・Henkan入力文字なし/直接入力に「IMEを有効化」を割り当て
// ・Muhenkan入力文字なし/直接入力に「IMEを無効化」を割り当て
#include QMK_KEYBOARD_H
#include "keymap_jp.h" // qmk_firmware-master/quantum/keymap_extras/keymap_jp.h 日本語キーボード設定用
#include <sendstring_jis.h> // macro sendstring for jis keyboard マクロ文字列送信時に日本語キーボード設定での文字化け回避
// 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.
enum layer_number {
_QWERTY,
_HDBX,
_LOWER,
_RAISE,
_GAME,
_ADJUST
};
enum custom_keycodes {
QWERTY = SAFE_RANGE,
HDBX,
MCR1, // マクロ1
MCR2, // マクロ2
MCR3, // マクロ3
MCR4, // マクロ4
MCR5, // マクロ5
WN_SCLN, // タップでJISの「:」 シフトでJISの「;」 (Windows)
DM_PLY1,
DM_PLY2,
DM_REC1,
DM_REC2,
DM_RSTP,
};
// Use Dynamic macro
// Fillers to make layering more clear
#define LOWER LT(_LOWER, KC_MHEN) // タップで無変換 ホールドでLower
#define RAISE LT(_RAISE, KC_HENK) // タップで変換 ホールドでRaise
#define GUI_ESC GUI_T(KC_ESC) // タップでESC ホールドでGUI
#define SFT_BS SFT_T(KC_BSPC) // タップでBackSpace ホールドでSHIFT
#define CTL_ENT CTL_T(KC_ENT) // タップでEnter ホールドでCTRL
#define CTL_TAB CTL_T(KC_TAB) // タップでTAB ホールドでCTRL
#define SFT_DEL SFT_T(KC_DEL) // タップでDELETE ホールドでSHIFT
#define ALT_LBR ALT_T(JP_LBRC) // タップで[ ホールドでALT
#define SFT_RBR SFT_T(JP_RBRC) // タップで] ホールドでSHIFT
#define SFT_SPC S(KC_SPC) // Shift + Space
#define WN_CAPS S(KC_CAPS) // Caps Lock (Windows)
#define GAME TO(_GAME) // _GAMEレイヤーへ移動
#define ADJUST TO(_ADJUST) // _ADJUSTレイヤーへ移動
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
/* Qwerty配列
* ,----------------------------------. ,----------------------------------.
* | Q | W | E | R | T | | Y | U | I | O | P |
* |------+------+------+------+------| |------+------+------+------+------|
* | A | S | D | F | G | | H | J | K | L | ; |
* |------+------+------+------+------| |------+------+------+------+------|
* | Z | X | C | V | B | | N | M | , | . | / |
* |------+------+------+------+------+-------------+------+------+------+------+------|
* |Alt/[ |WINESC| ~ |Sft/Bs|Lower |CtlEnt|Space |Raise |CtrlTb| - | ' |Sft/] |
* `-----------------------------------------------------------------------------------'
*/
[_QWERTY] = LAYOUT(
KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P,
KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, WN_SCLN,
KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH,
ALT_LBR, GUI_ESC, JP_TILD, SFT_BS, LOWER, CTL_ENT, KC_SPC, RAISE, CTL_TAB, KC_MINS, JP_QUOT, SFT_RBR
),
/* HDBX配列 デフォルトレイヤーをこの配列にしたい場合は、AdjustレイヤーでK (Lower + Raise + K)
* ,----------------------------------. ,----------------------------------.
* | Q | W | E | , | . | | Y | D | P | F | : |
* |------+------+------+------+------| |------+------+------+------+------|
* | A | I | O | U | G | | M | N | T | R | S |
* |------+------+------+------+------| |------+------+------+------+------|
* | Z | X | C | V | B | | H | J | K | L | / |
* |------+------+------+------+------+-------------+------+------+------+------+------|
* |Alt/[ |WINESC| ~ |Sft/Bs|Lower |CtlEnt|Space |Raise |CtrlTb| - | ' |Sft/] |
* `-----------------------------------------------------------------------------------'
*/
[_HDBX] = LAYOUT(
KC_Q, KC_W, KC_E, KC_COMM, KC_DOT, KC_Y, KC_D, KC_P, KC_F, WN_SCLN,
KC_A, KC_I, KC_O, KC_U, KC_G, KC_M, KC_N, KC_T, KC_R, KC_S,
KC_Z, KC_X, KC_C, KC_V, KC_B, KC_H, KC_J, KC_K, KC_L, KC_SLSH,
ALT_LBR, GUI_ESC, JP_TILD, SFT_BS, LOWER, CTL_ENT, KC_SPC, RAISE, CTL_TAB, KC_MINS, JP_QUOT, SFT_RBR
),
/* Lower
* ,----------------------------------. ,----------------------------------.
* | F1 | F2 | F3 | F4 | F5 | | 7 | 8 | 9 | . | Bspc |
* |------+------+------+------+------| |------+------+------+------+------|
* | F6 | F7 | F8 | F9 | F10 | | 4 | 5 | 6 | + | * |
* |------+------+------+------+------| |------+------+------+------+------|
* |Zen/Ha|ScLock|Pause | F11 | F12 | | 1 | 2 | 3 | - | / |
* |------+------+------+------+------+-------------+------+------+------+------+------|
* | Alt | WIN | ` |SftDel|Lower | Ctrl |SftSpc|Raise | 0 | , | = |Enter |
* `-----------------------------------------------------------------------------------'
*/
[_LOWER] = LAYOUT(
KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_7, KC_8, KC_9, KC_DOT, KC_BSPC,
KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_4, KC_5, KC_6, KC_PPLS, KC_PAST,
KC_ZKHK, KC_SLCK, KC_PAUS, KC_F11, KC_F12, KC_1, KC_2, KC_3, KC_PMNS, KC_PSLS,
KC_LALT, KC_LGUI, JP_GRV, SFT_DEL, _______, KC_LCTL, SFT_SPC, _______, KC_0, KC_COMM, JP_EQL, KC_ENT
),
/* Raise
* ,----------------------------------. ,----------------------------------.
* | ! | @ | # | $ | % | | Home | App | Ins | Calc |PrtScr|
* |------+------+------+------+------| |------+------+------+------+------|
* | ^ | & | * | \ | | | | Left | Down | Up |Right | ; |
* |------+------+------+------+------| |------+------+------+------+------|
* | ` | { | } | < | > | | End | Mute | ( | ) | ? |
* |------+------+------+------+------+------+------+------+------+------+------+------|
* | Alt | WIN | ` | Del |Lower | Ctrl | Caps |Raise | Ctrl | _ | " |Shift |
* `-----------------------------------------------------------------------------------'
*/
[_RAISE] = LAYOUT(
KC_EXLM, JP_AT, KC_HASH, KC_DLR, KC_PERC, KC_HOME, KC_APP, KC_INS, KC_CALC, KC_PSCR,
JP_CIRC, JP_AMPR, JP_ASTR, JP_YEN, JP_PIPE, KC_LEFT, KC_DOWN, KC_UP, KC_RGHT, KC_SCLN,
JP_GRV, JP_LCBR, JP_RCBR, KC_LT, KC_GT, KC_END, KC_MUTE, JP_LPRN, JP_RPRN, KC_QUES,
KC_LALT, KC_LGUI, JP_GRV, KC_DEL, _______, KC_LCTL, WN_CAPS, _______, KC_RCTL, JP_UNDS, JP_DQT, KC_RSFT
),
/* GAME ゲームやテンキー固定で使用するレイヤーです。AdjustレイヤーでGを押下して遷移。戻るときはtoBaseから。
* ,----------------------------------. ,----------------------------------.
* | Q | Up | E | R | T | | 7 | 8 | 9 | . | Bspc |
* |------+------+------+------+------| |------+------+------+------+------|
* | Left | Down |Right | F | G | | 4 | 5 | 6 | + | * |
* |------+------+------+------+------| |------+------+------+------+------|
* | Z | X | C | V | B | | 1 | 2 | 3 | - | / |
* |------+------+------+------+------+-------------+------+------+------+------+------|
* | Alt | Esc | Tab |Shift |Space | Ctrl |toBase| \ | 0 | , | = |Enter |
* `-----------------------------------------------------------------------------------'
*/
[_GAME] = LAYOUT(
KC_Q, KC_UP, KC_E, KC_R, KC_T, KC_7, KC_8, KC_9, KC_DOT, KC_BSPC,
KC_LEFT, KC_DOWN, KC_RGHT, KC_F, KC_G, KC_4, KC_5, KC_6, KC_PPLS, KC_PAST,
KC_Z, KC_X, KC_C, KC_V, KC_B, KC_1, KC_2, KC_3, KC_PMNS, KC_PSLS,
KC_LALT, KC_ESC, KC_TAB, KC_LSFT, KC_SPC, KC_LCTL, ADJUST, JP_YEN, KC_0, KC_COMM, JP_EQL, KC_ENT
),
/* Adjust (Lower + Raise)
* ,----------------------------------. ,----------------------------------.
* | MCR1 | MCR2 | MCR3 | MCR4 | MCR5 | |DyMcr1|DyMcr2|RcMcr1|RcMcr2|StpRec|
* |------+------+------+------+------| |------+------+------+------+------|
* | | | | |ToGAME| | |Qwerty| HDBX | | |
* |------+------+------+------+------| |------+------+------+------+------|
* | | | | | | | | | | | |
* |------+------+------+------+------+-------------+------+------+------+------+------|
* |RESET | | | | | | | | | | | |
* `-----------------------------------------------------------------------------------'
*/
[_ADJUST] = LAYOUT(
MCR1, MCR2, MCR3, MCR4, MCR5, DM_PLY1, DM_PLY2, DM_REC1, DM_REC2, DM_RSTP,
XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, GAME, XXXXXXX, QWERTY, HDBX, XXXXXXX, XXXXXXX,
XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX,
RESET, XXXXXXX, XXXXXXX, XXXXXXX, _______, XXXXXXX, XXXXXXX, _______, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX
)
};
layer_state_t layer_state_set_user(layer_state_t state) {
state = update_tri_layer_state(state, _RAISE, _LOWER, _ADJUST);
return state;
}
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
switch (keycode) {
case QWERTY:
if (record->event.pressed) {
set_single_persistent_default_layer(_QWERTY);
}
return false;
break;
case HDBX:
if (record->event.pressed) {
set_single_persistent_default_layer(_HDBX);
}
return false;
break;
static bool lshift = false;
case WN_SCLN: // コロン「;:」
if (record->event.pressed) {
lshift = get_mods() & MOD_BIT(KC_LSFT);
if (lshift) {
unregister_code(KC_LSFT);
tap_code(JP_SCLN);
} else {
tap_code(JP_SCLN);
}
}
return false;
break;
case MCR1:
if (record->event.pressed) {
SEND_STRING("0123456789"); // 送信文字列
}
return false;
break;
case MCR2:
if (record->event.pressed) {
SEND_STRING("hogehoge\n"); // 送信文字列
}
return false;
break;
case MCR3:
if (record->event.pressed) {
SEND_STRING("hoge@hoge.hoge"); // 送信文字列
}
return false;
break;
case MCR4:
if (record->event.pressed) {
SEND_STRING("\"\""SS_TAP(X_LEFT)); // 送信文字列
}
return false;
break;
case MCR5:
if (record->event.pressed) {
SEND_STRING("<>"SS_TAP(X_LEFT)); // 送信文字列
}
return false;
break;
}
return true;
}