forked from forks/qmk_firmware
1f633c027b
* Add VIA support made changes to add VIA support for the CA66 - added VIA keymap.c, readme.md, rules.mk - changes made to main rules.mk to keep firmware size down (mousekey_enable = no; backlight_enable = no) - changed VENDOR_ID in config.h from 0xFEED to 0x504B (PK) * Minor changes to CA66 for VIA support edited keymap info enabled backlight * Update vendorID Change to vendorID to remove conflict with previously chosen vendorID already in use * Update keyboards/playkbtw/ca66/rules.mk Co-authored-by: Joel Challis <git@zvecr.com> * Update keyboards/playkbtw/ca66/keymaps/via/readme.md Co-authored-by: Joel Challis <git@zvecr.com> * Update keyboards/playkbtw/ca66/keymaps/via/keymap.c Co-authored-by: Joel Challis <git@zvecr.com> Co-authored-by: Joel Challis <git@zvecr.com>
51 lines
3.6 KiB
C
51 lines
3.6 KiB
C
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/*
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Copyright 2021 J.Flanagan
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include QMK_KEYBOARD_H
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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//Base Layer
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[0] = LAYOUT(
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KC_ESC, 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, KC_BSPC, KC_PSCR,
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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_DEL,
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MO(3), KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_ENT, KC_PGUP,
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KC_LSFT, KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_PGDN,
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KC_NO, KC_LCTL, KC_LALT, LT(1, KC_BSPC), LT(2, KC_SPC), KC_RALT, KC_RGUI, KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT),
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//Layer1 Functions and Gaming Arrows over WASD
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[1] = LAYOUT(
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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, KC_NO, KC_NO, KC_NO,
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KC_NO, KC_NO, KC_UP, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO,
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KC_TRNS, KC_LEFT, KC_DOWN, KC_RGHT, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO,
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KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO,
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KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO),
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//Layer2 Same as Layer1, for easy use of layers...you'll see.
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[2] = LAYOUT(
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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, KC_NO, KC_NO, KC_NO,
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KC_NO, KC_NO, KC_UP, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO,
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KC_NO, KC_LEFT, KC_DOWN, KC_RGHT, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO,
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KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO,
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KC_NO, KC_NO, KC_NO, KC_DEL, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO),
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//Layer3, Lighting Function keys, soft reset on Tab.
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[3] = LAYOUT(
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KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO,
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RESET, KC_NO, RGB_HUD, RGB_HUI, RGB_VAD, RGB_VAI, KC_NO, BL_TOGG, BL_DEC, BL_INC, BL_STEP, KC_NO, KC_NO, MO(4), KC_NO,
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KC_TRNS, KC_NO, RGB_RMOD, RGB_MOD, RGB_TOG, KC_NO, KC_MSTP, KC_MPLY, KC_MPRV, KC_MNXT, KC_VOLD, KC_VOLU, KC_NO, KC_NO,
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KC_NO, KC_NO, KC_NO, RGB_SAD, RGB_SAI, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO,
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KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO),
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};
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