forked from forks/qmk_firmware
e88f80a891
* Add a quefrency keymap * New Alt-ernate layouts * Enable Per Key Tapping Term to preserve sanity * Use underglow and mod lights for status on Corne * Update the drashna_ms keymap for quefrency * Disable Audio since there isn't enough space * Update KC_MAKE to ues :flash target * Cleanup ergodox layout * Enable i2c support for Iris * Add keymap support for CG_SWAP * Enable RGB Matrix Shutdown mode * enable heatmap * Update gitlab CI to install python3 * Remove game macros These are no longer needed, and haven't been used in ages * Cleanup planck layout * Add RGB Matrix fun and RGB cleanup * Add keycode and config for RGB Matrix idle animations * Clean up rgb idle animation code * Add rgb idle keycode to keymaps * Fix issues with rgb matrix idle animation * Fix some handling for idle animation * Reduce idle animation timeout to 15s to be more reasonable * fix up rgb stuff * Fix isses with rgb functions not being called for matrix * Use custom EEPROM Magic Number so testing is easier * Extend Default Layer macro to support a lot more layers * Fix bjohnson macropad * Adjust KC_MAKE to process mods for more consistent behavior * Fix up rgb stuff on corne * Corne OLED Overhaul * Fixes a number of issues with weirdness. * Fixes issues with keylogger (should be more reliable now) * Modulaize the OLED render sections * Rewrite layer display code * Update URL for Font Editor Due to odd issues, I ended up rewriting from scratch. And using PROGMEM versions, since I think I was getting memory overflows. * Update polling rate on all keebs * Fix planck ez layout config * Remove macros from Viterbi
87 lines
2.6 KiB
C
87 lines
2.6 KiB
C
#include QMK_KEYBOARD_H
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#include "drashna.h"
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extern keymap_config_t keymap_config;
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// Each layer gets a name for readability, which is then used in the keymap matrix below.
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// The underscores don't mean anything - you can have a layer called STUFF or any other name.
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// Layer names don't all need to be of the same length, obviously, and you can also skip them
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// entirely and just use numbers.
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// Fillers to make layering more clear
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#define DIABLO TG(_DIABLO)
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#define GAMEPAD TG(_GAMEPAD)
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#define MEDIA TT(_MEDIA)
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//enum more_custom_keycodes {
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// KC_P00 = NEW_SAFE_RANGE
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//};
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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[_NUMLOCK] = LAYOUT_ortho_5x7(
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KC_NO, DIABLO, GAMEPAD, KC_NLCK, KC_SLCK, KC_COLN, KC_PSLS,
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MEDIA, KC_CALC, XXXXXXX, KC_P7, KC_P8, KC_P9, KC_PAST,
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KC_HOME, KC_DEL, KC_PGUP, KC_P4, KC_P5, KC_P6, KC_PMNS,
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KC_END, KC_UP, KC_PGDN, KC_P1, KC_P2, KC_P3, KC_PPLS,
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KC_LEFT, KC_DOWN, KC_RGHT, KC_P0, KC_PDOT, KC_COLN, KC_PENT
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),
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[_DIABLO] = LAYOUT_ortho_5x7(
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KC_ESC, DIABLO, KC_V, KC_D, XXXXXXX, XXXXXXX, KC_L,
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KC_TAB, KC_S, KC_F, KC_I, KC_M, KC_T, KC_J,
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KC_Q, KC_1, KC_2, KC_3, KC_4, KC_G, KC_F,
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KC_LCTL, KC_D3_3, KC_D3_3, KC_D3_3, KC_D3_3, KC_Z, KC_DIABLO_CLEAR,
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KC_LALT, KC_F4, KC_F5, KC_F8, KC_F9, KC_F10, SFT_T(KC_SPACE)
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),
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[_GAMEPAD] = LAYOUT_ortho_5x7( // Game pad layout designed primarily for Overwatch
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KC_NO, KC_ESC, GAMEPAD, KC_1, KC_2, KC_3, KC_4,
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MEDIA, KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T,
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KC_Z, KC_LCTL, KC_A, KC_S, KC_D, KC_F, KC_G,
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KC_Y, KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B,
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KC_F1, KC_U, KC_I, KC_Y, KC_V, KC_SPC, KC_V
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),
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[_MEDIA] = LAYOUT_ortho_5x7(
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KC_MAKE, KC_RESET,MU_TOG, AU_ON, AU_OFF, CK_TOGG, RGB_SAD,
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MEDIA, EEP_RST, KC_RGB_T,RGB_M_P, RGB_M_B, RGB_M_R, RGB_SAI,
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RGB_TOG, RGB_MOD, RGB_RMOD,RGB_M_SW,RGB_M_SN,RGB_M_K, RGB_HUD,
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KC_MPLY, KC_MPRV, KC_MNXT, RGB_M_X, RGB_M_G, RGB_M_P, RGB_HUI,
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KC_MUTE, KC_VOLD, KC_VOLU, XXXXXXX, XXXXXXX, RGB_VAD, RGB_VAI
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)
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};
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bool process_record_keymap(uint16_t keycode, keyrecord_t *record) {
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//switch (keycode) {
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//case KC_P00:
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// if (!record->event.pressed) {
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// tap(KC_KP_0);
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// tap(KC_KP_0);
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// }
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// return false;
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// break;
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//}
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return true;
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}
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void matrix_init_keymap(void) {
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#ifndef CONVERT_TO_PROTON_C
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setPinOutput(D5);
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writePinHigh(D5);
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setPinOutput(B0);
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writePinHigh(B0);
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#endif
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}
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