forked from forks/qmk_firmware
44 lines
2.4 KiB
C
44 lines
2.4 KiB
C
// this is the style you want to emulate.
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// This is the canonical layout file for the Quantum project. If you want to add another keyboard,
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#include QMK_KEYBOARD_H
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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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#define BASE 0
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#define NUMS 1
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#define MOUS 2
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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[BASE] = LAYOUT( /* Qwerty */
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KC_Q , KC_W , KC_E , KC_R , KC_T , KC_Y , KC_U , KC_I , KC_O , KC_P ,
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KC_A , KC_S , KC_D , KC_F , KC_G , KC_H , KC_J , KC_K , KC_L , KC_SCLN ,
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SFT_T(KC_Z), KC_X , KC_C , KC_V , KC_B , KC_N , KC_M , KC_COMM, KC_DOT , SFT_T(KC_QUOT),
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KC_LCTL , KC_LALT, KC_LALT, KC_LGUI, KC_BSPC, KC_ESC, KC_ENT, KC_SPC, MO(NUMS),KC_RALT, KC_SLSH, KC_BSLS
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),
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[NUMS] = LAYOUT( /* Numbers / Arrows / Symbols */
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KC_GRV , KC_1 , KC_2 , KC_3 , KC_4 , KC_LPRN, KC_RPRN, KC_MINS, KC_EQL , KC_LBRC,
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KC_TAB , KC_5 , KC_6 , KC_7 , KC_8 , KC_LEFT, KC_DOWN, KC_UP , KC_RGHT, KC_RBRC,
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_______, KC_9 , KC_0 , KC_DOT , KC_COMM, KC_HOME, KC_PGDN, KC_PGUP, KC_END , _______,
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_______, _______, _______, _______, KC_DEL , F(MOUS), _______, _______, _______, _______, _______, _______
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),
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[MOUS] = LAYOUT( /* Mouse and Media Keys */
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KC_SLCK, KC_PAUSE, KC_F11 , KC_F10 , KC_F9 , KC_F8 , KC_F7 , KC_F6 , KC_F5 , KC_F4,
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KC_VOLD, KC_ACL0 , KC_ACL1, KC_ACL2, KC_VOLU, KC_MS_L, KC_MS_D, KC_MS_U, KC_MS_R, KC_F3,
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KC_MUTE, KC_MPRV , KC_MPLY, KC_MNXT, KC_MUTE, KC_WH_R, KC_WH_U, KC_WH_D, KC_WH_L, KC_F2,
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_______, _______ , _______, _______, _______, _______, _______, KC_BTN1, F(BASE), RESET , KC_F12 , KC_F1
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),
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};
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// I prefer this layer switching strategy to the TG and MO functions.
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// so that I can get out of mouse mode just by tapping/holding my base layer FN key.
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const uint16_t PROGMEM fn_actions[] = {
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[BASE] = ACTION_LAYER_OFF(2, 1), // switch back to layer 0
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[MOUS] = ACTION_LAYER_ON(2, 1) // switch to layer 2
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};
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