qmk_sweep_skeletyl/keyboards/cospad/keymaps/detrus/keymap.c

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#include QMK_KEYBOARD_H
#include "led.h"
#include <print.h>
#ifdef RGBLIGHT_ENABLE
#include "rgblight.h"
#endif
// Each layer gets a name for readability, which is then used in the keymap matrix below.
enum cospad_layers {
_QWERTY_LAYER,
_QWERTZ_LAYER,
_COLEMA_LAYER,
_DVORAK_LAYER,
_QWERTY_LOWER_LAYER,
_QWERTZ_LOWER_LAYER,
_COLEMA_LOWER_LAYER,
_DVORAK_LOWER_LAYER,
_RAISE_LAYER,
_ALTER_LAYER,
};
// To switch the default layer used for the layout, there are special keycodes.
// Which onces detected below serve to switch it.
enum cospad_keycodes {
QWERTY = SAFE_RANGE,
QWERTZ,
COLEMAK,
DVORAK
};
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
/* Keymap _QWERTY_LAYER: Default layer
* ,-----------------------.
* | T | G | B | Alt |
* |-----|-----|-----|-----|
* | R | F | V | LOW |
* |-----|-----|-----|-----|
* | E | D | C | |
* |-----|-----|-----| Spc |
* | W | S | X | |
* |-----|-----|-----|-----|
* | Q | A | Z | RAI |
* |-----|-----|-----|-----|
* | Esc | Tab | Sft | Ctl |
* `-----------------------'
*
* And it's LOWER layer
* ,-----------------------.
* | P | ; | / | Alt |
* |-----|-----|-----|-----|
* | O | L | . | LOW |
* |-----|-----|-----|-----|
* | I | K | , | |
* |-----|-----|-----| Ent |
* | U | J | M | |
* |-----|-----|-----|-----|
* | Y | H | N | RAI |
* |-----|-----|-----|-----|
* | Esc | Tab | Sft | Ctl |
* `-----------------------'
*/
[_QWERTY_LAYER] = LAYOUT_gamepad_6x4(
KC_T, KC_G, KC_B, KC_LALT, \
KC_R, KC_F, KC_V, MO(_QWERTY_LOWER_LAYER),\
KC_E, KC_D, KC_C, \
KC_W, KC_S, KC_X, KC_SPACE, \
KC_Q, KC_A, KC_Z, MO(_RAISE_LAYER),\
KC_GESC, KC_TAB, KC_LSFT, KC_LCTRL),
[_QWERTY_LOWER_LAYER] = LAYOUT_gamepad_6x4(
KC_P, KC_SCLN, KC_SLSH, KC_LALT, \
KC_O, KC_L, KC_DOT, _______, \
KC_I, KC_K, KC_COMM, \
KC_U, KC_J, KC_M, KC_ENTER, \
KC_Y, KC_H, KC_N, _______, \
_______, _______, _______, _______),
/* Keymap _QWERTZ_LAYER: Alternate default layer
* ,-----------------------.
* | T | G | B | Alt |
* |-----|-----|-----|-----|
* | R | F | V | LOW |
* |-----|-----|-----|-----|
* | E | D | C | |
* |-----|-----|-----| Spc |
* | W | S | X | |
* |-----|-----|-----|-----|
* | Q | A | Y | RAI |
* |-----|-----|-----|-----|
* | Esc | Tab | Sft | Ctl |
* `-----------------------'
*
* And it's LOWER layer
* ,-----------------------.
* | P | ; | / | Alt |
* |-----|-----|-----|-----|
* | O | L | > | LOW |
* |-----|-----|-----|-----|
* | I | K | < | |
* |-----|-----|-----| Ent |
* | U | J | M | |
* |-----|-----|-----|-----|
* | Z | H | N | RAI |
* |-----|-----|-----|-----|
* | Esc | Tab | Sft | Ctl |
* `-----------------------'
*/
[_QWERTZ_LAYER] = LAYOUT_gamepad_6x4(
KC_T, KC_G, KC_B, KC_LALT, \
KC_R, KC_F, KC_V, MO(_QWERTZ_LOWER_LAYER),\
KC_E, KC_D, KC_C, \
KC_W, KC_S, KC_X, KC_SPACE, \
KC_Q, KC_A, KC_Y, MO(_RAISE_LAYER),\
KC_GESC, KC_TAB, KC_LSFT, KC_LCTRL),
[_QWERTZ_LOWER_LAYER] = LAYOUT_gamepad_6x4(
KC_P, KC_SCLN, KC_SLSH, KC_LALT, \
KC_O, KC_L, KC_DOT, _______, \
KC_I, KC_K, KC_COMM, \
KC_U, KC_J, KC_M, KC_ENTER, \
KC_Z, KC_H, KC_N, _______, \
_______, _______, _______, _______),
/* Keymap _COLEMA_LAYER: Alternate default layer
* ,-----------------------.
* | G | D | B | Alt |
* |-----|-----|-----|-----|
* | P | T | V | LOW |
* |-----|-----|-----|-----|
* | F | S | C | |
* |-----|-----|-----| Spc |
* | W | R | X | |
* |-----|-----|-----|-----|
* | Q | A | Z | RAI |
* |-----|-----|-----|-----|
* | Esc | Tab | Sft | Ctl |
* `-----------------------'
*
* And it's LOWER layer
* ,-----------------------.
* | ; | O | / | Alt |
* |-----|-----|-----|-----|
* | Y | I | . | LOW |
* |-----|-----|-----|-----|
* | U | E | , | |
* |-----|-----|-----| Ent |
* | L | N | M | |
* |-----|-----|-----|-----|
* | J | H | K | RAI |
* |-----|-----|-----|-----|
* | Esc | Tab | Sft | Ctl |
* `-----------------------'
*/
[_COLEMA_LAYER] = LAYOUT_gamepad_6x4(
KC_T, KC_D, KC_B, KC_LALT, \
KC_R, KC_T, KC_V, MO(_COLEMA_LOWER_LAYER),\
KC_E, KC_S, KC_C, \
KC_W, KC_R, KC_X, KC_SPACE, \
KC_Q, KC_A, KC_Z, MO(_RAISE_LAYER),\
KC_GESC, KC_TAB, KC_LSFT, KC_LCTRL),
[_COLEMA_LOWER_LAYER] = LAYOUT_gamepad_6x4(
KC_SCLN, KC_O, KC_SLSH, _______, \
KC_Y, KC_I, KC_DOT, _______, \
KC_U, KC_E, KC_COMM, \
KC_L, KC_N, KC_M, KC_ENTER, \
KC_J, KC_H, KC_K, _______, \
KC_F, KC_G, _______, _______),
/* Keymap _DVORAK_LAYER: Alternate default layer
* ,-----------------------.
* | Y | I | X | Alt |
* |-----|-----|-----|-----|
* | P | U | K | LOW |
* |-----|-----|-----|-----|
* | . | E | J | |
* |-----|-----|-----| Spc |
* | , | O | Q | |
* |-----|-----|-----|-----|
* | ' | A | ; | RAI |
* |-----|-----|-----|-----|
* | Esc | Tab | Sft | Ctl |
* `-----------------------'
*
* And it's LOWER layer
* ,-----------------------.
* | L | S | Z | Alt |
* |-----|-----|-----|-----|
* | R | N | V | LOW |
* |-----|-----|-----|-----|
* | C | T | W | |
* |-----|-----|-----| Ent |
* | G | H | M | |
* |-----|-----|-----|-----|
* | F | D | B | RAI |
* |-----|-----|-----|-----|
* | Esc | Tab | Sft | Ctl |
* `-----------------------'
*/
[_DVORAK_LAYER] = LAYOUT_gamepad_6x4(
KC_Y, KC_I, KC_X, KC_LALT, \
KC_P, KC_U, KC_K, MO(_DVORAK_LOWER_LAYER),\
KC_DOT, KC_E, KC_J, \
KC_COMM, KC_O, KC_A, KC_SPACE, \
KC_QUOT, KC_A, KC_SCLN, MO(_RAISE_LAYER),\
KC_GESC, KC_TAB, KC_LSFT, KC_LCTRL),
[_DVORAK_LOWER_LAYER] = LAYOUT_gamepad_6x4(
KC_L, KC_S, KC_Z, KC_LALT, \
KC_R, KC_N, KC_V, _______, \
KC_C, KC_T, KC_W, \
KC_G, KC_H, KC_M, KC_ENTER,\
KC_F, KC_D, KC_B, _______, \
_______, _______, _______, _______),
/* Keymap _RAISE_LAYER: Additional layer to access more
* ,-----------------------.
* | 5 | 0 | del | Alt |
* |-----|-----|-----|-----|
* | 4 | 9 | -> | LOW |
* |-----|-----|-----|-----|
* | 3 | 8 | <- | |
* |-----|-----|-----| Spc |
* | 2 | 7 | -> | |
* |-----|-----|-----|-----|
* | 1 | 6 | <- | RAI |
* |-----|-----|-----|-----|
* | Esc | Tab | Sft | Ctl |
* `-----------------------'
*/
[_RAISE_LAYER] = LAYOUT_gamepad_6x4(
KC_5, KC_0, KC_BSPC, _______, \
KC_4, KC_9, KC_RIGHT, _______, \
KC_3, KC_8, KC_UP, \
KC_2, KC_7, KC_DOWN, _______, \
KC_1, KC_6, KC_LEFT, _______, \
_______, _______, _______, _______),
/* Keymap _ALTER_LAYER: Function layer used to control the Leds
* and use media buttons
* ,----------------------------------------.
* | Val Dec | Bl Toggle | Qwertz | Super |
* |---------|------------|---------|-------|
* | Val Inc | Bl Off | Qwerty | |
* |---------|------------|---------|-------|
* | Sat Dec | Bl On | Colemak | |
* |---------|------------|---------| |
* | Sat Inc | RGB Toggle | Dvorak | |
* |---------|------------|---------|-------|
* | Hue Dec | RGB Next | Vol Dwn | |
* |---------|------------|---------|-------|
* | Hue Inc | RGB Prev | Vol Up | Reset |
* `----------------------------------------'
*/
[_ALTER_LAYER] = LAYOUT_gamepad_6x4(
RGB_VAD, BL_TOGG, QWERTZ, KC_LGUI, \
RGB_VAI, BL_OFF, QWERTY, _______, \
RGB_SAD, BL_ON, COLEMAK, \
RGB_SAI, RGB_TOG, DVORAK, _______, \
RGB_HUD, RGB_MOD, KC_VOLD, _______, \
RGB_HUI, RGB_RMOD, KC_VOLU, RESET),
};
// Makes sure to update the good tri-layer if a layer changes
uint32_t layer_state_set_user(uint32_t state) {
switch (biton32(default_layer_state)) {
case _QWERTY_LAYER:
state = update_tri_layer_state(state, _RAISE_LAYER, _QWERTY_LOWER_LAYER, _ALTER_LAYER);
break;
case _QWERTZ_LAYER:
state = update_tri_layer_state(state, _RAISE_LAYER, _QWERTZ_LOWER_LAYER, _ALTER_LAYER);
break;
case _COLEMA_LAYER:
state = update_tri_layer_state(state, _RAISE_LAYER, _COLEMA_LOWER_LAYER, _ALTER_LAYER);
break;
case _DVORAK_LAYER:
state = update_tri_layer_state(state, _RAISE_LAYER, _DVORAK_LOWER_LAYER, _ALTER_LAYER);
break;
}
return state;
}
// Makes the tri-layer
uint32_t default_layer_state_set_kb(uint32_t state) {
switch (biton32(state)) {
case _QWERTY_LAYER:
state = update_tri_layer_state(state, _RAISE_LAYER, _QWERTZ_LOWER_LAYER, _ALTER_LAYER);
state = update_tri_layer_state(state, _RAISE_LAYER, _COLEMA_LOWER_LAYER, _ALTER_LAYER);
state = update_tri_layer_state(state, _RAISE_LAYER, _DVORAK_LOWER_LAYER, _ALTER_LAYER);
layer_move(_QWERTY_LAYER);
break;
case _QWERTZ_LAYER:
state = update_tri_layer_state(state, _RAISE_LAYER, _QWERTY_LOWER_LAYER, _ALTER_LAYER);
state = update_tri_layer_state(state, _RAISE_LAYER, _COLEMA_LOWER_LAYER, _ALTER_LAYER);
state = update_tri_layer_state(state, _RAISE_LAYER, _DVORAK_LOWER_LAYER, _ALTER_LAYER);
layer_move(_QWERTZ_LAYER);
break;
case _COLEMA_LAYER:
state = update_tri_layer_state(state, _RAISE_LAYER, _QWERTY_LOWER_LAYER, _ALTER_LAYER);
state = update_tri_layer_state(state, _RAISE_LAYER, _QWERTZ_LOWER_LAYER, _ALTER_LAYER);
state = update_tri_layer_state(state, _RAISE_LAYER, _DVORAK_LOWER_LAYER, _ALTER_LAYER);
layer_move(_COLEMA_LAYER);
break;
case _DVORAK_LAYER:
state = update_tri_layer_state(state, _RAISE_LAYER, _QWERTY_LOWER_LAYER, _ALTER_LAYER);
state = update_tri_layer_state(state, _RAISE_LAYER, _QWERTZ_LOWER_LAYER, _ALTER_LAYER);
state = update_tri_layer_state(state, _RAISE_LAYER, _COLEMA_LOWER_LAYER, _ALTER_LAYER);
layer_move(_DVORAK_LAYER);
break;
}
return state;
}
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
switch (keycode) {
case BL_TOGG:
if (record->event.pressed) {
cospad_bl_led_togg();
}
return false;
case BL_ON:
if (record->event.pressed) {
cospad_bl_led_on();
}
return false;
case BL_OFF:
if (record->event.pressed) {
cospad_bl_led_off();
}
return false;
case QWERTY:
if (record->event.pressed) {
set_single_persistent_default_layer(_QWERTY_LAYER);
print("switched to QWERTY layout\n");
}
return false;
break;
case QWERTZ:
if (record->event.pressed) {
set_single_persistent_default_layer(_QWERTZ_LAYER);
}
return false;
break;
case COLEMAK:
if (record->event.pressed) {
set_single_persistent_default_layer(_COLEMA_LAYER);
}
return false;
break;
case DVORAK:
if (record->event.pressed) {
set_single_persistent_default_layer(_DVORAK_LAYER);
}
return false;
break;
default:
return true;
}
}