qmk_sweep_skeletyl/keyboards/doio/kb16/keymaps/via/keymap.c
2022-07-03 00:08:38 +10:00

172 lines
7.1 KiB
C

/* Copyright 2022 DOIO
* Copyright 2022 HorrorTroll <https://github.com/HorrorTroll>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include QMK_KEYBOARD_H
// OLED animation
#include "lib/layer_status/layer_status.h"
// 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_names {
_BASE,
_FN,
_FN1,
_FN2
};
// enum layer_keycodes { };
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
/*
┌───┬───┬───┬───┐ ┌───┐ ┌───┐
│ 1 │ 2 │ 3 │ 4 │ │Ply│ │TO1│
├───┼───┼───┼───┤ └───┘ └───┘
│ 5 │ 6 │ 7 │ 8 │
├───┼───┼───┼───┤
│ 9 │ 0 │ ↑ │Ent│ ┌───┐
├───┼───┼───┼───┤ │Mut│
│Fn2│ ← │ ↓ │ → │ └───┘
└───┴───┴───┴───┘
┌───┬───┬───┬───┐ ┌───┐ ┌───┐
│ ! │ @ │ # │ $ │ │ │ │ │
├───┼───┼───┼───┤ └───┘ └───┘
│ % │ ^ │ & │ * │
├───┼───┼───┼───┤
│ ( │ ) │ │ │ ┌───┐
├───┼───┼───┼───┤ │ │
│ │ │ │ │ └───┘
└───┴───┴───┴───┘
*/
/* Row: 0 1 2 3 4 5 6 */
[_BASE] = LAYOUT(
KC_1, KC_2, KC_3, KC_4, KC_MPRV, KC_MPLY, KC_MNXT,
KC_5, KC_6, KC_7, KC_8, KC_PGDN, TO(_FN), KC_PGUP,
KC_9, KC_0, KC_UP, KC_ENT, KC_VOLD, KC_MUTE, KC_VOLU,
MO(_FN2), KC_LEFT, KC_DOWN, KC_RIGHT
),
/*
┌───┬───┬───┬───┐ ┌───┐ ┌───┐
│ │ │ │ │ │ │ │ │
├───┼───┼───┼───┤ └───┘ └───┘
│ │ │ │ │
├───┼───┼───┼───┤
│ │ │ │ │ ┌───┐
├───┼───┼───┼───┤ │ │
│ │ │ │ │ └───┘
└───┴───┴───┴───┘
*/
/* Row: 0 1 2 3 4 5 6 */
[_FN] = LAYOUT(
_______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, TO(_FN1), _______,
_______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______
),
/*
┌───┬───┬───┬───┐ ┌───┐ ┌───┐
│ │ │ │ │ │ │ │ │
├───┼───┼───┼───┤ └───┘ └───┘
│ │ │ │ │
├───┼───┼───┼───┤
│ │ │ │ │ ┌───┐
├───┼───┼───┼───┤ │ │
│ │ │ │ │ └───┘
└───┴───┴───┴───┘
*/
/* Row: 0 1 2 3 4 5 6 */
[_FN1] = LAYOUT(
_______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, TO(_FN2), _______,
_______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______
),
/*
┌───┬───┬───┬───┐ ┌───┐ ┌───┐
│Spi│Spd│ │ │ │ │ │TO0│
├───┼───┼───┼───┤ └───┘ └───┘
│Sai│Sad│ │ │
├───┼───┼───┼───┤
│Tog│Mod│Hui│ │ ┌───┐
├───┼───┼───┼───┤ │ │
│ │Vai│Hud│Vad│ └───┘
└───┴───┴───┴───┘
*/
/* Row: 0 1 2 3 4 5 6 */
[_FN2] = LAYOUT(
RGB_SPI, RGB_SPD, _______, QK_BOOT, _______, _______, _______,
RGB_SAI, RGB_SAD, _______, _______, _______, TO(_BASE), _______,
RGB_TOG, RGB_MOD, RGB_HUI, _______, _______, _______, _______,
_______, RGB_VAI, RGB_HUD, RGB_VAD
),
};
#ifdef OLED_ENABLE
bool oled_task_user(void) {
render_layer_status();
return true;
}
#endif
#ifdef ENCODER_ENABLE
#define ENCODERS 3
static uint8_t encoder_state[ENCODERS] = {0};
static keypos_t encoder_cw[ENCODERS] = {{ 5, 0 }, { 5, 1 }, { 5, 2 }};
static keypos_t encoder_ccw[ENCODERS] = {{ 6, 0 }, { 6, 1 }, { 6, 2 }};
void encoder_action_unregister(void) {
for (int index = 0; index < ENCODERS; ++index) {
if (encoder_state[index]) {
keyevent_t encoder_event = (keyevent_t) {
.key = encoder_state[index] >> 1 ? encoder_cw[index] : encoder_ccw[index],
.pressed = false,
.time = (timer_read() | 1)
};
encoder_state[index] = 0;
action_exec(encoder_event);
}
}
}
void encoder_action_register(uint8_t index, bool clockwise) {
keyevent_t encoder_event = (keyevent_t) {
.key = clockwise ? encoder_cw[index] : encoder_ccw[index],
.pressed = true,
.time = (timer_read() | 1)
};
encoder_state[index] = (clockwise ^ 1) | (clockwise << 1);
action_exec(encoder_event);
}
void matrix_scan_user(void) {
encoder_action_unregister();
}
bool encoder_update_user(uint8_t index, bool clockwise) {
encoder_action_register(index, clockwise);
return false;
}
#endif