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author | Jack Humbert <jack.humb@gmail.com> | 2015-05-02 23:00:47 -0400 |
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committer | Jack Humbert <jack.humb@gmail.com> | 2015-05-02 23:00:47 -0400 |
commit | 1e0ae2936bfacc9d8048f64719c38b6f78790bb9 (patch) | |
tree | dde51c357527ebebb8f0c61e479deca87629492d /keyboard/quark/common_keymaps/keymap_reed.c | |
parent | 03963bad85048bf30a477e1fa82b14c1895de8ff (diff) | |
download | qmk_firmware-1e0ae2936bfacc9d8048f64719c38b6f78790bb9.tar.gz qmk_firmware-1e0ae2936bfacc9d8048f64719c38b6f78790bb9.zip |
quark
Diffstat (limited to 'keyboard/quark/common_keymaps/keymap_reed.c')
-rw-r--r-- | keyboard/quark/common_keymaps/keymap_reed.c | 74 |
1 files changed, 74 insertions, 0 deletions
diff --git a/keyboard/quark/common_keymaps/keymap_reed.c b/keyboard/quark/common_keymaps/keymap_reed.c new file mode 100644 index 0000000000..1aa24e10de --- /dev/null +++ b/keyboard/quark/common_keymaps/keymap_reed.c @@ -0,0 +1,74 @@ +#include "keymap_common.h" + +/* + * BUILD: + * Simply run the command below in the keyboard/planck directory + * to build against this keymap + * + * make KEYMAP=reed COMMON_KEYMAP=true + * + * + * DETAILS: + * + * This layout works off of Jack's layout, making some changes that I + * feel significantly improve the function of the keyboard. Major changes + * include adding a "gaming mode" that will allow users to still access + * the number keys 1 through 4 easily for games that require it. Also + * included is the ability to use the tap/hold function for easy use of + * right shift and thumb shift with their tapped companions. + * + */ +const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { +[0] = KEYMAP_GRID( /* Reed */ + ESC, Q, W, E, R, T, Y, U, I, O, P, BSPC, + TAB, A, S, D, F, G, H, J, K, L, SCLN, QUOT, + LSFT, Z, X, C, V, B, N, M, COMM, DOT, SLSH, FN5, + LCTL, CAPS, LALT, LGUI, FN2, FN7, SPC, FN1, LEFT, DOWN, UP, RGHT), + +[1] = KEYMAP_GRID( /* Reed EXTREME GAMING */ + ESC, Q, W, E, R, T, Y, U, I, O, P, BSPC, + TAB, A, S, D, F, G, H, J, K, L, SCLN, QUOT, + LSFT, Z, X, C, V, B, N, M, COMM, DOT, SLSH, FN5, + LCTL, 1, 2, 3, 4, SPC, FN2, FN1, LEFT, DOWN, UP, RGHT), + +[2] = KEYMAP_GRID( /* Reed RAISE */ + GRV, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, BSPC, + TRNS, FN3, FN4, PAUSE, TRNS, TRNS, TRNS, MINS, EQL, LBRC, RBRC, BSLS, + TRNS, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, TRNS, + TRNS, TRNS, TRNS, TRNS, TRNS, TRNS, TRNS, FN1, MNXT, VOLD, VOLU, MPLY), + +[3] = KEYMAP_GRID( /* Reed LOWER */ + TRNS, FN10, FN11, FN12, FN13, FN14, FN15, FN16, FN17, FN18, FN19, DEL, + TRNS, TRNS, INS, HOME, PGUP, TRNS, TRNS, FN20, FN21, FN23, FN24, FN28, + TRNS, TRNS, DEL, END, PGDN, F11, F12, F13, TRNS, VOLD, VOLU, TRNS, + TRNS, TRNS, TRNS, TRNS, FN2, TRNS, TRNS, TRNS, MPRV, MUTE, MPLY, MNXT), +}; +const uint16_t PROGMEM fn_actions[] = { + [1] = ACTION_LAYER_MOMENTARY(2), // to Fn overlay - RAISE + [2] = ACTION_LAYER_MOMENTARY(3), // to Fn overlay - LOWER + + [3] = ACTION_DEFAULT_LAYER_SET(0), + [4] = ACTION_DEFAULT_LAYER_SET(1), + // Actions for the tap/hold modifiers listed above + [5] = ACTION_MODS_TAP_KEY(MOD_RSFT, KC_ENT), + [7] = ACTION_MODS_TAP_KEY(MOD_LSFT, KC_BSPC), + + [10] = ACTION_MODS_KEY(MOD_LSFT, KC_1), + [11] = ACTION_MODS_KEY(MOD_LSFT, KC_2), + [12] = ACTION_MODS_KEY(MOD_LSFT, KC_3), + [13] = ACTION_MODS_KEY(MOD_LSFT, KC_4), + [14] = ACTION_MODS_KEY(MOD_LSFT, KC_5), + [15] = ACTION_MODS_KEY(MOD_LSFT, KC_6), + [16] = ACTION_MODS_KEY(MOD_LSFT, KC_7), + [17] = ACTION_MODS_KEY(MOD_LSFT, KC_8), + [18] = ACTION_MODS_KEY(MOD_LSFT, KC_9), + [19] = ACTION_MODS_KEY(MOD_LSFT, KC_0), + [20] = ACTION_MODS_KEY(MOD_LSFT, KC_MINS), + [21] = ACTION_MODS_KEY(MOD_LSFT, KC_EQL), + [22] = ACTION_MODS_KEY(MOD_LSFT, KC_GRV), + [23] = ACTION_MODS_KEY(MOD_LSFT, KC_LBRC), + [24] = ACTION_MODS_KEY(MOD_LSFT, KC_RBRC), + [28] = ACTION_MODS_KEY(MOD_LSFT, KC_BSLS), + + [29] = ACTION_MODS_KEY(MOD_LSFT | MOD_RSFT, KC_PAUSE), +}; |