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authorAustin Erlandson <austin.erlandson@metova.com>2016-09-12 15:20:51 -0500
committerAustin Erlandson <austin.erlandson@metova.com>2016-09-12 15:20:51 -0500
commitaf4c25c4753b2d212dd46090f8fc6e322b1d7537 (patch)
tree6f82dd4abace225cdc9ea37a02b3bd3e0cb27697 /keyboards
parent23faf9ec8119e211b1da236e9c869c230456aa52 (diff)
downloadqmk_firmware-af4c25c4753b2d212dd46090f8fc6e322b1d7537.tar.gz
qmk_firmware-af4c25c4753b2d212dd46090f8fc6e322b1d7537.zip
My Atreus Layout
Diffstat (limited to 'keyboards')
-rw-r--r--keyboards/atreus/keymaps/erlandsona/keymap.c61
1 files changed, 61 insertions, 0 deletions
diff --git a/keyboards/atreus/keymaps/erlandsona/keymap.c b/keyboards/atreus/keymaps/erlandsona/keymap.c
new file mode 100644
index 0000000000..f1555fb1df
--- /dev/null
+++ b/keyboards/atreus/keymaps/erlandsona/keymap.c
@@ -0,0 +1,61 @@
+// this is the style you want to emulate.
+// This is the canonical layout file for the Quantum project. If you want to add another keyboard,
+
+#include "atreus.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.
+#define BASE 0
+#define NUMS 1
+#define MOUS 2
+
+// Some quick aliases, just to make it look pretty
+#define _______ KC_TRNS
+#define XXXXXXX KC_NO
+
+
+const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
+[BASE] = KEYMAP( /* Qwerty */
+ KC_Q , KC_W , KC_E , KC_R , KC_T , KC_Y , KC_U , KC_I , KC_O , KC_P ,
+ KC_A , KC_S , KC_D , KC_F , KC_G , KC_H , KC_J , KC_K , KC_L , KC_SCLN ,
+ KC_Z , KC_X , KC_C , KC_V , KC_B , KC_N , KC_M , KC_COMM, KC_DOT , KC_RSFT ,
+ KC_LCTL, KC_LALT, KC_LSFT, KC_LGUI, KC_BSPC, KC_ESC , KC_ENT, KC_SPC, F(NUMS), KC_QUOT, KC_SLSH, KC_RALT),
+
+[NUMS] = KEYMAP( /* Numbers / Arrows / Symbols */
+ KC_GRV , KC_5 , KC_6 , KC_7 , KC_8 , KC_9 , KC_0 , KC_MINS, KC_EQL , KC_LBRC,
+ KC_TAB , KC_1 , KC_2 , KC_3 , KC_4 , KC_LEFT, KC_DOWN, KC_UP , KC_RGHT, KC_RBRC,
+ KC_DOT , XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, KC_HOME, KC_PGDN, KC_PGUP, KC_END , _______,
+ _______, _______, _______, _______, KC_DEL , F(MOUS), _______, _______, _______, XXXXXXX, KC_BSLS, _______),
+
+[MOUS] = KEYMAP( /* Mouse and Media Keys */
+ KC_SLCK, KC_PAUSE, KC_F11 , KC_F10 , KC_F9 , KC_F8 , KC_F7 , KC_F6 , KC_F5 , KC_F4,
+ KC_VOLD, KC_ACL0 , KC_ACL1, KC_ACL2, KC_VOLU, KC_MS_L, KC_MS_D, KC_MS_U, KC_MS_R, KC_F3,
+ KC_MUTE, KC_MPRV , KC_MPLY, KC_MNXT, KC_MUTE, KC_WH_L, KC_WH_U, KC_WH_D, KC_WH_R, KC_F2,
+ _______, _______ , _______, _______, _______, _______ , KC_SLEP, KC_BTN1, F(BASE), RESET , KC_F12 , KC_F1)
+};
+
+
+// I prefer this layer switching strategy to the TG and MO functions.
+// so that I can get out of mouse mode just by tapping/holding my base layer FN key.
+const uint16_t PROGMEM fn_actions[] = {
+ [BASE] = ACTION_LAYER_OFF(2, 1), // switch back to layer 0
+ [NUMS] = ACTION_LAYER_MOMENTARY(1), // to Fn overlay
+ [MOUS] = ACTION_LAYER_ON(2, 1) // switch to layer 2
+};
+
+const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt)
+{
+ // MACRODOWN only works in this function
+ switch(id) {
+ case 0:
+ if (record->event.pressed) {
+ register_code(KC_RSFT);
+ } else {
+ unregister_code(KC_RSFT);
+ }
+ break;
+ }
+ return MACRO_NONE;
+};