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-rw-r--r--keyboards/ploopyco/mouse/keymaps/uqs/keymap.c36
-rw-r--r--keyboards/ploopyco/mouse/keymaps/uqs/rules.mk1
2 files changed, 37 insertions, 0 deletions
diff --git a/keyboards/ploopyco/mouse/keymaps/uqs/keymap.c b/keyboards/ploopyco/mouse/keymaps/uqs/keymap.c
new file mode 100644
index 0000000000..564dad13df
--- /dev/null
+++ b/keyboards/ploopyco/mouse/keymaps/uqs/keymap.c
@@ -0,0 +1,36 @@
+// Copyright 2022 Ulrich Spörlein (@uqs)
+// SPDX-License-Identifier: GPL-2.0-or-later
+// vi:et sw=4:
+
+#include QMK_KEYBOARD_H
+
+enum custom_keycodes {
+ DBL_CLK_NO = SAFE_RANGE,
+};
+
+bool process_record_user(uint16_t keycode, keyrecord_t *record) {
+ switch (keycode) {
+ // This works fine in xev(1) or a browser, but not in the game where I
+ // would want it. Maybe need to increase the delay? Also needs to be
+ // rewritten to use Deferred Execution.
+ case DBL_CLK_NO:
+ if (record->event.pressed) {
+ tap_code(KC_BTN2);
+ wait_ms(150);
+ tap_code(KC_BTN2);
+ wait_ms(300);
+ tap_code(KC_N);
+ }
+ return false;
+ }
+ return true;
+}
+
+
+// Layout is:
+// left-most, M1, M3, M2, right-most, fwd, back (on side), tiny middle one
+
+const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
+ [0] = LAYOUT(KC_E, KC_BTN1, KC_BTN3, KC_BTN2, KC_LSFT, KC_BTN4, KC_BTN5, DF(1)), // shooters
+ [1] = LAYOUT(KC_1, KC_BTN1, KC_Y, KC_BTN2, DBL_CLK_NO, KC_N, KC_Y, DF(0)), // stardew valley, sword on 1
+};
diff --git a/keyboards/ploopyco/mouse/keymaps/uqs/rules.mk b/keyboards/ploopyco/mouse/keymaps/uqs/rules.mk
new file mode 100644
index 0000000000..59222a688a
--- /dev/null
+++ b/keyboards/ploopyco/mouse/keymaps/uqs/rules.mk
@@ -0,0 +1 @@
+#VIA_ENABLE = yes