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https://github.com/qmk/qmk_firmware.git
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fe18df9d41
* `DYN_REC_START1` -> `QK_DYNAMIC_MACRO_RECORD_START_1` * `DYN_REC_START2` -> `QK_DYNAMIC_MACRO_RECORD_START_2` * `DYN_MACRO_PLAY1` -> `QK_DYNAMIC_MACRO_PLAY_1` * `DYN_MACRO_PLAY2` -> `QK_DYNAMIC_MACRO_PLAY_2` * `DYN_REC_STOP` -> `QK_DYNAMIC_MACRO_RECORD_STOP` * Update docs
210 lines
8.7 KiB
C
210 lines
8.7 KiB
C
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#include QMK_KEYBOARD_H
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// Each layer gets a name for readability, which is then used in the keymap matrix below.
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// The underscores don't mean anything - you can have a layer called STUFF or any other name.
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// Layer names don't all need to be of the same length, obviously, and you can also skip them
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// entirely and just use numbers.
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enum userlayer {
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_QW = 0,
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_CM,
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_PP,
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_PPG,
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_NM,
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_LW,
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_RS,
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_DL,
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_DYN,
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};
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enum planck_keycodes {
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KM_LW = SAFE_RANGE,
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KM_RS,
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KM_SHLK, /* ShiftLock */
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KM_HOLD, /* Any-key Lock */
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KM_RST, /* Reset */
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KM_NUM, /* Numeric layer */
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KM_SLP, /* Sleep 250 ms */
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KM_PP_GAME, /* Pure Pro Gaming layer */
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KM_PP_HOLD, /* Pure Pro / PP Gaming layer */
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DYNAMIC_MACRO_RANGE,
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};
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#include "dynamic_macro.h"
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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[_QW] = LAYOUT_planck_mit( /* Qwerty */
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KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_BSPC,
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CTL_T(KC_ESC), KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT,
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KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, MT(MOD_RSFT, KC_ENT),
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KC_LCTL, MO(_DYN), KC_LGUI, KC_LALT, KM_LW, KC_SPC, KM_RS, KC_RALT, KC_DOWN, KC_UP, KC_RCTL
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),
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[_CM] = LAYOUT_planck_mit( /* Colemak */
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KC_TAB, KC_Q, KC_W, KC_F, KC_P, KC_G, KC_J, KC_L, KC_U, KC_Y, KC_SCLN, KC_BSPC,
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CTL_T(KC_ESC), KC_A, KC_R, KC_S, KC_T, KC_D, KC_H, KC_N, KC_E, KC_I, KC_O, KC_QUOT,
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KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_K, KC_M, KC_COMM, KC_DOT, KC_SLSH, MT(MOD_RSFT, KC_ENT),
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KC_LCTL, MO(_DYN), KC_LGUI, KC_LALT, KM_LW, KC_SPC, KM_RS, KC_RALT, KC_DOWN, KC_UP, KC_RCTL
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),
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[_PP] = LAYOUT_planck_mit( /* Pure Pro */
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KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_BSPC,
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KC_ESC, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_ENT,
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KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, MT(MOD_RSFT, KC_DOT), KC_UP, MT(MOD_RCTL, KC_SLSH),
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KC_LCTL, MO(_DYN), KC_LGUI, KC_LALT, KM_LW, KC_SPC, KM_RS, KC_RALT, KC_LEFT, KC_DOWN, KC_RGHT
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),
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[_PPG] = LAYOUT_planck_mit( /* Pure Pro: Gaming */
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, KC_RSFT, _______, KC_RCTL,
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_______, _______, KM_LW, _______, KM_RS, _______, KM_RS , _______, _______, _______, _______
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),
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[_NM] = LAYOUT_planck_mit( /* Numeric */
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KC_TAB, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_BSPC,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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KC_LSFT, _______, _______, _______, _______, _______, _______, _______, KC_COMM, KC_DOT, _______, MT(MOD_RSFT, KC_ENT),
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_______, _______, _______, _______, _______, KC_SPC, _______, _______, _______, _______, _______
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),
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[_LW] = LAYOUT_planck_mit( /* LOWER */
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KC_TILD, KC_EXLM, KC_AT, KC_HASH, KC_DLR, KC_PERC, KC_CIRC, KC_AMPR, KC_ASTR, KC_LPRN, KC_RPRN, KC_BSPC,
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KC_ESC, LGUI(KC_1), LGUI(KC_2), LGUI(KC_3), LGUI(KC_4), LGUI(KC_5), KM_NUM, KC_UNDS, KC_PLUS, KC_LCBR, KC_RCBR, KC_PIPE,
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_______, LGUI(KC_6), LGUI(KC_7), LGUI(KC_8), LGUI(KC_9), LGUI(KC_0), KM_SLP, KC_HOME, KC_PGDN, KC_PGUP, KC_END, KC_ENT,
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_______, BL_TOGG, _______, _______, _______, KC_BTN1, _______, KC_LEFT, KC_DOWN, KC_UP, KC_RGHT
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),
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[_RS] = LAYOUT_planck_mit( /* RAISE */
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KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_DEL,
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KC_ESC, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_MINS, KC_EQL, KC_LBRC, KC_RBRC, KC_BSLS,
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_______, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, DF(_QW), DF(_CM), KM_PP_HOLD, KM_RST, KC_ENT,
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_______, BL_STEP, _______, _______, _______, KC_BTN2, _______, KC_MPLY, KC_VOLD, KC_VOLU, _______
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),
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[_DL] = LAYOUT_planck_mit( /* DUAL */
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_______, _______, KC_WH_U, KC_MS_U, KC_WH_D, _______, _______, KC_APP, KC_INS, _______, KC_PSCR, _______,
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_______, _______, KC_MS_L, KC_MS_D, KC_MS_R, _______, KC_LEFT, KC_DOWN, KC_UP, KC_RGHT, KC_ACL0, KC_ACL2,
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_______, _______, KC_BTN2, KC_BTN3, KC_BTN1, KC_WWW_BACK, KC_WWW_FORWARD, KC_MUTE, _______, _______, _______, _______,
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_______, _______, KC_LGUI, KC_LALT, _______, _______, _______, _______, _______, _______, _______
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),
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[_DYN] = LAYOUT_planck_mit( /* special */
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KM_HOLD, DM_REC1, DM_PLY1, _______, _______, _______, _______, KC_APP, KC_INS, _______, KC_PSCR, KC_PAUS,
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QK_LOCK, DM_REC2, DM_PLY2, _______, _______, _______, _______, _______, _______, KC_CAPS, KC_SCRL, KC_NUM,
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KM_SHLK, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, KM_PP_GAME, DF(_QW), DF(_PP), _______, _______, _______, _______
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),
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};
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/* It's a pseudo-layer composed of two real layers, we need a function for this. */
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void enable_gaming_layer(void) {
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default_layer_set((1UL << _PP) | (1UL << _PPG));
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#ifdef BACKLIGHT_ENABLE
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backlight_toggle();
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_delay_ms(100);
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backlight_toggle();
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#endif
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}
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bool process_record_user(uint16_t keycode, keyrecord_t *record) {
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static uint16_t key_timer;
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static uint8_t ignore_up_events = 0;
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uint16_t macro_kc = (keycode == MO(_DYN) ? DM_RSTP : keycode);
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if (!process_record_dynamic_macro(macro_kc, record)) {
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return false;
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}
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if (ignore_up_events > 0 && keycode != MO(_DYN) && keycode != KM_HOLD && !record->event.pressed) {
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ignore_up_events -= 1;
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return false;
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}
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switch (keycode) {
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case KM_LW:
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if (record->event.pressed) {
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layer_on(_LW);
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} else {
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layer_off(_LW);
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}
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update_tri_layer(_LW, _RS, _DL);
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return false;
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break;
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case KM_RS:
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if (record->event.pressed) {
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layer_on(_RS);
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} else {
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layer_off(_RS);
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}
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update_tri_layer(_LW, _RS, _DL);
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return false;
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break;
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case KM_SHLK:
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register_code(KC_LSFT);
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break;
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case KM_HOLD:
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if (!record->event.pressed) {
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ignore_up_events += 1;
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}
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break;
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case KM_RST:
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{
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/* Make slash available on the PP layer. */
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if ((1UL << _PP) & default_layer_state) {
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int32_t old_default_layer_state = default_layer_state;
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int32_t old_layer_state = layer_state;
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layer_state = 0;
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default_layer_state = (1UL << _QW);
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process_record(record);
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layer_state = old_layer_state;
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default_layer_state = old_default_layer_state;
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return false;
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}
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}
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if (record->event.pressed) {
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key_timer = timer_read();
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} else {
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if (timer_elapsed(key_timer) >= 500) {
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clear_keyboard();
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backlight_toggle();
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_delay_ms(250);
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backlight_toggle();
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bootloader_jump();
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}
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}
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break;
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case KM_PP_GAME:
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if (!record->event.pressed) {
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enable_gaming_layer();
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}
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break;
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case KM_PP_HOLD:
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if (record->event.pressed) {
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key_timer = timer_read();
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} else {
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if (timer_elapsed(key_timer) >= 250) {
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enable_gaming_layer();
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} else {
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default_layer_set(1UL << _PP);
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}
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}
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break;
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case KM_NUM:
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layer_on(_NM);
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break;
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case KM_SLP:
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if (record->event.pressed) {
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_delay_ms(250);
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}
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break;
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}
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if (record->event.pressed
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&& IS_LAYER_ON(_NM)
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&& keymap_key_to_keycode(_NM, record->event.key) == KC_TRNS) {
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layer_off(_NM);
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}
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return true;
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}
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