2016-06-18 20:30:24 +02:00
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#include "keymap.h"
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2015-04-23 03:39:43 +02:00
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/*
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2015-04-24 06:40:04 +02:00
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* BUILD:
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2016-06-22 04:39:54 +02:00
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* Simply run the command below in the keyboards/planck directory
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2015-04-24 06:40:04 +02:00
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* to build against this keymap
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2015-04-23 10:31:39 +02:00
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*
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2015-04-24 06:40:04 +02:00
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* make KEYMAP=reed COMMON_KEYMAP=true
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*
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*
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* DETAILS:
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2015-04-23 10:31:39 +02:00
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*
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* This layout works off of Jack's layout, making some changes that I
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2015-04-23 10:31:39 +02:00
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* feel significantly improve the function of the keyboard. Major changes
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* include adding a "gaming mode" that will allow users to still access
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* the number keys 1 through 4 easily for games that require it. Also
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* included is the ability to use the tap/hold function for easy use of
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* right shift and thumb shift with their tapped companions.
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2015-04-23 03:39:43 +02:00
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*
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*/
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const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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[0] = KEYMAP_GRID( /* Reed */
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ESC, Q, W, E, R, T, Y, U, I, O, P, BSPC,
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TAB, A, S, D, F, G, H, J, K, L, SCLN, QUOT,
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LSFT, Z, X, C, V, B, N, M, COMM, DOT, SLSH, FN5,
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LCTL, CAPS, LALT, LGUI, FN2, FN7, SPC, FN1, LEFT, DOWN, UP, RGHT),
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[1] = KEYMAP_GRID( /* Reed EXTREME GAMING */
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ESC, Q, W, E, R, T, Y, U, I, O, P, BSPC,
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TAB, A, S, D, F, G, H, J, K, L, SCLN, QUOT,
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LSFT, Z, X, C, V, B, N, M, COMM, DOT, SLSH, FN5,
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LCTL, 1, 2, 3, 4, SPC, FN2, FN1, LEFT, DOWN, UP, RGHT),
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[2] = KEYMAP_GRID( /* Reed RAISE */
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2015-04-24 06:40:04 +02:00
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GRV, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, BSPC,
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2015-04-29 08:47:56 +02:00
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TRNS, FN3, FN4, PAUSE, TRNS, TRNS, TRNS, MINS, EQL, LBRC, RBRC, BSLS,
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TRNS, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, TRNS,
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TRNS, TRNS, TRNS, TRNS, TRNS, TRNS, TRNS, FN1, MNXT, VOLD, VOLU, MPLY),
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[3] = KEYMAP_GRID( /* Reed LOWER */
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TRNS, FN10, FN11, FN12, FN13, FN14, FN15, FN16, FN17, FN18, FN19, DEL,
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TRNS, TRNS, INS, HOME, PGUP, TRNS, TRNS, FN20, FN21, FN23, FN24, FN28,
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TRNS, TRNS, DEL, END, PGDN, F11, F12, F13, TRNS, VOLD, VOLU, TRNS,
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TRNS, TRNS, TRNS, TRNS, FN2, TRNS, TRNS, TRNS, MPRV, MUTE, MPLY, MNXT),
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};
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const uint16_t PROGMEM fn_actions[] = {
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[1] = ACTION_LAYER_MOMENTARY(2), // to Fn overlay - RAISE
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[2] = ACTION_LAYER_MOMENTARY(3), // to Fn overlay - LOWER
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[3] = ACTION_DEFAULT_LAYER_SET(0),
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[4] = ACTION_DEFAULT_LAYER_SET(1),
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// Actions for the tap/hold modifiers listed above
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[5] = ACTION_MODS_TAP_KEY(MOD_RSFT, KC_ENT),
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[7] = ACTION_MODS_TAP_KEY(MOD_LSFT, KC_BSPC),
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[10] = ACTION_MODS_KEY(MOD_LSFT, KC_1),
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[11] = ACTION_MODS_KEY(MOD_LSFT, KC_2),
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[12] = ACTION_MODS_KEY(MOD_LSFT, KC_3),
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[13] = ACTION_MODS_KEY(MOD_LSFT, KC_4),
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[14] = ACTION_MODS_KEY(MOD_LSFT, KC_5),
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[15] = ACTION_MODS_KEY(MOD_LSFT, KC_6),
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[16] = ACTION_MODS_KEY(MOD_LSFT, KC_7),
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[17] = ACTION_MODS_KEY(MOD_LSFT, KC_8),
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[18] = ACTION_MODS_KEY(MOD_LSFT, KC_9),
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[19] = ACTION_MODS_KEY(MOD_LSFT, KC_0),
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[20] = ACTION_MODS_KEY(MOD_LSFT, KC_MINS),
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[21] = ACTION_MODS_KEY(MOD_LSFT, KC_EQL),
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[22] = ACTION_MODS_KEY(MOD_LSFT, KC_GRV),
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[23] = ACTION_MODS_KEY(MOD_LSFT, KC_LBRC),
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[24] = ACTION_MODS_KEY(MOD_LSFT, KC_RBRC),
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[28] = ACTION_MODS_KEY(MOD_LSFT, KC_BSLS),
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[29] = ACTION_MODS_KEY(MOD_LSFT | MOD_RSFT, KC_PAUSE),
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};
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