qmk-keychron-q3-colemak-dh/keyboards/planck/keymaps/vifon/keymap.c
Ryan 5e4b076af3
Remove legacy keycodes, part 5 (#18710)
* `KC_SLCK` -> `KC_SCRL`
* `KC_NLCK` -> `KC_NUM`
2022-10-15 22:29:43 +01:00

210 lines
8.7 KiB
C

#include QMK_KEYBOARD_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.
enum userlayer {
_QW = 0,
_CM,
_PP,
_PPG,
_NM,
_LW,
_RS,
_DL,
_DYN,
};
enum planck_keycodes {
KM_LW = SAFE_RANGE,
KM_RS,
KM_SHLK, /* ShiftLock */
KM_HOLD, /* Any-key Lock */
KM_RST, /* Reset */
KM_NUM, /* Numeric layer */
KM_SLP, /* Sleep 250 ms */
KM_PP_GAME, /* Pure Pro Gaming layer */
KM_PP_HOLD, /* Pure Pro / PP Gaming layer */
DYNAMIC_MACRO_RANGE,
};
#include "dynamic_macro.h"
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[_QW] = LAYOUT_planck_mit( /* Qwerty */
KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_BSPC,
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,
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),
KC_LCTL, MO(_DYN), KC_LGUI, KC_LALT, KM_LW, KC_SPC, KM_RS, KC_RALT, KC_DOWN, KC_UP, KC_RCTL
),
[_CM] = LAYOUT_planck_mit( /* Colemak */
KC_TAB, KC_Q, KC_W, KC_F, KC_P, KC_G, KC_J, KC_L, KC_U, KC_Y, KC_SCLN, KC_BSPC,
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,
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),
KC_LCTL, MO(_DYN), KC_LGUI, KC_LALT, KM_LW, KC_SPC, KM_RS, KC_RALT, KC_DOWN, KC_UP, KC_RCTL
),
[_PP] = LAYOUT_planck_mit( /* Pure Pro */
KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_BSPC,
KC_ESC, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_ENT,
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),
KC_LCTL, MO(_DYN), KC_LGUI, KC_LALT, KM_LW, KC_SPC, KM_RS, KC_RALT, KC_LEFT, KC_DOWN, KC_RGHT
),
[_PPG] = LAYOUT_planck_mit( /* Pure Pro: Gaming */
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, KC_RSFT, _______, KC_RCTL,
_______, _______, KM_LW, _______, KM_RS, _______, KM_RS , _______, _______, _______, _______
),
[_NM] = LAYOUT_planck_mit( /* Numeric */
KC_TAB, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_BSPC,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
KC_LSFT, _______, _______, _______, _______, _______, _______, _______, KC_COMM, KC_DOT, _______, MT(MOD_RSFT, KC_ENT),
_______, _______, _______, _______, _______, KC_SPC, _______, _______, _______, _______, _______
),
[_LW] = LAYOUT_planck_mit( /* LOWER */
KC_TILD, KC_EXLM, KC_AT, KC_HASH, KC_DLR, KC_PERC, KC_CIRC, KC_AMPR, KC_ASTR, KC_LPRN, KC_RPRN, KC_BSPC,
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,
_______, 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,
_______, BL_TOGG, _______, _______, _______, KC_BTN1, _______, KC_LEFT, KC_DOWN, KC_UP, KC_RGHT
),
[_RS] = LAYOUT_planck_mit( /* RAISE */
KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_DEL,
KC_ESC, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_MINS, KC_EQL, KC_LBRC, KC_RBRC, KC_BSLS,
_______, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, DF(_QW), DF(_CM), KM_PP_HOLD, KM_RST, KC_ENT,
_______, BL_STEP, _______, _______, _______, KC_BTN2, _______, KC_MPLY, KC_VOLD, KC_VOLU, _______
),
[_DL] = LAYOUT_planck_mit( /* DUAL */
_______, _______, KC_WH_U, KC_MS_U, KC_WH_D, _______, _______, KC_APP, KC_INS, _______, KC_PSCR, _______,
_______, _______, KC_MS_L, KC_MS_D, KC_MS_R, _______, KC_LEFT, KC_DOWN, KC_UP, KC_RGHT, KC_ACL0, KC_ACL2,
_______, _______, KC_BTN2, KC_BTN3, KC_BTN1, KC_WWW_BACK, KC_WWW_FORWARD, KC_MUTE, _______, _______, _______, _______,
_______, _______, KC_LGUI, KC_LALT, _______, _______, _______, _______, _______, _______, _______
),
[_DYN] = LAYOUT_planck_mit( /* special */
KM_HOLD, DYN_REC_START1, DYN_MACRO_PLAY1, _______, _______, _______, _______, KC_APP, KC_INS, _______, KC_PSCR, KC_PAUS,
KC_LOCK, DYN_REC_START2, DYN_MACRO_PLAY2, _______, _______, _______, _______, _______, _______, KC_CAPS, KC_SCRL, KC_NUM,
KM_SHLK, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, KM_PP_GAME, DF(_QW), DF(_PP), _______, _______, _______, _______
),
};
/* It's a pseudo-layer composed of two real layers, we need a function for this. */
void enable_gaming_layer(void) {
default_layer_set((1UL << _PP) | (1UL << _PPG));
#ifdef BACKLIGHT_ENABLE
backlight_toggle();
_delay_ms(100);
backlight_toggle();
#endif
}
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
static uint16_t key_timer;
static uint8_t ignore_up_events = 0;
uint16_t macro_kc = (keycode == MO(_DYN) ? DYN_REC_STOP : keycode);
if (!process_record_dynamic_macro(macro_kc, record)) {
return false;
}
if (ignore_up_events > 0 && keycode != MO(_DYN) && keycode != KM_HOLD && !record->event.pressed) {
ignore_up_events -= 1;
return false;
}
switch (keycode) {
case KM_LW:
if (record->event.pressed) {
layer_on(_LW);
} else {
layer_off(_LW);
}
update_tri_layer(_LW, _RS, _DL);
return false;
break;
case KM_RS:
if (record->event.pressed) {
layer_on(_RS);
} else {
layer_off(_RS);
}
update_tri_layer(_LW, _RS, _DL);
return false;
break;
case KM_SHLK:
register_code(KC_LSFT);
break;
case KM_HOLD:
if (!record->event.pressed) {
ignore_up_events += 1;
}
break;
case KM_RST:
{
/* Make slash available on the PP layer. */
if ((1UL << _PP) & default_layer_state) {
int32_t old_default_layer_state = default_layer_state;
int32_t old_layer_state = layer_state;
layer_state = 0;
default_layer_state = (1UL << _QW);
process_record(record);
layer_state = old_layer_state;
default_layer_state = old_default_layer_state;
return false;
}
}
if (record->event.pressed) {
key_timer = timer_read();
} else {
if (timer_elapsed(key_timer) >= 500) {
clear_keyboard();
backlight_toggle();
_delay_ms(250);
backlight_toggle();
bootloader_jump();
}
}
break;
case KM_PP_GAME:
if (!record->event.pressed) {
enable_gaming_layer();
}
break;
case KM_PP_HOLD:
if (record->event.pressed) {
key_timer = timer_read();
} else {
if (timer_elapsed(key_timer) >= 250) {
enable_gaming_layer();
} else {
default_layer_set(1UL << _PP);
}
}
break;
case KM_NUM:
layer_on(_NM);
break;
case KM_SLP:
if (record->event.pressed) {
_delay_ms(250);
}
break;
}
if (record->event.pressed
&& IS_LAYER_ON(_NM)
&& keymap_key_to_keycode(_NM, record->event.key) == KC_TRNS) {
layer_off(_NM);
}
return true;
}