qmk-keychron-q3-colemak-dh/keyboards/crkbd/keymaps/benrestech/keymap.c
Ben Allen 1b9de35f3a
[Keymap] Adding Benrestech keymap for the Crkbd (#18163)
Co-authored-by: Drashna Jaelre <drashna@live.com>
Co-authored-by: Ryan <fauxpark@gmail.com>
2022-09-25 23:11:48 -07:00

152 lines
7.4 KiB
C

/*
Copyright 2019 @foostan
Copyright 2020 Drashna Jaelre <@drashna>
Copyright 2022 Ben Allen <@benrestech>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include QMK_KEYBOARD_H
#define KC_NP KC_NO // key is not present
#define KC_NA KC_NO // present but not available for use
#define KC_NU KC_NO // available but not used
// 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 crkbd_layers {
BASE,
MEDR,
NAVR,
MOUR,
NSSL,
NSL,
FUNL,
GAME
};
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[BASE] = LAYOUT_split_3x6_3(
TO(NSSL), KC_Q, KC_W, KC_F, KC_P, KC_B, KC_J, KC_L, KC_U, KC_Y, KC_QUOT, TO(MOUR),
TO(NSL), LGUI_T(KC_A), LALT_T(KC_R), LCTL_T(KC_S), LSFT_T(KC_T), KC_G, KC_M, LSFT_T(KC_N), LCTL_T(KC_E), LALT_T(KC_I), LGUI_T(KC_O), TO(NAVR),
TO(FUNL), KC_Z, ALGR_T(KC_X), KC_C, KC_D, KC_V, KC_K, KC_H, KC_COMM, ALGR_T(KC_DOT), KC_SLSH, TO(MEDR),
LT(MEDR, KC_ESC), LT(NAVR, KC_SPC), LT(MOUR, KC_TAB), LT(NSSL, KC_ENT), LT(NSL, KC_BSPC), LT(FUNL, KC_DEL)
),
[NAVR] = LAYOUT_split_3x6_3(
TO(NSSL), QK_BOOT, KC_NA, KC_NA, KC_NA, KC_NA, KC_AGIN, KC_UNDO, KC_CUT, KC_COPY, KC_PSTE, TO(MOUR),
TO(NSL), KC_LGUI, KC_LALT, KC_LCTL, KC_LSFT, KC_NA, KC_CAPS, KC_LEFT, KC_DOWN, KC_UP, KC_RGHT, TO(BASE),
TO(FUNL), KC_NA, KC_ALGR, KC_NA, KC_NA, KC_NA, KC_INS, KC_HOME, KC_PGDN, KC_PGUP, KC_END, TO(MEDR),
KC_NA, KC_NA, KC_NA, KC_ENT, KC_BSPC, KC_DEL
),
[MOUR] = LAYOUT_split_3x6_3(
TO(NSSL), QK_BOOT, KC_NA, KC_NA, KC_NA, KC_NA, KC_NU, KC_NU, KC_NU, KC_NU, KC_NU, TO(BASE),
TO(NSL), KC_LGUI, KC_LALT, KC_LCTL, KC_LSFT, KC_NA, KC_NU, KC_MS_L, KC_MS_D, KC_MS_U, KC_MS_R, TO(NAVR),
TO(FUNL), KC_NA, KC_ALGR, KC_NA, KC_NA, KC_NA, KC_NU, KC_WH_L, KC_WH_D, KC_WH_U, KC_WH_R, TO(MEDR),
KC_NA, KC_NA, KC_NA, KC_BTN1, KC_BTN3, KC_BTN2
),
[MEDR] = LAYOUT_split_3x6_3(
TO(NSSL), QK_BOOT, KC_NA, KC_NA, KC_NA, KC_NA, RGB_TOG, RGB_MOD, RGB_HUI, RGB_SAI, RGB_VAI, TO(MOUR),
TO(NSL), KC_LGUI, KC_LALT, KC_LCTL, KC_LSFT, KC_NA, KC_NU, KC_MPRV, KC_VOLD, KC_VOLU, KC_MNXT, TO(NAVR),
TO(FUNL), KC_NA, KC_ALGR, KC_NA, KC_NA, KC_NA, KC_NU, KC_NU, KC_NU, KC_NU, KC_NU, TO(BASE),
KC_NA, KC_NA, KC_NA, KC_MSTP, KC_MPLY, KC_MUTE
),
[FUNL] = LAYOUT_split_3x6_3(
TO(NSSL), KC_F12, KC_F7, KC_F8, KC_F9, KC_PSCR, KC_NA, KC_NA, KC_NA, KC_NA, QK_BOOT, TO(MOUR),
TO(NSL), KC_F11, KC_F4, KC_F5, KC_F6, KC_SLCK, KC_NA, KC_LSFT, KC_LCTL, KC_LALT, KC_LGUI, TO(NAVR),
TO(BASE), KC_F10, KC_F1, KC_F2, KC_F3, KC_PAUS, KC_NA, KC_NA, KC_NA, KC_ALGR, KC_NA, TO(MEDR),
KC_APP, KC_SPC, KC_TAB, KC_NA, KC_NA, KC_NA
),
[NSL] = LAYOUT_split_3x6_3(
TO(NSSL), KC_LBRC, KC_7, KC_8, KC_9, KC_RBRC, KC_NA, KC_NA, KC_NA, KC_NA, QK_BOOT, TO(MOUR),
TO(BASE), KC_SCLN, KC_4, KC_5, KC_6, KC_EQL, KC_NA, KC_LSFT, KC_LCTL, KC_LALT, KC_LGUI, TO(NAVR),
TO(FUNL), KC_GRV, KC_1, KC_2, KC_3, KC_BSLS, KC_NA, KC_NA, KC_NA, KC_ALGR, KC_NA, TO(MEDR),
KC_DOT, KC_0, KC_MINS, TO(GAME), KC_NA, KC_NA
),
[NSSL] = LAYOUT_split_3x6_3(
TO(BASE), KC_LCBR, KC_AMPR, KC_ASTR, KC_LPRN, KC_RCBR, KC_NA, KC_NA, KC_NA, KC_NA, QK_BOOT, TO(MOUR),
TO(NSL), KC_COLN, KC_DLR, KC_PERC, KC_CIRC, KC_PLUS, KC_NA, KC_LSFT, KC_LCTL, KC_LALT, KC_LGUI, TO(NAVR),
TO(FUNL), KC_TILD, KC_EXLM, KC_AT, KC_HASH, KC_PIPE, KC_NA, KC_NA, KC_NA, KC_ALGR, KC_NA, TO(MEDR),
KC_GT, KC_RPRN, KC_UNDS, KC_NA, KC_NA, KC_NA
),
[GAME] = LAYOUT_split_3x6_3(
KC_NA, KC_Q, KC_W, KC_F, KC_P, KC_B, KC_J, KC_L, KC_U, KC_Y, KC_QUOT, TO(BASE),
KC_NA, KC_A, KC_R, KC_S, KC_T, KC_G, KC_M, LSFT_T(KC_N), LCTL_T(KC_E), LALT_T(KC_I), LGUI_T(KC_O), TO(BASE),
KC_NA, KC_Z, KC_X, KC_C, KC_D, KC_V, KC_K, KC_H, KC_COMM, ALGR_T(KC_DOT), KC_SLSH, TO(BASE),
KC_ESC, KC_SPC, KC_TAB, LT(NSSL, KC_ENT), LT(NSL, KC_BSPC), LT(FUNL, KC_DEL)
)
};
// Default (BASE) lighting layer is HSV_GREEN.
// MEDR lighting layer.
const rgblight_segment_t PROGMEM medr_layer[] = RGBLIGHT_LAYER_SEGMENTS(
{0, 53, HSV_PINK} // Light all LEDs
);
// NAVR lighting layer.
const rgblight_segment_t PROGMEM navr_layer[] = RGBLIGHT_LAYER_SEGMENTS(
{0, 53, HSV_CYAN} // Light all LEDs
);
// MOUR lighting layer.
const rgblight_segment_t PROGMEM mour_layer[] = RGBLIGHT_LAYER_SEGMENTS(
{0, 53, HSV_YELLOW} // Light all LEDs
);
// NSSL lighting layer.
const rgblight_segment_t PROGMEM nssl_layer[] = RGBLIGHT_LAYER_SEGMENTS(
{0, 53, HSV_SPRINGGREEN} // Light all LEDs
);
// NSL lighting layer.
const rgblight_segment_t PROGMEM nsl_layer[] = RGBLIGHT_LAYER_SEGMENTS(
{0, 53, HSV_BLUE} // Light all LEDs
);
// FUNL lighting layer.
const rgblight_segment_t PROGMEM funl_layer[] = RGBLIGHT_LAYER_SEGMENTS(
{0, 53, HSV_RED} // Light all LEDs
);
// GAME lighting layer.
const rgblight_segment_t PROGMEM game_layer[] = RGBLIGHT_LAYER_SEGMENTS(
{0, 53, HSV_PURPLE} // Light all LEDs
);
// Now define the array of layers. Later layers take precedence
const rgblight_segment_t* const PROGMEM my_rgb_layers[] = RGBLIGHT_LAYERS_LIST(
medr_layer,
navr_layer,
mour_layer,
nssl_layer,
nsl_layer,
funl_layer,
game_layer
);
void keyboard_post_init_user(void) {
// Enable the LED layers
rgblight_layers = my_rgb_layers;
rgblight_sethsv(HSV_GREEN);
}
layer_state_t layer_state_set_user(layer_state_t state) {
rgblight_set_layer_state(0, layer_state_cmp(state, MEDR));
rgblight_set_layer_state(1, layer_state_cmp(state, NAVR));
rgblight_set_layer_state(2, layer_state_cmp(state, MOUR));
rgblight_set_layer_state(3, layer_state_cmp(state, NSSL));
rgblight_set_layer_state(4, layer_state_cmp(state, NSL));
rgblight_set_layer_state(5, layer_state_cmp(state, FUNL));
rgblight_set_layer_state(6, layer_state_cmp(state, GAME));
return state;
}