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authorDrashna Jaelre <drashna@live.com>2019-04-09 08:58:11 -0700
committerDrashna Jaelre <drashna@live.com>2019-04-09 08:58:11 -0700
commitb6850bc043b1d129042f47501f0a1dc1e196f962 (patch)
treea0a772f278c3c494db3bc69103955af5561e1cae /keyboards/acr60/keymaps/mitch/keymap.c
parent19ed62114a1f5d20aacb9cbe83105e977b9a2971 (diff)
remove all keyboards but ergodox and planck
Diffstat (limited to 'keyboards/acr60/keymaps/mitch/keymap.c')
-rw-r--r--keyboards/acr60/keymaps/mitch/keymap.c205
1 files changed, 0 insertions, 205 deletions
diff --git a/keyboards/acr60/keymaps/mitch/keymap.c b/keyboards/acr60/keymaps/mitch/keymap.c
deleted file mode 100644
index b7fcb5a04a..0000000000
--- a/keyboards/acr60/keymaps/mitch/keymap.c
+++ /dev/null
@@ -1,205 +0,0 @@
-#include QMK_KEYBOARD_H
-
-#define _DFT 0
-#define _NGUI 1
-#define _FN 2
-#define _SFX 3
-
-// Fillers to make layering more clear
-#define ______ KC_TRNS
-#define bbbbbb KC_NO
-#define GUIOFF MAGIC_NO_GUI
-#define GUION MAGIC_UNNO_GUI
-
-#define MODS_CTRL_MASK (MOD_BIT(KC_LSHIFT)|MOD_BIT(KC_RSHIFT))
-
-/* TODO: create handy quick-ref list here for easy grokking of the actual shortcuts in place */
-
-/*
- * This is Mitch's default ACR60 layout (also DZ60, on which the ACR60 is based). This is a
- * Mac-oriented layout, as noted by the GUI keys immediately next to the space bar area of the
- * lower modifier row. This uses the LAYOUT_mitchsplit keymap as defined in arc60.h, which
- * uses a 3-split space bar and a split right shift. Otherwise it's a standard 60% layout (for
- * now).
- *
- * For me, this is a great place to start getting used to a split key setup and still mostly
- * sticking to a standard staggered 60% layout so my entire game isn't thrown off.
- *
- * Layers (0-based index because we're devs!):
- *
- * 0: Default QWERTY layer
- * Note Fn and Alt keys on the right side of the spacebar, not sure if those are
- * normal position but that's what I'm used to at this point. YMMV
- *
- * 1: Function Layer
- * Function keys, Grave Key, Delete, Caps lock on the tab, media keys, and directional
- * keys. Also you can hit the Alt key position to switch (and lock) into the 3rd layer
- * if you really want to mess with your SFX for a bit.
- *
- * 2: Special Effects Layer
- * RGB and backlight settings access. RGB cycle on "S" key position and if locked into
- * the third layer you can hold shift to cycle backwards (see notes below). Bootloader
- * access is on this layer. If layer locked, hit right Alt key to get back to layer 0.
- *
- * The keymap layer definitions below look pretty bad when soft-wrapped by your IDE / text editor.
- * Be sure to disable wrapping to make things more readable with lines preserved.
- */
-
-const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
-/* Layer 0
- * ,-----------------------------------------------------------------------------------------.
- * | Esc | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | - | = | Bksp |
- * |-----------------------------------------------------------------------------------------+
- * | Tab | Q | W | E | R | T | Y | U | I | O | P | [ | ] | \ |
- * |-----------------------------------------------------------------------------------------+
- * | Fn | A | S | D | F | G | H | J | K | L | ; | ' | Enter |
- * |-----------------------------------------------------------------------------------------+
- * | Shift | Z | X | C | V | B | N | M | , | . | / | RShift | FN |
- * |-----------------------------------------------------------------------------------------+
- * | LCtrl | LAlt | LGUI | Space | Space| Space | RGUI | Fn | RAlt | RCtrl |
- * `-----------------------------------------------------------------------------------------'
- */
-/* Qwerty gui/alt/space/alt/gui /
- *
- * Hit MO(_FN) and Alt in that order to lock into the _FN layer.
- */
- [_DFT] = LAYOUT_mitchsplit( /* Basic QWERTY */
- F(0), KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, KC_BSPC, \
- KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC, KC_BSLS, \
- MO(_FN), KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_ENT, \
- KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, MO(_FN), \
- KC_LCTL, KC_LALT, KC_LGUI, KC_SPC, KC_SPC, KC_SPC, KC_RGUI, MO(_FN), LT(_SFX, KC_RALT),KC_RCTL \
- ),
-
-/* Gaming
- * ,-----------------------------------------------------------------------------------------.
- * | | | | | | | | | | | | | | | |
- * |-----------------------------------------------------------------------------------------+
- * | | | | | | | | | | | | | | |
- * |-----------------------------------------------------------------------------------------+
- * | | | | | | | | | | | | | |
- * |-----------------------------------------------------------------------------------------+
- * | | | | | | | | | | | | | |
- * |-----------------------------------------------------------------------------------------+
- * | | |BLOCKED| | | |BLOCKED| | | |
- * `-----------------------------------------------------------------------------------------'
- */
-/* I disable the GUI / System key for gaming, as usually that's windows and I hit that at the most
- * inopportune moments. And games don't use the windows key. I'd use the Bootmagic MAGIC_NO_GUI and
- * MAGIC_UNNO_GUI keycodes, but that actually disables it and has it persist beyond disconnection
- * of the board. That's less convenient (and more confusing) for me than this approach, which is
- * basically just blocking the GUI keys when this layer is active and not letting them flow through
- * to the default layer.
- */
- /* Layer 2: "special effects": RGB lighting, backlighting, bootloader */
- [_NGUI] = LAYOUT_mitchsplit(
- ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, \
- ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, \
- ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, \
- ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, ______, \
- ______, ______, bbbbbb, ______, ______, ______, bbbbbb, ______, ______, ______ \
- ),
-
-/* Fn Layer / Layer 1
- * ,-----------------------------------------------------------------------------------------.
- * |KC_GRV| F1 | F2 | F3 | F4 | F5 | F6 | F7 | F8 | F9 | F10 | F11 | F12 | Del |
- * |-----------------------------------------------------------------------------------------+
- * | CAPS | | | | | |Home | Pgup| Up | PgDn| End | | | |
- * |-----------------------------------------------------------------------------------------+
- * | | Vol-| Vol+| Mute| | | | Left| Down|Right| | | |
- * |-----------------------------------------------------------------------------------------+
- * | |Prev |Play |Next | | | | | | | | | |
- * |-----------------------------------------------------------------------------------------+
- * | | | | | | | | | LrSfx | |
- * `-----------------------------------------------------------------------------------------'
- */
-/*
- * Pok3r-style layer switching on M and "," keys (_DFT and _NGUI layers, respectively). Note that
- * these don't enable/disable those layers (i.e. latching keys), they actually switch to that layer.
- * To go to the _NGUI layer, Fn+comma, to go to _DFT from _NGUI, hit Fn+M.
- */
- /* Layer 1: Functions, primary layer switching, media controls, directional */
- [_FN] = LAYOUT_mitchsplit(
- KC_GRV, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, KC_DEL, \
- KC_CAPS, bbbbbb, bbbbbb, bbbbbb, bbbbbb, bbbbbb, KC_HOME, KC_PGUP, KC_UP , KC_PGDOWN,KC_END, bbbbbb, bbbbbb, bbbbbb, \
- ______, KC_VOLD, KC_VOLU, KC_MUTE, bbbbbb, bbbbbb, bbbbbb, KC_LEFT, KC_DOWN, KC_RIGHT, bbbbbb, bbbbbb, ______, \
- ______, KC_MPRV, KC_MPLY, KC_MNXT, bbbbbb, bbbbbb, bbbbbb,TO(_DFT),TO(_NGUI), bbbbbb, bbbbbb, ______, ______, \
- ______, ______, ______, ______, ______, ______, ______, ______,TG(_SFX),______ \
- ),
-
-/* Special Effects Layer / Layer 2
- * ,-----------------------------------------------------------------------------------------.
- * | |Plain|Brth |Rnbw |Swirl|Snake|Knght|Xmas |Grdnt| | | | | | |
- * |-----------------------------------------------------------------------------------------+
- * | | BL |BLSTEP| BL- | BL+ | | | | | | | | |Bootldr |
- * |-----------------------------------------------------------------------------------------+
- * | | RGBT| RGBM| | | | | | | | | | |
- * |-----------------------------------------------------------------------------------------+
- * | | Hue+| Hue-| Sat+| Sat-| Val+| Val-| | | | | | |
- * |-----------------------------------------------------------------------------------------+
- * | | | | | | | | |LrDflt | |
- * `-----------------------------------------------------------------------------------------'
- */
-/* Tap RAlt to get back to default layer (0).
- *
- * See https://docs.qmk.fm/feature_rgblight.html#rgblight-keycodes for details about
- * RGB codes. Quick summary, though:
- *
- * RGB_MODE_PLAIN RGB_M_P Switch to the static no animation mode
- * RGB_MODE_BREATHE RGB_M_B Switch to the breathing mode
- * RGB_MODE_RAINBOW RGB_M_R Switch to the rainbow mode (cycles through colors)
- * RGB_MODE_SWIRL RGB_M_SW Switch to the swirl mode (like an animated gradient)
- * RGB_MODE_SNAKE RGB_M_SN Switch to the snake mode
- * RGB_MODE_KNIGHT RGB_M_K Switch to the knight animation
- * RGB_MODE_XMAS RGB_M_X Switch to the Christmas animation
- * RGB_MODE_GRADIENT RGB_M_G Switch to the static gradient mode
- *
- * Note that there are more animation variations, usually timer-based variations, by using the
- * "S" key to cycle through modes. Use one of the deciated keys to get to
- * the general mode where you want it, then cycle through variations of that mode to get
- * something specific more quickly.
- */
- /* Layer 2: "special effects": RGB lighting, backlighting, bootloader */
- [_SFX] = LAYOUT_mitchsplit(
- ______, RGB_M_P, RGB_M_B, RGB_M_R, RGB_M_SW,RGB_M_SN,RGB_M_K, RGB_M_X, RGB_M_G,______, ______, ______, ______, ______, \
- ______, BL_TOGG, BL_STEP, BL_DEC, BL_INC, ______, ______, ______, ______, ______, ______, ______, ______, RESET, \
- ______, RGB_TOG, RGB_MOD,______, ______, ______, ______, ______, ______, ______, ______, ______, ______, \
- ______, RGB_HUI, RGB_HUD, RGB_SAI, RGB_SAD, RGB_VAI, RGB_VAD, ______, ______, ______, ______, ______, ______, \
- ______, ______, ______, ______, ______, ______, ______, ______,TO(_DFT),______ \
- )
-
-};
-
-enum function_id {
- SHIFT_ESC,
-};
-
-const uint16_t PROGMEM fn_actions[] = {
- [0] = ACTION_FUNCTION(SHIFT_ESC),
-};
-
-void action_function(keyrecord_t *record, uint8_t id, uint8_t opt) {
- static uint8_t shift_esc_shift_mask;
- switch (id) {
- case SHIFT_ESC:
- shift_esc_shift_mask = get_mods()&MODS_CTRL_MASK;
- if (record->event.pressed) {
- if (shift_esc_shift_mask) {
- add_key(KC_GRV);
- send_keyboard_report();
- } else {
- add_key(KC_ESC);
- send_keyboard_report();
- }
- } else {
- if (shift_esc_shift_mask) {
- del_key(KC_GRV);
- send_keyboard_report();
- } else {
- del_key(KC_ESC);
- send_keyboard_report();
- }
- }
- break;
- }
-}