1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
|
/**
* Copyright (C) 2021 Jerrell, Jacob <@jjerrell>
*
* This file is part of qmk_firmware.
*
* qmk_firmware 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 3 of the License, or
* (at your option) any later version.
*
* qmk_firmware 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 qmk_firmware. If not, see <http://www.gnu.org/licenses/>.
*/
#include "jjerrell.h"
enum moonlander_layers {
_GAME_LOWER = LAYER_SAFE_RANGE,
// _GAME_RAISE,
};
// clang-format off
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[_WORKMAN] = LAYOUT_moonlander_mods(
__________________WORKMN_L1__________________, __________________WORKMN_R1__________________,
__________________WORKMN_L2__________________, __________________WORKMN_R2__________________,
__________________WORKMN_L3__________________, __________________WORKMN_R3__________________,
XXXXXXX, XXXXXXX, XXXXXXX, KC_LSFT, KC_RSFT, XXXXXXX, XXXXXXX, XXXXXXX
),
[_LOWER] = LAYOUT_moonlander_mods(
__________________LOWER_L1___________________, __________________LOWER_R1___________________,
__________________LOWER_L2___________________, __________________LOWER_R2___________________,
__________________LOWER_L3___________________, __________________LOWER_R3___________________,
XXXXXXX, XXXXXXX, XXXXXXX, KC_LSFT, KC_0, KC_DOT, KC_COMM, KC_PLUS
),
[_RAISE] = LAYOUT_moonlander_common(
__________________RAISE_L1___________________, __________________RAISE_R1___________________,
__________________RAISE_L2___________________, __________________RAISE_R2___________________,
__________________RAISE_L3___________________, __________________RAISE_R3___________________,
XXXXXXX, XXXXXXX, XXXXXXX, KC_LSFT, KC_RSFT, XXXXXXX, XXXXXXX, XXXXXXX
),
[_ADJUST] = LAYOUT_moonlander_common(
__________________ADJUST_L1__________________, __________________ADJUST_R1__________________,
__________________ADJUST_L2__________________, __________________ADJUST_R2__________________,
__________________ADJUST_L3__________________, __________________ADJUST_R3__________________,
XXXXXXX, XXXXXXX, XXXXXXX, KC_LSFT, KC_RSFT, XXXXXXX, XXXXXXX, XXXXXXX
),
[_SPECIAL] = LAYOUT_moonlander_common(
XXXXXXX, XXXXXXX, KC_WH_D, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX,
XXXXXXX, KC_WH_L, KC_WH_U, KC_WH_R, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX,
XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX,
XXXXXXX, XXXXXXX, XXXXXXX, KC_LALT, KC_RALT, XXXXXXX, XXXXXXX, XXXXXXX
),
[_GAME] = LAYOUT_moonlander_gamepad(
KC_ESC, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6,
KC_TAB, __________________QWERTY_L1__________________, KC_SLSH,
KC_LALT, __________________QWERTY_L2__________________, KC_BSLS,
KC_LSFT, __________________QWERTY_L3__________________,
KC_LGUI, MACRO_1, MACRO_2, MACRO_3, MACRO_4, KC_LOCK,
KC_SPC, KC_BTN2, MO(_LOWER)
),
[_GAME_LOWER] = LAYOUT_moonlander_gamepad(
KC_GRV, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL,
KC_TAB, __________________QWERTY_L1__________________, KC_SLSH,
KC_LALT, __________________QWERTY_L2__________________, KC_BSLS,
KC_LSFT, __________________QWERTY_L3__________________,
KC_LGUI, MACRO_5, MACRO_6, MACRO_7, MACRO_8, KC_LOCK,
KC_SPC, KC_BTN2, MO(_LOWER)
)
};
// clang-format on
layer_state_t layer_state_set_keymap(layer_state_t state) {
ML_LED_1(0);
ML_LED_2(0);
ML_LED_3(0);
ML_LED_4(0);
ML_LED_5(0);
ML_LED_6(0);
state = update_tri_layer_state(state, _GAME, _LOWER, _GAME_LOWER);
switch (get_highest_layer(state)) {
case 1:
ML_LED_1(1);
ML_LED_4(1);
break;
case 2:
ML_LED_2(1);
ML_LED_5(1);
break;
case 3:
ML_LED_3(1);
break;
case 4:
ML_LED_4(1);
break;
case 5:
ML_LED_5(1);
break;
case 6:
ML_LED_6(1);
break;
default:
break;
}
return state;
}
|