keymap_reed.c 3.1 KB

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  1. #include "keymap_common.h"
  2. /*
  3. * BUILD:
  4. * Simply run the command below in the keyboard/planck directory
  5. * to build against this keymap
  6. *
  7. * make KEYMAP=reed COMMON_KEYMAP=true
  8. *
  9. *
  10. * DETAILS:
  11. *
  12. * This layout works off of Jack's layout, making some changes that I
  13. * feel significantly improve the function of the keyboard. Major changes
  14. * include adding a "gaming mode" that will allow users to still access
  15. * the number keys 1 through 4 easily for games that require it. Also
  16. * included is the ability to use the tap/hold function for easy use of
  17. * right shift and thumb shift with their tapped companions.
  18. *
  19. */
  20. const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
  21. [0] = KEYMAP_GRID( /* Reed */
  22. ESC, Q, W, E, R, T, Y, U, I, O, P, BSPC,
  23. TAB, A, S, D, F, G, H, J, K, L, SCLN, QUOT,
  24. LSFT, Z, X, C, V, B, N, M, COMM, DOT, SLSH, FN5,
  25. LCTL, CAPS, LALT, LGUI, FN2, FN7, SPC, FN1, LEFT, DOWN, UP, RGHT),
  26. [1] = KEYMAP_GRID( /* Reed EXTREME GAMING */
  27. ESC, Q, W, E, R, T, Y, U, I, O, P, BSPC,
  28. TAB, A, S, D, F, G, H, J, K, L, SCLN, QUOT,
  29. LSFT, Z, X, C, V, B, N, M, COMM, DOT, SLSH, FN5,
  30. LCTL, 1, 2, 3, 4, SPC, FN2, FN1, LEFT, DOWN, UP, RGHT),
  31. [2] = KEYMAP_GRID( /* Reed RAISE */
  32. GRV, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, BSPC,
  33. TRNS, FN3, FN4, PAUSE, TRNS, TRNS, TRNS, MINS, EQL, LBRC, RBRC, BSLS,
  34. TRNS, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, TRNS,
  35. TRNS, TRNS, TRNS, TRNS, TRNS, TRNS, TRNS, FN1, MNXT, VOLD, VOLU, MPLY),
  36. [3] = KEYMAP_GRID( /* Reed LOWER */
  37. TRNS, FN10, FN11, FN12, FN13, FN14, FN15, FN16, FN17, FN18, FN19, DEL,
  38. TRNS, TRNS, INS, HOME, PGUP, TRNS, TRNS, FN20, FN21, FN23, FN24, FN28,
  39. TRNS, TRNS, DEL, END, PGDN, F11, F12, F13, TRNS, VOLD, VOLU, TRNS,
  40. TRNS, TRNS, TRNS, TRNS, FN2, TRNS, TRNS, TRNS, MPRV, MUTE, MPLY, MNXT),
  41. };
  42. const uint16_t PROGMEM fn_actions[] = {
  43. [1] = ACTION_LAYER_MOMENTARY(2), // to Fn overlay - RAISE
  44. [2] = ACTION_LAYER_MOMENTARY(3), // to Fn overlay - LOWER
  45. [3] = ACTION_DEFAULT_LAYER_SET(0),
  46. [4] = ACTION_DEFAULT_LAYER_SET(1),
  47. // Actions for the tap/hold modifiers listed above
  48. [5] = ACTION_MODS_TAP_KEY(MOD_RSFT, KC_ENT),
  49. [7] = ACTION_MODS_TAP_KEY(MOD_LSFT, KC_BSPC),
  50. [10] = ACTION_MODS_KEY(MOD_LSFT, KC_1),
  51. [11] = ACTION_MODS_KEY(MOD_LSFT, KC_2),
  52. [12] = ACTION_MODS_KEY(MOD_LSFT, KC_3),
  53. [13] = ACTION_MODS_KEY(MOD_LSFT, KC_4),
  54. [14] = ACTION_MODS_KEY(MOD_LSFT, KC_5),
  55. [15] = ACTION_MODS_KEY(MOD_LSFT, KC_6),
  56. [16] = ACTION_MODS_KEY(MOD_LSFT, KC_7),
  57. [17] = ACTION_MODS_KEY(MOD_LSFT, KC_8),
  58. [18] = ACTION_MODS_KEY(MOD_LSFT, KC_9),
  59. [19] = ACTION_MODS_KEY(MOD_LSFT, KC_0),
  60. [20] = ACTION_MODS_KEY(MOD_LSFT, KC_MINS),
  61. [21] = ACTION_MODS_KEY(MOD_LSFT, KC_EQL),
  62. [22] = ACTION_MODS_KEY(MOD_LSFT, KC_GRV),
  63. [23] = ACTION_MODS_KEY(MOD_LSFT, KC_LBRC),
  64. [24] = ACTION_MODS_KEY(MOD_LSFT, KC_RBRC),
  65. [28] = ACTION_MODS_KEY(MOD_LSFT, KC_BSLS),
  66. [29] = ACTION_MODS_KEY(MOD_LSFT | MOD_RSFT, KC_PAUSE),
  67. };