1
0
Fork 0

Add rasmus keymap and fix default keymap readme

This commit is contained in:
Rasmus Schults 2017-12-10 21:54:50 +02:00 committed by Jack Humbert
parent d9983082c2
commit 7c5428b56d
5 changed files with 132 additions and 3 deletions

View File

@ -1,9 +1,11 @@
![Lightsaver Layout Image](https://i.imgur.com/kSyGao4.png)
![Lightsaver Layout Image](https://i.imgur.com/vRAy2XP.png)
# Default Lightsaver Layout
This is the default implement layout for Duck Lightsaver V3.
## FN layer
![Lightsaver Layout Image](https://i.imgur.com/8jIGy6o.png)
## Features
* Default QWERTY layer
* FN layer - Control RGB underglow and backlight. HJKL Vim style movement.

View File

@ -0,0 +1,8 @@
#ifndef CONFIG_USER_H
#define CONFIG_USER_H
#include "../../config.h"
#define FORCE_NKRO
#endif

View File

@ -0,0 +1,105 @@
/* Copyright 2017 Rasmus Schults <rasmus.schults@gmail.com>
*
*
* 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 "lightsaver.h"
#define KC_F1GL TD(TD_F1_GAME)
#define KC_CLFN TD(TD_CAPS_FN)
enum custom_layers {
BASE, // Base QWERTY layer
GAME, // Gaming layer
FN = 5, // Function layer
};
//Tap Dance Declarations
enum {
TD_F1_BASE,
TD_F1_GAME,
TD_CAPS_FN
};
//Tap Dance Definitions
qk_tap_dance_action_t tap_dance_actions[] = {
[TD_F1_GAME] = ACTION_TAP_DANCE_DUAL_ROLE(KC_F1, GAME),
[TD_CAPS_FN] = ACTION_TAP_DANCE_DUAL_ROLE(KC_CAPS, 5)
};
enum macro_id {
SHRG,
};
#define TYPE_SHRUG MACRO( \
D(LCTRL), D(LSHIFT), T(U), U(LCTRL), U(LSHIFT), \
T(0), T(0), T(A), T(F), \
D(LCTRL), D(LSHIFT), T(U), U(LCTRL), U(LSHIFT), \
T(0), T(0), T(5), T(C), \
D(LCTRL), D(LSHIFT), T(U), U(LCTRL), U(LSHIFT), \
T(0), T(0), T(5), T(F), \
D(LCTRL), D(LSHIFT), T(U), U(LCTRL), U(LSHIFT), \
T(0), T(0), T(2), T(8), \
D(LCTRL), D(LSHIFT), T(U), U(LCTRL), U(LSHIFT), \
T(3), T(0), T(C), T(4), \
D(LCTRL), D(LSHIFT), T(U), U(LCTRL), U(LSHIFT), \
T(0), T(0), T(2), T(9), \
D(LCTRL), D(LSHIFT), T(U), U(LCTRL), U(LSHIFT), \
T(0), T(0), T(5), T(F), \
D(LCTRL), D(LSHIFT), T(U), U(LCTRL), U(LSHIFT), \
T(0), T(0), T(2), T(F), \
D(LCTRL), D(LSHIFT), T(U), U(LCTRL), U(LSHIFT), \
T(0), T(0), T(A), T(F), \
T(SPACE), END \
)
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[BASE] = KEYMAP(\
KC_ESC, KC_F1GL, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, KC_PSCR, KC_NLCK, KC_INS, KC_HOME, KC_PGUP, KC_PSLS, \
KC_GRV, 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_DEL, KC_END, KC_PGDN, KC_PAST, \
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, KC_P7, KC_P8, KC_P9, KC_PMNS, \
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_P4, KC_P5, KC_P6, KC_PPLS, \
KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_P1, KC_P2, KC_P3, KC_PENT, \
KC_LCTL, KC_LALT, KC_LGUI, KC_SPC, KC_RGUI, KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT, KC_P0, KC_PDOT), \
[GAME] = KEYMAP(\
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_LOCK, _______, _______, _______, _______, _______, \
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, \
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, \
KC_CLFN, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, \
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, \
_______, KC_LGUI, KC_LALT, _______, KC_RALT, _______, _______, _______, _______, _______, _______ ), \
[FN] = KEYMAP(\
_______, M(SHRG), _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_PAUS, KC_SLCK, RGB_TOG, RGB_MOD, _______, _______, \
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, BL_TOGG, _______, _______, _______, \
_______, _______, _______, _______, _______, _______, KC_HOME, KC_PGDN, KC_PGUP, KC_END, _______, _______, _______, _______, _______, _______, _______, _______, \
_______, _______, _______, _______, _______, _______, KC_LEFT, KC_DOWN, KC_UP, KC_RGHT, _______, _______, _______, _______, _______, _______, _______, \
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RESET, \
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______ ), \
};
const uint16_t PROGMEM fn_actions[] = {
};
const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt) {
switch(id) {
case SHRG:
return (record->event.pressed ? TYPE_SHRUG : MACRO_NONE );
break;
}
return MACRO_NONE;
};

View File

@ -0,0 +1,12 @@
![Lightsaver Layout Image](https://i.imgur.com/KqdZQZZ.png)
# rasmusx's Lightsaver Layout
Custom keymap for Lightsaver.
## Features
* Default layer has ALT/SUPER switched and FN key in Caps Lock place.
* FN layer - Control RGB underglow and backlight. HJKL Vim style movement.
* Game layer - ALT/SUPER in normal positions. FN behaviour: 1 tap Caps Lock, 2 taps FN

View File

@ -0,0 +1,2 @@
KEY_LOCK_ENABLE = yes
TAP_DANCE_ENABLE = yes