Add rasmus keymap and fix default keymap readme
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![Lightsaver Layout Image](https://i.imgur.com/kSyGao4.png)
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![Lightsaver Layout Image](https://i.imgur.com/vRAy2XP.png)
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# Default Lightsaver Layout
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This is the default implement layout for Duck Lightsaver V3.
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## FN layer
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![Lightsaver Layout Image](https://i.imgur.com/8jIGy6o.png)
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## Features
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* Default QWERTY layer
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* FN layer - Control RGB underglow and backlight. HJKL Vim style movement.
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keyboards/lightsaver/keymaps/rasmus/config.h
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keyboards/lightsaver/keymaps/rasmus/config.h
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#ifndef CONFIG_USER_H
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#define CONFIG_USER_H
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#include "../../config.h"
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#define FORCE_NKRO
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#endif
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keyboards/lightsaver/keymaps/rasmus/keymap.c
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keyboards/lightsaver/keymaps/rasmus/keymap.c
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/* Copyright 2017 Rasmus Schults <rasmus.schults@gmail.com>
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*
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "lightsaver.h"
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#define KC_F1GL TD(TD_F1_GAME)
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#define KC_CLFN TD(TD_CAPS_FN)
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enum custom_layers {
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BASE, // Base QWERTY layer
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GAME, // Gaming layer
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FN = 5, // Function layer
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};
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//Tap Dance Declarations
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enum {
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TD_F1_BASE,
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TD_F1_GAME,
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TD_CAPS_FN
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};
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//Tap Dance Definitions
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qk_tap_dance_action_t tap_dance_actions[] = {
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[TD_F1_GAME] = ACTION_TAP_DANCE_DUAL_ROLE(KC_F1, GAME),
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[TD_CAPS_FN] = ACTION_TAP_DANCE_DUAL_ROLE(KC_CAPS, 5)
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};
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enum macro_id {
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SHRG,
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};
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#define TYPE_SHRUG MACRO( \
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D(LCTRL), D(LSHIFT), T(U), U(LCTRL), U(LSHIFT), \
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T(0), T(0), T(A), T(F), \
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D(LCTRL), D(LSHIFT), T(U), U(LCTRL), U(LSHIFT), \
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T(0), T(0), T(5), T(C), \
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D(LCTRL), D(LSHIFT), T(U), U(LCTRL), U(LSHIFT), \
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T(0), T(0), T(5), T(F), \
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D(LCTRL), D(LSHIFT), T(U), U(LCTRL), U(LSHIFT), \
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T(0), T(0), T(2), T(8), \
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D(LCTRL), D(LSHIFT), T(U), U(LCTRL), U(LSHIFT), \
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T(3), T(0), T(C), T(4), \
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D(LCTRL), D(LSHIFT), T(U), U(LCTRL), U(LSHIFT), \
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T(0), T(0), T(2), T(9), \
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D(LCTRL), D(LSHIFT), T(U), U(LCTRL), U(LSHIFT), \
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T(0), T(0), T(5), T(F), \
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D(LCTRL), D(LSHIFT), T(U), U(LCTRL), U(LSHIFT), \
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T(0), T(0), T(2), T(F), \
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D(LCTRL), D(LSHIFT), T(U), U(LCTRL), U(LSHIFT), \
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T(0), T(0), T(A), T(F), \
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T(SPACE), END \
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)
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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[BASE] = KEYMAP(\
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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, \
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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, \
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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, \
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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, \
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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, \
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KC_LCTL, KC_LALT, KC_LGUI, KC_SPC, KC_RGUI, KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT, KC_P0, KC_PDOT), \
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[GAME] = KEYMAP(\
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_LOCK, _______, _______, _______, _______, _______, \
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, \
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, \
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KC_CLFN, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, \
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, \
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_______, KC_LGUI, KC_LALT, _______, KC_RALT, _______, _______, _______, _______, _______, _______ ), \
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[FN] = KEYMAP(\
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_______, M(SHRG), _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_PAUS, KC_SLCK, RGB_TOG, RGB_MOD, _______, _______, \
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, BL_TOGG, _______, _______, _______, \
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_______, _______, _______, _______, _______, _______, KC_HOME, KC_PGDN, KC_PGUP, KC_END, _______, _______, _______, _______, _______, _______, _______, _______, \
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_______, _______, _______, _______, _______, _______, KC_LEFT, KC_DOWN, KC_UP, KC_RGHT, _______, _______, _______, _______, _______, _______, _______, \
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RESET, \
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______ ), \
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};
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const uint16_t PROGMEM fn_actions[] = {
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};
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const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt) {
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switch(id) {
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case SHRG:
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return (record->event.pressed ? TYPE_SHRUG : MACRO_NONE );
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break;
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}
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return MACRO_NONE;
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};
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keyboards/lightsaver/keymaps/rasmus/readme.md
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keyboards/lightsaver/keymaps/rasmus/readme.md
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![Lightsaver Layout Image](https://i.imgur.com/KqdZQZZ.png)
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# rasmusx's Lightsaver Layout
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Custom keymap for Lightsaver.
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## Features
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* Default layer has ALT/SUPER switched and FN key in Caps Lock place.
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* FN layer - Control RGB underglow and backlight. HJKL Vim style movement.
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* Game layer - ALT/SUPER in normal positions. FN behaviour: 1 tap Caps Lock, 2 taps FN
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keyboards/lightsaver/keymaps/rasmus/rules.mk
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keyboards/lightsaver/keymaps/rasmus/rules.mk
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KEY_LOCK_ENABLE = yes
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TAP_DANCE_ENABLE = yes
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