aboutsummaryrefslogtreecommitdiffstats
path: root/keyboards/acr60/keymaps/mitch/keymap.c
blob: b7fcb5a04a8d41bfafa8594dca115df924bb02df (plain) (blame)
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
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
#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;
  }
}