125 lines
8.8 KiB
C
125 lines
8.8 KiB
C
/*
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* KEYMAP KEYMAP KEYMAP, QUAK!
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*/
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#include QMK_KEYBOARD_H
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#define QUAK_A (MT(MOD_LGUI, KC_A))
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#define QUAK_S (MT(MOD_LALT, KC_S))
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#define QUAK_D (MT(MOD_LSFT, KC_D))
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#define QUAK_F (MT(MOD_LCTL, KC_F))
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#define QUAK_J (MT(MOD_LCTL, KC_J))
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#define QUAK_K (MT(MOD_LSFT, KC_K))
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#define QUAK_L (MT(MOD_LALT, KC_L))
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#define QUAK__ (MT(MOD_LGUI, KC_SCLN))
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enum layer_names {
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_BASE,
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_GAME,
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_NAV,
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_DIV,
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_MOUS,
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_CAPS, // for lighting layers only, do not assign keymap!
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};
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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/*
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* keyboard layout
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* ┌───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───────┐ ┌───┬───┬───┐
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* │00 │01 │02 │03 │04 │05 │06 │07 │08 │09 │0A │0B │2D │0C │ │0D │0E │0F │
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* ├───┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─────┤ ├───┼───┼───┤
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* │10 │11 │12 │13 │14 │15 │16 │17 │18 │19 │1A │1B │3D │1C │ │1D │1E │1F │
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* ├─────┴┬──┴┬──┴┬──┴┬──┴┬──┴┬──┴┬──┴┬──┴┬──┴┬──┴┬──┴┬──┴─────┤ └───┴───┴───┘
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* │20 │21 │22 │23 │24 │25 │26 │27 │28 │29 │2A │2B │2C │
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* ├──────┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴─┬─┴────────┤ ┌───┐
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* │30 │31 │32 │33 │34 │35 │36 │37 │38 │39 │3A │3C │ │3E │
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* ├────┬───┴┬──┴─┬─┴──┬┴───┴───┴─┬─┴───┴──┬┴───┼───┴┬────┬────┤ ┌───┼───┼───┐
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* │40 │41 │42 │43 │45 │47 │49 │4A │ 4B │4C │ │4D │4E │4F │
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* └────┴────┴────┴────┴──────────┴────────┴────┴────┴────┴────┘ └───┴───┴───┘
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*/
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/// [TEMPLATE]
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// [<LAYER>] = LAYOUT(
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// _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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// _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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// _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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// _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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// _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______
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// ),
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// base layer
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[_BASE] = LAYOUT(
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KC_ESC, 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_INS, KC_HOME, KC_PGUP,
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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_DEL, KC_END, KC_PGDN,
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MO(_DIV), QUAK_A, QUAK_S, QUAK_D, QUAK_F, KC_G, KC_H, QUAK_J, QUAK_K, QUAK_L, QUAK__, KC_QUOT, KC_ENT,
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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,
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KC_LCTL, KC_LGUI, KC_LALT, KC_DEL, KC_SPC, KC_BSPC, MO(_NAV), KC_LCTL, KC_LGUI, KC_LALT, KC_LEFT, KC_DOWN, KC_RGHT
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),
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// gaming layer
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[_GAME] = LAYOUT(
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KC_ESC, 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_INS, KC_HOME, KC_PGUP,
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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_DEL, KC_END, KC_PGDN,
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MO(_DIV), KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_ENT,
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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,
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KC_LCTL, KC_LGUI, KC_LALT, KC_M, KC_SPC, KC_BSPC, MO(_NAV), KC_LCTL, KC_LGUI, KC_LALT, KC_LEFT, KC_DOWN, KC_RGHT
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),
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// navigation layer
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[_NAV] = LAYOUT(
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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, _______, _______, _______, _______,
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_______, _______, KC_HOME, KC_UP, KC_END, KC_PGUP, _______, KC_MPRV, KC_MPLY, KC_MNXT, KC_MSTP, _______, _______, _______, _______, _______, _______,
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_______, _______, KC_LEFT, KC_DOWN, KC_RGHT, KC_PGDN, _______, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______
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),
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// div
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[_DIV] = LAYOUT(
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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, _______, RGB_TOG, RGB_M_P, _______,
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_______, _______, _______, KC_VOLD, KC_VOLU, DF(_GAME), _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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_______, _______, KC_LALT, KC_LSFT, KC_LCTL, DF(_BASE), KC_DEL, KC_MINS, KC_EQL, KC_LBRC, KC_RBRC, KC_BSLS, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_VAI,
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QK_BOOT, _______, _______, _______, KC_CAPS, _______, _______, _______, _______, _______, RGB_HUD, RGB_VAD, RGB_HUI
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),
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// mouse layer
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[_MOUS] = LAYOUT(
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_TOG, RGB_M_P, _______,
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_______, _______, _______, _______, _______, _______, KC_WH_U, KC_BTN1, KC_MS_U, KC_BTN2, _______, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, _______, KC_WH_D, KC_MS_L, KC_MS_D, KC_MS_R, _______, _______, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_VAI,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_HUD, RGB_VAD, RGB_HUI
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),
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};
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/* Indicator LED Configuraton */
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// const rgblight_segment_t PROGMEM rgb_layer_BASE[] = RGBLIGHT_LAYER_SEGMENTS({0, 1, HSV_YELLOW});
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const rgblight_segment_t PROGMEM rgb_layer_BASE[] = RGBLIGHT_LAYER_SEGMENTS({0, 1, 30, 255, 70});
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const rgblight_segment_t PROGMEM rgb_layer_GAME[] = RGBLIGHT_LAYER_SEGMENTS({0, 1, 197, 255, 70});
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const rgblight_segment_t PROGMEM rgb_layer_CAPS[] = RGBLIGHT_LAYER_SEGMENTS({0, 1, 0, 0, 70});
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const rgblight_segment_t * const PROGMEM rgb_layers[] = RGBLIGHT_LAYERS_LIST(
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rgb_layer_BASE,
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rgb_layer_GAME,
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rgb_layer_CAPS
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);
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void keyboard_post_init_user(void) {
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rgblight_layers = rgb_layers;
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}
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bool led_update_user(led_t led_state) {
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rgblight_set_layer_state(2, led_state.caps_lock);
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return true;
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}
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layer_state_t default_layer_state_set_user(layer_state_t state) {
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rgblight_set_layer_state(0, layer_state_cmp(state, _BASE));
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rgblight_set_layer_state(1, layer_state_cmp(state, _GAME));
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return state;
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}
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