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Remove the Infinity Ergodox default keymap

This commit is contained in:
Fred Sundvik 2016-07-10 12:05:34 +03:00
parent 650298cec3
commit 37052a53f1
2 changed files with 0 additions and 282 deletions

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/*
Copyright 2016 Fred Sundvik <fsundvik@gmail.com>
Jun Wako <wakojun@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 "infinity_ergodox.h"
// Workaround for old keymap format
#define KC_RESET RESET
const uint16_t keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
KEYMAP( // layer 0 : default
// left hand
EQL, 1, 2, 3, 4, 5, ESC,
BSLS,Q, W, E, R, T, FN1,
TAB, A, S, D, F, G,
LSFT,Z, X, C, V, B, FN0,
LGUI,GRV, BSLS,LEFT,RGHT,
LCTL,LALT,
HOME,
BSPC,DEL, END,
// right hand
FN2, 6, 7, 8, 9, 0, MINS,
LBRC,Y, U, I, O, P, RBRC,
H, J, K, L, SCLN,QUOT,
FN0, N, M, COMM,DOT, SLSH,RSFT,
LEFT,DOWN,UP, RGHT,RGUI,
RALT,RCTL,
PGUP,
PGDN,ENT, SPC
),
KEYMAP( // layer 1 : function and symbol keys
// left hand
TRNS,F1, F2, F3, F4, F5, F11,
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,FN3,
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
TRNS,TRNS,TRNS,TRNS,TRNS,
TRNS,TRNS,
TRNS,
TRNS,TRNS,TRNS,
// right hand
F12, F6, F7, F8, F9, F10, TRNS,
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
TRNS,TRNS,TRNS,TRNS,TRNS,
TRNS,TRNS,
TRNS,
TRNS,TRNS,TRNS
),
KEYMAP( // layer 2 : keyboard functions
// left hand
RESET,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, FN3,
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
TRNS,TRNS,TRNS,TRNS,TRNS,
TRNS,TRNS,
TRNS,
TRNS,TRNS,TRNS,
// right hand
TRNS, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
TRNS,TRNS,TRNS,TRNS,TRNS,
TRNS,TRNS,
TRNS,
TRNS,TRNS,TRNS
),
KEYMAP( // layer 3: numpad
// left hand
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
TRNS,TRNS,TRNS,TRNS,TRNS,
TRNS,TRNS,
TRNS,
TRNS,TRNS,TRNS,
// right hand
TRNS,NLCK,PSLS,PAST,PAST,PMNS,BSPC,
TRNS,NO, P7, P8, P9, PMNS,BSPC,
NO, P4, P5, P6, PPLS,PENT,
TRNS,NO, P1, P2, P3, PPLS,PENT,
P0, PDOT,SLSH,PENT,PENT,
TRNS,TRNS,
TRNS,
TRNS,TRNS,TRNS
),
};
const uint16_t fn_actions[] = {
ACTION_LAYER_MOMENTARY(1), // FN0 - switch to Layer1
ACTION_LAYER_SET(2, ON_PRESS), // FN1 - set Layer2
ACTION_LAYER_TOGGLE(3), // FN2 - toggle Layer3 aka Numpad layer
ACTION_LAYER_SET(0, ON_PRESS), // FN3 - set Layer0
};

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/*
Copyright 2016 Fred Sundvik <fsundvik@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/>.
*/
// Currently we are assuming that both the backlight and LCD are enabled
// But it's entirely possible to write a custom visualizer that use only
// one of them
#ifndef LCD_BACKLIGHT_ENABLE
#error This visualizer needs that LCD backlight is enabled
#endif
#ifndef LCD_ENABLE
#error This visualizer needs that LCD is enabled
#endif
#include "visualizer.h"
#include "led_test.h"
static const char* welcome_text[] = {"TMK", "Infinity Ergodox"};
// Just an example how to write custom keyframe functions, we could have moved
// all this into the init function
bool display_welcome(keyframe_animation_t* animation, visualizer_state_t* state) {
(void)animation;
// Read the uGFX documentation for information how to use the displays
// http://wiki.ugfx.org/index.php/Main_Page
gdispClear(White);
// You can use static variables for things that can't be found in the animation
// or state structs
gdispDrawString(0, 3, welcome_text[0], state->font_dejavusansbold12, Black);
gdispDrawString(0, 15, welcome_text[1], state->font_dejavusansbold12, Black);
// Always remember to flush the display
gdispFlush();
// you could set the backlight color as well, but we won't do it here, since
// it's part of the following animation
// lcd_backlight_color(hue, saturation, intensity);
// We don't need constant updates, just drawing the screen once is enough
return false;
}
// Feel free to modify the animations below, or even add new ones if needed
// Don't worry, if the startup animation is long, you can use the keyboard like normal
// during that time
static keyframe_animation_t startup_animation = {
.num_frames = 4,
.loop = false,
.frame_lengths = {0, gfxMillisecondsToTicks(1000), gfxMillisecondsToTicks(5000), 0},
.frame_functions = {
display_welcome,
keyframe_animate_backlight_color,
keyframe_no_operation,
enable_visualization
},
};
// The color animation animates the LCD color when you change layers
static keyframe_animation_t color_animation = {
.num_frames = 2,
.loop = false,
// Note that there's a 200 ms no-operation frame,
// this prevents the color from changing when activating the layer
// momentarily
.frame_lengths = {gfxMillisecondsToTicks(200), gfxMillisecondsToTicks(500)},
.frame_functions = {keyframe_no_operation, keyframe_animate_backlight_color},
};
// The LCD animation alternates between the layer name display and a
// bitmap that displays all active layers
static keyframe_animation_t lcd_animation = {
.num_frames = 2,
.loop = true,
.frame_lengths = {gfxMillisecondsToTicks(2000), gfxMillisecondsToTicks(2000)},
.frame_functions = {keyframe_display_layer_text, keyframe_display_layer_bitmap},
};
static keyframe_animation_t suspend_animation = {
.num_frames = 3,
.loop = false,
.frame_lengths = {0, gfxMillisecondsToTicks(1000), 0},
.frame_functions = {
keyframe_display_layer_text,
keyframe_animate_backlight_color,
keyframe_disable_lcd_and_backlight,
},
};
static keyframe_animation_t resume_animation = {
.num_frames = 5,
.loop = false,
.frame_lengths = {0, 0, gfxMillisecondsToTicks(1000), gfxMillisecondsToTicks(5000), 0},
.frame_functions = {
keyframe_enable_lcd_and_backlight,
display_welcome,
keyframe_animate_backlight_color,
keyframe_no_operation,
enable_visualization,
},
};
void initialize_user_visualizer(visualizer_state_t* state) {
// The brightness will be dynamically adjustable in the future
// But for now, change it here.
lcd_backlight_brightness(0x50);
state->current_lcd_color = LCD_COLOR(0x00, 0x00, 0xFF);
state->target_lcd_color = LCD_COLOR(0x10, 0xFF, 0xFF);
start_keyframe_animation(&startup_animation);
start_keyframe_animation(&led_test_animation);
}
void update_user_visualizer_state(visualizer_state_t* state) {
// Add more tests, change the colors and layer texts here
// Usually you want to check the high bits (higher layers first)
// because that's the order layers are processed for keypresses
// You can for check for example:
// state->status.layer
// state->status.default_layer
// state->status.leds (see led.h for available statuses)
if (state->status.layer & 0x8) {
state->target_lcd_color = LCD_COLOR(0xC0, 0xB0, 0xFF);
state->layer_text = "Numpad";
}
else if (state->status.layer & 0x4) {
state->target_lcd_color = LCD_COLOR(0, 0xB0, 0xFF);
state->layer_text = "KBD functions";
}
else if (state->status.layer & 0x2) {
state->target_lcd_color = LCD_COLOR(0x80, 0xB0, 0xFF);
state->layer_text = "Function keys";
}
else {
state->target_lcd_color = LCD_COLOR(0x40, 0xB0, 0xFF);
state->layer_text = "Default";
}
// You can also stop existing animations, and start your custom ones here
// remember that you should normally have only one animation for the LCD
// and one for the background. But you can also combine them if you want.
start_keyframe_animation(&lcd_animation);
start_keyframe_animation(&color_animation);
}
void user_visualizer_suspend(visualizer_state_t* state) {
state->layer_text = "Suspending...";
uint8_t hue = LCD_HUE(state->current_lcd_color);
uint8_t sat = LCD_SAT(state->current_lcd_color);
state->target_lcd_color = LCD_COLOR(hue, sat, 0);
start_keyframe_animation(&suspend_animation);
}
void user_visualizer_resume(visualizer_state_t* state) {
state->current_lcd_color = LCD_COLOR(0x00, 0x00, 0x00);
state->target_lcd_color = LCD_COLOR(0x10, 0xFF, 0xFF);
start_keyframe_animation(&resume_animation);
start_keyframe_animation(&led_test_animation);
}