Add game layer with qwerty and number row
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863d59474b
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7517145260
1 changed files with 51 additions and 3 deletions
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@ -20,6 +20,7 @@ enum {
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_LSHIFT,
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_LSHIFT,
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_RSHIFT,
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_RSHIFT,
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_NUMBER,
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_NUMBER,
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_GAME,
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_FUNCTION,
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_FUNCTION,
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};
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};
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@ -37,8 +38,12 @@ qk_tap_dance_action_t tap_dance_actions[] = {
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[TD_QUOT] = ACTION_TAP_DANCE_DOUBLE(KC_QUOT, S(KC_QUOT)),
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[TD_QUOT] = ACTION_TAP_DANCE_DOUBLE(KC_QUOT, S(KC_QUOT)),
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};
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};
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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enum planck_keycodes {
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DEFAULT = SAFE_RANGE,
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GAME
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};
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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/* Default
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/* Default
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* ,-----------------------------------------------------------------------------------.
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* ,-----------------------------------------------------------------------------------.
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* | q | d | r | w | b | | | j | f | u | p | ; |
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* | q | d | r | w | b | | | j | f | u | p | ; |
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@ -129,7 +134,7 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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{_______, _______, _______, _______, KC_LSFT, _______, _______, KC_RSFT, KC_0, KC_DOT, KC_U, KC_I},
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{_______, _______, _______, _______, KC_LSFT, _______, _______, KC_RSFT, KC_0, KC_DOT, KC_U, KC_I},
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},
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},
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/* Function
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/* Game
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* ,-----------------------------------------------------------------------------------.
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* ,-----------------------------------------------------------------------------------.
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* | | | | | | | | | F9 | F10 | F11 | F12 |
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* | | | | | | | | | F9 | F10 | F11 | F12 |
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* |------+------+------+------+------+------|------+------+------+------+------+------|
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* |------+------+------+------+------+------|------+------+------+------+------+------|
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@ -140,8 +145,26 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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* | LCTL | LALT | LGUI | ESC | LSFT | TAB | BSPC | RSFT | LEFT | DOWN | UP | RGHT |
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* | LCTL | LALT | LGUI | ESC | LSFT | TAB | BSPC | RSFT | LEFT | DOWN | UP | RGHT |
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* `-----------------------------------------------------------------------------------'
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* `-----------------------------------------------------------------------------------'
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*/
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*/
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[_GAME] = {
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{KC_TAB, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_BSPC},
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{KC_ESC, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_SLSH},
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{KC_LSFT, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_ENT },
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{KC_LCTL, KC_Z, KC_X, KC_C, KC_V, KC_SPC, MO(_FUNCTION), KC_B, KC_N, KC_M, KC_COMM, KC_DOT },
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},
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/* Function
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* ,-----------------------------------------------------------------------------------.
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* | DFLT | GAME | | | | | | | F9 | F10 | F11 | F12 |
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* |------+------+------+------+------+------|------+------+------+------+------+------|
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* | | | | | | LSFT | LSFT | | F5 | F6 | F7 | F8 |
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* |------+------+------+------+------+------|------+------+------+------+------+------|
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* | | | | | | ENT | ENT | | F1 | F2 | F3 | F4 |
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* |------+------+------+------+------+------|------+------+------+------+------+------|
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* | LCTL | LALT | LGUI | ESC | LSFT | TAB | BSPC | RSFT | LEFT | DOWN | UP | RGHT |
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* `-----------------------------------------------------------------------------------'
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*/
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[_FUNCTION] = {
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[_FUNCTION] = {
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{XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, _______, _______, _______, XXXXXXX, KC_F9, KC_F10, KC_F11, KC_F12 },
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{DEFAULT, GAME, XXXXXXX, XXXXXXX, _______, _______, _______, XXXXXXX, KC_F9, KC_F10, KC_F11, KC_F12 },
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{XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, _______, _______, _______, XXXXXXX, KC_F5, KC_F6, KC_F7, KC_F8 },
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{XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, _______, _______, _______, XXXXXXX, KC_F5, KC_F6, KC_F7, KC_F8 },
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{XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, _______, _______, _______, XXXXXXX, KC_F1, KC_F2, KC_F3, KC_F4 },
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{XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, _______, _______, _______, XXXXXXX, KC_F1, KC_F2, KC_F3, KC_F4 },
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{_______, _______, _______, _______, KC_LSFT, _______, _______, KC_RSFT, KC_LEFT, _______, _______, _______},
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{_______, _______, _______, _______, KC_LSFT, _______, _______, KC_RSFT, KC_LEFT, _______, _______, _______},
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@ -172,3 +195,28 @@ const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt)
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}
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}
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return MACRO_NONE;
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return MACRO_NONE;
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};
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};
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static float default_song[][2] = SONG(QWERTY_SOUND);
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static float game_song[][2] = SONG(COLEMAK_SOUND);
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bool process_record_user(uint16_t keycode, keyrecord_t *record) {
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switch (keycode) {
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case DEFAULT:
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if (record->event.pressed) {
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set_single_persistent_default_layer(_DEFAULT);
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PLAY_SONG(default_song);
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return false;
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}
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break;
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case GAME:
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if (record->event.pressed) {
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set_single_persistent_default_layer(_GAME);
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PLAY_SONG(game_song);
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return false;
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}
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break;
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}
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return true;
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}
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