qmk_firmware/keyboards/handwired/woodpad/keymaps/drashna/keymap.c
Drashna Jaelre 0c665696d7
Update to drashna files (#2587)
* Add Colemak Mod-DH vars

* Add Norman Layot vars

* Set Shift Indicator to include CAPS Lock as well

* Change MEH to GUI

* Add Enter to Macro layer

* Switch raise and lower layers to make more sense (to me)

* Replace unused quote on Ergodox

* Add One Shot defines

* Dim indicator LEDs

* Add short codes for KC_SECRET

* Fix typos

* Update OLKB code in userspace

* Add global userspace config.h

* add compile fix

* Automatically include  from userspace

* update readme

* Re-add QMK Scan loop

* Add EEPROM reset code to all keymaps

* Shorten fauxclick sound

* Use layouts instead of keymap, when possible

* Add OSM detection to ergodox

* Convert Viterbi to LAYOUT macro

* Clean up game macros

* Because I accidently removed the C6 AUDIO define from my viterbi... Whoops

* Minor formatting

* Fix Woodpad because it's still there

* Move Ergodox keymap into layouts folder

* Add build date to version macro

* Remove PREVENT_STUCK_MODIFIERS from config
2018-03-25 13:01:15 -07:00

105 lines
3.1 KiB
C

/* Copyright 2017 REPLACE_WITH_YOUR_NAME
*
* 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 QMK_KEYBOARD_H
#include "drashna.h"
// Each layer gets a name for readability, which is then used in the keymap matrix below.
// The underscores don't mean anything - you can have a layer called STUFF or any other name.
// Layer names don't all need to be of the same length, obviously, and you can also skip them
// entirely and just use numbers.
// Fillers to make layering more clear
#define _______ KC_TRNS
#define XXXXXXX KC_NO
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[_NUMLOCK] = KEYMAP( /* Base */
TG(_NAV), TG(_DIABLO), TG(_MACROS), KC_PSLS,\
KC_P7, KC_P8, KC_P9, KC_PAST, \
KC_P4, KC_P5, KC_P6, KC_PMNS, \
KC_P1, KC_P2, KC_P3, KC_PPLS, \
LT(_MEDIA,KC_P0), KC_PDOT, KC_COLN, KC_PENT \
),
[_NAV] = KEYMAP( /* Base */
_______, _______, _______, _______,\
KC_HOME, KC_UP, KC_PGUP, _______, \
KC_LEFT, XXXXXXX, KC_RIGHT, _______, \
KC_END, KC_DOWN, KC_PGDN, _______, \
KC_INS, KC_DEL, _______, _______ \
),
[_DIABLO] = KEYMAP( /* Base */
KC_ESC, _______, XXXXXXX, _______,\
KC_S, KC_I, KC_F, KC_M, \
KC_1, KC_2, KC_3, KC_4, \
KC_D3_1, KC_D3_2, KC_D3_3, KC_D3_4, \
XXXXXXX, KC_DIABLO_CLEAR, KC_Q, SFT_T(KC_SPACE) \
),
[_MACROS] = KEYMAP( /* Base */
KC_OVERWATCH, XXXXXXX, _______, XXXXXXX,\
KC_JUSTGAME, XXXXXXX, XXXXXXX, KC_C9, \
XXXXXXX, XXXXXXX, KC_AIM, KC_GGEZ, \
KC_SYMM, KC_TORB, XXXXXXX, KC_GOODGAME, \
KC_SALT, KC_MORESALT, KC_SALTHARD, KC_GLHF \
),
[_MEDIA] = KEYMAP( /* Base */
KC_RESET, KC_MUTE, KC_VOLD, KC_VOLU,\
KC_MAKE, _______, RGB_HUI, RGB_HUD, \
KC_MPLY, KC_MSTP, KC_MPRV, KC_MNXT, \
RGB_TOG, RGB_SMOD, RGB_SAI, RGB_VAI, \
_______, KC_RGB_T, RGB_SAD, RGB_VAD \
),
};
void numlock_led_on(void) {
PORTF |= (1 << 7);
}
void numlock_led_off(void) {
PORTF &= ~(1 << 7);
}
void matrix_init_keymap(void) {
// set Numlock LED to output and low
DDRF |= (1 << 7);
PORTF &= ~(1 << 7);
}
void matrix_scan_keymap(void) {
numlock_led_off();
if ((is_overwatch && biton32(layer_state) == _MACROS) || (biton32(layer_state) == _NUMLOCK)) {
numlock_led_on();
}
// Run Diablo 3 macro checking code.
}
void led_set_keymap(uint8_t usb_led) {
if (!(usb_led & (1<<USB_LED_NUM_LOCK))) {
register_code(KC_NUMLOCK);
unregister_code(KC_NUMLOCK);
}
}