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88 lines
4.9 KiB
88 lines
4.9 KiB
6 years ago
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// This is the canonical layout file for the Quantum project. If you want to add another keyboard,
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// this is the style you want to emulate.
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#include QMK_KEYBOARD_H
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extern keymap_config_t keymap_config;
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// Each layer gets a name for readability, which is then used in the keymap matrix below.
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// The underscores don't mean anything - you can have a layer called STUFF or any other name.
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// Layer names don't all need to be of the same length, obviously, and you can also skip them
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// entirely and just use numbers.
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#define _QWERTY 0
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#define _LOWER 1
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#define _RAISE 2
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#define _GAME 3
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#define _ADJUST 4
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#define LOWER MO(_LOWER)
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#define RAISE MO(_RAISE)
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#define GAME TG(_GAME)
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/* Funct
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* +--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+
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* | ` | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | |
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* +--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+
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* | | F1 | F2 | F3 | F4 | F5 | F6 | - | = | [ | ] | \ |
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* +--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+
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* | | F7 | F8 | F9 | F10 | F11 | F12 | ' | | | | |
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* +--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+
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* | | | | | | | | | home | vol- | vol+ | end |
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* +--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+
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*/
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#define _FUNCT LAYOUT_ortho_4x12 (\
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KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, _______,\
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_______, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_MINS, KC_EQL, KC_LBRC, KC_RBRC, KC_BSLS,\
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_______, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, KC_QUOT, _______, _______, _______, _______,\
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_______, _______, _______, _______, _______, _______, _______, _______, KC_HOME, KC_VOLD, KC_VOLU, KC_END\
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)
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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/* Qwerty
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* +--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+
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* | esc | Q | W | E | R | T | Y | U | I | O | P | bksp |
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* +--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+
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* | tab | A | S | D | F | G | H | J | K | L | ; | del |
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* +--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+
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* | lshift | Z | X | C | V | B | N | M | , | . | / | enter |
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* +--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+
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* | lctrl | lgui | lalt | ralt | funct | space | space | funct | left | down | up | right |
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* +--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+
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*/
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[_QWERTY] = LAYOUT_ortho_4x12 (
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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_BSPC,
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KC_TAB, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_DEL,
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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_ENT,
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KC_LCTL, KC_LGUI, KC_LALT, KC_RALT, LOWER, KC_SPC, KC_SPC, RAISE, KC_LEFT, KC_DOWN, KC_UP, KC_RGHT
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),
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[_LOWER] = _FUNCT,
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[_RAISE] = _FUNCT,
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/* Game */
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[_GAME] = LAYOUT_ortho_4x12 (
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_UP, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, KC_SLSH, KC_LEFT, KC_DOWN, KC_RGHT
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),
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/* Adjust */
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[_ADJUST] = LAYOUT_ortho_4x12 (
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_______, RESET, _______, _______, _______, _______, _______, _______, KC_PSCR, KC_SLCK, KC_PAUS, _______,
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_______, _______, _______, _______, _______, GAME, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, BL_STEP, BL_BRTG, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______
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),
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};
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uint32_t layer_state_set_user(uint32_t state) {
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return update_tri_layer_state(state, _LOWER, _RAISE, _ADJUST);
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}
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void matrix_init_user(void) {
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}
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