Fix keymap of gh60

pull/12/head
tmk 12 years ago
parent f9a7e224a4
commit 489fd75fdf

@ -40,7 +40,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
* *
* Other Keys(01xx) * Other Keys(01xx)
* ---------------- * ----------------
* ACT_USAGE(0100): * ACT_USAGE(0100): TODO: Not needed?
* 0100|00| usage(10) System control(0x80) - General Desktop page(0x01) * 0100|00| usage(10) System control(0x80) - General Desktop page(0x01)
* 0100|01| usage(10) Consumer control(0x01) - Consumer page(0x0C) * 0100|01| usage(10) Consumer control(0x01) - Consumer page(0x0C)
* 0100|10| usage(10) (reserved) * 0100|10| usage(10) (reserved)
@ -66,6 +66,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
* ee: on event(00:default layer, 01:press, 10:release, 11:both) * ee: on event(00:default layer, 01:press, 10:release, 11:both)
* *
* 1001|xxxx|xxxx xxxx (reserved) * 1001|xxxx|xxxx xxxx (reserved)
* 1001|oopp|BBBB BBBB 8-bit Bitwise Operation???
* *
* ACT_LAYER_TAP(101x): * ACT_LAYER_TAP(101x):
* 101E|LLLL| keycode Invert with tap key * 101E|LLLL| keycode Invert with tap key
@ -240,8 +241,10 @@ enum layer_pram_tap_op {
}; };
#define ACTION_LAYER_BITOP(op, part, bits, on) (ACT_LAYER<<12 | (op)<<10 | (on)<<8 | (part)<<5 | ((bits)&0x1f)) #define ACTION_LAYER_BITOP(op, part, bits, on) (ACT_LAYER<<12 | (op)<<10 | (on)<<8 | (part)<<5 | ((bits)&0x1f))
#define ACTION_LAYER_TAP(layer, key) (ACT_LAYER_TAP<<12 | (layer)<<8 | (key)) #define ACTION_LAYER_TAP(layer, key) (ACT_LAYER_TAP<<12 | (layer)<<8 | (key))
/* Default Layer */
#define ACTION_DEFAULT_LAYER_SET(layer) ACTION_DEFAULT_LAYER_BIT_SET((layer)/4, 1<<((layer)%4))
/* Layer Operation */ /* Layer Operation */
#define ACTION_LAYER_CLEAR(on) ACTION_LAYER_AND(0x1f, (on)) #define ACTION_LAYER_CLEAR(on) ACTION_LAYER_BIT_AND(0, 0, (on))
#define ACTION_LAYER_MOMENTARY(layer) ACTION_LAYER_ON_OFF(layer) #define ACTION_LAYER_MOMENTARY(layer) ACTION_LAYER_ON_OFF(layer)
#define ACTION_LAYER_TOGGLE(layer) ACTION_LAYER_INVERT(layer, ON_RELEASE) #define ACTION_LAYER_TOGGLE(layer) ACTION_LAYER_INVERT(layer, ON_RELEASE)
#define ACTION_LAYER_INVERT(layer, on) ACTION_LAYER_BIT_XOR((layer)/4, 1<<((layer)%4), (on)) #define ACTION_LAYER_INVERT(layer, on) ACTION_LAYER_BIT_XOR((layer)/4, 1<<((layer)%4), (on))
@ -251,21 +254,19 @@ enum layer_pram_tap_op {
#define ACTION_LAYER_ON_OFF(layer) ACTION_LAYER_TAP((layer), OP_ON_OFF) #define ACTION_LAYER_ON_OFF(layer) ACTION_LAYER_TAP((layer), OP_ON_OFF)
#define ACTION_LAYER_OFF_ON(layer) ACTION_LAYER_TAP((layer), OP_OFF_ON) #define ACTION_LAYER_OFF_ON(layer) ACTION_LAYER_TAP((layer), OP_OFF_ON)
#define ACTION_LAYER_SET_CLEAR(layer) ACTION_LAYER_TAP((layer), OP_SET_CLEAR) #define ACTION_LAYER_SET_CLEAR(layer) ACTION_LAYER_TAP((layer), OP_SET_CLEAR)
/* With Tapping */
#define ACTION_LAYER_TAP_KEY(layer, key) ACTION_LAYER_TAP((layer), (key))
#define ACTION_LAYER_TAP_TOGGLE(layer) ACTION_LAYER_TAP((layer), OP_TAP_TOGGLE)
/* Bitwise Operation */ /* Bitwise Operation */
#define ACTION_LAYER_BIT_AND(part, bits, on) ACTION_LAYER_BITOP(OP_BIT_AND, (part), (bits), (on)) #define ACTION_LAYER_BIT_AND(part, bits, on) ACTION_LAYER_BITOP(OP_BIT_AND, (part), (bits), (on))
#define ACTION_LAYER_BIT_OR( part, bits, on) ACTION_LAYER_BITOP(OP_BIT_OR, (part), (bits), (on)) #define ACTION_LAYER_BIT_OR( part, bits, on) ACTION_LAYER_BITOP(OP_BIT_OR, (part), (bits), (on))
#define ACTION_LAYER_BIT_XOR(part, bits, on) ACTION_LAYER_BITOP(OP_BIT_XOR, (part), (bits), (on)) #define ACTION_LAYER_BIT_XOR(part, bits, on) ACTION_LAYER_BITOP(OP_BIT_XOR, (part), (bits), (on))
#define ACTION_LAYER_BIT_SET(part, bits, on) ACTION_LAYER_BITOP(OP_BIT_SET, (part), (bits), (on)) #define ACTION_LAYER_BIT_SET(part, bits, on) ACTION_LAYER_BITOP(OP_BIT_SET, (part), (bits), (on))
/* Default Layer */
#define ACTION_DEFAULT_LAYER_SET(layer) ACTION_DEFAULT_LAYER_BIT_SET((layer)/4, 1<<((layer)%4))
/* Default Layer Bitwise Operation */ /* Default Layer Bitwise Operation */
#define ACTION_DEFAULT_LAYER_BIT_AND(part, bits) ACTION_LAYER_BITOP(OP_BIT_AND, (part), (bits), 0) #define ACTION_DEFAULT_LAYER_BIT_AND(part, bits) ACTION_LAYER_BITOP(OP_BIT_AND, (part), (bits), 0)
#define ACTION_DEFAULT_LAYER_BIT_OR( part, bits) ACTION_LAYER_BITOP(OP_BIT_OR, (part), (bits), 0) #define ACTION_DEFAULT_LAYER_BIT_OR( part, bits) ACTION_LAYER_BITOP(OP_BIT_OR, (part), (bits), 0)
#define ACTION_DEFAULT_LAYER_BIT_XOR(part, bits) ACTION_LAYER_BITOP(OP_BIT_XOR, (part), (bits), 0) #define ACTION_DEFAULT_LAYER_BIT_XOR(part, bits) ACTION_LAYER_BITOP(OP_BIT_XOR, (part), (bits), 0)
#define ACTION_DEFAULT_LAYER_BIT_SET(part, bits) ACTION_LAYER_BITOP(OP_BIT_SET, (part), (bits), 0) #define ACTION_DEFAULT_LAYER_BIT_SET(part, bits) ACTION_LAYER_BITOP(OP_BIT_SET, (part), (bits), 0)
/* With Tapping */
#define ACTION_LAYER_TAP_KEY(layer, key) ACTION_LAYER_TAP((layer), (key))
#define ACTION_LAYER_TAP_TOGGLE(layer) ACTION_LAYER_TAP((layer), OP_TAP_TOGGLE)
/* /*

@ -210,7 +210,7 @@ static const uint16_t PROGMEM fn_actions[] = {
[6] = ACTION_DEFAULT_LAYER_SET(1), // set colemak layout [6] = ACTION_DEFAULT_LAYER_SET(1), // set colemak layout
[7] = ACTION_DEFAULT_LAYER_SET(2), // set dvorak layout [7] = ACTION_DEFAULT_LAYER_SET(2), // set dvorak layout
[8] = ACTION_DEFAULT_LAYER_SET(3), // set workman layout [8] = ACTION_DEFAULT_LAYER_SET(3), // set workman layout
[9] = ACTION_RMOD_TAP_KEY(KC_RSFT, KC_GRV), [9] = ACTION_MODS_TAP_KEY(MOD_RSFT, KC_GRV),
}; };
#endif #endif

@ -1,10 +1,9 @@
static const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { static const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
/* Keymap 0: qwerty */ /* 0: qwerty */
KEYMAP(ESC, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, MINS,EQL, BSPC, \ KEYMAP(ESC, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, MINS,EQL, BSPC, \
TAB, Q, W, E, R, T, Y, U, I, O, P, LBRC,RBRC,BSLS, \ TAB, Q, W, E, R, T, Y, U, I, O, P, LBRC,RBRC,BSLS, \
CAPS,A, S, D, F, G, H, J, K, L, SCLN,QUOT,NO, ENT, \ CAPS,A, S, D, F, G, H, J, K, L, SCLN,QUOT,NO, ENT, \
LSFT,NO, Z, X, C, V, B, N, M, COMM,DOT, SLSH,NO, RSFT, \ LSFT,NO, Z, X, C, V, B, N, M, COMM,DOT, SLSH,NO, RSFT, \
LCTL,LGUI,LALT, SPC, RALT,RGUI,APP, RCTL), LCTL,LGUI,LALT, SPC, RALT,RGUI,APP, RCTL),
}; };
static const uint8_t PROGMEM overlays[][MATRIX_ROWS][MATRIX_COLS] = {};
static const uint16_t PROGMEM fn_actions[] = {}; static const uint16_t PROGMEM fn_actions[] = {};

@ -1,49 +1,47 @@
static const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { static const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
/* Keymap 0: qwerty */ /* 0: qwerty */
KEYMAP_ANSI( KEYMAP_ANSI(
GRV, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, MINS,EQL, BSPC, \ GRV, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, MINS,EQL, BSPC, \
TAB, Q, W, E, R, T, Y, U, I, O, P, LBRC,RBRC,BSLS, \ TAB, Q, W, E, R, T, Y, U, I, O, P, LBRC,RBRC,BSLS, \
CAPS,A, S, D, F, G, H, J, K, L, SCLN,QUOT, ENT, \ CAPS,A, S, D, F, G, H, J, K, L, SCLN,QUOT, ENT, \
LSFT,Z, X, C, V, B, N, M, COMM,DOT, SLSH, RSFT, \ LSFT,Z, X, C, V, B, N, M, COMM,DOT, SLSH, RSFT, \
LCTL,LGUI,LALT, SPC, FN0, RGUI,APP, RCTL), LCTL,LGUI,LALT, SPC, FN0, RGUI,APP, RCTL),
/* Keymap 1: colemak */ /* 1: colemak */
KEYMAP_ANSI( KEYMAP_ANSI(
GRV, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, MINS,EQL, BSPC, \ GRV, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, MINS,EQL, BSPC, \
TAB, Q, W, F, P, G, J, L, U, Y, SCLN,LBRC,RBRC,BSLS, \ TAB, Q, W, F, P, G, J, L, U, Y, SCLN,LBRC,RBRC,BSLS, \
BSPC,A, R, S, T, D, H, N, E, I, O, QUOT, ENT, \ BSPC,A, R, S, T, D, H, N, E, I, O, QUOT, ENT, \
LSFT,Z, X, C, V, B, K, M, COMM,DOT, SLSH, RSFT, \ LSFT,Z, X, C, V, B, K, M, COMM,DOT, SLSH, RSFT, \
LCTL,LGUI,LALT, SPC, FN0, RGUI,APP, RCTL), LCTL,LGUI,LALT, SPC, FN0, RGUI,APP, RCTL),
/* Keymap 2: dvorak */ /* 2: dvorak */
KEYMAP_ANSI( KEYMAP_ANSI(
GRV, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, LBRC,RBRC,BSPC, \ GRV, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, LBRC,RBRC,BSPC, \
TAB, QUOT,COMM,DOT, P, Y, F, G, C, R, L, SLSH,EQL, BSLS, \ TAB, QUOT,COMM,DOT, P, Y, F, G, C, R, L, SLSH,EQL, BSLS, \
CAPS,A, O, E, U, I, D, H, T, N, S, MINS, ENT, \ CAPS,A, O, E, U, I, D, H, T, N, S, MINS, ENT, \
LSFT,SCLN,Q, J, K, X, B, M, W, V, Z, RSFT, \ LSFT,SCLN,Q, J, K, X, B, M, W, V, Z, RSFT, \
LCTL,LGUI,LALT, SPC, FN0, RGUI,APP, RCTL), LCTL,LGUI,LALT, SPC, FN0, RGUI,APP, RCTL),
/* Keymap: workman */ /* 3: workman */
KEYMAP_ANSI( KEYMAP_ANSI(
GRV, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, MINS,EQL, BSPC, \ GRV, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, MINS,EQL, BSPC, \
TAB, Q, D, R, W, B, J, F, U, P, SCLN,LBRC,RBRC,BSLS, \ TAB, Q, D, R, W, B, J, F, U, P, SCLN,LBRC,RBRC,BSLS, \
BSPC,A, S, H, T, G, Y, N, E, O, I, QUOT, ENT, \ BSPC,A, S, H, T, G, Y, N, E, O, I, QUOT, ENT, \
LSFT,Z, X, M, C, V, K, L, COMM,DOT, SLSH, RSFT, \ LSFT,Z, X, M, C, V, K, L, COMM,DOT, SLSH, RSFT, \
LCTL,LGUI,LALT, SPC, FN0, RGUI,APP, RCTL), LCTL,LGUI,LALT, SPC, FN0, RGUI,APP, RCTL),
}; /* 4: Poker with Arrow */
static const uint8_t PROGMEM overlays[][MATRIX_ROWS][MATRIX_COLS] = {
/* Overlay 0: Poker with Arrow */
KEYMAP_ANSI( KEYMAP_ANSI(
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,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,TRNS,TRNS,TRNS,TRNS,TRNS, TRNS, \
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, UP, \ TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, UP, \
TRNS,TRNS,TRNS, TRNS, TRNS,LEFT,DOWN,RGHT), TRNS,TRNS,TRNS, TRNS, TRNS,LEFT,DOWN,RGHT),
/* Overlay 1: Poker with Esc */ /* 5: Poker with Esc */
KEYMAP_ANSI( KEYMAP_ANSI(
ESC, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \ ESC, 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,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,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),
/* Overlay 2: Poker Fn /* 6: Poker Fn
* ,-----------------------------------------------------------. * ,-----------------------------------------------------------.
* |Esc| F1| F2| F3| F4| F5| F6| F7| F8| F9|F10|F11|F12| | * |Esc| F1| F2| F3| F4| F5| F6| F7| F8| F9|F10|F11|F12| |
* |-----------------------------------------------------------| * |-----------------------------------------------------------|
@ -66,7 +64,7 @@ static const uint8_t PROGMEM overlays[][MATRIX_ROWS][MATRIX_COLS] = {
TRNS,LEFT,DOWN,RGHT,TRNS,TRNS,PSCR,SLCK,PAUS,TRNS,FN3, END, TRNS, \ TRNS,LEFT,DOWN,RGHT,TRNS,TRNS,PSCR,SLCK,PAUS,TRNS,FN3, END, TRNS, \
TRNS,DEL, TRNS,WHOM,MUTE,VOLU,VOLD,TRNS,PGUP,PGDN,DEL, TRNS, \ TRNS,DEL, TRNS,WHOM,MUTE,VOLU,VOLD,TRNS,PGUP,PGDN,DEL, TRNS, \
TRNS,TRNS,TRNS, FN1, TRNS,TRNS,TRNS,TRNS), TRNS,TRNS,TRNS, FN1, TRNS,TRNS,TRNS,TRNS),
/* Overlay 3: Layout selector /* 7: Layout selector
* ,-----------------------------------------------------------. * ,-----------------------------------------------------------.
* | Lq| Lc| Ld| Lw| | | | | | | | | | | * | Lq| Lc| Ld| Lw| | | | | | | | | | |
* |-----------------------------------------------------------| * |-----------------------------------------------------------|
@ -92,11 +90,11 @@ static const uint8_t PROGMEM overlays[][MATRIX_ROWS][MATRIX_COLS] = {
}; };
static const uint16_t PROGMEM fn_actions[] = { static const uint16_t PROGMEM fn_actions[] = {
/* Poker Layout */ /* Poker Layout */
[0] = ACTION_OVERLAY_MOMENTARY(2), // to Fn overlay [0] = ACTION_LAYER_MOMENTARY(6), // to Fn overlay
[1] = ACTION_OVERLAY_TOGGLE(0), // toggle arrow overlay [1] = ACTION_LAYER_TOGGLE(4), // toggle arrow overlay
[2] = ACTION_OVERLAY_TOGGLE(1), // toggle Esc overlay [2] = ACTION_LAYER_TOGGLE(5), // toggle Esc overlay
[3] = ACTION_RMODS_KEY(MOD_BIT(KC_RCTL)|MOD_BIT(KC_RSFT), KC_ESC), // Task(RControl,RShift+Esc) [3] = ACTION_MODS_KEY(MOD_RCTL|MOD_RSFT, KC_ESC), // Task(RControl,RShift+Esc)
[4] = ACTION_OVERLAY_MOMENTARY(3), // to Layout selector [4] = ACTION_LAYER_MOMENTARY(7), // to Layout selector
[5] = ACTION_DEFAULT_LAYER_SET(0), // set qwerty layout [5] = ACTION_DEFAULT_LAYER_SET(0), // set qwerty layout
[6] = ACTION_DEFAULT_LAYER_SET(1), // set colemak layout [6] = ACTION_DEFAULT_LAYER_SET(1), // set colemak layout
[7] = ACTION_DEFAULT_LAYER_SET(2), // set dvorak layout [7] = ACTION_DEFAULT_LAYER_SET(2), // set dvorak layout

@ -2,37 +2,35 @@
// Fn + Esc = ` // Fn + Esc = `
// Fn + {left, down, up, right} = {home, pgdown, pgup, end} // Fn + {left, down, up, right} = {home, pgdown, pgup, end}
static const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { static const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
/* Keymap 0: qwerty */ /* 0: qwerty */
KEYMAP_ANSI( KEYMAP_ANSI(
GRV, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, MINS,EQL, BSPC, \ GRV, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, MINS,EQL, BSPC, \
TAB, Q, W, E, R, T, Y, U, I, O, P, LBRC,RBRC,BSLS, \ TAB, Q, W, E, R, T, Y, U, I, O, P, LBRC,RBRC,BSLS, \
LCTL,A, S, D, F, G, H, J, K, L, SCLN,QUOT, ENT, \ LCTL,A, S, D, F, G, H, J, K, L, SCLN,QUOT, ENT, \
LSFT,Z, X, C, V, B, N, M, COMM,DOT, SLSH, RSFT, \ LSFT,Z, X, C, V, B, N, M, COMM,DOT, SLSH, RSFT, \
LCTL,LGUI,LALT, SPC, FN0, RGUI,APP, RCTL), LCTL,LGUI,LALT, SPC, FN0, RGUI,APP, RCTL),
}; /* 4: Poker Default + Fn'd */
static const uint8_t PROGMEM overlays[][MATRIX_ROWS][MATRIX_COLS] = { [4] = KEYMAP_ANSI(
/* Overlay 0: Poker Default + Fn'd */
KEYMAP_ANSI(
TRNS,F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, TRNS, \ TRNS,F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, TRNS, \
CAPS,FN2, UP, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,CALC,TRNS,HOME,INS, TRNS, \ CAPS,FN2, UP, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,CALC,TRNS,HOME,INS, TRNS, \
TRNS,LEFT,DOWN,RGHT,TRNS,TRNS,PSCR,SLCK,PAUS,TRNS,FN4, END, TRNS, \ TRNS,LEFT,DOWN,RGHT,TRNS,TRNS,PSCR,SLCK,PAUS,TRNS,FN4, END, TRNS, \
TRNS,DEL, TRNS,WHOM,MUTE,VOLU,VOLD,TRNS,PGUP,PGDN,DEL, TRNS, \ TRNS,DEL, TRNS,WHOM,MUTE,VOLU,VOLD,TRNS,PGUP,PGDN,DEL, TRNS, \
TRNS,TRNS,TRNS, FN1, TRNS,TRNS,TRNS,TRNS), TRNS,TRNS,TRNS, FN1, TRNS,TRNS,TRNS,TRNS),
/* Overlay 1: Poker with Arrow */ /* 5: Poker with Arrow */
KEYMAP_ANSI( KEYMAP_ANSI(
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,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,TRNS,TRNS,TRNS,TRNS,TRNS, TRNS, \
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, PGUP, \ TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, PGUP, \
TRNS,TRNS,TRNS, TRNS, FN3, HOME,PGDN,END), TRNS,TRNS,TRNS, TRNS, FN3, HOME,PGDN,END),
/* Overlay 2: Poker with Esc */ /* 6: Poker with Esc */
KEYMAP_ANSI( KEYMAP_ANSI(
ESC, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \ ESC, 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,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,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),
/* Overlay 3: Poker with Arrow + Fn'd */ /* 7: Poker with Arrow + Fn'd */
KEYMAP_ANSI( KEYMAP_ANSI(
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,TRNS,TRNS,TRNS,TRNS, \ TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
@ -42,9 +40,9 @@ static const uint8_t PROGMEM overlays[][MATRIX_ROWS][MATRIX_COLS] = {
}; };
static const uint16_t PROGMEM fn_actions[] = { static const uint16_t PROGMEM fn_actions[] = {
/* Poker Layout */ /* Poker Layout */
[0] = ACTION_OVERLAY_INV4(0b0101, 0), // Poker Fn(with fix for Esc) [0] = ACTION_LAYER_BIT_XOR(1, 0b0101, ON_BOTH), // Poker Fn(with fix for Esc)
[1] = ACTION_OVERLAY_TOGGLE(1), // Poker Arrow toggle [1] = ACTION_LAYER_TOGGLE(5), // Poker Arrow toggle
[2] = ACTION_OVERLAY_TOGGLE(2), // Poker Esc toggle [2] = ACTION_LAYER_TOGGLE(6), // Poker Esc toggle
[3] = ACTION_OVERLAY_INV4(0b1101, 0), // Poker Fn(with fix for Arrow) [3] = ACTION_LAYER_BIT_XOR(1, 0b1101, ON_BOTH), // Poker Fn(with fix for Arrow)
[4] = ACTION_RMODS_KEY(MOD_BIT(KC_RCTL)|MOD_BIT(KC_RSFT), KC_ESC), // FN3 Task(RControl,RShift+Esc) [4] = ACTION_MODS_KEY(MOD_RCTL|MOD_RSFT, KC_ESC), // FN3 Task(RControl,RShift+Esc)
}; };

@ -2,58 +2,56 @@
// Fn + Esc = ` // Fn + Esc = `
// Fn + {left, down, up, right} = {home, pgdown, pgup, end} // Fn + {left, down, up, right} = {home, pgdown, pgup, end}
static const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { static const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
/* Keymap 0: qwerty */ /* 0: qwerty */
KEYMAP_ANSI( KEYMAP_ANSI(
GRV, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, MINS,EQL, BSPC, \ GRV, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, MINS,EQL, BSPC, \
TAB, Q, W, E, R, T, Y, U, I, O, P, LBRC,RBRC,BSLS, \ TAB, Q, W, E, R, T, Y, U, I, O, P, LBRC,RBRC,BSLS, \
LCTL,A, S, D, F, G, H, J, K, L, SCLN,QUOT, ENT, \ LCTL,A, S, D, F, G, H, J, K, L, SCLN,QUOT, ENT, \
LSFT,Z, X, C, V, B, N, M, COMM,DOT, SLSH, RSFT, \ LSFT,Z, X, C, V, B, N, M, COMM,DOT, SLSH, RSFT, \
LCTL,LGUI,LALT, SPC, FN0, RGUI,APP, RCTL), LCTL,LGUI,LALT, SPC, FN0, RGUI,APP, RCTL),
}; /* 1: Poker with Arrow */
static const uint8_t PROGMEM overlays[][MATRIX_ROWS][MATRIX_COLS] = {
/* Overlay 0: Poker with Arrow */
KEYMAP_ANSI( KEYMAP_ANSI(
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,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,TRNS,TRNS,TRNS,TRNS,TRNS, TRNS, \
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, UP, \ TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, UP, \
TRNS,TRNS,TRNS, TRNS, FN1, LEFT,DOWN,RGHT), TRNS,TRNS,TRNS, TRNS, FN1, LEFT,DOWN,RGHT),
/* Overlay 1: Poker with Esc */ /* 2: Poker with Esc */
KEYMAP_ANSI( KEYMAP_ANSI(
ESC, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \ ESC, 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,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,TRNS,TRNS, TRNS, \ TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, TRNS, \
TRNS,TRNS,TRNS, TRNS, FN2, TRNS,TRNS,TRNS), TRNS,TRNS,TRNS, TRNS, FN2, TRNS,TRNS,TRNS),
/* Overlay 2: Poker with Arrow and Esc */ /* 3: Poker with Arrow and Esc */
KEYMAP_ANSI( KEYMAP_ANSI(
ESC, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \ ESC, 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,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,TRNS,TRNS, UP, \ TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, UP, \
TRNS,TRNS,TRNS, TRNS, FN3, LEFT,DOWN,RGHT), TRNS,TRNS,TRNS, TRNS, FN3, LEFT,DOWN,RGHT),
/* Overlay 3: Poker Fn'd */ /* 4: Poker Fn'd */
KEYMAP_ANSI( KEYMAP_ANSI(
ESC, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, TRNS, \ ESC, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, TRNS, \
TRNS,FN6, UP, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,CALC,TRNS,HOME,INS, TRNS, \ TRNS,FN6, UP, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,CALC,TRNS,HOME,INS, TRNS, \
TRNS,LEFT,DOWN,RGHT,TRNS,TRNS,PSCR,SLCK,PAUS,TRNS,FN8, END, TRNS, \ TRNS,LEFT,DOWN,RGHT,TRNS,TRNS,PSCR,SLCK,PAUS,TRNS,FN8, END, TRNS, \
TRNS,DEL, TRNS,WHOM,MUTE,VOLU,VOLD,TRNS,PGUP,PGDN,DEL, TRNS, \ TRNS,DEL, TRNS,WHOM,MUTE,VOLU,VOLD,TRNS,PGUP,PGDN,DEL, TRNS, \
TRNS,TRNS,TRNS, FN5, FN4, TRNS,TRNS,TRNS), TRNS,TRNS,TRNS, FN5, FN4, TRNS,TRNS,TRNS),
/* Overlay 4: Poker Fn'd arrow */ /* 5: Poker Fn'd arrow */
KEYMAP_ANSI( KEYMAP_ANSI(
ESC, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, TRNS, \ ESC, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, TRNS, \
TRNS,FN7, UP, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,CALC,TRNS,HOME,INS, TRNS, \ TRNS,FN7, UP, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,CALC,TRNS,HOME,INS, TRNS, \
TRNS,LEFT,DOWN,RGHT,TRNS,TRNS,PSCR,SLCK,PAUS,TRNS,FN8, END, TRNS, \ TRNS,LEFT,DOWN,RGHT,TRNS,TRNS,PSCR,SLCK,PAUS,TRNS,FN8, END, TRNS, \
TRNS,DEL, TRNS,WHOM,MUTE,VOLU,VOLD,TRNS,PGUP,PGDN,DEL, PGUP, \ TRNS,DEL, TRNS,WHOM,MUTE,VOLU,VOLD,TRNS,PGUP,PGDN,DEL, PGUP, \
TRNS,TRNS,TRNS, FN4, FN5, HOME,PGDN,END), TRNS,TRNS,TRNS, FN4, FN5, HOME,PGDN,END),
/* Overlay 5: Poker Fn'd Esc */ /* 6: Poker Fn'd Esc */
KEYMAP_ANSI( KEYMAP_ANSI(
GRV, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, TRNS, \ GRV, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, TRNS, \
TRNS,FN4, UP, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,CALC,TRNS,HOME,INS, TRNS, \ TRNS,FN4, UP, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,CALC,TRNS,HOME,INS, TRNS, \
TRNS,LEFT,DOWN,RGHT,TRNS,TRNS,PSCR,SLCK,PAUS,TRNS,FN8, END, TRNS, \ TRNS,LEFT,DOWN,RGHT,TRNS,TRNS,PSCR,SLCK,PAUS,TRNS,FN8, END, TRNS, \
TRNS,DEL, TRNS,WHOM,MUTE,VOLU,VOLD,TRNS,PGUP,PGDN,DEL, TRNS, \ TRNS,DEL, TRNS,WHOM,MUTE,VOLU,VOLD,TRNS,PGUP,PGDN,DEL, TRNS, \
TRNS,TRNS,TRNS, FN7, FN6, TRNS,TRNS,TRNS), TRNS,TRNS,TRNS, FN7, FN6, TRNS,TRNS,TRNS),
/* Overlay 6: Poker Fn'd Arrow + Esc */ /* 7: Poker Fn'd Arrow + Esc */
KEYMAP_ANSI( KEYMAP_ANSI(
GRV, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, TRNS, \ GRV, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, TRNS, \
TRNS,FN5, UP, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,CALC,TRNS,HOME,INS, TRNS, \ TRNS,FN5, UP, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,CALC,TRNS,HOME,INS, TRNS, \
@ -67,15 +65,16 @@ static const uint8_t PROGMEM overlays[][MATRIX_ROWS][MATRIX_COLS] = {
*/ */
static const uint16_t PROGMEM fn_actions[] = { static const uint16_t PROGMEM fn_actions[] = {
/* Poker Layout */ /* Poker Layout */
[0] = ACTION_OVERLAY_SET(3, ON_PRESS), // FN0 move to Fn'd when press [0] = ACTION_LAYER_SET(4, ON_PRESS), // FN0 move to Fn'd when press
[1] = ACTION_OVERLAY_SET(4, ON_PRESS), // FN1 move to Fn'd arrow when press [1] = ACTION_LAYER_SET(5, ON_PRESS), // FN1 move to Fn'd arrow when press
[2] = ACTION_OVERLAY_SET(5, ON_PRESS), // FN2 move to Fn'd Esc when press [2] = ACTION_LAYER_SET(6, ON_PRESS), // FN2 move to Fn'd Esc when press
[3] = ACTION_OVERLAY_SET(6, ON_PRESS), // FN3 move to Fn'd arrow + Esc when press [3] = ACTION_LAYER_SET(7, ON_PRESS), // FN3 move to Fn'd arrow + Esc when press
[4] = ACTION_OVERLAY_CLEAR(ON_RELEASE), // FN4 clear overlay when release //[4] = ACTION_LAYER_CLEAR(ON_RELEASE), // FN4 clear overlay when release
[5] = ACTION_OVERLAY_SET(0, ON_RELEASE), // FN5 move to arrow when release [4] = ACTION_LAYER_SET(0, ON_RELEASE), // FN4 clear overlay when release
[6] = ACTION_OVERLAY_SET(1, ON_RELEASE), // FN6 move to Esc when release [5] = ACTION_LAYER_SET(1, ON_RELEASE), // FN5 move to arrow when release
[7] = ACTION_OVERLAY_SET(2, ON_RELEASE), // FN7 move to arrow + Esc when release [6] = ACTION_LAYER_SET(2, ON_RELEASE), // FN6 move to Esc when release
[7] = ACTION_LAYER_SET(3, ON_RELEASE), // FN7 move to arrow + Esc when release
[8] = ACTION_RMODS_KEY(MOD_BIT(KC_RCTL)|MOD_BIT(KC_RSFT), KC_ESC), // FN8 Task(RControl,RShift+Esc) [8] = ACTION_MODS_KEY(MOD_RCTL|MOD_RSFT, KC_ESC), // FN8 Task(RControl,RShift+Esc)
}; };

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