keymap.c 3.1 KB

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  1. #include QMK_KEYBOARD_H
  2. #include "drashna.h"
  3. extern keymap_config_t keymap_config;
  4. // Each layer gets a name for readability, which is then used in the keymap matrix below.
  5. // The underscores don't mean anything - you can have a layer called STUFF or any other name.
  6. // Layer names don't all need to be of the same length, obviously, and you can also skip them
  7. // entirely and just use numbers.
  8. // Fillers to make layering more clear
  9. #define LMACRO OSL(_MACROS)
  10. #define DIABLO TG(_DIABLO)
  11. #define GAMEPAD TG(_GAMEPAD)
  12. #define MEDIA TT(_MEDIA)
  13. //enum more_custom_keycodes {
  14. // KC_P00 = NEW_SAFE_RANGE
  15. //};
  16. const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
  17. [_NUMLOCK] = LAYOUT_ortho_5x7(
  18. LMACRO, DIABLO, GAMEPAD, KC_NLCK, KC_SLCK, KC_COLN, KC_PSLS,
  19. MEDIA, KC_CALC, XXXXXXX, KC_P7, KC_P8, KC_P9, KC_PAST,
  20. KC_HOME, KC_DEL, KC_PGUP, KC_P4, KC_P5, KC_P6, KC_PMNS,
  21. KC_END, KC_UP, KC_PGDN, KC_P1, KC_P2, KC_P3, KC_PPLS,
  22. KC_LEFT, KC_DOWN, KC_RGHT, KC_P0, KC_PDOT, KC_COLN, KC_PENT
  23. ),
  24. [_DIABLO] = LAYOUT_ortho_5x7(
  25. KC_ESC, DIABLO, KC_V, KC_D, XXXXXXX, XXXXXXX, KC_L,
  26. KC_TAB, KC_S, KC_F, KC_I, KC_M, KC_T, KC_J,
  27. KC_Q, KC_1, KC_2, KC_3, KC_4, KC_G, KC_F,
  28. KC_LCTL, KC_D3_3, KC_D3_3, KC_D3_3, KC_D3_3, KC_Z, KC_DIABLO_CLEAR,
  29. KC_LALT, KC_F4, KC_F5, KC_F8, KC_F9, KC_F10, SFT_T(KC_SPACE)
  30. ),
  31. [_GAMEPAD] = LAYOUT_ortho_5x7( // Game pad layout designed primarily for Overwatch
  32. LMACRO, KC_ESC, GAMEPAD, KC_1, KC_2, KC_3, KC_4,
  33. MEDIA, KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T,
  34. KC_Z, KC_LCTL, KC_A, KC_S, KC_D, KC_F, KC_G,
  35. KC_Y, KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B,
  36. KC_F1, KC_U, KC_I, KC_Y, KC_V, KC_SPC, KC_V
  37. ),
  38. [_MACROS] = LAYOUT_ortho_5x7(
  39. LMACRO, KC_OVERWATCH,GAMEPAD, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX,
  40. KC_C9, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX,
  41. KC_SYMM, KC_TORB, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX,
  42. KC_GLHF, KC_GOODGAME, KC_GGEZ, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX,
  43. KC_SALT, KC_MORESALT, KC_SALTHARD, KC_JUSTGAME, KC_AIM, XXXXXXX, KC_PENT
  44. ),
  45. [_MEDIA] = LAYOUT_ortho_5x7(
  46. KC_MAKE, KC_RESET,MU_TOG, AU_ON, AU_OFF, CK_TOGG, RGB_SAD,
  47. MEDIA, EEP_RST, KC_RGB_T,RGB_M_P, RGB_M_B, RGB_M_R, RGB_SAI,
  48. RGB_TOG, RGB_MOD, RGB_RMOD,RGB_M_SW,RGB_M_SN,RGB_M_K, RGB_HUD,
  49. KC_MPLY, KC_MPRV, KC_MNXT, RGB_M_X, RGB_M_G, RGB_M_P, RGB_HUI,
  50. KC_MUTE, KC_VOLD, KC_VOLU, XXXXXXX, XXXXXXX, RGB_VAD, RGB_VAI
  51. )
  52. };
  53. bool process_record_keymap(uint16_t keycode, keyrecord_t *record) {
  54. //switch (keycode) {
  55. //case KC_P00:
  56. // if (!record->event.pressed) {
  57. // tap(KC_KP_0);
  58. // tap(KC_KP_0);
  59. // }
  60. // return false;
  61. // break;
  62. //}
  63. return true;
  64. }
  65. void matrix_init_keymap(void) {
  66. #ifndef CONVERT_TO_PROTON_C
  67. setPinOutput(D5);
  68. writePinHigh(D5);
  69. setPinOutput(B0);
  70. writePinHigh(B0);
  71. #endif
  72. }