Fix keymap of gh60
This commit is contained in:
parent
f9a7e224a4
commit
489fd75fdf
@ -40,7 +40,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* Other Keys(01xx)
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* ----------------
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* ACT_USAGE(0100):
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* ACT_USAGE(0100): TODO: Not needed?
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* 0100|00| usage(10) System control(0x80) - General Desktop page(0x01)
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* 0100|01| usage(10) Consumer control(0x01) - Consumer page(0x0C)
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* 0100|10| usage(10) (reserved)
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@ -66,6 +66,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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* ee: on event(00:default layer, 01:press, 10:release, 11:both)
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*
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* 1001|xxxx|xxxx xxxx (reserved)
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* 1001|oopp|BBBB BBBB 8-bit Bitwise Operation???
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*
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* ACT_LAYER_TAP(101x):
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* 101E|LLLL| keycode Invert with tap key
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@ -240,8 +241,10 @@ enum layer_pram_tap_op {
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};
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#define ACTION_LAYER_BITOP(op, part, bits, on) (ACT_LAYER<<12 | (op)<<10 | (on)<<8 | (part)<<5 | ((bits)&0x1f))
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#define ACTION_LAYER_TAP(layer, key) (ACT_LAYER_TAP<<12 | (layer)<<8 | (key))
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/* Default Layer */
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#define ACTION_DEFAULT_LAYER_SET(layer) ACTION_DEFAULT_LAYER_BIT_SET((layer)/4, 1<<((layer)%4))
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/* Layer Operation */
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#define ACTION_LAYER_CLEAR(on) ACTION_LAYER_AND(0x1f, (on))
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#define ACTION_LAYER_CLEAR(on) ACTION_LAYER_BIT_AND(0, 0, (on))
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#define ACTION_LAYER_MOMENTARY(layer) ACTION_LAYER_ON_OFF(layer)
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#define ACTION_LAYER_TOGGLE(layer) ACTION_LAYER_INVERT(layer, ON_RELEASE)
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#define ACTION_LAYER_INVERT(layer, on) ACTION_LAYER_BIT_XOR((layer)/4, 1<<((layer)%4), (on))
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@ -251,21 +254,19 @@ enum layer_pram_tap_op {
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#define ACTION_LAYER_ON_OFF(layer) ACTION_LAYER_TAP((layer), OP_ON_OFF)
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#define ACTION_LAYER_OFF_ON(layer) ACTION_LAYER_TAP((layer), OP_OFF_ON)
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#define ACTION_LAYER_SET_CLEAR(layer) ACTION_LAYER_TAP((layer), OP_SET_CLEAR)
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/* With Tapping */
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#define ACTION_LAYER_TAP_KEY(layer, key) ACTION_LAYER_TAP((layer), (key))
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#define ACTION_LAYER_TAP_TOGGLE(layer) ACTION_LAYER_TAP((layer), OP_TAP_TOGGLE)
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/* Bitwise Operation */
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#define ACTION_LAYER_BIT_AND(part, bits, on) ACTION_LAYER_BITOP(OP_BIT_AND, (part), (bits), (on))
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#define ACTION_LAYER_BIT_OR( part, bits, on) ACTION_LAYER_BITOP(OP_BIT_OR, (part), (bits), (on))
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#define ACTION_LAYER_BIT_XOR(part, bits, on) ACTION_LAYER_BITOP(OP_BIT_XOR, (part), (bits), (on))
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#define ACTION_LAYER_BIT_SET(part, bits, on) ACTION_LAYER_BITOP(OP_BIT_SET, (part), (bits), (on))
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/* Default Layer */
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#define ACTION_DEFAULT_LAYER_SET(layer) ACTION_DEFAULT_LAYER_BIT_SET((layer)/4, 1<<((layer)%4))
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/* Default Layer Bitwise Operation */
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#define ACTION_DEFAULT_LAYER_BIT_AND(part, bits) ACTION_LAYER_BITOP(OP_BIT_AND, (part), (bits), 0)
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#define ACTION_DEFAULT_LAYER_BIT_OR( part, bits) ACTION_LAYER_BITOP(OP_BIT_OR, (part), (bits), 0)
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#define ACTION_DEFAULT_LAYER_BIT_XOR(part, bits) ACTION_LAYER_BITOP(OP_BIT_XOR, (part), (bits), 0)
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#define ACTION_DEFAULT_LAYER_BIT_SET(part, bits) ACTION_LAYER_BITOP(OP_BIT_SET, (part), (bits), 0)
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/* With Tapping */
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#define ACTION_LAYER_TAP_KEY(layer, key) ACTION_LAYER_TAP((layer), (key))
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#define ACTION_LAYER_TAP_TOGGLE(layer) ACTION_LAYER_TAP((layer), OP_TAP_TOGGLE)
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/*
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@ -210,7 +210,7 @@ static const uint16_t PROGMEM fn_actions[] = {
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[6] = ACTION_DEFAULT_LAYER_SET(1), // set colemak layout
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[7] = ACTION_DEFAULT_LAYER_SET(2), // set dvorak layout
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[8] = ACTION_DEFAULT_LAYER_SET(3), // set workman layout
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[9] = ACTION_RMOD_TAP_KEY(KC_RSFT, KC_GRV),
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[9] = ACTION_MODS_TAP_KEY(MOD_RSFT, KC_GRV),
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};
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#endif
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@ -1,10 +1,9 @@
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static const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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/* Keymap 0: qwerty */
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/* 0: qwerty */
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KEYMAP(ESC, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, MINS,EQL, BSPC, \
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TAB, Q, W, E, R, T, Y, U, I, O, P, LBRC,RBRC,BSLS, \
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CAPS,A, S, D, F, G, H, J, K, L, SCLN,QUOT,NO, ENT, \
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LSFT,NO, Z, X, C, V, B, N, M, COMM,DOT, SLSH,NO, RSFT, \
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LCTL,LGUI,LALT, SPC, RALT,RGUI,APP, RCTL),
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};
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static const uint8_t PROGMEM overlays[][MATRIX_ROWS][MATRIX_COLS] = {};
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static const uint16_t PROGMEM fn_actions[] = {};
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@ -1,49 +1,47 @@
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static const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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/* Keymap 0: qwerty */
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/* 0: qwerty */
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KEYMAP_ANSI(
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GRV, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, MINS,EQL, BSPC, \
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TAB, Q, W, E, R, T, Y, U, I, O, P, LBRC,RBRC,BSLS, \
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CAPS,A, S, D, F, G, H, J, K, L, SCLN,QUOT, ENT, \
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LSFT,Z, X, C, V, B, N, M, COMM,DOT, SLSH, RSFT, \
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LCTL,LGUI,LALT, SPC, FN0, RGUI,APP, RCTL),
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/* Keymap 1: colemak */
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/* 1: colemak */
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KEYMAP_ANSI(
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GRV, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, MINS,EQL, BSPC, \
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TAB, Q, W, F, P, G, J, L, U, Y, SCLN,LBRC,RBRC,BSLS, \
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BSPC,A, R, S, T, D, H, N, E, I, O, QUOT, ENT, \
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LSFT,Z, X, C, V, B, K, M, COMM,DOT, SLSH, RSFT, \
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LCTL,LGUI,LALT, SPC, FN0, RGUI,APP, RCTL),
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/* Keymap 2: dvorak */
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/* 2: dvorak */
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KEYMAP_ANSI(
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GRV, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, LBRC,RBRC,BSPC, \
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TAB, QUOT,COMM,DOT, P, Y, F, G, C, R, L, SLSH,EQL, BSLS, \
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CAPS,A, O, E, U, I, D, H, T, N, S, MINS, ENT, \
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LSFT,SCLN,Q, J, K, X, B, M, W, V, Z, RSFT, \
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LCTL,LGUI,LALT, SPC, FN0, RGUI,APP, RCTL),
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/* Keymap: workman */
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/* 3: workman */
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KEYMAP_ANSI(
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GRV, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, MINS,EQL, BSPC, \
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TAB, Q, D, R, W, B, J, F, U, P, SCLN,LBRC,RBRC,BSLS, \
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BSPC,A, S, H, T, G, Y, N, E, O, I, QUOT, ENT, \
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LSFT,Z, X, M, C, V, K, L, COMM,DOT, SLSH, RSFT, \
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LCTL,LGUI,LALT, SPC, FN0, RGUI,APP, RCTL),
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};
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static const uint8_t PROGMEM overlays[][MATRIX_ROWS][MATRIX_COLS] = {
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/* Overlay 0: Poker with Arrow */
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/* 4: Poker with Arrow */
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KEYMAP_ANSI(
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, TRNS, \
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, UP, \
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TRNS,TRNS,TRNS, TRNS, TRNS,LEFT,DOWN,RGHT),
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/* Overlay 1: Poker with Esc */
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/* 5: Poker with Esc */
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KEYMAP_ANSI(
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ESC, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, TRNS, \
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, TRNS, \
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TRNS,TRNS,TRNS, TRNS, TRNS,TRNS,TRNS,TRNS),
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/* Overlay 2: Poker Fn
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/* 6: Poker Fn
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* ,-----------------------------------------------------------.
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* |Esc| F1| F2| F3| F4| F5| F6| F7| F8| F9|F10|F11|F12| |
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* |-----------------------------------------------------------|
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@ -66,7 +64,7 @@ static const uint8_t PROGMEM overlays[][MATRIX_ROWS][MATRIX_COLS] = {
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TRNS,LEFT,DOWN,RGHT,TRNS,TRNS,PSCR,SLCK,PAUS,TRNS,FN3, END, TRNS, \
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TRNS,DEL, TRNS,WHOM,MUTE,VOLU,VOLD,TRNS,PGUP,PGDN,DEL, TRNS, \
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TRNS,TRNS,TRNS, FN1, TRNS,TRNS,TRNS,TRNS),
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/* Overlay 3: Layout selector
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/* 7: Layout selector
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* ,-----------------------------------------------------------.
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* | Lq| Lc| Ld| Lw| | | | | | | | | | |
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* |-----------------------------------------------------------|
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@ -92,11 +90,11 @@ static const uint8_t PROGMEM overlays[][MATRIX_ROWS][MATRIX_COLS] = {
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};
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static const uint16_t PROGMEM fn_actions[] = {
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/* Poker Layout */
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[0] = ACTION_OVERLAY_MOMENTARY(2), // to Fn overlay
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[1] = ACTION_OVERLAY_TOGGLE(0), // toggle arrow overlay
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[2] = ACTION_OVERLAY_TOGGLE(1), // toggle Esc overlay
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[3] = ACTION_RMODS_KEY(MOD_BIT(KC_RCTL)|MOD_BIT(KC_RSFT), KC_ESC), // Task(RControl,RShift+Esc)
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[4] = ACTION_OVERLAY_MOMENTARY(3), // to Layout selector
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[0] = ACTION_LAYER_MOMENTARY(6), // to Fn overlay
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[1] = ACTION_LAYER_TOGGLE(4), // toggle arrow overlay
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[2] = ACTION_LAYER_TOGGLE(5), // toggle Esc overlay
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[3] = ACTION_MODS_KEY(MOD_RCTL|MOD_RSFT, KC_ESC), // Task(RControl,RShift+Esc)
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[4] = ACTION_LAYER_MOMENTARY(7), // to Layout selector
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[5] = ACTION_DEFAULT_LAYER_SET(0), // set qwerty layout
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[6] = ACTION_DEFAULT_LAYER_SET(1), // set colemak layout
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[7] = ACTION_DEFAULT_LAYER_SET(2), // set dvorak layout
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@ -2,37 +2,35 @@
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// Fn + Esc = `
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// Fn + {left, down, up, right} = {home, pgdown, pgup, end}
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static const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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/* Keymap 0: qwerty */
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/* 0: qwerty */
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KEYMAP_ANSI(
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GRV, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, MINS,EQL, BSPC, \
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TAB, Q, W, E, R, T, Y, U, I, O, P, LBRC,RBRC,BSLS, \
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LCTL,A, S, D, F, G, H, J, K, L, SCLN,QUOT, ENT, \
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LSFT,Z, X, C, V, B, N, M, COMM,DOT, SLSH, RSFT, \
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LCTL,LGUI,LALT, SPC, FN0, RGUI,APP, RCTL),
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};
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static const uint8_t PROGMEM overlays[][MATRIX_ROWS][MATRIX_COLS] = {
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/* Overlay 0: Poker Default + Fn'd */
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KEYMAP_ANSI(
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/* 4: Poker Default + Fn'd */
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[4] = KEYMAP_ANSI(
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TRNS,F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, TRNS, \
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CAPS,FN2, UP, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,CALC,TRNS,HOME,INS, TRNS, \
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TRNS,LEFT,DOWN,RGHT,TRNS,TRNS,PSCR,SLCK,PAUS,TRNS,FN4, END, TRNS, \
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TRNS,DEL, TRNS,WHOM,MUTE,VOLU,VOLD,TRNS,PGUP,PGDN,DEL, TRNS, \
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TRNS,TRNS,TRNS, FN1, TRNS,TRNS,TRNS,TRNS),
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/* Overlay 1: Poker with Arrow */
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/* 5: Poker with Arrow */
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KEYMAP_ANSI(
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, TRNS, \
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, PGUP, \
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TRNS,TRNS,TRNS, TRNS, FN3, HOME,PGDN,END),
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/* Overlay 2: Poker with Esc */
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/* 6: Poker with Esc */
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KEYMAP_ANSI(
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ESC, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, TRNS, \
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, TRNS, \
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TRNS,TRNS,TRNS, TRNS, TRNS,TRNS,TRNS,TRNS),
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/* Overlay 3: Poker with Arrow + Fn'd */
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/* 7: Poker with Arrow + Fn'd */
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KEYMAP_ANSI(
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
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@ -42,9 +40,9 @@ static const uint8_t PROGMEM overlays[][MATRIX_ROWS][MATRIX_COLS] = {
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};
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static const uint16_t PROGMEM fn_actions[] = {
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/* Poker Layout */
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[0] = ACTION_OVERLAY_INV4(0b0101, 0), // Poker Fn(with fix for Esc)
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[1] = ACTION_OVERLAY_TOGGLE(1), // Poker Arrow toggle
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[2] = ACTION_OVERLAY_TOGGLE(2), // Poker Esc toggle
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[3] = ACTION_OVERLAY_INV4(0b1101, 0), // Poker Fn(with fix for Arrow)
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[4] = ACTION_RMODS_KEY(MOD_BIT(KC_RCTL)|MOD_BIT(KC_RSFT), KC_ESC), // FN3 Task(RControl,RShift+Esc)
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[0] = ACTION_LAYER_BIT_XOR(1, 0b0101, ON_BOTH), // Poker Fn(with fix for Esc)
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[1] = ACTION_LAYER_TOGGLE(5), // Poker Arrow toggle
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[2] = ACTION_LAYER_TOGGLE(6), // Poker Esc toggle
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[3] = ACTION_LAYER_BIT_XOR(1, 0b1101, ON_BOTH), // Poker Fn(with fix for Arrow)
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[4] = ACTION_MODS_KEY(MOD_RCTL|MOD_RSFT, KC_ESC), // FN3 Task(RControl,RShift+Esc)
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};
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@ -2,58 +2,56 @@
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// Fn + Esc = `
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// Fn + {left, down, up, right} = {home, pgdown, pgup, end}
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static const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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/* Keymap 0: qwerty */
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/* 0: qwerty */
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KEYMAP_ANSI(
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GRV, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, MINS,EQL, BSPC, \
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TAB, Q, W, E, R, T, Y, U, I, O, P, LBRC,RBRC,BSLS, \
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LCTL,A, S, D, F, G, H, J, K, L, SCLN,QUOT, ENT, \
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LSFT,Z, X, C, V, B, N, M, COMM,DOT, SLSH, RSFT, \
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LCTL,LGUI,LALT, SPC, FN0, RGUI,APP, RCTL),
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};
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static const uint8_t PROGMEM overlays[][MATRIX_ROWS][MATRIX_COLS] = {
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/* Overlay 0: Poker with Arrow */
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/* 1: Poker with Arrow */
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KEYMAP_ANSI(
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, TRNS, \
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, UP, \
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TRNS,TRNS,TRNS, TRNS, FN1, LEFT,DOWN,RGHT),
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/* Overlay 1: Poker with Esc */
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/* 2: Poker with Esc */
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KEYMAP_ANSI(
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ESC, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, TRNS, \
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, TRNS, \
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TRNS,TRNS,TRNS, TRNS, FN2, TRNS,TRNS,TRNS),
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/* Overlay 2: Poker with Arrow and Esc */
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/* 3: Poker with Arrow and Esc */
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KEYMAP_ANSI(
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ESC, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, TRNS, \
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, UP, \
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TRNS,TRNS,TRNS, TRNS, FN3, LEFT,DOWN,RGHT),
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/* Overlay 3: Poker Fn'd */
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/* 4: Poker Fn'd */
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KEYMAP_ANSI(
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ESC, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, TRNS, \
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TRNS,FN6, UP, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,CALC,TRNS,HOME,INS, TRNS, \
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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,TRNS,TRNS, FN5, FN4, TRNS,TRNS,TRNS),
|
||||
/* Overlay 4: Poker Fn'd arrow */
|
||||
/* 5: Poker Fn'd arrow */
|
||||
KEYMAP_ANSI(
|
||||
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,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,TRNS,TRNS, FN4, FN5, HOME,PGDN,END),
|
||||
/* Overlay 5: Poker Fn'd Esc */
|
||||
/* 6: Poker Fn'd Esc */
|
||||
KEYMAP_ANSI(
|
||||
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,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,TRNS,TRNS, FN7, FN6, TRNS,TRNS,TRNS),
|
||||
/* Overlay 6: Poker Fn'd Arrow + Esc */
|
||||
/* 7: Poker Fn'd Arrow + Esc */
|
||||
KEYMAP_ANSI(
|
||||
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, \
|
||||
@ -67,15 +65,16 @@ static const uint8_t PROGMEM overlays[][MATRIX_ROWS][MATRIX_COLS] = {
|
||||
*/
|
||||
static const uint16_t PROGMEM fn_actions[] = {
|
||||
/* Poker Layout */
|
||||
[0] = ACTION_OVERLAY_SET(3, ON_PRESS), // FN0 move to Fn'd when press
|
||||
[1] = ACTION_OVERLAY_SET(4, 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
|
||||
[3] = ACTION_OVERLAY_SET(6, ON_PRESS), // FN3 move to Fn'd arrow + Esc when press
|
||||
[0] = ACTION_LAYER_SET(4, ON_PRESS), // FN0 move to Fn'd when press
|
||||
[1] = ACTION_LAYER_SET(5, ON_PRESS), // FN1 move to Fn'd arrow when press
|
||||
[2] = ACTION_LAYER_SET(6, ON_PRESS), // FN2 move to Fn'd 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
|
||||
[5] = ACTION_OVERLAY_SET(0, ON_RELEASE), // FN5 move to arrow when release
|
||||
[6] = ACTION_OVERLAY_SET(1, ON_RELEASE), // FN6 move to Esc when release
|
||||
[7] = ACTION_OVERLAY_SET(2, ON_RELEASE), // FN7 move to arrow + Esc when release
|
||||
//[4] = ACTION_LAYER_CLEAR(ON_RELEASE), // FN4 clear overlay when release
|
||||
[4] = ACTION_LAYER_SET(0, ON_RELEASE), // FN4 clear overlay when release
|
||||
[5] = ACTION_LAYER_SET(1, ON_RELEASE), // FN5 move to arrow 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)
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user