#include "keymap_common.h" /* * BUILD: * Simply run the command below in the keyboard/planck directory * to build against this keymap * * make KEYMAP=reed COMMON_KEYMAP=true * * * DETAILS: * * This layout works off of Jack's layout, making some changes that I * feel significantly improve the function of the keyboard. Major changes * include adding a "gaming mode" that will allow users to still access * the number keys 1 through 4 easily for games that require it. Also * included is the ability to use the tap/hold function for easy use of * right shift and thumb shift with their tapped companions. * */ const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { [0] = KEYMAP_GRID( /* Reed */ ESC, Q, W, E, R, T, Y, U, I, O, P, BSPC, TAB, A, S, D, F, G, H, J, K, L, SCLN, QUOT, LSFT, Z, X, C, V, B, N, M, COMM, DOT, SLSH, FN5, LCTL, CAPS, LALT, LGUI, FN2, FN7, SPC, FN1, LEFT, DOWN, UP, RGHT), [1] = KEYMAP_GRID( /* Reed EXTREME GAMING */ ESC, Q, W, E, R, T, Y, U, I, O, P, BSPC, TAB, A, S, D, F, G, H, J, K, L, SCLN, QUOT, LSFT, Z, X, C, V, B, N, M, COMM, DOT, SLSH, FN5, LCTL, 1, 2, 3, 4, SPC, FN2, FN1, LEFT, DOWN, UP, RGHT), [2] = KEYMAP_GRID( /* Reed RAISE */ GRV, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, BSPC, TRNS, FN3, FN4, PAUSE, TRNS, TRNS, TRNS, MINS, EQL, LBRC, RBRC, BSLS, TRNS, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, TRNS, TRNS, TRNS, TRNS, TRNS, TRNS, TRNS, TRNS, FN1, MNXT, VOLD, VOLU, MPLY), [3] = KEYMAP_GRID( /* Reed LOWER */ TRNS, FN10, FN11, FN12, FN13, FN14, FN15, FN16, FN17, FN18, FN19, DEL, TRNS, TRNS, INS, HOME, PGUP, TRNS, TRNS, FN20, FN21, FN23, FN24, FN28, TRNS, TRNS, DEL, END, PGDN, F11, F12, F13, TRNS, VOLD, VOLU, TRNS, TRNS, TRNS, TRNS, TRNS, FN2, TRNS, TRNS, TRNS, MPRV, MUTE, MPLY, MNXT), }; const uint16_t PROGMEM fn_actions[] = { [1] = ACTION_LAYER_MOMENTARY(2), // to Fn overlay - RAISE [2] = ACTION_LAYER_MOMENTARY(3), // to Fn overlay - LOWER [3] = ACTION_DEFAULT_LAYER_SET(0), [4] = ACTION_DEFAULT_LAYER_SET(1), // Actions for the tap/hold modifiers listed above [5] = ACTION_MODS_TAP_KEY(MOD_RSFT, KC_ENT), [7] = ACTION_MODS_TAP_KEY(MOD_LSFT, KC_BSPC), [10] = ACTION_MODS_KEY(MOD_LSFT, KC_1), [11] = ACTION_MODS_KEY(MOD_LSFT, KC_2), [12] = ACTION_MODS_KEY(MOD_LSFT, KC_3), [13] = ACTION_MODS_KEY(MOD_LSFT, KC_4), [14] = ACTION_MODS_KEY(MOD_LSFT, KC_5), [15] = ACTION_MODS_KEY(MOD_LSFT, KC_6), [16] = ACTION_MODS_KEY(MOD_LSFT, KC_7), [17] = ACTION_MODS_KEY(MOD_LSFT, KC_8), [18] = ACTION_MODS_KEY(MOD_LSFT, KC_9), [19] = ACTION_MODS_KEY(MOD_LSFT, KC_0), [20] = ACTION_MODS_KEY(MOD_LSFT, KC_MINS), [21] = ACTION_MODS_KEY(MOD_LSFT, KC_EQL), [22] = ACTION_MODS_KEY(MOD_LSFT, KC_GRV), [23] = ACTION_MODS_KEY(MOD_LSFT, KC_LBRC), [24] = ACTION_MODS_KEY(MOD_LSFT, KC_RBRC), [28] = ACTION_MODS_KEY(MOD_LSFT, KC_BSLS), [29] = ACTION_MODS_KEY(MOD_LSFT | MOD_RSFT, KC_PAUSE), };