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qmk_firmware/keyboards/handwired/minorca/keymaps/default/keymap.c

44 lines
2.3 KiB

// This is the canonical layout file for the Quantum project. If you want to add another keyboard,
// this is the style you want to emulate.
#include "minorca.h"
#include "action_layer.h"
#include "eeconfig.h"
extern keymap_config_t keymap_config;
// Each layer gets a name for readability, which is then used in the keymap matrix below.
// The underscores don't mean anything - you can have a layer called STUFF or any other name.
// Layer names don't all need to be of the same length, obviously, and you can also skip them
// entirely and just use numbers.
// Fillers to make layering more clear
#define _______ KC_TRNS
#define XXXXXXX KC_NO
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[0] = { /* Base */
{KC_ESC, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_BSPC },
{KC_TAB, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, XXXXXXX, KC_ENT },
{KC_LCTRL,XXXXXXX, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_QUOT, KC_FN1, KC_FN0 },
{KC_NO, XXXXXXX, KC_NO, KC_LALT, KC_SPC, XXXXXXX, XXXXXXX, KC_SPC, XXXXXXX, KC_DOT, KC_SLSH, KC_NO }
},
[1] = { /* First */
{KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_DELT },
{KC_TAB, KC_MPRV, KC_MPLY, KC_MNXT, KC_PGUP, KC_HOME, KC_MINS, KC_EQL, KC_LBRC, KC_RBRC, XXXXXXX, KC_LGUI },
{KC_LCTRL,XXXXXXX, KC_Z, KC_X, KC_C, KC_PGDN, KC_END, KC_L, KC_SCLN, KC_UP, KC_FN1, KC_FN0 },
{KC_NO, XXXXXXX, KC_NO, KC_LALT, _______, XXXXXXX, XXXXXXX, _______, XXXXXXX, KC_DOWN, KC_RIGHT,KC_NO }
},
[2] = { /* Second */
{KC_ESC, KC_EXLM, KC_AT, KC_HASH, KC_DLR, KC_PERC, KC_CIRC, KC_AMPR, KC_ASTR, KC_LPRN, KC_RPRN, KC_DELT },
{KC_TAB, KC_MUTE, KC_VOLD, KC_VOLU, KC_TILD, KC_PIPE, KC_UNDS, KC_PLUS, KC_LCBR, KC_RCBR, XXXXXXX, KC_ENT },
{KC_CAPS, XXXXXXX, KC_LSFT, KC_RSFT, KC_PAUSE,KC_F10, KC_F11, KC_F12, KC_NO, KC_UP, KC_FN1, KC_FN0 },
{KC_NO, XXXXXXX, KC_NO, KC_LALT, _______, XXXXXXX, XXXXXXX, _______, XXXXXXX, KC_DOWN, KC_RIGHT,KC_NO }
},
};
const uint16_t PROGMEM fn_actions[] = {
[0] = ACTION_LAYER_MOMENTARY(1), // to First overlay
[1] = ACTION_LAYER_MOMENTARY(2), // to Second overlay
};