#include QMK_KEYBOARD_H #include "led.h" #include #ifdef RGBLIGHT_ENABLE #include "rgblight.h" #endif // Each layer gets a name for readability, which is then used in the keymap matrix below. enum cospad_layers { _QWERTY_LAYER, _QWERTZ_LAYER, _COLEMA_LAYER, _DVORAK_LAYER, _QWERTY_LOWER_LAYER, _QWERTZ_LOWER_LAYER, _COLEMA_LOWER_LAYER, _DVORAK_LOWER_LAYER, _RAISE_LAYER, _ALTER_LAYER, }; // To switch the default layer used for the layout, there are special keycodes. // Which onces detected below serve to switch it. enum cospad_keycodes { QWERTY = SAFE_RANGE, QWERTZ, COLEMAK, DVORAK }; const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { /* Keymap _QWERTY_LAYER: Default layer * ,-----------------------. * | T | G | B | Alt | * |-----|-----|-----|-----| * | R | F | V | LOW | * |-----|-----|-----|-----| * | E | D | C | | * |-----|-----|-----| Spc | * | W | S | X | | * |-----|-----|-----|-----| * | Q | A | Z | RAI | * |-----|-----|-----|-----| * | Esc | Tab | Sft | Ctl | * `-----------------------' * * And it's LOWER layer * ,-----------------------. * | P | ; | / | Alt | * |-----|-----|-----|-----| * | O | L | . | LOW | * |-----|-----|-----|-----| * | I | K | , | | * |-----|-----|-----| Ent | * | U | J | M | | * |-----|-----|-----|-----| * | Y | H | N | RAI | * |-----|-----|-----|-----| * | Esc | Tab | Sft | Ctl | * `-----------------------' */ [_QWERTY_LAYER] = LAYOUT_gamepad_6x4( KC_T, KC_G, KC_B, KC_LALT, \ KC_R, KC_F, KC_V, MO(_QWERTY_LOWER_LAYER),\ KC_E, KC_D, KC_C, \ KC_W, KC_S, KC_X, KC_SPACE, \ KC_Q, KC_A, KC_Z, MO(_RAISE_LAYER),\ KC_GESC, KC_TAB, KC_LSFT, KC_LCTRL), [_QWERTY_LOWER_LAYER] = LAYOUT_gamepad_6x4( KC_P, KC_SCLN, KC_SLSH, KC_LALT, \ KC_O, KC_L, KC_DOT, _______, \ KC_I, KC_K, KC_COMM, \ KC_U, KC_J, KC_M, KC_ENTER, \ KC_Y, KC_H, KC_N, _______, \ _______, _______, _______, _______), /* Keymap _QWERTZ_LAYER: Alternate default layer * ,-----------------------. * | T | G | B | Alt | * |-----|-----|-----|-----| * | R | F | V | LOW | * |-----|-----|-----|-----| * | E | D | C | | * |-----|-----|-----| Spc | * | W | S | X | | * |-----|-----|-----|-----| * | Q | A | Y | RAI | * |-----|-----|-----|-----| * | Esc | Tab | Sft | Ctl | * `-----------------------' * * And it's LOWER layer * ,-----------------------. * | P | ; | / | Alt | * |-----|-----|-----|-----| * | O | L | > | LOW | * |-----|-----|-----|-----| * | I | K | < | | * |-----|-----|-----| Ent | * | U | J | M | | * |-----|-----|-----|-----| * | Z | H | N | RAI | * |-----|-----|-----|-----| * | Esc | Tab | Sft | Ctl | * `-----------------------' */ [_QWERTZ_LAYER] = LAYOUT_gamepad_6x4( KC_T, KC_G, KC_B, KC_LALT, \ KC_R, KC_F, KC_V, MO(_QWERTZ_LOWER_LAYER),\ KC_E, KC_D, KC_C, \ KC_W, KC_S, KC_X, KC_SPACE, \ KC_Q, KC_A, KC_Y, MO(_RAISE_LAYER),\ KC_GESC, KC_TAB, KC_LSFT, KC_LCTRL), [_QWERTZ_LOWER_LAYER] = LAYOUT_gamepad_6x4( KC_P, KC_SCLN, KC_SLSH, KC_LALT, \ KC_O, KC_L, KC_DOT, _______, \ KC_I, KC_K, KC_COMM, \ KC_U, KC_J, KC_M, KC_ENTER, \ KC_Z, KC_H, KC_N, _______, \ _______, _______, _______, _______), /* Keymap _COLEMA_LAYER: Alternate default layer * ,-----------------------. * | G | D | B | Alt | * |-----|-----|-----|-----| * | P | T | V | LOW | * |-----|-----|-----|-----| * | F | S | C | | * |-----|-----|-----| Spc | * | W | R | X | | * |-----|-----|-----|-----| * | Q | A | Z | RAI | * |-----|-----|-----|-----| * | Esc | Tab | Sft | Ctl | * `-----------------------' * * And it's LOWER layer * ,-----------------------. * | ; | O | / | Alt | * |-----|-----|-----|-----| * | Y | I | . | LOW | * |-----|-----|-----|-----| * | U | E | , | | * |-----|-----|-----| Ent | * | L | N | M | | * |-----|-----|-----|-----| * | J | H | K | RAI | * |-----|-----|-----|-----| * | Esc | Tab | Sft | Ctl | * `-----------------------' */ [_COLEMA_LAYER] = LAYOUT_gamepad_6x4( KC_T, KC_D, KC_B, KC_LALT, \ KC_R, KC_T, KC_V, MO(_COLEMA_LOWER_LAYER),\ KC_E, KC_S, KC_C, \ KC_W, KC_R, KC_X, KC_SPACE, \ KC_Q, KC_A, KC_Z, MO(_RAISE_LAYER),\ KC_GESC, KC_TAB, KC_LSFT, KC_LCTRL), [_COLEMA_LOWER_LAYER] = LAYOUT_gamepad_6x4( KC_SCLN, KC_O, KC_SLSH, _______, \ KC_Y, KC_I, KC_DOT, _______, \ KC_U, KC_E, KC_COMM, \ KC_L, KC_N, KC_M, KC_ENTER, \ KC_J, KC_H, KC_K, _______, \ KC_F, KC_G, _______, _______), /* Keymap _DVORAK_LAYER: Alternate default layer * ,-----------------------. * | Y | I | X | Alt | * |-----|-----|-----|-----| * | P | U | K | LOW | * |-----|-----|-----|-----| * | . | E | J | | * |-----|-----|-----| Spc | * | , | O | Q | | * |-----|-----|-----|-----| * | ' | A | ; | RAI | * |-----|-----|-----|-----| * | Esc | Tab | Sft | Ctl | * `-----------------------' * * And it's LOWER layer * ,-----------------------. * | L | S | Z | Alt | * |-----|-----|-----|-----| * | R | N | V | LOW | * |-----|-----|-----|-----| * | C | T | W | | * |-----|-----|-----| Ent | * | G | H | M | | * |-----|-----|-----|-----| * | F | D | B | RAI | * |-----|-----|-----|-----| * | Esc | Tab | Sft | Ctl | * `-----------------------' */ [_DVORAK_LAYER] = LAYOUT_gamepad_6x4( KC_Y, KC_I, KC_X, KC_LALT, \ KC_P, KC_U, KC_K, MO(_DVORAK_LOWER_LAYER),\ KC_DOT, KC_E, KC_J, \ KC_COMM, KC_O, KC_A, KC_SPACE, \ KC_QUOT, KC_A, KC_SCLN, MO(_RAISE_LAYER),\ KC_GESC, KC_TAB, KC_LSFT, KC_LCTRL), [_DVORAK_LOWER_LAYER] = LAYOUT_gamepad_6x4( KC_L, KC_S, KC_Z, KC_LALT, \ KC_R, KC_N, KC_V, _______, \ KC_C, KC_T, KC_W, \ KC_G, KC_H, KC_M, KC_ENTER,\ KC_F, KC_D, KC_B, _______, \ _______, _______, _______, _______), /* Keymap _RAISE_LAYER: Additional layer to access more * ,-----------------------. * | 5 | 0 | del | Alt | * |-----|-----|-----|-----| * | 4 | 9 | -> | LOW | * |-----|-----|-----|-----| * | 3 | 8 | <- | | * |-----|-----|-----| Spc | * | 2 | 7 | -> | | * |-----|-----|-----|-----| * | 1 | 6 | <- | RAI | * |-----|-----|-----|-----| * | Esc | Tab | Sft | Ctl | * `-----------------------' */ [_RAISE_LAYER] = LAYOUT_gamepad_6x4( KC_5, KC_0, KC_BSPC, _______, \ KC_4, KC_9, KC_RIGHT, _______, \ KC_3, KC_8, KC_UP, \ KC_2, KC_7, KC_DOWN, _______, \ KC_1, KC_6, KC_LEFT, _______, \ _______, _______, _______, _______), /* Keymap _ALTER_LAYER: Function layer used to control the Leds * and use media buttons * ,----------------------------------------. * | Val Dec | Bl Toggle | Qwertz | Super | * |---------|------------|---------|-------| * | Val Inc | Bl Off | Qwerty | | * |---------|------------|---------|-------| * | Sat Dec | Bl On | Colemak | | * |---------|------------|---------| | * | Sat Inc | RGB Toggle | Dvorak | | * |---------|------------|---------|-------| * | Hue Dec | RGB Next | Vol Dwn | | * |---------|------------|---------|-------| * | Hue Inc | RGB Prev | Vol Up | Reset | * `----------------------------------------' */ [_ALTER_LAYER] = LAYOUT_gamepad_6x4( RGB_VAD, BL_TOGG, QWERTZ, KC_LGUI, \ RGB_VAI, BL_OFF, QWERTY, _______, \ RGB_SAD, BL_ON, COLEMAK, \ RGB_SAI, RGB_TOG, DVORAK, _______, \ RGB_HUD, RGB_MOD, KC_VOLD, _______, \ RGB_HUI, RGB_RMOD, KC_VOLU, RESET), }; // Makes sure to update the good tri-layer if a layer changes uint32_t layer_state_set_user(uint32_t state) { switch (biton32(default_layer_state)) { case _QWERTY_LAYER: state = update_tri_layer_state(state, _RAISE_LAYER, _QWERTY_LOWER_LAYER, _ALTER_LAYER); break; case _QWERTZ_LAYER: state = update_tri_layer_state(state, _RAISE_LAYER, _QWERTZ_LOWER_LAYER, _ALTER_LAYER); break; case _COLEMA_LAYER: state = update_tri_layer_state(state, _RAISE_LAYER, _COLEMA_LOWER_LAYER, _ALTER_LAYER); break; case _DVORAK_LAYER: state = update_tri_layer_state(state, _RAISE_LAYER, _DVORAK_LOWER_LAYER, _ALTER_LAYER); break; } return state; } // Makes the tri-layer uint32_t default_layer_state_set_kb(uint32_t state) { switch (biton32(state)) { case _QWERTY_LAYER: state = update_tri_layer_state(state, _RAISE_LAYER, _QWERTZ_LOWER_LAYER, _ALTER_LAYER); state = update_tri_layer_state(state, _RAISE_LAYER, _COLEMA_LOWER_LAYER, _ALTER_LAYER); state = update_tri_layer_state(state, _RAISE_LAYER, _DVORAK_LOWER_LAYER, _ALTER_LAYER); layer_move(_QWERTY_LAYER); break; case _QWERTZ_LAYER: state = update_tri_layer_state(state, _RAISE_LAYER, _QWERTY_LOWER_LAYER, _ALTER_LAYER); state = update_tri_layer_state(state, _RAISE_LAYER, _COLEMA_LOWER_LAYER, _ALTER_LAYER); state = update_tri_layer_state(state, _RAISE_LAYER, _DVORAK_LOWER_LAYER, _ALTER_LAYER); layer_move(_QWERTZ_LAYER); break; case _COLEMA_LAYER: state = update_tri_layer_state(state, _RAISE_LAYER, _QWERTY_LOWER_LAYER, _ALTER_LAYER); state = update_tri_layer_state(state, _RAISE_LAYER, _QWERTZ_LOWER_LAYER, _ALTER_LAYER); state = update_tri_layer_state(state, _RAISE_LAYER, _DVORAK_LOWER_LAYER, _ALTER_LAYER); layer_move(_COLEMA_LAYER); break; case _DVORAK_LAYER: state = update_tri_layer_state(state, _RAISE_LAYER, _QWERTY_LOWER_LAYER, _ALTER_LAYER); state = update_tri_layer_state(state, _RAISE_LAYER, _QWERTZ_LOWER_LAYER, _ALTER_LAYER); state = update_tri_layer_state(state, _RAISE_LAYER, _COLEMA_LOWER_LAYER, _ALTER_LAYER); layer_move(_DVORAK_LAYER); break; } return state; } bool process_record_user(uint16_t keycode, keyrecord_t *record) { switch (keycode) { case BL_TOGG: if (record->event.pressed) { cospad_bl_led_togg(); } return false; case BL_ON: if (record->event.pressed) { cospad_bl_led_on(); } return false; case BL_OFF: if (record->event.pressed) { cospad_bl_led_off(); } return false; case QWERTY: if (record->event.pressed) { set_single_persistent_default_layer(_QWERTY_LAYER); print("switched to QWERTY layout\n"); } return false; break; case QWERTZ: if (record->event.pressed) { set_single_persistent_default_layer(_QWERTZ_LAYER); } return false; break; case COLEMAK: if (record->event.pressed) { set_single_persistent_default_layer(_COLEMA_LAYER); } return false; break; case DVORAK: if (record->event.pressed) { set_single_persistent_default_layer(_DVORAK_LAYER); } return false; break; default: return true; } }