// Can't Remember Sh*t Keymap for Planck // Trying to fit as many characters as possible on the default layer // as its easier for me to remember logical functions than characters // Also, I like me some numpad #include "planck.h" #include "action_layer.h" #ifdef AUDIO_ENABLE #include "audio.h" #endif #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. #define _QWERTY 0 #define _GAME 1 #define _LOWER 3 #define _RAISE 4 #define _ADJUST 16 enum planck_keycodes { QWERTY = SAFE_RANGE, GAME, LOWER, RAISE, BACKLIT, }; // Fillers to make layering more clear #define _______ KC_TRNS #define XXXXXXX KC_NO const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { /* Qwerty * ,-----------------------------------------------------------------------------------. * | Esc | Q | W | E | R | T | Y | U | I | O | P | Bksp | * |------+------+------+------+------+-------------+------+------+------+------+------| * | Tab | A | S | D | F | G | H | J | K | L | ; | ' | * |------+------+------+------+------+------|------+------+------+------+------+------| * | Shift| Z | X | C | V | B | N | M | , | . | / |Enter | * |------+------+------+------+------+------+------+------+------+------+------+------| * | Ctrl | GUI | \ | Alt | Lower| Space |Raise | [ | - | = | ] | * `-----------------------------------------------------------------------------------' */ [_QWERTY] = { {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, KC_SCLN, KC_QUOT}, {KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, SFT_T(KC_ENT) }, {KC_LCTL, KC_LGUI, KC_BSLS, KC_LALT, LOWER, KC_SPC, KC_SPC, RAISE, LT(3, KC_LBRC), KC_MINS, KC_EQL, CTL_T(KC_RBRC)} }, /* Game * ,-----------------------------------------------------------------------------------. * | 1 | Q | W | E | R | T | Y | U | I | O | P | Bksp | * |------+------+------+------+------+-------------+------+------+------+------+------| * |Shift | A | S | D | F | G | H | J | K | L | ; | ' | * |------+------+------+------+------+------|------+------+------+------+------+------| * | Ctrl | Z | X | C | V | B | N | M | , | . | / |Enter | * |------+------+------+------+------+------+------+------+------+------+------+------| * | Alt | 4 | 3 | 2 | Lower| Space |Raise | Left | Down | Up | Right| * `-----------------------------------------------------------------------------------' */ [_GAME] = { { KC_1, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_BSPC}, {KC_LSFT, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT}, {KC_LCTL, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, _______ }, {KC_LALT, KC_4, KC_3, KC_2, LOWER, KC_SPC, KC_SPC, RAISE, KC_LEFT, KC_DOWN, KC_UP, KC_RIGHT} }, /* Lower (switched to # because KP# were weird in terminal emulators) * ,-----------------------------------------------------------------------------------. * | Del | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | Bksp | * |------+------+------+------+------+-------------+------+------+------+------+------| * | Tab | F1 | F2 | F3 | F4 | F5 | F6 | 4 | 5 | 6 | . | * | * |------+------+------+------+------+------+------+------+------+------+------+------| * | NumLk| F7 | F8 | F9 | F10 | F11 | F12 | 1 | 2 | 3 | / |Enter | * |------+------+------+------+------+------+------+------+------+------+------+------| * | Esc | | | | | 0 | | | | KP_+ | | * `-----------------------------------------------------------------------------------' */ [_LOWER] = { { KC_DEL, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, _______}, { _______, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_4, KC_5, KC_6, KC_DOT, KC_ASTR}, {_______, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, KC_1, KC_2, KC_3, KC_SLSH, _______}, {KC_ESC, _______, _______, _______, _______, KC_0, KC_0, _______, _______, _______, KC_PLUS, _______} }, /* Raise * ,-----------------------------------------------------------------------------------. * | ~ | ! | @ | # | $ | % | ^ | & | * | ( | ) | Del | * |------+------+------+------+------+-------------+------+------+------+------+------| * | Del | Wh Up|RightC| M-Up | LeftC|QWERTY| Left | Down | Up | Right| | | ` | * |------+------+------+------+------+------|------+------+------+------+------+------| * | | Wh Dn| M-L | M-Dn | M-R | ACL0 | ACL1 | ACL2 | | | \ | | * |------+------+------+------+------+------+------+------+------+------+------+------| * | | App | | | | Ins | | Home | PGDN | PGUP | End | * `-----------------------------------------------------------------------------------' */ [_RAISE] = { {KC_TILD, KC_EXLM, KC_AT, KC_HASH, KC_DLR, KC_PERC, KC_CIRC, KC_AMPR, KC_ASTR, KC_LPRN, KC_RPRN, KC_DEL}, { KC_DEL, KC_WH_U, KC_BTN2, KC_MS_U, KC_BTN1, QWERTY, KC_LEFT, KC_DOWN, KC_UP, KC_RGHT, KC_PIPE, KC_GRV}, {_______, KC_WH_D, KC_MS_L, KC_MS_D, KC_MS_R, KC_ACL0, KC_ACL1, KC_ACL2, _______, _______, KC_BSLASH, _______}, {_______, KC_APP, _______, _______, _______, KC_INS, KC_INS, _______, KC_HOME, KC_PGDN, KC_PGUP, KC_END} }, /* Adjust (Lower + Raise) * ,-----------------------------------------------------------------------------------. * | C-A-I|Qwerty| | |Reset |Macro0| | | | | |C-A-D | * |------+------+------+------+------+-------------+------+------+------+------+------| * | | | |Aud on|Audoff| Game |AGswap|AGnorm| | | | | * |------+------+------+------+------+------|------+------+------+------+------+------| * | |Voice-|Voice+|Mus on|Musoff|MIDIon|MIDIof| | | | | | * |------+------+------+------+------+------+------+------+------+------+------+------| * | Brite| | | | | | | BL_T |BL_DEC|BL_INC|BL_ST | * `-----------------------------------------------------------------------------------' */ [_ADJUST] = { {LALT(LCTL(KC_INS)), QWERTY, _______, _______, RESET, M(0), _______, _______, _______, _______, _______, LALT(LCTL(KC_DEL))}, {_______, _______, _______, AU_ON, AU_OFF, GAME, AG_SWAP, AG_NORM, _______, _______, _______, _______}, {_______, MUV_DE, MUV_IN, MU_ON, MU_OFF, MI_ON, MI_OFF, _______, _______, _______, _______, _______}, {BACKLIT, _______, _______, _______, _______, _______, _______, _______, BL_TOGG, BL_DEC , BL_INC , BL_STEP} } }; const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt) // this is the function signature -- just copy/paste it into your keymap file as it is. { switch(id) { case 0: // this would trigger when you hit a key mapped as M(0) if (record->event.pressed) { return MACRO( D(LSFT), T(LEFT), U(LSFT), D(LCTL), T(X), U(LCTL), T(RIGHT), D(LCTL), T(V), U(LCTL), T(LEFT), END ); // this swaps the characters on either side of the cursor when the macro executes } break; } return MACRO_NONE; }; #ifdef AUDIO_ENABLE float tone_startup[][2] = SONG(STARTUP_SOUND); float tone_qwerty[][2] = SONG(QWERTY_SOUND); float music_scale[][2] = SONG(MUSIC_SCALE_SOUND); float tone_goodbye[][2] = SONG(GOODBYE_SOUND); #endif void persistant_default_layer_set(uint16_t default_layer) { eeconfig_update_default_layer(default_layer); default_layer_set(default_layer); } bool process_record_user(uint16_t keycode, keyrecord_t *record) { switch (keycode) { case QWERTY: if (record->event.pressed) { #ifdef AUDIO_ENABLE PLAY_NOTE_ARRAY(tone_qwerty, false, 0); #endif persistant_default_layer_set(1UL<<_QWERTY); } return false; break; case GAME: if (record->event.pressed) { #ifdef AUDIO_ENABLE PLAY_NOTE_ARRAY(music_scale, false, 0); #endif persistant_default_layer_set(1UL<<_GAME); } return false; break; case LOWER: if (record->event.pressed) { layer_on(_LOWER); update_tri_layer(_LOWER, _RAISE, _ADJUST); } else { layer_off(_LOWER); update_tri_layer(_LOWER, _RAISE, _ADJUST); } return false; break; case RAISE: if (record->event.pressed) { layer_on(_RAISE); update_tri_layer(_LOWER, _RAISE, _ADJUST); } else { layer_off(_RAISE); update_tri_layer(_LOWER, _RAISE, _ADJUST); } return false; break; case BACKLIT: if (record->event.pressed) { register_code(KC_RSFT); #ifdef BACKLIGHT_ENABLE backlight_step(); #endif } else { unregister_code(KC_RSFT); } return false; break; } return true; } void matrix_init_user(void) { #ifdef AUDIO_ENABLE startup_user(); #endif } #ifdef AUDIO_ENABLE void startup_user() { _delay_ms(20); // gets rid of tick PLAY_NOTE_ARRAY(tone_startup, false, 0); } void shutdown_user() { PLAY_NOTE_ARRAY(tone_goodbye, false, 0); _delay_ms(150); stop_all_notes(); } void music_on_user(void) { music_scale_user(); } void music_scale_user(void) { PLAY_NOTE_ARRAY(music_scale, false, 0); } #endif