~ruther/qmk_firmware

7c5428b56dbaa97993bef80605d00fff31bf0b77 — Rasmus Schults 7 years ago d998308
Add rasmus keymap and fix default keymap readme
M keyboards/lightsaver/keymaps/default/readme.md => keyboards/lightsaver/keymaps/default/readme.md +5 -3
@@ 1,9 1,11 @@
![Lightsaver Layout Image](https://i.imgur.com/kSyGao4.png)
![Lightsaver Layout Image](https://i.imgur.com/vRAy2XP.png)

# Default Lightsaver Layout

This is the default implement layout for Duck Lightsaver V3.

## FN layer

![Lightsaver Layout Image](https://i.imgur.com/8jIGy6o.png)
## Features

* Default QWERTY layer
* FN layer - Control RGB underglow and backlight. HJKL Vim style movement.

A keyboards/lightsaver/keymaps/rasmus/config.h => keyboards/lightsaver/keymaps/rasmus/config.h +8 -0
@@ 0,0 1,8 @@
#ifndef CONFIG_USER_H
#define CONFIG_USER_H

#include "../../config.h"

#define FORCE_NKRO

#endif

A keyboards/lightsaver/keymaps/rasmus/keymap.c => keyboards/lightsaver/keymaps/rasmus/keymap.c +105 -0
@@ 0,0 1,105 @@
/* Copyright 2017 Rasmus Schults <rasmus.schults@gmail.com>
 *
 *
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program.  If not, see <http://www.gnu.org/licenses/>.
 */
#include "lightsaver.h"

#define KC_F1GL TD(TD_F1_GAME)
#define KC_CLFN TD(TD_CAPS_FN)

enum custom_layers {
    BASE,   // Base QWERTY layer
    GAME,   // Gaming layer
    FN = 5, // Function layer
};

//Tap Dance Declarations
enum {
  TD_F1_BASE,
  TD_F1_GAME,
  TD_CAPS_FN
};

//Tap Dance Definitions
qk_tap_dance_action_t tap_dance_actions[] = {
  [TD_F1_GAME] = ACTION_TAP_DANCE_DUAL_ROLE(KC_F1, GAME),
  [TD_CAPS_FN] = ACTION_TAP_DANCE_DUAL_ROLE(KC_CAPS, 5)
};

enum macro_id {
  SHRG,
};

#define TYPE_SHRUG MACRO( \
  D(LCTRL), D(LSHIFT), T(U), U(LCTRL), U(LSHIFT), \
  T(0), T(0), T(A), T(F), \
  D(LCTRL), D(LSHIFT), T(U), U(LCTRL), U(LSHIFT), \
  T(0), T(0), T(5), T(C), \
  D(LCTRL), D(LSHIFT), T(U), U(LCTRL), U(LSHIFT), \
  T(0), T(0), T(5), T(F), \
  D(LCTRL), D(LSHIFT), T(U), U(LCTRL), U(LSHIFT), \
  T(0), T(0), T(2), T(8), \
  D(LCTRL), D(LSHIFT), T(U), U(LCTRL), U(LSHIFT), \
  T(3), T(0), T(C), T(4), \
  D(LCTRL), D(LSHIFT), T(U), U(LCTRL), U(LSHIFT), \
  T(0), T(0), T(2), T(9), \
  D(LCTRL), D(LSHIFT), T(U), U(LCTRL), U(LSHIFT), \
  T(0), T(0), T(5), T(F), \
  D(LCTRL), D(LSHIFT), T(U), U(LCTRL), U(LSHIFT), \
  T(0), T(0), T(2), T(F), \
  D(LCTRL), D(LSHIFT), T(U), U(LCTRL), U(LSHIFT), \
  T(0), T(0), T(A), T(F), \
  T(SPACE), END \
)

const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[BASE] = KEYMAP(\
      KC_ESC,   KC_F1GL, KC_F2,   KC_F3,   KC_F4,   KC_F5,   KC_F6,   KC_F7,   KC_F8,   KC_F9,   KC_F10,  KC_F11,  KC_F12,  KC_PSCR, KC_NLCK, KC_INS,  KC_HOME, KC_PGUP, KC_PSLS, \
      KC_GRV,   KC_1,    KC_2,    KC_3,    KC_4,    KC_5,    KC_6,    KC_7,    KC_8,    KC_9,    KC_0,    KC_MINS, KC_EQL,           KC_BSPC, KC_DEL,  KC_END,  KC_PGDN, KC_PAST, \
      KC_TAB,   KC_Q,    KC_W,    KC_E,    KC_R,    KC_T,    KC_Y,    KC_U,    KC_I,    KC_O,    KC_P,    KC_LBRC, KC_RBRC,          KC_BSLS, KC_P7,   KC_P8,   KC_P9,   KC_PMNS, \
      MO(FN),   KC_A,    KC_S,    KC_D,    KC_F,    KC_G,    KC_H,    KC_J,    KC_K,    KC_L,    KC_SCLN, KC_QUOT,                   KC_ENT,  KC_P4,   KC_P5,   KC_P6,   KC_PPLS, \
      KC_LSFT,           KC_Z,    KC_X,    KC_C,    KC_V,    KC_B,    KC_N,    KC_M,    KC_COMM, KC_DOT,           KC_SLSH, KC_RSFT, KC_UP,   KC_P1,   KC_P2,   KC_P3,   KC_PENT, \
      KC_LCTL,  KC_LALT, KC_LGUI,                                              KC_SPC,                    KC_RGUI, KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT, KC_P0,   KC_PDOT), \

[GAME] = KEYMAP(\
      _______,  _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_LOCK, _______, _______, _______, _______, _______,  \
      _______,  _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          _______, _______, _______, _______, _______,  \
      _______,  _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          _______, _______, _______, _______, _______,  \
      KC_CLFN,  _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,                   _______, _______, _______, _______, _______,  \
      _______,           _______, _______, _______, _______, _______, _______, _______, _______, _______,          _______, _______, _______, _______, _______, _______, _______,  \
      _______,  KC_LGUI, KC_LALT,                                              _______,                   KC_RALT, _______, _______, _______, _______, _______, _______ ), \

[FN] = KEYMAP(\
      _______,  M(SHRG), _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_PAUS, KC_SLCK, RGB_TOG, RGB_MOD, _______, _______,  \
      _______,  _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          _______, BL_TOGG, _______, _______, _______,  \
      _______,  _______, _______, _______, _______, _______, KC_HOME, KC_PGDN, KC_PGUP, KC_END,  _______, _______, _______,          _______, _______, _______, _______, _______,  \
      _______,  _______, _______, _______, _______, _______, KC_LEFT, KC_DOWN, KC_UP,   KC_RGHT, _______, _______,                   _______, _______, _______, _______, _______,  \
      _______,           _______, _______, _______, _______, _______, _______, _______, _______, _______,          _______, _______, _______, _______, _______, _______, RESET,  \
      _______,  _______, _______,                                              _______,                   _______, _______, _______, _______, _______, _______, _______ ), \

};

const uint16_t PROGMEM fn_actions[] = {
};

const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt) {
  switch(id) {
    case SHRG:
      return (record->event.pressed ? TYPE_SHRUG : MACRO_NONE );
      break;
  }

  return MACRO_NONE;
};

A keyboards/lightsaver/keymaps/rasmus/readme.md => keyboards/lightsaver/keymaps/rasmus/readme.md +12 -0
@@ 0,0 1,12 @@
![Lightsaver Layout Image](https://i.imgur.com/KqdZQZZ.png)

# rasmusx's Lightsaver Layout

Custom keymap for Lightsaver.


## Features

* Default layer has ALT/SUPER switched and FN key in Caps Lock place.
* FN layer - Control RGB underglow and backlight. HJKL Vim style movement.
* Game layer - ALT/SUPER in normal positions. FN behaviour: 1 tap Caps Lock, 2 taps FN

A keyboards/lightsaver/keymaps/rasmus/rules.mk => keyboards/lightsaver/keymaps/rasmus/rules.mk +2 -0
@@ 0,0 1,2 @@
KEY_LOCK_ENABLE = yes
TAP_DANCE_ENABLE = yes