Keyboard: Added gamepad layout to cospad (#3714)
This commit is contained in:
parent
7e8c0a368b
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26dacd51fc
2 changed files with 403 additions and 2 deletions
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@ -22,6 +22,21 @@
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* `-------------------'
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* `-------------------'
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*/
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*/
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/* COSPAD gamepad matrix layout
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* ,-------------------.
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* | 00 | 01 | 02 | 03 |
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* |----|----|----|----|
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* | 10 | 11 | 12 | 13 |
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* |----|----|----|----|
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* | 20 | 21 | 22 | |
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* |----|----|----| 23 |
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* | 30 | 31 | 32 | |
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* |----|----|----|----|
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* | 40 | 41 | 42 | 43 |
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* |----|----|----|----|
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* | 50 | 51 | 52 | 53 |
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* `-------------------'
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*/
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/* COSPAD numpad matrix layout
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/* COSPAD numpad matrix layout
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* ,-------------------.
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* ,-------------------.
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@ -41,7 +56,7 @@
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// The first section contains all of the arguments
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// The first section contains all of the arguments
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// The second converts the arguments into a two-dimensional array
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// The second converts the arguments into a two-dimensional array
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#define LAYOUT_ortho_6x4( \
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#define LAYOUT_ortho_6x4( \
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k00, k01, k02, k03, \
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k00, k01, k02, k03, \
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k10, k11, k12, k13, \
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k10, k11, k12, k13, \
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k20, k21, k22, k23, \
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k20, k21, k22, k23, \
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k30, k31, k32, k33, \
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k30, k31, k32, k33, \
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@ -57,8 +72,25 @@
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{k50, k51, k52, k53} \
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{k50, k51, k52, k53} \
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}
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}
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#define LAYOUT_gamepad_6x4( \
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k00, k01, k02, k03, \
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k10, k11, k12, k13, \
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k20, k21, k22, \
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k30, k31, k32, k23, \
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k40, k41, k42, k43, \
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k50, k51, k52, k53 \
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) \
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{ \
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{k00, k01, k02, k03}, \
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{k10, k11, k12, k13}, \
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{k20, k21, k22, k23}, \
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{k30, k31, k32, KC_NO}, \
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{k40, k41, k42, k43}, \
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{k50, k51, k52, k53} \
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}
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#define LAYOUT_numpad_6x4( \
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#define LAYOUT_numpad_6x4( \
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k00, k01, k02, k03, \
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k00, k01, k02, k03, \
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k10, k11, k12, k13, \
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k10, k11, k12, k13, \
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k20, k21, k22, \
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k20, k21, k22, \
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k30, k31, k32, k23, \
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k30, k31, k32, k23, \
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369
keyboards/cospad/keymaps/detrus/keymap.c
Normal file
369
keyboards/cospad/keymaps/detrus/keymap.c
Normal file
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@ -0,0 +1,369 @@
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#include QMK_KEYBOARD_H
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#include "led.h"
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#include <print.h>
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#ifdef RGBLIGHT_ENABLE
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#include "rgblight.h"
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#endif
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#define _______ KC_TRNS
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// Each layer gets a name for readability, which is then used in the keymap matrix below.
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enum cospad_layers {
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_QWERTY_LAYER,
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_QWERTZ_LAYER,
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_COLEMA_LAYER,
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_DVORAK_LAYER,
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_QWERTY_LOWER_LAYER,
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_QWERTZ_LOWER_LAYER,
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_COLEMA_LOWER_LAYER,
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_DVORAK_LOWER_LAYER,
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_RAISE_LAYER,
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_ALTER_LAYER,
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};
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// To switch the default layer used for the layout, there are special keycodes.
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// Which onces detected below serve to switch it.
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enum cospad_keycodes {
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QWERTY = SAFE_RANGE,
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QWERTZ,
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COLEMAK,
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DVORAK
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};
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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/* Keymap _QWERTY_LAYER: Default layer
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* ,-----------------------.
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* | T | G | B | Alt |
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* |-----|-----|-----|-----|
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* | R | F | V | LOW |
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* |-----|-----|-----|-----|
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* | E | D | C | |
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* |-----|-----|-----| Spc |
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* | W | S | X | |
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* |-----|-----|-----|-----|
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* | Q | A | Z | RAI |
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* |-----|-----|-----|-----|
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* | Esc | Tab | Sft | Ctl |
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* `-----------------------'
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*
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* And it's LOWER layer
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* ,-----------------------.
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* | P | ; | / | Alt |
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* |-----|-----|-----|-----|
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* | O | L | . | LOW |
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* |-----|-----|-----|-----|
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* | I | K | , | |
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* |-----|-----|-----| Ent |
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* | U | J | M | |
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* |-----|-----|-----|-----|
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* | Y | H | N | RAI |
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* |-----|-----|-----|-----|
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* | Esc | Tab | Sft | Ctl |
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* `-----------------------'
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*/
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[_QWERTY_LAYER] = LAYOUT_gamepad_6x4(
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KC_T, KC_G, KC_B, KC_LALT, \
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KC_R, KC_F, KC_V, MO(_QWERTY_LOWER_LAYER),\
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KC_E, KC_D, KC_C, \
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KC_W, KC_S, KC_X, KC_SPACE, \
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KC_Q, KC_A, KC_Z, MO(_RAISE_LAYER),\
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KC_GESC, KC_TAB, KC_LSFT, KC_LCTRL),
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[_QWERTY_LOWER_LAYER] = LAYOUT_gamepad_6x4(
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KC_P, KC_SCLN, KC_SLSH, KC_LALT, \
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KC_O, KC_L, KC_DOT, _______, \
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KC_I, KC_K, KC_COMM, \
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KC_U, KC_J, KC_M, KC_ENTER, \
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KC_Y, KC_H, KC_N, _______, \
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_______, _______, _______, _______),
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/* Keymap _QWERTZ_LAYER: Alternate default layer
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* ,-----------------------.
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* | T | G | B | Alt |
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* |-----|-----|-----|-----|
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* | R | F | V | LOW |
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* |-----|-----|-----|-----|
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* | E | D | C | |
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* |-----|-----|-----| Spc |
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* | W | S | X | |
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* |-----|-----|-----|-----|
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* | Q | A | Y | RAI |
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* |-----|-----|-----|-----|
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* | Esc | Tab | Sft | Ctl |
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* `-----------------------'
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*
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* And it's LOWER layer
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* ,-----------------------.
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* | P | ; | / | Alt |
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* |-----|-----|-----|-----|
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* | O | L | > | LOW |
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* |-----|-----|-----|-----|
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* | I | K | < | |
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* |-----|-----|-----| Ent |
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* | U | J | M | |
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* |-----|-----|-----|-----|
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* | Z | H | N | RAI |
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* |-----|-----|-----|-----|
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* | Esc | Tab | Sft | Ctl |
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* `-----------------------'
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*/
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[_QWERTZ_LAYER] = LAYOUT_gamepad_6x4(
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KC_T, KC_G, KC_B, KC_LALT, \
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KC_R, KC_F, KC_V, MO(_QWERTZ_LOWER_LAYER),\
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KC_E, KC_D, KC_C, \
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KC_W, KC_S, KC_X, KC_SPACE, \
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KC_Q, KC_A, KC_Y, MO(_RAISE_LAYER),\
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KC_GESC, KC_TAB, KC_LSFT, KC_LCTRL),
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[_QWERTZ_LOWER_LAYER] = LAYOUT_gamepad_6x4(
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KC_P, KC_SCLN, KC_SLSH, KC_LALT, \
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KC_O, KC_L, KC_DOT, _______, \
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KC_I, KC_K, KC_COMM, \
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KC_U, KC_J, KC_M, KC_ENTER, \
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KC_Z, KC_H, KC_N, _______, \
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_______, _______, _______, _______),
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/* Keymap _COLEMA_LAYER: Alternate default layer
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* ,-----------------------.
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* | G | D | B | Alt |
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* |-----|-----|-----|-----|
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* | P | T | V | LOW |
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* |-----|-----|-----|-----|
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* | F | S | C | |
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* |-----|-----|-----| Spc |
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* | W | R | X | |
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* |-----|-----|-----|-----|
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* | Q | A | Z | RAI |
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* |-----|-----|-----|-----|
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* | Esc | Tab | Sft | Ctl |
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* `-----------------------'
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*
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* And it's LOWER layer
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* ,-----------------------.
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* | ; | O | / | Alt |
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* |-----|-----|-----|-----|
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* | Y | I | . | LOW |
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* |-----|-----|-----|-----|
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* | U | E | , | |
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* |-----|-----|-----| Ent |
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* | L | N | M | |
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* |-----|-----|-----|-----|
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* | J | H | K | RAI |
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* |-----|-----|-----|-----|
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* | Esc | Tab | Sft | Ctl |
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* `-----------------------'
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*/
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[_COLEMA_LAYER] = LAYOUT_gamepad_6x4(
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KC_T, KC_D, KC_B, KC_LALT, \
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KC_R, KC_T, KC_V, MO(_COLEMA_LOWER_LAYER),\
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KC_E, KC_S, KC_C, \
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KC_W, KC_R, KC_X, KC_SPACE, \
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KC_Q, KC_A, KC_Z, MO(_RAISE_LAYER),\
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KC_GESC, KC_TAB, KC_LSFT, KC_LCTRL),
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[_COLEMA_LOWER_LAYER] = LAYOUT_gamepad_6x4(
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KC_SCLN, KC_O, KC_SLSH, _______, \
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KC_Y, KC_I, KC_DOT, _______, \
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KC_U, KC_E, KC_COMM, \
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KC_L, KC_N, KC_M, KC_ENTER, \
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KC_J, KC_H, KC_K, _______, \
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KC_F, KC_G, _______, _______),
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/* Keymap _DVORAK_LAYER: Alternate default layer
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* ,-----------------------.
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* | Y | I | X | Alt |
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* |-----|-----|-----|-----|
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* | P | U | K | LOW |
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* |-----|-----|-----|-----|
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* | . | E | J | |
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* |-----|-----|-----| Spc |
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* | , | O | Q | |
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* |-----|-----|-----|-----|
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* | ' | A | ; | RAI |
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* |-----|-----|-----|-----|
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* | Esc | Tab | Sft | Ctl |
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* `-----------------------'
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*
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* And it's LOWER layer
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* ,-----------------------.
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* | L | S | Z | Alt |
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* |-----|-----|-----|-----|
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* | R | N | V | LOW |
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* |-----|-----|-----|-----|
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* | C | T | W | |
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* |-----|-----|-----| Ent |
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* | G | H | M | |
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* |-----|-----|-----|-----|
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* | F | D | B | RAI |
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* |-----|-----|-----|-----|
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* | Esc | Tab | Sft | Ctl |
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* `-----------------------'
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*/
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[_DVORAK_LAYER] = LAYOUT_gamepad_6x4(
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KC_Y, KC_I, KC_X, KC_LALT, \
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KC_P, KC_U, KC_K, MO(_DVORAK_LOWER_LAYER),\
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KC_DOT, KC_E, KC_J, \
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KC_COMM, KC_O, KC_A, KC_SPACE, \
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KC_QUOT, KC_A, KC_SCLN, MO(_RAISE_LAYER),\
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KC_GESC, KC_TAB, KC_LSFT, KC_LCTRL),
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[_DVORAK_LOWER_LAYER] = LAYOUT_gamepad_6x4(
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KC_L, KC_S, KC_Z, KC_LALT, \
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KC_R, KC_N, KC_V, _______, \
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KC_C, KC_T, KC_W, \
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KC_G, KC_H, KC_M, KC_ENTER,\
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KC_F, KC_D, KC_B, _______, \
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_______, _______, _______, _______),
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/* Keymap _RAISE_LAYER: Additional layer to access more
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* ,-----------------------.
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* | 5 | 0 | del | Alt |
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* |-----|-----|-----|-----|
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* | 4 | 9 | -> | LOW |
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* |-----|-----|-----|-----|
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* | 3 | 8 | <- | |
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* |-----|-----|-----| Spc |
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* | 2 | 7 | -> | |
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* |-----|-----|-----|-----|
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* | 1 | 6 | <- | RAI |
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* |-----|-----|-----|-----|
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* | Esc | Tab | Sft | Ctl |
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* `-----------------------'
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*/
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[_RAISE_LAYER] = LAYOUT_gamepad_6x4(
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KC_5, KC_0, KC_BSPC, _______, \
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KC_4, KC_9, KC_RIGHT, _______, \
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KC_3, KC_8, KC_UP, \
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KC_2, KC_7, KC_DOWN, _______, \
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KC_1, KC_6, KC_LEFT, _______, \
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_______, _______, _______, _______),
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/* Keymap _ALTER_LAYER: Function layer used to control the Leds
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* and use media buttons
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* ,----------------------------------------.
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* | Val Dec | Bl Toggle | Qwertz | Super |
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* |---------|------------|---------|-------|
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* | Val Inc | Bl Off | Qwerty | |
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* |---------|------------|---------|-------|
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* | Sat Dec | Bl On | Colemak | |
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* |---------|------------|---------| |
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* | Sat Inc | RGB Toggle | Dvorak | |
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* |---------|------------|---------|-------|
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* | Hue Dec | RGB Next | Vol Dwn | |
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* |---------|------------|---------|-------|
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* | Hue Inc | RGB Prev | Vol Up | Reset |
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* `----------------------------------------'
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*/
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[_ALTER_LAYER] = LAYOUT_gamepad_6x4(
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RGB_VAD, BL_TOGG, QWERTZ, KC_LGUI, \
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RGB_VAI, BL_OFF, QWERTY, _______, \
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RGB_SAD, BL_ON, COLEMAK, \
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RGB_SAI, RGB_TOG, DVORAK, _______, \
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RGB_HUD, RGB_MOD, KC_VOLD, _______, \
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RGB_HUI, RGB_RMOD, KC_VOLU, RESET),
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};
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// Makes sure to update the good tri-layer if a layer changes
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uint32_t layer_state_set_user(uint32_t state) {
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switch (biton32(default_layer_state)) {
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case _QWERTY_LAYER:
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state = update_tri_layer_state(state, _RAISE_LAYER, _QWERTY_LOWER_LAYER, _ALTER_LAYER);
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break;
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case _QWERTZ_LAYER:
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state = update_tri_layer_state(state, _RAISE_LAYER, _QWERTZ_LOWER_LAYER, _ALTER_LAYER);
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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;
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in a new issue