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| author | 2020-12-07 23:57:42 -0800 | |
|---|---|---|
| committer | 2020-12-07 23:57:42 -0800 | |
| commit | 1b873646373d56f9b01388cc54e4636e00ca23fa (patch) | |
| tree | 240bc08f101a83d8a1504111650a54437a4dd5b0 | |
| parent | bb374a3593e83525806c155884e146a2af515de2 (diff) | |
| download | my-keymaps-1b873646373d56f9b01388cc54e4636e00ca23fa.tar.gz my-keymaps-1b873646373d56f9b01388cc54e4636e00ca23fa.zip | |
Add my game layer
This layer is layed out so that when using a colemak keymap it turns into a
mirrored QWERTY, with the WASD mirrored a second time. This is so that I don’t
have to keep rebinding all of my keyboard keys when playing games and can use my
left-handed mouse.
| -rw-r--r-- | keymap.c | 32 |
1 files changed, 32 insertions, 0 deletions
@@ -148,6 +148,38 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS ), +/* Keymap 4: Game layer + * + * ,--------------------------------------------------. ,--------------------------------------------------. + * | | | | | | | L4 | | | | | | | | | + * |--------+------+------+------+------+-------------| |------+------+------+------+------+------+--------| + * | | R | ; | L | I | O | | | | F | S | K | W | Q | | + * |--------+------+------+------+------+------| | | |------+------+------+------+------+--------| + * | | P | U | N | Y | H |------| |------| T | E | A | D | G | | + * |--------+------+------+------+------+------| | | |------+------+------+------+------+--------| + * | | ' | . | , | M | J | | | | B | V | C | X | Z | | + * `--------+------+------+------+------+-------------' `-------------+------+------+------+------+--------' + * | | | | | | | | | | | | + * `----------------------------------' `----------------------------------' + * ,-------------. ,--------------. + * | | | | | | + * ,------|------|------| |------+--------+------. + * | | | | | | | | + * | | |------| |------| | | + * | | | | | | | | + * `--------------------' `----------------------' + */ +[GAME] = LAYOUT_ergodox_pretty( + // left hand + KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, TG(GAME), KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, + KC_TRNS, KC_R, KC_SCLN, KC_L, KC_I, KC_O, KC_TRNS, KC_TRNS, KC_F, KC_S, KC_K, KC_W, KC_Q, KC_TRNS, + KC_TRNS, KC_P, KC_U, KC_N, KC_Y, KC_H, KC_T, KC_E, KC_A, KC_D, KC_G, KC_TRNS, + KC_TRNS, KC_QUOT, KC_DOT, KC_COMMA, KC_M, KC_J, KC_TRNS, KC_TRNS, KC_B, KC_V, KC_C, KC_X, KC_Z, KC_TRNS, + KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, + KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, + KC_TRNS, KC_TRNS, + KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS +), }; bool process_record_user(uint16_t keycode, keyrecord_t *record) { |
