// -*- mode: C; tab-width: 2 ; indent-tabs-mode: nil -*- // // Unified Keyboard Project // ASDF keyboard firmware // // asdf_keymap_classic.c // // defines the keymap matrices used by the "classic" ADM 3A style keymap variants // // Copyright 2019 David Fenyes // // 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 3 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 . // #include "asdf_keymap_classic.h" // Key Matrix for combination of ASCII controller and Classic ASCII matrix // // Col-> 0 1 2 3 4 5 6 7 // Row 0 POWER R-Shift L-Shift (no key) ESC TAB CTRL \(backslash) // Row 1 Rubout P ; / SPACEBAR Z A Q // Row 2 Break ,(comma) M N B V C X // Row 3 Spare K J H G F D A // Row 4 Rt arrow I U Y T R E W // Row 5 LT arrow Repeat CapsLock Return LineFeed O(alpha) L .(period) // Row 6 ~(tilde) ] [ -(dash) :(colon) 0(numeral) 9 8 // Row 7 @(at) 7 6 5 4 3 2 1 // // Row 15 DIP switches 0-7 // // Notes: // // 1) The keys above correspond to the silk screen on the PCB. For the OSI and // Apple layouts, the keys may not all match the silk screen. When creating a // layout different from the silk screen, look up the row and column for the // silk screen label at the desired position, and then place the desired // function in the keymap definition at the desired row and column. For // example, the Apple 2 keymap places the "RESET" key at the "[" silk-screen // position, Row 6, Col 2. The keymap places ACTION_RESET at Row 6, Col 2 in // the "ASDF_APPLE2_CTRL_MAP" to map the RESET function to the CTRL-RESET key // combination. // // 2) To ensure consistent DIP switch operation within the keymap, a // ASDF_ASCII_DIP_SWITCHES macro is defined. Keeping the ACTION_MAPSEL0-3 // definitions in positions 0-3 ensures consistent map selection among all // keymaps. #define ASDF_CLASSIC_DIP_SWITCHES ASDF_KEYMAP_DIP_SWITCHES const FLASH keycode_matrix_t ascii_plain_matrix = { [0] = { ACTION_NOTHING, ACTION_SHIFT, ACTION_SHIFT, ACTION_NOTHING, CLASSIC_ESC, ASCII_TAB, ACTION_CTRL, ASCII_BACKSLASH }, [1] = { ASCII_DEL, 'p', ';', '/', ASCII_SPACE, 'z', 'a', 'q' }, [2] = { ASCII_ACTION_BREAK, ASCII_COMMA, 'm', 'n', 'b', 'v', 'c', 'x' }, [3] = { ACTION_NOTHING, 'k', 'j', 'h', 'g', 'f', 'd', 's' }, [4] = { ACTION_NOTHING, 'i', 'u', 'y', 't', 'r', 'e', 'w' }, [5] = { ACTION_NOTHING, ACTION_REPEAT, ACTION_CAPS, ASCII_CR, ASCII_LF, 'o', 'l', ASCII_PERIOD }, [6] = { ASCII_TILDE, ASCII_RT_SQUARE_BRACE, ASCII_LT_SQUARE_BRACE, '-', ':', ASCII_ZERO, '9', '8' }, [7] = { ASCII_AT, '7', '6', '5', '4', '3', '2', '1' }, ASDF_CLASSIC_DIP_SWITCHES }; const FLASH keycode_matrix_t ascii_shift_matrix = { [0] = { ACTION_NOTHING, ACTION_SHIFT, ACTION_SHIFT, ACTION_NOTHING, ASCII_ESC, ASCII_TAB, ACTION_CTRL, ASCII_VERT_BAR }, [1] = { ASCII_DEL, 'P', '+', '?', ASCII_SPACE, 'Z', 'A', 'Q' }, [2] = { ASCII_ACTION_CLEAR, '<', 'M', 'N', 'B', 'V', 'C', 'X' }, [3] = { ACTION_NOTHING, 'K', 'J', 'H', 'G', 'F', 'D', 'S' }, [4] = { ACTION_NOTHING, 'I', 'U', 'Y', 'T', 'R', 'E', 'W' }, [5] = { ACTION_NOTHING, ACTION_REPEAT, ACTION_CAPS, ASCII_CR, ASCII_LF, 'O', 'L', '>' }, [6] = { ASCII_TILDE, ASCII_RT_CURLY_BRACE, ASCII_LT_CURLY_BRACE, '=', '*', ASCII_ZERO, ASCII_RT_PAREN, ASCII_LT_PAREN }, [7] = { ASCII_GRAVE_ACCENT, ASCII_SINGLE_QUOTE, '&', '%', '$', '#', ASCII_DOUBLE_QUOTE, '!' }, ASDF_CLASSIC_DIP_SWITCHES }; const FLASH keycode_matrix_t ascii_caps_matrix = { [0] = { ACTION_NOTHING, ACTION_SHIFT, ACTION_SHIFT, ACTION_NOTHING, ASCII_ESC, ASCII_TAB, ACTION_CTRL, ASCII_BACKSLASH }, [1] = { ASCII_DEL, 'P', ';', '/', ASCII_SPACE, 'Z', 'A', 'Q' }, [2] = { ASCII_ACTION_BREAK, ASCII_COMMA, 'M', 'N', 'B', 'V', 'C', 'X' }, [3] = { ACTION_NOTHING, 'K', 'J', 'H', 'G', 'F', 'D', 'S' }, [4] = { ACTION_NOTHING, 'I', 'U', 'Y', 'T', 'R', 'E', 'W' }, [5] = { ACTION_NOTHING, ACTION_REPEAT, ACTION_CAPS, ASCII_CR, ASCII_LF, 'O', 'L', ASCII_PERIOD }, [6] = { ASCII_TILDE, ASCII_RT_SQUARE_BRACE, ASCII_LT_SQUARE_BRACE, '-', ':', ASCII_ZERO, '9', '8' }, [7] = { ASCII_AT, '7', '6', '5', '4', '3', '2', '1' }, ASDF_CLASSIC_DIP_SWITCHES }; const FLASH keycode_matrix_t ascii_ctrl_matrix = { [0] = { ACTION_NOTHING, ACTION_SHIFT, ACTION_SHIFT, ACTION_NOTHING, ASCII_ESC, ASCII_TAB, ACTION_CTRL, 0x1c }, [1] = { ACTION_NOTHING, ASCII_CTRL_P, ACTION_NOTHING, ACTION_NOTHING, ASCII_SPACE, ASCII_CTRL_Z, ASCII_CTRL_A, ASCII_CTRL_Q }, [2] = { ASCII_ACTION_RESET, ASCII_COMMA, ASCII_CTRL_M, ASCII_CTRL_N, ASCII_CTRL_B, ASCII_CTRL_V, ASCII_CTRL_C, ASCII_CTRL_X }, [3] = { ACTION_NOTHING, ASCII_CTRL_K, ASCII_CTRL_J, ASCII_CTRL_H, ASCII_CTRL_G, ASCII_CTRL_F, ASCII_CTRL_D, ASCII_CTRL_S }, [4] = { ACTION_NOTHING, ASCII_CTRL_I, ASCII_CTRL_U, ASCII_CTRL_Y, ASCII_CTRL_T, ASCII_CTRL_R, ASCII_CTRL_E, ASCII_CTRL_W }, [5] = { ACTION_NOTHING, ACTION_REPEAT, ACTION_CAPS, ASCII_CR, ASCII_LF, ASCII_CTRL_O, ASCII_CTRL_L, ACTION_NOTHING }, [6] = { ACTION_NOTHING, 0x1d, ASCII_ESC, ACTION_NOTHING, ACTION_NOTHING, ACTION_FN_10, ACTION_FN_9, ACTION_FN_8 }, [7] = { ASCII_NULL, ACTION_FN_7, ACTION_FN_6, ACTION_FN_5, ACTION_FN_4, ACTION_FN_3, ACTION_FN_2, ACTION_FN_1 }, ASDF_CLASSIC_DIP_SWITCHES }; static keycode_matrix_t *classic_maps[] = { [CLASSIC_CAPS_MAP] = classic_caps_matrix, [CLASSIC_PLAIN_MAP] = classic_plain_matrix, [CLASSIC_SHIFT_MAP] = classic_shift_matrix, [CLASSIC_CTRL_MAP] = classic_ctrl_matrix, } void classic_add_map(const classic_maps_index_t map_index, modifier_index_t modifier_index) { asdf_keycode_t (*matrix)[CLASSIC_NUM_COLS] = classic_maps[map_index]; asdf_keymaps_add_map(&matrix[0][0], modifier_index, (uint8_t) CLASSIC_NUM_ROWS, (uint8_t) CLASSIC_NUM_COLS); } //-------|---------|---------+---------+---------+---------+---------+---------+ // Above line is 80 columns, and should display completely in the editor.