Added keymap w/ game mode
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								keyboard/planck/keymap_reed.c
									
									
									
									
									
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								keyboard/planck/keymap_reed.c
									
									
									
									
									
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#include "keymap_common.h"
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/*
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 * This layout works off of Jack's layout, making some changes that I
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 * feel significantly improve the function of the keyboard.
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 *
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 */
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const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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[0] = KEYMAP_GRID( /* Reed */
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  ESC,  Q,    W,    E,    R,    T,    Y,    U,    I,    O,    P,    BSPC,
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  TAB,  A,    S,    D,    F,    G,    H,    J,    K,    L,    SCLN, QUOT,
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  LSFT, Z,    X,    C,    V,    B,    N,    M,    COMM, DOT,  SLSH, FN5,
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  LCTL, CAPS, LALT, LGUI, FN2, FN7,  SPC,  FN1,   LEFT, DOWN, UP,  RGHT),
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[1] = KEYMAP_GRID( /* Reed EXTREME GAMING */
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  ESC,  Q,    W,    E,    R,    T,    Y,    U,    I,    O,    P,    BSPC,
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  TAB,  A,    S,    D,    F,    G,    H,    J,    K,    L,    SCLN, QUOT,
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  LSFT, Z,    X,    C,    V,    B,    N,    M,    COMM, DOT,  SLSH, FN5,
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  LCTL, 1,    2,    3,    4,   SPC,  FN2,  FN1,   LEFT, DOWN, UP,  RGHT),
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[2] = KEYMAP_GRID( /* Reed RAISE */
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  GRV,  1,    2,    3,    4,    5,    6,    7,    8,    9,    0,    DEL,
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  TRNS, FN3, FN4, PAUSE, TRNS, TRNS, TRNS, MINS, EQL,  LBRC, RBRC, BSLS,
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  TRNS, F11,  F12,  F13,  F14,  F15,  F16,  F17,  F18,  F19,  F20, TRNS,
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  TRNS, TRNS, TRNS, TRNS, TRNS, TRNS, TRNS, FN1, MNXT, VOLD, VOLU, MPLY),
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[3] = KEYMAP_GRID( /* Reed LOWER */
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  TRNS	, FN10, FN11, FN12, FN13, FN14, FN15, FN16, FN17, FN18, FN19, BSPC,
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  TRNS, TRNS, TRNS, PAUSE, TRNS, TRNS, TRNS, FN20, FN21, FN23, FN24, FN28,
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  TRNS, F1,   F2,    F3,   F4,    F5,    F6,   F7,   F8,   F9,   F10,  TRNS,
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  TRNS, TRNS, TRNS, TRNS, FN2,  TRNS, TRNS, TRNS, MNXT, VOLD, VOLU, MPLY),
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};
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const uint16_t PROGMEM fn_actions[] = {
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    [1] = ACTION_LAYER_MOMENTARY(2),  // to Fn overlay RAISE
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    [2] = ACTION_LAYER_MOMENTARY(3),  // to Fn overlay LOWER
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    [3] = ACTION_DEFAULT_LAYER_SET(0),
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    [4] = ACTION_DEFAULT_LAYER_SET(1),
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    [5] = ACTION_MODS_TAP_KEY(MOD_LSFT, KC_ENT),
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    [7] = ACTION_MODS_TAP_KEY(MOD_LSFT, KC_BSPC),
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    [10] = ACTION_MODS_KEY(MOD_LSFT, KC_1),
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    [11] = ACTION_MODS_KEY(MOD_LSFT, KC_2),
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    [12] = ACTION_MODS_KEY(MOD_LSFT, KC_3),
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    [13] = ACTION_MODS_KEY(MOD_LSFT, KC_4),
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    [14] = ACTION_MODS_KEY(MOD_LSFT, KC_5),
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    [15] = ACTION_MODS_KEY(MOD_LSFT, KC_6),
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    [16] = ACTION_MODS_KEY(MOD_LSFT, KC_7),
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    [17] = ACTION_MODS_KEY(MOD_LSFT, KC_8),
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    [18] = ACTION_MODS_KEY(MOD_LSFT, KC_9),
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    [19] = ACTION_MODS_KEY(MOD_LSFT, KC_0),
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    [20] = ACTION_MODS_KEY(MOD_LSFT, KC_MINS),
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    [21] = ACTION_MODS_KEY(MOD_LSFT, KC_EQL),
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    [22] = ACTION_MODS_KEY(MOD_LSFT, KC_GRV),
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    [23] = ACTION_MODS_KEY(MOD_LSFT, KC_LBRC),
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    [24] = ACTION_MODS_KEY(MOD_LSFT, KC_RBRC),
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    [28] = ACTION_MODS_KEY(MOD_LSFT, KC_BSLS),
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    [29] = ACTION_MODS_KEY(MOD_LSFT | MOD_RSFT, KC_PAUSE),
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};
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