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-rw-r--r--keyboards/ploopyco/mouse/keymaps/uqs/keymap.c36
1 files changed, 0 insertions, 36 deletions
diff --git a/keyboards/ploopyco/mouse/keymaps/uqs/keymap.c b/keyboards/ploopyco/mouse/keymaps/uqs/keymap.c
deleted file mode 100644
index 564dad13df..0000000000
--- a/keyboards/ploopyco/mouse/keymaps/uqs/keymap.c
+++ /dev/null
@@ -1,36 +0,0 @@
-// Copyright 2022 Ulrich Spörlein (@uqs)
-// SPDX-License-Identifier: GPL-2.0-or-later
-// vi:et sw=4:
-
-#include QMK_KEYBOARD_H
-
-enum custom_keycodes {
- DBL_CLK_NO = SAFE_RANGE,
-};
-
-bool process_record_user(uint16_t keycode, keyrecord_t *record) {
- switch (keycode) {
- // This works fine in xev(1) or a browser, but not in the game where I
- // would want it. Maybe need to increase the delay? Also needs to be
- // rewritten to use Deferred Execution.
- case DBL_CLK_NO:
- if (record->event.pressed) {
- tap_code(KC_BTN2);
- wait_ms(150);
- tap_code(KC_BTN2);
- wait_ms(300);
- tap_code(KC_N);
- }
- return false;
- }
- return true;
-}
-
-
-// Layout is:
-// left-most, M1, M3, M2, right-most, fwd, back (on side), tiny middle one
-
-const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
- [0] = LAYOUT(KC_E, KC_BTN1, KC_BTN3, KC_BTN2, KC_LSFT, KC_BTN4, KC_BTN5, DF(1)), // shooters
- [1] = LAYOUT(KC_1, KC_BTN1, KC_Y, KC_BTN2, DBL_CLK_NO, KC_N, KC_Y, DF(0)), // stardew valley, sword on 1
-};