forked from qmk/qmk_firmware
/
keymap.c
133 lines (114 loc) · 5.62 KB
/
keymap.c
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// this is the style you want to emulate.
// This is the canonical layout file for the Quantum project. If you want to add another keyboard,
#include QMK_KEYBOARD_H
// Each layer gets a name for readability, which is then used in the keymap matrix below.
// The underscores don't mean anything - you can have a layer called STUFF or any other name.
// Layer names don't all need to be of the same length, obviously, and you can also skip them
// entirely and just use numbers.
#define _DVORAK 0
#define _GAMING 1
#define _MK 2
#define _FN 3
// tap-dance
// see https://github.com/qmk/qmk_firmware/blob/master/docs/feature_tap_dance.md#example-5-using-tap-dance-for-advanced-mod-tap-and-layer-tap-keys
// and https://www.reddit.com/r/olkb/comments/a69k5q/qmk_multilayer_taphold/ebtebry/
#define TD_LAYER TD(TD_LAYER_SWAP)
typedef struct {
bool is_press_action;
int state;
} tap;
static tap tap_state = {
.is_press_action = true,
.state = 0
};
enum tapdance_id {
TD_LAYER_SWAP = 0,
};
enum {
SINGLE_TAP = 1,
SINGLE_HOLD = 2,
DOUBLE_TAP = 3
};
int cur_dance (qk_tap_dance_state_t *state) {
if (state->count == 1) {
if (state->interrupted || !state->pressed) return SINGLE_TAP;
else return SINGLE_HOLD;
}
else if (state->count == 2) {
if (state->interrupted || !state->pressed) return DOUBLE_TAP;
else return 4;
}
else return 4;
}
void tap_finished (qk_tap_dance_state_t *state, void *user_data) {
tap_state.state = cur_dance(state);
uint8_t layer = biton32(layer_state);
switch (tap_state.state) {
case SINGLE_HOLD:
layer_on(_FN);
layer_off(_MK);
break;
case SINGLE_TAP:
if (layer == _MK) {
layer_off(_MK);
} else {
layer_on(_MK);
}
break;
case DOUBLE_TAP:
if (layer == _GAMING) {
layer_off(_GAMING);
} else {
layer_on(_GAMING);
}
break;
}
}
void tap_reset (qk_tap_dance_state_t *state, void *user_data) {
switch (tap_state.state) {
case SINGLE_HOLD:
layer_off(_FN);
break;
}
tap_state.state = 0;
}
qk_tap_dance_action_t tap_dance_actions[] = {
[TD_LAYER_SWAP] = ACTION_TAP_DANCE_FN_ADVANCED (NULL, tap_finished, tap_reset)
};
// end tap-dance
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[_DVORAK] = LAYOUT( /* dvorak */
KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_BSLS,
KC_TAB, KC_QUOT, KC_COMM, KC_DOT, KC_P, KC_Y, KC_F, KC_G, KC_C, KC_R, KC_L, KC_EQL,
KC_LCTL, KC_A, KC_O, KC_E, KC_U, KC_I, KC_D, KC_H, KC_T, KC_N, KC_S, KC_MINS,
KC_LSFT, KC_SCLN, KC_Q, KC_J, KC_K, KC_X, KC_B, KC_M, KC_W, KC_V, KC_Z, KC_SLSH,
TD_LAYER, _______, KC_LCTL, KC_LALT, KC_LGUI, KC_SPC, KC_ESC, KC_BSPC, KC_ENT, KC_LEFT, KC_DOWN, KC_UP, KC_RGHT, _______
),
[_GAMING] = LAYOUT( /* gaming overrides, macros */
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, KC_LCTL, _______, _______, _______, _______, _______, _______, _______, _______, _______
),
[_MK] = LAYOUT( /* mouse keys */
_______, KC_ACL0, KC_ACL1, KC_ACL2, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX,
_______, XXXXXXX, XXXXXXX, KC_WH_U, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, KC_MS_U, XXXXXXX, XXXXXXX, XXXXXXX,
_______, XXXXXXX, KC_WH_L, KC_WH_D, KC_WH_R, XXXXXXX, XXXXXXX, KC_MS_L, KC_MS_D, KC_MS_R, XXXXXXX, XXXXXXX,
_______, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX,
_______, _______, _______, _______, _______, XXXXXXX, _______, KC_BTN1, KC_BTN2, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, _______
),
[_FN] = LAYOUT( /* FN keys, symbols */
_______, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11,
_______, _______, _______, _______, _______, _______, _______, _______, KC_LCBR, KC_RCBR, _______, KC_F12,
_______, _______, _______, _______, _______, _______, _______, _______, KC_LBRC, KC_RBRC, _______, KC_F13,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_F14,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______
),
// [_EMOJI] = LAYOUT(
// X(HART2), X(CRY2),X(WEARY),X(EYERT),X(SMIRK), X(TJOY),X(RECYC),X(UNAMU),X(MUSIC),X(OKHND),X(PENSV), X(PHEW),
// X(THMUP), X(PRAY),X(SMILE),X(SMIL2),X(FLUSH), X(GRIN),X(HEART), X(BYE), X(KISS),X(CELEB), X(COOL),X(NOEVS),
// X(THMDN),X(SLEEP), X(CLAP), X(CRY), X(VIC),X(BHART), X(SUN),X(SMEYE), X(WINK), X(MOON),X(CONFU),X(NOEVH),
// X(POO), X(EYES), X(HUNRD),_______, X(SKULL),X(HORNS), X(HALO), X(FEAR),_______,X(YUMMY),X(DISAP),X(NOEVK),
// ),
};