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  1. /* Copyright 2021 Jane Bernhardt
  2. *
  3. * This program is free software: you can redistribute it and/or modify
  4. * it under the terms of the GNU General Public License as published by
  5. * the Free Software Foundation, either version 2 of the License, or
  6. * (at your option) any later version.
  7. *
  8. * This program is distributed in the hope that it will be useful,
  9. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  10. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  11. * GNU General Public License for more details.
  12. *
  13. * You should have received a copy of the GNU General Public License
  14. * along with this program. If not, see <http://www.gnu.org/licenses/>.
  15. */
  16. /* Good on you for modifying your layout! if you don't have
  17. * time to read the QMK docs, a list of keycodes can be found at
  18. * https://github.com/qmk/qmk_firmware/blob/master/docs/keycodes.md
  19. */
  20. #include QMK_KEYBOARD_H
  21. #include "g/keymap_combo.h"
  22. enum {
  23. _ALPHA, // default
  24. _GAME, // gaming
  25. _SPECIAL, // special characters
  26. _NUMBERS // numbers/function/motion
  27. };
  28. typedef enum {
  29. TD_NONE,
  30. TD_UNKNOWN,
  31. TD_SINGLE_TAP,
  32. TD_DOUBLE_TAP,
  33. TD_TRIPLE_TAP
  34. } td_state_t;
  35. typedef struct {
  36. bool is_press_action;
  37. td_state_t state;
  38. } td_tap_t;
  39. enum {
  40. GAME
  41. };
  42. td_state_t cur_dance(qk_tap_dance_state_t *state);
  43. void ql_finished(qk_tap_dance_state_t *state, void *user_data);
  44. void ql_reset(qk_tap_dance_state_t *state, void *user_data);
  45. #define KC_CTL_A MT(MOD_LCTL, KC_A) // Tap for A, hold for Control
  46. #define KC_SFT_Z MT(MOD_RSFT, KC_Z) // Tap for Z, hold for Shift
  47. #define KC_SFT_SL MT(MOD_RSFT, KC_SLSH) // Tap for slash, hold for Shift
  48. #define KC_SPE_SPC LT(_SPECIAL, KC_SPC) // Tap for Space, hold for Special layer
  49. #define KC_NUM_SPC LT(_NUMBERS, KC_SPC) // Tap for Space, hold for Numbers layer
  50. /* Combomap
  51. *
  52. * ,-------------------------------. ,-------------------------------.
  53. * | | | | | | | | | | | |
  54. * |-------+-----+-----+-----+-----| |-----+-----+-----+-DEL-+-BSPC--|
  55. * | | | ESC ESC | | ENT | | | |
  56. * |-------+-----+-----+-RMB-+-LMB-| |-----+-----+-----+-----+-------|
  57. * | | | | | | | | | | | |
  58. * `-------------------------------' `-------------------------------'
  59. * .-----------------. .-----------------.
  60. * | | | | | | | |
  61. * '-----------------' '-----------------'
  62. */
  63. const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
  64. /* Alpha layer
  65. *
  66. * ,-------------------------------. ,-------------------------------.
  67. * | Q | W | E | R | T | | Y | U | I | O | P |
  68. * |-------+-----+-----+-----+-----| |-----+-----+-----+-----+-------|
  69. * | CTRL A| S | D | F | G | | H | J | K | L | ; |
  70. * |-------+-----+-----+-----+-----| |-----+-----+-----+-----+-------|
  71. * | SHFT Z| X | C | V | B | | N | M | , | . |SHFT / |
  72. * `-------------------------------' `-------------------------------'
  73. * .----------------------. .----------------------.
  74. * | META | ALT | SPC SPE | | SPC NUM | TAB | SHFT |
  75. * '----------------------' '----------------------'
  76. */
  77. [_ALPHA] = LAYOUT_split_3x5_3(
  78. KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P,
  79. KC_CTL_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN,
  80. KC_SFT_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, TD(GAME), KC_DOT, KC_SFT_SL,
  81. KC_LGUI, KC_LALT, KC_SPE_SPC, KC_NUM_SPC, KC_TAB, KC_RSFT),
  82. /* Gaming layer
  83. *
  84. * ,-------------------------------. ,-------------------------------.
  85. * | ~ | Q | W | E | R | | Y | U | I | O | P |
  86. * |-------+-----+-----+-----+-----| |-----+-----+-----+-----+-------|
  87. * | CTRL | A | S | D | F | | H | J | K | L | ; |
  88. * |-------+-----+-----+-----+-----| |-----+-----+-----+-----+-------|
  89. * | SHFT | Z | X | C | V | | N | M | , | . |SHFT / |
  90. * `-------------------------------' `-------------------------------'
  91. * .------------------. .----------------------.
  92. * | META | ALT | SPC | | SPC NUM | TAB | SHFT |
  93. * '------------------' '----------------------'
  94. */
  95. [_GAME] = LAYOUT_split_3x5_3(
  96. KC_TILD, KC_Q, KC_W, KC_E, KC_R, KC_Y, KC_U, KC_I, KC_O, KC_P,
  97. KC_LCTL , KC_A, KC_S, KC_D, KC_F, KC_H, KC_J, KC_K, KC_L, KC_SCLN,
  98. KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_N, KC_M, TD(GAME), KC_DOT, KC_SFT_SL,
  99. KC_LGUI, KC_LALT, KC_SPC, KC_NUM_SPC, KC_TAB, KC_RSFT),
  100. /* Special characters layer
  101. *
  102. * ,-------------------------------. ,-------------------------------.
  103. * | ! | @ | { | } | | | | ` | - | = | / | \ |
  104. * |-------+-----+-----+-----+-----| |-----+-----+-----+-----+-------|
  105. * | # | $ | ( | ) | | | LFT | DWN | UP | RGT | ' |
  106. * |-------+-----+-----+-----+-----| |-----+-----+-----+-----+-------|
  107. * | % | ^ | [ | ] | | | & | ~ | + | * | |
  108. * `-------------------------------' `-------------------------------'
  109. * .-------------------. .-----------------.
  110. * | | | | | | " | _ |
  111. * '-------------------' '-----------------'
  112. */
  113. [_SPECIAL] = LAYOUT_split_3x5_3(
  114. KC_EXLM, KC_AT, KC_LCBR, KC_RCBR, KC_PIPE, KC_GRV, KC_MINS, KC_EQL , KC_SLSH, KC_BSLS,
  115. KC_HASH, KC_DLR, KC_LPRN, KC_RPRN, KC_TRNS, KC_LEFT, KC_DOWN, KC_UP , KC_RGHT, KC_QUOT,
  116. KC_PERC, KC_CIRC, KC_LBRC, KC_RBRC, KC_TRNS, KC_AMPR, KC_TILD, KC_PLUS, KC_ASTR, KC_TRNS,
  117. KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, LSFT(KC_QUOTE), LSFT(KC_MINS)),
  118. /* Numbers/Function/Motion layer
  119. *
  120. * ,-------------------------------. ,-------------------------------.
  121. * | 1 | 2 | 3 | 4 | 5 | | 6 | 7 | 8 | 9 | 0 |
  122. * |-------+-----+-----+-----+-----| |-----+-----+-----+-----+-------|
  123. * | F1 | F2 | F3 | F4 | F5 | | | | | | |
  124. * |-------+-----+-----+-----+-----| |-----+-----+-----+-----+-------|
  125. * | F6 | F7 | F8 | F9 | F10 | | MLFT| MDWN| MUP | MRGT| |
  126. * `-------------------------------' `-------------------------------'
  127. * .-----------------. .-----------------.
  128. * | F11 | F12 | | | | | |
  129. * '-----------------' '-----------------'
  130. */
  131. [_NUMBERS] = LAYOUT_split_3x5_3(
  132. KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0,
  133. KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
  134. KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_MS_L, KC_MS_D, KC_MS_U, KC_MS_R, KC_TRNS,
  135. KC_F11, KC_F12, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS)
  136. };
  137. bool get_hold_on_other_key_press(uint16_t keycode, keyrecord_t *record) {
  138. switch (keycode) {
  139. case KC_CTL_A:
  140. return false;
  141. default:
  142. return true;
  143. }
  144. }
  145. td_state_t cur_dance(qk_tap_dance_state_t *state) {
  146. if (state->count == 1)
  147. return TD_SINGLE_TAP;
  148. if (state->count == 2)
  149. return TD_DOUBLE_TAP;
  150. else if (state->count == 3)
  151. return TD_TRIPLE_TAP;
  152. return TD_UNKNOWN;
  153. }
  154. static td_tap_t ql_tap_state = {
  155. .is_press_action = true,
  156. .state = TD_NONE
  157. };
  158. void ql_finished(qk_tap_dance_state_t *state, void *user_data) {
  159. ql_tap_state.state = cur_dance(state);
  160. switch (ql_tap_state.state) {
  161. case TD_SINGLE_TAP:
  162. tap_code(KC_COMMA);
  163. break;
  164. case TD_DOUBLE_TAP:
  165. tap_code(KC_COMMA);
  166. tap_code(KC_COMMA);
  167. break;
  168. case TD_TRIPLE_TAP:
  169. if (layer_state_is(_GAME))
  170. layer_off(_GAME);
  171. else
  172. layer_on(_GAME);
  173. break;
  174. default:
  175. break;
  176. }
  177. }
  178. void ql_reset(qk_tap_dance_state_t *state, void *user_data) {
  179. ql_tap_state.state = TD_NONE;
  180. }
  181. qk_tap_dance_action_t tap_dance_actions[] = {
  182. [GAME] = ACTION_TAP_DANCE_FN_ADVANCED_TIME(NULL, ql_finished, ql_reset, 275)
  183. };