/* Copyright 2021 Jane Bernhardt * * 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 2 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 . */ /* Good on you for modifying your layout! if you don't have * time to read the QMK docs, a list of keycodes can be found at * https://github.com/qmk/qmk_firmware/blob/master/docs/keycodes.md */ #include QMK_KEYBOARD_H #include "g/keymap_combo.h" enum { _ALPHA, // default _GAME, // gaming _SPECIAL, // special characters _NUMBERS // numbers/function/motion }; typedef enum { TD_NONE, TD_UNKNOWN, TD_SINGLE_TAP, TD_DOUBLE_TAP, TD_TRIPLE_TAP } td_state_t; typedef struct { bool is_press_action; td_state_t state; } td_tap_t; enum { GAME }; td_state_t cur_dance(qk_tap_dance_state_t *state); void ql_finished(qk_tap_dance_state_t *state, void *user_data); void ql_reset(qk_tap_dance_state_t *state, void *user_data); #define KC_CTL_A MT(MOD_LCTL, KC_A) // Tap for A, hold for Control #define KC_SFT_Z MT(MOD_RSFT, KC_Z) // Tap for Z, hold for Shift #define KC_SFT_SL MT(MOD_RSFT, KC_SLSH) // Tap for slash, hold for Shift #define KC_SPE_SPC LT(_SPECIAL, KC_SPC) // Tap for Space, hold for Special layer #define KC_NUM_SPC LT(_NUMBERS, KC_SPC) // Tap for Space, hold for Numbers layer /* Combomap * * ,-------------------------------. ,-------------------------------. * | | | | | | | | | | | | * |-------+-----+-----+-----+-----| |-----+-----+-----+-DEL-+-BSPC--| * | | | ESC ESC | | ENT | | | | * |-------+-----+-----+-RMB-+-LMB-| |-----+-----+-----+-----+-------| * | | | | | | | | | | | | * `-------------------------------' `-------------------------------' * .-----------------. .-----------------. * | | | | | | | | * '-----------------' '-----------------' */ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { /* Alpha layer * * ,-------------------------------. ,-------------------------------. * | Q | W | E | R | T | | Y | U | I | O | P | * |-------+-----+-----+-----+-----| |-----+-----+-----+-----+-------| * | CTRL A| S | D | F | G | | H | J | K | L | ; | * |-------+-----+-----+-----+-----| |-----+-----+-----+-----+-------| * | SHFT Z| X | C | V | B | | N | M | , | . |SHFT / | * `-------------------------------' `-------------------------------' * .----------------------. .----------------------. * | META | ALT | SPC SPE | | SPC NUM | TAB | SHFT | * '----------------------' '----------------------' */ [_ALPHA] = LAYOUT_split_3x5_3( KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_CTL_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_SFT_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, TD(GAME), KC_DOT, KC_SFT_SL, KC_LGUI, KC_LALT, KC_SPE_SPC, KC_NUM_SPC, KC_TAB, KC_RSFT), /* Gaming layer * * ,-------------------------------. ,-------------------------------. * | ~ | Q | W | E | R | | Y | U | I | O | P | * |-------+-----+-----+-----+-----| |-----+-----+-----+-----+-------| * | CTRL | A | S | D | F | | H | J | K | L | ; | * |-------+-----+-----+-----+-----| |-----+-----+-----+-----+-------| * | SHFT | Z | X | C | V | | N | M | , | . |SHFT / | * `-------------------------------' `-------------------------------' * .------------------. .----------------------. * | META | ALT | SPC | | SPC NUM | TAB | SHFT | * '------------------' '----------------------' */ [_GAME] = LAYOUT_split_3x5_3( KC_TILD, KC_Q, KC_W, KC_E, KC_R, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LCTL , KC_A, KC_S, KC_D, KC_F, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_N, KC_M, TD(GAME), KC_DOT, KC_SFT_SL, KC_LGUI, KC_LALT, KC_SPC, KC_NUM_SPC, KC_TAB, KC_RSFT), /* Special characters layer * * ,-------------------------------. ,-------------------------------. * | ! | @ | { | } | | | | ` | - | = | / | \ | * |-------+-----+-----+-----+-----| |-----+-----+-----+-----+-------| * | # | $ | ( | ) | | | LFT | DWN | UP | RGT | ' | * |-------+-----+-----+-----+-----| |-----+-----+-----+-----+-------| * | % | ^ | [ | ] | | | & | ~ | + | * | | * `-------------------------------' `-------------------------------' * .-------------------. .-----------------. * | | | | | | " | _ | * '-------------------' '-----------------' */ [_SPECIAL] = LAYOUT_split_3x5_3( KC_EXLM, KC_AT, KC_LCBR, KC_RCBR, KC_PIPE, KC_GRV, KC_MINS, KC_EQL , KC_SLSH, KC_BSLS, KC_HASH, KC_DLR, KC_LPRN, KC_RPRN, KC_TRNS, KC_LEFT, KC_DOWN, KC_UP , KC_RGHT, KC_QUOT, KC_PERC, KC_CIRC, KC_LBRC, KC_RBRC, KC_TRNS, KC_AMPR, KC_TILD, KC_PLUS, KC_ASTR, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, LSFT(KC_QUOTE), LSFT(KC_MINS)), /* Numbers/Function/Motion layer * * ,-------------------------------. ,-------------------------------. * | 1 | 2 | 3 | 4 | 5 | | 6 | 7 | 8 | 9 | 0 | * |-------+-----+-----+-----+-----| |-----+-----+-----+-----+-------| * | F1 | F2 | F3 | F4 | F5 | | | | | | | * |-------+-----+-----+-----+-----| |-----+-----+-----+-----+-------| * | F6 | F7 | F8 | F9 | F10 | | MLFT| MDWN| MUP | MRGT| | * `-------------------------------' `-------------------------------' * .-----------------. .-----------------. * | F11 | F12 | | | | | | * '-----------------' '-----------------' */ [_NUMBERS] = LAYOUT_split_3x5_3( KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_MS_L, KC_MS_D, KC_MS_U, KC_MS_R, KC_TRNS, KC_F11, KC_F12, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS) }; bool get_hold_on_other_key_press(uint16_t keycode, keyrecord_t *record) { switch (keycode) { case KC_CTL_A: return false; default: return true; } } td_state_t cur_dance(qk_tap_dance_state_t *state) { if (state->count == 1) return TD_SINGLE_TAP; if (state->count == 2) return TD_DOUBLE_TAP; else if (state->count == 3) return TD_TRIPLE_TAP; return TD_UNKNOWN; } static td_tap_t ql_tap_state = { .is_press_action = true, .state = TD_NONE }; void ql_finished(qk_tap_dance_state_t *state, void *user_data) { ql_tap_state.state = cur_dance(state); switch (ql_tap_state.state) { case TD_SINGLE_TAP: tap_code(KC_COMMA); break; case TD_DOUBLE_TAP: tap_code(KC_COMMA); tap_code(KC_COMMA); break; case TD_TRIPLE_TAP: if (layer_state_is(_GAME)) layer_off(_GAME); else layer_on(_GAME); break; default: break; } } void ql_reset(qk_tap_dance_state_t *state, void *user_data) { ql_tap_state.state = TD_NONE; } qk_tap_dance_action_t tap_dance_actions[] = { [GAME] = ACTION_TAP_DANCE_FN_ADVANCED_TIME(NULL, ql_finished, ql_reset, 275) };