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#include QMK_KEYBOARD_H
extern keymap_config_t keymap_config;
// 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 _BASE 0
#define _FN1 1
#define _FN2 2
enum custom_keycodes {
QWERTY = SAFE_RANGE,
};
#define KC_ KC_TRNS
#define KC_FN1 MO(_FN1)
#define KC_FN2 MO(_FN2)
#define KC_SPFN1 LT(_FN1, KC_SPACE)
#define KC_SPFN2 LT(_FN2, KC_SPACE)
#define KC_BSFN1 LT(_FN1, KC_BSPC)
#define KC_BSFN2 LT(_FN2, KC_BSPC)
#define KC_RST RESET
#define KC_DBUG DEBUG
#define KC_RTOG RGB_TOG
#define KC_RMOD RGB_MOD
#define KC_RHUI RGB_HUI
#define KC_RHUD RGB_HUD
#define KC_RSAI RGB_SAI
#define KC_RSAD RGB_SAD
#define KC_RVAI RGB_VAI
#define KC_RVAD RGB_VAD
//Tap Dance Declarations
enum {
ESC_GR = 0,
Q_1,
W_2,
E_3,
R_4,
T_5,
Y_6,
U_7,
I_8,
O_9,
P_0,
MIN_LB,
EQL_RB,
SCL_QUO
};
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[_BASE] = LAYOUT(
// ,----+----+----+----+----+----|----+----+----+----+----+----+----.
// |ESC | Q1 | W2 | E3 | R4 | T5 | Y6 | U7 | I8 | O9 | P0 | -[ | =] |
// |----`----`----`----`----`----|----`----`----`----`----`----`----|
// | TAB | A | S | D | F | G | H | H | J | K | L | BKSP |
// |-----`----`----`----`----`----|----`----`----`----`----`--------|
// | SHIFT | Z | X | C | V | B | N | M | , | . | / | SHFT |
// |-------`----`----`----`----`----|----`----`----`----`----`------|
// | CTL | SYS| ALT | SP SPACE | SPACE | FN1 | CTL | \ | ENT |
// `-----+----+-----+----+--------|--------+-----+------+----+------'
TD(ESC_GR), TD(Q_1), TD(W_2), TD(E_3), TD(R_4), TD(T_5), TD(Y_6), TD(U_7), TD(I_8), TD(O_9), TD(P_0),TD(MIN_LB),TD(EQL_RB), \
KC_TAB, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, TD(SCL_QUO), KC_BSPC, \
KC_LSPO, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSPC, \
KC_LCTL, KC_LGUI, KC_LALT, KC_SPACE, KC_SPACE, KC_SPACE, KC_FN1, KC_LCTL, KC_NUBS, KC_ENTER
),
[_FN1] = LAYOUT_kc(
// ,----+----+----+----+----+----|----+----+----+----+----+----+----.
// | | | UP | | | | | | | | | | |
// |----`----`----`----`----`----|----`----`----`----`----`----`----|
// | | LT | DN | RT | | | | | | | ' | DEL |
// |-----`----`----`----`----`----|----`----`----`----`----`--------|
// | | | | | | | | | | |PIPE| |
// |-------`----`----`----`----`----|----`----`----`----`----`------|
// | | | | | | | | | | |
// `-----+----+-----+----+--------|--------+-----+------+----+------'
, , UP, , , , , , , , , , , \
, LEFT, DOWN, RIGHT, , , , , , , QUOT, DEL, \
, , , , , , , , , , NUBS, , \
, , , , , , , , ,
),
[_FN2] = LAYOUT_kc(
// ,----+----+----+----+----+----|----+----+----+----+----+----+----.
// | | | | | | | | | | | | | |
// |----`----`----`----`----`----|----`----`----`----`----`----`----|
// | | | | | | | | | | | | |
// |-----`----`----`----`----`----|----`----`----`----`----`--------|
// | | | | | | | | | | | | |
// |-------`----`----`----`----`----|----`----`----`----`----`------|
// | | | | | | | | | | |
// `-----+----+-----+----+--------|--------+-----+------+----+------'
, , , , , , , , , , , , , \
, , , , , , , , , , , , \
, , , , , , , , , , , , \
, , , , , , , , ,
)
};
void esc_gr_finished (qk_tap_dance_state_t *state, void *user_data) {
if (state->count == 1) {
register_code (KC_ESC);
} else if (state->count == 2) {
register_code (KC_GRV);
} else {
register_code (KC_LSFT);
register_code (KC_GRV);
}
}
void esc_gr_reset (qk_tap_dance_state_t *state, void *user_data) {
if (state->count == 1) {
unregister_code (KC_ESC);
} else if (state->count == 2) {
unregister_code (KC_GRV);
} else {
unregister_code (KC_LSFT);
unregister_code (KC_GRV);
}
}
//Tap Dance Definitions
qk_tap_dance_action_t tap_dance_actions[] = {
[ESC_GR] = ACTION_TAP_DANCE_FN_ADVANCED (NULL, esc_gr_finished, esc_gr_reset), //Tap once for ESC, twice for `, thrice for ~
[Q_1] = ACTION_TAP_DANCE_DOUBLE(KC_Q, KC_1), //Tap once for Q, twice for 1/!
[W_2] = ACTION_TAP_DANCE_DOUBLE(KC_W, KC_2), //Tap once for W, twice for 2/@
[E_3] = ACTION_TAP_DANCE_DOUBLE(KC_E, KC_3), //Tap once for E, twice for 3/#
[R_4] = ACTION_TAP_DANCE_DOUBLE(KC_R, KC_4), //Tap once for R, twice for 4/$
[T_5] = ACTION_TAP_DANCE_DOUBLE(KC_T, KC_5), //Tap once for T, twice for 5/%
[Y_6] = ACTION_TAP_DANCE_DOUBLE(KC_Y, KC_6), //Tap once for Y, twice for 6/^
[U_7] = ACTION_TAP_DANCE_DOUBLE(KC_U, KC_7), //Tap once for U, twice for 7/&
[I_8] = ACTION_TAP_DANCE_DOUBLE(KC_I, KC_8), //Tap once for I, twice for 8/*
[O_9] = ACTION_TAP_DANCE_DOUBLE(KC_O, KC_9), //Tap once for O, twice for 9/(
[P_0] = ACTION_TAP_DANCE_DOUBLE(KC_P, KC_0), //Tap once for P, twice for 0/)
[MIN_LB] = ACTION_TAP_DANCE_DOUBLE(KC_MINS, KC_LBRC), //Tap once for -, twice for [/{
[EQL_RB] = ACTION_TAP_DANCE_DOUBLE(KC_EQL, KC_RBRC), //Tap once for =, twice for ]/}
[SCL_QUO] = ACTION_TAP_DANCE_DOUBLE(KC_SCLN, KC_QUOT) //Tap once for ;, '/"
// Other declarations would go here, separated by commas, if you have them
};