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/* 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 <http://www.gnu.org/licenses/>.
*/
/* 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)
};
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