qmk-firmware/keyboards/tada68/keymaps/trashcat/keymap.c

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#include QMK_KEYBOARD_H
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// 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 _BL 0
#define _FL 1
#define _GM 2
#define _GF 3
// Tap dance declarations (These must go above the keymaps)
enum {
TD_F1 = 0,
TD_F2,
TD_F3,
TD_F4,
TD_F5,
TD_F6,
TD_F7,
TD_F8,
TD_F9,
TD_F10,
TD_F11,
TD_F12,
TD_AE_FITCOMP,
TD_AE_IN,
TD_AE_OUT
};
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
/* Keymap _BL: (Base Layer) Default Layer
* ,----------------------------------------------------------------.
* |Esc | 1| 2| 3| 4| 5| 6| 7| 8| 9| 0| -| =| \ |~ ` |
* |----------------------------------------------------------------|
* |Tab | Q| W| E| R| T| Y| U| I| O| P| [| ]|Bksp |Del |
* |----------------------------------------------------------------|
* |Ctrl | A| S| D| F| G| H| J| K| L| ;| '|Return |PgUp|
* |----------------------------------------------------------------|
* |Shift | Z| X| C| V| B| N| M| ,| .| /|Shift | Up|PgDn|
* |----------------------------------------------------------------|
* |Ctrl|Win |Alt | Space |FN| Alt|Ctrl|Lef|Dow|Rig |
* `----------------------------------------------------------------'
*/
[_BL] = LAYOUT_ansi(
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KC_ESC, TD(TD_F1), TD(TD_F2), TD(TD_F3), TD(TD_F4), TD(TD_F5), TD(TD_F6), TD(TD_F7), TD(TD_F8), TD(TD_F9), TD(TD_F10), TD(TD_F11), TD(TD_F12), KC_BSLS,KC_GRV, \
KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC,KC_BSPC,KC_DEL, \
KC_LCTL, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN,KC_QUOT, KC_ENT,KC_PGUP, \
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KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM,KC_DOT, KC_SLSH, KC_RSFT,KC_UP,KC_PGDN, \
KC_LCTL, KC_LGUI,KC_LALT, KC_SPC, MO(_FL),KC_RALT,KC_RCTL, KC_LEFT,KC_DOWN,KC_RGHT),
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/* Keymap _FL: Function Layer
* ,----------------------------------------------------------------.
* | | F1|F2 |F3 |F4 |F5 |F6 |F7 |F8 |F9 |F10|F11|F12| _GM |Ins |
* |----------------------------------------------------------------|
* | | |Up | | | | | | | | | | | |Hme |
* |----------------------------------------------------------------|
* | Caps |<- |Dn | ->| | | | | | | | | |End |
* |----------------------------------------------------------------|
* | | | |Bl-|BL |BL+| |VU-|VU+|MUT| | McL|MsU|McR |
* |----------------------------------------------------------------|
* | | | | | | | |Prev|P/P|Next|
* `----------------------------------------------------------------'
*/
[_FL] = LAYOUT_ansi(
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_______, KC_F1 ,KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, _______, KC_INS , \
_______,_______, KC_UP,_______,_______, _______,_______,_______,_______,_______,_______,_______,_______, _______,KC_HOME, \
KC_CAPS,KC_LEFT,KC_DOWN,KC_RIGHT,_______,_______,_______,_______,_______,_______,_______,_______, _______,KC_END, \
_______,_______,_______,BL_DOWN,BL_TOGG,BL_UP, _______,KC_VOLD,KC_VOLU,KC_MUTE,_______,_______, _______, _______, \
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_______,_______,_______, TG(_GM), _______,_______,_______,KC_MPRV,KC_MPLY, KC_MNXT),
/* Keymap _GL: Gaming Layer. Basically makes Caps Lock behave normally. I know there is a better way to do this but copy and paste was my friend
* ,----------------------------------------------------------------.
* |Esc | 1| 2| 3| 4| 5| 6| 7| 8| 9| 0| -| =| \ |~ ` |
* |----------------------------------------------------------------|
* |Tab | Q| W| E| R| T| Y| U| I| O| P| [| ]|Bksp |Del |
* |----------------------------------------------------------------|
* |Caps | A| S| D| F| G| H| J| K| L| ;| '|Return |PgUp|
* |----------------------------------------------------------------|
* |Shift | Z| X| C| V| B| N| M| ,| .| /|Shift | Up|PgDn|
* |----------------------------------------------------------------|
* |Ctrl|Win |Alt | Space |FN| Alt|Ctrl|Lef|Dow|Rig |
* `----------------------------------------------------------------'
*/
[_GM] = LAYOUT_ansi(
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KC_ESC,TD(TD_F1), TD(TD_F2), TD(TD_F3), TD(TD_F4), TD(TD_F5), TD(TD_F6), TD(TD_F7), TD(TD_F8), TD(TD_F9), TD(TD_F10), TD(TD_F11), TD(TD_F12), _______, KC_GRV, \
KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC,KC_BSPC,KC_DEL, \
KC_CAPS, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN,KC_QUOT, KC_ENT,KC_PGUP, \
KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM,KC_DOT, KC_SLSH, KC_RSFT,KC_UP,KC_PGDN, \
KC_LCTL, KC_LGUI,KC_LALT, _______, MO(_FL),KC_RALT,KC_RCTL, KC_LEFT,KC_DOWN,KC_RGHT),
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};
// Tapdance definitions. Tap Dance F Keys.
tap_dance_action_t tap_dance_actions[] = {
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[TD_F1] = ACTION_TAP_DANCE_DOUBLE(KC_1, KC_F1),
[TD_F2] = ACTION_TAP_DANCE_DOUBLE(KC_2, KC_F2),
[TD_F3] = ACTION_TAP_DANCE_DOUBLE(KC_3, KC_F3),
[TD_F4] = ACTION_TAP_DANCE_DOUBLE(KC_4, KC_F4),
[TD_F5] = ACTION_TAP_DANCE_DOUBLE(KC_5, KC_F5),
[TD_F6] = ACTION_TAP_DANCE_DOUBLE(KC_6, KC_F6),
[TD_F7] = ACTION_TAP_DANCE_DOUBLE(KC_7, KC_F7),
[TD_F8] = ACTION_TAP_DANCE_DOUBLE(KC_8, KC_F8),
[TD_F9] = ACTION_TAP_DANCE_DOUBLE(KC_9, KC_F9),
[TD_F10] = ACTION_TAP_DANCE_DOUBLE(KC_0, KC_F10),
[TD_F11] = ACTION_TAP_DANCE_DOUBLE(KC_MINS, KC_F11),
[TD_F12] = ACTION_TAP_DANCE_DOUBLE(KC_EQL, KC_F12),
[TD_AE_FITCOMP] = ACTION_TAP_DANCE_DOUBLE(KC_SLSH, LALT(KC_SLSH)),
[TD_AE_IN] = ACTION_TAP_DANCE_DOUBLE(KC_LBRC, LALT(KC_LBRC)),
[TD_AE_OUT] = ACTION_TAP_DANCE_DOUBLE(KC_RBRC, LALT(KC_RBRC))
};