1 #include QMK_KEYBOARD_H
3 extern keymap_config_t keymap_config;
5 // Each layer gets a name for readability, which is then used in the keymap matrix below.
6 // The underscores don't mean anything - you can have a layer called STUFF or any other name.
7 // Layer names don't all need to be of the same length, obviously, and you can also skip them
8 // entirely and just use numbers.
13 enum custom_keycodes {
18 #define _______ KC_TRNS
20 #define KC_FN1 MO(_FN1)
21 #define KC_FN2 MO(_FN2)
22 #define KC_SPFN1 LT(_FN1, KC_SPACE)
23 #define KC_SPFN2 LT(_FN2, KC_SPACE)
24 #define KC_BSFN1 LT(_FN1, KC_BSPC)
25 #define KC_BSFN2 LT(_FN2, KC_BSPC)
28 #define KC_RTOG RGB_TOG
29 #define KC_RMOD RGB_MOD
30 #define KC_RHUI RGB_HUI
31 #define KC_RHUD RGB_HUD
32 #define KC_RSAI RGB_SAI
33 #define KC_RSAD RGB_SAD
34 #define KC_RVAI RGB_VAI
35 #define KC_RVAD RGB_VAD
37 //Tap Dance Declarations
55 const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
57 // ,----+----+----+----+----+----|----+----+----+----+----+----+----.
58 // |ESC | Q1 | W2 | E3 | R4 | T5 | Y6 | U7 | I8 | O9 | P0 | -[ | =] |
59 // |----`----`----`----`----`----|----`----`----`----`----`----`----|
60 // | TAB | A | S | D | F | G | H | H | J | K | L | BKSP |
61 // |-----`----`----`----`----`----|----`----`----`----`----`--------|
62 // | SHIFT | Z | X | C | V | B | N | M | , | . | / | SHFT |
63 // |-------`----`----`----`----`----|----`----`----`----`----`------|
64 // | CTL | SYS| ALT | SP SPACE | SPACE | FN1 | CTL | \ | ENT |
65 // `-----+----+-----+----+--------|--------+-----+------+----+------'
67 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), \
68 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, \
69 KC_LSPO, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSPC, \
70 KC_LCTL, KC_LGUI, KC_LALT, KC_SPACE, KC_SPACE, KC_SPACE, KC_FN1, KC_LCTL, KC_NUBS, KC_ENTER
74 // ,----+----+----+----+----+----|----+----+----+----+----+----+----.
75 // | | | UP | | | | | | | | | | |
76 // |----`----`----`----`----`----|----`----`----`----`----`----`----|
77 // | | LT | DN | RT | | | | | | | ' | DEL |
78 // |-----`----`----`----`----`----|----`----`----`----`----`--------|
79 // | | | | | | | | | | |PIPE| |
80 // |-------`----`----`----`----`----|----`----`----`----`----`------|
81 // | | | | | | | | | | |
82 // `-----+----+-----+----+--------|--------+-----+------+----+------'
84 , , UP, , , , , , , , , , , \
85 , LEFT, DOWN, RIGHT, , , , , , , QUOT, DEL, \
86 , , , , , , , , , , NUBS, , \
91 // ,----+----+----+----+----+----|----+----+----+----+----+----+----.
92 // | | | | | | | | | | | | | |
93 // |----`----`----`----`----`----|----`----`----`----`----`----`----|
94 // | | | | | | | | | | | | |
95 // |-----`----`----`----`----`----|----`----`----`----`----`--------|
96 // | | | | | | | | | | | | |
97 // |-------`----`----`----`----`----|----`----`----`----`----`------|
98 // | | | | | | | | | | |
99 // `-----+----+-----+----+--------|--------+-----+------+----+------'
101 , , , , , , , , , , , , , \
102 , , , , , , , , , , , , \
103 , , , , , , , , , , , , \
109 void esc_gr_finished (qk_tap_dance_state_t *state, void *user_data) {
110 if (state->count == 1) {
111 register_code (KC_ESC);
112 } else if (state->count == 2) {
113 register_code (KC_GRV);
115 register_code (KC_LSFT);
116 register_code (KC_GRV);
120 void esc_gr_reset (qk_tap_dance_state_t *state, void *user_data) {
121 if (state->count == 1) {
122 unregister_code (KC_ESC);
123 } else if (state->count == 2) {
124 unregister_code (KC_GRV);
126 unregister_code (KC_LSFT);
127 unregister_code (KC_GRV);
131 //Tap Dance Definitions
132 qk_tap_dance_action_t tap_dance_actions[] = {
133 [ESC_GR] = ACTION_TAP_DANCE_FN_ADVANCED (NULL, esc_gr_finished, esc_gr_reset), //Tap once for ESC, twice for `, thrice for ~
134 [Q_1] = ACTION_TAP_DANCE_DOUBLE(KC_Q, KC_1), //Tap once for Q, twice for 1/!
135 [W_2] = ACTION_TAP_DANCE_DOUBLE(KC_W, KC_2), //Tap once for W, twice for 2/@
136 [E_3] = ACTION_TAP_DANCE_DOUBLE(KC_E, KC_3), //Tap once for E, twice for 3/#
137 [R_4] = ACTION_TAP_DANCE_DOUBLE(KC_R, KC_4), //Tap once for R, twice for 4/$
138 [T_5] = ACTION_TAP_DANCE_DOUBLE(KC_T, KC_5), //Tap once for T, twice for 5/%
139 [Y_6] = ACTION_TAP_DANCE_DOUBLE(KC_Y, KC_6), //Tap once for Y, twice for 6/^
140 [U_7] = ACTION_TAP_DANCE_DOUBLE(KC_U, KC_7), //Tap once for U, twice for 7/&
141 [I_8] = ACTION_TAP_DANCE_DOUBLE(KC_I, KC_8), //Tap once for I, twice for 8/*
142 [O_9] = ACTION_TAP_DANCE_DOUBLE(KC_O, KC_9), //Tap once for O, twice for 9/(
143 [P_0] = ACTION_TAP_DANCE_DOUBLE(KC_P, KC_0), //Tap once for P, twice for 0/)
144 [MIN_LB] = ACTION_TAP_DANCE_DOUBLE(KC_MINS, KC_LBRC), //Tap once for -, twice for [/{
145 [EQL_RB] = ACTION_TAP_DANCE_DOUBLE(KC_EQL, KC_RBRC), //Tap once for =, twice for ]/}
146 [SCL_QUO] = ACTION_TAP_DANCE_DOUBLE(KC_SCLN, KC_QUOT) //Tap once for ;, '/"
147 // Other declarations would go here, separated by commas, if you have them