2 #include "action_layer.h"
6 extern keymap_config_t keymap_config;
8 // Each layer gets a name for readability, which is then used in the keymap matrix below.
9 // The underscores don't mean anything - you can have a layer called STUFF or any other name.
10 // Layer names don't all need to be of the same length, obviously, and you can also skip them
11 // entirely and just use numbers.
14 // Fillers to make layering more clear
15 #define _______ KC_TRNS
18 #define LMACRO TG(_MACROS)
19 #define DIABLO TG(_DIABLO)
20 #define GAMEPAD TG(_OVERWATCH)
21 #define MEDIA TG(_MEDIA)
22 #define COVECUBE TG(_COVECUBE)
27 #ifdef TAP_DANCE_ENABLE
28 //define diablo macro timer variables
29 static uint16_t diablo_timer[4];
30 static uint8_t diablo_times[] = { 0, 1, 3, 5, 10, 30 };
31 static uint8_t diablo_key_time[4];
34 bool check_dtimer(uint8_t dtimer) {
35 // has the correct number of seconds elapsed (as defined by diablo_times)
36 return (timer_elapsed(diablo_timer[dtimer]) < (diablo_key_time[dtimer] * 1000)) ? false : true;
48 // Cycle through the times for the macro, starting at 0, for disabled.
49 // Max of six values, so don't exceed
50 void diablo_tapdance_master(qk_tap_dance_state_t *state, void *user_data, uint8_t diablo_key) {
51 if (state->count >= 7) {
52 diablo_key_time[diablo_key] = diablo_times[0];
53 reset_tap_dance(state);
56 diablo_key_time[diablo_key] = diablo_times[state->count - 1];
61 // Would rather have one function for all of this, but no idea how to do that...
62 void diablo_tapdance1(qk_tap_dance_state_t *state, void *user_data) {
63 diablo_tapdance_master(state, user_data, 0);
66 void diablo_tapdance2(qk_tap_dance_state_t *state, void *user_data) {
67 diablo_tapdance_master(state, user_data, 1);
70 void diablo_tapdance3(qk_tap_dance_state_t *state, void *user_data) {
71 diablo_tapdance_master(state, user_data, 2);
74 void diablo_tapdance4(qk_tap_dance_state_t *state, void *user_data) {
75 diablo_tapdance_master(state, user_data, 3);
80 //Tap Dance Definitions
81 qk_tap_dance_action_t tap_dance_actions[] = {
82 // tap once to disable, and more to enable timed micros
83 [TD_DIABLO_1] = ACTION_TAP_DANCE_FN(diablo_tapdance1),
84 [TD_DIABLO_2] = ACTION_TAP_DANCE_FN(diablo_tapdance2),
85 [TD_DIABLO_3] = ACTION_TAP_DANCE_FN(diablo_tapdance3),
86 [TD_DIABLO_4] = ACTION_TAP_DANCE_FN(diablo_tapdance4),
92 const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
95 LMACRO, DIABLO, GAMEPAD, KC_NLCK, KC_SLCK, KC_COLN, KC_PSLS, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
96 MEDIA, KC_CALC, COVECUBE,KC_P7, KC_P8, KC_P9, KC_PAST, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
97 KC_HOME, KC_DEL, KC_PGUP, KC_P4, KC_P5, KC_P6, KC_PMNS, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
98 KC_END, KC_UP, KC_PGDN, KC_P1, KC_P2, KC_P3, KC_PPLS, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
99 KC_LEFT, KC_DOWN, KC_RGHT, KC_P0, KC_P00, KC_PDOT, KC_PENT, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
103 KC_ESC, DIABLO, KC_V, KC_D, XXXXXXX, XXXXXXX, KC_L, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
104 KC_TAB, KC_S, KC_F, KC_I, KC_M, KC_T, KC_J, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
105 KC_Q, KC_1, KC_2, KC_3, KC_4, KC_G, KC_F, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
106 KC_LCTL, TD(TD_DIABLO_1), TD(TD_DIABLO_2), TD(TD_DIABLO_3), TD(TD_DIABLO_4), KC_Z, KC_DIABLO_CLEAR, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
107 KC_LALT, KC_F4, KC_F5, KC_F8, KC_F9, KC_F10, SFT_T(KC_SPACE), XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
110 [_OVERWATCH] = KEYMAP( // Game pad layout designed primarily for Overwatch
111 LMACRO, KC_ESC, GAMEPAD, KC_1, KC_2, KC_3, KC_4, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
112 MEDIA, KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
113 KC_Z, KC_LCTL, KC_A, KC_S, KC_D, KC_F, KC_G, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
114 KC_Y, KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
115 KC_F1, KC_U, KC_I, KC_Y, KC_V, KC_SPC, KC_V, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
119 LMACRO, XXXXXXX, GAMEPAD, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
120 XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
121 KC_SYMM, KC_TORB, KC_DOOMFIST, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
122 KC_GLHF, KC_GOODGAME, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
123 KC_SALT, KC_MORESALT, KC_SALTHARD, KC_JUSTGAME, KC_AIM, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
126 [_COVECUBE] = KEYMAP(
127 COVECUBE, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
128 XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
129 XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
130 XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
131 XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
135 KC_RESET,KC_MAKE, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
136 MEDIA, XXXXXXX, RGB_SAI, RGB_VAI, RGB_M_P, RGB_M_B, RGB_M_R, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
137 RGB_TOG, RGB_MOD, RGB_SAD, RGB_VAD, RGB_M_SW,RGB_M_SN,RGB_M_K, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
138 KC_MPLY, KC_MSTP, KC_MPRV, KC_MNXT, RGB_M_K, RGB_M_X, RGB_M_G, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
139 KC_MUTE, KC_VOLD, KC_VOLU, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
147 bool process_record_keymap(uint16_t keycode, keyrecord_t *record) {
149 #ifdef TAP_DANCE_ENABLE
150 case KC_DIABLO_CLEAR: // reset all Diable timers, disabling them
151 if (record->event.pressed) {
154 for (dtime = 0; dtime < 4; dtime++) {
155 diablo_key_time[dtime] = diablo_times[0];
165 #ifdef TAP_DANCE_ENABLE
167 // Sends the key press to system, but only if on the Diablo layer
168 void send_diablo_keystroke(uint8_t diablo_key) {
169 if (biton32(layer_state) == _DIABLO) {
170 switch (diablo_key) {
187 // Checks each of the 4 timers/keys to see if enough time has elapsed
188 // Runs the "send string" command if enough time has passed, and resets the timer.
189 void run_diablo_macro_check(void) {
192 for (dtime = 0; dtime < 4; dtime++) {
193 if (check_dtimer(dtime) && diablo_key_time[dtime]) {
194 diablo_timer[dtime] = timer_read();
195 send_diablo_keystroke(dtime);
204 void matrix_scan_keymap(void) { // runs frequently to update info
205 #ifdef TAP_DANCE_ENABLE
206 // Run Diablo 3 macro checking code.
207 run_diablo_macro_check();