*/
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
+
[_QWERTY] = LAYOUT_2u_space_ortho(
KC_ESC, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_BSPC,
KC_TAB, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, QUOTE,
KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_ENT,
- M_PMOD, LRALT, M_SMOD, LOWER, RAISE, KC_SPC, MEDIA, FUNCT, XXXXXXX, XXXXXXX, KC_LEAD),
+ M_PMOD, LRALT, M_SMOD, LOWER, RAISE, KC_SPC, MEDIA, FUNCT, XXXXXXX, GAME , KC_LEAD),
[_RAISE] = LAYOUT_2u_space_ortho(
- GRAVE, KC_F13, KC_F14, KC_F15, KC_F16, KC_F17, _______, KC_7, KC_8, KC_9, _______, _______,
+ GRAVE, _______, _______, _______, _______, _______, _______, KC_7, KC_8, KC_9, _______, _______,
_______, OBRACK, CBRACK, KC_EQL, HYPHEN, _______, _______, KC_4, KC_5, KC_6, _______, KC_NLCK,
_______, _______, _______, CEDILLA, _______, KC_COMM, KC_PDOT, KC_1, KC_2, KC_3, KC_BSLS, KC_PENT,
_______, _______, _______, KEEB, _______, _______, KC_0, KC_PSLS, KC_PMNS, KC_PPLS, KC_PAST),
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_CAPS, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
- _______, _______, _______, _______, _______, _______, _______, _______, M_SFT, M_SPC, M_OS),
+ _______, _______, _______, _______, _______, _______, _______, _______, M_SFT, M_SPC, M_OS ),
[_KEEB] = LAYOUT_2u_space_ortho(
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
RGB_M_P, RGB_TOG, RGB_MOD, RGB_VAI, RGB_VAD, RGB_HUI, RGB_HUD, RGB_SAI, RGB_SAD, _______, _______, _______,
RESET, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______),
+ [_GAMING] = LAYOUT_2u_space_ortho(
+ KC_ESC, KC_F13, KC_1, KC_2, KC_3, KC_4, KC_5, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX,
+ KC_TAB, KC_F14, KC_Q, KC_W, KC_E, KC_R, KC_T, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX,
+ KC_LSFT, KC_F15, KC_A, KC_S, KC_D, KC_F, KC_G, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX,
+ KC_LCTL, KC_F16, KC_Z, KC_X, KC_C, KC_SPC, XXXXXXX, XXXXXXX, XXXXXXX, GAME, XXXXXXX),
+
};
case sleeping:
if (!slept) {
- rgblight_mode_noeeprom(2);
+ rgblight_mode_noeeprom(5);
slept = true;
activated = false;
deactivated = false;
}
}
+void dance_game (qk_tap_dance_state_t *state, void *user_data) {
+ if (state->count == 1) {
+
+ } else if (state->count == 2) {
+
+ } else if (state->count == 3) {
+ uint8_t layer = biton32(layer_state);
+ if (layer == _QWERTY) {
+ layer_off(_QWERTY);
+ layer_on(_GAMING);
+ // swirling rgb
+ rgblight_mode_noeeprom(12);
+ } else {
+ layer_off(_GAMING);
+ layer_on(_QWERTY);
+ rgblight_mode_noeeprom(1);
+ }
+ }
+}
+
void matrix_init_user(void) {
current_os = eeprom_read_byte(EECONFIG_USERSPACE);
set_os(current_os, false);
if (current_os == OS_WIN) {
long_keystroke(2, (uint16_t[]){KC_LGUI, KC_PAUSE});
} else {
+ return;
}
}
SEQ_TWO_KEYS(KC_LSFT, M_PMOD) {
// end format functions
// start fancy functions
- SEQ_THREE_KEYS(KC_C, KC_C, KC_C) {
+ SEQ_THREE_KEYS(KC_C, KC_C, KC_ENT) {
surround_type(6, KC_GRAVE, false);
pri_mod(true);
tap_code(KC_V);
if(record->event.pressed){
if (aesthetic) {
aesthetic = false;
- num_extra_flashes_off = 1;
+ rgblight_mode_noeeprom(1);
} else {
aesthetic = true;
+ shifty = false;
+ // snake mode
+ rgblight_mode_noeeprom(20);
}
- flash_color = underglow;
- flash_state = flash_off;
return false;
}
-
case M_SFT:
if(record->event.pressed){
if (shifty) {
shifty = false;
- num_extra_flashes_off = 1;
+ rgblight_mode_noeeprom(1);
} else {
shifty = true;
+ aesthetic = false;
+ // knight mode
+ rgblight_mode_noeeprom(23);
}
- flash_color = underglow;
- flash_state = flash_off;
return false;
}
-
default:
if (record->event.pressed) {
state = active;
[TD_BRCK_PARN_O] = ACTION_TAP_DANCE_FN (dance_obrck),
[TD_BRCK_PARN_C] = ACTION_TAP_DANCE_FN (dance_cbrck),
[TD_LALT_RALT] = ACTION_TAP_DANCE_DOUBLE (KC_LALT, KC_RALT),
+ [TD_GAME] = ACTION_TAP_DANCE_FN (dance_game),
};