forked from forks/qmk_firmware
d13286fd29
* fix wrong config * start work on gaming layer * mod tap per key * tap dance to game layer * impl game layer * add double quotes and underline
204 lines
8.8 KiB
C
204 lines
8.8 KiB
C
/* Copyright 2021 Jane Bernhardt
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* Good on you for modifying your layout! if you don't have
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* time to read the QMK docs, a list of keycodes can be found at
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* https://github.com/qmk/qmk_firmware/blob/master/docs/keycodes.md
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*/
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#include QMK_KEYBOARD_H
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#include "g/keymap_combo.h"
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enum {
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_ALPHA, // default
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_GAME, // gaming
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_SPECIAL, // special characters
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_NUMBERS // numbers/function/motion
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};
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typedef enum {
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TD_NONE,
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TD_UNKNOWN,
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TD_SINGLE_TAP,
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TD_DOUBLE_TAP,
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TD_TRIPLE_TAP
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} td_state_t;
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typedef struct {
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bool is_press_action;
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td_state_t state;
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} td_tap_t;
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enum {
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GAME
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};
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td_state_t cur_dance(qk_tap_dance_state_t *state);
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void ql_finished(qk_tap_dance_state_t *state, void *user_data);
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void ql_reset(qk_tap_dance_state_t *state, void *user_data);
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#define KC_CTL_A MT(MOD_LCTL, KC_A) // Tap for A, hold for Control
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#define KC_SFT_Z MT(MOD_RSFT, KC_Z) // Tap for Z, hold for Shift
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#define KC_SFT_SL MT(MOD_RSFT, KC_SLSH) // Tap for slash, hold for Shift
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#define KC_SPE_SPC LT(_SPECIAL, KC_SPC) // Tap for Space, hold for Special layer
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#define KC_NUM_SPC LT(_NUMBERS, KC_SPC) // Tap for Space, hold for Numbers layer
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/* Combomap
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*
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* ,-------------------------------. ,-------------------------------.
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* | | | | | | | | | | | |
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* |-------+-----+-----+-----+-----| |-----+-----+-----+-DEL-+-BSPC--|
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* | | | ESC ESC | | ENT | | | |
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* |-------+-----+-----+-RMB-+-LMB-| |-----+-----+-----+-----+-------|
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* | | | | | | | | | | | |
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* `-------------------------------' `-------------------------------'
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* .-----------------. .-----------------.
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* | | | | | | | |
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* '-----------------' '-----------------'
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*/
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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/* Alpha layer
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*
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* ,-------------------------------. ,-------------------------------.
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* | Q | W | E | R | T | | Y | U | I | O | P |
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* |-------+-----+-----+-----+-----| |-----+-----+-----+-----+-------|
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* | CTRL A| S | D | F | G | | H | J | K | L | ; |
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* |-------+-----+-----+-----+-----| |-----+-----+-----+-----+-------|
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* | SHFT Z| X | C | V | B | | N | M | , | . |SHFT / |
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* `-------------------------------' `-------------------------------'
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* .----------------------. .----------------------.
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* | META | ALT | SPC SPE | | SPC NUM | TAB | SHFT |
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* '----------------------' '----------------------'
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*/
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[_ALPHA] = LAYOUT_split_3x5_3(
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KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P,
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KC_CTL_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN,
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KC_SFT_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, TD(GAME), KC_DOT, KC_SFT_SL,
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KC_LGUI, KC_LALT, KC_SPE_SPC, KC_NUM_SPC, KC_TAB, KC_RSFT),
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/* Gaming layer
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*
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* ,-------------------------------. ,-------------------------------.
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* | ~ | Q | W | E | R | | Y | U | I | O | P |
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* |-------+-----+-----+-----+-----| |-----+-----+-----+-----+-------|
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* | CTRL | A | S | D | F | | H | J | K | L | ; |
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* |-------+-----+-----+-----+-----| |-----+-----+-----+-----+-------|
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* | SHFT | Z | X | C | V | | N | M | , | . |SHFT / |
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* `-------------------------------' `-------------------------------'
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* .------------------. .----------------------.
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* | META | ALT | SPC | | SPC NUM | TAB | SHFT |
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* '------------------' '----------------------'
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*/
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[_GAME] = LAYOUT_split_3x5_3(
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KC_TILD, KC_Q, KC_W, KC_E, KC_R, KC_Y, KC_U, KC_I, KC_O, KC_P,
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KC_LCTL , KC_A, KC_S, KC_D, KC_F, KC_H, KC_J, KC_K, KC_L, KC_SCLN,
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KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_N, KC_M, TD(GAME), KC_DOT, KC_SFT_SL,
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KC_LGUI, KC_LALT, KC_SPC, KC_NUM_SPC, KC_TAB, KC_RSFT),
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/* Special characters layer
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*
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* ,-------------------------------. ,-------------------------------.
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* | ! | @ | { | } | | | | ` | - | = | / | \ |
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* |-------+-----+-----+-----+-----| |-----+-----+-----+-----+-------|
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* | # | $ | ( | ) | | | LFT | DWN | UP | RGT | ' |
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* |-------+-----+-----+-----+-----| |-----+-----+-----+-----+-------|
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* | % | ^ | [ | ] | | | & | ~ | + | * | |
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* `-------------------------------' `-------------------------------'
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* .-------------------. .-----------------.
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* | | | | | | " | _ |
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* '-------------------' '-----------------'
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*/
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[_SPECIAL] = LAYOUT_split_3x5_3(
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KC_EXLM, KC_AT, KC_LCBR, KC_RCBR, KC_PIPE, KC_GRV, KC_MINS, KC_EQL , KC_SLSH, KC_BSLS,
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KC_HASH, KC_DLR, KC_LPRN, KC_RPRN, KC_TRNS, KC_LEFT, KC_DOWN, KC_UP , KC_RGHT, KC_QUOT,
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KC_PERC, KC_CIRC, KC_LBRC, KC_RBRC, KC_TRNS, KC_AMPR, KC_TILD, KC_PLUS, KC_ASTR, KC_TRNS,
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KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, LSFT(KC_QUOTE), LSFT(KC_MINS)),
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/* Numbers/Function/Motion layer
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*
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* ,-------------------------------. ,-------------------------------.
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* | 1 | 2 | 3 | 4 | 5 | | 6 | 7 | 8 | 9 | 0 |
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* |-------+-----+-----+-----+-----| |-----+-----+-----+-----+-------|
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* | F1 | F2 | F3 | F4 | F5 | | | | | | |
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* |-------+-----+-----+-----+-----| |-----+-----+-----+-----+-------|
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* | F6 | F7 | F8 | F9 | F10 | | MLFT| MDWN| MUP | MRGT| |
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* `-------------------------------' `-------------------------------'
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* .-----------------. .-----------------.
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* | F11 | F12 | | | | | |
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* '-----------------' '-----------------'
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*/
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[_NUMBERS] = LAYOUT_split_3x5_3(
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KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0,
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KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
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KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_MS_L, KC_MS_D, KC_MS_U, KC_MS_R, KC_TRNS,
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KC_F11, KC_F12, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS)
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};
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bool get_hold_on_other_key_press(uint16_t keycode, keyrecord_t *record) {
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switch (keycode) {
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case KC_CTL_A:
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return false;
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default:
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return true;
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}
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}
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td_state_t cur_dance(qk_tap_dance_state_t *state) {
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if (state->count == 1)
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return TD_SINGLE_TAP;
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if (state->count == 2)
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return TD_DOUBLE_TAP;
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else if (state->count == 3)
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return TD_TRIPLE_TAP;
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return TD_UNKNOWN;
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}
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static td_tap_t ql_tap_state = {
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.is_press_action = true,
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.state = TD_NONE
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};
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void ql_finished(qk_tap_dance_state_t *state, void *user_data) {
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ql_tap_state.state = cur_dance(state);
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switch (ql_tap_state.state) {
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case TD_SINGLE_TAP:
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tap_code(KC_COMMA);
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break;
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case TD_DOUBLE_TAP:
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tap_code(KC_COMMA);
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tap_code(KC_COMMA);
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break;
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case TD_TRIPLE_TAP:
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if (layer_state_is(_GAME))
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layer_off(_GAME);
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else
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layer_on(_GAME);
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break;
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default:
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break;
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}
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}
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void ql_reset(qk_tap_dance_state_t *state, void *user_data) {
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ql_tap_state.state = TD_NONE;
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}
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qk_tap_dance_action_t tap_dance_actions[] = {
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[GAME] = ACTION_TAP_DANCE_FN_ADVANCED_TIME(NULL, ql_finished, ql_reset, 275)
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};
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