qmk_firmware/keyboards/mechwild/bde/keymaps/lefty_fancy/keymap.c

122 lines
4.4 KiB
C

/* Copyright 2020 Kyle McCreery
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include QMK_KEYBOARD_H
#define FN1_SPC LT(1, KC_SPC)
#define FN2_BSPC LT(2, KC_BSPC)
#define FN3_B LT(3, KC_B)
#define CTL_Z CTL_T(KC_Z)
#define ALT_X ALT_T(KC_X)
#define ALT_N ALGR_T(KC_N)
#define CTL_M RCTL_T(KC_M)
#define SFT_ENT RSFT_T(KC_ENT)
#define WIN_C LGUI_T(KC_C)
typedef struct {
bool is_press_action;
uint8_t state;
} tap;
enum {
SINGLE_TAP = 1,
SINGLE_HOLD,
DOUBLE_TAP
};
// Tap dance enums
enum {
left_enter,
};
uint8_t cur_dance(qk_tap_dance_state_t *state);
void left_enter_finished(qk_tap_dance_state_t *state, void *user_data);
void left_enter_reset(qk_tap_dance_state_t *state, void *user_data);
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[0] = LAYOUT(
KC_7, KC_8, KC_9, KC_0, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P,
KC_4, KC_5, KC_6, TD(left_enter), KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_ESC,
KC_1, KC_2, KC_3, CTL_Z, ALT_X, WIN_C, KC_V, FN2_BSPC, FN1_SPC, FN3_B, ALT_N, CTL_M, SFT_ENT
),
[1] = LAYOUT(
KC_F7, KC_F8, KC_F9, KC_F10, _______, _______, _______, RESET, _______, KC_MINS, KC_EQL, KC_LBRC, KC_RBRC, KC_BSLS,
KC_F4, KC_F5, KC_F6, KC_TAB, _______, _______, _______, _______, _______, KC_COMM, KC_DOT, KC_SLSH, KC_SCLN, KC_QUOT,
KC_F1, KC_F2, KC_F3, _______, _______, KC_LGUI, _______, KC_DEL, _______, KC_LEFT, KC_DOWN, KC_UP, KC_RGHT
),
[2] = LAYOUT(
_______, _______, _______, _______, _______, _______, _______, _______, _______, KC_UNDS, KC_PLUS, KC_LCBR, KC_RCBR, KC_PIPE,
_______, _______, _______, _______, _______, _______, _______, _______, _______, KC_LABK, KC_RABK, KC_QUES, KC_COLN, KC_DQUO,
KC_F11, KC_F12, _______, _______, _______, _______, _______, _______, KC_PSCR, KC_HOME, KC_PGDN, KC_PGUP, KC_END
),
[3] = LAYOUT(
RGB_M_G, RGB_M_T, _______, RGB_M_P, RGB_HUI, RGB_SAI, RGB_VAI, RGB_MOD, _______, _______, _______, _______, _______, _______,
RGB_M_SN, RGB_M_K, RGB_M_X, RGB_TOG, RGB_HUD, RGB_SAD, RGB_VAD, RGB_RMOD, _______, _______, _______, _______, _______, _______,
RGB_M_B, RGB_M_R, RGB_M_SW, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______
)
};
uint8_t cur_dance(qk_tap_dance_state_t *state) {
if (state->count == 1) {
if (state->interrupted || !state->pressed) return SINGLE_TAP;
// Key has not been interrupted, but the key is still held. Means you want to send a 'HOLD'.
else return SINGLE_HOLD;
} else return DOUBLE_TAP;
//} else if (state->count >= 2) {
// return DOUBLE_TAP;
//}else return 8; // Magic number. At some point this method will expand to work for more presses
}
static tap left_enter_tap_state = {
.is_press_action = true,
.state = 0
};
void left_enter_finished(qk_tap_dance_state_t *state, void *user_data) {
left_enter_tap_state.state = cur_dance(state);
switch (left_enter_tap_state.state) {
//case SINGLE_TAP: register_code(KC_ENT); break;
case SINGLE_HOLD: register_code(KC_LSFT); break;
case DOUBLE_TAP: register_code(KC_ENT); break;
}
}
void left_enter_reset(qk_tap_dance_state_t *state, void *user_data) {
switch (left_enter_tap_state.state) {
//case SINGLE_TAP: unregister_code(KC_ENT); break;
case SINGLE_HOLD: unregister_code(KC_LSFT); break;
case DOUBLE_TAP: unregister_code(KC_ENT); break;
}
left_enter_tap_state.state = 0;
}
qk_tap_dance_action_t tap_dance_actions[] = {
[left_enter] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, left_enter_finished, left_enter_reset)
};