#include "debug.h" #include "action_layer.h" #include "version.h" #include QMK_KEYBOARD_H keymap_config_t keymap_config; uint8_t cur_dance(qk_tap_dance_state_t *state); void al_finished(qk_tap_dance_state_t *state, void *user_data); void al_reset(qk_tap_dance_state_t *state, void *user_data); typedef struct { bool is_press_action; uint8_t state; } tap; enum { SINGLE_TAP = 1, SINGLE_HOLD, DOUBLE_TAP }; enum td_keycodes { LAYERS // Our example key: `MOD(1)` when held, `TG(2)` when tapped. Add additional keycodes for each tapdance. }; qk_tap_dance_action_t tap_dance_actions[] = { [LAYERS] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, al_finished, al_reset) }; const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { [0] = LAYOUT_65_ansi(KC_GESC, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, KC_BSPC, KC_HOME, KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC, KC_BSLS, KC_PGUP, LM(1, MOD_LALT), KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_ENT, KC_PGDN, KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_END, KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, TD(LAYERS), KC_RALT, KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT), [1] = LAYOUT_65_ansi(KC_GRV, 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_DEL, KC_DEL, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_UP, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, RESET, KC_INS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_PSCR, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_MEDIA_PLAY_PAUSE, KC_RSFT, KC_VOLU, KC_MUTE, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, RGB_VAD, KC_VOLD, RGB_VAI), [2] = LAYOUT_65_ansi(KC_ESC, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_MS_UP, KC_NO, KC_NO, KC_NO, KC_MS_WH_UP, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_MS_LEFT, KC_MS_DOWN, KC_MS_RIGHT, KC_NO, KC_NO, KC_MS_BTN1, KC_MS_BTN2, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_LSFT, KC_NO, KC_X, KC_C, KC_V, KC_NO, KC_NO, KC_MS_WH_DOWN, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_LCTL, KC_NO, TG(2), KC_NO, TG(2), KC_NO, KC_NO, KC_NO, KC_NO, KC_NO), }; // Customized HSV values for layer highlights #define HSV_KMN_ORANGE 10,255, RGBLIGHT_LIMIT_VAL #define HSV_KMN_CYAN 128, 255, RGBLIGHT_LIMIT_VAL #define HSV_KMN_PURPLE 191, 255, RGBLIGHT_LIMIT_VAL // Standard layout == Layer 0 == Orange const rgblight_segment_t PROGMEM led_underglow_orange[] = RGBLIGHT_LAYER_SEGMENTS( {0, RGBLED_NUM, HSV_KMN_ORANGE} ); // Modifiers == Layer 1 == Cyan const rgblight_segment_t PROGMEM led_underglow_cyan[] = RGBLIGHT_LAYER_SEGMENTS( {0, RGBLED_NUM, HSV_KMN_CYAN} ); // Mouse keys == Layer 3 == Purple const rgblight_segment_t PROGMEM led_underglow_purple[] = RGBLIGHT_LAYER_SEGMENTS( {0, RGBLED_NUM, HSV_KMN_PURPLE} ); // Array of layers for management const rgblight_segment_t* const PROGMEM my_rgb_layers[] = RGBLIGHT_LAYERS_LIST( led_underglow_orange, led_underglow_cyan, led_underglow_purple ); // Layer color init void keyboard_post_init_user(void) { rgblight_layers = my_rgb_layers; } // Adjust layers based on which is active layer_state_t layer_state_set_user(layer_state_t state) { rgblight_set_layer_state(0, layer_state_cmp(state, 0)); rgblight_set_layer_state(1, layer_state_cmp(state, 1)); rgblight_set_layer_state(2, layer_state_cmp(state, 2)); return state; } // Runs just one time when the keyboard initializes. void matrix_init_user(void) { }; // Runs constantly in the background, in a loop. void matrix_scan_user(void) { }; uint8_t cur_dance(qk_tap_dance_state_t *state) { if (state->count == 1) { if (!state->pressed) return SINGLE_TAP; else return SINGLE_HOLD; } else if (state->count == 2) return DOUBLE_TAP; else return 8; } // Initialize tap structure associated with example tap dance key static tap al_tap_state = { .is_press_action = true, .state = 0 }; // Functions that control what our tap dance key does void al_finished(qk_tap_dance_state_t *state, void *user_data) { al_tap_state.state = cur_dance(state); switch (al_tap_state.state) { case SINGLE_TAP: layer_on(1); // Activate layer 1 immediately since we probably are holding this down ; if released it'll go away fast and shouldn't be an issue break; case SINGLE_HOLD: layer_on(1); // Activate layer 1 since that's what the intent is break; case DOUBLE_TAP: // Check to see if the layer is already set if (layer_state_is(2)) { // If already set, then switch it off layer_off(2); } else { // If not already set, then switch the layer on layer_on(2); } break; } } void al_reset(qk_tap_dance_state_t *state, void *user_data) { // If the key was held down and now is released then switch off the layer if (al_tap_state.state == SINGLE_HOLD) { layer_off(1); // Reset state appropriately } al_tap_state.state = 0; }