keyboard/qmk/keyboards/kbdfans/kbd67/rev2/keymaps/kemonine/keymap.c

140 lines
5.7 KiB
C

#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;
}