keymap.c 6.1 KB

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  1. #include QMK_KEYBOARD_H
  2. // Each layer gets a name for readability, which is then used in the keymap matrix below.
  3. // The underscores don't mean anything - you can have a layer called STUFF or any other name.
  4. // Layer names don't all need to be of the same length, obviously, and you can also skip them
  5. // entirely and just use numbers.
  6. #define _BL 0
  7. #define _FL 1
  8. #define _GM 2
  9. #define _GF 3
  10. // Tap dance declarations (These must go above the keymaps)
  11. enum {
  12. TD_F1 = 0,
  13. TD_F2,
  14. TD_F3,
  15. TD_F4,
  16. TD_F5,
  17. TD_F6,
  18. TD_F7,
  19. TD_F8,
  20. TD_F9,
  21. TD_F10,
  22. TD_F11,
  23. TD_F12,
  24. TD_AE_FITCOMP,
  25. TD_AE_IN,
  26. TD_AE_OUT
  27. };
  28. const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
  29. /* Keymap _BL: (Base Layer) Default Layer
  30. * ,----------------------------------------------------------------.
  31. * |Esc | 1| 2| 3| 4| 5| 6| 7| 8| 9| 0| -| =| \ |~ ` |
  32. * |----------------------------------------------------------------|
  33. * |Tab | Q| W| E| R| T| Y| U| I| O| P| [| ]|Bksp |Del |
  34. * |----------------------------------------------------------------|
  35. * |Ctrl | A| S| D| F| G| H| J| K| L| ;| '|Return |PgUp|
  36. * |----------------------------------------------------------------|
  37. * |Shift | Z| X| C| V| B| N| M| ,| .| /|Shift | Up|PgDn|
  38. * |----------------------------------------------------------------|
  39. * |Ctrl|Win |Alt | Space |FN| Alt|Ctrl|Lef|Dow|Rig |
  40. * `----------------------------------------------------------------'
  41. */
  42. [_BL] = LAYOUT_ansi(
  43. KC_ESC, TD(TD_F1), TD(TD_F2), TD(TD_F3), TD(TD_F4), TD(TD_F5), TD(TD_F6), TD(TD_F7), TD(TD_F8), TD(TD_F9), TD(TD_F10), TD(TD_F11), TD(TD_F12), KC_BSLS,KC_GRV, \
  44. 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_BSPC,KC_DEL, \
  45. KC_LCTL, 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_PGUP, \
  46. 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_PGDN, \
  47. KC_LCTL, KC_LGUI,KC_LALT, KC_SPC, MO(_FL),KC_RALT,KC_RCTL, KC_LEFT,KC_DOWN,KC_RGHT),
  48. /* Keymap _FL: Function Layer
  49. * ,----------------------------------------------------------------.
  50. * | | F1|F2 |F3 |F4 |F5 |F6 |F7 |F8 |F9 |F10|F11|F12| _GM |Ins |
  51. * |----------------------------------------------------------------|
  52. * | | |Up | | | | | | | | | | | |Hme |
  53. * |----------------------------------------------------------------|
  54. * | Caps |<- |Dn | ->| | | | | | | | | |End |
  55. * |----------------------------------------------------------------|
  56. * | | | |Bl-|BL |BL+| |VU-|VU+|MUT| | McL|MsU|McR |
  57. * |----------------------------------------------------------------|
  58. * | | | | | | | |Prev|P/P|Next|
  59. * `----------------------------------------------------------------'
  60. */
  61. [_FL] = LAYOUT_ansi(
  62. _______, 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_INS , \
  63. _______,_______, KC_UP,_______,_______, _______,_______,_______,_______,_______,_______,_______,_______, _______,KC_HOME, \
  64. KC_CAPS,KC_LEFT,KC_DOWN,KC_RIGHT,_______,_______,_______,_______,_______,_______,_______,_______, _______,KC_END, \
  65. _______,_______,_______,BL_DOWN,BL_TOGG,BL_UP, _______,KC_VOLD,KC_VOLU,KC_MUTE,_______,_______, _______, _______, \
  66. _______,_______,_______, TG(_GM), _______,_______,_______,KC_MPRV,KC_MPLY, KC_MNXT),
  67. /* Keymap _GL: Gaming Layer. Basically makes Caps Lock behave normally. I know there is a better way to do this but copy and paste was my friend
  68. * ,----------------------------------------------------------------.
  69. * |Esc | 1| 2| 3| 4| 5| 6| 7| 8| 9| 0| -| =| \ |~ ` |
  70. * |----------------------------------------------------------------|
  71. * |Tab | Q| W| E| R| T| Y| U| I| O| P| [| ]|Bksp |Del |
  72. * |----------------------------------------------------------------|
  73. * |Caps | A| S| D| F| G| H| J| K| L| ;| '|Return |PgUp|
  74. * |----------------------------------------------------------------|
  75. * |Shift | Z| X| C| V| B| N| M| ,| .| /|Shift | Up|PgDn|
  76. * |----------------------------------------------------------------|
  77. * |Ctrl|Win |Alt | Space |FN| Alt|Ctrl|Lef|Dow|Rig |
  78. * `----------------------------------------------------------------'
  79. */
  80. [_GM] = LAYOUT_ansi(
  81. KC_ESC,TD(TD_F1), TD(TD_F2), TD(TD_F3), TD(TD_F4), TD(TD_F5), TD(TD_F6), TD(TD_F7), TD(TD_F8), TD(TD_F9), TD(TD_F10), TD(TD_F11), TD(TD_F12), _______, KC_GRV, \
  82. 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_BSPC,KC_DEL, \
  83. KC_CAPS, 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_PGUP, \
  84. 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_PGDN, \
  85. KC_LCTL, KC_LGUI,KC_LALT, _______, MO(_FL),KC_RALT,KC_RCTL, KC_LEFT,KC_DOWN,KC_RGHT),
  86. };
  87. // Tapdance definitions. Tap Dance F Keys.
  88. qk_tap_dance_action_t tap_dance_actions[] = {
  89. [TD_F1] = ACTION_TAP_DANCE_DOUBLE(KC_1, KC_F1),
  90. [TD_F2] = ACTION_TAP_DANCE_DOUBLE(KC_2, KC_F2),
  91. [TD_F3] = ACTION_TAP_DANCE_DOUBLE(KC_3, KC_F3),
  92. [TD_F4] = ACTION_TAP_DANCE_DOUBLE(KC_4, KC_F4),
  93. [TD_F5] = ACTION_TAP_DANCE_DOUBLE(KC_5, KC_F5),
  94. [TD_F6] = ACTION_TAP_DANCE_DOUBLE(KC_6, KC_F6),
  95. [TD_F7] = ACTION_TAP_DANCE_DOUBLE(KC_7, KC_F7),
  96. [TD_F8] = ACTION_TAP_DANCE_DOUBLE(KC_8, KC_F8),
  97. [TD_F9] = ACTION_TAP_DANCE_DOUBLE(KC_9, KC_F9),
  98. [TD_F10] = ACTION_TAP_DANCE_DOUBLE(KC_0, KC_F10),
  99. [TD_F11] = ACTION_TAP_DANCE_DOUBLE(KC_MINS, KC_F11),
  100. [TD_F12] = ACTION_TAP_DANCE_DOUBLE(KC_EQL, KC_F12),
  101. [TD_AE_FITCOMP] = ACTION_TAP_DANCE_DOUBLE(KC_SLSH, LALT(KC_SLSH)),
  102. [TD_AE_IN] = ACTION_TAP_DANCE_DOUBLE(KC_LBRC, LALT(KC_LBRC)),
  103. [TD_AE_OUT] = ACTION_TAP_DANCE_DOUBLE(KC_RBRC, LALT(KC_RBRC))
  104. };