diff options
Diffstat (limited to 'keyboards/tada68/keymaps/trashcat/keymap.c')
-rw-r--r-- | keyboards/tada68/keymaps/trashcat/keymap.c | 113 |
1 files changed, 113 insertions, 0 deletions
diff --git a/keyboards/tada68/keymaps/trashcat/keymap.c b/keyboards/tada68/keymaps/trashcat/keymap.c new file mode 100644 index 000000000..79a14753e --- /dev/null +++ b/keyboards/tada68/keymaps/trashcat/keymap.c @@ -0,0 +1,113 @@ +#include "tada68.h" + +// Each layer gets a name for readability, which is then used in the keymap matrix below. +// The underscores don't mean anything - you can have a layer called STUFF or any other name. +// Layer names don't all need to be of the same length, obviously, and you can also skip them +// entirely and just use numbers. +#define _BL 0 +#define _FL 1 +#define _GM 2 +#define _GF 3 + +#define _______ KC_TRNS + +// Tap dance declarations (These must go above the keymaps) +enum { + TD_F1 = 0, + TD_F2, + TD_F3, + TD_F4, + TD_F5, + TD_F6, + TD_F7, + TD_F8, + TD_F9, + TD_F10, + TD_F11, + TD_F12, + TD_AE_FITCOMP, + TD_AE_IN, + TD_AE_OUT +}; + +const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { + /* Keymap _BL: (Base Layer) Default Layer + * ,----------------------------------------------------------------. + * |Esc | 1| 2| 3| 4| 5| 6| 7| 8| 9| 0| -| =| \ |~ ` | + * |----------------------------------------------------------------| + * |Tab | Q| W| E| R| T| Y| U| I| O| P| [| ]|Bksp |Del | + * |----------------------------------------------------------------| + * |Ctrl | A| S| D| F| G| H| J| K| L| ;| '|Return |PgUp| + * |----------------------------------------------------------------| + * |Shift | Z| X| C| V| B| N| M| ,| .| /|Shift | Up|PgDn| + * |----------------------------------------------------------------| + * |Ctrl|Win |Alt | Space |FN| Alt|Ctrl|Lef|Dow|Rig | + * `----------------------------------------------------------------' + */ +[_BL] = KEYMAP_ANSI( + 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, \ + 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, \ + KC_LCTRL, 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, \ + 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, \ + KC_LCTL, KC_LGUI,KC_LALT, KC_SPC, MO(_FL),KC_RALT,KC_RCTRL, KC_LEFT,KC_DOWN,KC_RGHT), + + /* Keymap _FL: Function Layer + * ,----------------------------------------------------------------. + * | | F1|F2 |F3 |F4 |F5 |F6 |F7 |F8 |F9 |F10|F11|F12| _GM |Ins | + * |----------------------------------------------------------------| + * | | |Up | | | | | | | | | | | |Hme | + * |----------------------------------------------------------------| + * | Caps |<- |Dn | ->| | | | | | | | | |End | + * |----------------------------------------------------------------| + * | | | |Bl-|BL |BL+| |VU-|VU+|MUT| | McL|MsU|McR | + * |----------------------------------------------------------------| + * | | | | | | | |Prev|P/P|Next| + * `----------------------------------------------------------------' + */ +[_FL] = KEYMAP_ANSI( + _______, 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 , \ + _______,_______, KC_UP,_______,_______, _______,_______,_______,_______,_______,_______,_______,_______, _______,KC_HOME, \ + KC_CAPS,KC_LEFT,KC_DOWN,KC_RIGHT,_______,_______,_______,_______,_______,_______,_______,_______, _______,KC_END, \ + _______,_______,_______,BL_DEC, BL_TOGG,BL_INC, _______,KC_VOLD,KC_VOLU,KC_MUTE,_______,_______, _______, _______, \ + _______,_______,_______, TG(_GM), _______,_______,_______,KC_MPRV,KC_MPLY, KC_MNXT), + + /* 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 + * ,----------------------------------------------------------------. + * |Esc | 1| 2| 3| 4| 5| 6| 7| 8| 9| 0| -| =| \ |~ ` | + * |----------------------------------------------------------------| + * |Tab | Q| W| E| R| T| Y| U| I| O| P| [| ]|Bksp |Del | + * |----------------------------------------------------------------| + * |Caps | A| S| D| F| G| H| J| K| L| ;| '|Return |PgUp| + * |----------------------------------------------------------------| + * |Shift | Z| X| C| V| B| N| M| ,| .| /|Shift | Up|PgDn| + * |----------------------------------------------------------------| + * |Ctrl|Win |Alt | Space |FN| Alt|Ctrl|Lef|Dow|Rig | + * `----------------------------------------------------------------' + */ +[_GM] = KEYMAP_ANSI( + 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, \ + 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, \ + 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, \ + 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, \ + KC_LCTL, KC_LGUI,KC_LALT, _______, MO(_FL),KC_RALT,KC_RCTRL, KC_LEFT,KC_DOWN,KC_RGHT), + +}; + +// Tapdance definitions. Tap Dance F Keys. +qk_tap_dance_action_t tap_dance_actions[] = { + [TD_F1] = ACTION_TAP_DANCE_DOUBLE(KC_1, KC_F1), + [TD_F2] = ACTION_TAP_DANCE_DOUBLE(KC_2, KC_F2), + [TD_F3] = ACTION_TAP_DANCE_DOUBLE(KC_3, KC_F3), + [TD_F4] = ACTION_TAP_DANCE_DOUBLE(KC_4, KC_F4), + [TD_F5] = ACTION_TAP_DANCE_DOUBLE(KC_5, KC_F5), + [TD_F6] = ACTION_TAP_DANCE_DOUBLE(KC_6, KC_F6), + [TD_F7] = ACTION_TAP_DANCE_DOUBLE(KC_7, KC_F7), + [TD_F8] = ACTION_TAP_DANCE_DOUBLE(KC_8, KC_F8), + [TD_F9] = ACTION_TAP_DANCE_DOUBLE(KC_9, KC_F9), + [TD_F10] = ACTION_TAP_DANCE_DOUBLE(KC_0, KC_F10), + [TD_F11] = ACTION_TAP_DANCE_DOUBLE(KC_MINS, KC_F11), + [TD_F12] = ACTION_TAP_DANCE_DOUBLE(KC_EQL, KC_F12), + [TD_AE_FITCOMP] = ACTION_TAP_DANCE_DOUBLE(KC_SLSH, LALT(KC_SLSH)), + [TD_AE_IN] = ACTION_TAP_DANCE_DOUBLE(KC_LBRC, LALT(KC_LBRC)), +[TD_AE_OUT] = ACTION_TAP_DANCE_DOUBLE(KC_RBRC, LALT(KC_RBRC)) +}; |