#include QMK_KEYBOARD_H extern keymap_config_t keymap_config; // 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 _BASE 0 #define _FN1 1 #define _FN2 2 enum custom_keycodes { QWERTY = SAFE_RANGE, }; #define KC_ KC_TRNS #define _______ KC_TRNS #define XXXXXXX KC_NO #define KC_FN1 MO(_FN1) #define KC_FN2 MO(_FN2) #define KC_SPFN1 LT(_FN1, KC_SPACE) #define KC_SPFN2 LT(_FN2, KC_SPACE) #define KC_BSFN1 LT(_FN1, KC_BSPC) #define KC_BSFN2 LT(_FN2, KC_BSPC) #define KC_RST RESET #define KC_DBUG DEBUG #define KC_RTOG RGB_TOG #define KC_RMOD RGB_MOD #define KC_RHUI RGB_HUI #define KC_RHUD RGB_HUD #define KC_RSAI RGB_SAI #define KC_RSAD RGB_SAD #define KC_RVAI RGB_VAI #define KC_RVAD RGB_VAD //Tap Dance Declarations enum { ESC_GR = 0, Q_1, W_2, E_3, R_4, T_5, Y_6, U_7, I_8, O_9, P_0, MIN_LB, EQL_RB, SCL_QUO }; const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { [_BASE] = LAYOUT( // ,----+----+----+----+----+----|----+----+----+----+----+----+----. // |ESC | Q1 | W2 | E3 | R4 | T5 | Y6 | U7 | I8 | O9 | P0 | -[ | =] | // |----`----`----`----`----`----|----`----`----`----`----`----`----| // | TAB | A | S | D | F | G | H | H | J | K | L | BKSP | // |-----`----`----`----`----`----|----`----`----`----`----`--------| // | SHIFT | Z | X | C | V | B | N | M | , | . | / | SHFT | // |-------`----`----`----`----`----|----`----`----`----`----`------| // | CTL | SYS| ALT | SP SPACE | SPACE | FN1 | CTL | \ | ENT | // `-----+----+-----+----+--------|--------+-----+------+----+------' TD(ESC_GR), TD(Q_1), TD(W_2), TD(E_3), TD(R_4), TD(T_5), TD(Y_6), TD(U_7), TD(I_8), TD(O_9), TD(P_0),TD(MIN_LB),TD(EQL_RB), \ KC_TAB, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, TD(SCL_QUO), KC_BSPC, \ KC_LSPO, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSPC, \ KC_LCTL, KC_LGUI, KC_LALT, KC_SPACE, KC_SPACE, KC_SPACE, KC_FN1, KC_LCTL, KC_NUBS, KC_ENTER ), [_FN1] = LAYOUT_kc( // ,----+----+----+----+----+----|----+----+----+----+----+----+----. // | | | UP | | | | | | | | | | | // |----`----`----`----`----`----|----`----`----`----`----`----`----| // | | LT | DN | RT | | | | | | | ' | DEL | // |-----`----`----`----`----`----|----`----`----`----`----`--------| // | | | | | | | | | | |PIPE| | // |-------`----`----`----`----`----|----`----`----`----`----`------| // | | | | | | | | | | | // `-----+----+-----+----+--------|--------+-----+------+----+------' , , UP, , , , , , , , , , , \ , LEFT, DOWN, RIGHT, , , , , , , QUOT, DEL, \ , , , , , , , , , , NUBS, , \ , , , , , , , , , ), [_FN2] = LAYOUT_kc( // ,----+----+----+----+----+----|----+----+----+----+----+----+----. // | | | | | | | | | | | | | | // |----`----`----`----`----`----|----`----`----`----`----`----`----| // | | | | | | | | | | | | | // |-----`----`----`----`----`----|----`----`----`----`----`--------| // | | | | | | | | | | | | | // |-------`----`----`----`----`----|----`----`----`----`----`------| // | | | | | | | | | | | // `-----+----+-----+----+--------|--------+-----+------+----+------' , , , , , , , , , , , , , \ , , , , , , , , , , , , \ , , , , , , , , , , , , \ , , , , , , , , , ) }; void esc_gr_finished (qk_tap_dance_state_t *state, void *user_data) { if (state->count == 1) { register_code (KC_ESC); } else if (state->count == 2) { register_code (KC_GRV); } else { register_code (KC_LSFT); register_code (KC_GRV); } } void esc_gr_reset (qk_tap_dance_state_t *state, void *user_data) { if (state->count == 1) { unregister_code (KC_ESC); } else if (state->count == 2) { unregister_code (KC_GRV); } else { unregister_code (KC_LSFT); unregister_code (KC_GRV); } } //Tap Dance Definitions qk_tap_dance_action_t tap_dance_actions[] = { [ESC_GR] = ACTION_TAP_DANCE_FN_ADVANCED (NULL, esc_gr_finished, esc_gr_reset), //Tap once for ESC, twice for `, thrice for ~ [Q_1] = ACTION_TAP_DANCE_DOUBLE(KC_Q, KC_1), //Tap once for Q, twice for 1/! [W_2] = ACTION_TAP_DANCE_DOUBLE(KC_W, KC_2), //Tap once for W, twice for 2/@ [E_3] = ACTION_TAP_DANCE_DOUBLE(KC_E, KC_3), //Tap once for E, twice for 3/# [R_4] = ACTION_TAP_DANCE_DOUBLE(KC_R, KC_4), //Tap once for R, twice for 4/$ [T_5] = ACTION_TAP_DANCE_DOUBLE(KC_T, KC_5), //Tap once for T, twice for 5/% [Y_6] = ACTION_TAP_DANCE_DOUBLE(KC_Y, KC_6), //Tap once for Y, twice for 6/^ [U_7] = ACTION_TAP_DANCE_DOUBLE(KC_U, KC_7), //Tap once for U, twice for 7/& [I_8] = ACTION_TAP_DANCE_DOUBLE(KC_I, KC_8), //Tap once for I, twice for 8/* [O_9] = ACTION_TAP_DANCE_DOUBLE(KC_O, KC_9), //Tap once for O, twice for 9/( [P_0] = ACTION_TAP_DANCE_DOUBLE(KC_P, KC_0), //Tap once for P, twice for 0/) [MIN_LB] = ACTION_TAP_DANCE_DOUBLE(KC_MINS, KC_LBRC), //Tap once for -, twice for [/{ [EQL_RB] = ACTION_TAP_DANCE_DOUBLE(KC_EQL, KC_RBRC), //Tap once for =, twice for ]/} [SCL_QUO] = ACTION_TAP_DANCE_DOUBLE(KC_SCLN, KC_QUOT) //Tap once for ;, '/" // Other declarations would go here, separated by commas, if you have them };