/* Copyright 2020 Dimitris Mantzouranis This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ #include QMK_KEYBOARD_H enum my_keycodes { MAILFMT = SAFE_RANGE, BTLDR, BAR }; typedef struct { bool is_press_action; uint8_t state; } tap; enum { SINGLE_TAP = 1, SINGLE_HOLD, DOUBLE_TAP, DOUBLE_HOLD, DOUBLE_SINGLE_TAP, // Send two single taps TRIPLE_TAP, TRIPLE_HOLD }; // Tap dance enums enum { X_CTL, SOME_OTHER_DANCE }; uint8_t cur_dance(qk_tap_dance_state_t *state); // For the x tap dance. Put it here so it can be used in any keymap void x_finished(qk_tap_dance_state_t *state, void *user_data); void x_reset(qk_tap_dance_state_t *state, void *user_data); // 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. enum layer_names { _BASE, _FN1, }; const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { /* Row: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 */ [_BASE] = { { 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_NO, 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_BSLASH, KC_NO, KC_END }, { KC_ENT, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_NO, KC_ENT, KC_NO, KC_INS }, { OSM(MOD_LSFT), KC_NO, KC_Z, TD(X_CTL), KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_NO, OSM(MOD_RSFT), KC_UP, KC_DEL }, { KC_LCTL, KC_LGUI, KC_LALT, KC_NO, KC_NO, KC_NO, KC_SPC, KC_NO, KC_NO, KC_NO, KC_RCTRL, KC_APP, MO(_FN1), KC_LEFT, KC_DOWN, KC_RGHT } }, [_FN1] = { { KC_GESC, 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_NO, KC_NO, KC_PGUP }, { KC_NO, RGB_M_P, RGB_M_B, RGB_M_R, RGB_M_SW, RGB_M_T, RGB_SPD, RGB_SPI, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_PGDOWN }, { KC_NO, KC_VOLD, KC_VOLU, KC_MPLY, KC_MUTE, KC_NO, KC_NO, KC_NO, KC_NO, MAILFMT, RGB_SAD, RGB_SAI, KC_NO, KC_NO, KC_NO, KC_PGUP }, { KC_NO, KC_NO, BTLDR, RGB_TOG, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, RGB_RMOD, RGB_MOD, KC_NO, KC_NO, KC_NO, RGB_VAI, KC_PGDOWN }, { KC_GRV, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, RESET, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, RGB_HUD, RGB_VAD, RGB_HUI } } }; bool dip_switch_update_user(uint8_t index, bool active){ switch(index){ case 0: // macos/windows togggle if(active){ //macos //do something //layer_off(_WINDOWS); //layer_on(_MAC); } else{ //windows //do something //layer_on(_WINDOWS); //layer_off(_MAC); } break; } return true; } void keyboard_post_init_user(void) { // Customise these values to desired behaviour //debug_enable=true; //debug_matrix=true; //debug_keyboard=true; //debug_mouse=true; } bool process_record_user(uint16_t keycode, keyrecord_t *record) { switch (keycode) { case MAILFMT: if (record->event.pressed) { // Do something when pressed SEND_STRING(SS_TAP(X_LALT) SS_DELAY(100) "H" SS_DELAY(100) "F" SS_DELAY(100) "F" SS_DELAY(100) "Courier" SS_DELAY(100) SS_TAP(X_ENT)); SEND_STRING(SS_TAP(X_LALT) SS_DELAY(100) "H" SS_DELAY(100) "F" SS_DELAY(100) "S" SS_DELAY(100) "8" SS_DELAY(100) SS_TAP(X_ENT)); } else { // Do something else when release } break; case BTLDR: bootloader_jump(); break; } return true; } /* Return an integer that corresponds to what kind of tap dance should be executed. * * How to figure out tap dance state: interrupted and pressed. * * Interrupted: If the state of a dance dance is "interrupted", that means that another key has been hit * under the tapping term. This is typically indicitive that you are trying to "tap" the key. * * Pressed: Whether or not the key is still being pressed. If this value is true, that means the tapping term * has ended, but the key is still being pressed down. This generally means the key is being "held". * * One thing that is currenlty not possible with qmk software in regards to tap dance is to mimic the "permissive hold" * feature. In general, advanced tap dances do not work well if they are used with commonly typed letters. * For example "A". Tap dances are best used on non-letter keys that are not hit while typing letters. * * Good places to put an advanced tap dance: * z,q,x,j,k,v,b, any function key, home/end, comma, semi-colon * * Criteria for "good placement" of a tap dance key: * Not a key that is hit frequently in a sentence * Not a key that is used frequently to double tap, for example 'tab' is often double tapped in a terminal, or * in a web form. So 'tab' would be a poor choice for a tap dance. * Letters used in common words as a double. For example 'p' in 'pepper'. If a tap dance function existed on the * letter 'p', the word 'pepper' would be quite frustating to type. * * For the third point, there does exist the 'DOUBLE_SINGLE_TAP', however this is not fully tested * */ uint8_t cur_dance(qk_tap_dance_state_t *state) { if (state->count == 1) { if (state->interrupted || !state->pressed) return SINGLE_TAP; // Key has not been interrupted, but the key is still held. Means you want to send a 'HOLD'. else return SINGLE_HOLD; } else if (state->count == 2) { // DOUBLE_SINGLE_TAP is to distinguish between typing "pepper", and actually wanting a double tap // action when hitting 'pp'. Suggested use case for this return value is when you want to send two // keystrokes of the key, and not the 'double tap' action/macro. //if (state->interrupted) return DOUBLE_SINGLE_TAP; if (state->pressed) return DOUBLE_HOLD; else return DOUBLE_TAP; } // Assumes no one is trying to type the same letter three times (at least not quickly). // If your tap dance key is 'KC_W', and you want to type "www." quickly - then you will need to add // an exception here to return a 'TRIPLE_SINGLE_TAP', and define that enum just like 'DOUBLE_SINGLE_TAP' if (state->count == 3) { if (state->interrupted || !state->pressed) return TRIPLE_TAP; else return TRIPLE_HOLD; } else return 8; // Magic number. At some point this method will expand to work for more presses } // Create an instance of 'tap' for the 'x' tap dance. static tap xtap_state = { .is_press_action = true, .state = 0 }; void x_finished(qk_tap_dance_state_t *state, void *user_data) { xtap_state.state = cur_dance(state); switch (xtap_state.state) { case SINGLE_TAP: register_code(KC_X); break; case SINGLE_HOLD: register_code(KC_LCTRL); break; case DOUBLE_TAP: register_mods(MOD_BIT(KC_LCTRL)); register_code(KC_X); break; case DOUBLE_HOLD: register_code(KC_LALT); break; // Last case is for fast typing. Assuming your key is `f`: // For example, when typing the word `buffer`, and you want to make sure that you send `ff` and not `Esc`. // In order to type `ff` when typing fast, the next character will have to be hit within the `TAPPING_TERM`, which by default is 200ms. case DOUBLE_SINGLE_TAP: tap_code(KC_X); register_code(KC_X); } } void x_reset(qk_tap_dance_state_t *state, void *user_data) { switch (xtap_state.state) { case SINGLE_TAP: unregister_code(KC_X); break; case SINGLE_HOLD: unregister_code(KC_LCTRL); break; case DOUBLE_TAP: unregister_mods(MOD_BIT(KC_LCTRL)); unregister_code(KC_X); break; case DOUBLE_HOLD: unregister_code(KC_LALT); case DOUBLE_SINGLE_TAP: unregister_code(KC_X); } xtap_state.state = 0; } qk_tap_dance_action_t tap_dance_actions[] = { [X_CTL] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, x_finished, x_reset) };