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/*
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 <http://www.gnu.org/licenses/>.
*/
#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)
};
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