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#include QMK_KEYBOARD_H
enum td_keys {
TD_K0,
TD_K1,
TD_K2,
TD_K3
};
void td_spade_lnx (qk_tap_dance_state_t *state, void *user_data) {
if (state->count == 1) {
register_unicode(0x2660); // ♠
} else {
set_unicode_input_mode(UC_LNX);
}
reset_tap_dance(state);
}
void td_diamond_osx (qk_tap_dance_state_t *state, void *user_data) {
if (state->count == 1) {
register_unicode(0x2666); // ♦
} else {
set_unicode_input_mode(UC_MAC);
}
reset_tap_dance(state);
}
void td_club_win (qk_tap_dance_state_t *state, void *user_data) {
if (state->count == 1) {
register_unicode(0x2663); // ♣
} else {
set_unicode_input_mode(UC_WIN);
}
reset_tap_dance(state);
}
void td_heart_winc (qk_tap_dance_state_t *state, void *user_data) {
if (state->count == 1) {
register_unicode(0x2665); // ♥
} else {
set_unicode_input_mode(UC_WINC);
}
reset_tap_dance(state);
}
qk_tap_dance_action_t tap_dance_actions[] = {
[TD_K0] = ACTION_TAP_DANCE_FN(td_spade_lnx),
[TD_K1] = ACTION_TAP_DANCE_FN(td_diamond_osx),
[TD_K2] = ACTION_TAP_DANCE_FN(td_club_win),
[TD_K3] = ACTION_TAP_DANCE_FN(td_heart_winc)
};
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[0] = LAYOUT(
TD(TD_K0),
TD(TD_K1),
TD(TD_K2),
TD(TD_K3)
)
};
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