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// this is the style you want to emulate.
// This is the canonical layout file for the Quantum project. If you want to add another keyboard,

#include QMK_KEYBOARD_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.

enum ferris_layers {
  _QWERTY,
  _LOWER,
  _RAISE
};

enum ferris_tap_dances {
  TD_Q_ESC
};

#define KC_CTSC RCTL_T(KC_SCLN)
#define KC_CTLA LCTL_T(KC_A)
#define KC_LSHZ LSFT_T(KC_Z)
#define KC_RLSH RSFT_T(KC_SLSH)
#define KC_SPM2 LT(2, KC_SPC)
#define KC_BSM1 LT(1, KC_BSPC)
#define KC_GUTA GUI_T(KC_TAB)
#define KC_CLGV CTL_T(KC_GRV)

const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
  [_QWERTY] = LAYOUT( /* QWERTY */
    KC_Q,    KC_W,    KC_E,    KC_R,    KC_T,            KC_Y,    KC_U,  KC_I,    KC_O,   KC_P,
    KC_CTLA, KC_S,    KC_D,    KC_F,    KC_G,            KC_H,    KC_J,  KC_K,    KC_L,   KC_SCLN,
    KC_LSHZ, KC_X,    KC_C,    KC_V,    KC_B,            KC_N,    KC_M,  KC_COMM, KC_DOT, KC_RLSH,
                                    KC_CLGV, KC_BSM1, KC_SPM2, KC_GUTA
  ),

  [_LOWER] = LAYOUT( /* [> LOWER <] */
    KC_1,    KC_2,    KC_3,    KC_4,    KC_5,            KC_6,    KC_7,    KC_8,    KC_9,    KC_0,
    KC_GESC, KC_HOME, KC_PGDN, KC_PGUP, KC_END,          KC_LEFT, KC_DOWN, KC_UP,   KC_RGHT, KC_QUOT,
    KC_TRNS, KC_TRNS, KC_TRNS, KC_BTN1, KC_BTN2,         KC_MS_L, KC_MS_D, KC_MS_U, KC_MS_R, KC_ENT,
                                    KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS  
  ),

  [_RAISE] = LAYOUT( /* [> RAISE <] */
    KC_F1,   KC_F2,   KC_F3,   KC_F4,   KC_F5,           KC_F6,   KC_F7,   KC_F8,   KC_F9,   KC_F10,
    KC_TAB,  KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,         KC_MINS, KC_EQL,  KC_LBRC, KC_RBRC, KC_PIPE,
    KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,         KC_UNDS, KC_PLUS, KC_TRNS, KC_TRNS, RESET,
                                    KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS
  )
};

// Tap Dance Definitions
qk_tap_dance_action_t tap_dance_actions[] = {
    // Tap once for Q, twice for ESC
    [TD_Q_ESC] = ACTION_TAP_DANCE_DOUBLE(KC_Q, KC_ESC)
};