[Keymap] PHSC138 Keymap for Atom47 (#18768)
Co-authored-by: Ryan <fauxpark@gmail.com> Co-authored-by: Drashna Jaelre <drashna@live.com>
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/* Copyright 2022 PHSC138
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#define TAPPING_TERM 150 // Tap dance time limit
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/* Copyright 2022 PHSC138
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include QMK_KEYBOARD_H
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// These are all aliases for the function layers.
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enum custom_layers {
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_BASE,
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_PROG,
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_GAME,
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_FN,
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_FN1,
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_NUM
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};
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// Tap Dance
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typedef struct {
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char is_press_action;
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int state;
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} tap;
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enum {
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SINGLE_TAP = 1,
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SINGLE_HOLD = 2,
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DOUBLE_TAP = 3,
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DOUBLE_HOLD = 4,
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DOUBLE_SINGLE_TAP = 5, // Send two single taps
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TRIPLE_TAP = 6,
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TRIPLE_HOLD = 7
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};
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// Tap dance enums
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enum {
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PN_SWAP = 0,
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LAPO = 1,
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LCPO = 2,
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RAPC = 3,
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RCPC = 4,
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D20 = 5
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};
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enum custom_keycodes {
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PROF_MAC = QK_USER
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};
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uint8_t cur_dance (tap_dance_state_t *state);
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void pn_finished (tap_dance_state_t *state, void *user_data);
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void pn_reset (tap_dance_state_t *state, void *user_data);
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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// TREE: 'pn' to enter custom layers:
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// _BASE
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// _FN
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// _FN1
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// _NUM
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// _PROG
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// _PROG
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// _FN
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// _FN1
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// _NUM
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// _GAME
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// _GAME
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// _BASE
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// Tap pn for toggle to _PROG, or hold for numpad
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[_BASE] = LAYOUT_split_space(
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QK_GESC, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_DEL, KC_BSPC,
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KC_TAB, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_ENT,
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KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_RSFT, MO(_FN1),
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KC_LCTL, KC_LGUI, KC_LALT, TD(PN_SWAP), KC_SPC, KC_SPC, MO(_FN), KC_RALT, KC_APP, KC_RCTL),
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// LEFT AND RIGHT SHIFT: '(' and ')' when tapped, shift when held
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// LEFT AND RIGHT CTRL: '{' and '}' when tapped, ctrl when held
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// LEFT AND RIGHT ALT: '[' and ']' when tapped, ctrl when held
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[_PROG] = LAYOUT_split_space(
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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SC_LSPO, _______, _______, _______, _______, _______, _______, _______, _______, _______, SC_RSPC, _______,
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TD(LCPO), _______, TD(LAPO), TO(_GAME), _______, _______, _______, TD(RAPC), _______, TD(RCPC)),
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// Macro for right space is bhop
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// Maco for 'fn' is move forward
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// Macro for 'fn1' is spin constantly
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// Macro for right shift is D20
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[_GAME] = LAYOUT_split_space(
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, TD(D20), XXXXXXX,
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_______, _______, _______, TO(_BASE), _______, XXXXXXX, XXXXXXX, _______, XXXXXXX, _______),
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[_FN] = LAYOUT_split_space(
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_______, KC_VOLD, KC_VOLU, KC_MUTE, QK_RBT, _______, KC_CALC, KC_PGUP, _______, KC_PGDN, KC_PSCR, KC_SCRL, KC_PAUS,
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KC_CAPS, KC_MPRV, KC_MPLY, KC_MNXT, _______, _______, KC_LEFT, KC_DOWN, KC_UP, KC_RIGHT, KC_INS, _______,
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_______, _______, _______, _______, _______, KC_HOME, KC_END, BL_TOGG, BL_DOWN, BL_UP, _______, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______),
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[_FN1] = LAYOUT_split_space(
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KC_GRV, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12,
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KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL,
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_______, _______, _______, _______, _______, KC_QUOT, KC_SLSH, KC_LBRC, KC_RBRC, KC_BSLS, KC_RSFT, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______),
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[_NUM] = LAYOUT_split_space(
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_______, _______, _______, _______, _______, _______, KC_7, KC_8, KC_9, _______, PROF_MAC, _______, _______,
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_______, _______, _______, _______, _______, _______, KC_4, KC_5, KC_6, _______, _______, _______,
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_______, _______, _______, _______, _______, KC_1, KC_2, KC_3, KC_DOT, _______, _______, _______,
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_______, _______, _______, _______, _______, KC_0, _______, _______, DB_TOGG, QK_BOOT),
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};
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/*--- Profile Macro ---*/
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bool process_record_user(uint16_t keycode, keyrecord_t *record) {
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switch (keycode) {
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case PROF_MAC:
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if (record->event.pressed) {
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// When keycode PROF_MAC is pressed
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SEND_STRING("if [ $shell = 'zsh' ]; then echo \"echo \"Lock your computer -PHSC138\"\" >> ~/.zshrc\nclear; else echo \"echo \"Lock your computer -PHSC138\"\" >> ~/.profile\nclear; fi\n");
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} else {
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// When keycode QMKBEST is released
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}
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break;
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}
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return true;
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};
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/*--- End Profile Macro ---*/
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/* Return an integer that corresponds to what kind of tap dance should be executed.
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*
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* How to figure out tap dance state: interrupted and pressed.
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*
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* Interrupted: If the state of a dance dance is "interrupted", that means that another key has been hit
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* under the tapping term. This is typically indicitive that you are trying to "tap" the key.
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*
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* Pressed: Whether or not the key is still being pressed. If this value is true, that means the tapping term
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* has ended, but the key is still being pressed down. This generally means the key is being "held".
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*
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* One thing that is currenlty not possible with qmk software in regards to tap dance is to mimic the "permissive hold"
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* feature. In general, advanced tap dances do not work well if they are used with commonly typed letters.
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* For example "A". Tap dances are best used on non-letter keys that are not hit while typing letters.
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*
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* Good places to put an advanced tap dance:
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* z,q,x,j,k,v,b, any function key, home/end, comma, semi-colon
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*
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* Criteria for "good placement" of a tap dance key:
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* Not a key that is hit frequently in a sentence
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* Not a key that is used frequently to double tap, for example 'tab' is often double tapped in a terminal, or
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* in a web form. So 'tab' would be a poor choice for a tap dance.
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* Letters used in common words as a double. For example 'p' in 'pepper'. If a tap dance function existed on the
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* letter 'p', the word 'pepper' would be quite frustating to type.
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*
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* For the third point, there does exist the 'DOUBLE_SINGLE_TAP', however this is not fully tested
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*
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*/
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uint8_t cur_dance(tap_dance_state_t *state) {
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if(state->count == 1) {
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if(state->interrupted || !state->pressed) return SINGLE_TAP;
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//key has not been interrupted, but they key is still held. Means you want to send a 'HOLD'.
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else return SINGLE_HOLD;
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} else if(state->count == 2) {
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/*
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* DOUBLE_SINGLE_TAP is to distinguish between typing "pepper", and actually wanting a double tap
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* action when hitting 'pp'. Suggested use case for this return value is when you want to send two
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* keystrokes of the key, and not the 'double tap' action/macro.
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*/
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if(state->interrupted) return DOUBLE_SINGLE_TAP;
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else if(state->pressed) return DOUBLE_HOLD;
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else return DOUBLE_TAP;
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}
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//Assumes no one is trying to type the same letter three times (at least not quickly).
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//If your tap dance key is 'KC_W', and you want to type "www." quickly - then you will need to add
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//an exception here to return a 'TRIPLE_SINGLE_TAP', and define that enum just like 'DOUBLE_SINGLE_TAP'
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if(state->count == 3) {
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if(state->interrupted || !state->pressed) return TRIPLE_TAP;
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else return TRIPLE_HOLD;
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}
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else return 8; //magic number. At some point this method will expand to work for more presses
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}
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//instanalize an instance of 'tap' for the 'pn' tap dance.
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static tap pn_tap_state = {
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.is_press_action = 1,
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.state = 0
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};
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void pn_finished(tap_dance_state_t *state, void *user_data) {
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pn_tap_state.state = cur_dance(state);
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switch(pn_tap_state.state) {
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case SINGLE_TAP: layer_on(_PROG); break;
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case SINGLE_HOLD: layer_on(_NUM); break;
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//case DOUBLE_TAP: register_code(KC_ESC); break;
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//case DOUBLE_HOLD: register_code(KC_LALT); break;
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//case DOUBLE_SINGLE_TAP: register_code(KC_X); unregister_code(KC_X); register_code(KC_X);
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//Last case is for fast typing. Assuming your key is `f`:
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//For example, when typing the word `buffer`, and you want to make sure that you send `ff` and not `Esc`.
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//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.
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}
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}
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void pn_reset(tap_dance_state_t *state, void *user_data) {
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switch(pn_tap_state.state) {
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//case SINGLE_TAP: unregister_code(KC_X); break;
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case SINGLE_HOLD: layer_off(_NUM); break;
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//case DOUBLE_TAP: unregister_code(KC_ESC); break;
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//case DOUBLE_HOLD: unregister_code(KC_LALT);
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//case DOUBLE_SINGLE_TAP: unregister_code(KC_X);
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}
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pn_tap_state.state = 0;
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}
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static tap lalt_tap_state = {
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.is_press_action = 1,
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.state = 0
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};
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void lalt_finished(tap_dance_state_t *state, void *user_data) {
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lalt_tap_state.state = cur_dance(state);
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switch(lalt_tap_state.state) {
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case SINGLE_TAP: register_code(KC_LBRC); break;
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case SINGLE_HOLD: register_code(KC_LALT); break;
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}
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}
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void lalt_reset(tap_dance_state_t *state, void *user_data) {
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switch(lalt_tap_state.state) {
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case SINGLE_TAP: unregister_code(KC_LBRC); break;
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case SINGLE_HOLD: unregister_code(KC_LALT); break;
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}
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lalt_tap_state.state = 0;
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}
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static tap ralt_tap_state = {
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.is_press_action = 1,
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.state = 0
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};
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void ralt_finished(tap_dance_state_t *state, void *user_data) {
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ralt_tap_state.state = cur_dance(state);
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switch(ralt_tap_state.state) {
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case SINGLE_TAP: register_code(KC_RBRC); break;
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case SINGLE_HOLD: register_code(KC_RALT); break;
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}
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}
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void ralt_reset(tap_dance_state_t *state, void *user_data) {
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switch(ralt_tap_state.state) {
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case SINGLE_TAP: unregister_code(KC_RBRC); break;
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case SINGLE_HOLD: unregister_code(KC_RALT); break;
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}
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ralt_tap_state.state = 0;
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}
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static tap rctl_tap_state = {
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.is_press_action = 1,
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.state = 0
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};
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void rctl_finished(tap_dance_state_t *state, void *user_data) {
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rctl_tap_state.state = cur_dance(state);
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switch(rctl_tap_state.state) {
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case SINGLE_TAP: register_code(KC_RSFT); register_code(KC_RBRC); break;
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case SINGLE_HOLD: register_code(KC_RCTL); break;
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}
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}
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void rctl_reset(tap_dance_state_t *state, void *user_data) {
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switch(rctl_tap_state.state) {
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case SINGLE_TAP: unregister_code(KC_RSFT); unregister_code(KC_RBRC); break;
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case SINGLE_HOLD: unregister_code(KC_RCTL); break;
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}
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rctl_tap_state.state = 0;
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}
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static tap lctl_tap_state = {
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.is_press_action = 1,
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.state = 0
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};
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void lctl_finished(tap_dance_state_t *state, void *user_data) {
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lctl_tap_state.state = cur_dance(state);
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switch(lctl_tap_state.state) {
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case SINGLE_TAP: register_code(KC_LSFT); register_code(KC_LBRC); break;
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case SINGLE_HOLD: register_code(KC_LCTL); break;
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}
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}
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void lctl_reset(tap_dance_state_t *state, void *user_data) {
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switch(lctl_tap_state.state) {
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case SINGLE_TAP: unregister_code(KC_LSFT); unregister_code(KC_LBRC); break;
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case SINGLE_HOLD: unregister_code(KC_LCTL); break;
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}
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lctl_tap_state.state = 0;
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}
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static tap d20_tap_state = {
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.is_press_action = 1,
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.state = 0,
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};
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int d20_srand = 0;
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uint32_t timer_seed;
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void d20_finished(tap_dance_state_t *state, void *user_data) {
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d20_tap_state.state = cur_dance(state);
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switch(d20_tap_state.state) {
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case SINGLE_HOLD: {
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if(d20_srand == 0){
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timer_seed = timer_read32();
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srand((unsigned int)timer_seed);
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d20_srand = 1;
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}
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SEND_STRING("Seed: ");
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// uint32_t has max size of 4294967296
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char SEED_STR_SIZE = 16;
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// Initialize seed_str
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char seed_str[SEED_STR_SIZE];
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for (int iter=0;iter < SEED_STR_SIZE;iter++) seed_str[iter] = 0;
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int i = SEED_STR_SIZE - 2; // Leave null byte on end of string
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while (timer_seed && i >= 0) {
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seed_str[i] = timer_seed % 10 + '0';
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timer_seed /= 10;
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i -= 1;
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}
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i++;
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// Move all characters over i spaces
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char move = i;
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while (i < SEED_STR_SIZE -1) {
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seed_str[i-move] = seed_str[i];
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seed_str[i] = 0;
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i += 1;
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}
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send_string(seed_str);
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break;
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// Else allow fall through
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}
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case SINGLE_TAP: {
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if(d20_srand == 0){
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timer_seed = timer_read();
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srand((unsigned int)timer_seed);
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d20_srand = 1;
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}
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unsigned char roll = rand() % 20 + 1;
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char res[3];
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res[0] = (char)((char)(roll / 10) + '0');
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res[1] = (char)(roll % 10 + '0');
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send_string(res);
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break;
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}
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}
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}
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void d20_reset(tap_dance_state_t *state, void *user_data) {
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d20_tap_state.state = 0;
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}
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tap_dance_action_t tap_dance_actions[] = {
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[PN_SWAP] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, pn_finished, pn_reset),
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[LAPO] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, lalt_finished, lalt_reset),
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[RAPC] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, ralt_finished, ralt_reset),
|
||||
[LCPO] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, lctl_finished, lctl_reset),
|
||||
[RCPC] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, rctl_finished, rctl_reset),
|
||||
[D20] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, d20_finished, d20_reset),
|
||||
};
|
|
@ -0,0 +1,18 @@
|
|||
# PHSC138's Layout for the atom47
|
||||
## Base layer
|
||||
The base layer is a standard vortex core layout
|
||||
|
||||
## Layer 1 (PROG)
|
||||
This layer contains space cadet bindings to make programming easier. Ex: tapping left shift will input an open parenthesis
|
||||
|
||||
## Layer 2 (GAME)
|
||||
This layer contains game specific macros, currently only a D20 has been implemented
|
||||
|
||||
## Layer 3 (FN)
|
||||
This can be activated by pressing the `fn` key. This layer contains mostly the same bindings as the base vortex core except vim keybinds have replaced the arrow keys.
|
||||
|
||||
## Layer 4 (FN1)
|
||||
This can be activated by pressing the `fn1` key. This is the default vortex core layer.
|
||||
|
||||
## Layer 5 (NUM)
|
||||
This is a numpad that can be activated by holding the PN key. This also has some useful keys, such as `QC_BOOT`.
|
|
@ -0,0 +1,3 @@
|
|||
MOUSEKEY_ENABLE = no
|
||||
NKRO_ENABLE = yes
|
||||
TAP_DANCE_ENABLE = yes
|
Loading…
Reference in New Issue