#include QMK_KEYBOARD_H // Layer names. We stick to 3 letters if possible so MO(NAME) fits in 7 // characters and doesn't mess with the grid. #define _QW 0 #define _L1 1 #define _L2 2 #define _L3 3 // Curly braces have their own keys. These are defined so they don't mess up the // grid in layer 2. #define L_CURBR LSFT(KC_LBRC) #define R_CURBR LSFT(KC_RBRC) #define L1_TAB LT(_L1, KC_TAB) #define L2_ESC LT(_L2, KC_ESC) #define L2_SLSH LT(_L2, KC_SLSH) #define L3_QUOT LT(_L3, KC_QUOT) // Tap dance magic #define TD_LGUI TD(BE_TD_GUI) #define TD_LCTL TD(BE_TD_CTL) #define TD_LALT TD(BE_TD_ALT) enum belak_td { BE_TD_GUI = 0, BE_TD_CTL, BE_TD_ALT, }; void mod_tap_fn(qk_tap_dance_state_t *state, void *user_data); void mod_reset_fn(qk_tap_dance_state_t *state, void *user_data); qk_tap_dance_action_t tap_dance_actions[] = { [BE_TD_GUI] = ACTION_TAP_DANCE_FN_ADVANCED(mod_tap_fn, NULL, mod_reset_fn), [BE_TD_CTL] = ACTION_TAP_DANCE_FN_ADVANCED(mod_tap_fn, NULL, mod_reset_fn), [BE_TD_ALT] = ACTION_TAP_DANCE_FN_ADVANCED(mod_tap_fn, NULL, mod_reset_fn), }; uint16_t tap_dance_keys[] = { [BE_TD_GUI] = KC_LGUI, [BE_TD_CTL] = KC_LCTL, [BE_TD_ALT] = KC_LALT, }; // Fillers to make layering more clear #define _______ KC_TRNS const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { [_QW] = LAYOUT_arrow_command( /* Qwerty */ L2_ESC, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_BSPC, L1_TAB, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_ENT, KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_UP, L2_SLSH, TD_LCTL, MO(_L3), TD_LALT, TD_LGUI, KC_SPC, KC_SPC, MO(_L1), KC_LEFT, KC_DOWN, KC_RGHT ), [_L1] = LAYOUT_arrow_command( /* LAYER 1 */ KC_GRV, KC_EXLM, KC_AT, KC_HASH, KC_DLR, KC_PERC, KC_CIRC, KC_AMPR, KC_ASTR, KC_LPRN, KC_RPRN, KC_DEL, _______, KC_BSLS, KC_QUOT, KC_MINS, KC_EQL, KC_LBRC, KC_RBRC, KC_DOWN, KC_UP, KC_LEFT, KC_RGHT, KC_QUOT, _______, KC_ESC, _______, KC_PSCR, _______, _______, _______, KC_MSTP, KC_MPLY, KC_MPRV, KC_MNXT, KC_RSFT, _______, KC_LGUI, _______, _______, _______, _______, _______, _______, _______, _______ ), [_L2] = LAYOUT_arrow_command( /* LAYER 2 */ _______, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, _______, KC_ESC, KC_PIPE, KC_DQUO, KC_UNDS, KC_PLUS, L_CURBR, R_CURBR, KC_4, KC_5, KC_6, KC_VOLU, _______, _______, _______, _______, _______, _______, _______, KC_0, KC_1, KC_2, KC_3, KC_VOLD, _______, _______, _______, _______, _______, _______, _______, KC_RALT, _______, _______, _______ ), [_L3] = LAYOUT_arrow_command( /* LAYER 3 */ _______, _______, _______, _______, _______, _______, _______, KC_F1, KC_F2, KC_F3, KC_F4, _______, KC_ESC, _______, _______, _______, _______, _______, _______, KC_F5, KC_F6, KC_F7, KC_F8, _______, _______, _______, _______, _______, _______, _______, _______, KC_F9, KC_F10, KC_F11, KC_F12, KC_RSFT, _______, _______, _______, _______, _______, _______, KC_RALT, _______, _______, _______ ) }; const uint16_t PROGMEM fn_actions[] = {}; // Tap dance functions void mod_tap_fn(qk_tap_dance_state_t *state, void *user_data) { switch (state->count) { case 1: register_mods(MOD_BIT(tap_dance_keys[state->keycode - QK_TAP_DANCE])); send_keyboard_report(); break; case 2: layer_on(_L2); break; case 3: layer_off(_L2); layer_on(_L1); break; default: reset_tap_dance(state); } } void mod_reset_fn(qk_tap_dance_state_t *state, void *user_data) { layer_off(_L1); layer_off(_L2); unregister_mods(MOD_BIT(tap_dance_keys[state->keycode - QK_TAP_DANCE])); send_keyboard_report(); }