keymap.c 2.2 KB

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  1. // this is the style you want to emulate.
  2. // This is the canonical layout file for the Quantum project. If you want to add another keyboard,
  3. #include QMK_KEYBOARD_H
  4. // Each layer gets a name for readability, which is then used in the keymap matrix below.
  5. // The underscores don't mean anything - you can have a layer called STUFF or any other name.
  6. // Layer names don't all need to be of the same length, obviously, and you can also skip them
  7. // entirely and just use numbers.
  8. enum ferris_layers {
  9. _QWERTY,
  10. _LOWER,
  11. _RAISE
  12. };
  13. enum ferris_tap_dances {
  14. TD_Q_ESC
  15. };
  16. #define KC_CTSC RCTL_T(KC_SCLN)
  17. #define KC_CTLA LCTL_T(KC_A)
  18. #define KC_LSHZ LSFT_T(KC_Z)
  19. #define KC_RLSH RSFT_T(KC_SLSH)
  20. #define KC_SPM2 LT(2, KC_SPC)
  21. #define KC_BSM1 LT(1, KC_BSPC)
  22. #define KC_GUTA GUI_T(KC_TAB)
  23. #define KC_CLGV CTL_T(KC_GRV)
  24. const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
  25. [_QWERTY] = LAYOUT( /* QWERTY */
  26. KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P,
  27. KC_CTLA, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN,
  28. KC_LSHZ, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_RLSH,
  29. KC_CLGV, KC_BSM1, KC_SPM2, KC_GUTA
  30. ),
  31. [_LOWER] = LAYOUT( /* [> LOWER <] */
  32. KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0,
  33. KC_GESC, KC_HOME, KC_PGDN, KC_PGUP, KC_END, KC_LEFT, KC_DOWN, KC_UP, KC_RGHT, KC_QUOT,
  34. KC_TRNS, KC_TRNS, KC_TRNS, KC_BTN1, KC_BTN2, KC_MS_L, KC_MS_D, KC_MS_U, KC_MS_R, KC_ENT,
  35. KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS
  36. ),
  37. [_RAISE] = LAYOUT( /* [> RAISE <] */
  38. KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10,
  39. KC_TAB, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_MINS, KC_EQL, KC_LBRC, KC_RBRC, KC_PIPE,
  40. KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_UNDS, KC_PLUS, KC_TRNS, KC_TRNS, RESET,
  41. KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS
  42. )
  43. };
  44. // Tap Dance Definitions
  45. qk_tap_dance_action_t tap_dance_actions[] = {
  46. // Tap once for Q, twice for ESC
  47. [TD_Q_ESC] = ACTION_TAP_DANCE_DOUBLE(KC_Q, KC_ESC)
  48. };