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Diffstat (limited to 'keyboards/tada68/keymaps/trashcat/keymap.c')
-rw-r--r--keyboards/tada68/keymaps/trashcat/keymap.c113
1 files changed, 113 insertions, 0 deletions
diff --git a/keyboards/tada68/keymaps/trashcat/keymap.c b/keyboards/tada68/keymaps/trashcat/keymap.c
new file mode 100644
index 000000000..79a14753e
--- /dev/null
+++ b/keyboards/tada68/keymaps/trashcat/keymap.c
@@ -0,0 +1,113 @@
1#include "tada68.h"
2
3// Each layer gets a name for readability, which is then used in the keymap matrix below.
4// The underscores don't mean anything - you can have a layer called STUFF or any other name.
5// Layer names don't all need to be of the same length, obviously, and you can also skip them
6// entirely and just use numbers.
7#define _BL 0
8#define _FL 1
9#define _GM 2
10#define _GF 3
11
12#define _______ KC_TRNS
13
14// Tap dance declarations (These must go above the keymaps)
15enum {
16 TD_F1 = 0,
17 TD_F2,
18 TD_F3,
19 TD_F4,
20 TD_F5,
21 TD_F6,
22 TD_F7,
23 TD_F8,
24 TD_F9,
25 TD_F10,
26 TD_F11,
27 TD_F12,
28 TD_AE_FITCOMP,
29 TD_AE_IN,
30 TD_AE_OUT
31};
32
33const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
34 /* Keymap _BL: (Base Layer) Default Layer
35 * ,----------------------------------------------------------------.
36 * |Esc | 1| 2| 3| 4| 5| 6| 7| 8| 9| 0| -| =| \ |~ ` |
37 * |----------------------------------------------------------------|
38 * |Tab | Q| W| E| R| T| Y| U| I| O| P| [| ]|Bksp |Del |
39 * |----------------------------------------------------------------|
40 * |Ctrl | A| S| D| F| G| H| J| K| L| ;| '|Return |PgUp|
41 * |----------------------------------------------------------------|
42 * |Shift | Z| X| C| V| B| N| M| ,| .| /|Shift | Up|PgDn|
43 * |----------------------------------------------------------------|
44 * |Ctrl|Win |Alt | Space |FN| Alt|Ctrl|Lef|Dow|Rig |
45 * `----------------------------------------------------------------'
46 */
47[_BL] = KEYMAP_ANSI(
48 KC_ESC, TD(TD_F1), TD(TD_F2), TD(TD_F3), TD(TD_F4), TD(TD_F5), TD(TD_F6), TD(TD_F7), TD(TD_F8), TD(TD_F9), TD(TD_F10), TD(TD_F11), TD(TD_F12), KC_BSLS,KC_GRV, \
49 KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC,KC_BSPC,KC_DEL, \
50 KC_LCTRL, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN,KC_QUOT, KC_ENT,KC_PGUP, \
51 KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM,KC_DOT, KC_SLSH, KC_RSFT,KC_UP,KC_PGDN, \
52 KC_LCTL, KC_LGUI,KC_LALT, KC_SPC, MO(_FL),KC_RALT,KC_RCTRL, KC_LEFT,KC_DOWN,KC_RGHT),
53
54 /* Keymap _FL: Function Layer
55 * ,----------------------------------------------------------------.
56 * | | F1|F2 |F3 |F4 |F5 |F6 |F7 |F8 |F9 |F10|F11|F12| _GM |Ins |
57 * |----------------------------------------------------------------|
58 * | | |Up | | | | | | | | | | | |Hme |
59 * |----------------------------------------------------------------|
60 * | Caps |<- |Dn | ->| | | | | | | | | |End |
61 * |----------------------------------------------------------------|
62 * | | | |Bl-|BL |BL+| |VU-|VU+|MUT| | McL|MsU|McR |
63 * |----------------------------------------------------------------|
64 * | | | | | | | |Prev|P/P|Next|
65 * `----------------------------------------------------------------'
66 */
67[_FL] = KEYMAP_ANSI(
68 _______, KC_F1 ,KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, _______, KC_INS , \
69 _______,_______, KC_UP,_______,_______, _______,_______,_______,_______,_______,_______,_______,_______, _______,KC_HOME, \
70 KC_CAPS,KC_LEFT,KC_DOWN,KC_RIGHT,_______,_______,_______,_______,_______,_______,_______,_______, _______,KC_END, \
71 _______,_______,_______,BL_DEC, BL_TOGG,BL_INC, _______,KC_VOLD,KC_VOLU,KC_MUTE,_______,_______, _______, _______, \
72 _______,_______,_______, TG(_GM), _______,_______,_______,KC_MPRV,KC_MPLY, KC_MNXT),
73
74 /* Keymap _GL: Gaming Layer. Basically makes Caps Lock behave normally. I know there is a better way to do this but copy and paste was my friend
75 * ,----------------------------------------------------------------.
76 * |Esc | 1| 2| 3| 4| 5| 6| 7| 8| 9| 0| -| =| \ |~ ` |
77 * |----------------------------------------------------------------|
78 * |Tab | Q| W| E| R| T| Y| U| I| O| P| [| ]|Bksp |Del |
79 * |----------------------------------------------------------------|
80 * |Caps | A| S| D| F| G| H| J| K| L| ;| '|Return |PgUp|
81 * |----------------------------------------------------------------|
82 * |Shift | Z| X| C| V| B| N| M| ,| .| /|Shift | Up|PgDn|
83 * |----------------------------------------------------------------|
84 * |Ctrl|Win |Alt | Space |FN| Alt|Ctrl|Lef|Dow|Rig |
85 * `----------------------------------------------------------------'
86 */
87[_GM] = KEYMAP_ANSI(
88 KC_ESC,TD(TD_F1), TD(TD_F2), TD(TD_F3), TD(TD_F4), TD(TD_F5), TD(TD_F6), TD(TD_F7), TD(TD_F8), TD(TD_F9), TD(TD_F10), TD(TD_F11), TD(TD_F12), _______, KC_GRV, \
89 KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC,KC_BSPC,KC_DEL, \
90 KC_CAPS, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN,KC_QUOT, KC_ENT,KC_PGUP, \
91 KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM,KC_DOT, KC_SLSH, KC_RSFT,KC_UP,KC_PGDN, \
92 KC_LCTL, KC_LGUI,KC_LALT, _______, MO(_FL),KC_RALT,KC_RCTRL, KC_LEFT,KC_DOWN,KC_RGHT),
93
94};
95
96// Tapdance definitions. Tap Dance F Keys.
97qk_tap_dance_action_t tap_dance_actions[] = {
98 [TD_F1] = ACTION_TAP_DANCE_DOUBLE(KC_1, KC_F1),
99 [TD_F2] = ACTION_TAP_DANCE_DOUBLE(KC_2, KC_F2),
100 [TD_F3] = ACTION_TAP_DANCE_DOUBLE(KC_3, KC_F3),
101 [TD_F4] = ACTION_TAP_DANCE_DOUBLE(KC_4, KC_F4),
102 [TD_F5] = ACTION_TAP_DANCE_DOUBLE(KC_5, KC_F5),
103 [TD_F6] = ACTION_TAP_DANCE_DOUBLE(KC_6, KC_F6),
104 [TD_F7] = ACTION_TAP_DANCE_DOUBLE(KC_7, KC_F7),
105 [TD_F8] = ACTION_TAP_DANCE_DOUBLE(KC_8, KC_F8),
106 [TD_F9] = ACTION_TAP_DANCE_DOUBLE(KC_9, KC_F9),
107 [TD_F10] = ACTION_TAP_DANCE_DOUBLE(KC_0, KC_F10),
108 [TD_F11] = ACTION_TAP_DANCE_DOUBLE(KC_MINS, KC_F11),
109 [TD_F12] = ACTION_TAP_DANCE_DOUBLE(KC_EQL, KC_F12),
110 [TD_AE_FITCOMP] = ACTION_TAP_DANCE_DOUBLE(KC_SLSH, LALT(KC_SLSH)),
111 [TD_AE_IN] = ACTION_TAP_DANCE_DOUBLE(KC_LBRC, LALT(KC_LBRC)),
112[TD_AE_OUT] = ACTION_TAP_DANCE_DOUBLE(KC_RBRC, LALT(KC_RBRC))
113};