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-rw-r--r--keyboards/tada68/keymaps/trashcat/keymap.c113
-rw-r--r--keyboards/tada68/keymaps/trashcat/readme.md7
-rw-r--r--keyboards/tada68/keymaps/trashcat/rules.mk21
3 files changed, 141 insertions, 0 deletions
diff --git a/keyboards/tada68/keymaps/trashcat/keymap.c b/keyboards/tada68/keymaps/trashcat/keymap.c
new file mode 100644
index 0000000000..79a14753e1
--- /dev/null
+++ b/keyboards/tada68/keymaps/trashcat/keymap.c
@@ -0,0 +1,113 @@
+#include "tada68.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.
+#define _BL 0
+#define _FL 1
+#define _GM 2
+#define _GF 3
+
+#define _______ KC_TRNS
+
+// Tap dance declarations (These must go above the keymaps)
+enum {
+ TD_F1 = 0,
+ TD_F2,
+ TD_F3,
+ TD_F4,
+ TD_F5,
+ TD_F6,
+ TD_F7,
+ TD_F8,
+ TD_F9,
+ TD_F10,
+ TD_F11,
+ TD_F12,
+ TD_AE_FITCOMP,
+ TD_AE_IN,
+ TD_AE_OUT
+};
+
+const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
+ /* Keymap _BL: (Base Layer) Default Layer
+ * ,----------------------------------------------------------------.
+ * |Esc | 1| 2| 3| 4| 5| 6| 7| 8| 9| 0| -| =| \ |~ ` |
+ * |----------------------------------------------------------------|
+ * |Tab | Q| W| E| R| T| Y| U| I| O| P| [| ]|Bksp |Del |
+ * |----------------------------------------------------------------|
+ * |Ctrl | A| S| D| F| G| H| J| K| L| ;| '|Return |PgUp|
+ * |----------------------------------------------------------------|
+ * |Shift | Z| X| C| V| B| N| M| ,| .| /|Shift | Up|PgDn|
+ * |----------------------------------------------------------------|
+ * |Ctrl|Win |Alt | Space |FN| Alt|Ctrl|Lef|Dow|Rig |
+ * `----------------------------------------------------------------'
+ */
+[_BL] = KEYMAP_ANSI(
+ 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, \
+ 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, \
+ 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, \
+ 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, \
+ KC_LCTL, KC_LGUI,KC_LALT, KC_SPC, MO(_FL),KC_RALT,KC_RCTRL, KC_LEFT,KC_DOWN,KC_RGHT),
+
+ /* Keymap _FL: Function Layer
+ * ,----------------------------------------------------------------.
+ * | | F1|F2 |F3 |F4 |F5 |F6 |F7 |F8 |F9 |F10|F11|F12| _GM |Ins |
+ * |----------------------------------------------------------------|
+ * | | |Up | | | | | | | | | | | |Hme |
+ * |----------------------------------------------------------------|
+ * | Caps |<- |Dn | ->| | | | | | | | | |End |
+ * |----------------------------------------------------------------|
+ * | | | |Bl-|BL |BL+| |VU-|VU+|MUT| | McL|MsU|McR |
+ * |----------------------------------------------------------------|
+ * | | | | | | | |Prev|P/P|Next|
+ * `----------------------------------------------------------------'
+ */
+[_FL] = KEYMAP_ANSI(
+ _______, 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 , \
+ _______,_______, KC_UP,_______,_______, _______,_______,_______,_______,_______,_______,_______,_______, _______,KC_HOME, \
+ KC_CAPS,KC_LEFT,KC_DOWN,KC_RIGHT,_______,_______,_______,_______,_______,_______,_______,_______, _______,KC_END, \
+ _______,_______,_______,BL_DEC, BL_TOGG,BL_INC, _______,KC_VOLD,KC_VOLU,KC_MUTE,_______,_______, _______, _______, \
+ _______,_______,_______, TG(_GM), _______,_______,_______,KC_MPRV,KC_MPLY, KC_MNXT),
+
+ /* 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
+ * ,----------------------------------------------------------------.
+ * |Esc | 1| 2| 3| 4| 5| 6| 7| 8| 9| 0| -| =| \ |~ ` |
+ * |----------------------------------------------------------------|
+ * |Tab | Q| W| E| R| T| Y| U| I| O| P| [| ]|Bksp |Del |
+ * |----------------------------------------------------------------|
+ * |Caps | A| S| D| F| G| H| J| K| L| ;| '|Return |PgUp|
+ * |----------------------------------------------------------------|
+ * |Shift | Z| X| C| V| B| N| M| ,| .| /|Shift | Up|PgDn|
+ * |----------------------------------------------------------------|
+ * |Ctrl|Win |Alt | Space |FN| Alt|Ctrl|Lef|Dow|Rig |
+ * `----------------------------------------------------------------'
+ */
+[_GM] = KEYMAP_ANSI(
+ 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, \
+ 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, \
+ 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, \
+ 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, \
+ KC_LCTL, KC_LGUI,KC_LALT, _______, MO(_FL),KC_RALT,KC_RCTRL, KC_LEFT,KC_DOWN,KC_RGHT),
+
+};
+
+// Tapdance definitions. Tap Dance F Keys.
+qk_tap_dance_action_t tap_dance_actions[] = {
+ [TD_F1] = ACTION_TAP_DANCE_DOUBLE(KC_1, KC_F1),
+ [TD_F2] = ACTION_TAP_DANCE_DOUBLE(KC_2, KC_F2),
+ [TD_F3] = ACTION_TAP_DANCE_DOUBLE(KC_3, KC_F3),
+ [TD_F4] = ACTION_TAP_DANCE_DOUBLE(KC_4, KC_F4),
+ [TD_F5] = ACTION_TAP_DANCE_DOUBLE(KC_5, KC_F5),
+ [TD_F6] = ACTION_TAP_DANCE_DOUBLE(KC_6, KC_F6),
+ [TD_F7] = ACTION_TAP_DANCE_DOUBLE(KC_7, KC_F7),
+ [TD_F8] = ACTION_TAP_DANCE_DOUBLE(KC_8, KC_F8),
+ [TD_F9] = ACTION_TAP_DANCE_DOUBLE(KC_9, KC_F9),
+ [TD_F10] = ACTION_TAP_DANCE_DOUBLE(KC_0, KC_F10),
+ [TD_F11] = ACTION_TAP_DANCE_DOUBLE(KC_MINS, KC_F11),
+ [TD_F12] = ACTION_TAP_DANCE_DOUBLE(KC_EQL, KC_F12),
+ [TD_AE_FITCOMP] = ACTION_TAP_DANCE_DOUBLE(KC_SLSH, LALT(KC_SLSH)),
+ [TD_AE_IN] = ACTION_TAP_DANCE_DOUBLE(KC_LBRC, LALT(KC_LBRC)),
+[TD_AE_OUT] = ACTION_TAP_DANCE_DOUBLE(KC_RBRC, LALT(KC_RBRC))
+};
diff --git a/keyboards/tada68/keymaps/trashcat/readme.md b/keyboards/tada68/keymaps/trashcat/readme.md
new file mode 100644
index 0000000000..d8e37fa21d
--- /dev/null
+++ b/keyboards/tada68/keymaps/trashcat/readme.md
@@ -0,0 +1,7 @@
+# Trashcat's Tada68
+
+Just my simple layout for the Tada68.
+Caps Lock behaves as LCtrl until switched to the Gaming Layer. I have a stupid reason for why I need caps lock at all but I won't get into it.
+LCtrl is also LCtrl because I had no idea what else to put there.
+
+Tap Dance for the F Row.. i.e double tap 1 and get F1 instead.
diff --git a/keyboards/tada68/keymaps/trashcat/rules.mk b/keyboards/tada68/keymaps/trashcat/rules.mk
new file mode 100644
index 0000000000..644b6a814b
--- /dev/null
+++ b/keyboards/tada68/keymaps/trashcat/rules.mk
@@ -0,0 +1,21 @@
+# Build Options
+# change to "no" to disable the options, or define them in the Makefile in
+# the appropriate keymap folder that will get included automatically
+#
+BOOTMAGIC_ENABLE = no # Virtual DIP switch configuration(+1000)
+MOUSEKEY_ENABLE = yes # Mouse keys(+4700)
+EXTRAKEY_ENABLE = yes # Audio control and System control(+450)
+CONSOLE_ENABLE = no # Console for debug(+400)
+COMMAND_ENABLE = yes # Commands for debug and configuration
+NKRO_ENABLE = yes # Nkey Rollover - if this doesn't work, see here: https://github.com/tmk/tmk_keyboard/wiki/FAQ#nkro-doesnt-work
+BACKLIGHT_ENABLE = yes # Enable keyboard backlight functionality
+MIDI_ENABLE = no # MIDI controls
+AUDIO_ENABLE = no # Audio output on port C6
+UNICODE_ENABLE = no # Unicode
+BLUETOOTH_ENABLE = no # Enable Bluetooth with the Adafruit EZ-Key HID
+RGBLIGHT_ENABLE = no # Enable WS2812 RGB underlight. Do not enable this with audio at the same time.
+SLEEP_LED_ENABLE = yes # Breathing sleep LED during USB suspend
+TAP_DANCE_ENABLE = yes # Tappa Dance Bitch
+ifndef QUANTUM_DIR
+ include ../../../../Makefile
+endif