1
0
Fork 0

Eric Gebhart user space and keymaps (#17487)

Co-authored-by: Drashna Jaelre <drashna@live.com>
This commit is contained in:
Eric Gebhart 2022-11-12 00:09:41 +01:00 committed by GitHub
parent 49a78b8114
commit 050472a4d0
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
147 changed files with 13177 additions and 4102 deletions

View file

@ -0,0 +1,420 @@
#pragma once
/*
Copyright 2018 Eric Gebhart <e.a.gebhart@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/******************************************************************/
/* This is where I put my Keyboard layouts, Everything on the */
/* edges, the functions on keys like LT() and SFT_T() */
/* can be applied here. The physical shape of the keyboard is */
/* also accounted for here. This makes it very simple to add a */
/* new keyboard and reuse all of my layouts and layers */
/* */
/* The particular pieces we define here (as needed) are: */
/* * Edge pinky keys, */
/* * Middle section keys */
/* * Bottom/5th row */
/* * Thumbkeys */
/* * Any functional additions to wrap the keys. ie. LT() */
/* */
/* With all of that in hand, we then create a LAYOUT wrapper */
/* macro that takes a list of keys, to create a keyboard matrix */
/* that fits the keyboard. Simple. */
/* */
/* The thumb keys, the bottom rows, etc. */
/* */
/* An attempt has been made to adapt the kinesis and ergodox */
/* Thumb keys to the rectangular shapes of the xd75 and viterbi. */
/* which are 15x and 14x matrices respectively. */
/* The Corne was a perfect fit */
/******************************************************************/
/******************************************************************/
/* * The XD75 is a 5x15 Ortholinear matrix which means it has 3 */
/* keys inbetween the usual left and right hand keys */
/* * The Viterbi is a split 5x14 Ortholinear with 2 middle keys. */
/* * The Ergodox is a split 5x14 Ortholinear with 2 middle keys, */
/* thumbkeys. It is missing middle keys on (home) row 3. */
/* * The Corne is a split 3x12 with 6 thumb keys. It has no */
/* extra middle keys */
/* */
/******************************************************************/
/******************************************************************/
/* In all cases these keyboards are defined in a matrix which is */
/* a set of rows. Maybe like so, or not. */
/* */
/* -------------------------|------------------------ */
/* | Left0 | Numbers L | mid|dle0 | numbers R | Right0 | */
/* | Left1 | keys0-5 | mid|dle1 | Keys6-10 | Right1 | */
/* | Left2 | keys11-15 | mid|dle2 | Keys16-20 | Right2 | */
/* | Left3 | keys20-25 | mid|dle3 | Keys25-30 | Right3 | */
/* | Row5L | Row5R | */
/* | ThumbsL | ThumbsR | */
/* -------------------------|------------------------ */
/* Generally speaking, the keys on the right and left don't change. */
/* Neither does the bottom row or the thumbs. Frequently the numbers */
/* row is identical across layers. Mostly, we want our Base layers to */
/* be predctable. */
// Edge columns. N rows by 6 columns per side.
// Outside pinky keys are 'yes'
// Should be undef/def'd by the keyboard's keymap if no.
//#define EDGE_COLS yes
// BEPO or EN. Used in map.h
//#define LANG_IS EN
#define CONCATENATEE(a, ...) a ## __VA_ARGS__
#define CATE(a, ...) CONCATENATEE(a, __VA_ARGS__)
// EDGES
// outside pinky keys row 0-3.
// Qwerty and Bepo, - Applies
// to foreign layouts on bepo. dvorak_bp, beakl_bp.
// Use by Wrapping the root like so. LANG_N(LEFT0)
// Add more languages by adding more definitions.
#define EDGE_KEY(KNAME) CATE(LANG_N(KNAME), EDGE_KEY_SFX)
#define LEFT_0 EDGE_KEY(LEFT0)
#define LEFT_1 EDGE_KEY(LEFT1)
#define LEFT_2 EDGE_KEY(LEFT2)
#define LEFT_3 EDGE_KEY(LEFT3)
#define RIGHT_0 EDGE_KEY(RIGHT0)
#define RIGHT_1 EDGE_KEY(RIGHT1)
#define RIGHT_2 EDGE_KEY(RIGHT2)
#define RIGHT_3 EDGE_KEY(RIGHT3)
#define EDGE_KEY_SFX CATE(CATE(EDGE_KEY_SET_IS, _), SFX)
#define SML_SFX _sml
#define NOKC_SFX _nokc
#define NORM_SFX _norm
#define TEST_SFX _test
#define REF1_SFX _ref1
#define REF2_SFX _ref2
// Edge key sets
// a mostly normalish set of edge keys.
#define LEFT0_EN_norm KC_GRV
#define LEFT1_EN_norm KC_GRV
#define LEFT2_EN_norm KC_TAB
#define LEFT3_EN_norm KC_BSLS
#define RIGHT0_EN_norm KC_EQL
#define RIGHT1_EN_norm KC_EQL
#define RIGHT2_EN_norm KC_MINS
#define RIGHT3_EN_norm KC_SLSH
// smart lock edges mostly
#define LEFT0_EN_sml SML_NAV
#define LEFT1_EN_sml SML_NAV
#define LEFT2_EN_sml KC_TAB
#ifdef ACCENTS_MORTE_LAYER_ENABLE
#define LEFT3_EN_sml TT(_ACCENTS_MORTE_EN)
#else
#define LEFT3_EN_sml ___
#endif
#define RIGHT0_EN_sml SML_KEYPAD
#define RIGHT1_EN_sml SML_KEYPAD
#define RIGHT2_EN_sml KC_MINS
#define RIGHT3_EN_sml TT(_LAYERS)
// empty no kc edges
#define LEFT0_EN_nokc KC_NO
#define LEFT1_EN_nokc KC_NO
#define LEFT2_EN_nokc KC_NO
#define LEFT3_EN_nokc KC_NO
#define RIGHT0_EN_nokc KC_NO
#define RIGHT1_EN_nokc KC_NO
#define RIGHT2_EN_nokc KC_NO
#define RIGHT3_EN_nokc KC_NO
//test edge keys
#define LEFT0_EN_test KC_NO
#define LEFT1_EN_test KC_NO
#define LEFT2_EN_test KC_NO
#define LEFT3_EN_test KC_NO
#define RIGHT0_EN_test KC_NO
#define RIGHT1_EN_test KC_NO
#define RIGHT2_EN_test KC_NO
#define RIGHT3_EN_test KC_NO
// bepo
// mostly normal expected things
#define LEFT0_BP_norm BP_GRV
#define LEFT1_BP_norm BP_GRV
#define LEFT2_BP_norm BP_TAB
#define LEFT3_BP_norm BP_BSLS
#define RIGHT0_BP_norm BP_EQL
#define RIGHT1_BP_norm BP_EQL
#define RIGHT2_BP_norm BP_DV_MINS
#define RIGHT3_BP_norm BP_SLSH
// smart locks mostly, tab, mins
#define LEFT0_BP_sml SML_NAV
#define LEFT1_BP_sml SML_NAV
#define LEFT2_BP_sml KC_TAB
#define LEFT3_BP_sml TT(_ACCENTS_MORTE_BP)
#define RIGHT0_BP_sml SML_KEYPAD_BP
#define RIGHT1_BP_sml SML_KEYPAD_BP
#define RIGHT2_BP_sml BP_MINS
#define RIGHT3_BP_sml TT(_LAYERS)
// empty nokc edges
#define LEFT0_BP_nokc KC_NO
#define LEFT1_BP_nokc KC_NO
#define LEFT2_BP_nokc KC_NO
#define LEFT3_BP_nokc KC_NO
#define RIGHT0_BP_nokc KC_NO
#define RIGHT1_BP_nokc KC_NO
#define RIGHT2_BP_nokc KC_NO
#define RIGHT3_BP_nokc KC_NO
// test edges
#define LEFT0_BP_test KC_NO
#define LEFT1_BP_test KC_NO
#define LEFT2_BP_test KC_NO
#define LEFT3_BP_test KC_NO
#define RIGHT0_BP_test KC_NO
#define RIGHT1_BP_test KC_NO
#define RIGHT2_BP_test KC_NO
#define RIGHT3_BP_test KC_NO
// Edges for the combo reference layers.
#define LEFT0_CB_ref1 L0_CB
#define LEFT1_CB_ref1 L1_CB
#define LEFT2_CB_ref1 L2_CB
#define LEFT3_CB_ref1 L3_CB
#define RIGHT0_CB_ref1 R0_CB
#define RIGHT1_CB_ref1 R1_CB
#define RIGHT2_CB_ref1 R2_CB
#define RIGHT3_CB_ref1 R3_CB
#define LEFT0_CB_ref2 L0_CB2
#define LEFT1_CB_ref2 L1_CB2
#define LEFT2_CB_ref2 L2_CB2
#define LEFT3_CB_ref2 L3_CB2
#define RIGHT0_CB_ref2 R0_CB2
#define RIGHT1_CB_ref2 R1_CB2
#define RIGHT2_CB_ref2 R2_CB2
#define RIGHT3_CB_ref2 R3_CB2
/******************************************************************/
/* Middle Keysets for various keyboards */
// MIDDLES
/// Middle left and right keys.
/******************************************************************/
#define ___MIDDLE_LT___ OSL(_LAYERS)
#define ___MIDDLE_L1___ LANG_KC(_CCCV)
#define ___MIDDLE_L2___ TO(LN_SYMB)
#define ___MIDDLE_L3___ TO(_NAV)
#define ___MIDDLE_RT___ _X_
#define ___MIDDLE_R1___ LANG_KC(_CCCV)
#define ___MIDDLE_R2___ TO(LN_TOPROWS)
#define ___MIDDLE_R3___ ___
// 3 keys in the middle of a 15x matrix
#define ___3_MIDDLE_T___ ___MIDDLE_LT___, LCTL(LANG_KC(_A)), ___MIDDLE_RT___
#define ___3_MIDDLE_1___ ___MIDDLE_L1___, LCTL(LANG_KC(_X)), ___MIDDLE_R1___
#define ___3_MIDDLE_2___ ___MIDDLE_L2___, TO_RGB, ___MIDDLE_R2___
#define ___3_MIDDLE_3___ ___MIDDLE_L3___, TO(LN_SYMB), ___MIDDLE_R3___
// 2 keys in the middle of a 14x matrix - For viterbi and ergodox.
#define ___2_MIDDLE_T___ ___MIDDLE_LT___, ___MIDDLE_RT___
#define ___2_MIDDLE_1___ ___MIDDLE_L1___, ___MIDDLE_R1___
#define ___2_MIDDLE_2___ ___MIDDLE_L2___, ___MIDDLE_R2___
#define ___2_MIDDLE_3___ ___MIDDLE_L3___, ___MIDDLE_R3___
// 2 keys in the middle of a 14x matrix - For viterbi and ergodox.
#define ___3_MIDDLE_T_EN___ ___3_MIDDLE_T___
#define ___3_MIDDLE_1_EN___ ___3_MIDDLE_1___
#define ___3_MIDDLE_2_EN___ ___3_MIDDLE_2___
#define ___3_MIDDLE_3_EN___ ___3_MIDDLE_3___
#define ___2_MIDDLE_T_EN___ ___2_MIDDLE_T___
#define ___2_MIDDLE_1_EN___ ___2_MIDDLE_1___
#define ___2_MIDDLE_2_EN___ ___2_MIDDLE_2___
#define ___2_MIDDLE_3_EN___ ___2_MIDDLE_3___
#define ___3_MIDDLE_T_BP___ ___3_MIDDLE_T___
#define ___3_MIDDLE_1_BP___ ___3_MIDDLE_1___
#define ___3_MIDDLE_2_BP___ ___3_MIDDLE_2___
#define ___3_MIDDLE_3_BP___ ___3_MIDDLE_3___
#define ___2_MIDDLE_T_BP___ ___2_MIDDLE_T___
#define ___2_MIDDLE_1_BP___ ___2_MIDDLE_1___
#define ___2_MIDDLE_2_BP___ ___2_MIDDLE_2___
#define ___2_MIDDLE_3_BP___ ___2_MIDDLE_3___
#define ___2_MIDDLE_T_CB___ CB_0M1, CB_0M2
#define ___2_MIDDLE_1_CB___ CB_1M1, CB_1M2
#define ___2_MIDDLE_2_CB___ CB_2M1, CB_2M2
#define ___2_MIDDLE_3_CB___ CB_3M1, CB_3M2
#define ___2_MIDDLE_4_CB___ CB_4M1, CB_4M2
#define ___3_MIDDLE_T_CB___ CB_0M1, CB_0M2, CB_0M3
#define ___3_MIDDLE_1_CB___ CB_1M1, CB_1M2, CB_1M3
#define ___3_MIDDLE_2_CB___ CB_2M1, CB_2M2, CB_2M3
#define ___3_MIDDLE_3_CB___ CB_3M1, CB_3M2, CB_3M3
#define ___3_MIDDLE_4_CB___ CB_4M1, CB_4M2, CB_4M3
#define ___4_MIDDLE_4_CB___ CB_4M1, CB_4M2, CB_4M3, CB_4M4
#define ___5_MIDDLE_4_CB___ CB_4M1, CB_4M2, CB_4M3, CB_4M4, CB_4M5
#define ___2_MIDDLE_T_CB2___ CB2_0M1, CB2_0M2
#define ___2_MIDDLE_1_CB2___ CB2_1M1, CB2_1M2
#define ___2_MIDDLE_2_CB2___ CB2_2M1, CB2_2M2
#define ___2_MIDDLE_3_CB2___ CB2_3M1, CB2_3M2
#define ___2_MIDDLE_4_CB2___ CB2_4M1, CB2_4M2
#define ___3_MIDDLE_T_CB2___ CB2_0M1, CB2_0M2, CB2_0M3
#define ___3_MIDDLE_1_CB2___ CB2_1M1, CB2_1M2, CB2_1M3
#define ___3_MIDDLE_2_CB2___ CB2_2M1, CB2_2M2, CB2_2M3
#define ___3_MIDDLE_3_CB2___ CB2_3M1, CB2_3M2, CB2_3M3
#define ___3_MIDDLE_4_CB2___ CB2_4M1, CB2_4M2, CB2_4M3
#define ___4_MIDDLE_4_CB2___ CB2_4M1, CB2_4M2, CB2_4M3, CB2_4M4
#define ___5_MIDDLE_4_CB2___ CB2_4M1, CB2_4M2, CB2_4M3, CB2_4M4, CB2_4M5
#define ___4_LEFT_4_CB___ CB_4L1, CB_4L2, CB_4L3, CB_4L4
#define ___4_RIGHT_4_CB___ CB_4R1, CB_4R2, CB_4R3, CB_4R4
#define ___4_LEFT_4_CB2___ CB2_4L1, CB2_4L2, CB2_4L3, CB2_4L4
#define ___4_RIGHT_4_CB2___ CB2_4R1, CB2_4R2, CB2_4R3, CB2_4R4
#define ___5_LEFT_4_CB___ CB_4L1, CB_4L2, CB_4L3, CB_4L4, CB_4L5
#define ___5_RIGHT_4_CB___ CB_4R1, CB_4R2, CB_4R3, CB_4R4, CB_4R5
#define ___5_LEFT_4_CB2___ CB2_4L1, CB2_4L2, CB2_4L3, CB2_4L4, CB2_4L5
#define ___5_RIGHT_4_CB2___ CB2_4R1, CB2_4R2, CB2_4R3, CB2_4R4, CB2_4R5
#define ___13_BOTTOM_CB___ ___5_LEFT_4_CB___, \
___3_MIDDLE_4_CB___, \
___5_RIGHT_4_CB___
#define ___12_BOTTOM_CB___ ___5_LEFT_4_CB___, \
___2_MIDDLE_4_CB___, \
___5_RIGHT_4_CB___
#define ___13_BOTTOM_CB2___ ___5_LEFT_4_CB2___, \
___3_MIDDLE_4_CB2___, \
___5_RIGHT_4_CB2___
#define ___12_BOTTOM_CB2___ ___5_LEFT_4_CB2___, \
___2_MIDDLE_4_CB2___, \
___5_RIGHT_4_CB2___
/* BOTTOMS, sorta like THUMBS */
/********************************************************************/
// for xd75 or other layouts with a center column.
// #define ___5_MIDDLE_THUMBS___ CTL_BSPC, ALT_DEL, XMONAD_ESC, ALT_ENT, CTL_SPC
#define ___5_MIDDLE_THUMBS___ ALT_DEL, BSPC_TOPR, ESC_SYMB, ENT_NAV, SPC_TOPR
// for a last, 4th thumb row. for rebound.
// backtab, home end, ----, pgup, pgdn, tab ?
#define ___13_BOTTOM___ \
KC_BKTAB, HOME_END, KC_TAB, TT(_NAV), BSPC_SYMB, ESC_TOPR, \
OSL(_LAYERS), \
ENT_NAV, SPC_TOPR, KC_LEFT, KC_PGUP, KC_PGDN, KC_RIGHT
#define ___13_BOTTOM_EN___ ___13_BOTTOM___
#define ___13_BOTTOM_BP___ ___13_BOTTOM___
#define ___12_BOTTOM___ \
KC_BKTAB, HOME_END, KC_TAB, TT(_NAV), BSPC_SYMB, ESC_TOPR, \
ENT_NAV, SPC_TOPR, KC_LEFT, KC_PGUP, KC_PGDN, KC_RIGHT
#define ___12_BOTTOM_EN___ ___12_BOTTOM___
#define ___12_BOTTOM_BP___ ___12_BOTTOM___
// becomes the upper thumbs, the real 4th row if we throw away
// the number row at the top.
// this is the 4th row on the viterbi above the thumbrow if the number
// row is not used for numbers.
#define ___4_MIDDLE_4___ LSFT(KC_TAB), HOME_END, KC_PGDN, KC_TAB
#define ___4_MIDDLE_4b___ TAB_BKTAB, HOME_END, KC_PGDN, KC_PGUP
/********************************************************************/
/* The bottom row and thumbs as needed. */
/********************************************************************/
// Only the 14 and 15 wide bottom rows have bepo versions.
// all others are handled through macros.
#define ___5_BOTTOM_LEFT___ ___X2___, KC_INS, KC_LEFT, KC_RIGHT
#define ___5_BOTTOM_RIGHT___ KC_UP, KC_DOWN, KC_BSLASH, ___X2___
#define ___5_BOTTOM_LEFT_EN___ ___5_BOTTOM_LEFT___
#define ___5_BOTTOM_RIGHT_EN___ ___5_BOTTOM_RIGHT___
#define ___4_BOTTOM_LEFT___ LCTL(KC_V), KC_INS, KC_LEFT, KC_RIGHT
#define ___4_BOTTOM_RIGHT___ KC_UP, KC_DOWN, KC_BSLASH, LCTL(KC_C)
#define ___4_BOTTOM_LEFT_EN___ ___4___ //___4_BOTTOM_LEFT___
#define ___4_BOTTOM_RIGHT_EN___ ___4___ //___4_BOTTOM_RIGHT___
// the bottom rows for keyboards on bepo.
// bepo on bepo - not enough space to go around....
#define ___5_BOTTOM_LEFT_BP___ _X_, BP_EACU, _X_, KC_LEFT, KC_RIGHT
#define ___5_BOTTOM_RIGHT_BP___ KC_UP, KC_DOWN, BP_BSLS, BP_CCED, BP_PERC
#define ___4_BOTTOM_LEFT_BP___ LCTL(BP_C), BP_EACU, KC_LEFT, KC_RIGHT
#define ___4_BOTTOM_RIGHT_BP___ KC_UP, KC_DOWN, BP_BSLS, BP_CCED
// for combo ref layers for kinesis, dactyl and kinesis.
#define ___5_BOTTOM_LEFT_FR___ ___X3___, KC_LEFT, KC_RIGHT
#define ___5_BOTTOM_RIGHT_FR___ KC_UP, KC_DOWN, BP_BSLS, ___X2___
#define ___4_BOTTOM_LEFT_CB___ ___4_LEFT_4_CB___
#define ___4_BOTTOM_RIGHT_CB___ ___4_RIGHT_4_CB___
#define ___4_BOTTOM_LEFT_CB2___ ___4_LEFT_4_CB2___
#define ___4_BOTTOM_RIGHT_CB2___ ___4_RIGHT_4_CB2___
#define ___5_BOTTOM_LEFT_CB___ ___5_LEFT_4_CB___
#define ___5_BOTTOM_RIGHT_CB___ ___5_RIGHT_4_CB___
#define ___5_BOTTOM_LEFT_CB2___ ___5_LEFT_4_CB2___
#define ___5_BOTTOM_RIGHT_CB2___ ___5_RIGHT_4_CB2___
// basically a 5th row in a 5x matrix. but maybe a 4th if there isnt a number row.
// need an en, because we a have a BP and we used it directly in the layout.
#define ___15_BOTTOM_EN___ ___5_BOTTOM_LEFT___, ___5_MIDDLE_THUMBS___, ___5_BOTTOM_RIGHT___
#define ___15_BOTTOM_FR___ ___5_BOTTOM_LEFT_FR___, ___5_MIDDLE_THUMBS___, ___5_BOTTOM_RIGHT_FR___
#define ___15_BOTTOM_BP___ ___5_BOTTOM_LEFT_BP___, ___5_MIDDLE_THUMBS___, ___5_BOTTOM_RIGHT_BP___
#define ___15_BOTTOM_CB___ ___5_LEFT_4_CB___, ___5_MIDDLE_4_CB___, ___5_RIGHT_4_CB___
#define ___15_BOTTOM_CB2___ ___5_LEFT_4_CB2___, ___5_MIDDLE_4_CB2___, ___5_RIGHT_4_CB2___
// need an en, because we a have a BP and we used it directly in the layout.
#define ___14_BOTTOM_EN___ ___5_BOTTOM_LEFT___, ___4_MIDDLE_4b___, ___5_BOTTOM_RIGHT___
#define ___14_BOTTOM_FR___ ___5_BOTTOM_LEFT_FR___, ___4_MIDDLE_4b___, ___5_BOTTOM_RIGHT_FR___
#define ___14_BOTTOM_BP___ ___5_BOTTOM_LEFT_BP___, ___4_MIDDLE_4b___, ___5_BOTTOM_RIGHT_BP___
#define ___14_BOTTOM_CB___ ___5_LEFT_4_CB___, ___4_MIDDLE_4_CB___, ___5_RIGHT_4_CB___
#define ___14_BOTTOM_CB2___ ___5_LEFT_4_CB2___, ___4_MIDDLE_4_CB2___, ___5_RIGHT_4_CB2___
#define ___14_THUMBS_BOTTOM___ ___X4___, ___6_ERGO_THUMBS___, ___X4___

View file

@ -0,0 +1,236 @@
/*
Copyright 2018-2022 Eric Gebhart <e.a.gebhart@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/**********************************************_**********************************/
/* KEYPADS. Mostly all in Bepo and Qwerty versions */
/* 4 row Pads: */
/* * The BEAKL 15,19 Number pad, for the left hand. */
/* * The BEAKL Wi hex pad, Number pad. */
/* * Regular Number pad, for the right hand. */
/* * 12 Function pad. */
/* 3 row pads: */
/* keypad */
/* function pad - 3x4, 12 function keys. */
/* */
/* LAYERS: */
/* 4 Row: */
/* * BEAKL with a compact FuncPad on the right. */
/* * Funcpad on the left, keypad on the right. */
/* 3 Row: */
/* * Funcpad on the left, keypad on the right. */
/* * BEAKL with a compact FuncPad on the right. */
/* */
/********************************************************************************/
// BEAKL 15 (numpad layer):
/* +=* ^%~ */
/* ↹523: */
/* - 7.104 */
/* /698, */
/* BEAKL27 (numpad layer): */
/* ↹+/\*= yxz */
/* -523: ~FED */
/* 7.104 {CBA} */
/* ,698⏎ []% */
// Keypads
#define ___KEYPAD_BEAKL_L1___ ___, _PLUS, _SLSH, _ASTR, _EQL
#define ___KEYPAD_BEAKL_L2___ _MINS, _5, _2, _3, _COLN
#define ___KEYPAD_BEAKL_L3___ _7, _DOT, _1, _0, _4
#define ___KEYPAD_BEAKL_L4___ _COMM, _6, _9, _8, _COMM
#define ___6KEYPAD_BEAKL_L1___ ___, KEYPAD_BEAKL_L1
#define ___6KEYPAD_BEAKL_L2___ ___, KEYPAD_BEAKL_L2
#define ___6KEYPAD_BEAKL_L3___ KC_MINS, KEYPAD_BEAKL_L3
#define ___6KEYPAD_BEAKL_L4___ ___, KEYPAD_BEAKL_L4
// if there's room. the top row on the right.
#define ___KEYPAD_BEAKL_R1___ ___, KC_CIRC, KC_PERC, KC_TILD, ___
/// parts is parts.
#define ___KP_BKL_WI_L1___ _X_, HEX_A, HEX_B, HEX_C, _X_
#define ___KP_BKL_WI_L2___ _X_, HEX_D, HEX_E, HEX_F, _X_
#define ___KP_BKL_WI_L3___ _X_, L_BRKT, R_BRKT, DELIM, _X_
#define ___KP_BKL_WI_R1___ _SLSH, _4, _5, _9, _ASTR
#define ___KP_BKL_WI_R2___ _DOT , _1, _2, _3, _MINS
#define ___KP_BKL_WI_R3___ _COMM, _8, _6, _7, _PLUS
#define ___KEYPAD_1___ ___, _7, _8, _9, _PSLS
#define ___KEYPAD_2___ _DOT, _4, _5, _6, _PAST
#define ___KEYPAD_3___ _0, _1, _2, _3, _PMNS
#define ___KEYPAD_miryoku_1___ _LBRC, _7, _8, _9, _RBRC, ____5_
#define ___KEYPAD_miryoku_2___ _SCLN, _4, _5, _6, _EQUAL, ____5_
#define ___KEYPAD_miryoku_3___ _GRV, _1, _2, _3, _BSLS, ____5_
// 4 Row keypads
#define ___5KEYPAD_1___ _X_, ___KEYPAD_1___
#define ___5KEYPAD_2___ _X_, ___KEYPAD_2___
#define ___5KEYPAD_3___ _X_, ___KEYPAD_3___
#define ___5KEYPAD_4___ _X_, _0, _DOT, _PEQL, _PPLS
// Function pad. Same idea as above, but for function keys.
// Funcpads are a bit weird. THey are KC values, so for
// this to work, there are BP_ versions of the F keys.
// I don't really use this, so maybe it'll go away in favor
// of something more useful.
// 4x3 and 3x4 funcpads.
// Only 4 columns, so the fifth can be added to either end.
#define ___4_FUNCPAD_1___ _F9, _F10, _F11, _F12
#define ___4_FUNCPAD_2___ _F5, _F6, _F7, _F8
#define ___4_FUNCPAD_3___ _F1, _F2, _F3, _F4
#define ___FUNCPAD_miryoku_1___ KC_F12, KC_F7, KC_F8, KC_F9, KC_PRINT_SCREEN
#define ___FUNCPAD_miryoku_2___ KC_F11, KC_F4, KC_F5, KC_F6, KC_SCROLL_LOCK
#define ___FUNCPAD_miryoku_3___ KC_F10, KC_F1, KC_F2, KC_F3, KC_PAUSE
// For the left or right side.
#define ___5x4_FUNCPAD_T___ _TRNS, _F10, _F11, _F12, _TRNS
#define ___5x4_FUNCPAD_1___ _TRNS, _F7, _F8, _F9, _TRNS
#define ___5x4_FUNCPAD_2___ _TRNS, _F4, _F5, _F6, _TRNS
#define ___5x4_FUNCPAD_3___ _TRNS, _F1, _F2, _F3, _TRNS
/********************************************************************************/
/* FUNCPAD and Keypad Layer chunks */
/********************************************************************************/
// beakl wi is a hexpad numpad.
/* Beakle Wi, Hexpad and keypad - needs a zero somewhere.*/
#define CARTE_KP_BKL_WI \
carte_de_map( " ABC /459* ", \
" DEF .123- ", \
" {}| ,867+ ")
#define ___KP_BKL_WI_3x10___ \
CHUNK_LANG_MAP(___KP_BKL_WI_L1___, ___KP_BKL_WI_R1___, \
___KP_BKL_WI_L2___, ___KP_BKL_WI_R2___, \
___KP_BKL_WI_L3___, ___KP_BKL_WI_R3___)
// BEAKL 15 and a f1-f12 funcpad
#define CARTE_KP_BKL_FUNC \
carte_de_map(" 523: F9-12", \
" -7.104 F5-8", \
" /798, F1-4")
#define ___KP_BKL_FUNC_3x10___ \
CHUNK_LANG_MAP(___KEYPAD_BEAKL_L2___, _TRNS, ___4_FUNCPAD_1___, \
___KEYPAD_BEAKL_L3___, _TRNS, ___4_FUNCPAD_2___, \
___KEYPAD_BEAKL_L4___, _TRNS, ___4_FUNCPAD_3___)
// BEAKL 15 and mods.
#define CARTE_KP_BKL_MODS \
carte_de_map(" 523: SL Mods", \
" -7.104 OS Mods", \
" /798, Enter")
#define ___KP_BKL_MODS_3x10___ \
CHUNK_LANG_MAP(___KEYPAD_BEAKL_L2___, _TRNS, ___SML_MODS_R___, \
___KEYPAD_BEAKL_L3___, ___OS_MODS_R___, \
___KEYPAD_BEAKL_L4___, _TRNS, _ENT, _ENT, _ENT, _TRNS)
// 4 rows, BEAKL 15 and a f1-f12 funcpad
#define ___KP_BKL_FUNC_4x10___ \
CHUNK_LANG_ROW(___KEYPAD_BEAKL_L1___, ___KEYPAD_BEAKL_R1___), \
CHUNK_LANG_MAP(___KP_BKL_FUNC_3x10___)
// 4 rows, funcpad, regular keypad on right.
#define ___FP_KP_4x10___ \
CHUNK_LANG_ROW(___5x4_FUNCPAD_T___, ___5KEYPAD_1___), \
CHUNK_LANG_MAP(___5x4_FUNCPAD_1___, ___5KEYPAD_2___, \
___5x4_FUNCPAD_2___, ___5KEYPAD_3___, \
___5x4_FUNCPAD_3___, ___5KEYPAD_4___)
#define CARTE_FP_KP \
carte_de_map(" F9-12 789+", \
" F5-8 .456*", \
" F1-4 0123-")
// funcpad, regular keypad on right.
#define ___FP_KP_3x10___ \
CHUNK_LANG_MAP(___4_FUNCPAD_1___, ___, ___5KEYPAD_1___, \
___4_FUNCPAD_2___, ___, ___5KEYPAD_2___, \
___4_FUNCPAD_3___, ___, ___5KEYPAD_3___)
#define CARTE_KP_FP \
carte_de_map(" 789+ F9-12", \
" .456* F5-8", \
" 0123- F1-4")
// regular keypad on left.
#define ___KP_FP_3x10___ \
CHUNK_LANG_MAP(___5KEYPAD_1___, ___, ___4_FUNCPAD_1___, \
___5KEYPAD_2___, ___, ___4_FUNCPAD_2___, \
___5KEYPAD_3___, ___, ___4_FUNCPAD_3___)
#define CARTE_MODS_KP \
carte_de_map(" SMods 789+", \
" OSMods .456*", \
" F1-4 0123-")
// funcpad, regular keypad on right.
#define ___MODS_KP_3x10___ \
CHUNK_LANG_MAP(___SML_MODS_L___, ___, ___5KEYPAD_1___, \
___OS_MODS_L___, ___5KEYPAD_2___, \
___5___, ___5KEYPAD_3___)
#define CARTE_KP_MODS \
carte_de_map(" 789+ SMods", \
" .456* OSMods", \
" 0123- ")
// regular keypad on left.
#define ___KP_MODS_3x10___ \
CHUNK_LANG_MAP(___5KEYPAD_1___, ___, ___SML_MODS_R___, \
___5KEYPAD_2___, ___OS_MODS_L___, \
___5KEYPAD_3___, ___, ___4___)
#define CARTE_FUN \
carte_de_map(" F9-F12 SMods", \
" F5-F8 OSMods", \
" F1-F4 ")
#define ___FUN_3x10___ \
CHUNK_LANG_MAP(___4_FUNCPAD_1___, ___, ___, ___SML_MODS_R___, \
___4_FUNCPAD_2___, ___, ___OS_MODS_R___, \
___4_FUNCPAD_3___, ___, ___5___)
#define CARTE_FUN_MIRYOKU \
carte_de_map("F12 F7-F9 prt SMods", \
"F11 F4-F6 scr OSMods", \
"F10 F1-F3 pse ")
#define ___FP_MIRYOKU_3x10___ \
___FUNCPAD_miryoku_1___, ___, ___SML_MODS_R___, \
___FUNCPAD_miryoku_2___, ___OS_MODS_R___, \
___FUNCPAD_miryoku_3___, ___5___
// wants . and 0 on left thumb.
#define CARTE_KP_MIRYOKU \
carte_de_map(" [789]", \
" ;456=", \
" `123\\")
#define ___KP_MIRYOKU_3x10___ \
CHUNK_LANG_MAP(___KEYPAD_miryoku_1___, \
___KEYPAD_miryoku_2___, \
___KEYPAD_miryoku_3___)

112
users/ericgebhart/layers/layers.h Executable file
View file

@ -0,0 +1,112 @@
#pragma once
/*
Copyright 2018 Eric Gebhart <e.a.gebhart@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "keycodes.h"
/*********************************************************************/
/* Non-Base Layer Definitions. */
/* */
/* Keypads, sympads, funcpads, symbols, RGB, Layers, Controls, etc. */
/* Qwerty and Bepo versions exist as needed. */
/* */
/* This file defines every auxillary layer I use on every keyboard */
/* Ergodox, keebio/viterbi, xd75, rebound, crkbd, morpho, dactyl,.. */
/*********************************************************************/
/********************************************************************************/
/* The following Transient/Non-Base Layers are provided within. */
/* Each layer is named with the size of Keymatrix it has entries for. */
/* 3x10 are usual for these. I had 3x12's but I didn't need the edges really. */
/* It was an attempt to accommodate Bepo which is 13 columns wide. */
/* Even in a 3x12 Bepo is wonky. So I gave up on it. I also gave up on 4 row */
/* layers, I really want my keys in that 3x5 space. Everything on the edges can */
/* stay as it is. Splitting is managed in the macros as */
/* needed. BP indicates the Bepo equivalent to the Qwerty layer when needed. */
/********************************************************************************/
/* */
/* Explore below to see what they all are. */
/* Naming gives the sizes of things, a prefix number is the length. */
/* BP is the bepo version of things. */
/* BKL is the beakl 15 version of a layout or chunk. */
/* C on the end of a name means its a compact version of something. */
/* Compact meaning for use on a 3 row layout. */
/* */
/* TOPROWS - numbers, symbols, functions, all on one layer. */
/* ___TOPROWS_3x10___ */
/* ___TOPROWS_BP_3x10___ */
/* */
/* KEYPADS/FUNCPADS. */
/* ___KP_C_3x10___ */
/* ___KP_C_BP_3x10___ */
/* ___KP_C_BKL_FUNC_3x10___ -- BEAKL key/func pads. */
/* ___KP_C_BKL_FUNC_BP_3x10___ */
/* */
/* SYMBOLS -Beakl or Beakl extended */
/* ___SYMB_BEAKL_3x10___ */
/* ___SYMB_BEAKL_BP_3x10___ */
/* */
/* Beakl extended symbol layer with additional corner symbols. */
/* For use with non-beakl base layers. */
/* ___SYMB_BEAKLA_3x10___ */
/* ___SYMB_BEAKLA_BP_3x10___ */
/* For use with vi bindings optimized */
/* ___SYMB_BEAKLB_3x10___ */
/* ___SYMB_BEAKLB_BP_3x10___ */
/* */
/* NAVIGATION */
/* ___NAV_3x10___ */
/* */
/* CONTROLS */
/* ___RGB_3x10___ */
/* ___ADJUST_3x10___ */
/* ___LAYERS_3x10___ */
/********************************************************************************/
/*********************************************************************/
/* XXXXXX Layer chunk -- These are the final layers. */
/* */
/* Each section defines the necessary pieces to create a layer. */
/* It builds them up into consistently shaped lists for the layout */
/* wrapper. */
/* */
/* Each Section ends with a _Layer Chunk_. This is so the */
/* layer can be easily given to the Layout Wrapper macros which */
/* takes a list of keys in lengths of 2x3x5, 2x3x6, 2x4x5, or 2x4x6. */
/* */
/* All of my keyboard definitions use these same chunks with similar */
/* macros. The differences between keyboards are all managed in the */
/* macro. Here we just have nice rectangular sets of keys to */
/* complete a layout. */
/*********************************************************************/
// these are needed so that groups of defined keys will unravel
// into their values. The Base layers don't need them becuse the
// keys are explicit in their passing. Here, chunks are made for
// convenience and reuse. They don't unravel unless we wrap these
// in var args.
#define CHUNK_LANG_MAP(...) LANG_MAP(__VA_ARGS__)
#define CHUNK_LANG_ROW(...) LANG_ROW(__VA_ARGS__)
// 5 wide, with the two shot control.
#define ___OS_MODS_L___ OS_LGUI, OS_LALT, OS_LCTL, OS_LSFT, TS_LCTL
#define ___OS_MODS_R___ TS_RCTL, OS_RSFT, OS_RCTL, OS_RALT, OS_RGUI
// 4 wide.
#define ___SML_MODS_L___ SMLM_LGUI, SMLM_LALT, SMLM_LCTL, SMLM_LSFT
#define ___SML_MODS_R___ SMLM_RSFT, SMLM_RCTL, SMLM_RALT, SMLM_RGUI
#include "keypads.h"
#include "nav.h"
#include "symbols.h"
#include "toprows.h"
#include "utility.h"

View file

@ -0,0 +1,199 @@
/*
Copyright 2018-2022 Eric Gebhart <e.a.gebhart@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/********************************************************************************/
/* NAVIGATION - MOUSE, Scroll, Buttons, Arrows, Tab, Home, page up/down, End */
/* Navigation layers: */
/* 3 row Layer */
/* 4 Row Layer with repeated and swapped VI arrows, and Scroll wheel. */
/********************************************************************************/
/* */
/* Navigation layer with optional 4th Row.... */
/* */
/* M = Mouse */
/* B = Button */
/* W = Wheel */
/* AC = Acceleration */
/* CCCV = Tap -> Ctrl-C, hold for double tap duration -> Ctrl-V */
/* CTCN = Tap -> Ctrl-T, hold for double tap duration -> Ctrl-N */
/* CWCQ = Tap -> Ctrl-W, hold for double tap duration -> Ctrl-Q */
/* HOME = TAB & PGDN */
/* END = BKTAB & PGUP -- See combos. */
/* */
/* MB5 MB4 MB3 MB2 MB1 MAC0 | CTCN MB1 MB2 MB3 MB4 MB5 */
/* TAB MLeft MDown MUp MRight MAC1 | CCCV Left Down UP Right TAB */
/* WLeft WDown WUp WRight MAC2 | CWCQ TAB PGDN PGUP BKTAB */
/* */
/* Left Down Up Right CCCV | CCCV MLeft MDown MUp MRight */
/* */
/********************************************************************************/
#ifdef MOUSEKEY_ENABLE
#define ___MOUSE_LDUR___ KC_MS_L, KC_MS_D, KC_MS_U, KC_MS_R
#define ___MWHEEL_LDUR___ KC_WH_L, KC_WH_D, KC_WH_U, KC_WH_R
// really BTN 1, 2, 3, 8, 9 - according to xev.
#define ___MOUSE_BTNS_R___ KC_BTN1, KC_BTN3, KC_BTN2, KC_BTN4, KC_BTN5
#define ___4MOUSE_BTNS_R___ KC_BTN1, KC_BTN3, KC_BTN2, KC_BTN4
#define ___3MOUSE_BTNS_R___ KC_BTN1, KC_BTN3, KC_BTN2
// really BTN 9, 8, 3, 2, 1 - according to xev
#define ___4MOUSE_BTNS_L___ KC_BTN4, KC_BTN2, KC_BTN3, KC_BTN1
#define ___MOUSE_BTNS_L___ KC_BTN5, KC_BTN4, KC_BTN2, KC_BTN3, KC_BTN1
#define ___MOUSE_ACCL_012___ KC_ACL0, KC_ACL1, KC_ACL2
#define ___MACCL___ ___MOUSE_ACCL_012___
#endif
#define ___VI_ARROWS___ KC_LEFT, KC_DOWN, KC_UP, KC_RIGHT
#define ___HOME_PGDN_PGUP_END___ KC_HOME, KC_PGDN, KC_PGUP, KC_END
#define ___TAB_PGDN_PGUP_BKTAB___ KC_TAB, KC_PGDN, KC_PGUP, KC_BKTAB
// home and end are combos. tab/pgdn = home, bktab/pgup = end.
#define ___REDO_CUT_COPY_PASTE_UNDO___ S_REDO, S_CUT, S_COPY, S_PASTE, S_UNDO
#ifdef MOUSEKEY_ENABLE
#define ___NAV_La_1___ ___SML_MODS_L___, KC_ACL0
#define ___NAV_L_1___ ___4MOUSE_BTNS_L___, KC_ACL0
#define ___NAV_L_2___ ___MOUSE_LDUR___, KC_ACL1
#define ___NAV_L_3___ ___MWHEEL_LDUR___, KC_ACL2
#define ___NAV_L_4___ ___VI_ARROWS___, KC_CCCV
#define ___NAV_R_1___ KC_CTCN, ___4MOUSE_BTNS_R___
#define ___NAV_R_4___ KC_CCCV, ___MOUSE_LDUR___
#else
#define ___NAV_La_1___ ___NAV_L_1___
#define ___NAV_L_1___ ___OS_MODS_L___
#define ___NAV_L_2___ ___SML_MODS_L___, ___
#define ___NAV_L_3___ ___5___
#define ___NAV_L_4___ ___VI_ARROWS___, KC_CCCV
#define ___NAV_R_1___ KC_CTCN, ___SML_MODS_R___
#define ___NAV_R_4___ KC_CCCV, ___4___
#endif // end mousekey
#define ___NAV_R_2___ KC_CCCV, ___VI_ARROWS___
#define ___NAV_R_3___ KC_CWCQ, ___HOME_PGDN_PGUP_END___
#define ___NAV_Ra_3___ KC_CWCQ, ___TAB_PGDN_PGUP_BKTAB___
#ifdef MOUSEKEY_ENABLE
#define ___6NAV_L_1___ ___MOUSE_BTNS_L___, KC_ACL0
#define ___6NAV_L_2___ TAB_BKTAB, ___MOUSE_LDUR___, KC_ACL1
#define ___6NAV_L_3___ ___, ___MWHEEL_LDUR___, KC_ACL2
#define ___6NAV_L_4___ ___, ___VI_ARROWS___, KC_CCCV
#define ___6NAV_R_1___ KC_CTCN, ___MOUSE_BTNS_R___
#define ___6NAV_R_4___ KC_CCCV, ___MOUSE_LDUR___, ___
#else
#define ___6NAV_L_1___ ___6___
#define ___6NAV_L_2___ TAB_BKTAB, ___SML_MODS_L___, ___
#define ___6NAV_L_3___ ___, ___5___
#define ___6NAV_L_4___ ___, ___VI_ARROWS___, KC_CCCV
#define ___6NAV_R_1___ KC_CTCN, ___SML_MODS_R___
#define ___6NAV_R_4___ KC_CCCV, ___4___, ___
#endif // end mousekey
#define ___6NAV_R_2___ KC_CCCV, ___VI_ARROWS___, TAB_BKTAB
#define ___6NAV_R_3___ KC_CWCQ, ___HOME_PGDN_PGUP_END___, ___
// compact. 3x10 per layer.
#define ___10_NAV_1a___ ___NAV_La_1___, ___NAV_R_1___
#define ___10_NAV_1___ ___NAV_L_1___, ___NAV_R_1___
#define ___10_NAV_2___ ___NAV_L_2___, ___NAV_R_2___
#define ___10_NAV_3___ ___NAV_L_3___, ___NAV_Ra_3___
// designed without mouse, mods on left.
#define ___NAVnm_La_1___ ___NAV_L_1___
#define ___NAVnm_L_1___ ___SML_MODS_L___
#define ___NAVnm_L_2___ ___OS_MODS_L___, ___
#ifdef MOUSEKEY_ENABLE
#define ___NAVnm_L_3___ ___2___, SML_NAVm, ___2___ // get to mouse layer if enabled.
#else
#define ___NAVnm_L_3___ ___5___
#endif
#define ___10_NAVnm_1___ ___SML_MODS_L___, ___, ___NAV_R_1___
#define ___10_NAVnm_2___ ___OS_MODS_L___, ___NAV_R_2___
#define ___10_NAVnm_3___ ___NAVnm_L_3___, ___NAV_R_3___
#ifdef MOUSEKEY_ENABLE
// Mouse layer only. mods on right.
#define ___10_NAVm_1___ ___NAV_L_1___, ___NAV_R_1___
#define ___10_NAVm_2___ ___NAV_L_2___, ___NAV_R_2___
#define ___10_NAVm_3___ ___NAV_L_3___, ___NAV_R_3___
#endif
/********************************************************************************/
/* The Navigation LAYER Chunks */
/********************************************************************************/
// A Navigation Layer
#define CARTE_NAV \
carte_de_map("54321 0 ctn 12345", \
" ldur 1 ccv ldur", \
" ldur 2 cwq tdubt")
#define CARTE_NAVA \
carte_de_map(" gacs 0 ctn 12345", \
" ldur 1 ccv ldur", \
" ldur 2 cwq tdubt")
#define CARTE_NAVnm \
carte_de_map(" gacsc2 ctn cscag ", \
" gacs ccv ldur", \
" __M_ cwq tdubt")
// currently the same as NAVA
#define CARTE_NAVm \
carte_de_map(" gacs 0 ctn 12345", \
" ldur 1 ccv ldur", \
" ldur 2 cwq tdubt")
#define CARTE_NAV_miryoku \
carte_de_map(" rdo ccp undo", \
" Caps ldur", \
" Ins HDUE")
#define CARTE_NAVm_miryoku \
carte_de_map(" rdo ccp undo", \
" ldur", \
" ldur")
#ifdef MOUSEKEY_ENABLE
#define ___NAVm_3x10___ ___10_NAVm_1___, ___10_NAVm_2___, ___10_NAVm_3___
#endif
#define ___NAVnm_3x10___ ___10_NAVnm_1___, ___10_NAVnm_2___, ___10_NAVnm_3___
#define ___NAVA_3x10___ ___10_NAV_1a___, ___10_NAV_2___, ___10_NAV_3___
#define ___NAV_3x10___ ___10_NAV_1___, ___10_NAV_2___, ___10_NAV_3___
#define ___NAV_3x12___ ___12_NAV_1___, ___12_NAV_2___, ___12_NAV_3___
#define ___NAV_miryoku___ \
___5___, ___redo_cut_copy_paste_undo___, \
___5___, KC_CAPS, ___VI_ARROWS___, \
___5___, KC_INSERT, ___HOME_PGDN_PGUP_END___
#ifdef MOUSEKEY_ENABLE
#define ___NAVm_miryoku___ \
___5___, ___redo_cut_copy_paste_undo___, \
___5___, ___, ___MOUSE_LDUR___, \
___5___, ___, ___MWHEEL_LDUR___,
#endif

View file

@ -0,0 +1,225 @@
/*
Copyright 2018-2022 Eric Gebhart <e.a.gebhart@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/******************************************************************/
/* */
/* Symbol layers: */
/* */
/* The BEAKL15 Symbol layer with or without additions. */
/* */
/* There is the offical beakl symbol layer, an extended symbol */
/* layer which is expanded with: !?@`'/-;. */
/* */
/* Placing these 8 keys in the pinky and index corners */
/* at the edges of the, 3x3, BEAKL home Region. */
/* */
/* Beakl has these keys in it's base layer which isn't the case */
/* for other layouts like dvorak, colemak, etc. */
/* */
/* The third layer moves /:? to more accessible places. */
/* to make vi keybindings more accessible. */
/* */
/* Note that there are 2 widths. 12 and 10. The wider layer adds */
/* - and ; to the middle row edges. */
/* */
/* Official: */
/* <$> [_] */
/* - \(")# %{=}| ; */
/* :*+ &^~ */
/* */
/* not yet implemented */
/* BEAKL27 (punctuation layer): */
/* ↹@$#↹ ~^` */
/* ↹<=> [_] */
/* \(-)+ %{;}! */
/* *:/⏎ |~& */
/* */
/* */
/* BEAKL Extended symbol layer */
/* Expanded with: !?@`'/-; */
/* */
/* A: */
/* `<$>' ?[_]- */
/* - \(")# %{=}| ; */
/* @:*+; !&^~/ */
/* */
/* Optimized for Vi. */
/* B: */
/* */
/* `<$>' ?[_]- */
/* - \(")# !{:}/ ; */
/* @=*+; %&^~| */
/* */
/* C: */
/* */
/* `<$>' ?[_-] */
/* - \("#) !{:/} ; */
/* @=*+; %&^~| */
/* */
/* */
/* Both ; and ' could have found their dvorak positions. Analysis showed */
/* that only caused pinky overuse. Rotating the symbols around Put better */
/* keys on the index finger which showed a huge improvement in efficiency. */
/* The same is true of the exclamation point. */
/* */
/* Beakl Wi */
/* This Symbol layer does not improve on the above extended symbol */
/* layers in my opinon, for my usage. */
/* The original symbol was the Left side with defined/but/transparent */
/* right. The regex layer was the opposite. I combined them into one, I am */
/* not sure of the functionality that might be lost due to that, but they */
/* are defined as original sans extra tap dance functions. It would be easy to */
/* make two layers with transparent right and left. There is duplication */
/* of | and *. */
/* Symbols on the left */
/* .*&+ */
/* ?!/| */
/* <>%@ */
// regex on the right
/* *[^] */
/* ?($) */
/* |{#} */
// Altogether
/* .*&+ *[^] */
/* ?!/| ?($) */
/* <>%@ |{#} */
/******************************************************************/
// Left
#define ___SB_L1___ _OCLTGT, _DLR, _GT
#define ___SB_L2___ _BSLS, _OCPRN, _OCDQUO, _RPRN, _HASH
#define ___SB_L2c___ _BSLS, _OCPRN, _OCDQUO, _HASH, _RPRN
#define ___SB_L3___ _COLN, _ASTR, _PLUS
// Right
#define ___SB_R1___ _OCBRC, _UNDS, _RBRC
#define ___SB_R1c___ _OCBRC, _UNDS, _MINS
#define ___SB_R2___ _PERC, _OCCBR, _EQL, _RCBR, _PIPE
#define ___SB_R3___ _AMPR, _CIRC_ND, _TILD_ND
// a and b... left and right.
#define ___SB_L3b___ _EQL, _ASTR, _PLUS
#define ___SB_R2a___ _PERC, _OCCBR, _EXLM, _RCBR, _PIPE
#define ___SB_R2b___ _EXLM, _OCCBR, _COLN, _RCBR, _SLSH
#define ___SB_R2c___ _EXLM, _OCCBR, _COLN, _SLSH, _RCBR
// ---------------------------
// ---------------------------
#define CARTE_SYMB_BEAKL \
carte_de_map(" <$> [_] ", \
"-\\(\")# %{=}|;", \
" :*+ &^~ ")
#define ___SYMB_BEAKL_3x10___ \
CHUNK_LANG_MAP(_TRNS, ___SB_L1___, _TRNS, _TRNS, ___SB_R1___, _TRNS, \
___SB_L2___, ___SB_R2___, \
_TRNS, ___SB_L3___, _TRNS, _TRNS, ___SB_R3___, _TRNS)
// ---------------------------
// A: Extended.
#define CARTE_SYMB_BEAKLA \
carte_de_map(" `<$>' ?[_]-", \
" -\\(\")# %{:}|;", \
" @=*+; !&^~/")
#define ___SYMB_BEAKLA_3x10___ \
CHUNK_LANG_MAP(_OCGRV, ___SB_L1___, _OCQUOT, _QUES, ___SB_R1___, _MINS, \
___SB_L2___, ___SB_R2a___, \
_AT, ___SB_L3___, _SCLN, _EXLM, ___SB_R3___, _SLSH)
// ---------------------------
// B: Extended & Vi
#define CARTE_SYMB_BEAKLB \
carte_de_map(" `<$>' ?[_]-", \
" -\\(\")# !{:}/;", \
" @=*+; %&^~|")
#define ___SYMB_BEAKLB_3x10___ \
CHUNK_LANG_MAP(_OCGRV, ___SB_L1___, _OCQUOT, _QUES, ___SB_R1___, _MINS, \
___SB_L2___, ___SB_R2b___, \
_AT, ___SB_L3b___, _SCLN, _PERC, ___SB_R3___, _PIPE)
// ---------------------------
// C: Extended & Vi, move closing braces to pinky, seldom used.
// because of tap hold - open_openclose feature.
// Also emacs which mostly closes them.
#define CARTE_SYMB_BEAKLC \
carte_de_map(" `<$>' ?[_-]", \
" -\\(\"#) !{:/};", \
" @=*+; %&^~|")
#define ___SYMB_BEAKLC_3x10___ \
CHUNK_LANG_MAP(_OCGRV, ___SB_L1___, _OCQUOT, _QUES, ___SB_R1c___, _RBRC, \
___SB_L2c___, ___SB_R2c___, \
_AT, ___SB_L3b___, _SCLN, _PERC, ___SB_R3___, _PIPE)
// wants ( and ) on the left thumb.
#define CARTE_SYMB_MIRYOKU \
carte_de_map(" {&.(} ", \
" :$%^+ ", \
" ~!@#| ")
#define ___SYMB_MIRYOKU_3x10___ \
CHUNK_LANG_MAP(_OCCBR, _AMPR, _DOT, _OCPRN, _RCBR, ____5_, \
_COLN, _DLR, _PERC, _CIRC_ND, _PLUS, ____5_, \
_TILD_ND, _EXLM, _AT, _HASH, _PIPE, ____5_)
// ---------------------------
// WI: the Beakl Wi definition.
#define ___SYMB_BKL_WI_L1___ ___, _DOT, _ASTR, _AMPR, _PLUS
#define ___SYMB_BKL_WI_L2___ ___, _QUES, _EXLM, _SLSH, _PIPE
#define ___SYMB_BKL_WI_L3___ ___, _LT, _GT, _PERC, _AT
#define ___SYMB_BKL_WI_R1___ _ASTR, _OCBRC, _CIRC_ND, _RBRC, ___
#define ___SYMB_BKL_WI_R2___ _QUES, _OCPRN, _DLR , _RPRN, ___
#define ___SYMB_BKL_WI_R3___ _PIPE, _OCCBR, _HASH, _RCBR, ___
#define CARTE_SYMB_BEAKLWI \
carte_de_map(" .*&+ *[^] ", \
" ?!/| ?($) ", \
" <>%@ |{#} ")
#define ___SYMB_BEAKL_WI_3x10___ \
CHUNK_LANG_MAP(___SYMB_BKL_WI_L1___, ___SYMB_BKL_WI_R1___, \
___SYMB_BKL_WI_L2___, ___SYMB_BKL_WI_R2___, \
___SYMB_BKL_WI_L3___, ___SYMB_BKL_WI_R3___)
// ---------------------------
// Neo symbol layer
#define ___SYMB_NEO_L1___ ___, _OCDQUOT, _UNDS, _OCLBRC, _RBRC, _CIRC_ND
#define ___SYMB_NEO_L2___ ___, _SLSH, _MINS, _OCLCBR, _RCBR, _ASTR
#define ___SYMB_NEO_L3___ ___, _HASH, _DLR, _PIPE, _TILD_ND, _OCGRV
#define ___SYMB_NEO_R1___ _EXLM, _LT, _GT, _EQL, _AMPR
#define ___SYMB_NEO_R2___ _QUES, _OCPRN, _RPRN , _QUOT, _COLN
#define ___SYMB_NEO_R3___ _PLUS, _PERC, _BSLS, _AT, ___
#define CARTE_SYMB_NEO \
carte_de_map("\"_[]^ !<>=&", \
"/-{}* ?()':", \
"#$|~` +%\@")
#define ___SYMB_NEO_3x10___ \
CHUNK_LANG_MAP(___SYMB_NEO_L1___, ___SYMB_NEO_R1___, \
___SYMB_NEO_L2___, ___SYMB_NEO_R2___, \
___SYMB_NEO_L3___, ___SYMB_NEO_R3___)

View file

@ -0,0 +1,276 @@
/*
Copyright 2018-2022 Eric Gebhart <e.a.gebhart@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
// Split thumbs.
// Split these down the middle to think in left and right hand.
// Top row on kinesis, ergodox, etc.
#define ___THUMBS_1___ \
___X___ , MO_ADJUST, MO_LAYERS, OSL(LN_TOPROWS)
// Middle row on kinesis, ergodox, etc.
#define ___THUMBS_2___ HOME_END, KC_PGUP
#define ___4_THUMBS_1___ ___X___, KC_HOME, KC_PGUP, OSL(LN_TOPROWS)
#define ___6_THUMBS_2___ KC_LSFT, KC_BKTAB, KC_END, KC_PGDN, KC_TAB, KC_RSFT
#define ___6_THUMBS_2_CB___ KC_LSFT, KC_BKTAB, KC_END, KC_PGDN, KC_TAB, KC_RSFT
#define ___6_THUMBS_2a___ BSPC_SYMB, ESC_TOPR, ESC_TOPR, ENT_NAV, ENT_NAV, SPC_TOPR
#define ___6_THUMBS_2a_CB___ BSPC_SYMB, ESC_TOPR, ESC_TOPR, ENT_NAV, ENT_NAV, SPC_TOPR
// This has become the default center group of thumbs for all
// So here's the beakl wi thumbs adapted to this combined layer system.
//
#define ___6_ERGO_THUMBS_WI___ \
ESC_TOPR, I_SYMB, TAB_NUM, ENT_NAV, SPC_SYMB, BSPC_NAV
// Like my other thumb rows. With an I.
#define ___6_ERGO_THUMBS_WIa___ \
BSPC_NAV, I_SYMB, ESC_TOPR, ENT_NAV, SPC_TOPR, TAB_NUM
#define ___6_ERGO_THUMBS_layers___ \
SML_NAV, BSPC_SYMB, ESC_TOPR, ENT_NAV, SPC_TOPR, ACCCENTS_RALT
#define ___6_ERGO_THUMBS_COMBO___ CB_TH1, CB_TH2, CB_TH3, CB_TH4, CB_TH5, CB_TH6
#define ___6_ERGO_THUMBS_COMBO2___ CB2_TH1, CB2_TH2, CB2_TH3, CB2_TH4, CB2_TH5, CB2_TH6
// Transparent.
#define ___6_ERGO_THUMBS_trns___ ___6___
// A place to test stuff.
#define ___6_ERGO_THUMBS_tst___ \
TT_KEYPAD, BSPC_SYMB, ESC_TOPR, ENT_NAV, SPC_TOPR, KC_XM_PORD
#define ___6_ERGO_THUMBS_mods___ \
ALT_DEL, CTL_BSPC, GUI_ESC, ALT_ENT, CTL_SPC, XC_XM_PORD
#define ___6_ERGO_THUMBS_mod_layers___ \
ALT_DEL, BSPC_SYMB, GUI_ESC, CTL_ENT, SPC_TOPR, ACCENTS_RALT
#define ___6_ERGO_THUMBS_mod_layers_nav___ \
ALT_DEL, BSPC_SYMB, GUI_ESC, ENT_NAV, SPC_TOPR, ACCENTS_RALT
// for keymaps that need a letter on the thumb.
#define ___6_ERGO_THUMBS_left_letter___ \
BSPC_ALT, TH_LTR_SYM, GUI_ESC, ENT_NAV, SPC_TOPR, KC_TAB
// an attempt at an approximation of the HD thumbs as they are on the site.
// really should be expected to be a starting point that doesnt strand you.
#define ___6_ERGO_THUMBS_hd___ \
BSPC_ALT, TH_LTR_SYM, GUI_ESC, ENT_NAV, SPC_TOPR, ACCENTS_CTL
#define ___6_ERGO_THUMBS_hd_a___ \
OS_LSHIFT, TH_LTR_SYM, GUI_ESC, BSPC_ALT, SPC_TOPR, ACCENTS_CTL
#define ___6_ERGO_THUMBS_hd_simple___ \
MO_SYMB, THUMB_LETTER, KC_ENT, KC_BSPC, KC_SPC, MO_TOPROWS
/* HD dash has thumbs of ,; and .: */
#define ___6_ERGO_THUMBS_hd_dash___ \
LANG_KC(TL_COMM), TL_DOT_SYMB, GUI_ESC, ENT_NAV, SPC_TOPR, BSPC_NUM
#define ___6_ERGO_THUMBS_media___ ___3___, ___STOP_PLAY_MUTE___
#define ___6_ERGO_THUMBS_mouse___ ___3___, ___3MOUSE_BTNS_R___
#define ___6_ERGO_THUMBS_keypad___ \
LANG_KC(_DOT), LANG_KC(_0), LANG_KC(_MINS), ___3___
#define ___6_ERGO_THUMBS_symb___ \
LANG_KC(_OCPRN), LANG_KC(_RPRN), LANG_KC(_UNDS), ___3___
// miryoku thumbs, either its toprows or keypad for numbers.
#define ___6_ERGO_THUMBS_miryoku_tr___ \
ESC_MEDIA, SPACE_NAV, TAB_NAVM, ENT_SYM, BSPC_TOPR, DEL_FUN
#define ___6_ERGO_THUMBS_miryoku___ \
ESC_MEDIA, SPACE_NAV, TAB_NAVM, ENT_SYM, BSPC_NUM, DEL_FUN
// lose the tab key, put a letter where space was.
// move space to the right side, put backspace where tab was.
#define ___6_ERGO_THUMBS_miryoku_ltr___ \
ESC_MEDIA, TH_LTR_NAV, BSPC_NAVm, ENT_SYM, SPC_NUM, DEL_FUN
#define ___6_ERGO_THUMBS_miryoku_tr_ltr___ \
ESC_MEDIA, TH_LTR_NAV, BSPC_NAVm, ENT_SYM, SPC_TOPR, DEL_FUN
#define ___6_ERGO_THUMBS_miryoku_ltr_tab___ \
BSPC_MEDIA, TH_LTR_NAV, TAB_NAVM, ENT_SYM, SPC_NUM, DEL_FUN
#define ___6_ERGO_THUMBS_miryoku_tr_ltr_tab___ \
BSPC_MEDIA, TH_LTR_NAV, TAB_NAVM, ENT_SYM, SPC_TOPR, DEL_FUN
// Give the right symbol suffix by the value of THUMBS_ARE
// Basically we choose the right cluster here, so the layout
// level doesn't know or care.
//
// ___foo --> ___foo_WI___, or ___foo_WIa___, or ___foo_def___.
// THUMBS_ARE = WI, or WIa, or DEFAULT, TEST, TRNS, MOD_LAYERS, etc.
// the value of THUMB_LETTER is the key used when needed.
#define THUMB_EXT CAT(THUMBS_ARE, _EXT)
#define WI_EXT _WI___
#define WIa_EXT _WIa___
#define DEFAULT_EXT _mod_layers_nav___ //change this to change the default.
#define TEST_EXT _tst___
#define TRNS_EXT _trns___
#define MODS_EXT _mods___
#define LAYERS_EXT _layers___
#define MODS_LAYERS_EXT _mod_layers___
#define MODS_LAYERS_NAV_EXT _mod_layers_nav___
#define MIRYOKU_EXT _miryoku___
#define MIRYOKU_TR_EXT _miryoku_tr___
#define MIRYOKU_LTR_EXT _miryoku_ltr___ // miryoku versions with a letter
#define MIRYOKU_LTR_TAB_EXT _miryoku_ltr_tab___
#define MIRYOKU_TR_LTR_EXT _miryoku_tr_ltr___
#define MIRYOKU_TR_LTR_TAB_EXT _miryoku_tr_ltr_tab___
#define TH_LTR_EXT _left_letter___ // takes a letter for the left thumb.
#define HD_DASH_EXT _hd_dash___
#define HD_EXT _hd___ // takes a letter for the left thumb.
#define HDA_EXT _hd_a___ // relocate backspace
#define HD_SIMPLE_EXT _hd_simple___ // no LTs or MT´s.
// for the function layers
#define COMBO_EXT _COMBO___
#define COMBO2_EXT _COMBO2___
#define MEDIA_THUMBS_EXT _media___
#define MOUSE_THUMBS_EXT _mouse___
#define KEYPAD_THUMBS_EXT _keypad___
#define SYMB_THUMBS_EXT _symb___
#define ___6_ERGO_THUMBS___ CAT2(___6_ERGO_THUMBS, THUMB_EXT)
// for the kyria, mostly for the combo reference layers.
#define ___10_ERGO_THUMBS___ CATR(___10_ERGO_THUMBS, EXP_THUMB_EXT)
#define ___4_THUMBS___ CAT2(___4_THUMBS, EXP_THUMB_EXT)
/* #define ___6_ERGO_THUMBS___ ___6_ERGO_THUMBS_def___ */
/* #define ___ERGODOX_THUMB_LEFT___ \ */
/* OSL(SYMB), OSM(KC_LGUI), \ */
/* HOME_END, \ */
/* CTL_BSPC, ALT_DEL, XMONAD_ESC */
/* #define ___ERGODOX_THUMB_RIGHT___ \ */
/* XXX, OSL(KEYPAD), \ */
/* KC_PGUP, \ */
/* KC_PGDN, ALT_ENT, CTL_SPC */
// Translation of LT thumb keys from beakl wi where function layers
// have separate left and right to here, where I'm defining left and right in
// one layer and using it that way. I don't feel that having both halves
// on one layer hurts, if I invoke a layer, I'm not trying to use a non
// layer part of the keyboard. I don't have an edit layer, might be a good idea.
// have most of it on the Navigation layer.
// use the keycodes on that original layer, so It's not defined here.
// The wi keypad has a hexpad instead of a funcpad. All the other keypads
// have a funcpad on the opposite side.
// translation of the original wi layers to those here.
// BSPC_NAV
// SPC_SYMB
// TAB_NUM
// ESC_func -> ESC_TOPR
// I_regex -> I_SYMB
// ENT_edit -> ENT_NAV
/* // consolidated for kinesis, ergodox, and dactyl */
/* //for the ergodox and kinesis. */
/* #define ___12_DOX_ALL_THUMBS___ \ */
/* ___4___, \ */
/* ___2___, \ */
/* ___6___ */
#define ___12_DOX_ALL_THUMBS___ ___12___
/* ___THUMBS_1___, \ */
/* ___xTHUMBS_2___, \ */
/* ___6_ERGO_THUMBS___ */
#define ___12_DOX_ALL_THUMBS_EN___ ___12_DOX_ALL_THUMBS___
#define ___12_DOX_ALL_THUMBS_BP___ ___12_DOX_ALL_THUMBS___
#define ___16_ALL_THUMBS___ \
___4_THUMBS_1___, \
___6_THUMBS_2___, \
___6_ERGO_THUMBS___
#define ___16_ALL_THUMBS_EN___ ___16_ALL_THUMBS___
#define ___16_ALL_THUMBS_BP___ ___16_ALL_THUMBS___
#define ___16_ALL_THUMBSa___ \
___4_THUMBS_1___, \
___6_THUMBS_2a___, \
___6_ERGO_THUMBS___
#define ___16_ALL_THUMBSa_EN___ ___16_ALL_THUMBSa___
#define ___16_ALL_THUMBSa_BP___ ___16_ALL_THUMBSa___
// For the Kyria
#define ___4_THUMBS_def___ OS_LALT, OS_LCTL, SML_NAV, OS_LSFT
#define ___10_ERGO_THUMBS_def___ _X_, _X_, ___6_ERGO_THUMBS___, _X_, _X_
#define ___4_THUMBS_EN___ ___4_THUMBS_def___
#define ___4_THUMBS_BP___ ___4_THUMBS_def___
#define ___10_ERGO_THUMBS_EN___ ___10_ERGO_THUMBS_def___
#define ___10_ERGO_THUMBS_BP___ ___10_ERGO_THUMBS_def___
// combo reference layer thumbs for the kyria.
// for the kyria, note the odd numbering...a 0 row, and a,b,c,d for the extras
// on either side of the central 6 thumbs.
#define ___2_THUMBS_CB___ CB_1TH1, CB_1TH2
#define ___4_THUMBS_CB___ CB_0TH1, CB_0TH2, CB_0TH3, CB_0TH4
#define ___6_THUMBS_CB___ CB_1TH1, CB_1TH2, CB_1TH3, CB_1TH4, CB_1TH5, CB_1TH6
#define ___10_ERGO_THUMBS_CB___ CB_THA, CB_THB, \
___6_ERGO_THUMBS___, CB_THC, CB_THD
#define ___12_ERGO_THUMBS_CB___ ___2_THUMBS_CB___, \
CB_THA, CB_THB, ___6_ERGO_THUMBS___, CB_THC, CB_THD
#define ___12_DOX_ALL_THUMBS_CB___ ___4_THUMBS_CB___, ___2_THUMBS_CB___, ___6_ERGO_THUMBS___
#define ___16_DOX_ALL_THUMBS_CB___ ___4_THUMBS_CB___, ___6_THUMBS_2_CB___, ___6_ERGO_THUMBS___
#define ___16_DOX_ALL_THUMBSa_CB___ ___4_THUMBS_CB___, ___6_THUMBS_2a_CB___, ___6_ERGO_THUMBS___
#define ___2_THUMBS_CB2___ CB2_1TH1, CB2_1TH2
#define ___4_THUMBS_CB2___ CB2_0TH1, CB2_0TH2, CB2_0TH3, CB2_0TH4
#define ___6_THUMBS_CB2___ CB2_1TH1, CB2_1TH2, CB2_1TH3, CB2_1TH4, CB2_1TH5, CB2_1TH6
#define ___10_ERGO_THUMBS_CB2___ CB2_THA, CB2_THB, \
___6_ERGO_THUMBS___, CB2_THC, CB2_THD
#define ___12_ERGO_THUMBS_CB2___ ___2_THUMBS_CB2___, \
CB2_THA, CB2_THB, ___6_ERGO_THUMBS___, CB2_THC, CB2_THD
#define ___12_DOX_ALL_THUMBS_CB2___ ___4_THUMBS_CB2___, ___2_THUMBS_CB2___, ___6_ERGO_THUMBS___
#define ___16_DOX_ALL_THUMBS_CB2___ ___4_THUMBS_CB2___, ___6_THUMBS_2_CB2___, ___6_ERGO_THUMBS___
#define ___16_DOX_ALL_THUMBSa_CB2___ ___4_THUMBS_CB2___, ___6_THUMBS_2a_CB2___, ___6_ERGO_THUMBS___
// Basically give the same 4 top thumbs and bottom outer 4 thumbs for everyone.
// Could be different for every one, but the core 6 is enough for now I think.
// Everyone is the same except the combo reference layers.
// Let 6 ERGO_THUMBS do it´s thing inside.
#define EXP_THUMB_EXT CAT(THUMBS_ARE, _EXP_EXT)
#define WI_EXP_EXT _def___
#define WIa_EXP_EXT _def___
#define DEFAULT_EXP_EXT _def___
#define TEST_EXP_EXT _def___
#define TRNS_EXP_EXT _def___
#define MODS_EXP_EXT _def___
#define LAYERS_EXP_EXT _def___
#define MODS_LAYERS_EXP_EXT _def___
#define MODS_LAYERS_NAV_EXP_EXT _def___
#define MIRYOKU_EXP_EXT _def___
#define MIRYOKU_TR_EXP_EXT _def___
#define MIRYOKU_LTR_EXP_EXT _def___
#define MIRYOKU_TR_LTR_EXP_EXT _def___
#define TH_LTR_EXP_EXT _def___
#define HD_DASH_EXP_EXT _def___
#define HD_EXP_EXT _def___
#define HDA_EXP_EXT _def___
#define HD_SIMPLE_EXP_EXT _def___
// for the function layers
#define COMBO_EXP_EXT _COMBO___
#define COMBO2_EXT _COMBO2___
#define MEDIA_THUMBS_EXP_EXT _def___
#define MOUSE_THUMBS_EXP_EXT _def___
#define KEYPAD_THUMBS_EXP_EXT _def___
#define SYMB_THUMBS_EXP_EXT _def___

View file

@ -0,0 +1,80 @@
/*
Copyright 2018-2022 Eric Gebhart <e.a.gebhart@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "keycodes.h"
/*******************************************************************/
/* A Top Rows layer. Pick your parts. Bepo and Qwerty */
/* */
/* This is, to me, a stop gap layer. If I need symbols, numbers or */
/* function keys these rows are nicely predictable to most people. */
/* I currently use the beakl number row with regular symbols. */
/* I never use function keys for anything. */
/*******************************************************************/
// Kinesis function key row. I don't use them. but might as well define them.
#define ___KINTFUNC_L___ KC_ESC, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8
// #define ___KINTFUNC_RIGHT___ KC_F9, KC_F10, KC_F11, KC_F12, KC_PSCR, KC_SLCK, KC_PAUS, KC_FN0, RESET
#define ___KINTFUNC_R___ KC_F9, KC_F10, KC_F11, KC_F12, XXX, XXX, XXX, XXX, RESET
// A TOPROWS Layer.
// set it how you like it, if you like it.
//#define ___MODS_ROW___ ___OS_MODS_L___, ___, ___SML_MODS_R___
#define ___MODS_ROW___ ___SML_MODS_L___, ___, ___OS_MODS_R___
/********************************************************************************/
/* TOPROWS Layer chunk */
/********************************************************************************/
// These rows have already been langed, at their creation.
// altogether in a chunk.
#define CARTE_TOPROWS \
carte_de_map(" !@#$% ^&*()", \
" 40123 76598", \
" F1- -- -F12")
#define ___TOPROWS_3x10___ \
___10_SYMBOLS___, \
___10_NUMBERS_BEAKL15___, \
___10_FUNCS___
#define CARTE_TOPROWS_MOD \
carte_de_map(" !@#$% ^&*()", \
" 40123 76598", \
" SLMods OSMods")
#define ___TOPROWS_MOD_3x10___ \
___10_SYMBOLS___, \
___10_NUMBERS_BEAKL15___, \
___MODS_ROW___
#define CARTE_TOPROWS_BKL19 \
carte_de_map(" !@#$% ^&*()", \
" 32104 76598", \
" F1- -- -F12")
#define ___TOPROWS_BKL19_3x10___ \
___10_SYMBOLS___, \
___10_NUMBERS_BEAKL19___, \
___10_FUNCS___
#define CARTE_RAISE \
carte_de_map(" !@#$% ^&*()", \
" 12345 67890", \
" F1- -- -F12")
#define ___RAISE_3x10___ \
___10_SYMBOLS___, \
___10_NUMBERS___, \
___10_FUNCS___

View file

@ -0,0 +1,125 @@
/*
Copyright 2018-2022 Eric Gebhart <e.a.gebhart@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/********************************************************************************/
/* MEDIA - Mute, Vol, play, pause, stop, next, prev, etc. */
/********************************************************************************/
#define ___PRV_PLAY_NXT_STOP___ KC_MPRV, KC_MPLY, KC_MNXT, KC_MSTP
#define ___VDN_MUTE_VUP___ KC_VOLD, KC_MUTE, KC_VOLU
#define ___PRV_VDN_VUP_NXT___ KC_MPRV, KC_VOLD, KC_VOLU, KC_MNXT
#define ___STOP_PLAY_MUTE___ KC_MSTP, KC_MPLY, KC_MUTE
#define ___MUTE_PRV_PLAY_NXT_STOP___ KC_MUTE, KC_MPRV, KC_MPLY, KC_MNXT, KC_MSTP
#define ___MUTE_PLAY_STOP___ KC_MUTE, KC_MPLY, KC_MSTP
#define CARTE_MEDIA \
carte_de_map(" ", \
" < vdn vup >", \
" stp play mute")
// miryoku, to be used with stop play mute on thumbs. - MEDIA thumbs.
#define ___MEDIA_3x10___ \
___5___, ___5___, \
___5___, ___, ___PRV_VDN_VUP_NXT___, \
___5___, ___5___
/********************************************************************************/
/* RGB - Control those lights. */
/* ___, HUE SAT_INT MOD (UP), | */
/* ___, HUE SAT INT MOD (DOWN), RGB_TOG | P_B_R_SW_SN___, ___ */
/* ___6___, | ___, ___RGB_KXGT___, ___ */
/********************************************************************************/
// RGB FUNCTION Keysets
// RGB row for the _FN layer from the redo of the default keymap.c
#define ___RGB_HUE_SAT_INT_UP___ RGB_HUI, RGB_SAI, RGB_VAI, RGB_RMOD
#define ___RGB_HUE_SAT_INT_DN___ RGB_HUD, RGB_SAD, RGB_VAD, RGB_MOD
#define ___RGB_MODE_PRV_NXT___ RGB_RMOD, RGB_MOD
#define ___RGB_TOGGLE___ RGB_TOG
#define ___RGB_P_B_R_SW_SN___ RGB_M_P, RGB_M_B, RGB_M_R, RGB_M_SW, RGB_M_SN
#define ___RGB_KXGT___ RGB_M_K, RGB_M_X, RGB_M_G, RGB_M_T
/// An RGB Layer
#define ___10_RGB_1___ ___RGB_HUE_SAT_INT_UP___, ___, ___5___
#define ___10_RGB_2___ ___RGB_HUE_SAT_INT_DN___, RGB_TOG, ___RGB_P_B_R_SW_SN___
#define ___10_RGB_3___ ___5___, ___, ___RGB_KXGT___
/********************************************************************************/
/* The RGB LAYER Chunk */
/********************************************************************************/
#define ___RGB_3x10___ ___10_RGB_1___, ___10_RGB_2___, ___10_RGB_3___
/********************************************************************************/
/* ADJUST - Miscellaneous Melange. */
/********************************************************************************/
// For an Adjust layer. Like RBB with audio, flash, etc.
#define ___ADJUST_L1___ ___RGB_HUE_SAT_INT_UP___, RGB_TOG
#define ___ADJUST_L2___ MU_TOG, CK_TOGG, AU_ON, AU_OFF, CG_NORM
#define ___ADJUST_L3___ ___RGB_HUE_SAT_INT_DN___, KC_RGB_T
#define ___ADJUST_R1___ ___, KC_MAKE, VRSN, MG_NKRO, KC_RESET
#define ___ADJUST_R2___ EEP_RST, ___PRV_PLAY_NXT_STOP___,
#define ___ADJUST_R3___ MG_NKRO, ___VDN_MUTE_VUP___, RGB_IDL
/********************************************************************************/
/* The Adjust LAYER Chunks */
/********************************************************************************/
#define ___ADJUST_3x10___ ___ADJUST_L1___, ___ADJUST_R1___, \
___ADJUST_L2___, ___ADJUST_R2___, \
___ADJUST_L3___, ___ADJUST_R3___
/********************************************************************************/
/* LAYERS - Define a base layer, switch to any layer. Get around. Experiment. */
/* */
/* Base Layers on the left hand, */
/* transient layers on the right. Centered on the home region. */
/* A good place to attach an experimental layer. */
/* */
/********************************************************************************/
// Base Layers
// this was kc_dvorak et al. But since its configurable as to who would be here
// that no longer makes sense. So next keys for locale and base layer. and a set to
// make it permanent. Cycling of layers is based on current locale.
#define ___BASE_LAYERS___ ___, KC_SET_BASE, KC_NEXT_BASE_LAYER, KC_NEXT_LOCALE, ___
// transient layers.
#define ___5_LAYERS_T___ ___, MO(_NAV), MO_SYMB, MO_KEYPAD, MO_TOPROWS
#ifdef SECOND_LOCALE
#undef LANG_IS
#define LANG_IS SECOND_LOCALE
#define ___5_LAYERS_T_BP___ ___, MO(_NAV), MO_SYMB, MO_KEYPAD, MO_TOPROWS
#undef LANG_IS
#define LANG_IS DEFAULT_LANG
#else
#define ___5_LAYERS_T_BP___ ___, MO(_NAV), ___3___
#endif
#define ___5_LAYERS_T_CTL___ ___, MO_RGB, ___, ___, MO_ADJUST
#define CARTE_LAYERS \
carte_de_map(" |Nv S K TR", \
" EE Bs Ln|Nv S K TR", \
" ")
/// A Layers Layer
#define ___LAYERS_3x10___ \
___5___, ___5_LAYERS_T_BP___, \
___BASE_LAYERS___, ___5_LAYERS_T___, \
___5___, ___5_LAYERS_T_CTL___