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User space fixed (#3095)

* Put in my keymaps

* Fixed all but weird lets split issue

* Organized and tried to trobleshoot lets split

* Organized and tried to trobleshoot lets split

* Added bbaserdem keymaps

* Added bbaserdem keymaps

* Fixed stuff

* FIxed a filename error
This commit is contained in:
Batuhan Baserdem 2018-05-31 21:55:45 -04:00 committed by Drashna Jaelre
parent abce980b8b
commit 8eaf23ae81
24 changed files with 1425 additions and 489 deletions

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# Overview
I have mostly ortholinear keyboards, which share a lot of functions.
For this purpose, I collected them here.
I have the following keymaps:
* Gherkin (Does not use the user space)
* Let's Split
* Let's Split It Up
* Planck
# Layout
I use DVORAK with an unorthodox Turkish layout.
If you wanna grab my code, andused a previous layout with a persistent base
layer change, change it to layer 0 before proceeding.
# Layers
* **Dvorak**: Base layer,withdvorak layout.
* **Alternative**: Has alternate characters.
* **Game**: Toggled from *Function*, comfortable for gaming use.
* **Numeric**: Has numericals and symbols. Can be locked.
* **Function**: Layer has media and function keys.
* **Mouse**: Manipulates mouse. Can be locked.
* **Music** Allows playing sounds like a keyboard.
# Functionality
* **RGB Backlight**: With layer indication, and ability to change base layer lighting mode.
* **Secrets**: By placing a secrets.h, and not tracking it, you can store passwords etc.
* **Mouse**: Mouse emulation, complete with diagonal keys.
* **Turkish**: An AltGr-like overlay that allows some non-common letters, in unicode.
I suggest checking out how I enabled shifting for Turkish layer,
how I planned out RGB lighting, and my mouse implementation; they might offer
some insight into fringe user cases.
# Issues
All features are too big for the 32kB bootloader.
Offenders are audio and rgb lights; it comes down to one or the other.
~The Proton board, and rev 6 should fix that.~
# Credits
I have previously written my keymap by myself before, but I rewrote it here,
heavily inspired by @drashna's user folder.

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#include "bbaserdem.h"
/*---------------*\
|*-----MOUSE-----*|
\*---------------*/
#ifdef MOUSEKEY_ENABLE
#include "mousekey.h"
#endif
/*-------------*\
|*-----RGB-----*|
\*-------------*/
#ifdef RGBLIGHT_ENABLE
#include "rgblight.h"
#endif
/*-----------------*\
|*-----SECRETS-----*|
\*-----------------*/
// Enabled by adding a non-tracked secrets.h to this dir.
#if (__has_include("secrets.h"))
#include "secrets.h"
#endif
/*---------------*\
|*-----MUSIC-----*|
\*---------------*/
#ifdef AUDIO_ENABLE
float tone_game[][2] = SONG(ZELDA_PUZZLE);
float tone_return[][2] = SONG(ZELDA_TREASURE);
float tone_linux[][2] = SONG(UNICODE_LINUX);
float tone_windows[][2] = SONG(UNICODE_WINDOWS);
#endif
/*-------------------*\
|*-----TAP-DANCE-----*|
\*-------------------*/
#ifdef TAP_DANCE_ENABLE
qk_tap_dance_action_t tap_dance_actions[] = {
// Shift on double tap of semicolon
[SCL] = ACTION_TAP_DANCE_DOUBLE( KC_SCLN, KC_COLN )
};
#endif
/* In keymaps, instead of writing _user functions, write _keymap functions
* The __attribute__((weak)) allows for empty definitions here, and during
* compilation, if these functions are defined elsewhere, they are written
* over. This allows to include custom code from keymaps in the generic code
* in this file.
*/
__attribute__ ((weak)) void matrix_init_keymap(void) { }
__attribute__ ((weak)) void matrix_scan_keymap(void) { }
__attribute__ ((weak)) bool process_record_keymap(uint16_t keycode, keyrecord_t *record) {
return true;
}
__attribute__ ((weak)) uint32_t layer_state_set_keymap (uint32_t state) {
return state;
}
__attribute__ ((weak)) void led_set_keymap(uint8_t usb_led) { }
/* ----------------------- *\
* -----RGB Functions----- *
\* ----------------------- */
#ifdef RGBLIGHT_ENABLE
// Storage variables
extern rgblight_config_t rgblight_config;
bool base_sta; // Keeps track if in saveable state
bool base_tog; // Whether base state is active or not
int base_hue; // Hue value of base state
int base_sat; // Saturation value of base state
int base_val; // Brightness value of base state
uint8_t base_mod; // Animation mode of the base state
// Save the current state of the rgb mode
void rgblight_saveBase(void) {
base_hue = rgblight_config.hue;
base_sat = rgblight_config.sat;
base_val = rgblight_config.val;
base_mod = rgblight_config.mode;
base_tog = rgblight_config.enable;
base_sta = false; // If saving, that means base layer is being left
}
// Load the base state back
void rgblight_loadBase(void) {
// Don't do anything if not enabled
if ( !base_sta ) {
if ( base_tog ) {
rgblight_enable();
rgblight_mode( base_mod );
rgblight_sethsv( base_hue, base_sat, base_val );
} else {
rgblight_disable();
}
}
// Mark that base is loaded, and to be saved before leaving
base_sta = true;
}
// Set to plain HSV color
void rgblight_colorStatic( int hu, int sa, int va ) {
// First, it must be enabled or color change is not written
rgblight_enable();
rgblight_mode(1);
rgblight_sethsv(hu,sa,va);
}
/* HSV values, thank you @drashna!
* white ( 0, 0, 255)
* red ( 0, 255, 255)
* coral ( 16, 176, 255)
* orange ( 39, 255, 255)
* goldenrod ( 43, 218, 218)
* gold ( 51, 255, 255)
* yellow ( 60, 255, 255)
* chartreuse ( 90, 255, 255)
* green (120, 255, 255)
* springgreen (150, 255, 255)
* turquoise (174, 90, 112)
* teal (180, 255, 128)
* cyan (180, 255, 255)
* azure (186, 102, 255)
* blue (240, 255, 255)
* purple (270, 255, 255)
* magenta (300, 255, 255)
* pink (330, 128, 255)
*/
// Set RGBLIGHT state depending on layer
void rgblight_change( uint8_t last_layer ) {
// Save state, if saving is requested
/*
if ( base_sta ) {
rgblight_saveBase();
}
*/
// Change RGB light
switch ( last_layer ) {
case _DV:
// Load base layer
rgblight_loadBase();
break;
case _AL:
// Do yellow for alternate
rgblight_colorStatic( 60,255,255);
break;
case _GA:
// Do purple for game
rgblight_colorStatic(285,255,255);
break;
case _NU:
// Do azure for number
rgblight_colorStatic(186,200,255);
break;
case _SE:
// Do red for settings
rgblight_colorStatic( 16,255,255);
break;
case _MO:
// Do green for mouse
rgblight_colorStatic(120,255,255);
break;
#ifdef AUDIO_ENABLE
case _MU:
// Do orange for music
rgblight_colorStatic( 39,255,255);
break;
#endif
default:
// Something went wrong
rgblight_colorStatic( 0,255,255);
break;
}
}
#endif
/*---------------------*\
|*-----MATRIX INIT-----*|
\*---------------------*/
void matrix_init_user (void) {
// Keymap specific things, do it first thing to allow for delays etc
matrix_init_keymap();
// Correct unicode
set_unicode_input_mode(UC_LNX);
// Make beginning layer DVORAK
set_single_persistent_default_layer(_DV);
//--RGB light initialize base layer
#ifdef RGBLIGHT_ENABLE
// Base hue is white, and RGB disabled
base_hue = 100;
base_sat = 0;
base_val = 255;
base_mod = 2;
base_tog = false;
rgblight_enable();
rgblight_mode(base_mod);
rgblight_sethsv(base_hue,base_sat,base_val);
rgblight_disable();
rgblight_loadBase();
#endif
}
/*---------------------*\
|*-----MATRIX SCAN-----*|
\*---------------------*/
void matrix_scan_user (void) {
// Keymap specific, do it first
matrix_scan_keymap();
// Moved RGB check to layer_state_set_user
}
/*------------------*\
|*-----KEYCODES-----*|
\*------------------*/
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
// Shift check
bool is_capital = ( keyboard_report->mods & (MOD_BIT(KC_LSFT)|MOD_BIT(KC_RSFT)) );
static bool lock_flag = false;
uint8_t layer = biton32 (layer_state);
switch (keycode) {
// Secrets implementation
case SECRET1 ... SECRET3:
#if (__has_include("secrets.h"))
if( !record->event.pressed ) {
send_string_P( secret[ keycode - SECRET1 ] );
}
#endif
return false;
break;
// If these keys are pressed, load base layer config, and mark saving
case RGB_TOG:
case RGB_MOD:
case RGB_VAI:
case RGB_VAD:
case RGB_SAI:
case RGB_SAD:
case RGB_HUI:
case RGB_HUD:
#ifdef RGBLIGHT_ENABLE
if ( !base_sta ) {
rgblight_loadBase();
}
#endif
return true;
break;
// Lock functionality: These layers are locked if the LOCKED buttons are
// pressed. Otherwise, they are momentary toggles
case K_LOCK:
if (record->event.pressed) {
lock_flag = !lock_flag;
}
return false;
break;
case K_MOUSE:
#ifdef MOUSEKEY_ENABLE
if (record->event.pressed) {
layer_on(_MO);
lock_flag = false;
} else {
if ( lock_flag ) {
lock_flag = false;
} else {
layer_off(_MO);
}
}
#endif
return false;
break;
case K_NUMBR:
if (record->event.pressed) {
layer_on(_NU);
lock_flag = false;
} else {
if ( lock_flag ) {
lock_flag = false;
} else {
layer_off(_NU);
}
}
return false;
break;
// Layer switches with sound
case K_GAMES:
if (record->event.pressed) {
// On press, turn off layer if active
if ( layer == _GA ) {
#ifdef AUDIO_ENABLE
stop_all_notes();
PLAY_SONG(tone_return);
#endif
layer_off(_GA);
}
} else {
// After click, turn on layer if accessed from setting
if ( layer == _SE ) {
#ifdef AUDIO_ENABLE
stop_all_notes();
PLAY_SONG(tone_game);
#endif
layer_on(_GA);
layer_off(_SE);
}
}
return false;
break;
case MU_TOG:
#ifdef AUDIO_ENABLE
if (record->event.pressed) {
// On press, turn off layer if active
if ( layer == _SE ) {
layer_off(_SE);
layer_on(_MU);
} else {
layer_off(_MU);
}
}
#endif
return true;
break;
//------UNICODE
// Unicode switches with sound
case UNI_LI:
#ifdef UNICODE_ENABLE
if (record->event.pressed) {
#ifdef AUDIO_ENABLE
stop_all_notes();
PLAY_SONG(tone_linux);
#endif
set_unicode_input_mode(UC_LNX);
}
#endif
return false;
break;
case UNI_WN:
#ifdef UNICODE_ENABLE
if (record->event.pressed) {
#ifdef AUDIO_ENABLE
stop_all_notes();
PLAY_SONG(tone_windows);
#endif
set_unicode_input_mode(UC_WIN);
}
#endif
return false;
break;
// Turkish letters, with capital functionality
case TUR_A:
#ifdef UNICODE_ENABLE
if (record->event.pressed) {
if ( is_capital ) {
unicode_input_start();
register_hex(0x00c2);
unicode_input_finish();
} else {
unicode_input_start();
register_hex(0x00e2);
unicode_input_finish();
}
}
#endif
return false;
break;
case TUR_O:
#ifdef UNICODE_ENABLE
if (record->event.pressed) {
if ( is_capital ) {
unicode_input_start();
register_hex(0x00d6);
unicode_input_finish();
} else {
unicode_input_start();
register_hex(0x00f6);
unicode_input_finish();
}
}
#endif
return false;
break;
case TUR_U:
#ifdef UNICODE_ENABLE
if (record->event.pressed) {
if ( is_capital ) {
unicode_input_start();
register_hex(0x00dc);
unicode_input_finish();
} else {
unicode_input_start();
register_hex(0x00fc);
unicode_input_finish();
}
}
#endif
return false;
break;
case TUR_I:
#ifdef UNICODE_ENABLE
if (record->event.pressed) {
if ( is_capital ) {
unicode_input_start();
register_hex(0x0130);
unicode_input_finish();
} else {
unicode_input_start();
register_hex(0x0131);
unicode_input_finish();
}
}
#endif
return false;
break;
case TUR_G:
#ifdef UNICODE_ENABLE
if (record->event.pressed) {
if ( is_capital ) {
unicode_input_start();
register_hex(0x011e);
unicode_input_finish();
} else {
unicode_input_start();
register_hex(0x011f);
unicode_input_finish();
}
}
#endif
return false;
break;
case TUR_C:
#ifdef UNICODE_ENABLE
if (record->event.pressed) {
if ( is_capital ) {
unicode_input_start();
register_hex(0x00c7);
unicode_input_finish();
} else {
unicode_input_start();
register_hex(0x00e7);
unicode_input_finish();
}
}
#endif
return false;
break;
case TUR_S:
#ifdef UNICODE_ENABLE
if (record->event.pressed) {
if ( is_capital ) {
unicode_input_start();
register_hex(0x015e);
unicode_input_finish();
} else {
unicode_input_start();
register_hex(0x015f);
unicode_input_finish();
}
}
#endif
return false;
break;
//-------Diagonal mouse movements
case MO_NE:
#ifdef MOUSEKEY_ENABLE
if( record->event.pressed ) {
mousekey_on(MO_N);
mousekey_on(MO_E);
mousekey_send();
} else {
mousekey_off(MO_N);
mousekey_off(MO_E);
mousekey_send();
}
#endif
return false;
break;
case MO_NW:
#ifdef MOUSEKEY_ENABLE
if( record->event.pressed ) {
mousekey_on(MO_N);
mousekey_on(MO_W);
mousekey_send();
} else {
mousekey_off(MO_N);
mousekey_off(MO_W);
mousekey_send();
}
#endif
return false;
break;
case MO_SE:
#ifdef MOUSEKEY_ENABLE
if( record->event.pressed ) {
mousekey_on(MO_S);
mousekey_on(MO_E);
mousekey_send();
} else {
mousekey_off(MO_S);
mousekey_off(MO_E);
mousekey_send();
}
#endif
return false;
break;
case MO_SW:
#ifdef MOUSEKEY_ENABLE
if( record->event.pressed ) {
mousekey_on(MO_S);
mousekey_on(MO_W);
mousekey_send();
} else {
mousekey_off(MO_S);
mousekey_off(MO_W);
mousekey_send();
}
#endif
return false;
break;
case MO_S_NE:
#ifdef MOUSEKEY_ENABLE
if( record->event.pressed ) {
mousekey_on(MO_S_N);
mousekey_on(MO_S_E);
mousekey_send();
} else {
mousekey_off(MO_S_N);
mousekey_off(MO_S_E);
mousekey_send();
}
#endif
return false;
break;
case MO_S_NW:
#ifdef MOUSEKEY_ENABLE
if( record->event.pressed ) {
mousekey_on(MO_S_N);
mousekey_on(MO_S_W);
mousekey_send();
} else {
mousekey_off(MO_S_N);
mousekey_off(MO_S_W);
mousekey_send();
}
#endif
return false;
break;
case MO_S_SE:
#ifdef MOUSEKEY_ENABLE
if( record->event.pressed ) {
mousekey_on(MO_S_S);
mousekey_on(MO_S_E);
mousekey_send();
} else {
mousekey_off(MO_S_S);
mousekey_off(MO_S_E);
mousekey_send();
}
#endif
return false;
break;
case MO_S_SW:
#ifdef MOUSEKEY_ENABLE
if( record->event.pressed ) {
mousekey_on(MO_S_S);
mousekey_on(MO_S_W);
mousekey_send();
} else {
mousekey_off(MO_S_S);
mousekey_off(MO_S_W);
mousekey_send();
}
#endif
return false;
break;
//------DOUBLE PRESS, with added left navigation
case DBL_SPC:
if( record->event.pressed ) {
SEND_STRING(" "SS_TAP(X_LEFT));
}
return false;
break;
case DBL_ANG:
if( record->event.pressed ) {
SEND_STRING("<>"SS_TAP(X_LEFT));
}
return false;
break;
case DBL_PAR:
if( record->event.pressed ) {
SEND_STRING("()"SS_TAP(X_LEFT));
}
return false;
break;
case DBL_SQR:
if( record->event.pressed ) {
SEND_STRING("[]"SS_TAP(X_LEFT));
}
return false;
break;
case DBL_BRC:
if( record->event.pressed ) {
SEND_STRING("{}"SS_TAP(X_LEFT));
}
return false;
break;
case DBL_QUO:
if( record->event.pressed ) {
SEND_STRING("\'\'"SS_TAP(X_LEFT));
}
return false;
break;
case DBL_DQT:
if( record->event.pressed ) {
SEND_STRING("\"\""SS_TAP(X_LEFT));
}
return false;
break;
case DBL_GRV:
if( record->event.pressed ) {
SEND_STRING("``"SS_TAP(X_LEFT));
}
return false;
break;
// END OF KEYCODES
}
return process_record_keymap(keycode, record);
}
/*----------------------*\
|*-----LAYER CHANGE-----*|
\*----------------------*/
uint32_t layer_state_set_user(uint32_t state) {
state = layer_state_set_keymap (state);
#ifdef RGBLIGHT_ENABLE
// Change RGB lighting depending on the last layer activated
rgblight_change( biton32(state) );
#endif
return state;
}

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#ifndef USERSPACE
#define USERSPACE
#include "quantum.h"
// Use 7 wide characters for keymaps
#define _______ KC_TRNS
#define XXX KC_NO
// Layers
#define _DV 0 // Base layer
#define _AL 1 // Alt char overlay
#define _GA 2 // Game layer
#define _NU 3 // Numbers layer
#define _SE 4 // Settings layer
#define _MO 5 // Mouse emulation
#define _MU 6 // Music mode
// Define short macros
#define UNDO LCTL(KC_Z)
#define REDO LCTL(KC_Y)
#define COPY LCTL(KC_C)
#define CUT LCTL(KC_X)
#define PASTE LCTL(KC_V)
// Rename mouse keys
#ifdef MOUSEKEY_ENABLE
#define MO_S_N KC_MS_WH_UP
#define MO_S_S KC_MS_WH_DOWN
#define MO_S_E KC_MS_WH_RIGHT
#define MO_S_W KC_MS_WH_LEFT
#define MO_N KC_MS_UP
#define MO_S KC_MS_DOWN
#define MO_E KC_MS_RIGHT
#define MO_W KC_MS_LEFT
#define MO_CL_L KC_MS_BTN1
#define MO_CL_R KC_MS_BTN2
#define MO_CL_M KC_MS_BTN3
#define MO_CL_4 KC_MS_BTN4
#define MO_CL_5 KC_MS_BTN5
#define MO_AC_0 KC_MS_ACCEL0
#define MO_AC_1 KC_MS_ACCEL1
#define MO_AC_2 KC_MS_ACCEL2
#else
#define MO_S_N KC_NO
#define MO_S_S KC_NO
#define MO_S_E KC_NO
#define MO_S_W KC_NO
#define MO_N KC_NO
#define MO_S KC_NO
#define MO_E KC_NO
#define MO_W KC_NO
#define MO_CL_L KC_NO
#define MO_CL_R KC_NO
#define MO_CL_M KC_NO
#define MO_CL_1 KC_NO
#define MO_CL_2 KC_NO
#define MO_AC_0 KC_NO
#define MO_AC_1 KC_NO
#define MO_AC_2 KC_NO
#endif
// Define non-capitalized UTF shortcuts here
#ifdef UNICODE_ENABLE
#define PHY_HBR UC(0x0127)
#define PHY_DEG UC(0x00b0)
#define CUR_LIR UC(0x20ba)
#define CUR_BIT UC(0x20bf)
#define CUR_EUR UC(0x20ac)
#define CUR_BPN UC(0x00a3)
#define CUR_YEN UC(0x00a5)
#else
#define PHY_HBR KC_NO
#define PHY_DEG KC_NO
#define CUR_LIR KC_NO
#define CUR_BIT KC_NO
#define CUR_EUR KC_NO
#define CUR_BPN KC_NO
#define CUR_YEN KC_NO
#endif
// Make only KC_NO be grabbed by music mode
#ifdef AUDIO_ENABLE
#define MUSIC_MASK keycode == XXX
#endif
// Custom keycodes
enum userspace_custom_keycodes {
// Turkish letters, with shifting
TUR_A = SAFE_RANGE,
TUR_C,
TUR_G,
TUR_I,
TUR_O,
TUR_S,
TUR_U,
// Unicode mode switch
UNI_LI,
UNI_WN,
// Double keys
DBL_SPC,
DBL_ANG,
DBL_PAR,
DBL_SQR,
DBL_BRC,
DBL_QUO,
DBL_DQT,
DBL_GRV,
// Diagonal mouse movements
MO_NE,
MO_NW,
MO_SE,
MO_SW,
MO_S_NE,
MO_S_NW,
MO_S_SE,
MO_S_SW,
// Layer switches and lock functionality
K_MOUSE,
K_NUMBR,
K_LOCK,
K_GAMES,
// Secret macros
SECRET1,
SECRET2,
SECRET3
};
// Do tap dancable semicolon key if available
#ifdef TAP_DANCE_ENABLE
#define TAPPING_TERM 300
#define TAPPING_TOGGLE 1
enum {
SCL = 0
};
#define MY_SCL TD(SCL)
#else
#define MY_SCL KC_SCLN
#endif
// Shared keymaps
#define KM(...) KEYMAP(__VA_ARGS__) // Required to expand the CSVs
/* Dvorak
* ,------------------------------------------------------------------------.
* | Esc | ' " | , | . | P | Y || F | G | C | R | L | Bkp |
* |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
* | Tab | A | O | E | U | I || D | H | T | N | S | / ? |
* |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
* | SYM | ; : | Q | J | K | X || B | M | W | V | Z | SET |
* |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
* | TUR | OS | Ctrl| Alt | Shf | Spc || Ent | Lft | Dwn | Up | Rght| MSE |
* `------------------------------------------------------------------------' */
#define DVORAK_1 \
KC_ESC, KC_QUOT,KC_COMM,KC_DOT, KC_P, KC_Y, KC_F, KC_G, KC_C, KC_R, KC_L, KC_BSPC
#define DVORAK_2 \
KC_TAB, KC_A, KC_O, KC_E, KC_U, KC_I, KC_D, KC_H, KC_T, KC_N, KC_S, KC_SLSH
#define DVORAK_3 \
K_NUMBR,MY_SCL, KC_Q, KC_J, KC_K, KC_X, KC_B, KC_M, KC_W, KC_V, KC_Z, MO(_SE)
#define DVORAK_4 \
MO(_AL),KC_LGUI,KC_LCTL,KC_LALT,KC_LSFT,KC_SPC, KC_ENT, KC_LEFT,KC_DOWN,KC_RGHT,KC_UP, K_MOUSE
#define DVORAK KM(DVORAK_1,DVORAK_2,DVORAK_3,DVORAK_4)
/* Alternative character overlay
* ,------------------------------------------------------------------------.
* | | ' ' | Undo| Redo|Pound| Yen || | G | C | |TLira| Del |
* |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
* | | A | O | Euro| U | I ||Degre|Plank| | | S | Ins |
* |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
* | | " " | Cut | Copy|Paste| || BTC | < > | ( ) | [ ] | { } | PgUp|
* |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
* | | | | | | || | Home|PgDwn| PgUp| End | |
* `------------------------------------------------------------------------' */
#define ALTCHAR_1 \
_______,DBL_QUO,UNDO, REDO, CUR_BPN,CUR_YEN,_______,TUR_G, TUR_C, _______,CUR_LIR,KC_DEL
#define ALTCHAR_2 \
_______,TUR_A, TUR_O, CUR_EUR,TUR_U, TUR_I, PHY_DEG,PHY_HBR,_______,_______,TUR_S, KC_INS
#define ALTCHAR_3 \
_______,DBL_DQT,CUT, COPY, PASTE, _______,CUR_BIT,DBL_ANG,DBL_PAR,DBL_SQR,DBL_BRC,_______
#define ALTCHAR_4 \
_______,_______,_______,_______,_______,_______,_______,KC_HOME,KC_PGDN,KC_PGUP,KC_END,_______
#define ALTCHAR KM(ALTCHAR_1,ALTCHAR_2,ALTCHAR_3,ALTCHAR_4)
/* Game layer
* ,------------------------------------------------------------------------.
* | OFF | Q | W | E | R | T || Esc | 7 | 8 | 9 |NumLk|Bkspc|
* |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
* | Tab | A | S | D | F | G || F1 | 4 | 5 | 6 | \ | Ent |
* |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
* | | Z | X | C | V | B || F2 | 1 | 2 | 3 | ^ | |
* |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
* | / | ` | | | | Spc || Spc | Ent | 0 | < | v | > |
* `------------------------------------------------------------------------' */
#define GAME_1 \
K_GAMES,KC_Q, KC_W, KC_E, KC_R, KC_T, KC_ESC, KC_P7, KC_P8, KC_P9, KC_NLCK,KC_BSPC
#define GAME_2 \
KC_TAB, KC_A, KC_S, KC_D, KC_F, KC_G, KC_F1, KC_P4, KC_P5, KC_P6, KC_BSLS,KC_ENT
#define GAME_3 \
_______,KC_Z, KC_X, KC_C, KC_V, KC_B, KC_F2, KC_P1, KC_P2, KC_P3, KC_UP, _______
#define GAME_4 \
KC_SLSH,KC_GRV, _______,_______,_______,KC_SPC, KC_SPC, KC_ENT, KC_P0, KC_LEFT,KC_DOWN,KC_RGHT
#define GAME KM(GAME_1,GAME_2,GAME_3,GAME_4)
/* Symbols layer
* ,------------------------------------------------------------------------.
* | OFF | ` | ~ | [ | ] | { || } | - | _ | = | + | |
* |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
* | | 1 | 2 | 3 | 4 | 5 || 6 | 7 | 8 | 9 | 0 | \ |
* |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
* | | ! | @ | # | $ | % || ^ | & | * | ( | ) | LCK |
* |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
* | | | | | | | | || | | | | | |
* `------------------------------------------------------------------------' */
#define NUMBERS_1 \
K_NUMBR,KC_GRV, KC_TILD,KC_LBRC,KC_RBRC,KC_LCBR,KC_RCBR,KC_MINS,KC_UNDS,KC_EQL, KC_PLUS,_______
#define NUMBERS_2 \
_______,KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_BSLS
#define NUMBERS_3 \
_______,KC_EXLM,KC_AT, KC_HASH,KC_DLR, KC_PERC,KC_CIRC,KC_AMPR,KC_ASTR,KC_LPRN,KC_RPRN,K_LOCK
#define NUMBERS_4 \
KC_PIPE,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______
#define NUMBERS KM(NUMBERS_1,NUMBERS_2,NUMBERS_3,NUMBERS_4)
/* Settings layer
* ,------------------------------------------------------------------------.
* |BLLed| F1 | F2 | F3 | F4 | Lin || Win | Wake| |Hue -|Hue +|Reset|
* |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
* | | F5 | F6 | F7 | F8 | || | |RGBto|Sat -|Sat +| |
* |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
* | Game| F9 | F10 | F11 | F12 |Vol 0||PrtSc| |RGBan|Bri -|Bri +| |
* |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
* |Musir| | | | |Vol -||Vol +| Prev| Stop|TogMu| Next| |
* `------------------------------------------------------------------------' */
#define SETTINGS_1 \
BL_STEP,KC_F1, KC_F2, KC_F3, KC_F4, UNI_LI, UNI_WN, KC_WAKE,_______,RGB_HUD,RGB_HUI,RESET
#define SETTINGS_2 \
_______,KC_F5, KC_F6, KC_F7, KC_F8, _______,_______,_______,RGB_TOG,RGB_SAD,RGB_SAI,_______
#define SETTINGS_3 \
K_GAMES,KC_F9, KC_F10, KC_F11, KC_F12, KC_MUTE,KC_PSCR,_______,RGB_MOD,RGB_VAD,RGB_VAI,_______
#define SETTINGS_4 \
MU_TOG, _______,_______,_______,_______,KC_VOLD,KC_VOLU,KC_MPRV,KC_MSTP,KC_MPLY,KC_MNXT,_______
#define SETTINGS KM(SETTINGS_1,SETTINGS_2,SETTINGS_3,SETTINGS_4)
/* Mouse layer
* ,------------------------------------------------------------------------.
* |Ulock| \ | ^ | / |.....|.....||.....|.....| |\|.| |^| | |/|.| |
* |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
* | | < | Mid | > |Btn 4|.....||.....|Btn 5| <-- | Mid | --> | |
* |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
* | | / | v | \ |.....|.....||.....|.....| |/| | |v| | |\| | LCK |
* |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
* | | | | | | Left||Right| | |Accl0|Accl1|Accl2|
* `------------------------------------------------------------------------' */
#define MOUSE_1 \
K_MOUSE,MO_NW, MO_N, MO_NE, XXX, XXX ,XXX, XXX, MO_S_NW,MO_S_N, MO_S_NE,_______
#define MOUSE_2 \
_______,MO_W, MO_CL_M,MO_E, MO_CL_4,XXX ,XXX, MO_CL_5,MO_S_W, MO_CL_M,MO_S_E, _______
#define MOUSE_3 \
_______,MO_SW, MO_S, MO_SE, XXX, XXX ,XXX, XXX, MO_S_SW,MO_S_S, MO_S_SE,K_LOCK
#define MOUSE_4 \
_______,_______,_______,_______,_______,MO_CL_L,MO_CL_R,_______,MO_AC_0,MO_AC_1,MO_AC_2,_______
#define MOUSE KM(MOUSE_1,MOUSE_2,MOUSE_3,MOUSE_4)
/* Music layer
* ,------------------------------------------------------------------------.
* |.....|.....|.....|.....|.....|.....||.....|.....|.....|.....|.....|.....|
* |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
* |.....|.....|.....|.....|.....|.....||.....|.....|.....|.....|.....|.....|
* |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
* |.....|.....|.....|.....|.....|.....||.....|.....|.....|.....|.....|.....|
* |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
* | togg| rec | stop| play| slow| fast||modes|.....|.....|.....|.....|.....|
* `------------------------------------------------------------------------'
*/
#define MASK XXX, XXX, XXX, XXX, XXX, XXX, XXX, XXX, XXX, XXX, XXX, XXX
#define MUSIC_4 MU_TOG, KC_LCTL, KC_LALT, KC_LGUI, KC_DOWN, KC_UP, MU_MOD, XXX, XXX, XXX, XXX, XXX
#define MUSIC KM(MASK,MASK,MASK,MUSIC_4)
#endif

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SRC += bbaserdem.c
EXTRAFLAGS += -flto
# ENABLE
UNICODE_ENABLE = yes # Used for unicode character emulation
EXTRAKEY_ENABLE = yes # OS signals like volume control
# DISABLE
BLUETOOTH_ENABLE = no # No bluetooth
COMMAND_ENABLE = no # Some bootmagic thing
BOOTMAGIC_ENABLE = no # Access to EEPROM settings, not needed
CONSOLE_ENABLE = no # Allows console output with a command
SLEEP_LED_ENABLE = no # Breathes LED's when computer is asleep. Untested.
NKRO_ENABLE = no # Default is 6KRO which is plenty
MIDI_ENABLE = no # Untested feature
FAUXCLICKY_ENABLE = no # Emulates clicks using speaker
KEY_LOCK_ENABLE = no # Allows locking any key. Not used
API_SYSEX_ENABLE = no # Allows OS to send signals.
KEY_LOCK_ENABLE = no # Allows locking any key. Not used
# Disabling this makes it compile, prob bad upstream code
# VARIABLE_TRACE = no # Allows debugging variables