forked from mirrors/qmk_firmware
050472a4d0
Co-authored-by: Drashna Jaelre <drashna@live.com>
112 lines
7.1 KiB
C
Executable file
112 lines
7.1 KiB
C
Executable file
#pragma once
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/*
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Copyright 2018 Eric Gebhart <e.a.gebhart@gmail.com>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "keycodes.h"
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/*********************************************************************/
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/* Non-Base Layer Definitions. */
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/* */
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/* Keypads, sympads, funcpads, symbols, RGB, Layers, Controls, etc. */
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/* Qwerty and Bepo versions exist as needed. */
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/* */
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/* This file defines every auxillary layer I use on every keyboard */
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/* Ergodox, keebio/viterbi, xd75, rebound, crkbd, morpho, dactyl,.. */
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/*********************************************************************/
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/********************************************************************************/
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/* The following Transient/Non-Base Layers are provided within. */
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/* Each layer is named with the size of Keymatrix it has entries for. */
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/* 3x10 are usual for these. I had 3x12's but I didn't need the edges really. */
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/* It was an attempt to accommodate Bepo which is 13 columns wide. */
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/* Even in a 3x12 Bepo is wonky. So I gave up on it. I also gave up on 4 row */
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/* layers, I really want my keys in that 3x5 space. Everything on the edges can */
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/* stay as it is. Splitting is managed in the macros as */
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/* needed. BP indicates the Bepo equivalent to the Qwerty layer when needed. */
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/********************************************************************************/
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/* */
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/* Explore below to see what they all are. */
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/* Naming gives the sizes of things, a prefix number is the length. */
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/* BP is the bepo version of things. */
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/* BKL is the beakl 15 version of a layout or chunk. */
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/* C on the end of a name means its a compact version of something. */
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/* Compact meaning for use on a 3 row layout. */
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/* */
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/* TOPROWS - numbers, symbols, functions, all on one layer. */
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/* ___TOPROWS_3x10___ */
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/* ___TOPROWS_BP_3x10___ */
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/* */
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/* KEYPADS/FUNCPADS. */
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/* ___KP_C_3x10___ */
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/* ___KP_C_BP_3x10___ */
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/* ___KP_C_BKL_FUNC_3x10___ -- BEAKL key/func pads. */
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/* ___KP_C_BKL_FUNC_BP_3x10___ */
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/* */
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/* SYMBOLS -Beakl or Beakl extended */
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/* ___SYMB_BEAKL_3x10___ */
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/* ___SYMB_BEAKL_BP_3x10___ */
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/* */
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/* Beakl extended symbol layer with additional corner symbols. */
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/* For use with non-beakl base layers. */
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/* ___SYMB_BEAKLA_3x10___ */
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/* ___SYMB_BEAKLA_BP_3x10___ */
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/* For use with vi bindings optimized */
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/* ___SYMB_BEAKLB_3x10___ */
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/* ___SYMB_BEAKLB_BP_3x10___ */
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/* */
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/* NAVIGATION */
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/* ___NAV_3x10___ */
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/* */
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/* CONTROLS */
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/* ___RGB_3x10___ */
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/* ___ADJUST_3x10___ */
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/* ___LAYERS_3x10___ */
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/********************************************************************************/
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/*********************************************************************/
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/* XXXXXX Layer chunk -- These are the final layers. */
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/* */
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/* Each section defines the necessary pieces to create a layer. */
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/* It builds them up into consistently shaped lists for the layout */
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/* wrapper. */
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/* */
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/* Each Section ends with a _Layer Chunk_. This is so the */
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/* layer can be easily given to the Layout Wrapper macros which */
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/* takes a list of keys in lengths of 2x3x5, 2x3x6, 2x4x5, or 2x4x6. */
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/* */
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/* All of my keyboard definitions use these same chunks with similar */
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/* macros. The differences between keyboards are all managed in the */
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/* macro. Here we just have nice rectangular sets of keys to */
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/* complete a layout. */
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/*********************************************************************/
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// these are needed so that groups of defined keys will unravel
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// into their values. The Base layers don't need them becuse the
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// keys are explicit in their passing. Here, chunks are made for
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// convenience and reuse. They don't unravel unless we wrap these
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// in var args.
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#define CHUNK_LANG_MAP(...) LANG_MAP(__VA_ARGS__)
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#define CHUNK_LANG_ROW(...) LANG_ROW(__VA_ARGS__)
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// 5 wide, with the two shot control.
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#define ___OS_MODS_L___ OS_LGUI, OS_LALT, OS_LCTL, OS_LSFT, TS_LCTL
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#define ___OS_MODS_R___ TS_RCTL, OS_RSFT, OS_RCTL, OS_RALT, OS_RGUI
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// 4 wide.
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#define ___SML_MODS_L___ SMLM_LGUI, SMLM_LALT, SMLM_LCTL, SMLM_LSFT
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#define ___SML_MODS_R___ SMLM_RSFT, SMLM_RCTL, SMLM_RALT, SMLM_RGUI
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#include "keypads.h"
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#include "nav.h"
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#include "symbols.h"
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#include "toprows.h"
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#include "utility.h"
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