qmk_sweep_skeletyl/users/ericgebhart/layouts.h

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#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/>.
*/
#include "core_keysets.h"
#include "mod_layer.h"
#include "edge_keys.h"
/******************************************************************/
/* This is where I put my Keyboard layouts. */
/* The mod layer can be modified in mod_layer.h */
/* 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 */
/* */
/* 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, viterbi, */
/* and rebound. */
/******************************************************************/
/******************************************************************/
/* * 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. */
// Since our quirky block definitions are basically a list of comma separated
// arguments, we need a wrapper in order for these definitions to be
// expanded before being used as arguments to the LAYOUT_xxx macro.
#if (!defined(LAYOUT) && defined(KEYMAP))
#define LAYOUT KEYMAP
#endif
// every keyboard has it's Layout. We start there and make a var args
// out of it.
#define LVARG_ergodox(...) LAYOUT_ergodox(__VA_ARGS__)
#define LVARG_edox(...) LAYOUT_ergodox_pretty(__VA_ARGS__)
#define LAYOUT_VARG(...) LAYOUT(__VA_ARGS__)
#define LAYOUT_PVARG(...) LAYOUT_pretty(__VA_ARGS__)
#define LVARG_4x12(...) LAYOUT_ortho_4x12(__VA_ARGS__)
#define LVARG_5x12(...) LAYOUT_ortho_5x12(__VA_ARGS__)
#define LVARG_5x14(...) LAYOUT_ortho_5x14(__VA_ARGS__)
#define LVARG_5x15(...) LAYOUT_ortho_5x15(__VA_ARGS__)
/*
| Left | Numbers L | middle | numbers R | Right |
| Left | keys0-5 | middle | Keys6-10 | Right |
| Left | keys11-15 | middle | Keys16-20 | Right |
| Left | keys20-25 | middle | Keys25-30 | Right |
|Row5L Row5R |
|ThumbsL ThumbsR |
*/
/* Assuming that left, midddle, right, row5, and thumbs stay the same, */
/* numbers, no numbers, numbers never change, whatever. */
/* we can have a layout macro that takes a nice rectangle of keys. */
/* Actually, because of Bepo, each keyboard currently requires four of */
/* these macros. One for Qwerty, One for foreign layouts on bepo like */
/* dvorak and beakl on bepo instead of on Qwerty. Then another for the Bepo */
/* layout because unlike the rest of the layouts Bepo doesn't fit in */
/* 3x10. It wants 3x12. So there are potentially 4 macros per keyboard here. */
/* XXXX_base, XXXX_base_bepo, XXXX_base_bepo6, The 4th macro */
/* is XXXXX_transient and generally works for all other */
/* non base layers. */
/* The base and transient versions are all that is necessary, if bepo is */
/* not needed. */
/* All layouts are relatively simple to make. */
/* The ROW macros add a universal mod layer so that mods can be defined once */
/* and used everywhere. No matter the keymap or layer. this allows actual maps */
/* like dvorak, qwerty, colemak, beakl, etc., to be defined simply. */
/* Additional, more complicated layouts can be found here.*/
/* examples can be found in crkbd/keymaps/ericgebhart */
/* examples can be found in kinesis/keymaps/ericgebhart */
/* examples can be found in ergodox/keymaps/ericgebhart */
/* examples can be found in montsinger/rebound/rev4/keymaps/ericgebhart */
/********************************************************************/
/* xiudi/xd75 - Ortholinear 5x15 */
/********************************************************************/
/// These first two base layout templates take sets of 5 keys, left and right.
// Using 4 sets allows for changing the number row if you have one.
// if you never change the number row, then use 3 sets of left and right.
// and define the number row here.
#define LAYOUT_5x15_base( \
K01, K02, K03, K04, K05, \
K06, K07, K08, K09, K0A, \
K11, K12, K13, K14, K15, \
K16, K17, K18, K19, K1A, \
K21, K22, K23, K24, K25, \
K26, K27, K28, K29, K2A, \
K31, K32, K33, K34, K35, \
K36, K37, K38, K39, K3A) \
LVARG_5x15( \
ROW0_LEFT(K01, K02, K03, K04, K05), \
___3_MIDDLE_T___, \
ROW0_RIGHT(K06, K07, K08, K09, K0A), \
\
ROW1_LEFT(K11, K12, K13, K14, K15), \
___3_MIDDLE_1___, \
ROW1_RIGHT(K16, K17, K18, K19, K1A), \
\
ROW2_LEFT(K21, K22, K23, K24, K25), \
___3_MIDDLE_2___, \
ROW2_RIGHT(K26, K27, K28, K29, K2A), \
\
ROW3_LEFT(K31, K32, K33, K34, K35), \
___3_MIDDLE_3___, \
ROW3_RIGHT(K36, K37, K38, K39, K3A), \
___15_BOTTOM___ \
)
#define LAYOUT_5x15_base_bepo( \
K01, K02, K03, K04, K05, \
K06, K07, K08, K09, K0A, \
K11, K12, K13, K14, K15, \
K16, K17, K18, K19, K1A, \
K21, K22, K23, K24, K25, \
K26, K27, K28, K29, K2A, \
K31, K32, K33, K34, K35, \
K36, K37, K38, K39, K3A) \
LVARG_5x15( \
ROW0_LEFT_BP(K01, K02, K03, K04, K05), \
___3_MIDDLE_T___, \
ROW0_RIGHT_BP(K06, K07, K08, K09, K0A), \
\
ROW1_LEFT_BP(K11, K12, K13, K14, K15), \
___3_MIDDLE_1_BP___, \
ROW1_RIGHT_BP(K16, K17, K18, K19, K1A), \
\
ROW2_LEFT_BP(K21, K22, K23, K24, K25), \
___3_MIDDLE_2_BP___, \
ROW2_RIGHT_BP(K26, K27, K28, K29, K2A), \
\
ROW3_LEFT_BP(K31, K32, K33, K34, K35), \
___3_MIDDLE_3_BP___, \
ROW3_RIGHT_BP(K36, K37, K38, K39, K3A), \
___15_BOTTOM_BP___ \
)
// Just for bepo because it's a 3x6 matrix on each side.
// So 3 pairs of 6 keys, left and right.
#define Layout_5x15_base_bepo6( \
K01, K02, K03, K04, K05, K06, \
K07, K08, K09, K0A, K0B, K0C, \
K11, K12, K13, K14, K15, K16, \
K17, K18, K19, K1A, K1B, K1C, \
K21, K22, K23, K24, K25, K26, \
K27, K28, K29, K2A, K2B, K2C \
) \
LVARG_5x15( \
___15_B_SYMB___, \
ROW1_LEFT_BP6(K01, K02, K03, K04, K05, K06), \
___3_MIDDLE_1_BP___, \
ROW1_RIGHT_BP6(K07, K08, K09, K0A, K0B, K0C), \
\
ROW2_LEFT_BP6(K11, K12, K13, K14, K15, K16), \
___3_MIDDLE_2___, \
ROW2_RIGHT_BP6(K17, K18, K19, K1A, K1B, K1C), \
\
ROW3_LEFT_BP6(K21, K22, K23, K24, K25, K26), \
___3_MIDDLE_3___, \
ROW3_RIGHT_BP6(K27, K28, K29, K2A, K2B, K2C), \
___15_BOTTOM_BP___ \
)
// 4 rows of 12. 3 columns transparent in the middle.
#define LAYOUT_5x15_transient( \
K01, K02, K03, K04, K05, K06, \
K07, K08, K09, K0A, K0B, K0C, \
K11, K12, K13, K14, K15, K16, \
K17, K18, K19, K1A, K1B, K1C, \
K21, K22, K23, K24, K25, K26, \
K27, K28, K29, K2A, K2B, K2C, \
K31, K32, K33, K34, K35, K36, \
K37, K38, K39, K3A, K3B, K3C \
) \
LVARG_5x15( \
K01, K02, K03, K04, K05, K06, \
___3___, \
K07, K08, K09, K0A, K0B, K0C, \
K11, K12, K13, K14, K15, K16, \
___3___, \
K17, K18, K19, K1A, K1B, K1C, \
K21, K22, K23, K24, K25, K26, \
___3___, \
K27, K28, K29, K2A, K2B, K2C, \
K31, K32, K33, K34, K35, K36, \
___3___, \
K37, K38, K39, K3A, K3B, K3C, \
___15___) \
#define BASE_5x15(...) LAYOUT_5x15_base(__VA_ARGS__)
#define BASE_5x15_bepo(...) LAYOUT_5x15_base_bepo(__VA_ARGS__)
#define BASE_5x15_bepo6(...) LAYOUT_5x15_base_bepo6(__VA_ARGS__)
#define TRANSIENT_5x15(...) LAYOUT_5x15_transient(__VA_ARGS__)
/********************************************************************/
/********************************************************************/
/* viterbi - Ortholinear 5x14 */
/********************************************************************/
#define LAYOUT_5x14_base( \
K01, K02, K03, K04, K05, \
K06, K07, K08, K09, K0A, \
K11, K12, K13, K14, K15, \
K16, K17, K18, K19, K1A, \
K21, K22, K23, K24, K25, \
K26, K27, K28, K29, K2A, \
K31, K32, K33, K34, K35, \
K36, K37, K38, K39, K3A) \
LVARG_5x14( \
ROW0_LEFT(K01, K02, K03, K04, K05), \
___2_MIDDLE_T___, \
ROW0_RIGHT(K06, K07, K08, K09, K0A), \
\
ROW1_LEFT(K11, K12, K13, K14, K15), \
___2_MIDDLE_1___, \
ROW1_RIGHT(K16, K17, K18, K19, K1A), \
\
ROW2_LEFT(K21, K22, K23, K24, K25), \
___2_MIDDLE_2___, \
ROW2_RIGHT(K26, K27, K28, K29, K2A), \
\
ROW3_LEFT(K31, K32, K33, K34, K35), \
___2_MIDDLE_3___, \
ROW3_RIGHT(K36, K37, K38, K39, K3A), \
___14_BOTTOM___ \
)
#define LAYOUT_5x14_base_bepo( \
K01, K02, K03, K04, K05, \
K06, K07, K08, K09, K0A, \
K11, K12, K13, K14, K15, \
K16, K17, K18, K19, K1A, \
K21, K22, K23, K24, K25, \
K26, K27, K28, K29, K2A, \
K31, K32, K33, K34, K35, \
K36, K37, K38, K39, K3A) \
LVARG_5x14( \
ROW0_LEFT_BP(K01, K02, K03, K04, K05), \
___2_MIDDLE_T___, \
ROW0_RIGHT_BP(K06, K07, K08, K09, K0A), \
\
ROW1_LEFT_BP(K11, K12, K13, K14, K15), \
___2_MIDDLE_1_BP___, \
ROW1_RIGHT_BP(K16, K17, K18, K19, K1A), \
\
ROW2_LEFT_BP(K21, K22, K23, K24, K25), \
___2_MIDDLE_2_BP___, \
ROW2_RIGHT_BP(K26, K27, K28, K29, K2A), \
\
ROW3_LEFT_BP(K31, K32, K33, K34, K35), \
___2_MIDDLE_3_BP___, \
ROW3_RIGHT_BP(K36, K37, K38, K39, K3A), \
___14_BOTTOM_BP___ \
)
// Just for bepo because it's a 3x6 matrix on each side.
// So 3 pairs of 6 keys, left and right.
#define LAYOUT_5x14_base_bepo6( \
K01, K02, K03, K04, K05, K06, \
K07, K08, K09, K0A, K0B, K0C, \
K11, K12, K13, K14, K15, K16, \
K17, K18, K19, K1A, K1B, K1C, \
K21, K22, K23, K24, K25, K26, \
K27, K28, K29, K2A, K2B, K2C \
) \
LVARG_5x14( \
___14_B_SYMB___, \
ROW1_LEFT_BP6(K01, K02, K03, K04, K05, K06), \
___2_MIDDLE_1_BP___, \
ROW1_RIGHT_BP6(K07, K08, K09, K0A, K0B, K0C), \
\
ROW2_LEFT_BP6(K11, K12, K13, K14, K15, K16), \
___2_MIDDLE_2___, \
ROW2_RIGHT_BP6(K17, K18, K19, K1A, K1B, K1C), \
\
ROW3_LEFT_BP6(K21, K22, K23, K24, K25, K26), \
___2_MIDDLE_3___, \
ROW3_RIGHT_BP6(K27, K28, K29, K2A, K2B, K2C), \
___14_BOTTOM_BP___ \
)
// 4 rows of 12. 2 columns transparent in the middle.
#define LAYOUT_5x14_transient( \
K01, K02, K03, K04, K05, K06, \
K07, K08, K09, K0A, K0B, K0C, \
K11, K12, K13, K14, K15, K16, \
K17, K18, K19, K1A, K1B, K1C, \
K21, K22, K23, K24, K25, K26, \
K27, K28, K29, K2A, K2B, K2C, \
K31, K32, K33, K34, K35, K36, \
K37, K38, K39, K3A, K3B, K3C \
) \
LVARG_5x14( \
K01, K02, K03, K04, K05, K06, \
___2___, \
K07, K08, K09, K0A, K0B, K0C, \
K11, K12, K13, K14, K15, K16, \
___2___, \
K17, K18, K19, K1A, K1B, K1C, \
K21, K22, K23, K24, K25, K26, \
___2___, \
K27, K28, K29, K2A, K2B, K2C, \
K31, K32, K33, K34, K35, K36, \
___2___, \
K37, K38, K39, K3A, K3B, K3C, \
___14___ \
) \
#define BASE_5x14(...) LAYOUT_5x14_base(__VA_ARGS__)
#define BASE_5x14_bepo(...) LAYOUT_5x14_base_bepo(__VA_ARGS__)
#define BASE_5x14_bepo6(...) LAYOUT_5x14_base_bepo6(__VA_ARGS__)
#define TRANSIENT_5x14(...) LAYOUT_5x14_transient(__VA_ARGS__)
/********************************************************************/
/* Ortholinear 4x12 */
/********************************************************************/
#define LAYOUT_4x12_base( \
K01, K02, K03, K04, K05, \
K06, K07, K08, K09, K0A, \
K11, K12, K13, K14, K15, \
K16, K17, K18, K19, K1A, \
K21, K22, K23, K24, K25, \
K26, K27, K28, K29, K2A \
) \
LVARG_4x12( \
ROW1_LEFT(K01, K02, K03, K04, K05), \
ROW1_RIGHT(K06, K07, K08, K09, K0A), \
\
ROW2_LEFT(K11, K12, K13, K14, K15), \
ROW2_RIGHT(K16, K17, K18, K19, K1A), \
\
ROW3_LEFT(K21, K22, K23, K24, K25), \
ROW3_RIGHT(K26, K27, K28, K29, K2A), \
\
___12_BOTTOM___ \
)
#define LAYOUT_4x12_base_bepo( \
K01, K02, K03, K04, K05, \
K06, K07, K08, K09, K0A, \
K11, K12, K13, K14, K15, \
K16, K17, K18, K19, K1A, \
K21, K22, K23, K24, K25, \
K26, K27, K28, K29, K2A \
) \
LVARG_4x12( \
ROW1_LEFT_BP(K01, K02, K03, K04, K05), \
ROW1_RIGHT_BP(K06, K07, K08, K09, K0A), \
\
ROW2_LEFT_BP(K11, K12, K13, K14, K15), \
ROW2_RIGHT_BP(K16, K17, K18, K19, K1A), \
\
ROW3_LEFT_BP(K21, K22, K23, K24, K25), \
ROW3_RIGHT_BP(K26, K27, K28, K29, K2A), \
\
___12_BOTTOM_BP___ \
)
// Just for bepo because it's a 3x6 matrix on each side.
// So 3 pairs of 6 keys, left and right.
#define Layout_4x12_base_bepo6( \
K01, K02, K03, K04, K05, K06, \
K07, K08, K09, K0A, K0B, K0C, \
K11, K12, K13, K14, K15, K16, \
K17, K18, K19, K1A, K1B, K1C, \
K21, K22, K23, K24, K25, K26, \
K27, K28, K29, K2A, K2B, K2C \
) \
LVARG_4x12( \
ROW1_LEFT_BP6(K01, K02, K03, K04, K05, K06), \
ROW1_RIGHT_BP6(K07, K08, K09, K0A, K0B, K0C), \
\
ROW2_LEFT_BP6(K11, K12, K13, K14, K15, K16), \
ROW2_RIGHT_BP6(K17, K18, K19, K1A, K1B, K1C), \
\
ROW3_LEFT_BP6(K21, K22, K23, K24, K25, K26), \
ROW3_RIGHT_BP6(K27, K28, K29, K2A, K2B, K2C), \
___12_BOTTOM_BP___ \
)
// takes 3 makes 4 rows of 12.
#define LAYOUT_4x12_transient( \
K01, K02, K03, K04, K05, K06, \
K07, K08, K09, K0A, K0B, K0C, \
K11, K12, K13, K14, K15, K16, \
K17, K18, K19, K1A, K1B, K1C, \
K21, K22, K23, K24, K25, K26, \
K27, K28, K29, K2A, K2B, K2C \
) \
LVARG_4x12( \
K01, K02, K03, K04, K05, K06, \
K07, K08, K09, K0A, K0B, K0C, \
K11, K12, K13, K14, K15, K16, \
K17, K18, K19, K1A, K1B, K1C, \
K21, K22, K23, K24, K25, K26, \
K27, K28, K29, K2A, K2B, K2C, \
___12___) \
#define BASE_4x12(...) LAYOUT_4x12_base(__VA_ARGS__)
#define BASE_4x12_bepo(...) LAYOUT_4x12_base_bepo(__VA_ARGS__)
#define BASE_4x12_bepo6(...) LAYOUT_4x12_base_bepo6(__VA_ARGS__)
#define TRANSIENT_4x12(...) LAYOUT_4x12_transient(__VA_ARGS__)
/********************************************************************/
/* CRKBD Corne */
/* The Corne has 3x6 matrix on both sides with 6 thumbs total */
/* This Macro takes 2x3x5 and gives it pinkies, and thumbs. */
/* Arg chunks are in the middle with the passthrough modifiers as */
/* needed. Sama Sama apres cette fois. */
/********************************************************************/
#define Base_3x6_3( \
K01, K02, K03, K04, K05, \
K06, K07, K08, K09, K0A, \
K11, K12, K13, K14, K15, \
K16, K17, K18, K19, K1A, \
K21, K22, K23, K24, K25, \
K26, K27, K28, K29, K2A) \
LAYOUT_VARG( \
ROW1_LEFT(K01, K02, K03, K04, K05), \
ROW1_RIGHT(K06, K07, K08, K09, K0A), \
\
ROW2_LEFT(K11, K12, K13, K14, K15), \
ROW2_RIGHT(K16, K17, K18, K19, K1A), \
\
ROW3_LEFT(K21, K22, K23, K24, K25), \
ROW3_RIGHT(K26, K27, K28, K29, K2A), \
___6_ERGO_THUMBS___ \
)
// So we can have different transient layers for symbols and numbers on bepo.
// for layouts like dvorak on bepo.
#define Base_bepo_3x6_3( \
K01, K02, K03, K04, K05, \
K06, K07, K08, K09, K0A, \
K11, K12, K13, K14, K15, \
K16, K17, K18, K19, K1A, \
K21, K22, K23, K24, K25, \
K26, K27, K28, K29, K2A \
) \
LAYOUT_VARG( \
ROW1_LEFT_BP(K01, K02, K03, K04, K05), \
ROW1_RIGHT_BP(K06, K07, K08, K09, K0A), \
\
ROW2_LEFT_BP(K11, K12, K13, K14, K15), \
ROW2_RIGHT_BP(K16, K17, K18, K19, K1A), \
\
ROW3_LEFT_BP(K21, K22, K23, K24, K25), \
ROW3_RIGHT_BP(K26, K27, K28, K29, K2A), \
___6_ERGO_THUMBS_BP___ \
)
// No room for pinkies.
// Just for bepo because it's a 3x6 matrix on each side.
// So 3 pairs of 6 keys, And we lose our left and right.
// Except it keeps the layer toggles along with the keycode
// on the bottom.
#define Base_bepo6_3x6_3( \
K01, K02, K03, K04, K05, K06, \
K07, K08, K09, K0A, K0B, K0C, \
K11, K12, K13, K14, K15, K16, \
K17, K18, K19, K1A, K1B, K1C, \
K21, K22, K23, K24, K25, K26, \
K27, K28, K29, K2A, K2B, K2C \
) \
LAYOUT_VARG( \
ROW1_LEFT_BP6(K01, K02, K03, K04, K05, K06), \
ROW1_RIGHT_BP6(K07, K08, K09, K0A, K0B, K0C), \
\
ROW2_LEFT_BP6(K11, K12, K13, K14, K15, K16), \
ROW2_RIGHT_BP6(K17, K18, K19, K1A, K1B, K1C), \
\
ROW3_LEFT_BP6(K21, K22, K23, K24, K25, K26), \
ROW3_RIGHT_BP6(K27, K28, K29, K2A, K2B, K2C), \
___6_ERGO_THUMBS_BP___ \
)
// All we really need is to add the see through thumbs to the end.
#define Transient6_3x6_3( \
K01, K02, K03, K04, K05, K06, \
K07, K08, K09, K0A, K0B, K0C, \
K11, K12, K13, K14, K15, K16, \
K17, K18, K19, K1A, K1B, K1C, \
K21, K22, K23, K24, K25, K26, \
K27, K28, K29, K2A, K2B, K2C \
) \
LAYOUT_VARG( \
K01, K02, K03, K04, K05, K06, \
K07, K08, K09, K0A, K0B, K0C, \
K11, K12, K13, K14, K15, K16, \
K17, K18, K19, K1A, K1B, K1C, \
K21, K22, K23, K24, K25, K26, \
K27, K28, K29, K2A, K2B, K2C, \
___6___)
//---------------------------------------------------------
// 3x5
#define Base_3x5_3( \
K01, K02, K03, K04, K05, \
K06, K07, K08, K09, K0A, \
K11, K12, K13, K14, K15, \
K16, K17, K18, K19, K1A, \
K21, K22, K23, K24, K25, \
K26, K27, K28, K29, K2A) \
LAYOUT_VARG( \
ROW1_LEFT5(K01, K02, K03, K04, K05), \
ROW1_RIGHT5(K06, K07, K08, K09, K0A), \
\
ROW2_LEFT5(K11, K12, K13, K14, K15), \
ROW2_RIGHT5(K16, K17, K18, K19, K1A), \
\
ROW3_LEFT5(K21, K22, K23, K24, K25), \
ROW3_RIGHT5(K26, K27, K28, K29, K2A), \
___6_ERGO_THUMBS___ \
)
// So we can have different transient layers for symbols and numbers on bepo.
// for layouts like dvorak on bepo.
#define Base_bepo_3x5_3( \
K01, K02, K03, K04, K05, \
K06, K07, K08, K09, K0A, \
K11, K12, K13, K14, K15, \
K16, K17, K18, K19, K1A, \
K21, K22, K23, K24, K25, \
K26, K27, K28, K29, K2A \
) \
LAYOUT_VARG( \
ROW1_LEFT5_BP(K01, K02, K03, K04, K05), \
ROW1_RIGHT5_BP(K06, K07, K08, K09, K0A), \
\
ROW2_LEFT5_BP(K11, K12, K13, K14, K15), \
ROW2_RIGHT5_BP(K16, K17, K18, K19, K1A), \
\
ROW3_LEFT5_BP(K21, K22, K23, K24, K25), \
ROW3_RIGHT5_BP(K26, K27, K28, K29, K2A), \
___6_ERGO_THUMBS_BP___ \
)
// All we really need is to add the see through thumbs to the end.
#define Transient5_3x5_3( \
K01, K02, K03, K04, K05, \
K07, K08, K09, K0A, K0B, \
K11, K12, K13, K14, K15, \
K17, K18, K19, K1A, K1B, \
K21, K22, K23, K24, K25, \
K27, K28, K29, K2A, K2B \
) \
LAYOUT_VARG( \
K01, K02, K03, K04, K05, \
K07, K08, K09, K0A, K0B, \
K11, K12, K13, K14, K15, \
K17, K18, K19, K1A, K1B, \
K21, K22, K23, K24, K25, \
K27, K28, K29, K2A, K2B, \
___6___)
/********************************************************************/
/* Kinesis*/
/********************************************************************/
// Basically an ergodox ez without the 3 pairs of middle keys.
// Left, right, bottom, and thumbs all stay the same.
#define Base_4x6_4_6( \
K01, K02, K03, K04, K05, \
K06, K07, K08, K09, K0A, \
K11, K12, K13, K14, K15, \
K16, K17, K18, K19, K1A, \
K21, K22, K23, K24, K25, \
K26, K27, K28, K29, K2A, \
K31, K32, K33, K34, K35, \
K36, K37, K38, K39, K3A \
) \
LAYOUT_PVARG( \
___KINTFUNC_L___, ___KINTFUNC_R___, \
ROW0_LEFT(K01, K02, K03, K04, K05), \
ROW0_RIGHT(K06, K07, K08, K09, K0A), \
\
ROW1_LEFT(K11, K12, K13, K14, K15), \
ROW1_RIGHT(K16, K17, K18, K19, K1A), \
\
ROW2_LEFT(K21, K22, K23, K24, K25), \
ROW2_RIGHT(K26, K27, K28, K29, K2A), \
\
ROW3_LEFT(K31, K32, K33, K34, K35), \
ROW3_RIGHT(K36, K37, K38, K39, K3A), \
___4_BOTTOM_LEFT___, ___4_BOTTOM_RIGHT___, \
___12_DOX_ALL_THUMBS___ \
)
#define Base_bepo_4x6_4_6( \
K01, K02, K03, K04, K05, \
K06, K07, K08, K09, K0A, \
K11, K12, K13, K14, K15, \
K16, K17, K18, K19, K1A, \
K21, K22, K23, K24, K25, \
K26, K27, K28, K29, K2A, \
K31, K32, K33, K34, K35, \
K36, K37, K38, K39, K3A \
) \
LAYOUT_PVARG( \
___KINTFUNC_L___, ___KINTFUNC_R___, \
ROW0_LEFT(K01, K02, K03, K04, K05), \
ROW0_RIGHT(K06, K07, K08, K09, K0A), \
\
ROW1_LEFT(K11, K12, K13, K14, K15), \
ROW1_RIGHT(K16, K17, K18, K19, K1A), \
\
ROW2_LEFT(K21, K22, K23, K24, K25), \
ROW2_RIGHT(K26, K27, K28, K29, K2A), \
\
ROW3_LEFT(K31, K32, K33, K34, K35), \
ROW3_RIGHT(K36, K37, K38, K39, K3A), \
___4_BOTTOM_LEFT___, ___4_BOTTOM_RIGHT___, \
___12_DOX_ALL_THUMBS_BP___ \
)
// So 3 pairs of 6 keys, left and right.
#define Base_bepo6_4x6_4_6( \
K01, K02, K03, K04, K05, K06, \
K07, K08, K09, K0A, K0B, K0C, \
K11, K12, K13, K14, K15, K16, \
K17, K18, K19, K1A, K1B, K1C, \
K21, K22, K23, K24, K25, K26, \
K27, K28, K29, K2A, K2B, K2C \
) \
LAYOUT_PVARG( \
___KINTFUNC_L___, ___KINTFUNC_R___, \
___6SYMBOL_BEPO_L___, \
___6SYMBOL_BEPO_R___, \
ROW1_LEFT_BP6(K01, K02, K03, K04, K05, K06), \
ROW1_RIGHT_BP6(K07, K08, K09, K0A, K0B, K0C), \
\
ROW2_LEFT_BP6(K11, K12, K13, K14, K15, K16), \
ROW2_RIGHT_BP6(K17, K18, K19, K1A, K1B, K1C), \
\
ROW3_LEFT_BP6(K21, K22, K23, K24, K25, K26), \
ROW3_RIGHT_BP6(K27, K28, K29, K2A, K2B, K2C), \
___4_BOTTOM_LEFT_BP___, ___4_BOTTOM_RIGHT_BP___, \
___12_DOX_ALL_THUMBS_BP___ \
)
#define Transient6_4x6_4_6( \
K01, K02, K03, K04, K05, K06, \
K07, K08, K09, K0A, K0B, K0C, \
K11, K12, K13, K14, K15, K16, \
K17, K18, K19, K1A, K1B, K1C, \
K21, K22, K23, K24, K25, K26, \
K27, K28, K29, K2A, K2B, K2C, \
K31, K32, K33, K34, K35, K36, \
K37, K38, K39, K3A, K3B, K3C \
) \
LAYOUT_PVARG( \
___KINTFUNC_L___, ___KINTFUNC_R___, \
K01, K02, K03, K04, K05, K06, \
K07, K08, K09, K0A, K0B, K0C, \
K11, K12, K13, K14, K15, K16, \
K17, K18, K19, K1A, K1B, K1C, \
K21, K22, K23, K24, K25, K26, \
K27, K28, K29, K2A, K2B, K2C, \
K31, K32, K33, K34, K35, K36, \
K37, K38, K39, K3A, K3B, K3C, \
___4___, ___4___, \
___12___ \
)