qmk_sweep_skeletyl/users/ericgebhart/core_keysets.h

293 lines
14 KiB
C

#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_keys.h"
/********************************************************************/
/** Parts are parts, pieces of keysets so we have some decent **/
/** building blocks to make keymaps with. **/
/********************************************************************/
// 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
#define LAYOUT_ergodox_wrapper(...) LAYOUT_ergodox(__VA_ARGS__)
#define LAYOUT_ergodox_pretty_wrapper(...) LAYOUT_ergodox_pretty(__VA_ARGS__)
#define KEYMAP_wrapper(...) LAYOUT(__VA_ARGS__)
#define LAYOUT_wrapper(...) LAYOUT(__VA_ARGS__)
#define LAYOUT_ortho_5x15_wrapper(...) LAYOUT_ortho_5x15(__VA_ARGS__)
#define LAYOUT_ortho_5x14_wrapper(...) LAYOUT_ortho_5x14(__VA_ARGS__)
/********************************************************************/
/** The Core rows of each given layout. **/
/********************************************************************/
//Dvorak on a qwerty software layer in the OS
#define ___DVORAK_L1___ KC_QUOT, KC_COMM, KC_DOT, KC_P, KC_Y
#define ___DVORAK_L2___ KC_SFT_T_A, KC_LT_KP_O, KC_LT_MDIA_E, KC_LT_SYMB_U, KC_I
#define ___DVORAK_L3___ KC_SCLN, KC_Q, KC_J, KC_K, KC_X
#define ___DVORAK_R1___ KC_F, KC_G, KC_C, KC_R, KC_L
#define ___DVORAK_R2___ KC_D, KC_LT_SYMB_H, KC_LT_MDIA_T, KC_LT_KP_N, KC_SFT_T_S
#define ___DVORAK_R3___ KC_B, KC_M, KC_W, KC_V, KC_Z
// Qwerty based layers that I don't really use.
#define ___QWERTY_L1___ KC_Q, KC_W, KC_E, KC_R, KC_T
#define ___QWERTY_L2___ KC_SFT_T_A, KC_S, KC_LT_MDIA_D, KC_LT_SYMB_F, KC_G
#define ___QWERTY_L3___ KC_Z, KC_X, KC_C, KC_V, KC_B
#define ___QWERTY_R1___ KC_Y, KC_U, KC_I, KC_O, KC_P
#define ___QWERTY_R2___ KC_H, KC_LT_SYMB_J, KC_LT_MDIA_K, KC_L, KC_SFT_T_SCLN
#define ___QWERTY_R3___ KC_N, KC_M, KC_COMM, KC_DOT, KC_SLASH
// COLEMAK
#define ___COLEMAK_L1___ KC_Q, KC_W, KC_F, KC_P, KC_G
#define ___COLEMAK_L2___ KC_SFT_T_A, KC_R, KC_LT_MDIA_S, KC_LT_SYMB_T, KC_D
#define ___COLEMAK_L3___ KC_Z, KC_X, KC_C, KC_V, KC_B
#define ___COLEMAK_R1___ KC_J, KC_L, KC_U, KC_Y, KC_SCLN
#define ___COLEMAK_R2___ KC_H, KC_LT_SYMB_N, KC_LT_MDIA_E, KC_I, KC_SFT_T_O
#define ___COLEMAK_R3___ KC_K, KC_M, KC_COMM, KC_DOT, KC_SLASH
// COLEMAK-DH
#define ___COLEMAK_DH_L1___ KC_Q, KC_W, KC_F, KC_P, KC_B
#define ___COLEMAK_DH_L2___ KC_SFT_T_A, KC_R, KC_LT_MDIA_S, KC_LT_SYMB_T, KC_G
#define ___COLEMAK_DH_L3___ KC_Z, KC_X, KC_C, KC_D, KC_V
#define ___COLEMAK_DH_R1___ KC_J, KC_L, KC_U, KC_Y, KC_SCLN
#define ___COLEMAK_DH_R2___ KC_M, KC_LT_SYMB_N, KC_LT_MDIA_E, KC_I, KC_SFT_T_O
#define ___COLEMAK_DH_R3___ KC_K, KC_H, KC_COMM, KC_DOT, KC_SLASH
// WORKMAN
#define ___WORKMAN_L1___ KC_Q, KC_D, KC_R, KC_W, KC_B
#define ___WORKMAN_L2___ KC_SFT_T_A, KC_S, KC_LT_MDIA_H, KC_LT_SYMB_T, KC_G
#define ___WORKMAN_L3___ KC_Z, KC_X, KC_M, KC_C, KC_V
#define ___WORKMAN_R1___ KC_J, KC_F, KC_U, KC_P, KC_SCLN
#define ___WORKMAN_R2___ KC_Y, KC_LT_SYMB_N, KC_LT_MDIA_E, KC_O, KC_SFT_T_I
#define ___WORKMAN_R3___ KC_K, KC_L, KC_COMM, KC_DOT, KC_SLASH
// NORMAN
#define ___NORMAN_L1___ KC_Q, KC_W, KC_D, KC_F, KC_K
#define ___NORMAN_L2___ KC_SFT_T_A, KC_S, KC_LT_MDIA_E, KC_LT_SYMB_T, KC_G
#define ___NORMAN_L3___ KC_Z, KC_X, KC_C, KC_V, KC_B
#define ___NORMAN_R1___ KC_J, KC_U, KC_R, KC_L, KC_SCLN
#define ___NORMAN_R2___ KC_Y, KC_LT_SYMB_N, KC_LT_MDIA_I, KC_O, KC_SFT_T_U
#define ___NORMAN_R3___ KC_P, KC_M, KC_COMM, KC_DOT, KC_SLASH
// BEPO MAPS
// Dvorak on fr-bepo software layer in the OS.
// for dvorak and all the other qwerty like keyboards on bepo
#define ___DVORAK_FR_L1___ DB_QUOT, DB_COMM, DB_DOT, BP_P, BP_Y
#define ___DVORAK_FR_L2___ BP_SFT_T_A, BP_LT_KP_O, BP_LT_MDIA_E, BP_LT_SYMB_U, BP_I
#define ___DVORAK_FR_L3___ DB_SCOLON, BP_Q, BP_J, BP_K, BP_X
#define ___DVORAK_FR_R1___ BP_F, BP_G, BP_C, BP_R, BP_L
#define ___DVORAK_FR_R2___ BP_D, BP_LT_SYMB_H, BP_LT_MDIA_T, BP_LT_KP_N, BP_SFT_T_S
#define ___DVORAK_FR_R3___ BP_B, BP_M, BP_W, BP_V, BP_Z
// Bepo on fr-bepo software layer
// for bepo on bepo
/* BP_DLR, BP_DQOT, BP_LGIL, BP_RGIL, BP_LPRN, BP_RPRN, KC_DEL, */
#define ___SYMBOL_BEPO_L___ /* BP_DLR */ BP_DQOT, BP_LGIL, BP_RGIL, BP_LPRN, BP_RPRN
/* KC_DEL, BP_AT, BP_PLUS, BP_MINS, BP_SLSH, BP_ASTR, BP_EQL, */
#define ___SYMBOL_BEPO_R___ BP_AT, BP_PLUS, BP_MINS, BP_SLASH, BP_ASTR /* BP_EQL, BP_PERC */
#define ___BEPO_FR_L1___ BP_B, BP_ECUT, BP_P, BP_O, BP_EGRV
#define ___BEPO_FR_L2___ BP_SFT_T_A, BP_LT_KP_U, BP_LT_SYMB_I, BP_LT_MDIA_E, BP_COMM
#define ___BEPO_FR_L3___ /*BP_ECRC*/ BP_AGRV, BP_Y, BP_X, BP_DOT, BP_K
#define ___BEPO_FR_R1___ /* BP_DCRC,*/ BP_V, BP_D, BP_L, BP_J, BP_Z
#define ___BEPO_FR_R2___ /* BP_C, */ BP_T, BP_LT_SYMB_S, BP_LT_MDIA_R, BP_LT_KP_N, BP_SFT_T_M //BP_CCED
#define ___BEPO_FR_R3___ BP_APOS, BP_Q, BP_G, BP_H, BP_F //BP_SFT_T_W
/* BP_DLR, BP_DQOT, BP_LGIL, BP_RGIL, BP_LPRN, BP_RPRN, KC_DEL, */
/* KC_TAB, BP_B, BP_ECUT, BP_P, BP_O, BP_EGRV, KC_BSPC, */
/* KC_LSFT, BP_A, BP_U, BP_I, BP_E, BP_COMM, */
/* KC_LCTRL, BP_AGRV, BP_Y, BP_X, BP_DOT, BP_K, KC_ENT, */
/* ESC_FN, BP_ECRC, KC_LGUI, KC_LALT, SPC_RALT, */
/* TT(SWAP), KC_MNXT, */
/* KC_MPLY, */
/* TT(FN), TT(NUMS), KC_MPRV, */
/* /\* right hand *\/ */
/* KC_DEL, BP_AT, BP_PLUS, BP_MINS, BP_SLSH, BP_ASTR, BP_EQL, */
/* KC_BSPC, BP_DCRC, BP_V, BP_D, BP_L, BP_J, BP_Z, */
/* BP_C, BP_T, BP_S, BP_R, BP_N, M_RSFT, */
/* KC_ENT, BP_APOS, BP_Q, BP_G, BP_H, BP_F, W_RCTL, */
/*******************************************************************/
/** For the top rows. Numbers for most things, symbols for Bepo. **/
/*******************************************************************/
// for everything on qwerty.
#define ___NUMBER_L___ KC_1, KC_2, KC_3, KC_4, KC_5
#define ___NUMBER_R___ KC_6, KC_7, KC_8, KC_9, KC_0
// function key rows, works for everyone.
#define ___FUNC_L___ KC_F1, KC_F2, KC_F3, KC_F4, KC_F5
#define ___FUNC_R___ KC_F6, KC_F7, KC_F8, KC_F9, KC_F10
#define ___FUNC_1_6___ KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6
#define ___FUNC_7_12___ KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12
// a top symbol row if someone wants it.
#define ___SYMB_L___ KC_EXLM, KC_AT, KC_HASH, KC_DLR, KC_PERC
#define ___SYMB_R___ KC_CIRC, KC_AMPR, KC_AST, KC_LPRN, KC_RPRN
// For numbers on bepo. Bepo has numbers on shifted keys, the
// reverse of most keyboard layouts.
#define ___NUMBER_BEPO_L___ DB_1, DB_2, DB_3, DB_4, DB_5
#define ___NUMBER_BEPO_R___ DB_6, DB_7, DB_8, DB_9, DB_0
/*******************************************************************/
/* keysets for the auxillary layers. */
/* the KC_P? codes don't work for me. I don't use those shifted */
/* values anyway. */
/*******************************************************************/
// Keypads
#define ___KEYPAD_1___ KC_7, KC_8, KC_9, KC_PSLS
#define ___KEYPAD_2___ KC_4, KC_5, KC_6, KC_PAST
#define ___KEYPAD_3___ KC_1, KC_2, KC_3, KC_PMNS
#define ___KEYPAD_4___ KC_0, KC_DOT, KC_PEQL, KC_PPLS
// Keypad from the default keymap.c of the xd75
#define ___KEYPAD_1_ALT___ KC_P7, KC_P8, KC_P9, KC_MINS
#define ___KEYPAD_2_ALT___ KC_P4, KC_P5, KC_P6, KC_PLUS
#define ___KEYPAD_3_ALT___ KC_P1, KC_P2, KC_P3, KC_PENT
#define ___KEYPAD_4_ALT___ KC_P0, KC_DOT, KC_PENT, KC_PENT
// For Bepo
#define ___KEYPAD_1_BP___ DB_7, DB_8, DB_9, BP_SLASH
#define ___KEYPAD_2_BP___ DB_4, DB_5, DB_6, BP_ASTR
#define ___KEYPAD_3_BP___ DB_1, DB_2, DB_3, DB_MINUS
#define ___KEYPAD_4_BP___ DB_0, DB_DOT, DB_EQL, BP_PLUS
// SYMBOLS
// An arrangement for the left hand with a focus on the ()[]{}s.
#define ___SYMBOLS_1___ KC_EXLM, KC_AT, KC_LCBR, KC_RCBR, KC_PIPE
#define ___SYMBOLS_2___ KC_HASH, KC_DLR, KC_LPRN, KC_RPRN, KC_GRV
#define ___SYMBOLS_3___ KC_PERC, KC_CIRC, KC_LBRC, KC_RBRC, KC_TILD
// A larger 6 column arrangement for the left hand, A merge of dvorak and the above.
#define ___SYMBOLS6_1___ KC_GRV, KC_LT, KC_GT, KC_LCBR, KC_RCBR, KC_HASH
#define ___SYMBOLS6_2___ KC_AMPR, KC_AT, KC_ASTR, KC_LPRN, KC_RPRN, KC_PERC
#define ___SYMBOLS6_3___ KC_DLR, KC_DQT, KC_QUOT, KC_LBRC, KC_RBRC, KC_COLON
#define ___SYMBOLS6_4___ ___2___, KC_TILD, KC_DOT, KC_EXLM, KC_SCLN
#define ___SYMBOLS5_4___ ___, KC_TILD, KC_DOT, KC_EXLM, KC_SCLN
// A symbol pad. Basically the same layout as a number pad with the symbols
// instead of the numbers with some extras around it, in familiar places for the
// right hand.
#define ___SYMPAD_1___ KC_GRV, KC_AMPR, KC_ASTR, KC_LCBR, KC_PLUS, KC_PIPE
#define ___SYMPAD_2___ KC_TILD, KC_DLR, KC_PERC, KC_CIRC, KC_ASTR, KC_GRV
#define ___SYMPAD_3___ ___, KC_EXLM, KC_AT, KC_HASH, KC_MINUS, KC_SLASH
#define ___SYMPAD_4___ ___, KC_RCBR, KC_DOT, KC_EQUAL, KC_UNDS, KC_BSLASH
#define ___5_SYMPAD_4___ KC_RCBR, KC_DOT, KC_EQUAL, KC_UNDS, KC_BSLASH
// Function pad. Same idea as above, but for function keys.
#define ___FUNCPAD_T___ KC_F10, KC_F11, KC_F12
#define ___FUNCPAD_1___ KC_F7, KC_F8, KC_F9
#define ___FUNCPAD_2___ KC_F4, KC_F5, KC_F6
#define ___FUNCPAD_3___ KC_F1, KC_F2, KC_F3
//--- all over again for BEPO
// SYMBOLS FOR BEPO
// The top row. Bepo has symbols not numbers. Numbers are the shifted values.
#define ___SYMBOL_BEPO_L___ /* BP_DLR */ BP_DQOT, BP_LGIL, BP_RGIL, BP_LPRN, BP_RPRN
/* KC_DEL, BP_AT, BP_PLUS, BP_MINS, BP_SLSH, BP_ASTR, BP_EQL, */
#define ___SYMBOL_BEPO_R___ BP_AT, BP_PLUS, BP_MINS, BP_SLASH, BP_ASTR /* BP_EQL, BP_PERC */
// An arrangement for the left hand with a focus on the ()[]{}s.
#define ___SYMBOLS_1_BP___ KC_EXLM, BP_AT, DB_LCBR, DB_RCBR, DB_PIPE
#define ___SYMBOLS_2_BP___ DB_HASH, BP_DLR, DB_LPRN, DB_RPRN, DB_GRV
#define ___SYMBOLS_3_BP___ BP_PERC, DB_CIRC, DB_LBRC, DB_RBRC, DB_TILD
// A larger 6 column arrangement for the left hand, A merge of dvorak and the above.
#define ___SYMBOLS6_1_BP___ DB_GRV, DB_LESS, DB_GRTR, DB_LCBR, DB_RCBR, DB_HASH
#define ___SYMBOLS6_2_BP___ KC_AMPR, BP_AT, BP_ASTR, DB_LPRN, DB_RPRN, BP_PERC
#define ___SYMBOLS6_3_BP___ BP_DLR, BP_DQOT, DB_QUOT, DB_LBRC, DB_RBRC, KC_COLON
#define ___SYMBOLS6_4_BP___ ___2___, DB_TILD, DB_DOT, KC_EXLM, DB_SCOLON
#define ___SYMBOLS5_4_BP___ ___, DB_TILD, DB_DOT, KC_EXLM, DB_SCOLON
// A symbol pad. Basically the same layout as a number pad with the symbols
// instead of the numbers with some extras around it, in familiar places for the
// right hand.
#define ___SYMPAD_1_BP___ DB_GRV, BP_AMPR, BP_ASTR, DB_LCBR, BP_PLUS, DB_PIPE
#define ___SYMPAD_2_BP___ DB_TILD, BP_DLR, BP_PERC, DB_CIRC, BP_ASTR, DB_GRV
#define ___SYMPAD_3_BP___ ___, BP_EXLM, BP_AT, DB_HASH, BP_MINS, BP_SLSH
#define ___SYMPAD_4_BP___ ___, DB_RCBR, DB_DOT, BP_EQL, BP_MINUS, DB_BACKSLASH
#define ___5_SYMPAD_4_BP___ DB_RCBR, DB_DOT, BP_EQL, BP_MINUS, DB_BACKSLASH
// Parts are parts.
// MOUSE, ARROW and MEDIA KEY SETS
#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
#define ___MOUSE_BTNS_R___ KC_BTN1, KC_BTN2, KC_BTN3, KC_BTN4, KC_BTN5
#define ___MOUSE_BTNS_L___ KC_BTN5, KC_BTN4, KC_BTN3, KC_BTN2, KC_BTN1
#define ___MOUSE_ACCL_012___ KC_ACL0, KC_ACL1, KC_ACL2
#define ___MACCL___ ___MOUSE_ACCL_012___
#define ___PRV_PLAY_NXT_STOP KC_MPRV, KC_MPLY, KC_MNXT, KC_MSTP
#define ___VDN_MUTE_VUP___ KC_VOLD, KC_MUTE, KC_VOLU
#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 ___VI_ARROWS___ KC_LEFT, KC_DOWN, KC_UP, KC_RIGHT
// 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
// Print screen, screen lock, pause
#define ___PSCR_SLCK_PAUS___ KC_PSCR, KC_SLCK, KC_PAUS
// LAYER Keyset rows. Changing the Default base layer or the transient layers.
// Some are full length. The baselayers leave the ends open. hence a 13.
// for an ORtho 15.
#define ___2_LAYERS_B1___ DF(BEPO), DF(DVORAK_ON_BEPO)
#define ___2_LAYERS_B2___ DF(COLEMAK), DF(DVORAK)
#define ___3_LAYERS_B3___ DF(QWERTY), DF(NORMAN), DF(WORKMAN)
#define ___3_LAYERS_B4___ ___X3___
// transient layers.
#define ___3_LAYERS_T_BP___ TO(MDIA), TO(SYMB_ON_BEPO), TO(KEYPAD_ON_BEPO)
#define ___3_LAYERS_T___ TO(MDIA), TO(SYMB), TO(KEYPAD)
#define ___3_LAYERS_T_CTL___ TO(_RGB), ___X2___