qmk_sweep_skeletyl/users/bbaserdem/bbaserdem.h

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/* Copyright 2021 Batuhan Başerdem
* <baserdem.batuhan@gmail.com> @bbaserdem
*
* 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/>.
*/
#pragma once
#include QMK_KEYBOARD_H
#include "quantum.h"
#include "keymap_dvorak.h"
/* Besides loading libraries and definitions, this file has my layout defs
* LAYOUTS:
* This file has a couple layouts I use; so that the general changes can be
* propagated by only editing this file.
*/
// Macros to use, this has base level code so not affected by enabled features
#include "bb-macro.h"
// Audio from onboard speakers
#ifdef AUDIO_ENABLE
#include "bb-audio.h"
#endif // AUDIO_ENABLE
// Keycap backlight using non-rgb LEDs
#ifdef BACKLIGHT_ENABLE
#include "bb-backlight.h"
#endif // BACKLIGHT_ENABLE
// Underglow light using rgb LEDs
#ifdef RGBLIGHT_ENABLE
#include "bb-underglow.h"
#endif // RGBLIGHT_ENABLE
// Keycap backlight using rgb LEDs
#ifdef RGB_MATRIX_ENABLE
#include "bb-rgb.h"
#endif // RGB_MATRIX_ENABLE
// Rotary encoder
#ifdef ENCODER_ENABLE
#include "bb-encoder.h"
#endif // ENCODER_ENABLE
// Oled screen
#ifdef OLED_ENABLE
#include "bb-oled.h"
#endif // OLED_ENABLE
// Structure to keep runtime info on encoder state
typedef union {
uint32_t raw;
struct {
bool rgb_sleep;
};
} userspace_runtime_t;
typedef union {
uint32_t raw;
struct {
uint8_t e0base :4; // ( 4:0) The encoder state on most layers; regular function
uint8_t e1base :4; // ( 8:1) 9 states for this; 4 bits
uint8_t e0point :2; // (10:1) The encoder state on mouse layer; moves pointer
uint8_t e1point :2; // (12:1) 4 states for this; 2 bits
uint8_t e0rgb :4; // (16:2) The encoder state on media layer; controls light
uint8_t e1rgb :4; // (20:2) 5 states for this; 3 bits but 4 is better
uint8_t layout :2; // (22:2) Stores keymap layout; 3 states is good on 2 bits
uint16_t :10; // (32:3) Padding here, free space for 10 more bits
};
} userspace_config_t;
// Broadcast us to everyone else
extern userspace_runtime_t userspace_runtime;
extern userspace_config_t userspace_config;
// Function definitions that can be accessed through specific keymaps
// Runs before all initialization
void keyboard_pre_init_keymap(void);
// For code that launches once midway through initialization
void matrix_init_keymap(void);
// For code that launches after initialization is finished.
void keyboard_post_init_keymap(void);
// These will be delegated to keymap specific stuff (weak definition)
bool process_record_keymap(uint16_t keycode, keyrecord_t *record);
// This code runs on every tick
void matrix_scan_keymap(void);
// This code runs after every layer change
layer_state_t layer_state_set_keymap(layer_state_t state);
// This code runs when the default layer changes
layer_state_t default_layer_state_set_keymap (layer_state_t state);
// Some code
void housekeeping_task_user(void);
// This code runs to set LED states
void led_set_keymap(uint8_t usb_led);
// For code that runs on suspend
void suspend_power_down_keymap(void);
void suspend_wakeup_init_keymap(void);
// For code that runs on powerdown
void shutdown_keymap(void);
// Make it so that keymaps can use KEYMAP_SAFE_RANGE for custom keycodes
#ifdef KEYMAP_SAFE_RANGE
#define PLACEHOLDER_SAFE_RANGE KEYMAP_SAFE_RANGE
#else
#define PLACEHOLDER_SAFE_RANGE SAFE_RANGE
#endif
// Custom macro keycode ranges
enum userspace_custom_keycodes {
// Safe stuff
BB_SAFE = PLACEHOLDER_SAFE_RANGE,
// Double entry macros
DBL_ANG,
DBL_PAR,
DBL_CBR,
DBL_BRC,
// Macro key
BB_PGPK,
// Unicode strings
# ifdef UNICODEMAP_ENABLE
BB_LENY,
BB_TABL,
TR_FLAG,
# endif // UNICODEMAP_ENABLE
// Encoder buttons
# ifdef ENCODER_ENABLE
BB_ENC0,
BB_ENC1,
# endif // ENCODER_ENABLE
// Oled editor
# ifdef OLED_ENABLE
BB_OLED,
# endif // OLED_ENABLE
//use for keymap specific codes
KEYMAP_SAFE_RANGE
};
// Mask these keycodes if required features are not enabled
#ifndef UNICODEMAP_ENABLE
#define BB_LENY KC_NO
#define BB_TABL KC_NO
#define TR_FLAG KC_NO
#endif // UNICODEMAP_ENABLE
#ifndef ENCODER_ENABLE
#define BB_ENC0 KC_NO
#define BB_ENC1 KC_NO
#endif // ENCODER_ENABLE
/// Enumerate of layers
enum userspace_layers {
_BASE = 0, // Base layer
_CHAR, // Characters layer
_GAME, // Game layer
_MEDI, // R3: Media layer
_NAVI, // R3: Navigation layer
_SYMB, // R1: Symbols layer
_NUMB, // L1: Numbers layer
_FUNC, // L2: Function keys layer
_MOUS, // L3: Mouse keys layer
_MUSI // Music overlay
};
// Use 7 wide characters for keymaps, to keep things aligned with 4 tabs
#define _______ KC_TRNS
#define XXXXXXX KC_NO
// These defines allow multiple multi-parameter definitions to expand
// for these boards
#define LAYOUT_wrapper(...) LAYOUT(__VA_ARGS__)
#define LAYOUT_ortho_4x12_wrapper(...) LAYOUT_ortho_4x12(__VA_ARGS__)
#define LAYOUT_ortho_5x15_wrapper(...) LAYOUT_ortho_5x15(__VA_ARGS__)
#define LAYOUT_ortho_3x10_wrapper(...) LAYOUT_ortho_3x10(__VA_ARGS__)
#define LAYOUT_split_3x6_3_wrapper(...) LAYOUT_split_3x6_3(__VA_ARGS__)
#define LAYOUT_split_3x5_3_wrapper(...) LAYOUT_split_3x5_3(__VA_ARGS__)
// Masks
#define ___1___ _______
#define ___2___ _______,_______
#define ___3___ _______,_______,_______
#define ___4___ _______,_______,_______,_______
#define ___5___ _______,_______,_______,_______,_______
#define ___6___ _______,_______,_______,_______,_______,_______
#define xxx1xxx KC_NO
#define xxx2xxx KC_NO, KC_NO
#define xxx3xxx KC_NO, KC_NO, KC_NO
#define xxx4xxx KC_NO, KC_NO, KC_NO, KC_NO
#define xxx5xxx KC_NO, KC_NO, KC_NO, KC_NO, KC_NO
#define xxx6xxx KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO
#define xxx1xxx KC_NO
#define xxx3xxx KC_NO, KC_NO, KC_NO
#define xxx5xxx KC_NO, KC_NO, KC_NO, KC_NO, KC_NO
#define xxx6xxx KC_NO, KC_NO, KC_NO, KC_NO, KC_NO, KC_NO
// Quick macros: in dvorak
#define BB_UNDO LCTL(KC_SLSH) // Ctrl + Z
#define BB_REDO LCTL(KC_T) // Ctrl + Y
#define BB_YANK LCTL(KC_I) // Ctrl + C
#define BB_CUT LCTL(KC_B) // Ctrl + X
#define BB_PSTE LCTL(KC_DOT) // Ctrl + V
// Audio keys
#ifdef AUDIO_ENABLE
#define MU_REC KC_LCTL
#define MU_STOP KC_LALT
#define MU_PLAY KC_LGUI
#define MU_FAST KC_UP
#define MU_SLOW KC_DOWN
#define MU_MASK KC_A
#define BB_SND MU_ON
#ifdef TAP_DANCE_ENABLE
#define MU_TEMP TD(TD_AUDIO_TEMPO)
#else // TAP_DANCE_ENABLE
#define MU_TEMP KC_DOWN
#endif // TAP_DANCE_ENABLE
#else // AUDIO_ENABLE
#define MU_REC KC_NO
#define MU_STOP KC_NO
#define MU_PLAY KC_NO
#define MU_FAST KC_NO
#define MU_TEMP KC_NO
#define MU_SLOW KC_NO
#define MU_MASK KC_NO
#define BB_SND KC_MUTE
#endif // AUDIO_ENABLE
// Unicode keys
#ifdef UNICODEMAP_ENABLE
#define TR_ACIR XP(LOW_A_CIRC, UPC_A_CIRC )
#define TR_CCED XP(LOW_C_CEDI, UPC_C_CEDI )
#define TR_GBRE XP(LOW_G_BREV, LOW_G_BREV )
#define TR_ICIR XP(LOW_I_CIRC, LOW_I_CIRC )
#define TR_I_NO XP(LOW_I_DOTL, LOW_I_DOTL )
#define TR_IDOT XP(LOW_I_DOTT, LOW_I_DOTT )
#define TR_ODIA XP(LOW_O_DIAE, LOW_O_DIAE )
#define TR_SCED XP(LOW_S_CEDI, LOW_S_CEDI )
#define TR_UCIR XP(LOW_U_CIRC, LOW_U_CIRC )
#define TR_UDIA XP(LOW_U_DIAE, LOW_U_DIAE )
#define GR_ALP XP(LOW_ALPHA, UPC_ALPHA )
#define GR_BET XP(LOW_BETA, UPC_BETA )
#define GR_GAM XP(LOW_GAMMA, UPC_GAMMA )
#define GR_DEL XP(LOW_DELTA, UPC_DELTA )
#define GR_EPS XP(LOW_EPSILON,UPC_EPSILON)
#define GR_ZET XP(LOW_ZETA, UPC_ZETA )
#define GR_ETA XP(LOW_ETA, UPC_ETA )
#define GR_THE XP(LOW_THETA, UPC_THETA )
#define GR_IOT XP(LOW_IOTA, UPC_IOTA )
#define GR_KAP XP(LOW_KAPPA, UPC_KAPPA )
#define GR_LAM XP(LOW_LAMBDA, UPC_LAMBDA )
#define GR_MU XP(LOW_MU, UPC_MU )
#define GR_NU XP(LOW_NU, UPC_NU )
#define GR_XI XP(LOW_XI, UPC_XI )
#define GR_OMI XP(LOW_OMICRON,UPC_OMICRON)
#define GR_PI XP(LOW_PI, UPC_PI )
#define GR_RHO XP(LOW_RHO, UPC_RHO )
#define GR_SIG XP(LOW_SIGMA, UPC_SIGMA )
#define GR_TAU XP(LOW_TAU, UPC_TAU )
#define GR_UPS XP(LOW_UPSILON,UPC_UPSILON)
#define GR_PHI XP(LOW_PHI, UPC_PHI )
#define GR_CHI XP(LOW_CHI, UPC_CHI )
#define GR_PSI XP(LOW_PSI, UPC_PSI )
#define GR_OME XP(LOW_OMEGA, UPC_OMEGA )
#define BB_ELLI X(ELLIPSIS)
#define BB_PLNK X(PLANCK_CON)
#define BB_ANGS X(ANGSTROM)
#define BB_BITC X(BITCOIN)
#else // UNICODEMAP_ENABLE
#define TR_ACIR KC_A
#define TR_CCED KC_C
#define TR_GBRE KC_G
#define TR_ICIR KC_I
#define TR_I_NO KC_I
#define TR_IDOT KC_I
#define TR_ODIA KC_O
#define TR_SCED KC_S
#define TR_UCIR KC_U
#define TR_UDIA KC_U
#define GR_ALP KC_NO
#define GR_BET KC_NO
#define GR_GAM KC_NO
#define GR_DEL KC_NO
#define GR_EPS KC_NO
#define GR_ZET KC_NO
#define GR_ETA KC_NO
#define GR_THE KC_NO
#define GR_IOT KC_NO
#define GR_KAP KC_NO
#define GR_LAM KC_NO
#define GR_MU KC_NO
#define GR_NU KC_NO
#define GR_XI KC_NO
#define GR_OMI KC_NO
#define GR_PI KC_NO
#define GR_RHO KC_NO
#define GR_SIG KC_NO
#define GR_TAU KC_NO
#define GR_UPS KC_NO
#define GR_PHI KC_NO
#define GR_CHI KC_NO
#define GR_PSI KC_NO
#define GR_OME KC_NO
#define BB_ELLI KC_NO
#define BB_PLNK KC_NO
#define BB_ANGS KC_NO
#define BB_BITC KC_NO
#endif // UNICODEMAP_ENABLE
// MOD-tap definitions
#define GUI_A MT(MOD_LGUI, DV_A)
#define ALT_O MT(MOD_LALT, DV_O)
#define CTRL_E MT(MOD_LCTL, DV_E)
#define SHIFT_U MT(MOD_LSFT, DV_U)
#define ALTGR_Q MT(MOD_RALT, DV_Q)
#define GUI_S MT(MOD_RGUI, DV_S)
#define ALT_N MT(MOD_LALT, DV_N)
#define CTRL_T MT(MOD_LCTL, DV_T)
#define SHIFT_H MT(MOD_LSFT, DV_H)
#define ALTGR_V MT(MOD_RALT, DV_V)
// Layer switches
#define MED_DEL LT(_MEDI, KC_DEL )
#define NAV_TAB LT(_NAVI, KC_TAB )
#define SYM_SPC LT(_SYMB, KC_SPC )
#define NUM_ENT LT(_NUMB, KC_ENT )
#define FUN_ESC LT(_FUNC, KC_ESC )
#define MOU_BSP LT(_MOUS, KC_BSPC)
// Layer switches
#define BB_CHAR OSL(_CHAR)
#define BB_GAME TG(_GAME)
/* Depending on how the layouts change with language; the keys are shown as;
* ┌────────────────────────────────────────────────┐
* │AltGr -none- Shift Shift+AltGr │
* └────────────────────────────────────────────────┘
* If there is an exclamation mark; it indicates a dead key on this map.
*/
/* Base layout
* DVORAK
* ┌─────┬─────┬─────┬─────┬─────┐ ┌─────┬─────┬─────┬─────┬─────┐
* ` ~ │ ' " │ , < │ . > │ p P │ y Y │ │ f F │ g G │ c C │ r R │ l L │ < >
* ├─────┼─────┼─────┼─────┼─────┤ ├─────┼─────┼─────┼─────┼─────┤
* \ | │ a A │ o O │ e E │ u U │ i I │ │ d D │ h H │ t T │ n N │ s S │ - _
* ├─Gui─┼─Alt─┼─Ctr─┼─Sft─┼─────┤ ├─────┼─Sft─┼─Ctr─┼─Alt─┼─Gui─┤
* / ? │ ; : │ q Q │ j J │ k K │ x X │ │ b B │ m M │ w W │ v V │ z Z │ = +
* └─────┴AltGr┴─────┼─────┼─────┼─────┐ ┌─────┼─────┼─────┼─────┴AltGr┴─────┘
* │ Del │ Tab │Space│ │Enter│ Esc │BkSpc│
* └─Med─┴─Nav─┴─Sym─┘ └─Num─┴─Fun─┴─Mou─┘
* TURKISH F
* ┌─────┬─────┬─────┬─────┬─────┐ ┌─────┬─────┬─────┬─────┬─────┐
* ¬+ *±│@f F │ g G │ ğ Ğ │¶ı I │ôo OÔ│ │¥d D │®r R │ n N │°h H │£p P │|< >¦
* !├─────┼─────┼─────┼─────┼─────┤ ├─────┼─────┼─────┼─────┼────!┤ !
* `x Xà│ûu UÛ│îi İÎ│€e E │âa AÂ│ûü ÜÛ│ │₺t T │ k K │µm M │ l L │´y Yá│#ş Şǎ
* ! !├─Gui─┼─Alt─┼─Ctr─┼─Sft─┼─────┤ ├─────┼─Sft─┼─Ctr─┼─Alt!┼─Gui─┤
* äq Qå│«j J<│»ö Ö>│“v V │¢c C©│”ç Ç │ │ z Z │§s S │×b B │÷. :ȧ│·, ; │~w W
* └─────┴AltGr┴─────┼─────┼─────┼─────┐ ┌─────┼─────┼─────┼─────┴AltGr┴─────┘
* │ Del │ Tab │Space│ │Enter│ Esc │BkSpc│
* └─Med─┴─Nav─┴─Sym─┘ └─Num─┴─Fun─┴─Mou─┘
* The thing about this layout is that these will fit most boards I have.
*/
#define _BL1_5_ DV_QUOT,DV_COMM,DV_DOT, DV_P, DV_Y
#define _BR1_5_ DV_F, DV_G, DV_C, DV_R, DV_L
#define _BL2_5_ GUI_A, ALT_O, CTRL_E, SHIFT_U,DV_I
#define _BR2_5_ DV_D, SHIFT_H,CTRL_T, ALT_N, GUI_S
#define _BL3_5_ DV_SCLN,ALTGR_Q,DV_J, DV_K, DV_X
#define _BR3_5_ DV_B, DV_M, DV_W, ALTGR_V,DV_Z
#define _BL4_3_ MED_DEL,NAV_TAB,SYM_SPC
#define _BR4_3_ NUM_ENT,FUN_ESC,MOU_BSP
// The extra line for the 6th (or 0th) row
#define _BL1_1_ DV_GRV
#define _BR1_1_ KC_NUBS
#define _BL2_1_ DV_BSLS
#define _BR2_1_ DV_MINS
#define _BL3_1_ DV_SLSH
#define _BR3_1_ DV_EQL
/* Extra characters layer
* This is accessed using unicode; so IBus compatible apps only.
* ┌─────┬─────┬─────┬─────┬─────┐ ┌─────┬─────┬─────┬─────┬─────┐
* │TrFlg│Lenny│Table│ π │ υ │ │ φ │ γ │ χ │ ρ │ λ │
* ├─────┼─────┼─────┼─────┼─────┤ ├─────┼─────┼─────┼─────┼─────┤
* │ αο │ ε │ ψ │ ι │ │ δ │ η │ τ │ νσ
* ├─────┼─────┼─────┼─────┼─────┤ ├─────┼─────┼─────┼─────┼─────┤
* │ ₿ │ θ │ ℏ │ κ │ ξ │ │ β │ μ │ ω │ Å │ ζ │
* └─────┴─────┴─────┼─────┼─────┼─────┐ ┌─────┼─────┼─────┼─────┴─────┴─────┘
* │ Shf │ ... │ GPG │ │ │ │ Shf │
* └─────┴─────┴─────┘ └─────┴─────┴─────┘
*
*/
#define _CL1_5_ TR_FLAG,BB_LENY,BB_TABL,GR_PI, GR_UPS
#define _CR1_5_ GR_PHI, GR_GAM, GR_CHI, GR_RHO, GR_LAM
#define _CL2_5_ GR_ALP, GR_OMI, GR_EPS, GR_PSI, GR_IOT
#define _CR2_5_ GR_DEL, GR_ETA, GR_TAU, GR_NU, GR_SIG
#define _CL3_5_ BB_BITC,GR_THE, BB_PLNK,GR_KAP, GR_XI
#define _CR3_5_ GR_BET, GR_MU, GR_OME, BB_ANGS,GR_ZET
#define _CL4_3_ KC_RSFT,BB_ELLI,BB_PGPK
#define _CR4_3_ XXXXXXX,XXXXXXX,KC_LSFT
/* Game layer
* This layer turns off the tap-hold keys for the left half.
* ┌─────┬─────┬─────┬─────┬─────┐
* │ Q │ W │ E │ R │ T │
* ├─────┼─────┼─────┼─────┼─────┤
* Tab │ A │ S │ D │ F │ G │
* ├─────┼─────┼─────┼─────┼─────┤
* Shift│ Z │ X │ C │ V │ B │
* └─────┴─────┴─────┼─────┼─────┼─────┐
* │ Esc │Enter│Space│
* └─────┴─────┴─────┘
*/
#define _GA1_5_ KC_Q, KC_W, KC_E, KC_R, KC_T
#define _GA1_1_ _______
#define _GA2_5_ KC_A, KC_S, KC_D, KC_F, KC_G
#define _GA2_1_ KC_TAB
#define _GA3_5_ KC_Z, KC_X, KC_C, KC_V, KC_B
#define _GA3_1_ KC_LSFT
#define _GA4_3_ KC_ESC, KC_ENT, KC_SPC
/* Media layer
* ┌─────┬─────┬─────┬─────┬─────┐
* │Speed│ Mod │ Hue │ Sat │ Bri │ RGB light control
* ├─────┼─────┼─────┼─────┼─────┤
* │Togg.│Prev.│MuTog│MuStp│Next │ Media control
* ├─────┼─────┼─────┼─────┼─────┤
* │Sink │Vol -│ Mut │Eject│Vol +│ Volume control
* ┌─────┼─────┼─────┼─────┴─────┴─────┘
* │OledL│Veloc│Music│ Feature control on keyboard
* └─────┴─────┴─────┘
*/
#define _ME1_5_ RGB_SPI,RGB_MOD,RGB_HUI,RGB_SAI,RGB_VAI
#define _ME2_5_ RGB_TOG,KC_MPRV,KC_MPLY,KC_MSTP,KC_MNXT
#define _ME3_5_ KC_F13, KC_VOLD,KC_MUTE,KC_EJCT,KC_VOLU
#define _ME4_3_ BB_OLED,VLK_TOG,MU_TOG
/* Navigation layer
* ┌─────┬─────┬─────┬─────┬─────┐
* │Redo │Paste│Yank │ Cut │PrScr│
* ├─────┼─────┼─────┼─────┼─────┤
* │Undo │ < │ v │ ^ │ > │
* ├─────┼─────┼─────┼─────┼─────┤
* │ Ins │Home │PgDwn│PgUp │ End │
* ┌─────┼─────┼─────┼─────┴─────┴─────┘
* │Enter│ Esc │BkSpc│
* └─────┴─────┴─────┘
*/
#define _NA1_5_ BB_REDO,BB_PSTE,BB_YANK,BB_CUT, KC_PSCR
#define _NA2_5_ BB_UNDO,KC_LEFT,KC_DOWN,KC_UP, KC_RGHT
#define _NA3_5_ KC_INS, KC_HOME,KC_PGDN,KC_PGUP,KC_END
#define _NA4_3_ KC_ENT, KC_ESC, KC_BSPC
/* Symbols layer
* This layer has the central columns shifted for convenience
* DVORAK
* ┌─────┬─────┬─────┬─────┬─────┐
* │ ` │ { │ } │ / │ = │
* ├─────┼─────┼─────┼─────┼─────┤
* │ ~ │ [ │ ] │ ? │ + │
* ├─────┼─────┼─────┼─────┼─────┤
* │CapsL│ ( │ ) │ \ │ | │
* ┌─────┼─────┼─────┼─────┴─────┴─────┘
* │Enter│ Esc │BkSpc│
* └─────┴─────┴─────┘
* Turkish F
* (AltGr is right on the central column, red. keys on main layer are omitted)
* ┌─────┬─────┬─────┬─────┬─────┐
* │ + ¬ │ / \ │ - | │ │ │
* ├─────┼─────┼─────┼─────┼─────┤
* │ * ± │ ? ¿ │ _ │ │ │
* ├─────┼─────┼─────┼─────┼─────┤
* │CapsL│ │ │ │ │
* ┌─────┼─────┼─────┼─────┴─────┴─────┘
* │Enter│ Esc │BkSpc│
* └─────┴─────┴─────┘
* QWERTY
* ┌─────┬─────┬─────┬─────┬─────┐
* │ ` │ - │ = │ { │ } │
* ├─────┼─────┼─────┼─────┼─────┤
* │ ~ │ _ │ + │ [ │ ] │
* ├─────┼─────┼─────┼─────┼─────┤
* │CapsL│ ( │ ) │ \ │ | │
* ┌─────┼─────┼─────┼─────┴─────┴─────┘
* │Enter│ Esc │BkSpc│
* └─────┴─────┴─────┘
*/
#define _SY1_5_ DV_GRV, DV_LCBR,DV_RCBR,DV_SLSH,DV_EQL
#define _SY2_5_ DV_TILD,DV_LBRC,DV_RBRC,DV_QUES,DV_PLUS
#define _SY3_5_ KC_CAPS,DV_LPRN,DV_RPRN,DV_BSLS,DV_PIPE
#define _SY4_3_ KC_ENT, KC_ESC, KC_BSPC
/* Numbers layer
* This layer contains numbers and the associated symbols.
* DVORAK
* ┌─────┬─────┬─────┬─────┬─────┐
* │ < │ 7 & │ 8 * │ 9 ( │ 0 ) │
* ├─────┼─────┼─────┼─────┼─────┤
* │ _ │ 4 $ │ 5 % │ 6 ^ │ - │
* ├─────┼─────┼─────┼─────┼─────┤
* │ > │ 1 ! │ 2 @ │ 3 # │Char.│
* └─────┴─────┴─────┼─────┼─────┼─────┐
* │ Del │ Tab │Space│
* └─────┴─────┴─────┘
* Turkish F
* ┌─────┬─────┬─────┬─────┬─────┐
* │ < | │{7 ' │[8 ( │]9 )±│}0 =°│
* ├─────┼─────┼─────┼─────┼─────┤
* │ │¼4 $ │½5 %⅜│¾6 & │ │
* ├─────┼─────┼─────┼─────┼─────┤
* │ > ¦ │¹1 !¡│²2 " │#3 ^³│Char.│
* └─────┴─────┴─────┼─────┼─────┼─────┐
* │ Del │ Tab │Space│
* └─────┴─────┴─────┘
*/
#define _NU1_5_ KC_NUBS,KC_7, KC_8, KC_9, KC_0
#define _NU2_5_ DV_UNDS,KC_4, KC_5, KC_6, DV_MINS
#define _NU3_5_ LSFT(KC_NUBS), KC_1, KC_2, KC_3, BB_CHAR
#define _NU4_3_ KC_DEL, KC_TAB, KC_SPC
/* Function layer
* ┌─────┬─────┬─────┬─────┬─────┐
* │ F01 │ F02 │ F03 │ F04 │EEPRM│
* ├─────┼─────┼─────┼─────┼─────┤
* │ F05 │ F06 │ F07 │ F08 │EEPRM│
* ├─────┼─────┼─────┼─────┼─────┤
* │ F09 │ F10 │ F11 │ F12 │GameL│
* └─────┴─────┴─────┼─────┼─────┼─────┐
* │ Del │ Tab │Space│
* └─────┴─────┴─────┘
*/
#define _FU1_5_ KC_F1, KC_F2, KC_F3, KC_F4, RESET
#define _FU2_5_ KC_F5, KC_F6, KC_F7, KC_F8, EEP_RST
#define _FU3_5_ KC_F9, KC_F10, KC_F11, KC_F12, BB_GAME
#define _FU4_3_ KC_DEL, KC_TAB, KC_SPC
/* Mouse layer
* ┌─────┬─────┬─────┬─────┬─────┐
* │Slow │Right│ Mid │ Lft │Fast │
* ├─────┼─────┼─────┼─────┼─────┤
* │ |<| │ |v| │ |^| │ |>| │ Bt4 │
* ├─────┼─────┼─────┼─────┼─────┤
* │ <<< │ vvv │ ^^^ │ >>> │ Bt5 │
* └─────┴─────┴─────┼─────┼─────┼─────┐
* │ Del │ Tab │Space│
* └─────┴─────┴─────┘
*/
#define _MO1_5_ KC_ACL0,KC_BTN1,KC_BTN2,KC_BTN3,KC_ACL2
#define _MO2_5_ KC_MS_L,KC_MS_D,KC_MS_U,KC_MS_R,KC_BTN4
#define _MO3_5_ KC_WH_L,KC_WH_D,KC_WH_U,KC_WH_R,KC_BTN5
#define _MO4_3_ KC_DEL, KC_TAB, KC_SPC
/* Music layer
* ┌───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┐
* │ │ │ │ │ │ │ │ │ │ │ │ │
* ├───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┤
* │ │ │ │ │ │ │ │ │ │ │ │ │
* ├───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┤
* │ │ │ │ │ │ │ │ │ │ │ │ │
* └───┴───┴───┼───┼───┼───┼───┼───┼───┼───┴───┴───┘
* │Rec│Stp│Ply│Tmp│Mod│Off│
* └───┴───┴───┴───┴───┴───┘
*/
#define _MUL_3_ MU_REC, MU_STOP,MU_PLAY
#define _MUR_3_ MU_TEMP,MU_MOD, MU_TOG
#define _MU_01_ MU_MASK
#define _MU_02_ MU_MASK,MU_MASK
#define _MU_03_ MU_MASK,MU_MASK,MU_MASK
#define _MU_06_ MU_MASK,MU_MASK,MU_MASK,MU_MASK,MU_MASK,MU_MASK
#define _MU_08_ MU_MASK,MU_MASK,MU_MASK,MU_MASK,MU_MASK,MU_MASK,MU_MASK,MU_MASK
#define _MU_10_ MU_MASK,MU_MASK,MU_MASK,MU_MASK,MU_MASK,MU_MASK,MU_MASK,MU_MASK,MU_MASK,MU_MASK
#define _MU_12_ MU_MASK,MU_MASK,MU_MASK,MU_MASK,MU_MASK,MU_MASK,MU_MASK,MU_MASK,MU_MASK,MU_MASK,MU_MASK,MU_MASK