qmk_sweep_skeletyl/users/ericgebhart/layers/layers.h
Eric Gebhart 050472a4d0
Eric Gebhart user space and keymaps (#17487)
Co-authored-by: Drashna Jaelre <drashna@live.com>
2022-11-11 23:09:41 +00:00

112 lines
7.1 KiB
C
Executable file

#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
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 "keycodes.h"
/*********************************************************************/
/* Non-Base Layer Definitions. */
/* */
/* Keypads, sympads, funcpads, symbols, RGB, Layers, Controls, etc. */
/* Qwerty and Bepo versions exist as needed. */
/* */
/* This file defines every auxillary layer I use on every keyboard */
/* Ergodox, keebio/viterbi, xd75, rebound, crkbd, morpho, dactyl,.. */
/*********************************************************************/
/********************************************************************************/
/* The following Transient/Non-Base Layers are provided within. */
/* Each layer is named with the size of Keymatrix it has entries for. */
/* 3x10 are usual for these. I had 3x12's but I didn't need the edges really. */
/* It was an attempt to accommodate Bepo which is 13 columns wide. */
/* Even in a 3x12 Bepo is wonky. So I gave up on it. I also gave up on 4 row */
/* layers, I really want my keys in that 3x5 space. Everything on the edges can */
/* stay as it is. Splitting is managed in the macros as */
/* needed. BP indicates the Bepo equivalent to the Qwerty layer when needed. */
/********************************************************************************/
/* */
/* Explore below to see what they all are. */
/* Naming gives the sizes of things, a prefix number is the length. */
/* BP is the bepo version of things. */
/* BKL is the beakl 15 version of a layout or chunk. */
/* C on the end of a name means its a compact version of something. */
/* Compact meaning for use on a 3 row layout. */
/* */
/* TOPROWS - numbers, symbols, functions, all on one layer. */
/* ___TOPROWS_3x10___ */
/* ___TOPROWS_BP_3x10___ */
/* */
/* KEYPADS/FUNCPADS. */
/* ___KP_C_3x10___ */
/* ___KP_C_BP_3x10___ */
/* ___KP_C_BKL_FUNC_3x10___ -- BEAKL key/func pads. */
/* ___KP_C_BKL_FUNC_BP_3x10___ */
/* */
/* SYMBOLS -Beakl or Beakl extended */
/* ___SYMB_BEAKL_3x10___ */
/* ___SYMB_BEAKL_BP_3x10___ */
/* */
/* Beakl extended symbol layer with additional corner symbols. */
/* For use with non-beakl base layers. */
/* ___SYMB_BEAKLA_3x10___ */
/* ___SYMB_BEAKLA_BP_3x10___ */
/* For use with vi bindings optimized */
/* ___SYMB_BEAKLB_3x10___ */
/* ___SYMB_BEAKLB_BP_3x10___ */
/* */
/* NAVIGATION */
/* ___NAV_3x10___ */
/* */
/* CONTROLS */
/* ___RGB_3x10___ */
/* ___ADJUST_3x10___ */
/* ___LAYERS_3x10___ */
/********************************************************************************/
/*********************************************************************/
/* XXXXXX Layer chunk -- These are the final layers. */
/* */
/* Each section defines the necessary pieces to create a layer. */
/* It builds them up into consistently shaped lists for the layout */
/* wrapper. */
/* */
/* Each Section ends with a _Layer Chunk_. This is so the */
/* layer can be easily given to the Layout Wrapper macros which */
/* takes a list of keys in lengths of 2x3x5, 2x3x6, 2x4x5, or 2x4x6. */
/* */
/* All of my keyboard definitions use these same chunks with similar */
/* macros. The differences between keyboards are all managed in the */
/* macro. Here we just have nice rectangular sets of keys to */
/* complete a layout. */
/*********************************************************************/
// these are needed so that groups of defined keys will unravel
// into their values. The Base layers don't need them becuse the
// keys are explicit in their passing. Here, chunks are made for
// convenience and reuse. They don't unravel unless we wrap these
// in var args.
#define CHUNK_LANG_MAP(...) LANG_MAP(__VA_ARGS__)
#define CHUNK_LANG_ROW(...) LANG_ROW(__VA_ARGS__)
// 5 wide, with the two shot control.
#define ___OS_MODS_L___ OS_LGUI, OS_LALT, OS_LCTL, OS_LSFT, TS_LCTL
#define ___OS_MODS_R___ TS_RCTL, OS_RSFT, OS_RCTL, OS_RALT, OS_RGUI
// 4 wide.
#define ___SML_MODS_L___ SMLM_LGUI, SMLM_LALT, SMLM_LCTL, SMLM_LSFT
#define ___SML_MODS_R___ SMLM_RSFT, SMLM_RCTL, SMLM_RALT, SMLM_RGUI
#include "keypads.h"
#include "nav.h"
#include "symbols.h"
#include "toprows.h"
#include "utility.h"