#pragma once /* Copyright 2018 Eric Gebhart 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 . */ #include "core_keysets.h" /******************************************************************/ /* This is where I put my Keyboard layouts, Everything on the */ /* edges, the functions on keys like LT() and SFT_T() */ /* 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 */ /* */ /* The particular pieces we define here (as needed) are: */ /* * Edge pinky keys, */ /* * Middle section keys */ /* * Bottom/5th row */ /* * Thumbkeys */ /* * Any functional additions to wrap the keys. ie. LT() */ /* */ /* 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 and viterbi. */ /* which are 15x and 14x matrices respectively. */ /* The Corne was a perfect fit */ /******************************************************************/ /******************************************************************/ /* * 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. */ // EDGES // outside pinky keys row 0-3. // Qwerty and Bepo, - Applies // to foreign layouts on bepo. dvorak_bp, beakl_bp. #define LEFT0 KC_GRV #define LEFT1 KC_GRV #define LEFT2 KC_TAB #define LEFT3 KC_BSLASH //#define LEFT3 KC_COLN #define LEFT0_BP DB_GRV #define LEFT1_BP DB_GRV #define LEFT2_BP KC_TAB #define LEFT3_BP DB_BACKSLASH //#define LEFT3_BP BP_COLN #define RIGHT0 KC_EQL #define RIGHT1 KC_SLASH #define RIGHT2 KC_MINS #define RIGHT3 KC_SCLN #define RIGHT0_BP BP_EQL #define RIGHT1_BP BP_SLSH #define RIGHT2_BP BP_MINS #define RIGHT3_BP BP_SCLN /******************************************************************/ /* Middle Keysets for various keyboards */ // MIDDLES /// Middle left and right keys. /******************************************************************/ #define ___MIDDLE_LT___ OSL(_LAYERS) #define ___MIDDLE_L1___ KC_CCCV #define ___MIDDLE_L2___ TO(_SYMB) #define ___MIDDLE_L3___ TO(_NAV) #define ___MIDDLE_RT___ _X_ #define ___MIDDLE_R1___ KC_CCCV #define ___MIDDLE_R2___ TO(_TOPROWS) #define ___MIDDLE_R3___ OSL(_KEYPAD) #define ___MIDDLE_L1_BP___ BP_CCCV #define ___MIDDLE_L2_BP___ TO(_SYMB_BP) #define ___MIDDLE_R1_BP___ BP_CCCV #define ___MIDDLE_R2_BP___ TO(_KEYPAD_BP) #define ___MIDDLE_R3_BP___ OSL(_KEYPAD_BP) // 3 keys in the middle of a 15x matrix #define ___3_MIDDLE_T___ ___MIDDLE_LT___, LCTL(KC_A), ___MIDDLE_RT___ #define ___3_MIDDLE_1___ ___MIDDLE_L1___, LCTL(KC_X), ___MIDDLE_R1___ #define ___3_MIDDLE_2___ ___MIDDLE_L2___, TO(_RGB), ___MIDDLE_R2___ #define ___3_MIDDLE_3___ ___MIDDLE_L3___, TO(_SYMB), ___MIDDLE_R3___ // The same, for BEPO #define ___3_MIDDLE_T_BP___ ___MIDDLE_LT___, LCTL(BP_A), ___MIDDLE_RT___ #define ___3_MIDDLE_1_BP___ ___MIDDLE_L1_BP___, LCTL(BP_X), ___MIDDLE_R1_BP___ #define ___3_MIDDLE_2_BP___ ___MIDDLE_L2_BP___, TO(_RGB), ___MIDDLE_R2_BP___ #define ___3_MIDDLE_3_BP___ ___MIDDLE_L3___, TO(_SYMB_BP), ___MIDDLE_R3_BP___ // 2 keys in the middle of a 14x matrix - For viterbi and ergodox. #define ___2_MIDDLE_T___ ___MIDDLE_LT___, ___MIDDLE_RT___ #define ___2_MIDDLE_1___ ___MIDDLE_L1___, ___MIDDLE_R1___ #define ___2_MIDDLE_2___ ___MIDDLE_L2___, ___MIDDLE_R2___ #define ___2_MIDDLE_3___ ___MIDDLE_L3___, ___MIDDLE_R3___ // The same, for BEPO #define ___2_MIDDLE_T_BP___ ___MIDDLE_LT___, ___MIDDLE_RT___ #define ___2_MIDDLE_1_BP___ ___MIDDLE_L1_BP___, ___MIDDLE_R1_BP___ #define ___2_MIDDLE_2_BP___ ___MIDDLE_L2_BP___, ___MIDDLE_R2_BP___ #define ___2_MIDDLE_3_BP___ ___MIDDLE_L3___, ___MIDDLE_R3_BP___ /********************************************************************/ /* THUMBS */ /* Define the thumb clusters for all the keyboards. */ /********************************************************************/ // for xd75 or other layouts with a center column. // #define ___5_MIDDLE_THUMBS___ CTL_BSPC, ALT_DEL, XMONAD_ESC, ALT_ENT, CTL_SPC #define ___5_MIDDLE_THUMBS___ ALT_DEL, BSPC_TOPR, ESC_SYMB, ENT_NAV, SPC_TOPR #define ___5_MIDDLE_THUMBS_BP___ ALT_DEL, BSPC_TOPR_BP, ESC_SYMB_BP, ENT_NAV, SPC_TOPR_BP // for a last, 4th thumb row. for rebound. // backtab, home end, ----, pgup, pgdn, tab ? #define ___13_BOTTOM___ \ KC_BKTAB, HOME_END, KC_TAB, TT(_NAV), BSPC_SYMB, ESC_TOPR, \ OSL(_LAYERS), \ ENT_NAV, SPC_TOPR, KC_LEFT, KC_PGUP, KC_PGDN, KC_RIGHT #define ___13_BOTTOM_BP___ \ KC_BKTAB, HOME_END, KC_TAB, TT(_NAV), BSPC_SYMB_BP, ESC_TOPR_BP, \ OSL(_LAYERS), \ ENT_NAV, SPC_TOPR_BP, KC_LEFT, KC_PGUP, KC_PGDN, KC_RIGHT // becomes the upper thumbs, the real 4th row if we throw away // the number row at the top. // this is the 4th row on the viterbi above the thumbrow if the number // row is not used for numbers. #define ___4_MIDDLE_4___ LSFT(KC_TAB), HOME_END, KC_PGDN, KC_TAB #define ___4_MIDDLE_4b___ TAB_BKTAB, HOME_END, KC_PGDN, KC_PGUP /********************************************************************/ /** The bottom row and thumbs as needed. **/ /********************************************************************/ // I do not use those pinky keys. I had useful things there but there // are better more useful ways than those pinkys. #define ___5_BOTTOM_LEFT___ ___X2___, KC_INS, KC_LEFT, KC_RIGHT #define ___5_BOTTOM_RIGHT___ KC_UP, KC_DOWN, KC_BSLASH, ___X2___ #define ___4_BOTTOM_LEFT___ LCTL(KC_V), KC_INS, KC_LEFT, KC_RIGHT #define ___4_BOTTOM_RIGHT___ KC_UP, KC_DOWN, KC_BSLASH, LCTL(KC_C) // the bottom rows for keyboards on bepo. // bepo on bepo - not enough space to go around.... #define ___5_BOTTOM_LEFT_BP___ _X_, BP_EACU, _X_, KC_LEFT, KC_RIGHT #define ___5_BOTTOM_RIGHT_BP___ KC_UP, KC_DOWN, DB_BACKSLASH, BP_CCED, BP_PERC #define ___4_BOTTOM_LEFT_BP___ LCTL(BP_C), BP_EACU, KC_LEFT, KC_RIGHT #define ___4_BOTTOM_RIGHT_BP___ KC_UP, KC_DOWN, DB_BACKSLASH, BP_CCED // for dvorak and beakl on bepo #define ___5_BOTTOM_LEFT_FR___ ___X3___, KC_LEFT, KC_RIGHT #define ___5_BOTTOM_RIGHT_FR___ KC_UP, KC_DOWN, DB_BACKSLASH, ___X2___ // basically a 5th row in a 5x matrix. but maybe a 4th if there isnt a number row. #define ___15_BOTTOM___ ___5_BOTTOM_LEFT___, ___5_MIDDLE_THUMBS___, ___5_BOTTOM_RIGHT___ #define ___15_BOTTOM_FR___ ___5_BOTTOM_LEFT_FR___, ___5_MIDDLE_THUMBS___, ___5_BOTTOM_RIGHT_FR___ #define ___15_BOTTOM_BP___ ___5_BOTTOM_LEFT_BP___, ___5_MIDDLE_THUMBS___, ___5_BOTTOM_RIGHT_BP___ #define ___14_BOTTOM___ ___5_BOTTOM_LEFT___, ___4_MIDDLE_4b___, ___5_BOTTOM_RIGHT___ #define ___14_BOTTOM_FR___ ___5_BOTTOM_LEFT_FR___, ___4_MIDDLE_4b___, ___5_BOTTOM_RIGHT_FR___ #define ___14_BOTTOM_BP___ ___5_BOTTOM_LEFT_BP___, ___4_MIDDLE_4b___, ___5_BOTTOM_RIGHT_BP___ #define ___14_THUMBS_BOTTOM___ ___X4___, ___6_MIDDLE_THUMBS___, ___X4___ // bottom row of ergodox thumbs, bottom middle of all layouts. // start with the minimilist thumb row of 6, like the Corne, 2x3. #define ___THUMBS_1___ TT(_KEYPAD), MO(_ADJUST), MO(_LAYERS), OSL(_TOPROWS) #define ___THUMBS_1_BP___ TT(_KEYPAD_BP), MO(_ADJUST), MO(_LAYERS), OSL(_TOPROWS_BP) #define ___THUMBS_2___ HOME_END, KC_PGUP #define ___THUMBS_3___ ___6_ERGO_THUMBS___ #define ___4_THUMBS_1_BP___ TT(_KEYPAD_BP), KC_HOME, KC_PGUP, OSL(_TOPROWS_BP) #define ___4_THUMBS_1___ TT(_KEYPAD), KC_HOME, KC_PGUP, OSL(_TOPROWS) #define ___6_THUMBS_2___ KC_LSFT, KC_BKTAB, KC_END, KC_PGDN, KC_TAB, KC_RSFT #define ___6_THUMBS_2b___ BSPC_SYMB, ESC_TOPR, KC_END, KC_PGUP, ENT_NAV, SPC_TOPR #define ___6_ERGO_THUMBSb___ TT(_LAYERS), BSPC_SYMB, KC_XM_PORD, KC_PGDN, TT(_NAV), KC_XM_PORD #define ___6_THUMBS_2b_BP___ BSPC_SYMB_BP, ESC_TOPR_BP, KC_END, KC_PGDN, ENT_TOPR_BP, SPC_NAV #define ___6_ERGO_THUMBS___ TT(_NAV), BSPC_SYMB, ESC_TOPR, ENT_NAV, SPC_TOPR, KC_XM_PORD #define ___6_ERGO_THUMBS_BP___ TT(_NAV), BSPC_SYMB_BP, ESC_TOPR, ENT_NAV, SPC_TOPR_BP, BP_XM_PORD #define ___6_MIDDLE_THUMBS___ ___6_ERGO_THUMBS___ #define ___12_DOX_ALL_THUMBS___ ___THUMBS_1___, ___THUMBS_2___, ___THUMBS_3___ #define ___12_DOX_ALL_THUMBS_BP___ ___THUMBS_1_BP___, ___THUMBS_2___, ___THUMBS_3___ #define ___16_ALL_THUMBSb___ ___4_THUMBS_1___, ___6_THUMBS_2b___, ___6_ERGO_THUMBSb___ #define ___16_ALL_THUMBS___ ___4_THUMBS_1___, ___6_THUMBS_2___, ___6_ERGO_THUMBS___ #define ___16_ALL_THUMBSb_BP___ ___4_THUMBS_1_BP___, ___6_THUMBS_2b_BP___, ___6_ERGO_THUMBS___ #define ___16_ALL_THUMBS_BP___ ___4_THUMBS_1_BP___, ___6_THUMBS_2_BP___, ___6_ERGO_THUMBS_BP___