#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" #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___ \ )