#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_keys.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. */ /* 3x12 or 4x12 are usual for these. 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_3x12___ */ /* ___TOPROWS_BP_3x12___ */ /* // just numbers on the home row */ /* ___NUM_HOME_BEAKL_3x12___ */ /* ___NUM_HOME_BEAKL_BP_3x12___ */ /* ___NUM_HOME_3x12___ */ /* ___NUM_HOME_BP_3x12___ */ /* */ /* KEYPADS/FUNCPADS. */ /* ___KEY_BKL_FUNC_4x12___ -- The BEAKL15 Keypad with a Funcpad on the right */ /* ___KEY_BKL_FUNC_BP_4x12___ */ /* ___FUNC_KEYPAD_4x12___ -- A Funcpad and a keypad */ /* ___FUNC_KEYPAD_BP_4x12___ -- For Bepo */ /* */ /* // Compact Funcpad and keypad, 3x12 */ /* ___KP_C_3x12___ */ /* ___KP_C_BP_3x12___ */ /* ___KP_C_BKL_FUNC_3x12___ -- BEAKL key/func pads. */ /* ___KP_C_BKL_FUNC_BP_3x12___ */ /* */ /* SYMBOLS -Beakl or Beakl extended */ /* ___SYMB_BEAKL_3x12___ */ /* ___SYMB_BEAKL_BP_3x12___ */ /* */ /* Beakl extended symbol layer with additional corner symbols. */ /* For use with non-beakl base layers. */ /* ___SYMB_BEAKLA_3x12___ */ /* ___SYMB_BEAKLA_BP_3x12___ */ /* For use with vi bindings optimized */ /* ___SYMB_BEAKLB_3x12___ */ /* ___SYMB_BEAKLB_BP_3x12___ */ /* */ /* NAVIGATION */ /* ___NAV_3x12___ */ /* ___NAV_4x12___ */ /* */ /* CONTROLS */ /* ___RGB_3x12___ */ /* ___ADJUST_3x12___ */ /* ___LAYERS_3x12___ */ /********************************************************************************/ /*********************************************************************/ /* 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. */ /*********************************************************************/ /*******************************************************************/ /* A Top Rows layer. Pick your parts. Bepo and Qwerty */ /* */ /* This is, to me, a stop gap layer. If I need symbols, numbers or */ /* function keys these rows are nicely predictable to most people. */ /* I currently use the beakl number row with regular symbols. */ /* I never use function keys for anything. */ /*******************************************************************/ #define ___12_SYMB___ ___, ___SYMS___, ___ #define ___12_SYMB_BP___ ___12_SYMS_BEPO___, #define ___12_NUM___ ___, ___NUMS___, ___ #define ___12_NUM_BP___ ___, ___NUMS_BP___, ___ #define ___12_NUM_BEAKL___ ___, ___BKLNUMS___, ___ #define ___12_NUM_BEAKL_BP___ ___, ___BKLNUMS_BP___, ___ #define ___12_FUNC___ ___FUNC_1_6___, ___FUNC_7_12___ #define ___12_SYMS_BEPO___ ___6SYMBOL_BEPO_L___, ___6SYMBOL_BEPO_R___ #define ___12_SYMS_FR___ ___SYMB_L_FR___, ___SYMB_R_FR___ // Kinesis function key row. I don't use them. but might as well define them. #define ___KINTFUNC_L___ KC_ESC, ___FUNC_1_6___, KC_F7, KC_F8 // #define ___KINTFUNC_RIGHT___ KC_F9, KC_F10, KC_F11, KC_F12, KC_PSCR, KC_SLCK, KC_PAUS, KC_FN0, RESET #define ___KINTFUNC_R___ KC_F9, KC_F10, KC_F11, KC_F12, XXX, XXX, XXX, XXX, RESET // A TOPROWS Layer. // set it how you like it, if you like it. #define ___TOPROW_1___ ___12_SYMB___ #define ___TOPROW_2___ ___12_NUM_BEAKL___ #define ___TOPROW_3___ ___12_FUNC___ #define ___TOPROW_1_BP___ ___12_SYMS_BEPO___ #define ___TOPROW_2_BP___ ___12_NUM_BEAKL_BP___ #define ___TOPROW_3_BP___ ___12_FUNC___ /********************************************************************************/ /* TOPROWS Layer chunk */ /********************************************************************************/ // altogether in a chunk. #define ___TOPROWS_3x12___ ___TOPROW_1___, ___TOPROW_2___, ___TOPROW_3___ #define ___TOPROWS_BP_3x12___ ___TOPROW_1_BP___, ___TOPROW_2_BP___, ___TOPROW_3_BP___ // Some layers with just a home row of numbers. // The beakl ones, r the usual ones. #define ___NUM_HOME_BEAKL_3x12___ ___12___, ___12_NUM_BEAKL___, ___12___ #define ___NUM_HOME_BEAKL_BP_3x12___ ___12___, ___12_NUM_BEAKL_BP___, ___12___ #define ___NUM_HOME_3x12___ ___12___, ___12_NUM___, ___12___ #define ___NUM_HOME_BP_3x12___ ___12___, ___12_NUM_BP___, ___12___ /********************************************************************************/ /* KEYPADS. Mostly all in Bepo and Qwerty versions */ /* 4 row Pads: */ /* * The BEAKL 15 Number pad, for the left hand. */ /* * Regular Number pad, for the right hand. */ /* * 12 Function pad. */ /* 3 row pads: */ /* keypad */ /* function pad */ /* */ /* LAYERS: */ /* 4 Row: */ /* * BEAKL with a compact FuncPad on the right. */ /* * Funcpad on the left, keypad on the right. */ /* 3 Row: */ /* * Funcpad on the left, keypad on the right. */ /* * BEAKL with a compact FuncPad on the right. */ /* */ /********************************************************************************/ // BEAKL 15 (numpad layer): /* +=* ^%~ */ /* ↹523: */ /* - 7.104 */ /* /698, */ // Keypads #define ___6KEYPAD_BEAKL_L1___ ___, _X_, KC_PLUS, KC_PEQL, KC_ASTR, _X_ #define ___6KEYPAD_BEAKL_L2___ ___, TAB_BKTAB, KC_5, KC_2, KC_3, KC_COLON #define ___6KEYPAD_BEAKL_L3___ KC_MINS, KC_7, KC_DOT, KC_1, KC_0, KC_4 #define ___6KEYPAD_BEAKL_L4___ ___, KC_SLASH, KC_6, KC_9, KC_8, KC_COMM #define ___5KEYPAD_BEAKL_R1___ ___, KC_CIRC, KC_PERC, KC_TILD, ___ #define ___6KEYPAD_BEAKL_L1_BP___ ___, _X_, BP_PLUS, BP_EQL, BP_ASTR, _X_ #define ___6KEYPAD_BEAKL_L2_BP___ ___, TAB_BKTAB, BP_5, BP_2, BP_3, BP_COLN #define ___6KEYPAD_BEAKL_L3_BP___ BP_MINS, BP_7, BP_DOT, BP_1, BP_0, BP_4 #define ___6KEYPAD_BEAKL_L4_BP___ ___, BP_SLSH, BP_6, BP_9, BP_8, BP_COMM #define ___5KEYPAD_BEAKL_R1_BP___ ___, BP_CIRC, BP_PERC, BP_TILD, ___ #define ___5KEYPAD_1___ _X_, KC_7, KC_8, KC_9, KC_PSLS #define ___5KEYPAD_2___ _X_, KC_4, KC_5, KC_6, KC_PAST #define ___5KEYPAD_3___ _X_, KC_1, KC_2, KC_3, KC_PMNS #define ___5KEYPAD_4___ _X_, KC_0, KC_DOT, KC_PEQL, KC_PPLS // For Bepo #define ___5KEYPAD_1_BP___ _X_, DB_7, DB_8, DB_9, BP_SLSH #define ___5KEYPAD_2_BP___ _X_, DB_4, DB_5, DB_6, BP_ASTR #define ___5KEYPAD_3_BP___ _X_, DB_1, DB_2, DB_3, DB_MINUS #define ___5KEYPAD_4_BP___ _X_, DB_0, DB_DOT, DB_EQL, BP_PLUS // Keypad from the default keymap.c of the xd75 #define ___4KEYPAD_1_ALT___ _X_, KC_P7, KC_P8, KC_P9, KC_MINS #define ___4KEYPAD_2_ALT___ _X_, KC_P4, KC_P5, KC_P6, KC_PLUS #define ___4KEYPAD_3_ALT___ _X_, KC_P1, KC_P2, KC_P3, KC_PENT #define ___4KEYPAD_4_ALT___ _X_, KC_P0, KC_DOT, KC_PENT, KC_PENT // Function pad. Same idea as above, but for function keys. // For the left side. #define ___5FUNCPAD_T___ _X_, KC_F10, KC_F11, KC_F12, _X_ #define ___5FUNCPAD_1___ _X_, KC_F7, KC_F8, KC_F9, _X_ #define ___5FUNCPAD_2___ _X_, KC_F4, KC_F5, KC_F6, _X_ #define ___5FUNCPAD_3___ _X_, KC_F1, KC_F2, KC_F3, _X_ // Put them together for complete left and right layers. // Beakl keypad with a funcpad #define ___12_KEYPAD_BKL_FUNCPAD_1___ ___6KEYPAD_BEAKL_L1___, _X_, ___5KEYPAD_BEAKL_R1___ #define ___12_KEYPAD_BKL_FUNCPAD_2___ ___6KEYPAD_BEAKL_L2___, _X_, ___5_FUNCPADC_1___ #define ___12_KEYPAD_BKL_FUNCPAD_3___ ___6KEYPAD_BEAKL_L3___, _X_, ___5_FUNCPADC_2___ #define ___12_KEYPAD_BKL_FUNCPAD_4___ ___6KEYPAD_BEAKL_L4___, _X_, ___5_FUNCPADC_3___ #define ___12_KEYPAD_BKL_FUNCPAD_1_BP___ ___6KEYPAD_BEAKL_L1_BP___, _X_, ___5KEYPAD_BEAKL_R1_BP___ #define ___12_KEYPAD_BKL_FUNCPAD_2_BP___ ___6KEYPAD_BEAKL_L2_BP___, _X_, ___5_FUNCPADC_1___ #define ___12_KEYPAD_BKL_FUNCPAD_3_BP___ ___6KEYPAD_BEAKL_L3_BP___, _X_, ___5_FUNCPADC_2___ #define ___12_KEYPAD_BKL_FUNCPAD_4_BP___ ___6KEYPAD_BEAKL_L4_BP___, _X_, ___5_FUNCPADC_3___ // Funcpad and keypad layer for Qwerty based layers. #define ___12_FUNCPAD_KEYPAD_1___ ___, ___5FUNCPAD_T___, ___5KEYPAD_1___, ___ #define ___12_FUNCPAD_KEYPAD_2___ ___, ___5FUNCPAD_1___, ___5KEYPAD_2___, ___ #define ___12_FUNCPAD_KEYPAD_3___ ___, ___5FUNCPAD_2___, ___5KEYPAD_3___, KC_PENT #define ___12_FUNCPAD_KEYPAD_4___ ___, ___5FUNCPAD_3___, ___5KEYPAD_4___, ___ // Funcpad and keypad layer for BEPO #define ___12_FUNCPAD_KEYPAD_BP_1___ ___, ___5FUNCPAD_T_BP___, ___5KEYPAD_1_BP___, ___ #define ___12_FUNCPAD_KEYPAD_BP_2___ ___, ___5FUNCPAD_1_BP___, ___5KEYPAD_2_BP___, ___ #define ___12_FUNCPAD_KEYPAD_BP_3___ ___, ___5FUNCPAD_2_BP___, ___5KEYPAD_3_BP___, KC_PENT #define ___12_FUNCPAD_KEYPAD_BP_4___ ___, ___5FUNCPAD_3_BP___, ___5KEYPAD_4_BP___, ___ /********************************************************************************/ /* COMPACT - KEYPAD and FUNCPAD. 3 Rows. */ /********************************************************************************/ // Compact versions of each. 3 rows. //Compact keypad, 3 rows. #define ___6KEYPADC_1___ ___, KC_7, KC_8, KC_9, KC_PSLS, ___ #define ___6KEYPADC_2___ KC_DOT, KC_4, KC_5, KC_6, KC_PAST, KC_PEQL #define ___6KEYPADC_3___ KC_0, KC_1, KC_2, KC_3, KC_PMNS, KC_PPLS // For Bepo #define ___6KEYPADC_1_BP___ ___, DB_7, DB_8, DB_9, BP_SLSH #define ___6KEYPADC_2_BP___ DB_DOT, DB_4, DB_5, DB_6, BP_ASTR, DB_EQL #define ___6KEYPADC_3_BP___ DB_0, DB_1, DB_2, DB_3, DB_MINUS, DB_PLUS // compact 1-12 funcpad for 3 row keyboards. #define ___5_FUNCPADC_1___ KC_F9, KC_F10, KC_F11, KC_F12, ___ #define ___5_FUNCPADC_2___ KC_F5, KC_F6, KC_F7, KC_F8, ___ #define ___5_FUNCPADC_3___ KC_F1, KC_F2, KC_F3, KC_F4, ___ // Compact funcpads/keypad Layer #define ___12_KP_1C___ ___, ___5_FUNCPADC_1___, ___5KEYPAD_1___, ___ #define ___12_KP_2C___ ___, ___5_FUNCPADC_2___, ___5KEYPAD_2___, ___ #define ___12_KP_3C___ ___, ___5_FUNCPADC_3___, ___5KEYPAD_3___, ___ // Reversed #define ___12_KP_FP_1C___ ___, ___5KEYPAD_1___, ___5_FUNCPADC_1___, ___ #define ___12_KP_FP_2C___ ___, ___5KEYPAD_2___, ___5_FUNCPADC_2___, ___ #define ___12_KP_FP_3C___ ___, ___5KEYPAD_3___, ___5_FUNCPADC_3___, ___ //Bepo funcpad and keypad Layer #define ___12_KP_1_BP___ ___, ___5_FUNCPADC_1___, ___5KEYPAD_1_BP___, ___ #define ___12_KP_2_BP___ ___, ___5_FUNCPADC_2___, ___5KEYPAD_2_BP___, ___ #define ___12_KP_3_BP___ ___, ___5_FUNCPADC_3___, ___5KEYPAD_3_BP___, ___ /********************************************************************************/ /* FUNCPAD and Keypad Layer chunks */ /********************************************************************************/ // Full size, 4x12 #define ___KEYPAD_BKL_FUNC_4x12___ \ ___12_KEYPAD_BKL_FUNCPAD_1___, \ ___12_KEYPAD_BKL_FUNCPAD_2___, \ ___12_KEYPAD_BKL_FUNCPAD_3___, \ ___12_KEYPAD_BKL_FUNCPAD_4___ #define ___KEYPAD_BKL_FUNC_BP_4x12___ \ ___12_KEYPAD_BKL_FUNCPAD_1_BP___, \ ___12_KEYPAD_BKL_FUNCPAD_2_BP___, \ ___12_KEYPAD_BKL_FUNCPAD_3_BP___, \ ___12_KEYPAD_BKL_FUNCPAD_4_BP___ #define ___FUNC_KEYPAD_4x12___ \ ___12_FUNCPAD_KEYPAD_1___, \ ___12_FUNCPAD_KEYPAD_2___, \ ___12_FUNCPAD_KEYPAD_3___, \ ___12_FUNCPAD_KEYPAD_4___ #define ___FUNC_KEYPAD_BP_4x12___ \ ___12_FUNCPAD_KEYPAD_BP_1___, \ ___12_FUNCPAD_KEYPAD_BP_2___, \ ___12_FUNCPAD_KEYPAD_BP_3___, \ ___12_FUNCPAD_KEYPAD_BP_4___ // Compact, 3x12 #define ___KP_C_BKL_FUNC_3x12___ \ ___12_KEYPAD_BKL_FUNCPAD_2___, \ ___12_KEYPAD_BKL_FUNCPAD_3___, \ ___12_KEYPAD_BKL_FUNCPAD_4___ #define ___KP_C_BKL_FUNC_BP_3x12___ \ ___12_KEYPAD_BKL_FUNCPAD_2_BP___, \ ___12_KEYPAD_BKL_FUNCPAD_3_BP___, \ ___12_KEYPAD_BKL_FUNCPAD_4_BP___ #define ___KP_C_3x12___ ___12_KP_1C___, ___12_KP_2C___, ___12_KP_3C___ #define ___KP_FP_C_3x12___ ___12_KP_FP_1C___, ___12_KP_FP_2C___, ___12_KP_FP_3C___ #define ___KP_C_BP_3x12___ ___12_KP_1_BP___, ___12_KP_2_BP___, ___12_KP_3_BP___ /********************************************************************************/ /* SYMBOLS. The BEAKL15 Symbol layer with or without additions. */ /* */ /* Symbol layers: */ /* */ /* BEAKL symbol layer */ /* <$> [_] */ /* - \(")# %{=}| ; */ /* :*+ &^~ */ /* */ /* BEAKL Extended symbol layer */ /* `<$>' ?[_] */ /* - \(")# %{=}| ; */ /* @:*+; !&^~/ */ /* */ /* This layer has replaced my former Symbol pad and Symbols */ /* layer. The Sympad was nice, But this incorporates the matching */ /* (){}[] that I had and at the same time provides an easily */ /* Learnable layer that makes sense. It was also easy to */ /* Supplement with new keys that other layouts might need. */ /* */ /* The first Layer defined is the "Official" version. */ /* The second Layer defined only adds to the original by */ /* Placing 8 keys in the pinky and index corners */ /* at the edges of the, 3x3, BEAKL home Region. */ /* */ /* Namely these: !?@`'/-; */ /* */ /* Beakl has these keys in it's base layer which isn't the case */ /* for other layouts like dvorak, colemak, etc. */ /* */ /******************************************************************/ /******************************************************************/ /* Official BEAKL15 Symbol layer. */ /* BEAKL 15 (punctuation layer): */ /* */ /* <$> [_] */ /* - \(")# %{=}| ; */ /* :*+ &^~ */ /******************************************************************/ /********************************************************************************/ /* The expanded Beakl Symbol Layer */ /* */ /* Expanded with: !?@`'/-; */ /* */ /* This insures access to all common symbols, regardless of availabilily on */ /* other layers. All the extra characters are added to the pinky and index */ /* corners which are empty in the BEAKL symbol layer. */ /* */ /* Both ; and ' could find their dvorak positions. */ /* Analysis showed that only caused pinky overuse. Rotating the symbols around */ /* Put better keys on the index finger which showed a huge improvement */ /* in efficiency. The same is true of the exclamation point. */ /* */ /* A: */ /* `<$>' ?[_] */ /* - \(")# %{=}| ; */ /* @:*+; !&^~/ */ /* */ /* B: */ /* With vi bindings /:? and a leader key for vi/emacs.*/ /* ; is popular, I use , it's easy in dvorak.: */ /* */ /* `<$>' ?[_]- */ /* - \(")# !{:}/ ; */ /* @=*+; %&^~| */ /********************************************************************************/ // Left #define ___SB_L1___ KC_OCLTGT, KC_DLR, KC_GT #define ___SB_L2___ KC_BACKSLASH, KC_OCPRN, KC_OCDQUO, KC_RPRN, KC_HASH #define ___SB_L3___ KC_COLON, KC_ASTR, KC_PLUS #define ___SB_L3b___ KC_EQL, KC_ASTR, KC_PLUS // Bepo #define ___SB_L1_BP___ BP_OCLTGT, BP_DLR, DB_GRTR #define ___SB_L2_BP___ DB_BACKSLASH, DB_LPRN, BP_OCDQUO, DB_RPRN, DB_HASH #define ___SB_L3_BP___ KC_COLON, BP_ASTR, BP_PLUS #define ___SB_L3b_BP___ BP_EQL, BP_ASTR, BP_PLUS // Right #define ___SB_R1___ KC_OCBRC, KC_UNDS, KC_RBRC #define ___SB_R2___ KC_PERC, KC_OCCBR, KC_EQL, KC_RCBR, KC_PIPE #define ___SB_R3___ KC_AMPR, KC_CIRC, KC_TILD #define ___SB_R2a___ KC_PERC, KC_OCCBR, KC_EXLM, KC_RCBR, KC_PIPE #define ___SB_R2b___ KC_EXLM, KC_OCCBR, KC_COLN, KC_RCBR, KC_SLASH // Bepo #define ___SB_R1_BP___ BP_OCBRC, BP_UNDS, DB_RBRC #define ___SB_R2_BP___ BP_PERC, BP_OCCBR, BP_EQL, DB_RCBR, DB_PIPE #define ___SB_R3_BP___ BP_AMPR, DB_CIRC, DB_TILD #define ___SB_R2a_BP___ BP_PERC, BP_OCCBR, BP_EXLM, DB_RCBR, DB_PIPE #define ___SB_R2b_BP___ BP_EXLM, BP_OCCBR, KC_COLON, DB_RCBR, DB_SLASH // --------------------------- // --------------------------- // Square it to 6, Add in the - and ;. #define ___6SYMBOLS_BEAKL_L1___ ___, ___, ___SB_L1___, ___ #define ___6SYMBOLS_BEAKL_L2___ KC_MINS, ___SB_L2___ #define ___6SYMBOLS_BEAKL_L3___ ___, ___, ___SB_L3___, ___ #define ___6SYMBOLS_BEAKL_R1___ ___, ___SB_R1___, ___, ___ #define ___6SYMBOLS_BEAKL_R2___ ___SB_R2___, KC_SCLN #define ___6SYMBOLS_BEAKL_R3___ ___, ___SB_R3___, ___, ___ // --------------------------- #define ___6SYMBOLS_BEAKL_L1a___ ___, KC_OCGRV, ___SB_L1___, KC_OCQUOT #define ___6SYMBOLS_BEAKL_L2a___ ___6SYMBOLS_BEAKL_L2___ #define ___6SYMBOLS_BEAKL_L3a___ ___, KC_AT, ___SB_L3___, KC_SCLN #define ___6SYMBOLS_BEAKL_R1a___ LSFT(KC_SLASH), ___SB_R1___, KC_MINS, ___ #define ___6SYMBOLS_BEAKL_R2a___ ___SB_R2a___, KC_SCLN #define ___6SYMBOLS_BEAKL_R3a___ KC_EXLM, ___SB_R3___, KC_SLASH, ___ // --------------------------- #define ___6SYMBOLS_BEAKL_L1b___ ___, KC_OCGRV, ___SB_L1___, KC_OCQUOT #define ___6SYMBOLS_BEAKL_L2b___ ___6SYMBOLS_BEAKL_L2___ #define ___6SYMBOLS_BEAKL_L3b___ ___, KC_AT, ___SB_L3b___, KC_SCLN #define ___6SYMBOLS_BEAKL_R1b___ ___6SYMBOLS_BEAKL_R1a___ #define ___6SYMBOLS_BEAKL_R2b___ ___SB_R2b___, KC_SCLN #define ___6SYMBOLS_BEAKL_R3b___ KC_PERC, ___SB_R3___, KC_PIPE, ___ // --------------------------- // --------------------------- // Bepo #define ___6SYMBOLS_BEAKL_L1_BP___ ___, ___, ___SB_L1_BP___, ___ #define ___6SYMBOLS_BEAKL_L2_BP___ BP_MINS, ___SB_L2_BP___ #define ___6SYMBOLS_BEAKL_L3_BP___ ___, ___, ___SB_L3_BP___, ___ #define ___6SYMBOLS_BEAKL_R1_BP___ ___, ___SB_R1_BP___, ___, ___ #define ___6SYMBOLS_BEAKL_R2_BP___ ___SB_R2_BP___, BP_SCLN #define ___6SYMBOLS_BEAKL_R3_BP___ ___, ___SB_R3_BP___, ___, ___ // --------------------------- #define ___6SYMBOLS_BEAKL_L1a_BP___ ___, BP_GRV, ___SB_L1_BP___, BP_AT #define ___6SYMBOLS_BEAKL_L2a_BP___ ___6SYMBOLS_BEAKL_L2_BP___ #define ___6SYMBOLS_BEAKL_L3a_BP___ ___, BP_AT, ___SB_L3_BP___, BP_SCLN #define ___6SYMBOLS_BEAKL_R1a_BP___ BP_QUES, ___SB_R1_BP___, BP_MINS, ___ #define ___6SYMBOLS_BEAKL_R2a_BP___ ___SB_R2a_BP___, BP_SCLN #define ___6SYMBOLS_BEAKL_R3a_BP___ BP_EXLM, ___SB_R3_BP___, BP_SLSH, ___ // --------------------------- #define ___6SYMBOLS_BEAKL_L1b_BP___ ___, BP_GRV, ___SB_L1___, BP_OCQUOT #define ___6SYMBOLS_BEAKL_L2b_BP___ ___6SYMBOLS_BEAKL_L2_BP___ #define ___6SYMBOLS_BEAKL_L3b_BP___ ___, BP_AT, ___SB_L3b_BP___, BP_SCLN #define ___6SYMBOLS_BEAKL_R1b_BP___ ___, ___SB_R1_BP___, BP_MINS, ___ #define ___6SYMBOLS_BEAKL_R2b_BP___ ___SB_R2b_BP___, BP_SCLN #define ___6SYMBOLS_BEAKL_R3b_BP___ BP_PERC, ___SB_R3_BP___, BP_PIPE, ___ // --------------------------- // Some 12 column rows. #define ___12_SYM_BKL_1_BP___ ___6SYMBOLS_BEAKL_L1_BP___, ___6SYMBOLS_BEAKL_R1_BP___ #define ___12_SYM_BKL_2_BP___ ___6SYMBOLS_BEAKL_L2_BP___, ___6SYMBOLS_BEAKL_R2_BP___ #define ___12_SYM_BKL_3_BP___ ___6SYMBOLS_BEAKL_L3_BP___, ___6SYMBOLS_BEAKL_R3_BP___ #define ___12_SYM_BKL_1___ ___6SYMBOLS_BEAKL_L1___, ___6SYMBOLS_BEAKL_R1___ #define ___12_SYM_BKL_2___ ___6SYMBOLS_BEAKL_L2___, ___6SYMBOLS_BEAKL_R2___ #define ___12_SYM_BKL_3___ ___6SYMBOLS_BEAKL_L3___, ___6SYMBOLS_BEAKL_R3___ // Some 12 column rows. #define ___12_SYM_BKL_A1_BP___ ___6SYMBOLS_BEAKL_L1a_BP___, ___6SYMBOLS_BEAKL_R1a_BP___ #define ___12_SYM_BKL_A2_BP___ ___6SYMBOLS_BEAKL_L2a_BP___, ___6SYMBOLS_BEAKL_R2a_BP___ #define ___12_SYM_BKL_A3_BP___ ___6SYMBOLS_BEAKL_L3a_BP___, ___6SYMBOLS_BEAKL_R3a_BP___ #define ___12_SYM_BKL_A1___ ___6SYMBOLS_BEAKL_L1a___, ___6SYMBOLS_BEAKL_R1a___ #define ___12_SYM_BKL_A2___ ___6SYMBOLS_BEAKL_L2a___, ___6SYMBOLS_BEAKL_R2a___ #define ___12_SYM_BKL_A3___ ___6SYMBOLS_BEAKL_L3a___, ___6SYMBOLS_BEAKL_R3a___ #define ___12_SYM_BKL_B1_BP___ ___6SYMBOLS_BEAKL_L1b_BP___, ___6SYMBOLS_BEAKL_R1b_BP___ #define ___12_SYM_BKL_B2_BP___ ___6SYMBOLS_BEAKL_L2b_BP___, ___6SYMBOLS_BEAKL_R2b_BP___ #define ___12_SYM_BKL_B3_BP___ ___6SYMBOLS_BEAKL_L3b_BP___, ___6SYMBOLS_BEAKL_R3b_BP___ #define ___12_SYM_BKL_B1___ ___6SYMBOLS_BEAKL_L1b___, ___6SYMBOLS_BEAKL_R1b___ #define ___12_SYM_BKL_B2___ ___6SYMBOLS_BEAKL_L2b___, ___6SYMBOLS_BEAKL_R2b___ #define ___12_SYM_BKL_B3___ ___6SYMBOLS_BEAKL_L3b___, ___6SYMBOLS_BEAKL_R3b___ /********************************************************************************/ /* The BEAKL and BEAKL-A SYMBOL LAYER Chunks */ /********************************************************************************/ // The Official beakl symbol layer as a chunk, Bepo and Qwerty #define ___SYMB_BEAKL_BP_3x12___ ___12_SYM_BKL_1_BP___, \ ___12_SYM_BKL_2_BP___, \ ___12_SYM_BKL_3_BP___ #define ___SYMB_BEAKL_3x12___ ___12_SYM_BKL_1___, \ ___12_SYM_BKL_2___, \ ___12_SYM_BKL_3___ // Alternate Beakle symbol layer with additional corner symbols. #define ___SYMB_BEAKLA_BP_3x12___ ___12_SYM_BKL_A1_BP___, \ ___12_SYM_BKL_A2_BP___, \ ___12_SYM_BKL_A3_BP___ #define ___SYMB_BEAKLA_3x12___ ___12_SYM_BKL_A1___, \ ___12_SYM_BKL_A2___, \ ___12_SYM_BKL_A3___ #define ___SYMB_BEAKLB_BP_3x12___ ___12_SYM_BKL_B1_BP___, \ ___12_SYM_BKL_B2_BP___, \ ___12_SYM_BKL_B3_BP___ #define ___SYMB_BEAKLB_3x12___ ___12_SYM_BKL_B1___, \ ___12_SYM_BKL_B2___, \ ___12_SYM_BKL_B3___ /********************************************************************************/ /* NAVIGATION - MOUSE, Scroll, Buttons, Arrows, Tab, Home, page up/down, End */ /* Navigation layers: */ /* 3 row Layer */ /* 4 Row Layer with repeated and swapped VI arrows, and Scroll wheel. */ /********************************************************************************/ /* */ /* Navigation layer with optional 4th Row.... */ /* */ /* M = Mouse */ /* B = Button */ /* W = Wheel */ /* AC = Acceleration */ /* CCCV = Tap -> Ctrl-C, hold for double tap duration -> Ctrl-V */ /* CTCN = Tap -> Ctrl-T, hold for double tap duration -> Ctrl-N */ /* CWCQ = Tap -> Ctrl-W, hold for double tap duration -> Ctrl-Q */ /* TAB = Tap -> Tab, Double-tap -> Back Tab */ /* HOME = Tap -> Home, Double-tap -> End */ /* */ /* MB5 MB4 MB3 MB2 MB1 MAC0 | CTCN MB1 MB2 MB3 MB4 MB5 */ /* TAB MLeft MDown MUp MRight MAC1 | CCCV Left Down UP Right TAB */ /* WLeft WDown WUp WRight MAC2 | CWCQ HOME PGDN PGUP END */ /* */ /* Left Down Up Right CCCV | CCCV MLeft MDown MUp MRight */ /* */ /********************************************************************************/ #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 // really BTN 1, 2, 3, 8, 9 - according to xev. #define ___MOUSE_BTNS_R___ KC_BTN1, KC_BTN3, KC_BTN2, KC_BTN4, KC_BTN5 // really BTN 9, 8, 3, 2, 1 - according to xev #define ___MOUSE_BTNS_L___ KC_BTN5, KC_BTN4, KC_BTN2, KC_BTN3, KC_BTN1 #define ___MOUSE_ACCL_012___ KC_ACL0, KC_ACL1, KC_ACL2 #define ___MACCL___ ___MOUSE_ACCL_012___ #define ___VI_ARROWS___ KC_LEFT, KC_DOWN, KC_UP, KC_RIGHT #define ___HOME_PGDN_PGUP_END___ KC_HOME, KC_PGDN, KC_PGUP, KC_END #define ___6NAV_L_1___ ___MOUSE_BTNS_L___, KC_ACL0 #define ___6NAV_L_2___ TAB_BKTAB, ___MOUSE_LDUR___, KC_ACL1 #define ___6NAV_L_3___ ___, ___MWHEEL_LDUR___, KC_ACL2 #define ___6NAV_L_4___ ___, ___VI_ARROWS___, KC_CCCV #define ___6NAV_R_1___ KC_CTCN, ___MOUSE_BTNS_R___ #define ___6NAV_R_2___ KC_CCCV, ___VI_ARROWS___, TAB_BKTAB #define ___6NAV_R_3___ KC_CWCQ, ___HOME_PGDN_PGUP_END___, ___ #define ___6NAV_R_4___ KC_CCCV, ___MOUSE_LDUR___, ___ // compact. Initially for corne. So 3x12 per layer. #define ___12_NAV_1___ ___6NAV_L_1___, ___6NAV_R_1___ #define ___12_NAV_2___ ___6NAV_L_2___, ___6NAV_R_2___ #define ___12_NAV_3___ ___6NAV_L_3___, ___6NAV_R_3___ #define ___12_NAV_4___ ___6NAV_L_4___, ___6NAV_R_4___ /********************************************************************************/ /* The Navigation LAYER Chunks */ /********************************************************************************/ // A Navigation Layer #define ___NAV_3x12___ ___12_NAV_1___, ___12_NAV_2___, ___12_NAV_3___ #define ___NAV_4x12___ ___NAV_3x12___, ___12_NAV_4___ /********************************************************************************/ /* MEDIA - Mute, Vol, play, pause, stop, next, prev, etc. */ /********************************************************************************/ #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 /********************************************************************************/ /* RGB - Control those lights. */ /* ___, HUE SAT_INT MOD (UP), | */ /* ___, HUE SAT INT MOD (DOWN), RGB_TOG | P_B_R_SW_SN___, ___ */ /* ___6___, | ___, ___RGB_KXGT___, ___ */ /********************************************************************************/ // 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 /// An RGB Layer #define ___12_RGB_1___ ___, ___RGB_HUE_SAT_INT_UP___, ___, ___6___ #define ___12_RGB_2___ ___, ___RGB_HUE_SAT_INT_DN___, RGB_TOG, ___RGB_P_B_R_SW_SN___, ___ #define ___12_RGB_3___ ___6___, ___, ___RGB_KXGT___, ___ /********************************************************************************/ /* The RGB LAYER Chunk */ /********************************************************************************/ #define ___RGB_3x12___ ___12_RGB_1___, ___12_RGB_2___, ___12_RGB_3___ /********************************************************************************/ /* ADJUST - Miscellaneous Melange. */ /********************************************************************************/ // For an Adjust layer. Like RBB with audio, flash, etc. #define ___6_ADJUST_L1___ KC_MAKE, ___RGB_HUE_SAT_INT_UP___, RGB_TOG #define ___6_ADJUST_L2___ VRSN, MU_TOG, CK_TOGG, AU_ON, AU_OFF, CG_NORM #define ___6_ADJUST_L3___ MG_NKRO, ___RGB_HUE_SAT_INT_DN___, KC_RGB_T #define ___6_ADJUST_R1___ ___5___, KC_RESET #define ___6_ADJUST_R2___ ___, ___PRV_PLAY_NXT_STOP___, EEP_RST #define ___6_ADJUST_R3___ MG_NKRO, ___VDN_MUTE_VUP___, ___, RGB_IDL /********************************************************************************/ /* The Adjust LAYER Chunks */ /********************************************************************************/ #define ___ADJUST_3x12___ ___6_ADJUST_L1___, ___6_ADJUST_R1___, \ ___6_ADJUST_L2___, ___6_ADJUST_R2___, \ ___6_ADJUST_L3___, ___6_ADJUST_R3___ /********************************************************************************/ /* LAYERS - Define a base layer, switch to any layer. Get around. Experiment. */ /* */ /* Base Layers on the left hand, */ /* transient layers on the right. Centered on the home region. */ /* A good place to attach an experimental layer. */ /* */ /********************************************************************************/ // Base Layers #define ___5_LAYERS_B1___ ___, KC_BEPO, KC_DVORAK_BP, KC_BEAKL_BP, ___ #define ___5_LAYERS_B2___ KC_QWERTY, KC_COLEMAK, KC_DVORAK, KC_BEAKL, ___ #define ___5_LAYERS_B3___ ___, KC_QWERTY, KC_NORMAN, KC_WORKMAN, ___ #define ___5_LAYERS_B4___ ___, DF(_MALTRON), DF(_EUCALYN), DF(_CARPLAX), ___ #define ___5_LAYERS_B1b___ DF(_NORMAN), DF(_MALTRON), DF(_CARPLAX), DF(_COLEMAK), ___ #define ___5_LAYERS_B2b___ DF(_EUCALYN), DF(_WORKMAN), DF(_QWERTY), DF(_DVORAK), ___ #define ___5_LAYERS_B3b___ ___, DF(_BEAKL), DF(_BEPO), DF(_DVORAK_BP), ___ // transient layers. #define ___5_LAYERS_T___ ___, MO(_NAV), MO(_SYMB), MO(_KEYPAD), MO(_TOPROWS) #define ___5_LAYERS_T_BP___ ___, MO(_NAV), MO(_SYMB_BP), MO(_KEYPAD_BP), MO(_TOPROWS_BP) #define ___5_LAYERS_T_CTL___ ___, MO(_RGB), ___, ___, MO(_ADJUST) /// A Layers Layer #define ___12_LAYERS_1___ ___, ___5_LAYERS_B1___, ___5_LAYERS_T_BP___, ___ #define ___12_LAYERS_2___ ___, ___5_LAYERS_B2___, ___5_LAYERS_T___, ___ #define ___12_LAYERS_3___ KC_SPACETEST, ___5___, ___5_LAYERS_T_CTL___, ___ /********************************************************************************/ /* The LAYERS LAYER Chunk */ /********************************************************************************/ #define ___LAYERS_3x12___ ___12_LAYERS_1___, ___12_LAYERS_2___, ___12_LAYERS_3___