/* Copyright 2021 Batuhan Başerdem * @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 . */ #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 │ * ├─────┼─────┼─────┼─────┼─────┤ ├─────┼─────┼─────┼─────┼─────┤ * │ α │ ο │ ε │ ψ │ ι │ │ δ │ η │ τ │ ν │ σ │ * ├─────┼─────┼─────┼─────┼─────┤ ├─────┼─────┼─────┼─────┼─────┤ * │ ₿ │ 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