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author | Batuhan Baserdem <bbaserdem@users.noreply.github.com> | 2018-05-31 21:55:45 -0400 |
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committer | Drashna Jaelre <drashna@live.com> | 2018-05-31 18:55:45 -0700 |
commit | 8eaf23ae8146766615cc1cec3fc8e04111e8ef49 (patch) | |
tree | d33b9b4609b5df899c243a1f9525eed1c049098f /users | |
parent | abce980b8bbc6d1bae16513a50662a549b196c1b (diff) | |
download | qmk_firmware-8eaf23ae8146766615cc1cec3fc8e04111e8ef49.tar.gz qmk_firmware-8eaf23ae8146766615cc1cec3fc8e04111e8ef49.zip |
User space fixed (#3095)
* Put in my keymaps
* Fixed all but weird lets split issue
* Organized and tried to trobleshoot lets split
* Organized and tried to trobleshoot lets split
* Added bbaserdem keymaps
* Added bbaserdem keymaps
* Fixed stuff
* FIxed a filename error
Diffstat (limited to 'users')
-rw-r--r-- | users/bbaserdem/README.md | 49 | ||||
-rw-r--r-- | users/bbaserdem/bbaserdem.c | 651 | ||||
-rw-r--r-- | users/bbaserdem/bbaserdem.h | 279 | ||||
-rw-r--r-- | users/bbaserdem/rules.mk | 22 |
4 files changed, 1001 insertions, 0 deletions
diff --git a/users/bbaserdem/README.md b/users/bbaserdem/README.md new file mode 100644 index 0000000000..2011e74b64 --- /dev/null +++ b/users/bbaserdem/README.md @@ -0,0 +1,49 @@ +# Overview + +I have mostly ortholinear keyboards, which share a lot of functions. +For this purpose, I collected them here. + +I have the following keymaps: + +* Gherkin (Does not use the user space) +* Let's Split +* Let's Split It Up +* Planck + +# Layout + +I use DVORAK with an unorthodox Turkish layout. +If you wanna grab my code, andused a previous layout with a persistent base +layer change, change it to layer 0 before proceeding. + +# Layers + +* **Dvorak**: Base layer,withdvorak layout. +* **Alternative**: Has alternate characters. +* **Game**: Toggled from *Function*, comfortable for gaming use. +* **Numeric**: Has numericals and symbols. Can be locked. +* **Function**: Layer has media and function keys. +* **Mouse**: Manipulates mouse. Can be locked. +* **Music** Allows playing sounds like a keyboard. + +# Functionality + +* **RGB Backlight**: With layer indication, and ability to change base layer lighting mode. +* **Secrets**: By placing a secrets.h, and not tracking it, you can store passwords etc. +* **Mouse**: Mouse emulation, complete with diagonal keys. +* **Turkish**: An AltGr-like overlay that allows some non-common letters, in unicode. + +I suggest checking out how I enabled shifting for Turkish layer, +how I planned out RGB lighting, and my mouse implementation; they might offer +some insight into fringe user cases. + +# Issues + +All features are too big for the 32kB bootloader. +Offenders are audio and rgb lights; it comes down to one or the other. +~The Proton board, and rev 6 should fix that.~ + +# Credits + +I have previously written my keymap by myself before, but I rewrote it here, +heavily inspired by @drashna's user folder. diff --git a/users/bbaserdem/bbaserdem.c b/users/bbaserdem/bbaserdem.c new file mode 100644 index 0000000000..59e5d4ba7e --- /dev/null +++ b/users/bbaserdem/bbaserdem.c @@ -0,0 +1,651 @@ +#include "bbaserdem.h" + +/*---------------*\ +|*-----MOUSE-----*| +\*---------------*/ +#ifdef MOUSEKEY_ENABLE +#include "mousekey.h" +#endif + +/*-------------*\ +|*-----RGB-----*| +\*-------------*/ +#ifdef RGBLIGHT_ENABLE +#include "rgblight.h" +#endif + +/*-----------------*\ +|*-----SECRETS-----*| +\*-----------------*/ +// Enabled by adding a non-tracked secrets.h to this dir. +#if (__has_include("secrets.h")) +#include "secrets.h" +#endif + +/*---------------*\ +|*-----MUSIC-----*| +\*---------------*/ +#ifdef AUDIO_ENABLE +float tone_game[][2] = SONG(ZELDA_PUZZLE); +float tone_return[][2] = SONG(ZELDA_TREASURE); +float tone_linux[][2] = SONG(UNICODE_LINUX); +float tone_windows[][2] = SONG(UNICODE_WINDOWS); +#endif + +/*-------------------*\ +|*-----TAP-DANCE-----*| +\*-------------------*/ +#ifdef TAP_DANCE_ENABLE +qk_tap_dance_action_t tap_dance_actions[] = { + // Shift on double tap of semicolon + [SCL] = ACTION_TAP_DANCE_DOUBLE( KC_SCLN, KC_COLN ) +}; +#endif + +/* In keymaps, instead of writing _user functions, write _keymap functions + * The __attribute__((weak)) allows for empty definitions here, and during + * compilation, if these functions are defined elsewhere, they are written + * over. This allows to include custom code from keymaps in the generic code + * in this file. + */ +__attribute__ ((weak)) void matrix_init_keymap(void) { } +__attribute__ ((weak)) void matrix_scan_keymap(void) { } +__attribute__ ((weak)) bool process_record_keymap(uint16_t keycode, keyrecord_t *record) { + return true; +} +__attribute__ ((weak)) uint32_t layer_state_set_keymap (uint32_t state) { + return state; +} +__attribute__ ((weak)) void led_set_keymap(uint8_t usb_led) { } + +/* ----------------------- *\ + * -----RGB Functions----- * +\* ----------------------- */ + + +#ifdef RGBLIGHT_ENABLE +// Storage variables +extern rgblight_config_t rgblight_config; +bool base_sta; // Keeps track if in saveable state +bool base_tog; // Whether base state is active or not +int base_hue; // Hue value of base state +int base_sat; // Saturation value of base state +int base_val; // Brightness value of base state +uint8_t base_mod; // Animation mode of the base state + +// Save the current state of the rgb mode +void rgblight_saveBase(void) { + base_hue = rgblight_config.hue; + base_sat = rgblight_config.sat; + base_val = rgblight_config.val; + base_mod = rgblight_config.mode; + base_tog = rgblight_config.enable; + base_sta = false; // If saving, that means base layer is being left +} + +// Load the base state back +void rgblight_loadBase(void) { + // Don't do anything if not enabled + if ( !base_sta ) { + if ( base_tog ) { + rgblight_enable(); + rgblight_mode( base_mod ); + rgblight_sethsv( base_hue, base_sat, base_val ); + } else { + rgblight_disable(); + } + } + // Mark that base is loaded, and to be saved before leaving + base_sta = true; +} + +// Set to plain HSV color +void rgblight_colorStatic( int hu, int sa, int va ) { + // First, it must be enabled or color change is not written + rgblight_enable(); + rgblight_mode(1); + rgblight_sethsv(hu,sa,va); +} +/* HSV values, thank you @drashna! + * white ( 0, 0, 255) + * red ( 0, 255, 255) + * coral ( 16, 176, 255) + * orange ( 39, 255, 255) + * goldenrod ( 43, 218, 218) + * gold ( 51, 255, 255) + * yellow ( 60, 255, 255) + * chartreuse ( 90, 255, 255) + * green (120, 255, 255) + * springgreen (150, 255, 255) + * turquoise (174, 90, 112) + * teal (180, 255, 128) + * cyan (180, 255, 255) + * azure (186, 102, 255) + * blue (240, 255, 255) + * purple (270, 255, 255) + * magenta (300, 255, 255) + * pink (330, 128, 255) + */ +// Set RGBLIGHT state depending on layer +void rgblight_change( uint8_t last_layer ) { + // Save state, if saving is requested + /* + if ( base_sta ) { + rgblight_saveBase(); + } + */ + // Change RGB light + switch ( last_layer ) { + case _DV: + // Load base layer + rgblight_loadBase(); + break; + case _AL: + // Do yellow for alternate + rgblight_colorStatic( 60,255,255); + break; + case _GA: + // Do purple for game + rgblight_colorStatic(285,255,255); + break; + case _NU: + // Do azure for number + rgblight_colorStatic(186,200,255); + break; + case _SE: + // Do red for settings + rgblight_colorStatic( 16,255,255); + break; + case _MO: + // Do green for mouse + rgblight_colorStatic(120,255,255); + break; +#ifdef AUDIO_ENABLE + case _MU: + // Do orange for music + rgblight_colorStatic( 39,255,255); + break; +#endif + default: + // Something went wrong + rgblight_colorStatic( 0,255,255); + break; + } +} + +#endif + +/*---------------------*\ +|*-----MATRIX INIT-----*| +\*---------------------*/ +void matrix_init_user (void) { + + // Keymap specific things, do it first thing to allow for delays etc + matrix_init_keymap(); + + // Correct unicode + set_unicode_input_mode(UC_LNX); + + // Make beginning layer DVORAK + set_single_persistent_default_layer(_DV); + +//--RGB light initialize base layer +#ifdef RGBLIGHT_ENABLE + // Base hue is white, and RGB disabled + base_hue = 100; + base_sat = 0; + base_val = 255; + base_mod = 2; + base_tog = false; + rgblight_enable(); + rgblight_mode(base_mod); + rgblight_sethsv(base_hue,base_sat,base_val); + rgblight_disable(); + rgblight_loadBase(); +#endif + +} + +/*---------------------*\ +|*-----MATRIX SCAN-----*| +\*---------------------*/ +void matrix_scan_user (void) { + // Keymap specific, do it first + matrix_scan_keymap(); + // Moved RGB check to layer_state_set_user +} + +/*------------------*\ +|*-----KEYCODES-----*| +\*------------------*/ +bool process_record_user(uint16_t keycode, keyrecord_t *record) { + + // Shift check + bool is_capital = ( keyboard_report->mods & (MOD_BIT(KC_LSFT)|MOD_BIT(KC_RSFT)) ); + static bool lock_flag = false; + uint8_t layer = biton32 (layer_state); + + switch (keycode) { + // Secrets implementation + case SECRET1 ... SECRET3: +#if (__has_include("secrets.h")) + if( !record->event.pressed ) { + send_string_P( secret[ keycode - SECRET1 ] ); + } +#endif + return false; + break; + // If these keys are pressed, load base layer config, and mark saving + case RGB_TOG: + case RGB_MOD: + case RGB_VAI: + case RGB_VAD: + case RGB_SAI: + case RGB_SAD: + case RGB_HUI: + case RGB_HUD: +#ifdef RGBLIGHT_ENABLE + if ( !base_sta ) { + rgblight_loadBase(); + } +#endif + return true; + break; + + // Lock functionality: These layers are locked if the LOCKED buttons are + // pressed. Otherwise, they are momentary toggles + case K_LOCK: + if (record->event.pressed) { + lock_flag = !lock_flag; + } + return false; + break; + case K_MOUSE: +#ifdef MOUSEKEY_ENABLE + if (record->event.pressed) { + layer_on(_MO); + lock_flag = false; + } else { + if ( lock_flag ) { + lock_flag = false; + } else { + layer_off(_MO); + } + } +#endif + return false; + break; + case K_NUMBR: + if (record->event.pressed) { + layer_on(_NU); + lock_flag = false; + } else { + if ( lock_flag ) { + lock_flag = false; + } else { + layer_off(_NU); + } + } + return false; + break; + + // Layer switches with sound + case K_GAMES: + if (record->event.pressed) { + // On press, turn off layer if active + if ( layer == _GA ) { +#ifdef AUDIO_ENABLE + stop_all_notes(); + PLAY_SONG(tone_return); +#endif + layer_off(_GA); + } + } else { + // After click, turn on layer if accessed from setting + if ( layer == _SE ) { +#ifdef AUDIO_ENABLE + stop_all_notes(); + PLAY_SONG(tone_game); +#endif + layer_on(_GA); + layer_off(_SE); + } + } + return false; + break; + case MU_TOG: +#ifdef AUDIO_ENABLE + if (record->event.pressed) { + // On press, turn off layer if active + if ( layer == _SE ) { + layer_off(_SE); + layer_on(_MU); + } else { + layer_off(_MU); + } + } +#endif + return true; + break; + +//------UNICODE + // Unicode switches with sound + case UNI_LI: +#ifdef UNICODE_ENABLE + if (record->event.pressed) { +#ifdef AUDIO_ENABLE + stop_all_notes(); + PLAY_SONG(tone_linux); +#endif + set_unicode_input_mode(UC_LNX); + } +#endif + return false; + break; + case UNI_WN: +#ifdef UNICODE_ENABLE + if (record->event.pressed) { +#ifdef AUDIO_ENABLE + stop_all_notes(); + PLAY_SONG(tone_windows); +#endif + set_unicode_input_mode(UC_WIN); + } +#endif + return false; + break; + + // Turkish letters, with capital functionality + case TUR_A: +#ifdef UNICODE_ENABLE + if (record->event.pressed) { + if ( is_capital ) { + unicode_input_start(); + register_hex(0x00c2); + unicode_input_finish(); + } else { + unicode_input_start(); + register_hex(0x00e2); + unicode_input_finish(); + } + } +#endif + return false; + break; + case TUR_O: +#ifdef UNICODE_ENABLE + if (record->event.pressed) { + if ( is_capital ) { + unicode_input_start(); + register_hex(0x00d6); + unicode_input_finish(); + } else { + unicode_input_start(); + register_hex(0x00f6); + unicode_input_finish(); + } + } +#endif + return false; + break; + case TUR_U: +#ifdef UNICODE_ENABLE + if (record->event.pressed) { + if ( is_capital ) { + unicode_input_start(); + register_hex(0x00dc); + unicode_input_finish(); + } else { + unicode_input_start(); + register_hex(0x00fc); + unicode_input_finish(); + } + } +#endif + return false; + break; + case TUR_I: +#ifdef UNICODE_ENABLE + if (record->event.pressed) { + if ( is_capital ) { + unicode_input_start(); + register_hex(0x0130); + unicode_input_finish(); + } else { + unicode_input_start(); + register_hex(0x0131); + unicode_input_finish(); + } + } +#endif + return false; + break; + case TUR_G: +#ifdef UNICODE_ENABLE + if (record->event.pressed) { + if ( is_capital ) { + unicode_input_start(); + register_hex(0x011e); + unicode_input_finish(); + } else { + unicode_input_start(); + register_hex(0x011f); + unicode_input_finish(); + } + } +#endif + return false; + break; + case TUR_C: +#ifdef UNICODE_ENABLE + if (record->event.pressed) { + if ( is_capital ) { + unicode_input_start(); + register_hex(0x00c7); + unicode_input_finish(); + } else { + unicode_input_start(); + register_hex(0x00e7); + unicode_input_finish(); + } + } +#endif + return false; + break; + case TUR_S: +#ifdef UNICODE_ENABLE + if (record->event.pressed) { + if ( is_capital ) { + unicode_input_start(); + register_hex(0x015e); + unicode_input_finish(); + } else { + unicode_input_start(); + register_hex(0x015f); + unicode_input_finish(); + } + } +#endif + return false; + break; + +//-------Diagonal mouse movements + case MO_NE: +#ifdef MOUSEKEY_ENABLE + if( record->event.pressed ) { + mousekey_on(MO_N); + mousekey_on(MO_E); + mousekey_send(); + } else { + mousekey_off(MO_N); + mousekey_off(MO_E); + mousekey_send(); + } +#endif + return false; + break; + case MO_NW: +#ifdef MOUSEKEY_ENABLE + if( record->event.pressed ) { + mousekey_on(MO_N); + mousekey_on(MO_W); + mousekey_send(); + } else { + mousekey_off(MO_N); + mousekey_off(MO_W); + mousekey_send(); + } +#endif + return false; + break; + case MO_SE: +#ifdef MOUSEKEY_ENABLE + if( record->event.pressed ) { + mousekey_on(MO_S); + mousekey_on(MO_E); + mousekey_send(); + } else { + mousekey_off(MO_S); + mousekey_off(MO_E); + mousekey_send(); + } +#endif + return false; + break; + case MO_SW: +#ifdef MOUSEKEY_ENABLE + if( record->event.pressed ) { + mousekey_on(MO_S); + mousekey_on(MO_W); + mousekey_send(); + } else { + mousekey_off(MO_S); + mousekey_off(MO_W); + mousekey_send(); + } +#endif + return false; + break; + case MO_S_NE: +#ifdef MOUSEKEY_ENABLE + if( record->event.pressed ) { + mousekey_on(MO_S_N); + mousekey_on(MO_S_E); + mousekey_send(); + } else { + mousekey_off(MO_S_N); + mousekey_off(MO_S_E); + mousekey_send(); + } +#endif + return false; + break; + case MO_S_NW: +#ifdef MOUSEKEY_ENABLE + if( record->event.pressed ) { + mousekey_on(MO_S_N); + mousekey_on(MO_S_W); + mousekey_send(); + } else { + mousekey_off(MO_S_N); + mousekey_off(MO_S_W); + mousekey_send(); + } +#endif + return false; + break; + case MO_S_SE: +#ifdef MOUSEKEY_ENABLE + if( record->event.pressed ) { + mousekey_on(MO_S_S); + mousekey_on(MO_S_E); + mousekey_send(); + } else { + mousekey_off(MO_S_S); + mousekey_off(MO_S_E); + mousekey_send(); + } +#endif + return false; + break; + case MO_S_SW: +#ifdef MOUSEKEY_ENABLE + if( record->event.pressed ) { + mousekey_on(MO_S_S); + mousekey_on(MO_S_W); + mousekey_send(); + } else { + mousekey_off(MO_S_S); + mousekey_off(MO_S_W); + mousekey_send(); + } +#endif + return false; + break; +//------DOUBLE PRESS, with added left navigation + case DBL_SPC: + if( record->event.pressed ) { + SEND_STRING(" "SS_TAP(X_LEFT)); + } + return false; + break; + case DBL_ANG: + if( record->event.pressed ) { + SEND_STRING("<>"SS_TAP(X_LEFT)); + } + return false; + break; + case DBL_PAR: + if( record->event.pressed ) { + SEND_STRING("()"SS_TAP(X_LEFT)); + } + return false; + break; + case DBL_SQR: + if( record->event.pressed ) { + SEND_STRING("[]"SS_TAP(X_LEFT)); + } + return false; + break; + case DBL_BRC: + if( record->event.pressed ) { + SEND_STRING("{}"SS_TAP(X_LEFT)); + } + return false; + break; + case DBL_QUO: + if( record->event.pressed ) { + SEND_STRING("\'\'"SS_TAP(X_LEFT)); + } + return false; + break; + case DBL_DQT: + if( record->event.pressed ) { + SEND_STRING("\"\""SS_TAP(X_LEFT)); + } + return false; + break; + case DBL_GRV: + if( record->event.pressed ) { + SEND_STRING("``"SS_TAP(X_LEFT)); + } + return false; + break; +// END OF KEYCODES + } + return process_record_keymap(keycode, record); +} + +/*----------------------*\ +|*-----LAYER CHANGE-----*| +\*----------------------*/ + +uint32_t layer_state_set_user(uint32_t state) { + + state = layer_state_set_keymap (state); +#ifdef RGBLIGHT_ENABLE + // Change RGB lighting depending on the last layer activated + rgblight_change( biton32(state) ); +#endif + return state; +} diff --git a/users/bbaserdem/bbaserdem.h b/users/bbaserdem/bbaserdem.h new file mode 100644 index 0000000000..1b1b53710d --- /dev/null +++ b/users/bbaserdem/bbaserdem.h @@ -0,0 +1,279 @@ +#ifndef USERSPACE +#define USERSPACE + +#include "quantum.h" + +// Use 7 wide characters for keymaps +#define _______ KC_TRNS +#define XXX KC_NO + +// Layers +#define _DV 0 // Base layer +#define _AL 1 // Alt char overlay +#define _GA 2 // Game layer +#define _NU 3 // Numbers layer +#define _SE 4 // Settings layer +#define _MO 5 // Mouse emulation +#define _MU 6 // Music mode + +// Define short macros +#define UNDO LCTL(KC_Z) +#define REDO LCTL(KC_Y) +#define COPY LCTL(KC_C) +#define CUT LCTL(KC_X) +#define PASTE LCTL(KC_V) + +// Rename mouse keys +#ifdef MOUSEKEY_ENABLE +#define MO_S_N KC_MS_WH_UP +#define MO_S_S KC_MS_WH_DOWN +#define MO_S_E KC_MS_WH_RIGHT +#define MO_S_W KC_MS_WH_LEFT +#define MO_N KC_MS_UP +#define MO_S KC_MS_DOWN +#define MO_E KC_MS_RIGHT +#define MO_W KC_MS_LEFT +#define MO_CL_L KC_MS_BTN1 +#define MO_CL_R KC_MS_BTN2 +#define MO_CL_M KC_MS_BTN3 +#define MO_CL_4 KC_MS_BTN4 +#define MO_CL_5 KC_MS_BTN5 +#define MO_AC_0 KC_MS_ACCEL0 +#define MO_AC_1 KC_MS_ACCEL1 +#define MO_AC_2 KC_MS_ACCEL2 +#else +#define MO_S_N KC_NO +#define MO_S_S KC_NO +#define MO_S_E KC_NO +#define MO_S_W KC_NO +#define MO_N KC_NO +#define MO_S KC_NO +#define MO_E KC_NO +#define MO_W KC_NO +#define MO_CL_L KC_NO +#define MO_CL_R KC_NO +#define MO_CL_M KC_NO +#define MO_CL_1 KC_NO +#define MO_CL_2 KC_NO +#define MO_AC_0 KC_NO +#define MO_AC_1 KC_NO +#define MO_AC_2 KC_NO +#endif + +// Define non-capitalized UTF shortcuts here +#ifdef UNICODE_ENABLE +#define PHY_HBR UC(0x0127) +#define PHY_DEG UC(0x00b0) +#define CUR_LIR UC(0x20ba) +#define CUR_BIT UC(0x20bf) +#define CUR_EUR UC(0x20ac) +#define CUR_BPN UC(0x00a3) +#define CUR_YEN UC(0x00a5) +#else +#define PHY_HBR KC_NO +#define PHY_DEG KC_NO +#define CUR_LIR KC_NO +#define CUR_BIT KC_NO +#define CUR_EUR KC_NO +#define CUR_BPN KC_NO +#define CUR_YEN KC_NO +#endif + +// Make only KC_NO be grabbed by music mode +#ifdef AUDIO_ENABLE +#define MUSIC_MASK keycode == XXX +#endif + +// Custom keycodes +enum userspace_custom_keycodes { + // Turkish letters, with shifting + TUR_A = SAFE_RANGE, + TUR_C, + TUR_G, + TUR_I, + TUR_O, + TUR_S, + TUR_U, + // Unicode mode switch + UNI_LI, + UNI_WN, + // Double keys + DBL_SPC, + DBL_ANG, + DBL_PAR, + DBL_SQR, + DBL_BRC, + DBL_QUO, + DBL_DQT, + DBL_GRV, + // Diagonal mouse movements + MO_NE, + MO_NW, + MO_SE, + MO_SW, + MO_S_NE, + MO_S_NW, + MO_S_SE, + MO_S_SW, + // Layer switches and lock functionality + K_MOUSE, + K_NUMBR, + K_LOCK, + K_GAMES, + // Secret macros + SECRET1, + SECRET2, + SECRET3 +}; + +// Do tap dancable semicolon key if available +#ifdef TAP_DANCE_ENABLE +#define TAPPING_TERM 300 +#define TAPPING_TOGGLE 1 +enum { + SCL = 0 +}; +#define MY_SCL TD(SCL) +#else +#define MY_SCL KC_SCLN +#endif + +// Shared keymaps +#define KM(...) KEYMAP(__VA_ARGS__) // Required to expand the CSVs + +/* Dvorak + * ,------------------------------------------------------------------------. + * | Esc | ' " | , | . | P | Y || F | G | C | R | L | Bkp | + * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----| + * | Tab | A | O | E | U | I || D | H | T | N | S | / ? | + * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----| + * | SYM | ; : | Q | J | K | X || B | M | W | V | Z | SET | + * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----| + * | TUR | OS | Ctrl| Alt | Shf | Spc || Ent | Lft | Dwn | Up | Rght| MSE | + * `------------------------------------------------------------------------' */ +#define DVORAK_1 \ + KC_ESC, KC_QUOT,KC_COMM,KC_DOT, KC_P, KC_Y, KC_F, KC_G, KC_C, KC_R, KC_L, KC_BSPC +#define DVORAK_2 \ + KC_TAB, KC_A, KC_O, KC_E, KC_U, KC_I, KC_D, KC_H, KC_T, KC_N, KC_S, KC_SLSH +#define DVORAK_3 \ + K_NUMBR,MY_SCL, KC_Q, KC_J, KC_K, KC_X, KC_B, KC_M, KC_W, KC_V, KC_Z, MO(_SE) +#define DVORAK_4 \ + MO(_AL),KC_LGUI,KC_LCTL,KC_LALT,KC_LSFT,KC_SPC, KC_ENT, KC_LEFT,KC_DOWN,KC_RGHT,KC_UP, K_MOUSE +#define DVORAK KM(DVORAK_1,DVORAK_2,DVORAK_3,DVORAK_4) + +/* Alternative character overlay + * ,------------------------------------------------------------------------. + * | | ' ' | Undo| Redo|Pound| Yen || | G | C | |TLira| Del | + * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----| + * | | A | O | Euro| U | I ||Degre|Plank| | | S | Ins | + * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----| + * | | " " | Cut | Copy|Paste| || BTC | < > | ( ) | [ ] | { } | PgUp| + * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----| + * | | | | | | || | Home|PgDwn| PgUp| End | | + * `------------------------------------------------------------------------' */ +#define ALTCHAR_1 \ + _______,DBL_QUO,UNDO, REDO, CUR_BPN,CUR_YEN,_______,TUR_G, TUR_C, _______,CUR_LIR,KC_DEL +#define ALTCHAR_2 \ + _______,TUR_A, TUR_O, CUR_EUR,TUR_U, TUR_I, PHY_DEG,PHY_HBR,_______,_______,TUR_S, KC_INS +#define ALTCHAR_3 \ + _______,DBL_DQT,CUT, COPY, PASTE, _______,CUR_BIT,DBL_ANG,DBL_PAR,DBL_SQR,DBL_BRC,_______ +#define ALTCHAR_4 \ + _______,_______,_______,_______,_______,_______,_______,KC_HOME,KC_PGDN,KC_PGUP,KC_END,_______ +#define ALTCHAR KM(ALTCHAR_1,ALTCHAR_2,ALTCHAR_3,ALTCHAR_4) + +/* Game layer + * ,------------------------------------------------------------------------. + * | OFF | Q | W | E | R | T || Esc | 7 | 8 | 9 |NumLk|Bkspc| + * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----| + * | Tab | A | S | D | F | G || F1 | 4 | 5 | 6 | \ | Ent | + * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----| + * | | Z | X | C | V | B || F2 | 1 | 2 | 3 | ^ | | + * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----| + * | / | ` | | | | Spc || Spc | Ent | 0 | < | v | > | + * `------------------------------------------------------------------------' */ +#define GAME_1 \ + K_GAMES,KC_Q, KC_W, KC_E, KC_R, KC_T, KC_ESC, KC_P7, KC_P8, KC_P9, KC_NLCK,KC_BSPC +#define GAME_2 \ + KC_TAB, KC_A, KC_S, KC_D, KC_F, KC_G, KC_F1, KC_P4, KC_P5, KC_P6, KC_BSLS,KC_ENT +#define GAME_3 \ + _______,KC_Z, KC_X, KC_C, KC_V, KC_B, KC_F2, KC_P1, KC_P2, KC_P3, KC_UP, _______ +#define GAME_4 \ + KC_SLSH,KC_GRV, _______,_______,_______,KC_SPC, KC_SPC, KC_ENT, KC_P0, KC_LEFT,KC_DOWN,KC_RGHT +#define GAME KM(GAME_1,GAME_2,GAME_3,GAME_4) + +/* Symbols layer + * ,------------------------------------------------------------------------. + * | OFF | ` | ~ | [ | ] | { || } | - | _ | = | + | | + * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----| + * | | 1 | 2 | 3 | 4 | 5 || 6 | 7 | 8 | 9 | 0 | \ | + * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----| + * | | ! | @ | # | $ | % || ^ | & | * | ( | ) | LCK | + * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----| + * | | | | | | | | || | | | | | | + * `------------------------------------------------------------------------' */ +#define NUMBERS_1 \ + K_NUMBR,KC_GRV, KC_TILD,KC_LBRC,KC_RBRC,KC_LCBR,KC_RCBR,KC_MINS,KC_UNDS,KC_EQL, KC_PLUS,_______ +#define NUMBERS_2 \ + _______,KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_BSLS +#define NUMBERS_3 \ + _______,KC_EXLM,KC_AT, KC_HASH,KC_DLR, KC_PERC,KC_CIRC,KC_AMPR,KC_ASTR,KC_LPRN,KC_RPRN,K_LOCK +#define NUMBERS_4 \ + KC_PIPE,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______ +#define NUMBERS KM(NUMBERS_1,NUMBERS_2,NUMBERS_3,NUMBERS_4) + +/* Settings layer + * ,------------------------------------------------------------------------. + * |BLLed| F1 | F2 | F3 | F4 | Lin || Win | Wake| |Hue -|Hue +|Reset| + * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----| + * | | F5 | F6 | F7 | F8 | || | |RGBto|Sat -|Sat +| | + * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----| + * | Game| F9 | F10 | F11 | F12 |Vol 0||PrtSc| |RGBan|Bri -|Bri +| | + * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----| + * |Musir| | | | |Vol -||Vol +| Prev| Stop|TogMu| Next| | + * `------------------------------------------------------------------------' */ +#define SETTINGS_1 \ + BL_STEP,KC_F1, KC_F2, KC_F3, KC_F4, UNI_LI, UNI_WN, KC_WAKE,_______,RGB_HUD,RGB_HUI,RESET +#define SETTINGS_2 \ + _______,KC_F5, KC_F6, KC_F7, KC_F8, _______,_______,_______,RGB_TOG,RGB_SAD,RGB_SAI,_______ +#define SETTINGS_3 \ + K_GAMES,KC_F9, KC_F10, KC_F11, KC_F12, KC_MUTE,KC_PSCR,_______,RGB_MOD,RGB_VAD,RGB_VAI,_______ +#define SETTINGS_4 \ + MU_TOG, _______,_______,_______,_______,KC_VOLD,KC_VOLU,KC_MPRV,KC_MSTP,KC_MPLY,KC_MNXT,_______ +#define SETTINGS KM(SETTINGS_1,SETTINGS_2,SETTINGS_3,SETTINGS_4) + +/* Mouse layer + * ,------------------------------------------------------------------------. + * |Ulock| \ | ^ | / |.....|.....||.....|.....| |\|.| |^| | |/|.| | + * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----| + * | | < | Mid | > |Btn 4|.....||.....|Btn 5| <-- | Mid | --> | | + * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----| + * | | / | v | \ |.....|.....||.....|.....| |/| | |v| | |\| | LCK | + * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----| + * | | | | | | Left||Right| | |Accl0|Accl1|Accl2| + * `------------------------------------------------------------------------' */ +#define MOUSE_1 \ + K_MOUSE,MO_NW, MO_N, MO_NE, XXX, XXX ,XXX, XXX, MO_S_NW,MO_S_N, MO_S_NE,_______ +#define MOUSE_2 \ + _______,MO_W, MO_CL_M,MO_E, MO_CL_4,XXX ,XXX, MO_CL_5,MO_S_W, MO_CL_M,MO_S_E, _______ +#define MOUSE_3 \ + _______,MO_SW, MO_S, MO_SE, XXX, XXX ,XXX, XXX, MO_S_SW,MO_S_S, MO_S_SE,K_LOCK +#define MOUSE_4 \ + _______,_______,_______,_______,_______,MO_CL_L,MO_CL_R,_______,MO_AC_0,MO_AC_1,MO_AC_2,_______ +#define MOUSE KM(MOUSE_1,MOUSE_2,MOUSE_3,MOUSE_4) + +/* Music layer + * ,------------------------------------------------------------------------. + * |.....|.....|.....|.....|.....|.....||.....|.....|.....|.....|.....|.....| + * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----| + * |.....|.....|.....|.....|.....|.....||.....|.....|.....|.....|.....|.....| + * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----| + * |.....|.....|.....|.....|.....|.....||.....|.....|.....|.....|.....|.....| + * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----| + * | togg| rec | stop| play| slow| fast||modes|.....|.....|.....|.....|.....| + * `------------------------------------------------------------------------' + */ +#define MASK XXX, XXX, XXX, XXX, XXX, XXX, XXX, XXX, XXX, XXX, XXX, XXX +#define MUSIC_4 MU_TOG, KC_LCTL, KC_LALT, KC_LGUI, KC_DOWN, KC_UP, MU_MOD, XXX, XXX, XXX, XXX, XXX +#define MUSIC KM(MASK,MASK,MASK,MUSIC_4) + +#endif diff --git a/users/bbaserdem/rules.mk b/users/bbaserdem/rules.mk new file mode 100644 index 0000000000..513ce4fe05 --- /dev/null +++ b/users/bbaserdem/rules.mk @@ -0,0 +1,22 @@ +SRC += bbaserdem.c +EXTRAFLAGS += -flto + +# ENABLE +UNICODE_ENABLE = yes # Used for unicode character emulation +EXTRAKEY_ENABLE = yes # OS signals like volume control + +# DISABLE +BLUETOOTH_ENABLE = no # No bluetooth +COMMAND_ENABLE = no # Some bootmagic thing +BOOTMAGIC_ENABLE = no # Access to EEPROM settings, not needed +CONSOLE_ENABLE = no # Allows console output with a command +SLEEP_LED_ENABLE = no # Breathes LED's when computer is asleep. Untested. +NKRO_ENABLE = no # Default is 6KRO which is plenty +MIDI_ENABLE = no # Untested feature +FAUXCLICKY_ENABLE = no # Emulates clicks using speaker +KEY_LOCK_ENABLE = no # Allows locking any key. Not used +API_SYSEX_ENABLE = no # Allows OS to send signals. +KEY_LOCK_ENABLE = no # Allows locking any key. Not used + +# Disabling this makes it compile, prob bad upstream code +# VARIABLE_TRACE = no # Allows debugging variables |