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Overview
========
-Warning: dvorak touch typist, that uses qwerty and bepo locales on my
-computer. 40+ years of vi, 30 years of vi in Emacs.
-
-Recent years I have gone minimal, I don't use most of the keys on my ergodox,
-or original edition dactyl. These maps work great on large and small keyboards,
-my preference seems to be 40% split ergo keyboards like the corne.
-
-I think that what is special here is the layouts. I don't worry too
-much about leds, or RGB, although I do like oled. But really its mod_layer.h,
-all the simple layer chunks and definitions, and the ability to apply that
-to any keyboard with minimal effort. The other thing is the example it
-provides for defining keymaps based on different OS locales. I use both
-dvorak on Qwerty, and bepo/dvorak on bepo. That means I must change my
-locale on my OS to match my keyboard which can do qwerty or bepo locales.
-
-It is possible, as I do, to send a keycode invoking xmonad, to execute my
-qwerty - bepo switch on my computer.
-
-Besides using dvorak, another thing that colors my keyboard code is that I
-have used the kinesis
-advantage for for more than 2 decades. I have used the ergodox ez for several years
-as well, so the evolution of my keymaps starts there with space, enter, backspace
-and delete keys on the thumbs.
-
-Layouts
+This is as much a keymap framework as it is a keymap. It can take many
+shapes with just a few configuration choices. Base layers, Mods, thumb clusters,
+edge_keys, all can be changed with just a configuration option.
+There are over 50 base layouts to choose from, as well as multiple
+choices of navigation, mouse, media,
+symbols, and keypads. Home row mods come in a few flavors or none,
+in a mod layer which is easily understandable and can be turned on
+or off, or switched. There are Miryoku options for everything if
+that is your thing.
+
+If there is a oled of 64x128 the maps of each layer will be displayed, which
+helps a lot in remembering and learning.
+
+This is an easily configurable keymap for keymap exploration. It is for
+primarily for minimalist, ortho split keyboards but does support some rectangles.
+It´s first keyboard was an Ergodox-ez many years ago. My daily driver
+is now a Kyria or a Corne, but I still use an original dactyl, rebound
+and ergodox-ez regularly although most of the love goes to the Kyria and Corne.
+
+The framework is Language
+agnostic, it supports having layers for different locales which can be
+cycled through.
+There are multiple mods layers to choose or
+not, home row mods or not, a variety of thumb layouts, mouse/no mouse,
+smart lock layers and mods, N-Shot mods like callum's, swapper. Combos,
+tap_hold, accented keys, alternate shifted keys, automatic custom
+keys, key overrides. Minimal or no C-code required for most things.
+Language, mods, layouts and extensions are encapsulated, so that they
+do not interact in the configuration which makes it much easier to modify
+and grow. Mods and combos are by key location rather than specific key codes.
+
+Quick start
+-------------
+
+Everything is encapsulated here. Base layers, functional layers, mods,
+or no mods, even the language. This means that anything can change
+independently and easily.
+
+If you don't mind dvorak, beakl or hands down, you can probably
+just use what is configured. Or just change it to a base layer
+of your choice. The fastest way to get started is to just change
+the base layers to the ones you want, compile and flash.
+
+Edit _config.h_,
+ * Set the lang_is, probably to EN.
+ * US international and BEPO are also supported out of the box.
+ * Uncomment the base layers you wish to have.
+ * comment the ones you don't.
+ * keep the number below 5 if you enable a second locale.
+ * Set the thumb clusters
+ * Choose a mod layer
+ * Choose an edge key set if you need one.
+ * Choose the layer flavors that you want.
+ * For Miryoku, copy the `miryoku_hd_gold_config.h` over `config.h`
+ It is a complete config with miryoku choices. Choose the base
+ layers you wish if Hands Down Gold and Qwerty is not your thing.
+
+ ** do not turn off extensions until you know them **
+ It will likely cause a stream of errors for the keycodes that
+ go missing when something is turned off. There are known
+ interactions between combos, smart locks, not_dead, and alt local keys.
+ Turning encoders or oled on and off certainly won´t break
+ anything.
+
+ There are other interactions between your choices.
+ Edge keys, thumbs, combos, other extensions,
+ may use the extensions that are enabled.
+
+### Look here to see the parts
+ * Everything can be turned on and off in *config.h*
+ * Base layers are in *base_layers/*
+ * Edge keys are in *layers/edge_keys.h*
+ * Thumbs can be reviewed in *layers/thumbs.h*
+ * Mods are in *mod_layers/*
+ * All other layers are also in *layers/*
+
+
+The long version
+-----------------
+
+All can be turned on or off in the config.
+supports en-us and fr-bepo Support for other languages is easily added.
+
+Layouts are human readable, all extensions are defined with def files.
+If an 128x64 oled is available, a map of the current layer is shown if enabled.
+
+I'm an Xmonad, emacs in vi emulation programmer, that
+just means that _Gui, Esc, :/?!% and ._ are all easy access and I like my
+arrow and mouse keys in a 4 column row.
+
+I have also become minimalist in my keyboard choices. I don't use
+number rows, not even on my kinesis, dactyl, or ergodox_ez, which have them.
+Although my maps do reasonably support these bigger keyboards as that is where
+it all started for me and I do still use them. My preference for keyboards
+is more in line with the Kyria and Corne. I still use 6 columns, but have been
+looking to use only 5.
+
+Note: Combos at QMK master do not currently support multiple reference layers which this
+configuration uses. Combos still work as always, but do not support all the features
+found here. To get fully functioning multi-reference combos, see my *ericgebhart_dev*
+branch and pull request below.
+
+Actually, at the moment, the fix is in my ericgebhart branch, since I accidently
+pushed it. I'll remedy that soon.
+
+A more current version of my QMK user can be found here in
+A sparse tree [of my QMK User Space ](https://github.com/EricGebhart/MyQMK/users/ericgebhart)
+
+For full multi-lingual combo functionality you will need my [pull request for fully functioning multi-reference combos which can found here.](https://github.com/qmk/qmk_firmware/pull/16699)
+
+Things which effect the thinking.
+ * No mouse.
+ * Preference for 3x10 layouts. Corne, Kyria, etc.
+ * Still works with bigger keyboards like xd75, kinesis, dactyl, ergodox, viterbi.
+ * Change mods without changing any maps.
+ * No number row preference. - all layouts have them if needed.
+ * Xmonad window manager, GUI key is the entrance to the Xmonad world.
+ * Typing in other languages.
+ * Curious about keyboard layouts and experimenting.
+ * Must be easy to maintain, extend and modify.
+ * Minimize digging in code to add new things, or change old ones.
+ * Minimize process record user.
+ * Easy to add enums for keys and layers, as well as oled display.
+ * Easy to support multiple languages regardless of maps.
+ * Minimize the need to write C code.
+ * Encapsulate C code, so that it is extensible through data.
+
+
+Features:
+ * Everything is configurable from config.h and .def files.
+ * Def files for most things.
+ * Custom key codes are mostly defined automatically.
+ * Everything is chosen or turned on and off in config.h
+ * Lots of macros to make it easy to redefine things without a refactor.
+ * Multiple edge/outer pinky column sets.
+ * Multiple thumb clusters to choose from.
+ * Thumb clusters and mods can be changed on a map by map basis.
+ * Easily define thumb clusters with an alpha letter.
+ * Easily define thumb clusters for non-base layer.
+ * Multiple base layers to choose from.
+ * Several variations of function layers to choose from
+ * Miryoku layers, thumbs and mods if desired
+ * Miryoku hands down gold config can be swapped with config.h
+ * Navigation and mouse layers
+ * A selection of symbol, keypads, and other layers.
+ * Regular and Beakl keypad and number rows
+ * Multi language support, (locales in the code).
+ * Multiple mod layers to choose from. Easy to add more.
+ * home row mods - a selection
+ * no mods
+ * alt mods
+ * miryoku mods
+ * Extensions are easily defined in def files.
+ * N-shot mods
+ * One-shot mods
+ * swapper
+ * Smart lock mods
+ * Smart lock layers.
+ * Accent keys
+ * Alternate shift keys
+ * Alternate local keys
+ * key overrides
+ * Tap hold
+ * Not dead keys
+ * Send unicode
+ * Send string
+ * Encoders
+ * Display a map of the current layer on the oled.
+ * Adding a new layer is painless.
+ * Adding or changing most things, is not difficult.
+ * Console key logging for [heatmap analysis.](https://precondition.github.io/qmk-heatmap)
+
+
+Layout shape and keyboard choices.
+-------------------------------------
+
+ In all cases these keyboards are defined in a matrix which is
+ a set of rows. Maybe like so, or less. Kinesis has one more row.
+
+```
+ -------------------------|------------------------ */
+ | 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 and middle don't change.
+Neither do the bottom row or the thumbs, unless asked. Frequently the numbers
+row is identical across layers.
+
+For automatic edge columns set EDGE_COLS.
+Outside pinky keys are 'yes'. This is on by default.
+N rows by 6 columns per side.
+Should be undef/def'd by the keyboard's keymap if no.
+#define EDGE_COLS yes. this is all taken care of for supported keyboards.
+
+Thumbs and Edge keys are grouped into sets so that different sets can be chosen in
+the config.
+
+All layer macros take 3x10 or 3x12 as needed. Edge columns are
+added as needed, and middle keys fill up the gap.
+Thumb keys are added as asked.
+
+keyboard shapes:
+Matrix size + 5th row + thumbs.
+Matrix size + thumbs.
+
+ * kinesis
+ 4x6 + 4 + 6 - 18 func keys.
+ * dactyl - Morpho handwire
+ 4x6 + 5 + 6
+ * ergodox_ez
+ 4x6 + 5 + 6 & 3 pairs of center keys.
+ * crkbd - corne
+ 3x6 + 3 or 3x5 + 3
+ * xiudi/xd75
+ 5x15
+ * keebio/viterbi
+ 5x14
+ * montsinger/rebound/rev4
+ 4x12 + 3 center keys.
+ * -- 4x12
+ * splitkb/kyria
+ 3x6 + 7 or 3x5 + 7
+
+The parts of a keymap
+---------------------
+
+ * keymap
+ * defined in _keymap/keymap.c_.
+ * Completely configurable from config.h
+ * Separated into logical chunks.
+ * Uses a language setting to create all maps.
+ * Creates the same maps in multiple languages.
+ * More than one language simultaneously on one keyboard.
+ * Currently provides these languag settings and keycodes.
+ * US - US-intl (US_)
+ * EN - US-en (KC_),
+ * BEPO - fr-bepo (BP_).
+ * Choosing dvorak, and enabling bepo as the second locale,
+ will produce two base layers to choose from on the keyboard.
+ Dvorak on US and BEPO.
+
+ * Base layers
+ * Simple and compact definitions.
+ * Base layers are pure.
+ * Mods are defined separately.
+ * OLED Maps for 128x64 sized oleds.
+ * Language agnostic.
+ * Core layer chunks are 3x10.
+ * Except for few exceptions which are 3x12
+ * More than 50 base layers to choose from.
+
+ **Caution: Choosing too many base layers will result in toprows or keypad layer LT's
+ to stop working. If bepo is enabled, all base layers are doubled so it's
+ easy to hit the 16 layer limit for LT.**
+
+ * Locales
+ * Locales, defines a set of layers for a locale.
+ * Layer definitions are language agnostic. - see lang.h.
+
+ * Extensions - Defs.
+ * Can be selected in config.h
+ * Defined in easy to read .def files.
+ * Correspondance between *extensions/* and *defs/*
+
+ * accented_keys.def - direct access to altgr keys
+ * altlocal_keys.def - alternate un/shifted pairs.
+ * alt_shift.def - alternate shifting behaviors for existing keycodes.
+ * not_dead.def - definitions for non-dead dead keys.
+ * caps_word - no def file.
+ * combos.def -
+ * custom_keys.def - list of custom keys.
+ * encoders.def - encoder behaviors by mod/layer.
+ * key_overrides.def - Bigger more complex alt keys.
+ * mod_lock.def - smart locking mods with a set of ignore keys.
+ * nshot.def - N-shot locking mods
+ * oneshot.def - One-shot locking mods
+ * smart_lock.def - Smart lock layers and mods.
+ * swapper.def - key substitution, reverser.
+ * eg. toggle between tab, backtab on a key, with a reverse key.
+ * tap_hold.def - Define key for tap and hold for tapping term for qqc autre.
+ * unicode.def - keycodes to send unicode strings.
+ * send_string.def - keycodes to send strings.
+
+
+ * Layers
+ * Multiple selections of the Transient layers.
+ * Layer chunks are 3x10, with some options.
+ * Full Navigation layer - stable and well used.
+ * Mouse keys or without.
+ * 1 or 2 layer nav, 2nd for mouse. or all on one. - choices.
+ * Multiple choices of an easy to use _top rows_ layer similar
+ to `raise` and `lower`.
+ * A fully complete symbol layer, Used for coding and writing.
+ * Accented letters and dead key layers.
+ * Keypads and function pads.
+ * Beakl keypads and symbol layers.
+ * Control layers.
+ * Layers
+ * Adjust
+ * RGB
+
+ * OLED A simple, configurable implementation.
+ * Current base layer
+ * Current locale
+ * Current transient layer
+ * Last key, matrix location and value.
+ * Mods and locks
+ * Map of the current layer. (Oled 128x64)
+ * key logger
+
+ * Keyboards
+ * nothing is needed in keymaps/*/keymap.c
+ * Layouts - keyboard matrix adaptation.
+ * Adaptive. Usually taking 3x10 maps and filling the edges and thumbs.
+ * 4x10 or whatever is possible.
+ * 3 versions, thinking in a split kb, way.
+ * 5 columns in, 5 out.
+ * 5 columns in, 6 out.
+ * 6 columns in, 6 out.
+ * per keyboard shape.
+ * There are layouts per keyboard.
+ * Base layout with mods and thumbs and edges added.
+ * Transient layout which can be KC_TRANS, in those same places.
+ * The number row addition can be turned on and off as needed by the layout.
+ * Layouts can hard code the number row, negating the need for giving one.
+
+ * Multiple edge key sets
+
+ * Multiple Thumb clusters - see config or thumbs.h for up to date choices.
+ * Support for multiple definitions.
+ * mods
+ * layers
+ * mods_layers
+ * mods_layers_nav
+ * beakl wi
+ * beakl wi - official.
+ * test - to play with.
+ * trans - transparent, could be used in the transient layout to allow alternates.
+ * miryoku with keypad
+ * miryoku with toprows
+ * mods_layers with left thumb letter
+ * hands down approximation with left thumb letter
+ * miryoku with keypad, letter on left, space on right. - no tab.
+ * miryoku with toprows, letter on left, space on right. - no tab.
+
+ * Mod Layers
+ * Completely independent of any layer or base layer definition.
+ * Easy to create a new one by copying the transparent version.
+ * Can be changed on a layer per layer basis.
+ * Based on position in the matrix.
+ * Chosen in config.
+ * Multiple choices.
+ * Home Row Mods. sacg, gacs, gasc
+ Left and right mods on left and right.
+ * Transparent - the default if not chosen.
+ * Alt - Non home row mod variant.
+ * miryoku HRMS is sacg plus right alt/altgr on third row.
+
+ * Alternate language/locale support
+ * Happens at the lowest level
+ * All maps work with any of the [keymap extras.](https://docs.qmk.fm/#/reference_keymap_extras)
+ * Language support is simple to add with just a new, very simple macro.
+
+The language keycodes can be found
+[here.](https://github.com/qmk/qmk_firmware/tree/master/quantum/keymap_extras)
+
+
+Architecture
+-----------------
+The idea here is that most things don't change, and the things that do are
+easy to understand and change. The defs directory is where all the extras are,
+tap_hold, alternate shift keys, combos, keycodes, smart lock, one shot mods,etc.
+
+If layers exist that you want and like, then all other behaviors are defined in
+def files which are much nicer than working directly with C code. If there is
+need there is always the copy pasta way too.
+
+Things that are likely to be changed when adapting a layout to personal preferences
+are *layers/thumbs.h* and *mod_layers/*. The function layers are all in the
+layers folder and should be easy to understand. Once added, it is only necessary to
+add the appropriate defines in _config.h_
+
+Adding new layers requires changes in layer_names, *oled/oled_layers.h* and *oled/oled_cartes.h* and the appropriate *keymap/ .h* file.
+
+Adding a new keyboard is done in keyboards and should be fairly obvious.
+```
+.
+├── base_layers
+│   ├── accents.h
+│   ├── alt.h
+│   ├── base_layers.h
+│   ├── beakl.h
+│   ├── bepo.h
+│   ├── carpalx.h
+│   ├── dvorak.h
+│   ├── gap.h
+│   ├── hands_down.h
+│   ├── keymaps.txt
+│   ├── maks.h
+│   ├── qwerty.h
+│   └── toprows.h
+├── config.h
+├── defs
+│   ├── accented_keys.def
+│   ├── altlocal_keys.def
+│   ├── alt_shift.def
+│   ├── combos.def
+│   ├── custom_keys.def
+│   ├── encoders.def
+│   ├── key_overrides.def
+│   ├── mod_lock.def
+│   ├── not_dead.def
+│   ├── nshot.def
+│   ├── oneshot.def
+│   ├── send_string.def
+│   ├── smart_lock.def
+│   ├── swapper.def
+│   ├── tap_hold.def
+│   └── unicode.def
+├── ericgebhart.c
+├── ericgebhart.h
+├── extensions
+│   ├── accented_keys.c
+│   ├── accented_keys.h
+│   ├── altlocal_keys.c
+│   ├── altlocal_keys.h
+│   ├── alt_shift.c
+│   ├── caps_word.c
+│   ├── caps_word.h
+│   ├── console_key_logger.c
+│   ├── console_key_logger.h
+│   ├── encoders.c
+│   ├── encoders.h
+│   ├── extensions.h
+│   ├── keycodes.h
+│   ├── keymap_combo.h
+│   ├── key_overrides.h
+│   ├── mod_lock.c
+│   ├── mod_lock.h
+│   ├── not_dead.c
+│   ├── nshot_mod.c
+│   ├── nshot_mod.h
+│   ├── oneshot.c
+│   ├── oneshot.h
+│   ├── process_locales.h
+│   ├── process_nshot.h
+│   ├── process_smart_lock.h
+│   ├── send_string.c
+│   ├── smart_lock.c
+│   ├── smart_lock.h
+│   ├── swapper.c
+│   ├── swapper.h
+│   ├── tap_dances.c
+│   ├── tap_dances.h
+│   ├── tap_hold.c
+│   ├── tap_hold.h
+│   ├── unicode.c
+│   └── unicode.h
+├── keyboards
+│   ├── keyboards.h
+│   └── layouts.h
+├── keymap
+│   ├── keymap.c
+│   ├── map_accented.h
+│   ├── map_alt.h
+│   ├── map_beakl.h
+│   ├── map_bepo.h
+│   ├── map_carpalx.h
+│   ├── map_dvorak.h
+│   ├── map_funcs.h
+│   ├── map_gap.h
+│   ├── map_hd.h
+│   ├── map_keypads.h
+│   ├── map_maks.h
+│   ├── map_qwerty.h
+│   ├── map_symbols.h
+│   └── map_toprows.h
+├── lang
+│   ├── lang.h
+│   ├── lang_map.h
+│   ├── locale_layers.h
+│   ├── locales.c
+│   └── locales.h
+├── layer_names
+│   ├── base_names.h
+│   ├── func_names.h
+│   ├── layer_names.h
+│   └── util_names.h
+├── layers
+│   ├── edge_keys.h
+│   ├── keypads.h
+│   ├── layers.h
+│   ├── nav.h
+│   ├── symbols.h
+│   ├── thumbs.h
+│   ├── toprows.h
+│   └── utility.h
+├── listen_keylogger.sh
+├── mod_layers
+│   ├── alt_mods.h
+│   ├── hrm_gacs.h
+│   ├── hrm_gacs_miryoku.h
+│   ├── hrm_gasc.h
+│   ├── hrm_sacg.h
+│   ├── hrs_nav.h
+│   ├── mod_layer.h
+│   └── trns_mods.h
+├── oled
+│   ├── oled_cartes.c
+│   ├── oled_layers.c
+│   ├── oled_stuff.c
+│   └── oled_stuff.h
+├── process_records.c
+├── readme.md
+└── rules.mk
+
+10 directories, 118 files
+```
+
+Locales
+-------------------
+There are currently three locales. LANG_IS defines the one in use.
+The map changes this value as it goes, to get the maps that are asked for.
+I have recently renamed some variables, such that it seems that only 2 locales
+are possible. It seems more than two might be too many. And keeping at 2 is
+a little easier.
+
+ * EN - en-us, **KC_** keycodes.
+ * US-INT - us-international variant, **US_** keycodes.
+ * BEPO - bepo-fr, **BP_** keycodes.
+
+Switching LANG_IS before adding a new map will cause that map to
+use LANG keycodes and keymap chunks when building the map.
+
+Enabling a second locale to bepo, will cause bepo versions of the chosen layers to
+be added to the keymap.
+
+### defining a locale.
+
+This is to manage BEPO and Qwerty Locale/language/Layers
+Each locale is defined with a start and end layer from the layers enum.
+
+This is only necessary to give contextual base layer choices based on
+the current locale setting, which the keyboard tracks.
+
+The first and last defines are all done with the magic of defines in
+ericgebhart.h where the layers enum is defined.
+
+This could potentially hold multiple locales, The map turns on off the layers
+and their enums if they are not enabled so that the layer array does not
+fill up with too many base layers, or other layers because LT only works
+up to layer 15.
+
+What this does is allow the keyboard to know which locales it has, and which
+layers go with them.
+
+If you have an oled, the locale will be displayed after the layout name. Currently
+en-us and bepo-fr are there.
+
+Locales are tracked, as to the layer ranges which belong to them in the layers enum.
+This allows for a `KC_NEXT_LOCALE` key and a `KC_NEXT_BASE_LAYER` key, on the _layers_
+layer.
+`KC_SET_BASE` sets the default layer in the eeprom.
+
+When cycling through layers only the layers for the chosen local will appear.
+
+The layers are different keycode sets.
+So there are two symbol layers, two toprows layers, two keypad layers.
+One for Qwerty and one for bepo. The Navigation layer is not affected because
+it has only control keycodes which are independent of locale.
+
+
+### Locales, how they work in layouts.
+
+This is done through consistent naming patterns and macros.
+Here are the macros that support creation of layout parts by locale.
+All are defined in **lang.h**
+
+ * Keycode Prefix - KC or BP, etc.
+ `LANG_KC(_A) -> KC_A or BP_A`
+
+ * Defined key/layer Suffix - SYMB_EN, SYMB_BP, ...
+ `LANG_N(NAME) -> NAME_EN, NAME_BP`
+
+ * Map chunk Suffix - _EN, SYMB_BP, etc.
+ `MAP_CHUNK(15_BOTTOM) --> ___15_BOTTOM_EN___ or ___15_BOTTOM_BP___`
+
+_lang.h_ has the macro definitions used in the keymap resolution,
+A new locale, will need a new set of macros that match the others.
+They use LANG_IS, Follow the patterns. It should be reasonably obvious.
+
+It is only necessary to create new base level macros that are used by these
+macros. All of them are similar.
+
+**LANG_KC** uses these macros to resolve it's values.
+```
+ // Give the right keycode prefix by LANG_IS
+ #define LANG_PFX CAT(LANG_IS_, KC)
+ #define BEPO_KC BP_
+ #define EN_KC KC_
+```
+
+Adding a new one is just a matter of adding the a macro named with
+this format. `LANG_IS _Keycode prefix`.
+for Slovak, if the **LANG_IS** value is `SK` that would be,
+
+ `#define SK_KC SK_`
+
+LANG_N macro uses these similar macros for it's resolution.
+
+```
+ // Give the right symbol suffix by LANG_IS
+ #define LANG_SFX CAT(CAT(LANG_IS, _), SFX)
+ #define BEPO_SFX _BP
+ #define EN_SFX _EN
+```
+Adding Slovak support to the LANG_N macro looks like this.
+
+ `#define SK_SFX _SK`
+
+
+### Thumb clusters.
+
+Thumb clusters can be chosen by layer with the value of **THUMBS_ARE**.
+
+The easiest way to see them is to look in *layers/thumbs.h*.
+
+At the core of the thumb clusters are a set of six keys which
+can be changed to a one of a set of keys, with settings in the config.
+Supporting a 4 key thumb cluster would just need a similar set.
+
+The newer Hands down variants also have need of thumb clusters which
+can take a letter. A default can be given in config.h.
+Each keymap layer entry can give it's letter to change the thumb cluster.
+This is needed for hands down, maltron, rsthd, and beakl wi.
+
+These layouts use a special thumb cluster variant which will use the value
+of *THUMB_LETTER* to place a letter on one of the thumb keys.
+
+It is reasonably easy to add a new thumb cluster and use it. Add it to
+thumbs.h, add to the list of macros for it's suffix, and turn it on
+by setting it to *THUMBS_ARE* in config.h
+
+Additionally a thumb cluster can be set for the various function layers as
+well. The transparent thumbs can be used, or something else. The nav and
+mouse layers have the mouse buttons if mouse keys are enabled.
+
+It is also possible to use a Miryoku thumb cluster and layers
+or mix the other layers in as desired.
+
+The language of thumb clusters is managed at the lowest level.
+These keys are mostly not language specific.
+
+Here is the definition for my space and symbol layer key.
+This changes the name of the layer given like this.
+
+_SYMB becomes *_SYMB_EN* or *_SYMB_BP*. Depending on the value of *LANG_IS*
+
+ `#define SPC_SYMB LT(LANG_N(_SYMB), KC_SPC)`
+
+
+Edge key sets
+----------------
+Edge keys, or the 6th, and outer pinky column are often not specified
+in base keymaps and are not strictly necessary. There are a few sets
+to choose from here. A NOKC set with no keys, NORM which is sorta normal
+with grave, equal, tab, -, and \/. There is also a smart lock set
+which gives access to smart lock layers tab and -. Last there is
+test, so its easy to try new things. Edge keys are defined in
+*layers/edge_keys.h*.
+
+
+Base Layers
+-----------------
+I like to experiment with layouts. So I have a few.
+They can be turned on in config.h.
+
+To switch base layers there is a combo to raise the layers layer.
+Hold both pinkies on their lower row keys to get the layer.
+Tap the home row left middle finger to change layers.
+Tap the ring finger to set it to eeprom if you want it to stick.
+
+The left index finger will cycle through locales if you have them.
+
+Here is a list of some of the base layers..
+
+ * Dvorakish
+ * Dvorak
+ * Capewell-Dvorak
+ * Ahei
+ * Boo
+ * Dvorak RLC-UI
+ * Beakl
+ * 15
+ * 19
+ * 27
+ * WI
+ * Qwertyish
+ * Qwerty
+ * Azerty
+ * Workman
+ * Norman
+ * Maks
+ * Colemak
+ * Colemak_DH
+ * Halmak
+ * Minimak
+ * Minimak 8
+ * Minimak 12
+ * Carpalx
+ * QFMLWY
+ * QGMLWB
+ * QGMLWY
+ * Hands Down
+ * Neu
+ * Neu narrow
+ * Titanium
+ * Gold
+ * Platinum
+ * Silver
+ * Bronze
+ * Elan
+ * Dash
+ * Ref
+ * MTGAP
+ * Mtgap
+ * Ctgap
+ * Apt
+ * Canary
+ * Others
+ * Maltron
+ * Eucalyn
+ * Rsthd
+ * Isrt
+ * Hands Up
+ * White
+ * Soul
+ * Niro
+ * Asset
+ * Whorf
+ * Whorf6
+ * Bepo, layers with accented letters.
+ * Bepo
+ * Optimot
+ * Optimot compact
+ * Beakl19bis
+
+### Adding a new base layer, or any layer
+
+Adding a new base layer is easy. They all live in *base_layers/*. A base layer
+entry looks like this. There is an empty template in *base_layers.h* which collects
+all the other maps. The name of the carte de map, should be **CARTE** followed by
+the layer name that will be used. Layer names are usually an underscore followed by
+the name. For dvorak, that is *_DVORAK*, which because of the language layer ultimately
+and magically becomes *_DVORAK_EN*, *_DVORAK_US*, *_DVORAK_BP* as needed.
+
+```
+#define CARTE_DVORAK \
+ carte_de_map(" ',.py fgcrl ", \
+ " aoeui dhtns ", \
+ " ;qjkx bmwvz ")
+
+#define ___DVORAK___ \
+ LANG_MAP(TL_QUOT, TL_COMM, TL_DOT, _P, _Y, _F, _G, _C, _R, _L, \
+ _A, _O, _E, _U, _I, _D, _H, _T, _N, _S, \
+ TL_SCLN, _Q, _J, _K, _X, _B, _M, _W, _V, _Z)
+```
+
+#### TL_ keycodes
+
+Use TL_ keycodes for any punctuation, this allows for targeting
+of these keys by language and by target layout as needed.
+for instance *TL_COMM* -> TLKC(_COMM). The *Target-Language-comma*,
+becomes BP_BK_COMM, or KC_DV_COMM, US_HD_COMM, or whatever it
+needs to be based on current language and target layout. If your layer has special
+puncuation needs,
+
+ * Add key entries to *altlocal_keys.def*
+ * Edit to *lang/lang_map.h* to add the new *TARGET_PFX* entry.
+ * Set the appropriate value to *ALT_TARGET_IS* in the layer's keymap entry.
+
+#### Integration
+
+Integrating the new map into the rest of the framework is just a simple entry
+in a few places.
+ * *layer_names* needs to know about the new name so we can use it,
+ * The oled needs to know about it so it can display it.
+ * The config needs to know about it so we can turn it on.
+
+Follow these steps. Everything is very simple, and just one to 3 lines.
+Just follow the same patterns as all the rest.
+
+ * Add the layer definition and map of the definition in *base_layers/<appropiate>.h*.
+ * Add the layer name to *layer_names/base_names.h*
+ * Add the layer name to *keymap/<appropiate>.h*
+ * Add the layer entry to *oled/oled_layers.c*
+ * Add the layer map entry to *oled/oled_cartes.c*
+ * Add the define for the layer enable to *config.h*
+
+Adding a new functional layer follows the same patterns, although their
+keymap and oled entries may be more complex, since it is usually trying
+to pick one from a set of choices.
+
+### Adding a new thumb cluster configuration
+
+Adding a new thumb keys definition is done in *layers/thumbs.h*.
+The keys that change are just 6 and they all have the name of *___6_ERGO_THUMBS_...*.
+
+ * Define a new thumb definition with a nice suffix like all the rest.
+ * Add an entry to the *THUMB_EXT* list with the nice new suffix.
+ * Set the appropriate *THUMBS_ARE* defines in config.h to it's
+ new thumb extension name.
+
+### Adding a new mod layer
+
+This is also easy. Mod layers live in the mod_layers folder. Each file
+there is a separate mod layer, which is tracked in *mod_layers.h*
+The file, *trns_mods.h* is the transparent mods layer and by definition has
+no modifiers applied, providing a clean slate.
+
+The steps are these:
+ * Make a new copy of an existing mod layer.
+ * Edit the new file and change the names to your new name.
+ * ie. *_trns* changes to *_my_new_mods*
+ * Add the mods you want. MT's and LT's, tap holds, etc.
+ * Edit *mod_layers/mod_layer.h*
+ * Add the include for the new mods file*
+ * Add the *MOD_EXT* entry for the new name
+ * Define *MODS_ARE* in _config.h_ to use the new name.
+
+
+Keymaps
+-----------
+I only have one. It's in keymap/keymap.c.
+My config.h has all the current usable settings.
+Turn on the layers by enabling and choosing them in config.h.
+Most keyboards don't need a keymap.c.
+
+There are corresponding Bepo layers, as needed, which will arrive if *SECOND_LOCALE* is
+set to _BEPO_.
+This essentially doubles the number of keymaps.
+Nav, mouse, media, layers, RGB, and Adjust are not duplicated as there is no
+current need.
+
+## Mods, home row and otherwise.
+With all these layers it was a real pain to apply mods consistently and
+easily with the old wrapper code. So I changed the way I use keymap macro
+wrappers and added in my own mod layer. The only thing it has is the mods
+to apply. No more editing keymaps to apply mods. I do it once, and it
+works everywhere I want by location.
+
+Multiple versions are possible. Just copy the trns_mod_layer.h to a new
+name and modify it with a new extension name, (replace '_trns'). Then add it's include to mod_layer.h, to be used when the config says.
+
+The defines for *MODS_ARE* and *DEFAULT_MODS* determine which mods are applied
+to a given keymap layer.
+
+Keyboard matrix Layouts
-----------
-This evolved from the old layout...wrapper code. Calling everything a wrapper seems
-silly. So I took a step back.
-
-Also, with all these layers it was a real pain to apply mods consistently and
-easily. So I changed the way I use keymap macro wrappers and added in my own
-mod layer. The only thing it has is the mods to apply. No more editing keymaps
-to apply mods. I do it once, and it works everywhere I want.
-
-All layouts, almost, boil down to a 3x5 x 2 matrix. Bepo is 3x6. Mostly, I want
-my controls to stay the same. As we have been conditioned, these are the keys on
-the edges, or middle. Not that they can't change but I don't usually change them
-much, except the side edges, - the extra pinky columns.
-the F keys, the columns to the left and right and the row on the bottom.
-Thumb keys if you have them. Even the number row is practically the same.
-
-With that in mind, reducing my layouts to 3x10 or 12 matrices would be great.
-At the same time extracting my mods so they are easy to apply to any matrix.
-So that's what is here.
-
-At the bottom is the LAYOUT, needed by the keeb you have. Then I have my Layouts
-to feed it with my ROWS macros which are my MOD layer. At the end of it all,
-I give a 3x10 or 12 to a layout and I have a complete keyboard definition.
-Creating a new keyboard map is super simple.
-
- * mod_layer.h is the place for home row mods or any other mods.
- * layouts.h is where I define a new matrix using the ROW macros when I need one.
- * core_keys.h - where I define my custom keys. Ya know, the big enum.
- * altlocal_keys.c - Alternate key/shift keys for emulation on other locales.
- * core_keysets.h - Base layers; qwerty, dvorak, beakl, colemak, norman, carplax...
- * edge_keys.h - defines the edges and bottom/thumb keys of a keyboard.
- * layers.h - defines actual layers for navigation, symbols, keypad, layers, top rows, etc.
+This is where the keymap of the
+keyboard meets the mods and all the edge, middle and thumb keys, and makes
+it easy to give just a 3x10 definition for most layers regardless of which
+keyboard it is going to.
+
+To use an existing layout for a different keyboard, simply make an entry
+in *keyboards.h* to assign the proper layouts that fit that keyboard.
+So a planck could use the 4x12 layout out of the box. In the keyboards
+keymap there is only a need for config.h or rules.mk if something needs
+changing. For the keyboard an empty keymap.c will do.
+
+The base layout can be anything really.
+The base layer sets the thumbs and anything outside of the 3x10.
+The mod layer is wrapped in the base layout and adds the mods, and a 6th
+outer pinky column as needed.
+
+Some layouts take an extra number row.
+Layouts can be any shape, all of these take a 3x10, 3x12, 4x10 or 4x12,
+and make it fit the keyboard.
+
+The layouts defined in _layouts.h_ take a list of keys. and give them
+to the keyboard's layout. The Corne (crkbd), uses a layout called
+ `LAYOUT_split_3x6_3`. So for the corne, I have a `Base_3x6_6` that
+ is the same shape, in its resolution.
+
+There are layouts for Corne, ergodox, kinesis, dactyl, viterbi, xd75, rebound.
+
+Currently, 3 layouts are needed per keyboard.
+ * A Base layout, for default/base layers,
+ * A transient layout for the function layers.
+ * A version which takes 3x12 for the larger bepo base layers.
+
+The base layouts can take 3 or 4 rows by 10 columns as desired.
+They add in the mods, and any pieces of matrix outside of
+the 3x10 center, function, numbers, lower rows, outside pinky keys,
+and thumb clusters.
+
+
+Functional layers
+--------------------
+There are quite a few of these to choose from. The easiest way to see
+them all is to go look at them in _layers/_. They are logically divided
+into files, and their cartes/maps are easy to look at. There are
+minimalist Miryoku versions as needed.
+
+## Navigation Layer
+I do not use a mouse. I use Xmonad as my window manager, and I have
+practically no use for one. They are necessary however. So I have
+a Navigation layer which is all mouse, arrows, home, end, tab, page
+up, down, 5 mouse buttons and so on.
+
+There are a growing number of choices, left and right sided mouse layers
+right side arrows etc, and some monolithic nav layers like the one shown
+below.
+
+There is also a split layer, with arrows etc on the right, and smart mods
+and N-shots on the other. A left side mouse layer is accessible from
+the first nav layer. There are various choices at this point. It is
+best to look at the config.h for clues.
+
+The miryoku nav and mouse layers are somewhat but not terribly different.