diff options
Diffstat (limited to 'users')
42 files changed, 4243 insertions, 440 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 th |