qmk-keychron-q3-colemak-dh/users/jarred/jarred.h

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/* Copyright 2018 Jarred Steenvoorden
*
* 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 <http://www.gnu.org/licenses/>.
*/
// TODO: Add Alt-Tab to nav + W layer
#ifndef USERSPACE
#define USERSPACE
#include "quantum.h"
enum userspace_custom_keycodes {
VRSN = SAFE_RANGE, // Prints QMK Firmware and board info
ALT_TAB,
CTL_TAB,
// Layer keys
NAVI,
LOWER,
RAISE,
NUMPAD
};
// Layers
enum {
_QW = 0,
_GAME,
_LW,
_NV,
_NP,
_MS,
};
#define MS_A LT(_MS,KC_A)
#define WIN_Z LGUI_T(KC_Z)
#define CTL_SLH RCTL_T(KC_SLSH)
// Wrappers
#define LAYOUT_planck_grid_wrapper(...) LAYOUT_planck_grid(__VA_ARGS__)
#define LAYOUT_plaid_grid_wrapper(...) LAYOUT_plaid_grid(__VA_ARGS__)
#define LAYOUT_atreus62_grid_wrapper(...) LAYOUT(__VA_ARGS__)
#define LAYOUT_ergotravel_grid_wrapper(...) LAYOUT(__VA_ARGS__)
/* Qwerty Layer */
#define QWERTY_L1 KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T
#define QWERTY_L2 NAVI, KC_A, KC_S, KC_D, KC_F, KC_G
#define QWERTY_L3 KC_LSFT, WIN_Z, KC_X, KC_C, KC_V, KC_B
#define QWERTY_L4 KC_LCTL, KC_LGUI, NUMPAD, KC_LALT, LOWER, KC_SPC
#define QWERTY_R1 KC_Y, KC_U, KC_I, KC_O, KC_P, KC_BSPC
#define QWERTY_R2 KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT
#define QWERTY_R3 KC_N, KC_M, KC_COMM, KC_DOT, CTL_SLH, KC_RSFT
#define QWERTY_R4 KC_ENT, RAISE, KC_RALT, MO(_MS), KC_APP, KC_RCTL
#define QWERTY_4_DOX KC_LCTL, LOWER, KC_SPC, KC_ENT, RAISE, KC_RALT
/* Game Layer */
#define GAME_L1 _______, _______, _______, _______, _______, _______
#define GAME_L2 _______, _______, _______, _______, _______, _______
#define GAME_L3 _______, _______, _______, _______, _______, _______
#define GAME_L4 _______, _______, KC_LALT, LOWER, KC_SPC, KC_SPC
#define GAME_R1 _______, _______, _______, _______, _______, _______
#define GAME_R2 _______, _______, _______, _______, _______, _______
#define GAME_R3 _______, _______, _______, _______, _______, _______
#define GAME_R4 _______, _______, _______, _______, _______, _______
/* Lower / Upper Layer */
#define LOWER_L1 KC_ESC , KC_1, KC_2, KC_3, KC_4, KC_5
#define LOWER_L2 _______, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5
#define LOWER_L3 _______, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10
#define LOWER_L4 _______, _______, _______, _______, _______, _______
#define LOWER_R1 KC_6, KC_7, KC_8, KC_9, KC_0, _______
#define LOWER_R2 KC_F11, KC_MINS, KC_EQL, KC_LBRC, KC_RBRC, KC_BSLS
#define LOWER_R3 KC_F12, KC_GRV, _______, _______, _______, _______
#define LOWER_R4 _______, _______, _______, _______, _______, _______
#define LOWER_4_DOX _______, _______, _______, _______, _______, _______
/* Navigation Layer */
#define NAV_L1 _______, _______, _______, KC_LGUI, KC_DEL, KC_BSPC
#define NAV_L2 _______, _______, _______, KC_LSFT, KC_LCTL, KC_ENT
#define NAV_L3 _______, _______, _______, _______, _______, _______
#define NAV_L4 _______, _______, _______, CTL_TAB, ALT_TAB, _______
#define NAV_R1 _______, KC_HOME, KC_UP , KC_END , KC_INS, _______
#define NAV_R2 _______, KC_LEFT, KC_DOWN, KC_RGHT, KC_DEL, _______
#define NAV_R3 _______, KC_PGUP, KC_PGDN, _______, _______, _______
#define NAV_R4 _______, KC_APP, _______, _______, _______, _______
#define NAV_4_DOX CTL_TAB, ALT_TAB, _______, _______, KC_APP, _______
/* Numpad Layer */
#define NUMPAD_L1 RGB_TOG, RGB_MOD,RGB_RMOD, _______, RGB_HUD, RGB_HUI
#define NUMPAD_L2 BL_TOGG, BL_STEP, BL_BRTG, _______, RGB_SAD, RGB_SAI
#define NUMPAD_L3 _______, _______, _______, _______, RGB_VAD, RGB_VAI
#define NUMPAD_L4 _______, _______, _______, _______, RGB_SPD, RGB_SPI
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#define NUMPAD_R1 DF(_QW),DF(_GAME), _______, _______, _______, QK_BOOT
#define NUMPAD_R2 _______, _______, _______, _______, _______, _______
#define NUMPAD_R3 VRSN, _______, _______, _______, _______, _______
#define NUMPAD_R4 _______, _______, _______, _______, _______, _______
#define NUMPAD_4_DOX _______, _______, _______, _______, _______, _______
/* Mouse Layer */
#define MOUSE_L1 _______, _______, _______, _______, _______, _______
#define MOUSE_L2 _______, _______, KC_ACL1, KC_ACL0, KC_BTN1, KC_BTN2
#define MOUSE_L3 _______, _______, _______, _______, _______, _______
#define MOUSE_L4 _______, _______, _______, _______, _______, KC_BTN1
#define MOUSE_R1 _______, KC_WH_U, KC_MS_U, KC_WH_D, _______, _______
#define MOUSE_R2 _______, KC_MS_L, KC_MS_D, KC_MS_R, _______, _______
#define MOUSE_R3 _______, _______, _______, _______, _______, _______
#define MOUSE_R4 KC_BTN2, _______, _______, _______, _______, _______
#define MOUSE_4_DOX _______, _______, _______, _______, _______, _______
#define BLANK_12 KC_NO , KC_NO , KC_NO , KC_NO , KC_NO , KC_NO , KC_NO , KC_NO , KC_NO , KC_NO , KC_NO , KC_NO
#define QWERTY_1_12 QWERTY_L1, QWERTY_R1
#define QWERTY_2_12 QWERTY_L2, QWERTY_R2
#define QWERTY_3_12 QWERTY_L3, QWERTY_R3
#define QWERTY_4_12 QWERTY_L4, QWERTY_R4
#define GAME_1_12 GAME_L1, GAME_R1
#define GAME_2_12 GAME_L2, GAME_R2
#define GAME_3_12 GAME_L3, GAME_R3
#define GAME_4_12 GAME_L4, GAME_R4
#define LOWER_1_12 LOWER_L1, LOWER_R1
#define LOWER_2_12 LOWER_L2, LOWER_R2
#define LOWER_3_12 LOWER_L3, LOWER_R3
#define LOWER_4_12 LOWER_L4, LOWER_R4
#define NAV_1_12 NAV_L1, NAV_R1
#define NAV_2_12 NAV_L2, NAV_R2
#define NAV_3_12 NAV_L3, NAV_R3
#define NAV_4_12 NAV_L4, NAV_R4
#define NUMPAD_1_12 NUMPAD_L1, NUMPAD_R1
#define NUMPAD_2_12 NUMPAD_L2, NUMPAD_R2
#define NUMPAD_3_12 NUMPAD_L3, NUMPAD_R3
#define NUMPAD_4_12 NUMPAD_L4, NUMPAD_R4
#define MOUSE_1_12 MOUSE_L1, MOUSE_R1
#define MOUSE_2_12 MOUSE_L2, MOUSE_R2
#define MOUSE_3_12 MOUSE_L3, MOUSE_R3
#define MOUSE_4_12 MOUSE_L4, MOUSE_R4
#define QWERTY_4x12 QWERTY_1_12, QWERTY_2_12, QWERTY_3_12, QWERTY_4_12
#define GAME_4x12 GAME_1_12, GAME_2_12, GAME_3_12, GAME_4_12
#define LOWER_4x12 LOWER_1_12, LOWER_2_12, LOWER_3_12, LOWER_4_12
#define NAV_4x12 NAV_1_12, NAV_2_12, NAV_3_12, NAV_4_12
#define NUMPAD_4x12 NUMPAD_1_12, NUMPAD_2_12, NUMPAD_3_12, NUMPAD_4_12
#define MOUSE_4x12 MOUSE_1_12, MOUSE_2_12, MOUSE_3_12, MOUSE_4_12
#endif