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qmk_firmware/users/pvinis/pvinis.h
Pavlos Vinieratos f6b40da7f8
update pvinis keymap (#8746)
* update a bunch of stuff

Better rules, better config, added encoders, lights, audio.

* some fmt

* more fmt
2020-04-13 11:59:04 -07:00

173 lines
11 KiB
C

#pragma once
#include "quantum.h"
// My own keycodes.
enum userspace_custom_keycodes {
PV_ = SAFE_RANGE,
PV_VRSN, // Print firmware version.
PV_MAKE, // Print the make command of the keyboard.
PV_FLSH, // Reset keyboard.
PV_SSNC, // Play Sonic Ring.
PV_SCIN, // Play Coin Sound.
PV_TEST, // For quick testing purposes.
PV_SAFE_RANGE, // Used for extra keycodes in individual keymaps.
};
enum tap_dance_indexes {
// tap dance
TD_FLSH, // flash keyboard (as if the physical flash key was pressed)
};
#define ALLM(kc) LCAG(kc) // Easier name for left ctrl-alt-gui.
#define PV_ESCC CTL_T(KC_ESC) // esc on tap, ctrl on hold.
#define PV_LOCK LCTL(LSFT(KC_PWR)) // Lock computer.
#define TD_3FLS TD(TD_FLSH) // Tap dance 3 times for flash.
// Layers.
enum {
LR_BASE = 0, // used for basic keys like the surrounding ctrl, cmd, etc
LR_QWERTY,
LR_CARPALX,
LR_GAME1, // game layout (space on the left thumb, no modifiers, etc)
LR_GAME2, // game layout (space on the left thumb, no modifiers, etc, arrows)
LR_SYMBOL, // symbol input (!, @, #, etc)
LR_SYSCTL, // system control (music, volume, keyboard flash, etc)
LR_KBCTL, // keyboard control (version, make, flash, etc)
};
// Layer switchers.
#define BASE TO(LR_BASE)
#define QWERTY TO(LR_QWERTY)
#define CARPALX TO(LR_CARPALX)
#define GAME1 TO(LR_GAME1)
#define GAME2 TO(LR_GAME2)
#define SYMBOL MO(LR_SYMBOL)
#define SYSCTL MO(LR_SYSCTL)
#define KBCTL MO(LR_KBCTL)
// Layout parts for easy reuse between keyboard keymaps.
// Transparent.
// ┌─────┬─────┬─────┬─────┬─────┐
// │ │ │ │ │ │
// └─────┴─────┴─────┴─────┴─────┘
#define ___________________________________________ _______, _______, _______, _______, _______
// Numbers.
// ┌─────┬─────┬─────┬─────┬─────┐ ┌─────┬─────┬─────┬─────┬─────┐
// │ 1 │ 2 │ 3 │ 4 │ 5 │ │ 6 │ 7 │ 8 │ 9 │ 0 │
// └─────┴─────┴─────┴─────┴─────┘ └─────┴─────┴─────┴─────┴─────┘
#define ________________NUMBERS_L__________________ KC_1, KC_2, KC_3, KC_4, KC_5
#define ________________NUMBERS_R__________________ KC_6, KC_7, KC_8, KC_9, KC_0
// F keys.
// ┌─────┬─────┬─────┬─────┬─────┐ ┌─────┬─────┬─────┬─────┬─────┐
// │ F1 │ F2 │ F3 │ F4 │ F5 │ │ F6 │ F7 │ F8 │ F9 │ F10 │
// └─────┴─────┴─────┴─────┴─────┘ └─────┴─────┴─────┴─────┴─────┘
#define ______________________F_L__________________ KC_F1, KC_F2, KC_F3, KC_F4, KC_F5
#define ______________________F_R__________________ KC_F6, KC_F7, KC_F8, KC_F9, KC_F10
// QWERTY.
// ┌─────┬─────┬─────┬─────┬─────┐ ┌─────┬─────┬─────┬─────┬─────┐
// │ Q │ W │ E │ R │ T │ │ Y │ U │ I │ O │ P │
// ├─────┼─────┼─────╆━━━━━╅─────┤ ├─────╆━━━━━╅─────┼─────┼─────┤
// │ A │ S │ D ┃ F ┃ G │ │ H ┃ J ┃ K │ L │ ; │
// ├─────┼─────┼─────╄━━━━━╃─────┤ ├─────╄━━━━━╃─────┼─────┼─────┤
// │ Z │ X │ C │ V │ B │ │ N │ M │ , │ . │ / │
// └─────┴─────┴─────┴─────┴─────┘ └─────┴─────┴─────┴─────┴─────┘
#define _________________QWERTY_L1_________________ KC_Q, KC_W, KC_E, KC_R, KC_T
#define _________________QWERTY_L2_________________ KC_A, KC_S, KC_D, KC_F, KC_G
#define _________________QWERTY_L3_________________ KC_Z, KC_X, KC_C, KC_V, KC_B
#define _________________QWERTY_R1_________________ KC_Y, KC_U, KC_I, KC_O, KC_P
#define _________________QWERTY_R2_________________ KC_H, KC_J, KC_K, KC_L, KC_SCLN
#define _________________QWERTY_R3_________________ KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH
// QWERTY with mods.
// ┌───────┬───────┬───────┲━━━━━━━┱───────┐ ┌───────┲━━━━━━━┱───────┬───────┬───────┐
// │ ctl/A │ sft/S │ cmd/D ┃ opt/F ┃ G │ │ H ┃ opt/J ┃ cmd/K │ sft/L │ ctl/; │
// └───────┴───────┴───────┺━━━━━━━┹───────┘ └───────┺━━━━━━━┹───────┴───────┴───────┘
// #define _____________MOD_QWERTY_L2_________________ CTL_T(KC_A), SFT_T(KC_S), GUI_T(KC_D), ALT_T(KC_F), KC_G
#define _____________MOD_QWERTY_L2_________________ KC_A, KC_S, KC_D, ALT_T(KC_F), KC_G
#define _____________MOD_QWERTY_R2_________________ KC_H, ALT_T(KC_J), GUI_T(KC_K), SFT_T(KC_L), CTL_T(KC_SCLN)
// ,-----+-----+-----+-----+-----, ,-----+-----+-----+-----+-----,
// | Q | G | M | L | W | | Y | F | I | O | P |
// ,-----+-----+-----x-----x-----, ,-----x-----x-----+-----+-----,
// | D | S | T | N | R | | I | A | K | L | ; |
// ,-----+-----+-----x-----x-----, ,-----x-----x-----+-----+-----,
// | Z | X | C | V | J | | K | P | , | . | / |
// ,-----+-----+-----+-----+-----, ,-----+-----+-----+-----+-----,
#define ________________CARPALX_L1_________________ KC_Q, KC_G, KC_M, KC_L, KC_W
#define ________________CARPALX_L2_________________ KC_D, KC_S, KC_T, KC_N, KC_R
#define ________________CARPALX_L3_________________ KC_Z, KC_X, KC_C, KC_V, KC_J
#define ________________CARPALX_R1_________________ KC_Y, KC_F, KC_U, KC_B, KC_SCLN
#define ________________CARPALX_R2_________________ KC_I, KC_A, KC_E, KC_O, KC_H
#define ________________CARPALX_R3_________________ KC_K, KC_P, KC_COMM, KC_DOT, KC_SLSH
// ,-----+-----+-----+-----+-----, ,-----+-----+-----+-----+-----,
// | ! | @ | { | } | _ | | \ | | ` | | |
// ,-----+-----+-----x-----x-----, ,-----x-----x-----+-----+-----,
// | # | $ | ( | ) | - | | = | & | ' | " | | |
// ,-----+-----+-----x-----x-----, ,-----x-----x-----+-----+-----,
// | % | ^ | [ | ] | + | | * | ~ | < | > | / |
// ,-----+-----+-----+-----+-----, ,-----+-----+-----+-----+-----,
#define _________________SYMBOL_L1_________________ KC_EXLM, KC_AT, KC_LCBR, KC_RCBR, KC_UNDS
#define _________________SYMBOL_L2_________________ KC_HASH, KC_DLR, KC_LPRN, KC_RPRN, KC_MINS
#define _________________SYMBOL_L3_________________ KC_PERC, KC_CIRC, KC_LBRC, KC_RBRC, KC_PLUS
#define _________________SYMBOL_R1_________________ KC_BSLS, _______, KC_GRV, _______, _______
#define _________________SYMBOL_R2_________________ KC_EQL, KC_AMPR, KC_QUOT, KC_DQUO, KC_PIPE
#define _________________SYMBOL_R3_________________ KC_ASTR, KC_TILD, KC_LABK, KC_RABK, KC_SLSH
// System Control.
// vol ↓ ctl ↓
// ┌─────┬─────┬─────┬─────┬─────┐ ┌─────┬─────┬─────┬─────┬─────┐
// │ │ │ │ │ │ │MUTE │HOME │ ↑ │ END │LOCK │
// ├─────┼─────┼─────╆━━━━━╅─────┤ ├─────╆━━━━━╅─────┼─────┼─────┤
// │ │ │ ┃ ┃ │ │VOLUP┃ ← ┃ ↓ │ → │SLEEP│ ← arrows
// ├─────┼─────┼─────╄━━━━━╃─────┤ ├─────╄━━━━━╃─────┼─────┼─────┤
// │ │ │ │ │ │ │VOLDN│MPREV│MPLAY│MNEXT│ PWR │ ← music
// └─────┴─────┴─────┴─────┴─────┘ └─────┴─────┴─────┴─────┴─────┘
#define _________________SYSCTL_L1_________________ XXXXXXX, XXXXXXX, XXXXXXX, KC_MS_BTN1, XXXXXXX
#define _________________SYSCTL_L2_________________ XXXXXXX, XXXXXXX, XXXXXXX, KC_MS_RIGHT, KC_MS_WH_UP
#define _________________SYSCTL_L3_________________ XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, KC_MS_WH_DOWN
// vol v ctl v
#define _________________SYSCTL_R1_________________ KC_MUTE, KC_HOME, KC_UP, KC_END, PV_LOCK
#define _________________SYSCTL_R2_________________ KC_VOLU, KC_LEFT, KC_DOWN, KC_RGHT /* < arrows */, KC_SLEP
#define _________________SYSCTL_R3_________________ KC_VOLD, KC_MPRV, KC_MPLY, KC_MNXT /* < music */, KC_PWR
// ,-----+-----+-----+-----+-----, ,-----+-----+-----+-----+-----,
// |GAME |CRPLX|XXXXX|XXXXX|XXXXX| |XXXXX|XXXXX|XXXXX|XXXXX|XXXXX|
// ,-----+-----+-----x-----x-----, ,-----x-----x-----+-----+-----,
// |XXXXX|XXXXX|XXXXX|XXXXX|XXXXX| |XXXXX|VERSN|MAKE |FLASH|XXXXX|
// ,-----+-----+-----x-----x-----, ,-----x-----x-----+-----+-----,
// |XXXXX|XXXXX|XXXXX|XXXXX|XXXXX| |XXXXX|XXXXX|XXXXX|XXXXX|XXXXX|
// ,-----+-----+-----+-----+-----, ,-----+-----+-----+-----+-----,
#define __________________KBCTL_L1_________________ PV_SSNC, PV_SCIN, PV_TEST, XXXXXXX, XXXXXXX
#define __________________KBCTL_L2_________________ RGB_TOG, RGB_VAI, XXXXXXX, XXXXXXX, XXXXXXX
#define __________________KBCTL_L3_________________ RGB_MOD, RGB_VAD, XXXXXXX, XXXXXXX, XXXXXXX
#define __________________KBCTL_R1_________________ XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX
#define __________________KBCTL_R2_________________ XXXXXXX, PV_VRSN, PV_MAKE, PV_FLSH, XXXXXXX
#define __________________KBCTL_R3_________________ XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX
// We need wrappers in order for these definitions, because they need to be expanded before being used as arguments to the LAYOUT_xxx macro.
#define LAYOUT_ergodox_pretty_wrapper(...) LAYOUT_ergodox_pretty(__VA_ARGS__)
#define LAYOUT_wrapper(...) LAYOUT(__VA_ARGS__)
// Extra stuff that might be needed.
void keyboard_post_init_user_keymap(void);
uint32_t layer_state_set_user_keymap(uint32_t state);