/* Copyright 2017 Christopher Courtney @drashna 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 . */ #ifndef USERSPACE #define USERSPACE #include "quantum.h" // Define layer names enum userspace_layers { _QWERTY = 0, _NUMLOCK = 0, _COLEMAK, _DVORAK, _WORKMAN, _MODS, _NAV, _COVECUBE, _SYMB, _GAMEPAD, _DIABLO, _MOUS, _MACROS, _MEDIA, _LOWER, _RAISE, _ADJUST, }; //define modifiers #define MODS_SHIFT_MASK (MOD_BIT(KC_LSHIFT)|MOD_BIT(KC_RSHIFT)) #define MODS_CTRL_MASK (MOD_BIT(KC_LCTL)|MOD_BIT(KC_RCTRL)) #define MODS_ALT_MASK (MOD_BIT(KC_LALT)|MOD_BIT(KC_RALT)) #define MODS_GUI_MASK (MOD_BIT(KC_LGUI)|MOD_BIT(KC_RGUI)) // RGB color codes are no longer located here anymore. Instead, you will want to // head to https://github.com/qmk/qmk_firmware/blob/master/quantum/rgblight_list.h extern bool is_overwatch; extern bool rgb_layer_change; enum userspace_custom_keycodes { EPRM = SAFE_RANGE, // can always be here VRSN, KC_QWERTY, KC_COLEMAK, KC_DVORAK, KC_WORKMAN, LOWER, RAISE, ADJUST, KC_DIABLO_CLEAR, KC_OVERWATCH, KC_SALT, KC_MORESALT, KC_SALTHARD, KC_GOODGAME, KC_SYMM, KC_JUSTGAME, KC_GLHF, KC_TORB, KC_AIM, KC_C9, KC_GGEZ, KC_MAKE, KC_RESET, KC_RGB_T, KC_SECRET_1, KC_SECRET_2, KC_SECRET_3, KC_SECRET_4, KC_SECRET_5, KC_CCCV, #ifdef UNICODE_ENABLE UC_FLIP, #endif //UNICODE_ENABLE NEW_SAFE_RANGE //use "NEWPLACEHOLDER for keymap specific codes }; #define KC_SEC1 KC_SECRET_1 #define KC_SEC2 KC_SECRET_2 #define KC_SEC3 KC_SECRET_3 #define KC_SEC4 KC_SECRET_4 #define KC_SEC5 KC_SECRET_5 #define QWERTY KC_QWERTY #define DVORAK KC_DVORAK #define COLEMAK KC_COLEMAK #define WORKMAN KC_WORKMAN #define KC_RST KC_RESET #ifdef TAP_DANCE_ENABLE enum { TD_D3_1 = 0, TD_D3_2, TD_D3_3, TD_D3_4 }; #endif // TAP_DANCE_ENABLE #ifdef UNICODEMAP_ENABLE /* use X(n) to call the */ enum unicode_name { THINK, // thinking face 🤔 GRIN, // grinning face 😊 SMRK, // smirk 😏 WEARY, // good shit 😩 UNAMU, // unamused 😒 SNEK, // snke 🐍 PENGUIN, // 🐧 DRAGON, // 🐉 MONKEY, // 🐒 CHICK, // 🐥 OKOK, // 👌 EFFU, // 🖕 INUP, // 👆 THUP, // 👍 THDN, // 👎 BBB, // dat B 🅱 POO, // poop 💩 HUNDR, // 100 💯 EGGPL, // EGGPLANT 🍆 WATER, // wet 💦 TUMBLER, // 🥃 LIT, // fire 🔥 IRONY, // ‽ DEGREE, // ° }; const uint32_t PROGMEM unicode_map[] = { [THINK] = 0x1F914, [GRIN] = 0x1F600, [BBB] = 0x1F171, [POO] = 0x1F4A9, [HUNDR] = 0x1F4AF, [SMRK] = 0x1F60F, [WEARY] = 0x1F629, [EGGPL] = 0x1F346, [WATER] = 0x1F4A6, [LIT] = 0x1F525, [UNAMU] = 0x1F612, [SNEK] = 0x1F40D, [PENGUIN] = 0x1F427, [BOAR] = 0x1F417, [MONKEY] = 0x1F412, [CHICK] = 0x1F425, [DRAGON] = 0x1F409, [OKOK] = 0x1F44C, [EFFU] = 0x1F595, [INUP] = 0x1F446, [THDN] = 0x1F44E, [THUP] = 0x1F44D, [TUMBLER] = 0x1F943, [IRONY] = 0x0203D, [DEGREE] = 0x000B0, }; #endif //UNICODEMAP_ENABLE // Custom Keycodes for Diablo 3 layer // But since TD() doesn't work when tap dance is disabled // We use custom codes here, so we can substitute the right stuff #ifdef TAP_DANCE_ENABLE #define KC_D3_1 TD(TD_D3_1) #define KC_D3_2 TD(TD_D3_2) #define KC_D3_3 TD(TD_D3_3) #define KC_D3_4 TD(TD_D3_4) #else // TAP_DANCE_ENABLE #define KC_D3_1 KC_1 #define KC_D3_2 KC_2 #define KC_D3_3 KC_3 #define KC_D3_4 KC_4 #endif // TAP_DANCE_ENABLE // OSM keycodes, to keep things clean and easy to change #define KC_MLSF OSM(MOD_LSFT) #define KC_MRSF OSM(MOD_RSFT) // If we're still using the official Faux Clicky feature, substitute codes // so that we don't have any unused/blank keys. #ifdef FAUXCLICKY_ENABLE #define AUD_ON FC_ON #define AUD_OFF FC_OFF #else // FAUXCLICKY_ENABLE #define AUD_ON AU_ON #define AUD_OFF AU_OFF #endif // FAUXCLICKY_ENABLE // Since our quirky block definitions are basically a list of comma separated // arguments, we need a wrapper in order for these definitions to be // expanded before being used as arguments to the LAYOUT_xxx macro. #if (!defined(LAYOUT) && defined(KEYMAP)) #define LAYOUT KEYMAP #endif #define LAYOUT_ergodox_wrapper(...) LAYOUT_ergodox(__VA_ARGS__) #define LAYOUT_ergodox_pretty_wrapper(...) LAYOUT_ergodox_pretty(__VA_ARGS__) #define KEYMAP_wrapper(...) LAYOUT(__VA_ARGS__) #define LAYOUT_wrapper(...) LAYOUT(__VA_ARGS__) // Blocks for each of the four major keyboard layouts // Organized so we can quickly adapt and modify all of them // at once, rather than for each keyboard, one at a time. // And this allows for much cleaner blocks in the keymaps. // For instance Tap/Hold for Control on all of the layouts // NOTE: These are all the same length. If you do a search/replace // then you need to add/remove underscores to keep the // lengths consistent. #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_________________ CTL_T(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, CTL_T(KC_SLASH) #define _________________COLEMAK_L1________________ KC_Q, KC_W, KC_F, KC_P, KC_G #define _________________COLEMAK_L2________________ KC_A, KC_R, KC_S, KC_T, KC_D #define _________________COLEMAK_L3________________ CTL_T(KC_Z), KC_X, KC_C, KC_V, KC_B #define _________________COLEMAK_R1________________ KC_J, KC_L, KC_U, KC_Y, KC_SCLN #define _________________COLEMAK_R2________________ KC_H, KC_N, KC_E, KC_I, KC_O #define _________________COLEMAK_R3________________ KC_K, KC_M, KC_COMM, KC_DOT, CTL_T(KC_SLASH) #define ______________COLEMAK_MOD_DH_L1____________ KC_Q, KC_W, KC_F, KC_P, KC_B #define ______________COLEMAK_MOD_DH_L2____________ KC_A, KC_R, KC_S, KC_T, KC_G #define ______________COLEMAK_MOD_DH_L3____________ CTL_T(KC_Z), KC_X, KC_C, KC_D, KC_V #define ______________COLEMAK_MOD_DH_R1____________ KC_J, KC_L, KC_U, KC_Y, KC_SCLN #define ______________COLEMAK_MOD_DH_R2____________ KC_K, KC_N, KC_E, KC_I, KC_O #define ______________COLEMAK_MOD_DH_R3____________ KC_M, KC_H, KC_COMM, KC_DOT, CTL_T(KC_SLASH) #define _________________DVORAK_L1_________________ KC_QUOT, KC_COMM, KC_DOT, KC_P, KC_Y #define _________________DVORAK_L2_________________ KC_A, KC_O, KC_E, KC_U, KC_I #define _________________DVORAK_L3_________________ CTL_T(KC_SCLN),KC_Q, KC_J, KC_K, KC_X #define _________________DVORAK_R1_________________ KC_F, KC_G, KC_C, KC_R, KC_L #define _________________DVORAK_R2_________________ KC_D, KC_H, KC_T, KC_N, KC_S #define _________________DVORAK_R3_________________ KC_B, KC_M, KC_W, KC_V, CTL_T(KC_Z) #define _________________WORKMAN_L1________________ KC_Q, KC_D, KC_R, KC_W, KC_B #define _________________WORKMAN_L2________________ KC_A, KC_S, KC_H, KC_T, KC_G #define _________________WORKMAN_L3________________ CTL_T(KC_Z), KC_X, KC_M, KC_C, KC_V #define _________________WORKMAN_R1________________ KC_J, KC_F, KC_U, KC_P, KC_SCLN #define _________________WORKMAN_R2________________ KC_Y, KC_N, KC_E, KC_O, KC_I #define _________________WORKMAN_R3________________ KC_K, KC_L, KC_COMM, KC_DOT, CTL_T(KC_SLASH) #define _________________NORMAN_L1_________________ KC_Q, KC_W, KC_D, KC_F, KC_K #define _________________NORMAN_L2_________________ KC_A, KC_S, KC_E, KC_T, KC_G #define _________________NORMAN_L3_________________ CTL_T(KC_Z), KC_X, KC_C, KC_V, KC_B #define _________________NORMAN_R1_________________ KC_J, KC_U, KC_R, KC_L, KC_SCLN #define _________________NORMAN_R2_________________ KC_J, KC_N, KC_I, KC_O, KC_U #define _________________NORMAN_R3_________________ KC_P, KC_M, KC_COMM, KC_DOT, CTL_T(KC_SLASH) // Since we have 4 default layouts (QWERTY, DVORAK, COLEMAK and WORKMAN), // this allows us to quickly modify the bottom row for all of the layouts // so we don't have to alter it 4 times and hope that we haven't missed // anything #define ___________ERGODOX_BOTTOM_LEFT_____________ OSM(MOD_MEH), OSM(MOD_LGUI), KC_LBRC, KC_RBRC #define ___________ERGODOX_BOTTOM_RIGHT____________ KC_LEFT, KC_DOWN, KC_UP, KC_RGHT #define __________________ERGODOX_THUMB_CLUSTER_____________________ ALT_T(KC_APP), KC_LGUI, KC_RGUI, CTL_T(KC_ESCAPE), \ KC_HOME, KC_PGUP, \ KC_SPACE,KC_BSPC, KC_END, KC_PGDN, KC_DEL, KC_ENTER #endif