You can not select more than 25 topics
			Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
		
		
		
		
		
			
		
			
				
					75 lines
				
				1.8 KiB
			
		
		
			
		
	
	
					75 lines
				
				1.8 KiB
			|   
											8 years ago
										 | #ifndef LOSINGGENERATION_COMMON_H
 | ||
|  | #define LOSINGGENERATION_COMMON_H
 | ||
|  | 
 | ||
|  | /* Custom keys & combinations to be shorter for keymaps */ | ||
|  | #define KC_LCA LCA(KC_NO)
 | ||
|  | /* Fillers to make layering more clear */ | ||
|  | #define _______ KC_TRNS
 | ||
|  | #define XXXXXXX KC_NO
 | ||
|  | 
 | ||
|  | #define OSM_LSFT OSM(MOD_LSFT)
 | ||
|  | #define TD_CTL TD(TD_CTL_CTLALT)
 | ||
|  | #define TD_GUI TD(TD_LGUI_RGUI)
 | ||
|  | #define TD_ALT TD(TD_LALT_RALT)
 | ||
|  | #define MT_ENT SFT_T(KC_ENT)
 | ||
|  | #define MT_ESC CTL_T(KC_ESC)
 | ||
|  | 
 | ||
|  | /* Custom layer movements for keymaps */ | ||
|  | #define TD_ADJ  TD(TD_ADJUST)
 | ||
|  | #define TO_GAME TO(_GAME)
 | ||
|  | #define TO_MS   TO(_MOUSE)
 | ||
|  | #define TO_NUM  TO(_NUMPAD)
 | ||
|  | #define MO_ADJ  MO(_ADJUST)
 | ||
|  | 
 | ||
|  | /* Mouse keys */ | ||
|  | #define MS_BTN1 KC_MS_BTN1
 | ||
|  | #define MS_BTN2 KC_MS_BTN2
 | ||
|  | #define MS_BTN3 KC_MS_BTN3
 | ||
|  | #define MS_BTN4 KC_MS_BTN4
 | ||
|  | #define MS_BTN5 KC_MS_BTN5
 | ||
|  | #define MS_LEFT KC_MS_LEFT
 | ||
|  | #define MS_DOWN KC_MS_DOWN
 | ||
|  | #define MS_UP  KC_MS_UP
 | ||
|  | #define MS_RGHT KC_MS_RIGHT
 | ||
|  | #define MW_LEFT KC_MS_WH_LEFT
 | ||
|  | #define MW_DOWN KC_MS_WH_DOWN
 | ||
|  | #define MW_UP  KC_MS_WH_UP
 | ||
|  | #define MW_RGHT KC_MS_WH_RIGHT
 | ||
|  | #define MS_ACL0 KC_MS_ACCEL0
 | ||
|  | #define MS_ACL1 KC_MS_ACCEL1
 | ||
|  | #define MS_ACL2 KC_MS_ACCEL2
 | ||
|  | 
 | ||
|  | /*
 | ||
|  |  * This will expand values sent to it to send to the KEYMAP macro so defines | ||
|  |  * can be used by KEYMAP | ||
|  |  */ | ||
|  | #define CATMAP(...) KEYMAP(__VA_ARGS__)
 | ||
|  | 
 | ||
|  | /*
 | ||
|  |   Each layer gets a name for readability, which is then used in the keymap matrix below. | ||
|  |   The underscores don't mean anything - you can have a layer called STUFF or any other name. | ||
|  |   Layer names don't all need to be of the same length, obviously, and you can also skip them | ||
|  |   entirely and just use numbers. | ||
|  | */ | ||
|  | #define _QWERTY  0
 | ||
|  | #define _COLEMAK 1
 | ||
|  | #define _WORKMAN 2
 | ||
|  | #define _DVORAK  3
 | ||
|  | #define _GAME    4
 | ||
|  | #define _NUMPAD  5
 | ||
|  | #define _MOUSE   6
 | ||
|  | #define _LOWER  14
 | ||
|  | #define _RAISE  15
 | ||
|  | #define _ADJUST 16
 | ||
|  | 
 | ||
|  | enum custom_keycodes { | ||
|  |   QWERTY = SAFE_RANGE, | ||
|  |   COLEMAK, | ||
|  |   WORKMAN, | ||
|  |   DVORAK, | ||
|  |   LOWER, | ||
|  |   RAISE, | ||
|  | }; | ||
|  | 
 | ||
|  | #endif
 |