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authorBatuhan Baserdem <bbaserdem@users.noreply.github.com>2018-05-31 21:55:45 -0400
committerDrashna Jaelre <drashna@live.com>2018-05-31 18:55:45 -0700
commit8eaf23ae8146766615cc1cec3fc8e04111e8ef49 (patch)
treed33b9b4609b5df899c243a1f9525eed1c049098f /users
parentabce980b8bbc6d1bae16513a50662a549b196c1b (diff)
User space fixed (#3095)
* Put in my keymaps * Fixed all but weird lets split issue * Organized and tried to trobleshoot lets split * Organized and tried to trobleshoot lets split * Added bbaserdem keymaps * Added bbaserdem keymaps * Fixed stuff * FIxed a filename error
Diffstat (limited to 'users')
-rw-r--r--users/bbaserdem/README.md49
-rw-r--r--users/bbaserdem/bbaserdem.c651
-rw-r--r--users/bbaserdem/bbaserdem.h279
-rw-r--r--users/bbaserdem/rules.mk22
4 files changed, 1001 insertions, 0 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 the CSVs
+
+/* Dvorak
+ * ,------------------------------------------------------------------------.
+ * | Esc | ' " | , | . | P | Y || F | G | C | R | L | Bkp |
+ * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
+ * | Tab | A | O | E | U | I || D | H | T | N | S | / ? |
+ * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
+ * | SYM | ; : | Q | J | K | X || B | M | W | V | Z | SET |
+ * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
+ * | TUR | OS | Ctrl| Alt | Shf | Spc || Ent | Lft | Dwn | Up | Rght| MSE |
+ * `------------------------------------------------------------------------' */
+#define DVORAK_1 \
+ KC_ESC, KC_QUOT,KC_COMM,KC_DOT, KC_P, KC_Y, KC_F, KC_G, KC_C, KC_R, KC_L, KC_BSPC
+#define DVORAK_2 \
+ KC_TAB, KC_A, KC_O, KC_E, KC_U, KC_I, KC_D, KC_H, KC_T, KC_N, KC_S, KC_SLSH
+#define DVORAK_3 \
+ K_NUMBR,MY_SCL, KC_Q, KC_J, KC_K, KC_X, KC_B, KC_M, KC_W, KC_V, KC_Z, MO(_SE)
+#define DVORAK_4 \
+ MO(_AL),KC_LGUI,KC_LCTL,KC_LALT,KC_LSFT,KC_SPC, KC_ENT, KC_LEFT,KC_DOWN,KC_RGHT,KC_UP, K_MOUSE
+#define DVORAK KM(DVORAK_1,DVORAK_2,DVORAK_3,DVORAK_4)
+
+/* Alternative character overlay
+ * ,------------------------------------------------------------------------.
+ * | | ' ' | Undo| Redo|Pound| Yen || | G | C | |TLira| Del |
+ * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
+ * | | A | O | Euro| U | I ||Degre|Plank| | | S | Ins |
+ * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
+ * | | " " | Cut | Copy|Paste| || BTC | < > | ( ) | [ ] | { } | PgUp|
+ * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
+ * | | | | | | || | Home|PgDwn| PgUp| End | |
+ * `------------------------------------------------------------------------' */
+#define ALTCHAR_1 \
+ _______,DBL_QUO,UNDO, REDO, CUR_BPN,CUR_YEN,_______,TUR_G, TUR_C, _______,CUR_LIR,KC_DEL
+#define ALTCHAR_2 \
+ _______,TUR_A, TUR_O, CUR_EUR,TUR_U, TUR_I, PHY_DEG,PHY_HBR,_______,_______,TUR_S, KC_INS
+#define ALTCHAR_3 \
+ _______,DBL_DQT,CUT, COPY, PASTE, _______,CUR_BIT,DBL_ANG,DBL_PAR,DBL_SQR,DBL_BRC,_______
+#define ALTCHAR_4 \
+ _______,_______,_______,_______,_______,_______,_______,KC_HOME,KC_PGDN,KC_PGUP,KC_END,_______
+#define ALTCHAR KM(ALTCHAR_1,ALTCHAR_2,ALTCHAR_3,ALTCHAR_4)
+
+/* Game layer
+ * ,------------------------------------------------------------------------.
+ * | OFF | Q | W | E | R | T || Esc | 7 | 8 | 9 |NumLk|Bkspc|
+ * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
+ * | Tab | A | S | D | F | G || F1 | 4 | 5 | 6 | \ | Ent |
+ * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
+ * | | Z | X | C | V | B || F2 | 1 | 2 | 3 | ^ | |
+ * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
+ * | / | ` | | | | Spc || Spc | Ent | 0 | < | v | > |
+ * `------------------------------------------------------------------------' */
+#define GAME_1 \
+ K_GAMES,KC_Q, KC_W, KC_E, KC_R, KC_T, KC_ESC, KC_P7, KC_P8, KC_P9, KC_NLCK,KC_BSPC
+#define GAME_2 \
+ KC_TAB, KC_A, KC_S, KC_D, KC_F, KC_G, KC_F1, KC_P4, KC_P5, KC_P6, KC_BSLS,KC_ENT
+#define GAME_3 \
+ _______,KC_Z, KC_X, KC_C, KC_V, KC_B, KC_F2, KC_P1, KC_P2, KC_P3, KC_UP, _______
+#define GAME_4 \
+ KC_SLSH,KC_GRV, _______,_______,_______,KC_SPC, KC_SPC, KC_ENT, KC_P0, KC_LEFT,KC_DOWN,KC_RGHT
+#define GAME KM(GAME_1,GAME_2,GAME_3,GAME_4)
+
+/* Symbols layer
+ * ,------------------------------------------------------------------------.
+ * | OFF | ` | ~ | [ | ] | { || } | - | _ | = | + | |
+ * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
+ * | | 1 | 2 | 3 | 4 | 5 || 6 | 7 | 8 | 9 | 0 | \ |
+ * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
+ * | | ! | @ | # | $ | % || ^ | & | * | ( | ) | LCK |
+ * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
+ * | | | | | | | | || | | | | | |
+ * `------------------------------------------------------------------------' */
+#define NUMBERS_1 \
+ K_NUMBR,KC_GRV, KC_TILD,KC_LBRC,KC_RBRC,KC_LCBR,KC_RCBR,KC_MINS,KC_UNDS,KC_EQL, KC_PLUS,_______
+#define NUMBERS_2 \
+ _______,KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_BSLS
+#define NUMBERS_3 \
+ _______,KC_EXLM,KC_AT, KC_HASH,KC_DLR, KC_PERC,KC_CIRC,KC_AMPR,KC_ASTR,KC_LPRN,KC_RPRN,K_LOCK
+#define NUMBERS_4 \
+ KC_PIPE,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______
+#define NUMBERS KM(NUMBERS_1,NUMBERS_2,NUMBERS_3,NUMBERS_4)
+
+/* Settings layer
+ * ,------------------------------------------------------------------------.
+ * |BLLed| F1 | F2 | F3 | F4 | Lin || Win | Wake| |Hue -|Hue +|Reset|
+ * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
+ * | | F5 | F6 | F7 | F8 | || | |RGBto|Sat -|Sat +| |
+ * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
+ * | Game| F9 | F10 | F11 | F12 |Vol 0||PrtSc| |RGBan|Bri -|Bri +| |
+ * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
+ * |Musir| | | | |Vol -||Vol +| Prev| Stop|TogMu| Next| |
+ * `------------------------------------------------------------------------' */
+#define SETTINGS_1 \
+ BL_STEP,KC_F1, KC_F2, KC_F3, KC_F4, UNI_LI, UNI_WN, KC_WAKE,_______,RGB_HUD,RGB_HUI,RESET
+#define SETTINGS_2 \
+ _______,KC_F5, KC_F6, KC_F7, KC_F8, _______,_______,_______,RGB_TOG,RGB_SAD,RGB_SAI,_______
+#define SETTINGS_3 \
+ K_GAMES,KC_F9, KC_F10, KC_F11, KC_F12, KC_MUTE,KC_PSCR,_______,RGB_MOD,RGB_VAD,RGB_VAI,_______
+#define SETTINGS_4 \
+ MU_TOG, _______,_______,_______,_______,KC_VOLD,KC_VOLU,KC_MPRV,KC_MSTP,KC_MPLY,KC_MNXT,_______
+#define SETTINGS KM(SETTINGS_1,SETTINGS_2,SETTINGS_3,SETTINGS_4)
+
+/* Mouse layer
+ * ,------------------------------------------------------------------------.
+ * |Ulock| \ | ^ | / |.....|.....||.....|.....| |\|.| |^| | |/|.| |
+ * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
+ * | | < | Mid | > |Btn 4|.....||.....|Btn 5| <-- | Mid | --> | |
+ * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
+ * | | / | v | \ |.....|.....||.....|.....| |/| | |v| | |\| | LCK |
+ * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
+ * | | | | | | Left||Right| | |Accl0|Accl1|Accl2|
+ * `------------------------------------------------------------------------' */
+#define MOUSE_1 \
+ K_MOUSE,MO_NW, MO_N, MO_NE, XXX, XXX ,XXX, XXX, MO_S_NW,MO_S_N, MO_S_NE,_______
+#define MOUSE_2 \
+ _______,MO_W, MO_CL_M,MO_E, MO_CL_4,XXX ,XXX, MO_CL_5,MO_S_W, MO_CL_M,MO_S_E, _______
+#define MOUSE_3 \
+ _______,MO_SW, MO_S, MO_SE, XXX, XXX ,XXX, XXX, MO_S_SW,MO_S_S, MO_S_SE,K_LOCK
+#define MOUSE_4 \
+ _______,_______,_______,_______,_______,MO_CL_L,MO_CL_R,_______,MO_AC_0,MO_AC_1,MO_AC_2,_______
+#define MOUSE KM(MOUSE_1,MOUSE_2,MOUSE_3,MOUSE_4)
+
+/* Music layer
+ * ,------------------------------------------------------------------------.
+ * |.....|.....|.....|.....|.....|.....||.....|.....|.....|.....|.....|.....|
+ * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
+ * |.....|.....|.....|.....|.....|.....||.....|.....|.....|.....|.....|.....|
+ * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
+ * |.....|.....|.....|.....|.....|.....||.....|.....|.....|.....|.....|.....|
+ * |-----+-----+-----+-----+-----+-----++-----+-----+-----+-----+-----+-----|
+ * | togg| rec | stop| play| slow| fast||modes|.....|.....|.....|.....|.....|
+ * `------------------------------------------------------------------------'
+ */
+#define MASK XXX, XXX, XXX, XXX, XXX, XXX, XXX, XXX, XXX, XXX, XXX, XXX
+#define MUSIC_4 MU_TOG, KC_LCTL, KC_LALT, KC_LGUI, KC_DOWN, KC_UP, MU_MOD, XXX, XXX, XXX, XXX, XXX
+#define MUSIC KM(MASK,MASK,MASK,MUSIC_4)
+
+#endif
diff --git a/users/bbaserdem/rules.mk b/users/bbaserdem/rules.mk
new file mode 100644
index 0000000000..513ce4fe05
--- /dev/null
+++ b/users/bbaserdem/rules.mk
@@ -0,0 +1,22 @@
+SRC += bbaserdem.c
+EXTRAFLAGS += -flto
+
+# ENABLE
+UNICODE_ENABLE = yes # Used for unicode character emulation
+EXTRAKEY_ENABLE = yes # OS signals like volume control
+
+# DISABLE
+BLUETOOTH_ENABLE = no # No bluetooth
+COMMAND_ENABLE = no # Some bootmagic thing
+BOOTMAGIC_ENABLE = no # Access to EEPROM settings, not needed
+CONSOLE_ENABLE = no # Allows console output with a command
+SLEEP_LED_ENABLE = no # Breathes LED's when computer is asleep. Untested.
+NKRO_ENABLE = no # Default is 6KRO which is plenty
+MIDI_ENABLE = no # Untested feature
+FAUXCLICKY_ENABLE = no # Emulates clicks using speaker
+KEY_LOCK_ENABLE = no # Allows locking any key. Not used
+API_SYSEX_ENABLE = no # Allows OS to send signals.
+KEY_LOCK_ENABLE = no # Allows locking any key. Not used
+
+# Disabling this makes it compile, prob bad upstream code
+# VARIABLE_TRACE = no # Allows debugging variables