commit
ea14a93718
@ -0,0 +1,39 @@ |
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/*
|
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Copyright 2022 Alexander Bruun <alex@bruun.xyz> |
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|
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 2 of the License, or |
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(at your option) any later version. |
||||
|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
||||
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
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*/ |
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|
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#pragma once |
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// Set the mouse settings to a comfortable speed/accuracy trade-off,
|
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// assuming a screen refresh rate of 60 Htz or higher
|
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// The default is 50. This makes the mouse ~3 times faster and more accurate
|
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#define MOUSEKEY_INTERVAL 16 |
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// The default is 20. Since we made the mouse about 3 times faster with the previous setting,
|
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// give it more time to accelerate to max speed to retain precise control over short distances.
|
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#define MOUSEKEY_TIME_TO_MAX 40 |
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// The default is 300. Let's try and make this as low as possible while keeping the cursor responsive
|
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#define MOUSEKEY_DELAY 100 |
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// It makes sense to use the same delay for the mouseweel
|
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#define MOUSEKEY_WHEEL_DELAY 100 |
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// The default is 100
|
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#define MOUSEKEY_WHEEL_INTERVAL 50 |
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// The default is 40
|
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#define MOUSEKEY_WHEEL_TIME_TO_MAX 100 |
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|
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// Pick good defaults for enabling homerow modifiers
|
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#define TAPPING_TERM 200 |
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#define PERMISSIVE_HOLD |
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#define IGNORE_MOD_TAP_INTERRUPT |
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#define TAPPING_FORCE_HOLD |
@ -0,0 +1,71 @@ |
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{ |
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"version": 1, |
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"notes": "Personal keymap", |
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"documentation": "\"This file is a QMK Configurator export. You can import this at <https://config.qmk.fm>. It can also be used directly with QMK's source code.\n\nTo setup your QMK environment check out the tutorial: <https://docs.qmk.fm/#/newbs>\n\nYou can convert this file to a keymap.c using this command: `qmk json2c {keymap}`\n\nYou can compile this keymap using this command: `qmk compile {keymap}`\"\n", |
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"keyboard": "ferris/sweep", |
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"keymap": "bruun-baer", |
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"layout": "LAYOUT_split_3x5_2", |
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"layers": [ |
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["KC_Q" , "KC_D" , "KC_R" , "KC_W" , "KC_B", |
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"KC_J" , "KC_F" , "KC_U" , "KC_P" , "KC_QUOT", |
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|
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"LGUI_T(KC_A)", "LALT_T(KC_S)", "LSFT_T(KC_H)", "LCTL_T(KC_T)" , "KC_G", |
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"KC_Y" , "LCTL_T(KC_N)", "LSFT_T(KC_E)", "LALT_T(KC_O)" , "LGUI_T(KC_I)", |
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|
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"KC_Z" , "RALT_T(KC_X)", "KC_M" , "KC_C" , "KC_V", |
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"KC_K" , "KC_L" , "KC_COMM" , "RALT_T(KC_DOT)", "KC_SLSH", |
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|
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"LT(3,KC_SPC)", "LT(4,KC_TAB)", |
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"LT(2,KC_ENT)", "LT(1,KC_BSPC)" |
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], |
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["KC_LBRC" , "KC_7" , "KC_8" , "KC_9" , "KC_RBRC", |
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"KC_NO" , "KC_NO" , "KC_NO" , "KC_NO" , "KC_NO", |
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|
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"KC_SCLN" , "KC_4" , "KC_5" , "KC_6" , "KC_EQL", |
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"KC_NO" , "KC_LCTL" , "KC_LSFT" , "KC_LALT" , "KC_LGUI", |
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|
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"KC_GRV" , "KC_1" , "KC_2" , "KC_3" , "KC_BSLS", |
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"KC_NO" , "KC_NO" , "KC_NO" , "KC_RALT" , "KC_NO", |
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|
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"KC_0" , "KC_MINS", |
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"KC_NO" , "KC_NO" |
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], |
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["KC_LCBR" , "KC_AMPR" , "KC_ASTR" , "KC_LPRN" , "KC_RCBR", |
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"KC_NO" , "KC_NO" , "KC_NO" , "KC_NO" , "KC_NO", |
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|
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"KC_COLN" , "KC_DLR" , "KC_PERC" , "KC_CIRC" , "KC_PLUS", |
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"KC_NO" , "KC_LCTL" , "KC_LSFT" , "KC_LALT" , "KC_LGUI", |
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|
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"KC_TILD" , "KC_EXLM" , "KC_AT" , "KC_HASH" , "KC_PIPE", |
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"KC_NO" , "KC_NO" , "KC_NO" , "KC_RALT" , "KC_NO", |
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|
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"KC_RPRN" , "KC_UNDS", |
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"KC_NO" , "KC_NO" |
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], |
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["KC_F12" , "KC_F7" , "KC_F8" , "KC_F9" , "KC_PSCR", |
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"KC_AGIN" , "KC_PSTE" , "KC_COPY" , "KC_CUT" , "KC_UNDO", |
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|
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"KC_F11" , "KC_F4" , "KC_F5" , "KC_F6" , "KC_SCRL", |
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"KC_CAPS" , "KC_LEFT" , "KC_DOWN" , "KC_UP" , "KC_RGHT", |
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|
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"KC_F10" , "KC_F1" , "KC_F2" , "KC_F3" , "KC_PAUS", |
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"KC_INS" , "KC_HOME" , "KC_PGDN" , "KC_PGUP" , "KC_END", |
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|
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"KC_NO" , "KC_NO", |
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"KC_ESC" , "KC_DEL" |
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], |
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["KC_NO" , "KC_NO" , "KC_NO" , "KC_NO" , "KC_NO", |
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"KC_MPLY" , "KC_MPRV" , "KC_VOLD" , "KC_VOLU" , "KC_MNXT", |
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|
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"KC_LGUI" , "KC_LALT" , "KC_LSFT" , "KC_LCTL" , "KC_NO", |
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"KC_MUTE" , "KC_MS_L" , "KC_MS_D" , "KC_MS_U" , "KC_MS_R", |
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|
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"KC_NO" , "KC_RALT" , "KC_NO" , "KC_NO" , "KC_NO", |
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"KC_BTN3" , "KC_WH_L" , "KC_WH_D" , "KC_WH_U" , "KC_WH_R", |
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|
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"KC_NO" , "KC_NO", |
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"KC_BTN1" , "KC_BTN2" |
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] |
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], |
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"author": "@bruun-baer" |
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} |
@ -0,0 +1,2 @@ |
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Personal Ferris Sweep Keymap |
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=============================================== |
@ -1,150 +0,0 @@ |
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// Copyright 2021-2022 Google LLC
|
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//
|
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// Licensed under the Apache License, Version 2.0 (the "License");
|
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// you may not use this file except in compliance with the License.
|
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// You may obtain a copy of the License at
|
||||
//
|
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// https://www.apache.org/licenses/LICENSE-2.0
|
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//
|
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// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
//
|
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//
|
||||
// For full documentation, see
|
||||
// https://getreuer.info/posts/keyboards/caps-word
|
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|
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#include "caps_word.h" |
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|
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static bool caps_word_active = false; |
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|
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#if CAPS_WORD_IDLE_TIMEOUT > 0 |
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#if CAPS_WORD_IDLE_TIMEOUT < 100 || CAPS_WORD_IDLE_TIMEOUT > 30000 |
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// Constrain timeout to a sensible range. With the 16-bit timer, the longest
|
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// representable timeout is 32768 ms, rounded here to 30000 ms = half a minute.
|
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#error "caps_word: CAPS_WORD_IDLE_TIMEOUT must be between 100 and 30000 ms" |
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#endif |
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|
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static uint16_t idle_timer = 0; |
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|
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void caps_word_task(void) { |
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if (caps_word_active && timer_expired(timer_read(), idle_timer)) { |
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caps_word_set(false); |
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} |
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} |
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#endif // CAPS_WORD_IDLE_TIMEOUT > 0
|
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|
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bool process_caps_word(uint16_t keycode, keyrecord_t* record) { |
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#ifndef NO_ACTION_ONESHOT |
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const uint8_t mods = get_mods() | get_oneshot_mods(); |
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#else |
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const uint8_t mods = get_mods(); |
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#endif // NO_ACTION_ONESHOT
|
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|
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if (!caps_word_active) { |
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// Pressing both shift keys at the same time enables caps word.
|
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if ((mods & MOD_MASK_SHIFT) == MOD_MASK_SHIFT) { |
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caps_word_set(true); // Activate Caps Word.
|
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return false; |
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} |
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return true; |
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} else { |
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#if CAPS_WORD_IDLE_TIMEOUT > 0 |
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idle_timer = record->event.time + CAPS_WORD_IDLE_TIMEOUT; |
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#endif // CAPS_WORD_IDLE_TIMEOUT > 0
|
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} |
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|
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if (!record->event.pressed) { return true; } |
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|
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if (!(mods & ~MOD_MASK_SHIFT)) { |
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switch (keycode) { |
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// Ignore MO, TO, TG, TT, and OSL layer switch keys.
|
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case QK_MOMENTARY ... QK_MOMENTARY_MAX: |
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case QK_TO ... QK_TO_MAX: |
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case QK_TOGGLE_LAYER ... QK_TOGGLE_LAYER_MAX: |
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case QK_LAYER_TAP_TOGGLE ... QK_LAYER_TAP_TOGGLE_MAX: |
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case QK_ONE_SHOT_LAYER ... QK_ONE_SHOT_LAYER_MAX: |
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return true; |
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|
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#ifndef NO_ACTION_TAPPING |
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case QK_MOD_TAP ... QK_MOD_TAP_MAX: |
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if (record->tap.count == 0) { |
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// Deactivate if a mod becomes active through holding a mod-tap key.
|
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caps_word_set(false); |
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return true; |
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} |
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keycode &= 0xff; |
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break; |
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|
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#ifndef NO_ACTION_LAYER |
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case QK_LAYER_TAP ... QK_LAYER_TAP_MAX: |
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#endif // NO_ACTION_LAYER
|
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if (record->tap.count == 0) { return true; } |
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keycode &= 0xff; |
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break; |
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#endif // NO_ACTION_TAPPING
|
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|
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#ifdef SWAP_HANDS_ENABLE |
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case QK_SWAP_HANDS ... QK_SWAP_HANDS_MAX: |
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if (keycode > 0x56F0 || record->tap.count == 0) { return true; } |
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keycode &= 0xff; |
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break; |
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#endif // SWAP_HANDS_ENABLE
|
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} |
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|
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if (caps_word_press_user(keycode)) { |
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return true; |
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} |
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} |
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|
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caps_word_set(false); // Deactivate Caps Word.
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return true; |
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} |
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|
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void caps_word_set(bool active) { |
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if (active != caps_word_active) { |
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if (active) { |
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clear_mods(); |
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#ifndef NO_ACTION_ONESHOT |
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clear_oneshot_mods(); |
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#endif // NO_ACTION_ONESHOT
|
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#if CAPS_WORD_IDLE_TIMEOUT > 0 |
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idle_timer = timer_read() + CAPS_WORD_IDLE_TIMEOUT; |
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#endif // CAPS_WORD_IDLE_TIMEOUT > 0
|
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} else if ((get_weak_mods() & MOD_BIT(KC_LSFT)) != 0) { |
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// If the weak shift mod is still on, turn it off and send an update to
|
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// the host computer.
|
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del_weak_mods(MOD_BIT(KC_LSFT)); |
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send_keyboard_report(); |
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} |
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|
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caps_word_active = active; |
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caps_word_set_user(active); |
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} |
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} |
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|
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bool caps_word_get(void) { return caps_word_active; } |
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|
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__attribute__((weak)) void caps_word_set_user(bool active) {} |
||||
|
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__attribute__((weak)) bool caps_word_press_user(uint16_t keycode) { |
||||
switch (keycode) { |
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// Keycodes that continue Caps Word, with shift applied.
|
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case KC_A ... KC_Z: |
||||
add_weak_mods(MOD_BIT(KC_LSFT)); // Apply shift to the next key.
|
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return true; |
||||
|
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// Keycodes that continue Caps Word, without shifting.
|
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case KC_1 ... KC_0: |
||||
case KC_BSPC: |
||||
case KC_MINS: |
||||
case KC_UNDS: |
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return true; |
||||
|
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default: |
||||
return false; // Deactivate Caps Word.
|
||||
} |
||||
} |
||||
|
@ -1,127 +0,0 @@ |
||||
// Copyright 2021-2022 Google LLC
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||
// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// https://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
//
|
||||
//
|
||||
// Caps Word, activated by pressing both shift keys at the same time.
|
||||
//
|
||||
// This library implements "Caps Word", which is like conventional Caps Lock,
|
||||
// but automatically disables itself at the end of the word. This is useful for
|
||||
// typing all-caps identifiers like `MOD_MASK_ALT`.
|
||||
//
|
||||
// Caps Word is activated by pressing the left and right shift keys at the same
|
||||
// time. This way you don't need a dedicated key for using Caps Word. I've
|
||||
// tested that this works as expected with one-shot mods and Space Cadet Shift.
|
||||
// If your shift keys are mod-taps, activate Caps Word by holding both shift
|
||||
// mod-tap keys until the tapping term, release them, then begin typing.
|
||||
//
|
||||
// Optionally, Caps Word may be configured to deactivate if the keyboard is idle
|
||||
// for some time. This is useful to mitigate unintended shifting when you get
|
||||
// interrupted or switch to the mouse while Caps Word is active. In your
|
||||
// config.h, define `CAPS_WORD_IDLE_TIMEOUT` with a time in milliseconds:
|
||||
//
|
||||
// #define CAPS_WORD_IDLE_TIMEOUT 5000 // Turn off Caps Word after 5 seconds.
|
||||
//
|
||||
// and in your keymap.c, define (or add to) `matrix_scan_user()` as
|
||||
//
|
||||
// void matrix_scan_user(void) {
|
||||
// caps_word_task();
|
||||
// // Other tasks...
|
||||
// }
|
||||
//
|
||||
// For full documentation, see
|
||||
// https://getreuer.info/posts/keyboards/caps-word
|
||||
|
||||
#pragma once |
||||
|
||||
#include QMK_KEYBOARD_H |
||||
|
||||
// Call this function from `process_record_user()` to implement Caps Word.
|
||||
bool process_caps_word(uint16_t keycode, keyrecord_t* record); |
||||
|
||||
// If CAPS_WORD_IDLE_TIMEOUT is set, call `caps_word_task()` from
|
||||
// `matrix_scan_user()` as described above.
|
||||
//
|
||||
// If CAPS_WORD_IDLE_TIMEOUT isn't set, calling this function has no effect (but
|
||||
// will still compile).
|
||||
#if CAPS_WORD_IDLE_TIMEOUT > 0 |
||||
void caps_word_task(void); |
||||
#else |
||||
static inline void caps_word_task(void) {} |
||||
#endif |
||||
|
||||
// Activates or deactivates Caps Word. For instance activate Caps Word with a
|
||||
// combo by defining a `COMBO_ACTION` that calls `caps_word_set(true)`:
|
||||
//
|
||||
// void process_combo_event(uint16_t combo_index, bool pressed) {
|
||||
// switch(combo_index) {
|
||||
// case CAPS_COMBO:
|
||||
// if (pressed) {
|
||||
// caps_word_set(true); // Activate Caps Word.
|
||||
// }
|
||||
// break;
|
||||
//
|
||||
// // Other combos...
|
||||
// }
|
||||
// }
|
||||
void caps_word_set(bool active); |
||||
|
||||
// Returns whether Caps Word is currently active.
|
||||
bool caps_word_get(void); |
||||
|
||||
// An optional callback that gets called when Caps Word turns on or off. This is
|
||||
// useful to represent the current Caps Word state, e.g. by setting an LED or
|
||||
// playing a sound. In your keymap, define
|
||||
//
|
||||
// void caps_word_set_user(bool active) {
|
||||
// if (active) {
|
||||
// // Do something when Caps Word activates.
|
||||
// } else {
|
||||
// // Do something when Caps Word deactivates.
|
||||
// }
|
||||
// }
|
||||
void caps_word_set_user(bool active); |
||||
|
||||
// An optional callback which is called on every key press while Caps Word is
|
||||
// active. When the key should be shifted (that is, a letter key), the callback
|
||||
// should call `add_weak_mods(MOD_BIT(KC_LSFT))` to shift the key. The callback
|
||||
// also determines whether the key should continue Caps Word. Returning true
|
||||
// continues the current "word", while returning false is "word breaking" and
|
||||
// deactivates Caps Word. The default callback is
|
||||
//
|
||||
// bool caps_word_press_user(uint16_t keycode) {
|
||||
// switch (keycode) {
|
||||
// // Keycodes that continue Caps Word, with shift applied.
|
||||
// case KC_A ... KC_Z:
|
||||
// add_weak_mods(MOD_BIT(KC_LSFT)); // Apply shift to the next key.
|
||||
// return true;
|
||||
//
|
||||
// // Keycodes that continue Caps Word, without shifting.
|
||||
// case KC_1 ... KC_0:
|
||||
// case KC_BSPC:
|
||||
// case KC_MINS:
|
||||
// case KC_UNDS:
|
||||
// return true;
|
||||
//
|
||||
// default:
|
||||
// return false; // Deactivate Caps Word.
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// To customize, copy the above function into your keymap and add/remove
|
||||
// keycodes to the above cases.
|
||||
//
|
||||
// NOTE: Outside of this callback, you can use `caps_word_set(false)` to
|
||||
// deactivate Caps Word.
|
||||
bool caps_word_press_user(uint16_t keycode); |
||||
|
@ -0,0 +1,48 @@ |
||||
/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
|
||||
Copyright 2021 Tomas Guinan |
||||
|
||||
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/>.
|
||||
*/ |
||||
|
||||
#ifdef GAME_ENABLE |
||||
const uint16_t GAME_TIMER[] = {
|
||||
400, 350, 300, 250, 400, 350, 300, 250, 225, 200, 175, 150 |
||||
}; |
||||
|
||||
bool game_start = false; |
||||
HSV last_hsv; |
||||
static uint8_t paddle_pos_full; |
||||
static uint8_t paddle_lives; |
||||
static uint8_t level_number; |
||||
static uint8_t bounce_count; |
||||
static uint8_t damage_count; |
||||
static uint16_t damage_timer; |
||||
static uint16_t ball_timer; |
||||
|
||||
struct BallStruct |
||||
{ |
||||
uint8_t x; |
||||
uint8_t y; |
||||
bool on; |
||||
bool up; |
||||
bool left; |
||||
bool enemy; |
||||
}; |
||||
|
||||
struct BallStruct ball[2]; |
||||
|
||||
void init_ball(uint8_t i); |
||||
void hurt_paddle(void); |
||||
|
||||
#endif //GAME_ENABLE
|
@ -1,18 +1,18 @@ |
||||
SRC += caps_word.c
|
||||
|
||||
LTO_ENABLE = yes # link time optimization -- achieves a smaller compiled size
|
||||
CONSOLE_ENABLE = no
|
||||
COMMAND_ENABLE = no
|
||||
MOUSEKEY_ENABLE = yes
|
||||
|
||||
VIA_ENABLE = yes
|
||||
TAP_DANCE_ENABLE = yes
|
||||
BOOTMAGIC_ENABLE = yes # Enable Bootmagic Lite
|
||||
VIA_ENABLE = yes
|
||||
|
||||
TD_LSFT_CAPSLOCK_ENABLE = yes
|
||||
MOUSEKEY_ENABLE = yes
|
||||
TAP_DANCE_ENABLE = yes
|
||||
CAPS_WORD_ENABLE = yes # Enable built-in Caps Word functionality
|
||||
IDLE_TIMEOUT_ENABLE = yes
|
||||
STARTUP_NUMLOCK_ON = yes
|
||||
ENCODER_DEFAULTACTIONS_ENABLE = no
|
||||
|
||||
COLEMAK_LAYER_ENABLE = yes # Enable Colemak layer / set to no to disable
|
||||
INVERT_NUMLOCK_INDICATOR = yes
|
||||
GAME_ENABLE ?= yes # Enable Paddle Game / set to no to disable
|
||||
ifeq ($(strip $(GAME_ENABLE)), yes) |
||||
OPT_DEFS += -DGAME_ENABLE
|
||||
endif |
||||
|
@ -0,0 +1,146 @@ |
||||
/* Copyright 2021 Jonavin Eng @Jonavin
|
||||
Copyright 2022 gourdo1 <gourdo1@outlook.com> |
||||
|
||||
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/>.
|
||||
*/ |
||||
|
||||
#pragma once |
||||
|
||||
// Force n-key rollover
|
||||
#define FORCE_NKRO |
||||
|
||||
// Set TT to two taps
|
||||
#define TAPPING_TOGGLE 2 |
||||
|
||||
#ifdef COMMAND_ENABLE |
||||
#define IS_COMMAND() (get_mods() == MOD_MASK_CTRL) //debug commands accessed by holding down both CTRLs: https://github.com/qmk/qmk_firmware/blob/master/docs/feature_command.md
|
||||
#endif |
||||
|
||||
// Caps Word configuration
|
||||
#define BOTH_SHIFTS_TURNS_ON_CAPS_WORD |
||||
#define CAPS_WORD_IDLE_TIMEOUT 10000 // Automatically turn off after x milliseconds of idle. 0 to never timeout.
|
||||
|
||||
// Handle GRAVESC combo keys
|
||||
#define GRAVE_ESC_ALT_OVERRIDE |
||||
// Always send Escape if Alt is pressed
|
||||
#define GRAVE_ESC_CTRL_OVERRIDE |
||||
// Always send Escape if Control is pressed
|
||||
|
||||
// #define TAPPING_TERM 180
|
||||
#define TAPPING_TERM 300 |
||||
#define TAPPING_TERM_PER_KEY |
||||
|
||||
#ifdef RGB_MATRIX_ENABLE |
||||
#define RGB_DISABLE_WHEN_USB_SUSPENDED |
||||
#define RGB_MATRIX_KEYPRESSES // Enables REACTIVE & SPLASH modes
|
||||
#define RGB_MATRIX_FRAMEBUFFER_EFFECTS // Enables Heatmap, Rain
|
||||
|
||||
// RGB step values
|
||||
#define RGBLIGHT_HUE_STEP 32 // The number of steps to cycle through the hue by (default 10)
|
||||
#define RGBLIGHT_SAT_STEP 17 // The number of steps to increment the saturation by (default 17)
|
||||
#define RGBLIGHT_VAL_STEP 17 // The number of steps to increment the brightness by (default 17)
|
||||
|
||||
// Startup values, when none have been set
|
||||
#define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_SOLID_REACTIVE // Sets the default effect mode, if none has been set (was RGB_MATRIX_SOLID_COLOR)
|
||||
#define RGB_MATRIX_STARTUP_HUE 24 // Sets the default hue value, if none has been set
|
||||
#define RGB_MATRIX_STARTUP_SAT 255 // Sets the default saturation value, if none has been set
|
||||
#define RGB_MATRIX_STARTUP_VAL 127 // Sets the default brightness value, if none has been set
|
||||
#define RGB_MATRIX_STARTUP_SPD 127 // Sets the default animation speed, if none has been set
|
||||
|
||||
// Uncomment any #undef line below to turn OFF any default enabled RGB background effect (enabled in keyboards/gmmk/pro/config.h).
|
||||
#undef ENABLE_RGB_MATRIX_ALPHAS_MODS // Solid color (seems redundant; seems same as RGB_MATRIX_SOLID_COLOR?)
|
||||
//#undef ENABLE_RGB_MATRIX_GRADIENT_UP_DOWN // Static, horizontal rainbow
|
||||
//#undef ENABLE_RGB_MATRIX_GRADIENT_LEFT_RIGHT // Static, vertical Rainbow
|
||||
//#undef ENABLE_RGB_MATRIX_BREATHING // Breathing animation using selected HSV color
|
||||
#undef ENABLE_RGB_MATRIX_BAND_SAT // Single hue band fading saturation scrolling left to right (with white)
|
||||
//#undef ENABLE_RGB_MATRIX_BAND_VAL // Single hue band fading brightness scrolling left to right (with black)
|
||||
#undef ENABLE_RGB_MATRIX_BAND_PINWHEEL_SAT // Single hue 3 blade spinning pinwheel fades sat (with white)
|
||||
//#undef ENABLE_RGB_MATRIX_BAND_PINWHEEL_VAL // Single hue 3 blade spinning pinwheel fades brightness (with black)
|
||||
#undef ENABLE_RGB_MATRIX_BAND_SPIRAL_SAT // Single hue spinning spiral fades brightness (with white)
|
||||
//#undef ENABLE_RGB_MATRIX_BAND_SPIRAL_VAL // Single hue spinning spiral fades brightness (with black)
|
||||
//#undef ENABLE_RGB_MATRIX_CYCLE_ALL // Full keyboard cycling through rainbow
|
||||
//#undef ENABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT // Full gradient moving left to right
|
||||
//#undef ENABLE_RGB_MATRIX_CYCLE_UP_DOWN // Full gradient scrolling top to bottom
|
||||
#undef ENABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON // Full gradient chevron scrolling left to right (too similar to cycle left right)
|
||||
//#undef ENABLE_RGB_MATRIX_CYCLE_OUT_IN // Rainbow circles coming to center.
|
||||
#undef ENABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL // Two Rainbow circles coming to 1/3 and 2/3 points. (seems mostly redundant with above)
|
||||
#undef ENABLE_RGB_MATRIX_CYCLE_PINWHEEL // Built-in cycling pinwheel (seems redundant with below)
|
||||
//#undef ENABLE_RGB_MATRIX_CYCLE_SPIRAL // Full gradient spinning spiral around center of keyboard
|
||||
#undef ENABLE_RGB_MATRIX_RAINBOW_BEACON // Spinning rainbow (more distracting transitions)
|
||||
//#undef ENABLE_RGB_MATRIX_RAINBOW_PINWHEELS // Spinning rainbow (smoother)
|
||||
#undef ENABLE_RGB_MATRIX_DUAL_BEACON // Two rainbows spinning around keyboard (distracting, busy)
|
||||
#undef ENABLE_RGB_MATRIX_RAINDROPS // Sustained raindrops of blue, green, yellow (confusing to use with RGB layers)
|
||||
//#undef ENABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS // Sustained raindrops of blue, purple, pink, green (confusing to use with RGB layers, but slightly better than above)
|
||||
#undef ENABLE_RGB_MATRIX_HUE_BREATHING // Hue shifts up a slight amount at the same time, then shifts back (very subtle)
|
||||
#undef ENABLE_RGB_MATRIX_HUE_PENDULUM // Hue shifts up a slight amount in a wave to the right, then back to the left (very subtle)
|
||||
#undef ENABLE_RGB_MATRIX_HUE_WAVE // Hue shifts up a slight amount and then back down in a wave to the right (very subtle)
|
||||
//#undef ENABLE_RGB_MATRIX_PIXEL_RAIN // Non-sustained raindrops of pastel colors
|
||||
#undef ENABLE_RGB_MATRIX_PIXEL_FLOW // More active version of pixel rain with quick cycling (unusable, very distracting)
|
||||
#undef ENABLE_RGB_MATRIX_PIXEL_FRACTAL // Same as Pixel Flow but with current HSV only (somewhat distracting)
|
||||
//Only enabled if RGB_MATRIX_FRAMEBUFFER_EFFECTS is defined
|
||||
//#undef ENABLE_RGB_MATRIX_TYPING_HEATMAP // Fading heatmap that follows keystrokes (has buggy side LEDs that glow red)
|
||||
//#undef ENABLE_RGB_MATRIX_DIGITAL_RAIN // The Matrix (has buggy side LEDs that glow red)
|
||||
//Only enabled if RGB_MATRIX_KEYPRESSES or RGB_MATRIX_KEYRELEASES is defined
|
||||
//#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE // Key hits shown in current hue - all other keys black
|
||||
//#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE // Keyboard lights up in chosen hue, key hits shown in complementary hue (try this as default?)
|
||||
#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE // Hue & value pulse around a single key hit then fades value out (Single key)
|
||||
//#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE // same as above but more intense (Multi-key)
|
||||
#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS // Column and Row single current color fade (Single key)
|
||||
//#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS // Column and Row single color fade. (Multi-key)
|
||||
#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS // Hue & value pulse away on the same column and row of key hit then fades (Single key)
|
||||
//#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS // Hue & value pulse away on the same column and row of multi-key hit then fades
|
||||
//#undef ENABLE_RGB_MATRIX_SPLASH // Full rainbow pulses from key hit. All else black.
|
||||
#undef ENABLE_RGB_MATRIX_MULTISPLASH // Full rainbow pulses from multi-keys. All else black. (distracting on multiple keystroke hits)
|
||||
#undef ENABLE_RGB_MATRIX_SOLID_SPLASH // Single color pulses from key hit. All else black. (distracting on multiple key hits)
|
||||
//#undef ENABLE_RGB_MATRIX_SOLID_MULTISPLASH // Single color pulses from muli-keys. All else black.
|
||||
#endif //RGB_MATRIX_ENABLE
|
||||
|
||||
// Add a layer for colemak -- set "COLEMAK_LAYER_ENABLE = yes" in rules.mk to enable
|
||||
#if defined COLEMAK_LAYER_ENABLE |
||||
#ifdef GAME_ENABLE |
||||
#define DYNAMIC_KEYMAP_LAYER_COUNT 6 |
||||
#define _COLEMAK 5 |
||||
#else |
||||
#define DYNAMIC_KEYMAP_LAYER_COUNT 5 |
||||
#define _COLEMAK 4 |
||||
#endif //GAME_ENABLE
|
||||
#endif // COLEMAK_LAYER_ENABLE
|
||||
|
||||
/*
|
||||
// Mouse Keys Accelerated Mode Definitions
|
||||
#define MOUSEKEY_DELAY 3 // Delay between pressing a movement key and cursor movement (default: 10)
|
||||
#define MOUSEKEY_INTERVAL 13 // Time between cursor movements in milliseconds (default: 20); Try setting to 1000/monitor refresh for smooth movement.
|
||||
#define MOUSEKEY_MOVE_DELTA 8 // Step size (default: 8)
|
||||
#define MOUSEKEY_MAX_SPEED 9 // Maximum cursor speed at which acceleration stops (default: 10)
|
||||
#define MOUSEKEY_TIME_TO_MAX 150 // Time until maximum cursor speed is reached (default: 30)
|
||||
#define MOUSEKEY_WHEEL_DELAY 0 // Delay between pressing a wheel key and wheel movement (default: 10)
|
||||
#define MOUSEKEY_WHEEL_INTERVAL 80 // Time between wheel movements (default: 80)
|
||||
#define MOUSEKEY_WHEEL_MAX_SPEED 8 // Maximum number of scroll steps per scroll action (default: 8)
|
||||
#define MOUSEKEY_WHEEL_TIME_TO_MAX 40 // Time until maximum scroll speed is reached (default: 40)
|
||||
*/ |
||||
|
||||
// Mouse Keys Kinetic Mode Definitions
|
||||
#define MK_KINETIC_SPEED // Enable Kinetic mode: Uses a quadratic curve on cursor speed to allow precise movements at the beginning and increases speed thereafter.
|
||||
#define MOUSEKEY_DELAY 3 // Delay between pressing a movement key and cursor movement (default: 10)
|
||||
#define MOUSEKEY_INTERVAL 13 // Time between cursor movements in milliseconds (default: 20); Try setting to 1000/monitor refresh for smooth movement.
|
||||
#define MOUSEKEY_MOVE_DELTA 5 // Step size for accelerating from initial to base speed (default: 8)
|
||||
#define MOUSEKEY_MOVE_MAX 50 // use instead of BASE SPEED to limit speed in Kinetic mode
|
||||
#define MOUSEKEY_INITIAL_SPEED 100 // Initial speed of the cursor in pixels per second (default: 100)
|
||||
//#define MOUSEKEY_BASE_SPEED 800 // (broken in QMK 0.16.0) Maximum cursor speed at which acceleration stops (default: 1000)
|
||||
#define MOUSEKEY_DECELERATED_SPEED 400 // Decelerated cursor speed (default: 400)
|
||||
#define MOUSEKEY_ACCELERATED_SPEED 2000 // Accelerated cursor speed (default: 3000)
|
||||
#define MOUSEKEY_WHEEL_INITIAL_MOVEMENTS 16 // Initial number of movements of the mouse wheel (default: 16)
|
||||
#define MOUSEKEY_WHEEL_BASE_MOVEMENTS 32 // Maximum number of movements at which acceleration stops (default: 32)
|
||||
#define MOUSEKEY_WHEEL_ACCELERATED_MOVEMENTS 48 // Accelerated wheel movements (default: 48)
|
||||
#define MOUSEKEY_WHEEL_DECELERATED_MOVEMENTS 8 // Decelerated wheel movements (default: 8)
|
@ -0,0 +1,682 @@ |
||||
/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
|
||||
Copyright 2021 Jonavin Eng @Jonavin |
||||
Copyright 2022 RustyBrakes (ISO conversion) |
||||
Copyright 2022 gourdo1 <gourdo1@outlook.com> |
||||
|
||||
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/>.
|
||||
*/ |
||||
|
||||
// Note: Several advanced functions referenced in this file (like Tap Dance functions) are defined in /users/gourdo1/gourdo1.c
|
||||
|
||||
#include QMK_KEYBOARD_H |
||||
|
||||
#include "rgb_matrix_map.h" |
||||
|
||||
#include "gourdo1.h" |
||||
|
||||
#include "paddlegame.h" |
||||
|
||||
#include <math.h> |
||||
|
||||
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { |
||||
|
||||
/* Base Layout
|
||||
* |
||||
* ,-------------------------------------------------------------------------------------------------------------. |
||||
* | Esc || F1 | F2 | F3 | F4 || F5 | F6 | F7 | F8 || F9 | F10 | F11 | F12 || Home || Mute | |
||||
* |=============================================================================================================| |
||||
* | ISO | 1 ! | 2 @ | 3 # | 4 $ | 5 % | 6 ^ | 7 & | 8 * | 9 ( | 0 ) | - _ | = + | Backspc || Del | |
||||
* |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------| |
||||
* | Tab | Q | W | E | R | T | Y | U | I | O | P | [ } | ] } | || PgUp | |
||||
* |---------+------+------+------+------+------+------+------+------+------+------+------+------+ ++------| |
||||
* | Capslock | A | S | D | F | G | H | J | K | L | ; : | ' " | ISO| Enter || PgDn | |
||||
* |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------| |
||||
* | LShift | ISO | Z | X | C | V | B | N | M | , < | . > | / ? | RShift || Up || End | |
||||
* |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======| |
||||
* | Ctrl | Win | LAlt | Space | RAlt | Fn | Ctrl || Left | Down | Rght | |
||||
* `------------------------------------------------------------------------------------------------------------' |
||||
*/ |
||||
|
||||
[_BASE] = LAYOUT( |
||||
KC_ESC, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, LEFTOFENC, ENCFUNC, |
||||
KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, KC_BSPC, BELOWENC, |
||||
KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC, KC_PGUP, |
||||
CAPSNUM, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_NUHS, KC_ENT, KC_PGDN, |
||||
LSFTCAPSWIN,KC_NUBS, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_END, |
||||
KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, MO(_FN1),KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT |
||||
), |
||||
|
||||
/* FN1 Layout
|
||||
* |
||||
* ,-------------------------------------------------------------------------------------------------------------. |
||||
* | Esc ||MyCmp |WbHom | Calc |MdSel ||MdPrv |MdNxt |MdPly |MdStp ||VolDn |VolUp |PrScr |ScrLk ||Pause ||Sleep | |
||||
* |=============================================================================================================| |
||||
* | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ |RGBTOD|RGBTOI| ________ ||RGBTOG| |
||||
* |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------| |
||||
* | ______ |RGBSAD|RGBVAI|RGBSAI| NKRO | ____ |YAHOO | ____ | ____ |OUTLK |Pause | ____ | ____ | || Home | |
||||
* |---------+------+------+------+------+------+------+------+------+------+------+------+------+ ++------| |
||||
* | Capslock |RGBHUD|RGBVAD|RGBHUI| ____|GMAIL |HTMAIL| ____ | ____ | ____ | ____ | ____ | ___ | ____ || End | |
||||
* |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------| |
||||
* | ____ |RESET |RGBNIT| ____ | ____ | ____ | ____ |NumLk | ____ | ____ |DOTCOM| CAD | ______ ||RGBMOD|| ____ | |
||||
* |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======| |
||||
* | ____ | WinKyLk | ____ | _____ | ____ | ____ | ____ ||RGBSPD|RGBRMD|RGBSPI| |
||||
* `------------------------------------------------------------------------------------------------------------' |
||||
*/ |
||||
|
||||
#ifdef GAME_ENABLE |
||||
[_FN1] = LAYOUT( |
||||
EE_CLR, KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SLCK, KC_PAUS, KC_SLEP, |
||||
PRNCONF, TG_CAPS, TG_PAD, TG_ESC, TG_DEL, TG_TDCAP,TG_ENC, TG_INS,TG_SPCMOD, _______, _______, RGB_TOD, RGB_TOI, _______, RGB_TOG, |
||||
_______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO, _______, _______, OUTLOOK, TG(_GAME),SWAP_L, SWAP_R, KC_HOME, |
||||
KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, LOCKPC, _______, _______, _______, _______, KC_END, |
||||
_______, RESET, RGB_NITE,_______, _______, _______, _______, KC_NLCK, _______, _______, DOTCOM, KC_CAD, _______, RGB_MOD, _______, |
||||
_______, WINLOCK, _______, _______, _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI |
||||
), |
||||
|
||||
[_GAME] = LAYOUT( |
||||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, |
||||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, |
||||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, |
||||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, |
||||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, |
||||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______ |
||||
), |
||||
|
||||
#else |
||||
[_FN1] = LAYOUT( |
||||
EE_CLR, KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SLCK, KC_PAUS, KC_SLEP, |
||||
PRNCONF, TG_CAPS, TG_PAD, TG_ESC, TG_DEL, TG_TDCAP,TG_ENC, TG_INS,TG_SPCMOD, _______, _______, RGB_TOD, RGB_TOI, _______, RGB_TOG, |
||||
_______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO, _______, _______, OUTLOOK, KC_PAUS, SWAP_L, SWAP_R, KC_HOME, |
||||
KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, LOCKPC, _______, _______, _______, _______, KC_END, |
||||
_______, RESET, RGB_NITE,_______, _______, _______, _______, KC_NLCK, _______, _______, DOTCOM, KC_CAD, _______, RGB_MOD, _______, |
||||
_______, KC_WINLCK, _______, _______, _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI |
||||
), |
||||
#endif //GAME_ENABLE
|
||||
|
||||
/* _NUMPADMOUSE Layout
|
||||
* Note: A symbol preceded by "P" is a Numpad-encoded version of the key -- any app that differentiates will recognize the char as coming from a physical numpad. |
||||
* ,-------------------------------------------------------------------------------------------------------------. |
||||
* | ____ || ____ | ____ | ____ | ____ || ____ | ____ | ____ | ____ || ____ | ____ | ____ | ____ || ____ || ____ | |
||||
* |=============================================================================================================| |
||||
* | ____ | P1 | P2 | P3 | P4 | P5 | P6 | P7 | P8 | P9 | P0 | P- | P+ | ________ || ____ | |
||||
* |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------| |
||||
* | ______ | PGUP | Up | PGDN | None | None | None | P4 | P5 | P6 | P+ | ____ | ____ | || WhUp | |
||||
* |---------+------+------+------+------+------+------+------+------+------+------+------+------+ ++------| |
||||
* | ________ | Left | Down | Rght | None| None | None | P1 | P2 | P3 | P* | ___ | ___ |P-Enter|| WhDn | |
||||
* |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------| |
||||
* | __________ | None | ____ | ____ | ____ | None | None | 0 | 00 | P. | P/ | MBt1 ||MS_UP || MBt2 | |
||||
* |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======| |
||||
* | ____ | ____ | ____ | _____ | ____ | ____ | MBt3 ||MS_LT |MS_DN |MS_RT | |
||||
* `------------------------------------------------------------------------------------------------------------' |
||||
*/ |
||||
|
||||
[_NUMPADMOUSE] = LAYOUT( |
||||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, |
||||
_______, KC_P1, KC_P2, KC_P3, KC_P4, KC_P5, KC_P6, KC_P7, KC_P8, KC_P9, KC_P0, KC_PMNS, KC_PPLS, _______, _______, |
||||
_______, KC_PGUP, KC_UP, KC_PGDN, KC_NO, KC_NO, KC_NO, KC_P4, KC_P5, KC_P6, KC_PPLS, _______, _______, KC_WH_U, |
||||
_______, KC_LEFT, KC_DOWN, KC_RGHT, KC_NO, KC_NO, KC_NO, KC_P1, KC_P2, KC_P3, KC_PAST, _______, _______, KC_PENT, KC_WH_D, |
||||
_______, _______, KC_NO, _______, _______, _______, KC_NO, KC_NO, KC_P0, KC_00, KC_PDOT, KC_PSLS, KC_BTN1, KC_MS_U, KC_BTN2, |
||||
_______, _______, _______, KC_PENT, _______, _______, KC_BTN3, KC_MS_L, KC_MS_D, KC_MS_R |
||||
), |
||||
|
||||
[_MOUSEKEY] = LAYOUT( |
||||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, |
||||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, |
||||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_WH_U, |
||||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_WH_D, |
||||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_BTN1, KC_MS_U, KC_BTN2, |
||||
_______, _______, _______, _______, _______, _______, KC_BTN3, KC_MS_L, KC_MS_D, KC_MS_R |
||||
), |
||||
|
||||
#ifdef COLEMAK_LAYER_ENABLE |
||||
[_COLEMAK] = LAYOUT( |
||||
_______, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, _______, _______, |
||||
KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, _______, _______, |
||||
KC_TAB, KC_Q, KC_W, KC_F, KC_P, KC_G, KC_J, KC_L, KC_U, KC_Y, KC_SCLN, KC_LBRC, KC_RBRC, KC_PGUP, |
||||
_______, KC_A, KC_R, KC_S, KC_T, KC_D, KC_H, KC_N, KC_E, KC_I, KC_O, KC_QUOT, KC_NUHS, KC_ENT, KC_PGDN, |
||||
_______, KC_NUBS, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_K, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_END, |
||||
_______, _______, _______, KC_SPC, KC_RALT, _______, KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT |
||||
), |
||||
#endif // COLEMAK_LAYER_ENABLE
|
||||
}; |
||||
|
||||
#if defined(ENCODER_ENABLE) && !defined(ENCODER_DEFAULTACTIONS_ENABLE) // Encoder Functionality when not using userspace defaults
|
||||
void encoder_action_rgbhue(bool clockwise) { |
||||
if (clockwise) |
||||
rgblight_increase_hue_noeeprom(); |
||||
else |
||||
rgblight_decrease_hue_noeeprom(); |
||||
} |
||||
|
||||
bool encoder_update_user(uint8_t index, bool clockwise) { |
||||
uint8_t mods_state = get_mods(); |
||||
if (mods_state & MOD_BIT(KC_LSFT)) { // If you are holding L shift, encoder changes layers
|
||||
encoder_action_layerchange(clockwise); |
||||
} else if (mods_state & MOD_BIT(KC_RSFT)) { // If you are holding R shift, Page up/dn
|
||||
unregister_mods(MOD_BIT(KC_RSFT)); |
||||
encoder_action_navpage(clockwise); |
||||
register_mods(MOD_BIT(KC_RSFT)); |
||||
} else if (mods_state & MOD_BIT(KC_LCTL)) { // if holding Left Ctrl, navigate next/prev word
|
||||
encoder_action_navword(clockwise); |
||||
} else if (mods_state & MOD_BIT(KC_RCTL)) { // if holding Right Ctrl, change rgb hue/colour
|
||||
encoder_action_rgbhue(clockwise); |
||||
} else if (mods_state & MOD_BIT(KC_LALT)) { // if holding Left Alt, change media next/prev track
|
||||
encoder_action_mediatrack(clockwise); |
||||
} else { |
||||
switch (get_highest_layer(layer_state)) { |
||||
case _FN1: |
||||
#ifdef IDLE_TIMEOUT_ENABLE |
||||
timeout_update_threshold(clockwise); |
||||
#endif |
||||
break; |
||||
#ifdef GAME_ENABLE |
||||
case _GAME: |
||||
// Game: Paddle movement
|
||||
if (damage_count == 0) { |
||||
if (clockwise) { |
||||
if (paddle_pos_full < 15) ++paddle_pos_full; |
||||
} else { |
||||
if (paddle_pos_full > 0) --paddle_pos_full; |
||||
} |
||||
} |
||||
break; |
||||
#endif //GAME_ENABLE
|
||||
default: |
||||
encoder_action_volume(clockwise); // Otherwise it just changes volume
|
||||
break; |
||||
} |
||||
} |
||||
//return true; //set to return false to counteract enabled encoder in pro.c
|
||||
return false; |
||||
} |
||||
#endif // ENCODER_ENABLE && !ENCODER_DEFAULTACTIONS_ENABLE
|
||||
|
||||
#ifdef RGB_MATRIX_ENABLE |
||||
|
||||
// Game logic
|
||||
#ifdef GAME_ENABLE |
||||
void init_ball(uint8_t i) { |
||||
i &= 1; |
||||
ball[i].on = true; |
||||
ball[i].up = false; |
||||
ball[i].y = 0; |
||||
ball[i].x = rand() % 16; |
||||
|
||||
// Set initial ball state
|
||||
if (ball[i].x < 8) { |
||||
ball[i].left = false; |
||||
} else { |
||||
ball[i].x -= 4; |
||||
ball[i].left = true; |
||||
} |
||||
|
||||
// 1/4 chance of being an enemy ball after level 6
|
||||
if (level_number > 3) { |
||||
ball[i].enemy = ((rand() % 4) == 0); |
||||
} else { |
||||
ball[i].enemy = false; |
||||
} |
||||
} |
||||
|
||||
void hurt_paddle(void) { |
||||
if (paddle_lives > 0) { |
||||
--paddle_lives; |
||||
} |
||||
damage_timer = timer_read(); |
||||
damage_count = 10; |
||||
|
||||
// Reset board
|
||||
init_ball(0); |
||||
ball[1].on = false; |
||||
} |
||||
#endif //GAME_ENABLE
|
||||
|
||||
// Capslock, Scroll lock and Numlock indicator on Left side lights.
|
||||
void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) { |
||||
if (get_rgb_nightmode()) rgb_matrix_set_color_all(RGB_OFF); |
||||
|
||||
// Scroll Lock RGB setup
|
||||
if (IS_HOST_LED_ON(USB_LED_SCROLL_LOCK)) { |
||||
rgb_matrix_set_color(LED_L3, RGB_RED); |
||||
rgb_matrix_set_color(LED_L4, RGB_RED); |
||||
rgb_matrix_set_color(LED_TAB, RGB_RED); |
||||
rgb_matrix_set_color(LED_F12, RGB_RED); |
||||
} |
||||
|
||||
// System NumLock warning indicator RGB setup
|
||||
#ifdef INVERT_NUMLOCK_INDICATOR |
||||
if (!IS_HOST_LED_ON(USB_LED_NUM_LOCK)) { // on if NUM lock is OFF to bring attention to overlay numpad not functional when enabled
|
||||
rgb_matrix_set_color(LED_GRV, RGB_ORANGE2); |
||||
rgb_matrix_set_color(LED_L1, RGB_ORANGE2); |
||||
rgb_matrix_set_color(LED_L2, RGB_ORANGE2); |
||||
rgb_matrix_set_color(LED_N, RGB_ORANGE2); |
||||
rgb_matrix_set_color(LED_FN, RGB_ORANGE2); |
||||
} |
||||
#else |
||||
if (IS_HOST_LED_ON(USB_LED_NUM_LOCK)) { // Normal, on if NUM lock is ON
|
||||
rgb_matrix_set_color(LED_GRV, RGB_ORANGE2); |
||||
rgb_matrix_set_color(LED_L1, RGB_ORANGE2); |
||||
rgb_matrix_set_color(LED_L2, RGB_ORANGE2); |
||||
rgb_matrix_set_color(LED_N, RGB_ORANGE2); |
||||
rgb_matrix_set_color(LED_FN, RGB_ORANGE2); |
||||
} |
||||
#endif // INVERT_NUMLOCK_INDICATOR
|
||||
|
||||
// CapsLock RGB setup
|
||||
if (IS_HOST_LED_ON(USB_LED_CAPS_LOCK)) { |
||||
if (user_config.rgb_hilite_caps) { |
||||
for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_LETTERS); i++) { |
||||
rgb_matrix_set_color(LED_LIST_LETTERS[i], RGB_CHARTREUSE); |
||||
} |
||||
rgb_matrix_set_color(LED_L7, RGB_CHARTREUSE); |
||||
rgb_matrix_set_color(LED_L8, RGB_CHARTREUSE); |
||||
rgb_matrix_set_color(LED_LSFT, RGB_CHARTREUSE); |
||||
} |
||||
else { |
||||
rgb_matrix_set_color(LED_L7, RGB_CHARTREUSE); |
||||
rgb_matrix_set_color(LED_L8, RGB_CHARTREUSE); |
||||
rgb_matrix_set_color(LED_LSFT, RGB_CHARTREUSE); |
||||
} |
||||
} |
||||
|
||||
// Winkey disabled (gaming) mode RGB setup
|
||||
if (keymap_config.no_gui) { |
||||
rgb_matrix_set_color(LED_LWIN, RGB_RED); //light up Winkey red when disabled
|
||||
rgb_matrix_set_color(LED_W, RGB_CHARTREUSE); //light up gaming keys with WSAD higlighted
|
||||
rgb_matrix_set_color(LED_S, RGB_CHARTREUSE); |
||||
rgb_matrix_set_color(LED_A, RGB_CHARTREUSE); |
||||
rgb_matrix_set_color(LED_D, RGB_CHARTREUSE); |
||||
rgb_matrix_set_color(LED_Q, RGB_ORANGE2); |
||||
rgb_matrix_set_color(LED_E, RGB_ORANGE2); |
||||
rgb_matrix_set_color(LED_R, RGB_ORANGE2); |
||||
rgb_matrix_set_color(LED_TAB, RGB_ORANGE2); |
||||
rgb_matrix_set_color(LED_F, RGB_ORANGE2); |
||||
rgb_matrix_set_color(LED_Z, RGB_ORANGE2); |
||||
rgb_matrix_set_color(LED_X, RGB_ORANGE2); |
||||
rgb_matrix_set_color(LED_C, RGB_ORANGE2); |
||||
rgb_matrix_set_color(LED_V, RGB_ORANGE2); |
||||
rgb_matrix_set_color(LED_SPC, RGB_ORANGE2); |
||||
rgb_matrix_set_color(LED_LCTL, RGB_ORANGE2); |
||||
rgb_matrix_set_color(LED_LSFT, RGB_ORANGE2); |
||||
} |
||||
|
||||
// Fn selector mode RGB setup
|
||||
switch (get_highest_layer(layer_state)) { // special handling per layer
|
||||
case _FN1: // on Fn layer select what the encoder does when pressed
|
||||
rgb_matrix_set_color(LED_FN, RGB_RED); //FN key
|
||||
|
||||
//NEW RGB LIGHTING TO RING KEYBOARD ON FN LAYER ACTIVATION:
|
||||
for (uint8_t j = 0; j < ARRAYSIZE(LED_LIST_FUNCROW); j++) { |
||||
rgb_matrix_set_color(LED_LIST_FUNCROW[j], RGB_RED); |
||||
} |
||||
rgb_matrix_set_color(LED_LCTL, RGB_RED); |
||||
rgb_matrix_set_color(LED_LALT, RGB_RED); |
||||
rgb_matrix_set_color(LED_SPC, RGB_RED); |
||||
rgb_matrix_set_color(LED_LWIN, RGB_RED); |
||||
//rgb_matrix_set_color(LED_RALT, RGB_RED);
|
||||
rgb_matrix_set_color(LED_FN, RGB_OFFBLUE); |
||||
//rgb_matrix_set_color(LED_RCTL, RGB_RED);
|
||||
rgb_matrix_set_color(LED_BSLS, RGB_RED); |
||||
rgb_matrix_set_color(LED_L1, RGB_RED); |
||||
rgb_matrix_set_color(LED_L2, RGB_RED); |
||||
rgb_matrix_set_color(LED_L3, RGB_RED); |
||||
rgb_matrix_set_color(LED_L4, RGB_RED); |
||||
rgb_matrix_set_color(LED_L5, RGB_RED); |
||||
rgb_matrix_set_color(LED_L6, RGB_RED); |
||||
rgb_matrix_set_color(LED_L7, RGB_RED); |
||||
rgb_matrix_set_color(LED_L8, RGB_RED); |
||||
rgb_matrix_set_color(LED_DOWN, RGB_RED); |
||||
rgb_matrix_set_color(LED_LEFT, RGB_RED); |
||||
rgb_matrix_set_color(LED_RIGHT, RGB_RED); |
||||
rgb_matrix_set_color(LED_R1, RGB_RED); |
||||
rgb_matrix_set_color(LED_R2, RGB_RED); |
||||
rgb_matrix_set_color(LED_R3, RGB_RED); |
||||
rgb_matrix_set_color(LED_R4, RGB_RED); |
||||
rgb_matrix_set_color(LED_R5, RGB_RED); |
||||
rgb_matrix_set_color(LED_R6, RGB_RED); |
||||
rgb_matrix_set_color(LED_R7, RGB_RED); |
||||
rgb_matrix_set_color(LED_R8, RGB_RED); |
||||
rgb_matrix_set_color(LED_MINS, RGB_OFFBLUE); |
||||
rgb_matrix_set_color(LED_EQL, RGB_OFFBLUE); |
||||
#ifdef GAME_ENABLE |
||||
rgb_matrix_set_color(LED_P, RGB_CHARTREUSE); |
||||
#else |
||||
rgb_matrix_set_color(LED_P, RGB_RED); |
||||
#endif // GAME_ENABLE
|
||||
|
||||
//Add RGB statuses for user.config toggles
|
||||
if (user_config.rgb_hilite_caps) { |
||||
rgb_matrix_set_color(LED_1, RGB_GREEN); |
||||
} else { |
||||
rgb_matrix_set_color(LED_1, RGB_PURPLE); |
||||
} |
||||
if (user_config.rgb_hilite_numpad) { |
||||
rgb_matrix_set_color(LED_2, RGB_GREEN); |
||||
} else { |
||||
rgb_matrix_set_color(LED_2, RGB_PURPLE); |
||||
} |
||||
if (user_config.esc_double_tap_to_baselyr) { |
||||
rgb_matrix_set_color(LED_3, RGB_GREEN); |
||||
} else { |
||||
rgb_matrix_set_color(LED_3, RGB_PURPLE); |
||||
} |
||||
if (user_config.del_right_home_top) { |
||||
rgb_matrix_set_color(LED_4, RGB_GREEN); |
||||
} else { |
||||
rgb_matrix_set_color(LED_4, RGB_PURPLE); |
||||
} |
||||
if (user_config.double_tap_shift_for_capslock) { |
||||
rgb_matrix_set_color(LED_5, RGB_GREEN); |
||||
} else { |
||||
rgb_matrix_set_color(LED_5, RGB_PURPLE); |
||||
} |
||||
if (user_config.encoder_press_mute_or_media) { |
||||
rgb_matrix_set_color(LED_6, RGB_GREEN); |
||||
} else { |
||||
rgb_matrix_set_color(LED_6, RGB_PURPLE); |
||||
} |
||||
if (user_config.ins_on_shft_bkspc_or_del) { |
||||
rgb_matrix_set_color(LED_7, RGB_GREEN); |
||||
} else { |
||||
rgb_matrix_set_color(LED_7, RGB_PURPLE); |
||||
} |
||||
if (user_config.disable_space_mods) { |
||||
rgb_matrix_set_color(LED_8, RGB_GREEN); |
||||
} else { |
||||
rgb_matrix_set_color(LED_8, RGB_PURPLE); |
||||
} |
||||
|
||||
// Add RGB Timeout Indicator -- shows 0 to 139 using F row and num row; larger numbers using 16bit code
|
||||
uint16_t timeout_threshold = get_timeout_threshold(); |
||||
if (timeout_threshold <= 10) rgb_matrix_set_color(LED_LIST_FUNCROW[timeout_threshold], RGB_BLUE); |
||||
else if (timeout_threshold < 140) { |
||||
rgb_matrix_set_color(LED_LIST_FUNCROW[(timeout_threshold / 10)], RGB_CYAN); |
||||
rgb_matrix_set_color(LED_LIST_FUNCROW[(timeout_threshold % 10)], RGB_BLUE); |
||||
} else { // >= 140 minutes, just show these 3 lights
|
||||
rgb_matrix_set_color(LED_LIST_FUNCROW[10], RGB_CYAN); |
||||
rgb_matrix_set_color(LED_LIST_FUNCROW[11], RGB_CYAN); |
||||
rgb_matrix_set_color(LED_LIST_FUNCROW[12], RGB_CYAN); |
||||
} |
||||
break; |
||||
|
||||
// Numpad & Mouse Keys overlay RGB
|
||||
case _NUMPADMOUSE: |
||||
if (user_config.rgb_hilite_numpad) { |
||||
for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_NUMPAD); i++) { |
||||
rgb_matrix_set_color(LED_LIST_NUMPAD[i], RGB_OFFBLUE); |
||||
} |
||||
rgb_matrix_set_color(LED_L5, RGB_OFFBLUE); |
||||
rgb_matrix_set_color(LED_L6, RGB_OFFBLUE); |
||||
rgb_matrix_set_color(LED_CAPS, RGB_OFFBLUE); |
||||
rgb_matrix_set_color(LED_UP, RGB_CHARTREUSE); |
||||
rgb_matrix_set_color(LED_DOWN, RGB_CHARTREUSE); |
||||
rgb_matrix_set_color(LED_LEFT, RGB_CHARTREUSE); |
||||
rgb_matrix_set_color(LED_RIGHT, RGB_CHARTREUSE); |
||||
rgb_matrix_set_color(LED_RCTL, RGB_CHARTREUSE); |
||||
rgb_matrix_set_color(LED_RSFT, RGB_CHARTREUSE); |
||||
rgb_matrix_set_color(LED_END, RGB_CHARTREUSE); |
||||
rgb_matrix_set_color(LED_PGUP, RGB_CHARTREUSE); |
||||
rgb_matrix_set_color(LED_PGDN, RGB_CHARTREUSE); |
||||
} else { |
||||
rgb_matrix_set_color(LED_L5, RGB_OFFBLUE); |
||||
rgb_matrix_set_color(LED_L6, RGB_OFFBLUE); |
||||
rgb_matrix_set_color(LED_CAPS, RGB_OFFBLUE); |
||||
} |
||||
break; |
||||
|
||||
// MOUSEKEYS mode RGB
|
||||
case _MOUSEKEY: |
||||
rgb_matrix_set_color(LED_UP, RGB_CHARTREUSE); |
||||
rgb_matrix_set_color(LED_DOWN, RGB_CHARTREUSE); |
||||
rgb_matrix_set_color(LED_LEFT, RGB_CHARTREUSE); |
||||
rgb_matrix_set_color(LED_RIGHT, RGB_CHARTREUSE); |
||||
rgb_matrix_set_color(LED_RCTL, RGB_CYAN); |
||||
rgb_matrix_set_color(LED_RSFT, RGB_CYAN); |
||||
rgb_matrix_set_color(LED_END, RGB_CYAN); |
||||
rgb_matrix_set_color(LED_PGUP, RGB_OFFBLUE); |
||||
rgb_matrix_set_color(LED_PGDN, RGB_OFFBLUE); |
||||
break; |
||||
|
||||
// Colemak layer RGB
|
||||
#ifdef COLEMAK_LAYER_ENABLE |
||||
case _COLEMAK: |
||||
for (uint8_t i = 0; i < ARRAYSIZE(LED_SIDE_RIGHT); i++) { |
||||
rgb_matrix_set_color(LED_SIDE_RIGHT[i], RGB_MAGENTA); |
||||
rgb_matrix_set_color(LED_SIDE_LEFT[i], RGB_MAGENTA); |
||||
} |
||||
break; |
||||
#endif |
||||
|
||||
// Paddle game logic
|
||||
#ifdef GAME_ENABLE |
||||
case _GAME: |
||||
if (!game_start) { |
||||
srand((unsigned int) timer_read()); |
||||
|
||||
// Store user light settings
|
||||
last_hsv = rgb_matrix_get_hsv(); |
||||
rgb_matrix_sethsv_noeeprom(0, 0, 0); |
||||
|
||||
paddle_pos_full = 8; |
||||
paddle_lives = 4; |
||||
bounce_count = 0; |
||||
level_number = 0; |
||||
damage_count = 0; |
||||
|
||||
init_ball(0); |
||||
ball[1].on = false; |
||||
ball_timer = timer_read(); |
||||
|
||||
game_start = true; |
||||
} |
||||
|
||||
// Set level indicator
|
||||
if (level_number < 12) { |
||||
rgb_matrix_set_color(GAME_R0[level_number], RGB_BLUE); |
||||
} |
||||
|
||||
// Set life bar
|
||||
for (uint8_t i = 0; i < paddle_lives; i++) { |
||||
rgb_matrix_set_color(GAME_LIVES[i], RGB_GREEN); |
||||
} |
||||
|
||||
uint8_t paddle_pos = paddle_pos_full >> 1; |
||||
|
||||
if (damage_count > 0) { |
||||
// Flash paddle when receiving damage
|
||||
if (timer_elapsed(damage_timer) > 500) { |
||||
--damage_count; |
||||
damage_timer = timer_read(); |
||||
} |
||||
if ((damage_count & 1) == 0) { |
||||
for (uint8_t i = 0; i < 3; i++) { |
||||
rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_RED); |
||||
} |
||||
} |
||||
if (damage_count == 0) { |
||||
ball_timer = timer_read(); |
||||
} |
||||
|
||||
} else if (paddle_lives == 0) { |
||||
// Game over
|
||||
for (uint8_t i = 0; i < sizeof(LED_GAME_OVER) / sizeof(LED_GAME_OVER[0]); i++) { |
||||
rgb_matrix_set_color(LED_GAME_OVER[i], RGB_RED); |
||||
} |
||||
|
||||
} else if (level_number >= 12) { |
||||
// You win
|
||||
if (rgb_value.r == 0xff && rgb_value.g < 0xff) { |
||||
if (rgb_value.b > 0) { |
||||
--rgb_value.b; |
||||
} else { |
||||
++rgb_value.g; |
||||
} |
||||
} else if (rgb_value.g == 0xff && rgb_value.b < 0xff) { |
||||
if (rgb_value.r > 0) { |
||||
--rgb_value.r; |
||||
} else { |
||||
++rgb_value.b; |
||||
} |
||||
} else if (rgb_value.b == 0xff && rgb_value.r < 0xff) { |
||||
if (rgb_value.g > 0) { |
||||
--rgb_value.g; |
||||
} else { |
||||
++rgb_value.r; |
||||
} |
||||
} |
||||
|
||||
for (uint8_t i = 0; i < 3; i++) { |
||||
rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], rgb_value.r, rgb_value.g, rgb_value.b); |
||||
} |
||||
rgb_matrix_set_color(GAME_SMILE1[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b); |
||||
rgb_matrix_set_color(GAME_SMILE1[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b); |
||||
rgb_matrix_set_color(GAME_SMILE2[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b); |
||||
rgb_matrix_set_color(GAME_SMILE2[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b); |
||||
|
||||
} else { |
||||
// normal game loop
|
||||
|
||||
// Set paddle position
|
||||
for (uint8_t i = 0; i < 3; i++) { |
||||
rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_GREEN); |
||||
} |
||||
|
||||
// Ball movement logic happens at intervals
|
||||
if (timer_elapsed(ball_timer) > GAME_TIMER[level_number]) { |
||||
for (int i = 0; i < 2; ++i) { |
||||
if (ball[i].on) { |
||||
// Ball movement
|
||||
if (ball[i].up) { |
||||
if (ball[i].y > 0) { |
||||
--ball[i].y; |
||||
if (!ball[i].left) ++ball[i].x; |
||||
} else { |
||||
// Count reflections. If > 10, increase level
|
||||
++bounce_count; |
||||
if (bounce_count >= 10) { |
||||
bounce_count = 0; |
||||
++level_number; |
||||
} |
||||
ball[i].on = false; |
||||
} |
||||
} else { |
||||
++ball[i].y; |
||||
if (ball[i].left) --ball[i].x; |
||||
if (ball[i].y > 4) { |
||||
// Remove a life if ball isn't returned and isn't enemy
|
||||
if (!ball[i].enemy) { |
||||
hurt_paddle(); |
||||
i = 2; |
||||
} else { |
||||
ball[i].on = false; |
||||
} |
||||
} |
||||
} |
||||
} |
||||
} |
||||
if (ball[0].y == 4 && !ball[1].on) { |
||||
init_ball(1); |
||||
} |
||||
if (ball[1].y == 4 && !ball[0].on) { |
||||
init_ball(0); |
||||
} |
||||
if (!ball[0].on && !ball[1].on) { |
||||
init_ball(0); |
||||
} |
||||
ball_timer = timer_read(); |
||||
} |
||||
|
||||
// Other ball stuff
|
||||
for (int i = 0; i < 2; ++i) { |
||||
if (ball[i].on) { |
||||
// Ball deflection logic
|
||||
if (!ball[i].up && ball[i].y == 4 && (ball[i].x == paddle_pos || ball[i].x == paddle_pos - 1 || ball[i].x == paddle_pos + 1)) { |
||||
if (!ball[i].enemy) { |
||||
--ball[i].y; |
||||
if (!ball[i].left) { |
||||
++ball[i].x; |
||||
} |
||||
ball[i].up = true; |
||||
} else { |
||||
hurt_paddle(); |
||||
i = 2; |
||||
} |
||||
} |
||||
|
||||
// Ball display
|
||||
switch (ball[i].y) { |
||||
case 0: |
||||
if (ball[i].enemy) { |
||||
rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_RED); |
||||
} else { |
||||
rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_WHITE); |
||||
} |
||||
break; |
||||
|
||||
case 1: |
||||
if (ball[i].enemy) { |
||||
rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_RED); |
||||
} else { |
||||
rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_WHITE); |
||||
} |
||||
break; |
||||
|
||||
case 2: |
||||
if (ball[i].enemy) { |
||||
rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_RED); |
||||
} else { |
||||
rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_WHITE); |
||||
} |
||||
break; |
||||
|
||||
case 3: |
||||
if (ball[i].enemy) { |
||||
rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_RED); |
||||
} else { |
||||
rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_WHITE); |
||||
} |
||||
break; |
||||
|
||||
case 4: |
||||
if (ball[i].enemy) { |
||||
rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_RED); |
||||
} else { |
||||
rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_WHITE); |
||||
} |
||||
break; |
||||
} |
||||
} |
||||
} |
||||
} |
||||
break; |
||||
#endif //GAME_ENABLE
|
||||
default: |
||||
#ifdef GAME_ENABLE |
||||
if (game_start) { |
||||
// Reset lighting settings
|
||||
game_start = false; |
||||
rgb_matrix_sethsv_noeeprom(last_hsv.h, last_hsv.s, last_hsv.v); |
||||
} |
||||
#endif //GAME_ENABLE
|
||||
break; |
||||
} |
||||
} |
||||
#endif |
||||
|
||||
void keyboard_post_init_keymap(void) { |
||||
// keyboard_post_init_user() moved to userspace
|
||||
#ifdef RGB_MATRIX_ENABLE |
||||
activate_rgb_nightmode(false); // Set to true if you want to startup in nightmode, otherwise use Fn + Z to toggle
|
||||
#endif |
||||
} |
@ -0,0 +1,48 @@ |
||||
/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
|
||||
Copyright 2021 Tomas Guinan |
||||
|
||||
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/>.
|
||||
*/ |
||||
|
||||
#ifdef GAME_ENABLE |
||||
const uint16_t GAME_TIMER[] = {
|
||||
400, 350, 300, 250, 400, 350, 300, 250, 225, 200, 175, 150 |
||||
}; |
||||
|
||||
bool game_start = false; |
||||
HSV last_hsv; |
||||
static uint8_t paddle_pos_full; |
||||
static uint8_t paddle_lives; |
||||
static uint8_t level_number; |
||||
static uint8_t bounce_count; |
||||
static uint8_t damage_count; |
||||
static uint16_t damage_timer; |
||||
static uint16_t ball_timer; |
||||
|
||||
struct BallStruct |
||||
{ |
||||
uint8_t x; |
||||
uint8_t y; |
||||
bool on; |
||||
bool up; |
||||
bool left; |
||||
bool enemy; |
||||
}; |
||||
|
||||
struct BallStruct ball[2]; |
||||
|
||||
void init_ball(uint8_t i); |
||||
void hurt_paddle(void); |
||||
|
||||
#endif //GAME_ENABLE
|
@ -0,0 +1,122 @@ |
||||
# [gourdo1's](mailto:gourdo1@outlook.com) GMMK Pro ISO layout |
||||
|
||||
This Windows-centric ISO layout is based on [Jonavin's](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/iso/keymaps/jonavin) GMMK Pro layout with several additions, fixes, a tweaked keymap, updated layers, [Tomas Guinan's paddle game](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame) and expanded RGB controls. |
||||
|
||||
 |
||||
|
||||
## Features: |
||||
|
||||
### Core Functionality |
||||
|
||||
* ISO layout (added July xx, 2022) |
||||
* [VIA](https://www.caniusevia.com/) support enabled (added Mar 16, 2022) |
||||
* Most [default Glorious shortcuts](https://cdn.shopify.com/s/files/1/0549/2681/files/GMMK_Pro_User_Guide.pdf) enabled |
||||
* [N-key Rollover](https://en.wikipedia.org/wiki/Rollover_\(keyboard\)#n-key_rollover) (NKRO) -- toggled with Fn+R |
||||
* 1000Hz polling rate with 5ms debounce time for quick response in games |
||||
* Mouse Keys! Don't want to move your hands off the keyboard or you didn't bring it with you on the road? Use cursor keys to move the mouse. |
||||
* Overlay numpad on 789-UIOP-JKL;-M,. & Space-bar mapped to Enter key for rapid number entry |
||||
* Gaming mode (Fn+Win-key) locks out Win-key as well as double-tap Shift Capslock; Also RGB highlights WSAD and nearby gaming related keys |
||||
* [Caps Word](https://getreuer.info/posts/keyboards/caps-word/index.html) enabled: To capitalize the next word only, press and release both left and right shift keys at the same time. (added Feb 25, 2022) |
||||
* Multi-monitor app moving shortcuts: Fn+[,] (square brackets) to move current app window to next monitor (added Apr 11, 2022) |
||||
* Capslock toggled by double tap of Left Shift key or Fn + Capslock (RGB green highlighted) |
||||
* Paddle game accessible via Fn+P; Hit Fn+P again or double tap ESC to exit (added May 5, 2022) |
||||
* Single-handed shortcut for Ctrl-Alt-Delete: Fn+/ (added May 14, 2022) |
||||
* Single-handed shortcut for Win-L (lock Windows): Fn+L (added May 17, 2022) |
||||
* Domain shortcuts: Fn+.=".com", Fn+O="outlook.com", Fn+Y="yahoo.com", Fn+H="hotmail.com", Fn+G="gmail.com". (added Apr 7, 2022) |
||||
* Fn-Backslash for [Bootloader mode](https://github.com/qmk/qmk_firmware/blob/master/docs/newbs_flashing.md) |
||||
* Home key on F13, Del key right of Backspace |
||||
* Insert accessible via Shift-Backspace (so shift delete still works in Windows Explorer) |
||||
* PrtScrn, Scroll Lock, Pause/Break are top right on the keyboard: Fn+F11, Fn+F12, Fn+F13 |
||||
* [Colemak](https://colemak.com/) key layout support (Layer accessible via Left Shift + turn Encoder clockwise until side LEDs light up purple) |
||||
* Double tap ESC any time to revert to base layer (added Feb 26, 2022) |
||||
* RGB backlight effects expanded to include framebuffer effects and reactive keypress modes (updated May 24, 2022) |
||||
* RGB backlight now remembers last color & effect settings after power down (updated May 24, 2022) |
||||
|
||||
### Numpad + Mouse Keys (Capslock key) |
||||
|
||||
* Overlay numpad + [Mouse Keys](https://github.com/qmk/qmk_firmware/blob/master/docs/feature_mouse_keys.md) are accessed through Capslock key hold (temp) or double press (locked) with RGB highlighting |
||||
* Numpad uses Space-bar as Enter for rapid number entry (added May 17, 2022) |
||||
* This layer disables much of the keyboard, except X/C/V for cut/copy/paste, WASD for cursor, Q/E for PgUp/PgDn, cursor keys become mouse keys, surrounding keys become mouse buttons and all number keys become numpad versions (so Alt char codes work regardless of which set you use) |
||||
* Fn and N keys light up orange if system numlock is off (inverted status), indicating numpad keys will not deliver expected output (Fn+N to toggle) |
||||
* Double zero on comma key. |
||||
* [Mouse Keys](https://github.com/qmk/qmk_firmware/blob/master/docs/feature_mouse_keys.md) allow you to use the mouse without taking your hand off the keyboard. (added Mar 15, 2022) |
||||
* Mouse controls are: Cursor keys = move mouse; RShift = button1, End = button2, RCtrl = button3, PgUp/PgDn = Scroll wheel |
||||
* Mouse Keys can also be accessed as a standalone layer by Left Shift-turning the Encoder until the cursor keys light up green |
||||
|
||||
### Encoder Functionality |
||||
|
||||
* Default knob turn changes volume; button press toggles mute |
||||
* Exponential encoder - quick repeated volume up doubles increase; quick repeated volume down triples decrease (added Feb 17, 2022) |
||||
* Fn + knob turn changes RGB idle timeout |
||||
* Fn + knob push puts PC to Sleep (Added May 14, 2022) |
||||
* holding Left Shift changes layers |
||||
* holding Right Shift navigates page up/down |
||||
* holding Left Ctrl navigates prev/next word |
||||
* holding Right Ctrl changes RGB hue/color |
||||
* holding Left Alt changes media prev/next track |
||||
|
||||
### Paddle Game |
||||
|
||||
* Based on [Tomas Guinan's excellent GMMK Pro paddle game](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame) |
||||
* Paddle Game playable by pressing Fn+P (P lights up green in Fn layer if game is enabled in firmware, otherwise it lights up red) |
||||
* Use rotary encoder to control paddle |
||||
* Contains 12 levels, indicated by blue LED on F-key row |
||||
* Player has 4 lives, indicated by nav cluster |
||||
* Deflect white balls while avoiding red ones |
||||
* Use Fn+P, double tap ESC or otherwise change layer to quit game |
||||
|
||||
### Global RGB Controls |
||||
|
||||
* RGB backlight lighting effect: Fn+up/down |
||||
* RGB backlight effect speed: Fn+left/right |
||||
* RGB backlight hue cycle: Fn+A/D |
||||
* RGB backlight brightness: Fn+W/S |
||||
* RGB backlight saturation: Fn+Q/E (added Feb 4, 2022) |
||||
* RGB backlight night mode toggle: Fn+Z (indicators still work) |
||||
* RGB backlight timeout: Fn+Encoder or "-" and "=" (default 15 minutes) (updated Apr 7, 2022) |
||||
* indicators in Fn layer using RGB in F-key and number rows to show the current timeout in minutes |
||||
* Fn+Z to turn off RGB backlighting (indicator lights still work); press again to toggle |
||||
* RGB indicators on left side LEDs in order from top: System NumLock off (orange), Scroll Lock (red), Numpad (blue), Capslock (green). |
||||
|
||||
### Advanced Controls |
||||
|
||||
* Fn+\ to get to bootloader mode |
||||
* Fn+[ESC] to clear EEPROM (then unplug and re-plug) (added Apr 11, 2022) |
||||
* Fn+R to toggle N-key Rollover (added Apr 11, 2022) |
||||
* Fn+/ is single-handed shortcut to Ctrl-Alt-Delete (added May 14, 2022) |
||||
* Fn+L is single-handed shortcut to Win-L (lock Windows) (added May 17, 2022) |
||||
* Fn+[Encoder press] to sleep Windows PC (added May 14, 2022) |
||||
|
||||
Link to latest firmware binary: https://github.com/gourdo1/media/raw/main/gmmk_pro_rev1_ansi_gourdo1.bin |
||||
|
||||
Link to cheatsheet: https://github.com/gourdo1/media/raw/main/GMMK_Pro_Cheatsheet.pdf |
||||
|
||||
|
||||
## rules.mk Options |
||||
|
||||
STARTUP_NUMLOCK_ON = yes - Turns on NUMLOCK by default |
||||
|
||||
ENCODER_DEFAULTACTIONS_ENABLE = yes - Enabled default encoder functions |
||||
|
||||
TD_LSFT_CAPSLOCK_ENABLE = yes - This will enable double tap on Left Shift to toggle CAPSLOCK when using KC_LSFTCAPS |
||||
|
||||
IDLE_TIMEOUT_ENABLE = yes - Enables Timer functionality; for RGB idle timeouts that can be changed dynamically |
||||
|
||||
INVERT_NUMLOCK_INDICATOR - Inverts the Numlock indicator, LED is on when numlock is off -- numlock interferes with overlay numpad, so should be off when numpad layer is active unless you have an external numpad. |
||||
|
||||
COLEMAK_LAYER_ENABLE = yes - Enables optional 5th layer for COLEMAK layout. Use Shift + encoder to enter 5th layer. |
||||
|
||||
GAME_ENABLE ?= yes - Enables Paddle Game |
||||
|
||||
## Layer Diagrams |
||||
### Base layer |
||||
 |
||||
|
||||
### Fn Layer |
||||
 |
||||
|
||||
### Layer 2 (Numpad) |
||||
 |
||||
|
||||
### COLEMAK layer |
||||
 |
@ -0,0 +1,411 @@ |
||||
/* Copyright 2021 Jonavin Eng @Jonavin
|
||||
Copyright 2022 gourdo1 <gourdo1@outlook.com> |
||||
|
||||
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/>.
|
||||
*/ |
||||
|
||||
#ifdef RGB_MATRIX_ENABLE |
||||
|
||||
//Define variables for Game
|
||||
bool fn_active = false; |
||||
RGB rgb_value; |
||||
|
||||
// Custom GMMK Pro-specific RGB color customizations (defaults found in quantum/color.h)
|
||||
#define RGB_GODSPEED 0x00, 0xE4, 0xFF // color for matching keycaps
|
||||
#define RGB_NAUTILUS 0x00, 0xA4, 0xA9 // Nautilus Font colors
|
||||
#define RGB_OFFBLUE 0x00, 0x80, 0xFF // new color: blue with a hint of green
|
||||
#define RGB_DKRED 0x28, 0x00, 0x00 // new color: dark red
|
||||
#define RGB_ORANGE2 0xFF, 0x28, 0x00 // fix: reduced green from 80 to 28
|
||||
#define RGB_PURPLE2 0x80, 0x00, 0xFF // fix: increased red from 7A to 80
|
||||
#define RGB_SPRINGGREEN2 0x00, 0xFF, 0x10 // fix: blue was 80, now 10
|
||||
#define RGB_YELLOW2 0xFF, 0xB0, 0x00 // fix: green was FF, now B0
|
||||
#define RGB_OFF RGB_BLACK |
||||
|
||||
// Added by gourdo1 for RGB testing
|
||||
// Red Green Blue Expected GMMK Pro result
|
||||
#define RGB_TEST1 0xFF, 0x00, 0x00 // Q - red good!
|
||||
#define RGB_TEST2 0x0F, 0xFF, 0x00 // W - green good!
|
||||
#define RGB_TEST3 0x00, 0x00, 0xFF // E - blue good!
|
||||
#define RGB_TEST4 0xFF, 0xB0, 0x00 // R - yellow slightly green heavy - reduced green LED by quite a bit
|
||||
#define RGB_TEST5 0x00, 0xFF, 0xFF // T - cyan good!
|
||||
#define RGB_TEST6 0xFF, 0x00, 0xFF // Y - magenta very slightly blue heavy?
|
||||
#define RGB_TEST7 0xFF, 0x28, 0x00 // U - orange very green heavy at default
|
||||
#define RGB_TEST8 0xFF, 0x00, 0x80 // I - pink good!
|
||||
#define RGB_TEST9 0x80, 0xFF, 0x00 // O - chartreus good!
|
||||
#define RGB_TEST10 0x00, 0xFF, 0x10 // P - springgrn fixed: was too blue because green LED has blue in it already
|
||||
#define RGB_TEST11 0x00, 0x80, 0xFF // A - grn blue good!
|
||||
#define RGB_TEST12 0x80, 0x00, 0xFF // S - purple good!
|
||||
|
||||
// RGB LED locations
|
||||
enum led_location_map { |
||||
LED_ESC, // 0, ESC, k13
|
||||
LED_GRV, // 1, `, k16
|
||||
LED_TAB, // 2, Tab, k11
|
||||
LED_CAPS, // 3, Caps, k21
|
||||
LED_LSFT, // 4, Sh_L, k00
|
||||
LED_LCTL, // 5, Ct_L, k06
|
||||
LED_F1, // 6, F1, k26
|
||||
LED_1, // 7, 1, k17
|
||||
LED_Q, // 8, Q, k10
|
||||
LED_A, // 9, A, k12
|
||||
LED_Z, // 10, Z, k14
|
||||
LED_LWIN, // 11, Win_L, k90
|
||||
LED_F2, // 12, F2, k36
|
||||
LED_2, // 13, 2, k27
|
||||
LED_W, // 14, W, k20
|
||||
LED_S, // 15, S, k22
|
||||
LED_X, // 16, X, k24
|
||||
LED_LALT, // 17, Alt_L, k93
|
||||
LED_F3, // 18, F3, k31
|
||||
LED_3, // 19, 3, k37
|
||||
LED_E, // 20, E, k30
|
||||
LED_D, // 21, D, k32
|
||||
LED_C, // 22, C, k34
|
||||
LED_F4, // 23, F4, k33
|
||||
LED_4, // 24, 4, k47
|
||||
LED_R, // 25, R, k40
|
||||
LED_F, // 26, F, k42
|
||||
LED_V, // 27, V, k44
|
||||
LED_F5, // 28, F5, k07
|
||||
LED_5, // 29, 5, k46
|
||||
LED_T, // 30, T, k41
|
||||
LED_G, // 31, G, k43
|
||||
LED_B, // 32, B, k45
|
||||
LED_SPC, // 33, SPACE, k94
|
||||
LED_F6, // 34, F6, k63
|
||||
LED_6, // 35, 6, k56
|
||||
LED_Y, // 36, Y, k51
|
||||
LED_H, // 37, H, k53
|
||||
LED_N, // 38, N, k55
|
||||
LED_F7, // 39, F7, k71
|
||||
LED_7, // 40, 7, k57
|
||||
LED_U, // 41, U, k50
|
||||
LED_J, // 42, J, k52
|
||||
LED_M, // 43, M, k54
|
||||
LED_F8, // 44, F8, k76
|
||||
LED_8, // 45, 8, k67
|
||||
LED_I, // 46, I, k60
|
||||
LED_K, // 47, K, k62
|
||||
LED_COMM, // 48, ,, k64
|
||||
LED_RALT, // 49, Alt_R, k95
|
||||
LED_F9, // 50, F9, ka6
|
||||
LED_9, // 51, 9, k77
|
||||
LED_O, // 52, O, k70
|
||||
LED_L, // 53, L, k72
|
||||
LED_DOT, // 54, ., k74
|
||||
LED_FN, // 55, FN, k92
|
||||
LED_F10, // 56, F10, ka7
|
||||
LED_0, // 57, 0, k87
|
||||
LED_P, // 58, P, k80
|
||||
LED_SCLN, // 59, ;, k82
|
||||
LED_SLSH, // 60, ?, k85
|
||||
LED_F11, // 61, F11, ka3
|
||||
LED_MINS, // 62, -, k86
|
||||
LED_LBRC, // 63, [, k81
|
||||
LED_QUOT, // 64, ", k83
|
||||
LED_RCTL, // 65, Ct_R, k04
|
||||
LED_F12, // 66, F12, ka5
|
||||
LED_BSLS, // 67, \, k23
|
||||
LED_L1, // 68, LED, l01
|
||||
LED_R1, // 69, LED, l11
|
||||
LED_PRT, // 70, Prt, k97
|
||||
LED_L2, // 71, LED, l02
|
||||
LED_R2, // 72, LED, l12
|
||||
LED_DEL, // 73, Del, k65
|
||||
LED_L3, // 74, LED, l03
|
||||
LED_R3, // 75, LED, l13
|
||||
LED_PGUP, // 76, PgUp, k15
|
||||
LED_L4, // 77, LED, l04
|
||||
LED_R4, // 78, LED, l14
|
||||
LED_EQL, // 79, =, k66
|
||||
LED_RIGHT, // 80, Right, k05
|
||||
LED_L5, // 81, LED, l05
|
||||
LED_R5, // 82, LED, l15
|
||||
LED_END, // 83, End, k75
|
||||
LED_L6, // 84, LED, l06
|
||||
LED_R6, // 85, LED, l16
|
||||
LED_BSPC, // 86, BSpc, ka1
|
||||
LED_PGDN, // 87, PgDn, k25
|
||||
LED_L7, // 88, LED, l07
|
||||
LED_R7, // 89, LED, l17
|
||||
LED_RBRC, // 90, ], k61
|
||||
LED_RSFT, // 91, Sh_R, k91
|
||||
LED_L8, // 92, LED, l08
|
||||
LED_R8, // 93, LED, l18
|
||||
LED_UP, // 94, Up, k35
|
||||
LED_HASH, // 95, #, k84
|
||||
LED_LEFT, // 96, Left, k03
|
||||
LED_ENT, // 97, Enter, ka4
|
||||
LED_DOWN // 98, Down, k73
|
||||
}; |
||||
|
||||
const uint8_t LED_LIST_WASD[] = { |
||||
LED_W, |
||||
LED_A, |
||||
LED_S, |
||||
LED_D |
||||
}; |
||||
|
||||
const uint8_t LED_LIST_ARROWS[] = { |
||||
LED_LEFT, |
||||
LED_RIGHT, |
||||
LED_UP, |
||||
LED_DOWN |
||||
}; |
||||
|
||||
const uint8_t LED_LIST_FUNCROW[] = { |
||||
LED_ESC, |
||||
LED_F1, |
||||
LED_F2, |
||||
LED_F3, |
||||
LED_F4, |
||||
LED_F5, |
||||
LED_F6, |
||||
LED_F7, |
||||
LED_F8, |
||||
LED_F9, |
||||
LED_F10, |
||||
LED_F11, |
||||
LED_F12, |
||||
LED_PRT |
||||
}; |
||||
|
||||
const uint8_t LED_LIST_NUMROW[] = { |
||||
LED_GRV, |
||||
LED_1, |
||||
LED_2, |
||||
LED_3, |
||||
LED_4, |
||||
LED_5, |
||||
LED_6, |
||||
LED_7, |
||||
LED_8, |
||||
LED_9, |
||||
LED_0, |
||||
LED_MINS, |
||||
LED_EQL, |
||||
LED_BSPC, |
||||
LED_DEL |
||||
}; |
||||
|
||||
const uint8_t LED_LIST_LETTERS[] = { |
||||
/* LED_1,
|
||||
LED_2, |
||||
LED_3, |
||||
LED_4, |
||||
LED_5, |
||||
LED_6, |
||||
LED_7, |
||||
LED_8, |
||||
LED_9, |
||||
LED_0, */ |
||||
LED_Q, |
||||
LED_W, |
||||
LED_E, |
||||
LED_R, |
||||
LED_T, |
||||
LED_Y, |
||||
LED_U, |
||||
LED_I, |
||||
LED_O, |
||||
LED_P, |
||||
LED_A, |
||||
LED_S, |
||||
LED_D, |
||||
LED_F, |
||||
LED_G, |
||||
LED_H, |
||||
LED_J, |
||||
LED_K, |
||||
LED_L, |
||||
LED_Z, |
||||
LED_X, |
||||
LED_C, |
||||
LED_V, |
||||
LED_B, |
||||
LED_N, |
||||
LED_M |
||||
}; |
||||
|
||||
const uint8_t LED_LIST_NUMPAD[] = { |
||||
LED_1, |
||||
LED_2, |
||||
LED_3, |
||||
LED_4, |
||||
LED_5, |
||||
LED_6, |
||||
LED_7, |
||||
LED_8, |
||||
LED_9, |
||||
LED_0, |
||||
LED_MINS, |
||||
LED_EQL, |
||||
LED_U, |
||||
LED_I, |
||||
LED_O, |
||||
LED_P, |
||||
LED_J, |
||||
LED_K, |
||||
LED_L, |
||||
LED_SCLN, |
||||
LED_ENT, |
||||
LED_M, |
||||
LED_COMM, |
||||
LED_DOT, |
||||
LED_SLSH, |
||||
LED_END, |
||||
LED_RIGHT |
||||
}; |
||||
|
||||
const uint8_t LED_SIDE_LEFT[] = { |
||||
LED_L1, |
||||
LED_L2, |
||||
LED_L3, |
||||
LED_L4, |
||||
LED_L5, |
||||
LED_L6, |
||||
LED_L7, |
||||
LED_L8 |
||||
}; |
||||
|
||||
const uint8_t LED_SIDE_RIGHT[] = { |
||||
LED_R1, |
||||
LED_R2, |
||||
LED_R3, |
||||
LED_R4, |
||||
LED_R5, |
||||
LED_R6, |
||||
LED_R7, |
||||
LED_R8 |
||||
}; |
||||
|
||||
#ifdef GAME_ENABLE |
||||
// Game LED rules
|
||||
const uint8_t GAME_LIVES[] = { |
||||
LED_DEL, |
||||
LED_PGUP, |
||||
LED_PGDN, |
||||
LED_END |
||||
}; |
||||
const uint8_t GAME_PADDLE[] = { |
||||
LED_Z, |
||||
LED_X, |
||||
LED_C, |
||||
LED_V, |
||||
LED_B, |
||||
LED_N, |
||||
LED_M, |
||||
LED_COMM, |
||||
LED_DOT, |
||||
LED_SLSH |
||||
}; |
||||
const uint8_t GAME_SMILE1[] = { |
||||
LED_A, |
||||
LED_S, |
||||
LED_D, |
||||
LED_F, |
||||
LED_G, |
||||
LED_H, |
||||
LED_J, |
||||
LED_K, |
||||
LED_L, |
||||
LED_SCLN, |
||||
LED_QUOT |
||||
}; |
||||
const uint8_t GAME_SMILE2[] = { |
||||
LED_2, |
||||
LED_3, |
||||
LED_4, |
||||
LED_5, |
||||
LED_6, |
||||
LED_7, |
||||
LED_8, |
||||
LED_9, |
||||
LED_0, |
||||
LED_MINS, |
||||
LED_EQL |
||||
}; |
||||
const uint8_t GAME_R4[] = { |
||||
LED_X, |
||||
LED_C, |
||||
LED_V, |
||||
LED_B, |
||||
LED_N, |
||||
LED_M, |
||||
LED_COMM, |
||||
LED_DOT |
||||
}; |
||||
const uint8_t GAME_R3[] = { |
||||
LED_S, |
||||
LED_D, |
||||
LED_F, |
||||
LED_G, |
||||
LED_H, |
||||
LED_J, |
||||
LED_K, |
||||
LED_L, |
||||
LED_SCLN |
||||
}; |
||||
const uint8_t GAME_R2[] = { |
||||
LED_W, |
||||
LED_E, |
||||
LED_R, |
||||
LED_T, |
||||
LED_Y, |
||||
LED_U, |
||||
LED_I, |
||||
LED_O, |
||||
LED_P, |
||||
LED_LBRC |
||||
}; |
||||
const uint8_t GAME_R1[] = { |
||||
LED_2, |
||||
LED_3, |
||||
LED_4, |
||||
LED_5, |
||||
LED_6, |
||||
LED_7, |
||||
LED_8, |
||||
LED_9, |
||||
LED_0, |
||||
LED_MINS, |
||||
LED_EQL |
||||
}; |
||||
const uint8_t GAME_R0[] = { |
||||
LED_F1, |
||||
LED_F2, |
||||
LED_F3, |
||||
LED_F4, |
||||
LED_F5, |
||||
LED_F6, |
||||
LED_F7, |
||||
LED_F8, |
||||
LED_F9, |
||||
LED_F10, |
||||
LED_F11, |
||||
LED_F12 |
||||
}; |
||||
const uint8_t LED_GAME_OVER[] = { |
||||
LED_5, |
||||
LED_8, |
||||
LED_F, |
||||
LED_G, |
||||
LED_H, |
||||
LED_J, |
||||
LED_C, |
||||
LED_M |
||||
}; |
||||
#endif //GAME_ENABLE
|
||||
|
||||
#endif |
@ -0,0 +1,22 @@ |
||||
LTO_ENABLE = yes # link time optimization -- achieves a smaller compiled size
|
||||
CONSOLE_ENABLE = no
|
||||
COMMAND_ENABLE = no
|
||||
MOUSEKEY_ENABLE = yes
|
||||
|
||||
VIA_ENABLE = yes
|
||||
TAP_DANCE_ENABLE = yes
|
||||
BOOTMAGIC_ENABLE = yes # Enable Bootmagic Lite
|
||||
CAPS_WORD_ENABLE = yes # Enable built-in Caps Word functionality
|
||||
|
||||
TD_LSFT_CAPSLOCK_ENABLE = yes
|
||||
IDLE_TIMEOUT_ENABLE = yes
|
||||
STARTUP_NUMLOCK_ON = yes
|
||||
ENCODER_DEFAULTACTIONS_ENABLE = no
|
||||
|
||||
COLEMAK_LAYER_ENABLE = yes # Enable Colemak layer / set to no to disable
|
||||
INVERT_NUMLOCK_INDICATOR = yes
|
||||
|
||||
GAME_ENABLE ?= yes # Enable Paddle Game / set to no to disable
|
||||
ifeq ($(strip $(GAME_ENABLE)), yes) |
||||
OPT_DEFS += -DGAME_ENABLE
|
||||
endif |
@ -0,0 +1,73 @@ |
||||
// Copyright 2022 Google LLC
|
||||
// SPDX-License-Identifier: Apache-2.0
|
||||
|
||||
#pragma once |
||||
|
||||
#include "gourdo1.h" |
||||
|
||||
static bool process_capsnum(uint16_t keycode, keyrecord_t * record) { |
||||
static bool toggled = false; |
||||
static bool tapped = false; |
||||
static uint16_t tap_timer = 0; |
||||
|
||||
if (keycode == CAPSNUM) { |
||||
if (user_config.double_tap_shift_for_capslock) { |
||||
// Act as TT(_NUMPADMOUSE)
|
||||
if (record -> event.pressed) { // CAPSNUM key was pressed
|
||||
// Check whether the key was recently tapped
|
||||
if (tapped && !timer_expired(record -> event.time, tap_timer)) { |
||||
// This is a double tap (or possibly a triple tap or more)
|
||||
// Toggle the layer on.
|
||||
toggled = true; |
||||
} else if (toggled) { |
||||
// Otherwise if currently toggled, turn it off
|
||||
toggled = false; |
||||
tapped = false; |
||||
layer_off(_NUMPADMOUSE); |
||||
} |
||||
// Set that the first tap occurred in a potential double tap
|
||||
tapped = true; |
||||
tap_timer = record -> event.time + TAPPING_TERM; |
||||
layer_on(_NUMPADMOUSE); |
||||
} else if (!toggled) { |
||||
// If not currently toggled, turn off on key release
|
||||
layer_off(_NUMPADMOUSE); |
||||
return false; |
||||
} |
||||
} else { // When double_tap_shift_for_capslock == false
|
||||
// Act as KC_CAPS
|
||||
if (record -> event.pressed) { |
||||
register_code(KC_CAPS); |
||||
} else { |
||||
unregister_code(KC_CAPS); |
||||
} |
||||
} |
||||
return false; |
||||
} else { |
||||
// On an event with any other key, reset the double tap state
|
||||
tapped = false; |
||||
} |
||||
return true; |
||||
} |
||||
|
||||
static bool process_esc_to_base(uint16_t keycode, keyrecord_t * record) { |
||||
static bool tapped = false; |
||||
static uint16_t tap_timer = 0; |
||||
|
||||
if (keycode == KC_ESC) { |
||||
if (user_config.esc_double_tap_to_baselyr) { |
||||
if (record -> event.pressed) { |
||||
if (tapped && !timer_expired(record -> event.time, tap_timer)) { |
||||
// The key was double tapped.
|
||||
layer_clear(); |
||||
} |
||||
tapped = true; |
||||
tap_timer = record -> event.time + TAPPING_TERM; |
||||
} |
||||
} |
||||
} else { |
||||
// On an event with any other key, reset the double tap state.
|
||||
tapped = false; |
||||
} |
||||
return true; |
||||
} |
Loading…
Reference in new issue