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authorDan Amlund Thomsen <dan@danamlund.dk>2017-08-13 14:42:07 +0200
committerDan Amlund Thomsen <dan@danamlund.dk>2017-08-17 18:13:21 +0200
commit4a9e16b39499294a3ccc0e52e97696cab5d77668 (patch)
tree3b6dd5359f9ea80146f794036b48cc75979a3e26
parent5ad103fa51083cb26d3516e5598b7b2a099b1521 (diff)
Add a tetris keymap to clueboard that includes a tetris game
-rw-r--r--keyboards/clueboard/keymaps/tetris/Makefile1
-rw-r--r--keyboards/clueboard/keymaps/tetris/keymap.c209
-rw-r--r--keyboards/clueboard/keymaps/tetris/readme.md33
-rw-r--r--keyboards/clueboard/keymaps/tetris/tetris_text.c505
-rw-r--r--keyboards/clueboard/keymaps/tetris/tetris_text.h45
5 files changed, 793 insertions, 0 deletions
diff --git a/keyboards/clueboard/keymaps/tetris/Makefile b/keyboards/clueboard/keymaps/tetris/Makefile
new file mode 100644
index 0000000000..4613531296
--- /dev/null
+++ b/keyboards/clueboard/keymaps/tetris/Makefile
@@ -0,0 +1 @@
+SRC = tetris_text.c
diff --git a/keyboards/clueboard/keymaps/tetris/keymap.c b/keyboards/clueboard/keymaps/tetris/keymap.c
new file mode 100644
index 0000000000..c5a16b158c
--- /dev/null
+++ b/keyboards/clueboard/keymaps/tetris/keymap.c
@@ -0,0 +1,209 @@
+#include "clueboard.h"
+#include "tetris_text.h"
+
+// Helpful defines
+#define GRAVE_MODS (MOD_BIT(KC_LSHIFT)|MOD_BIT(KC_RSHIFT)|MOD_BIT(KC_LGUI)|MOD_BIT(KC_RGUI)|MOD_BIT(KC_LALT)|MOD_BIT(KC_RALT))
+#define _______ KC_TRNS
+
+// Each layer gets a name for readability, which is then used in the keymap matrix below.
+// The underscores don't mean anything - you can have a layer called STUFF or any other name.
+// Layer names don't all need to be of the same length, obviously, and you can also skip them
+// entirely and just use numbers.
+#define _BL 0
+#define _FL 1
+#define _CL 2
+
+const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
+ /* Keymap _BL: Base Layer (Default Layer)
+ */
+[_BL] = KEYMAP(
+ F(0), 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_GRV, KC_BSPC, KC_PGUP, \
+ 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_BSLS, KC_PGDN, \
+ KC_CAPS, 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_LSFT, KC_NUBS, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RO, KC_RSFT, KC_UP, \
+ KC_LCTL, KC_LGUI, KC_LALT, KC_MHEN, KC_SPC,KC_SPC, KC_HENK, KC_RALT, KC_RCTL, MO(_FL), KC_LEFT, KC_DOWN, KC_RGHT),
+
+ /* Keymap _FL: Function Layer
+ */
+[_FL] = KEYMAP(
+ KC_GRV, 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_DEL, BL_STEP, \
+ _______, _______, _______,_______,_______,F(1) ,_______,_______,KC_PSCR,KC_SLCK, KC_PAUS, _______, _______, _______, _______, \
+ _______, _______, MO(_CL),_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, _______, \
+ _______, _______, _______,_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, _______, KC_PGUP, \
+ _______, _______, _______, _______, _______,_______, _______, _______, _______, MO(_FL), KC_HOME, KC_PGDN, KC_END),
+
+ /* Keymap _CL: Control layer
+ */
+[_CL] = KEYMAP(
+ _______, _______, _______,_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, _______, RGB_TOG, RGB_VAI, \
+ _______, _______, _______,_______,RESET, _______,_______,_______,_______,_______, _______, _______, _______, _______, RGB_VAD, \
+ _______, _______, MO(_CL),_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, _______, \
+ MO(_FL), _______, _______,_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, MO(_FL), RGB_SAI, \
+ _______, _______, _______,_______, RGB_MOD, RGB_MOD, _______, _______, _______, _______, RGB_HUD, RGB_SAD, RGB_HUI),
+};
+
+/* This is a list of user defined functions. F(N) corresponds to item N
+ of this list.
+ */
+const uint16_t PROGMEM fn_actions[] = {
+ [0] = ACTION_FUNCTION(0), // Calls action_function()
+ [1] = ACTION_FUNCTION(1)
+};
+
+static uint8_t tetris_key_presses = 0;
+static uint16_t tetris_timer = 0;
+static uint8_t tetris_running = 0;
+static int tetris_keypress = 0;
+
+void action_function(keyrecord_t *record, uint8_t id, uint8_t opt) {
+ static uint8_t mods_pressed;
+ static bool mod_flag;
+
+ switch (id) {
+ case 0:
+ // clueboard specific hook to make escape quite tetris
+ if (tetris_running) {
+ tetris_running = 0;
+ return;
+ }
+
+ /* Handle the combined Grave/Esc key
+ */
+ mods_pressed = get_mods()&GRAVE_MODS; // Check to see what mods are pressed
+
+ if (record->event.pressed) {
+ /* The key is being pressed.
+ */
+ if (mods_pressed) {
+ mod_flag = true;
+ add_key(KC_GRV);
+ send_keyboard_report();
+ } else {
+ add_key(KC_ESC);
+ send_keyboard_report();
+ }
+ } else {
+ /* The key is being released.
+ */
+ if (mod_flag) {
+ mod_flag = false;
+ del_key(KC_GRV);
+ send_keyboard_report();
+ } else {
+ del_key(KC_ESC);
+ send_keyboard_report();
+ }
+ }
+ break;
+ case 1:
+ if (record->event.pressed) {
+ tetris_running = 1;
+ tetris_timer = 0;
+ tetris_keypress = 0;
+ // set randomness using total number of key presses
+ tetris_start(tetris_key_presses);
+ }
+ break;
+ }
+}
+
+/*
+ * Set up tetris
+ */
+
+bool process_record_user(uint16_t keycode, keyrecord_t *record) {
+ if (record->event.pressed) {
+ tetris_key_presses++;
+ }
+
+ if (tetris_running && record->event.pressed) {
+ tetris_keypress = 0;
+ switch (keycode) {
+ case KC_UP: tetris_keypress = 1; break;
+ case KC_LEFT: tetris_keypress = 2; break;
+ case KC_DOWN: tetris_keypress = 3; break;
+ case KC_RIGHT: tetris_keypress = 4; break;
+ // Make ESC stop tetris (on keyboards other than clueboard)
+ // case KC_ESC: tetris_running = 0; return false;
+ }
+ if (tetris_keypress != 0) {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+// Runs constantly in the background, in a loop.
+void matrix_scan_user(void) {
+ if (tetris_running) {
+ tetris_timer++;
+ if (tetris_timer > 1000) {
+ // every 1000 times this is run is about 100 ms.
+ if (!tetris_tick(100)) {
+ // game over
+ tetris_running = 0;
+ }
+ tetris_timer = 0;
+ }
+ }
+}
+
+void send_keycode(uint16_t keycode) {
+ register_code(keycode);
+ unregister_code(keycode);
+}
+
+void send_keycode_shift(uint16_t keycode) {
+ register_code(KC_LSFT);
+ register_code(keycode);
+ unregister_code(keycode);
+ unregister_code(KC_LSFT);
+}
+
+void tetris_send_up(void) {
+ send_keycode(KC_UP);
+}
+void tetris_send_left(void) {
+ send_keycode(KC_LEFT);
+}
+void tetris_send_down(void) {
+ send_keycode(KC_DOWN);
+}
+void tetris_send_right(void) {
+ send_keycode(KC_RGHT);
+}
+void tetris_send_backspace(void) {
+ send_keycode(KC_BSPC);
+}
+void tetris_send_delete(void) {
+ send_keycode(KC_DEL);
+}
+
+void tetris_send_string(const char *s) {
+ for (int i = 0; s[i] != 0; i++) {
+ if (s[i] >= 'a' && s[i] <= 'z') {
+ send_keycode(KC_A + (s[i] - 'a'));
+ } else if (s[i] >= 'A' && s[i] <= 'Z') {
+ send_keycode_shift(KC_A + (s[i] - 'A'));
+ } else if (s[i] >= '1' && s[i] <= '9') {
+ send_keycode(KC_1 + (s[i] - '1'));
+ } else {
+ switch (s[i]) {
+ case ' ': send_keycode(KC_SPACE); break;
+ case '.': send_keycode(KC_DOT); break;
+ case '0': send_keycode(KC_0); break;
+ }
+ }
+ }
+}
+
+void tetris_send_newline(void) {
+ send_keycode(KC_ENT);
+}
+
+int tetris_get_keypress(void) {
+ int out = tetris_keypress;
+ tetris_keypress = 0;
+ return out;
+}
diff --git a/keyboards/clueboard/keymaps/tetris/readme.md b/keyboards/clueboard/keymaps/tetris/readme.md
new file mode 100644
index 0000000000..20e97fb19f
--- /dev/null
+++ b/keyboards/clueboard/keymaps/tetris/readme.md
@@ -0,0 +1,33 @@
+Default layout but with a tetris game
+=====================================
+Tetris works by outputting key-presses to make ascii-art in a regular text editor.
+It reads key presses to rotate and move the bricks like a regular tetris game.
+
+Example
+=======
+![tetris](https://raw.githubusercontent.com/danamlund/meckb_tetris/master/tetris.gif)
+
+Usage
+=====
+1) Open a default text editor
+2) Press the tetris button (Fn + t)
+3) Play tetris
+
+It makes ascii-art by sending keycodes: left, right, up, down, qwerty characters, and numbers.
+
+Problems
+========
+Drawing ascii-art is too slow to make a pleasant playing experience.
+While drawing ascii-art, the keyboard does not record key-presses, so its pretty unresponsive.
+
+Adds 5000 bytes to the hex file.
+
+Implement in other keyboards
+============================
+ - Copy-paste the files tetris_text.c and tetrix_text.h to your keymap folder.
+ - Add/update your-keyboard/your-keymap/Makefile to include ``SRC = tetris_text.c``
+ - Copy-paste the tetris-related code from this keymap.c to yours.
+ - Set a key to trigger F(1) to start tetris mode.
+ - Its also a good idea to set a key to stop tetris, here its escape.
+
+You can find a simple tetris keyboard definition at <https://github.com/danamlund/meckb_tetris/>
diff --git a/keyboards/clueboard/keymaps/tetris/tetris_text.c b/keyboards/clueboard/keymaps/tetris/tetris_text.c
new file mode 100644
index 0000000000..1376ead005
--- /dev/null
+++ b/keyboards/clueboard/keymaps/tetris/tetris_text.c
@@ -0,0 +1,505 @@
+/* Copyright 2017 Dan Amlund Thomsen
+ *
+ * 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/>.
+ */
+#include <stdio.h>
+#include <stdlib.h>
+#include <stdarg.h>
+#include <stdint.h>
+
+#include "tetris_text.h"
+
+static char empty_piece[7][7] = { { 0, 0, 0, 0, 0, 0, 0 },
+ { 0, 0, 0, 0, 0, 0, 0 },
+ { 0, 0, 0, 0, 0, 0, 0 },
+ { 0, 0, 0, 0, 0, 0, 0 },
+ { 0, 0, 0, 0, 0, 0, 0 },
+ { 0, 0, 0, 0, 0, 0, 0 },
+ { 0, 0, 0, 0, 0, 0, 0 } };
+
+static char temp_piece[7][7];
+
+static int curx = 0;
+static int cury = 0;
+
+static void clear_piece(char piece[7][7]) {
+ for (int y = 0; y < 7; y++) {
+ for (int x = 0; x < 7; x++) {
+ piece[x][y] = 0;
+ }
+ }
+}
+
+static void copy_piece_from_to(char from[7][7], char to[7][7]) {
+ for (int y = 0; y < 7; y++) {
+ for (int x = 0; x < 7; x++) {
+ to[x][y] = from[x][y];
+ }
+ }
+}
+
+static void rotate_piece(char piece[7][7]) {
+ // transpose
+ for (int y = 0; y < 7; y++) {
+ for (int x = y + 1; x < 7; x++) {
+ char tmp = piece[y][x];
+ piece[y][x] = piece[x][y];
+ piece[x][y] = tmp;
+ }
+ }
+
+ // reverse rows
+ for (int y = 0; y < 7; y++) {
+ for (int x = 0; x < 3; x++) {
+ char tmp = piece[y][6 - x];
+ piece[y][6 - x] = piece[y][x];
+ piece[y][x] = tmp;
+ }
+ }
+}
+
+static char get_shape_char(int shape) {
+ switch (shape) {
+ case 0: return 'I';
+ case 1: return 'J';
+ case 2: return 'L';
+ case 3: return 'O';
+ case 4: return 'S';
+ case 5: return 'T';
+ case 6: return 'Z';
+ }
+ return 'Q';
+}
+
+static void set_piece(char piece[7][7], int shape, int rotation) {
+ clear_piece(piece);
+ switch (shape) {
+ case 0:
+ if (rotation % 2 == 0) {
+ // xxXx
+ piece[3][1] = 1;
+ piece[3][2] = 1;
+ piece[3][3] = 1;
+ piece[3][4] = 1;
+ } else {
+ // x
+ // x
+ // X
+ // x
+ piece[1][3] = 1;
+ piece[2][3] = 1;
+ piece[3][3] = 1;
+ piece[4][3] = 1;
+ }
+ break;
+ case 1:
+ // xXx
+ // x
+ piece[3][2] = 1;
+ piece[3][3] = 1;
+ piece[3][4] = 1;
+ piece[4][4] = 1;
+ for (int i = 0; i < rotation; i++) {
+ rotate_piece(piece);
+ }
+ break;
+ case 2:
+ // xXx
+ // x
+ piece[3][2] = 1;
+ piece[3][3] = 1;
+ piece[3][4] = 1;
+ piece[4][2] = 1;
+ for (int i = 0; i < rotation; i++) {
+ rotate_piece(piece);
+ }
+ break;
+ case 3:
+ // xX
+ // xx
+ piece[3][2] = 1;
+ piece[3][3] = 1;
+ piece[4][2] = 1;
+ piece[4][3] = 1;
+ break;
+ case 4:
+ if (rotation % 2 == 0) {
+ // xX
+ // xx
+ piece[3][2] = 1;
+ piece[3][3] = 1;
+ piece[4][3] = 1;
+ piece[4][4] = 1;
+ } else {
+ // x
+ // xX
+ // x
+ piece[2][3] = 1;
+ piece[3][2] = 1;
+ piece[3][3] = 1;
+ piece[4][2] = 1;
+ }
+ break;
+ case 5:
+ // xXx
+ // x
+ piece[3][2] = 1;
+ piece[3][3] = 1;
+ piece[3][4] = 1;
+ piece[4][3] = 1;
+ for (int i = 0; i < rotation; i++) {
+ rotate_piece(piece);
+ }
+ break;
+ case 6:
+ if (rotation % 2 == 0) {
+ // Xx
+ // xx
+ piece[3][3] = 1;
+ piece[3][4] = 1;
+ piece[4][2] = 1;
+ piece[4][3] = 1;
+ } else {
+ // x
+ // Xx
+ // x
+ piece[2][3] = 1;
+ piece[3][3] = 1;
+ piece[3][4] = 1;
+ piece[4][4] = 1;
+ }
+ break;
+ }
+}
+
+static void send_deletes(int deletes) {
+ for (int i = 0; i < deletes; i++) {
+ tetris_send_delete();
+ }
+}
+
+static void send_backspaces(int backspaces) {
+ for (int i = 0; i < backspaces; i++) {
+ tetris_send_backspace();
+ curx--;
+ }
+}
+
+static void send_goto_xy(int x, int y) {
+ while (curx < x) {
+ tetris_send_right();
+ curx++;
+ }
+ while (curx > x) {
+ tetris_send_left();
+ curx--;
+ }
+ while (cury < y) {
+ tetris_send_down();
+ cury++;
+ }
+ while (cury > y) {
+ tetris_send_up();
+ cury--;
+ }
+}
+
+static void draw_row(char c, const char oldrow[7], const char newrow[7], int x, int y) {
+ char str[2] = { c, 0 };
+ char row_is_del[7] = { 0 };
+ int first = -1;
+ int last = -1;
+ for (int px = 0; px < 7; px++) {
+ if (oldrow[px] && !newrow[px]) {
+ row_is_del[px] = 1;
+ }
+ if (newrow[px] || oldrow[px]) {
+ if (first == -1) first = px;
+ last = px;
+ }
+ }
+
+ if (first >= 0) {
+ if (curx > x + last + 1) {
+ send_goto_xy(x + last + 1, cury);
+ }
+ if (curx < x + first) {
+ send_goto_xy(x + first, cury);
+ }
+ send_goto_xy(curx, y);
+ send_deletes((x + last + 1) - curx);
+ send_backspaces(curx - (x + first));
+ for (int i = first; i <= last; i++) {
+ if (row_is_del[i]) {
+ tetris_send_string(".");
+ } else {
+ tetris_send_string(str);
+ }
+ curx++;
+ }
+ }
+}
+
+static void move_piece_from_to(char from[7][7], char to[7][7], int xadd, int yadd) {
+ for (int y = 0; y < 7; y++) {
+ for (int x = 0; x < 7; x++) {
+ if (x + xadd >= 0 && x + xadd < 7 && y + yadd >= 0 && y + yadd < 7) {
+ to[y][x] = from[y + yadd][x + xadd];
+ } else {
+ to[y][x] = 0;
+ }
+ }
+ }
+}
+
+static void draw_piece(char c, int x, int y, char oldpiece[7][7], char piece[7][7]) {
+ for (int py = 0; py < 7; py++) {
+ draw_row(c, oldpiece[py], piece[py], x, y + py);
+ }
+}
+
+static void draw_piece_moved(char c, int x, int y, char piece[7][7], int oldxadd, int oldyadd) {
+ move_piece_from_to(piece, temp_piece, oldxadd, oldyadd);
+ draw_piece(c, x, y, temp_piece, piece);
+}
+
+static int is_piece_hitting(char board[20][10], char piece[7][7], int x, int y) {
+ for (int py = 0; py < 7; py++) {
+ for (int px = 0; px < 7; px++) {
+ if (piece[py][px] &&
+ (px + x >= 10 || px + x < 0
+ || py + y >= 20 || py + y < 0
+ || board[py + y][px + x])) {
+ return 1;
+ }
+ }
+ }
+ return 0;
+}
+
+static void add_piece_to_board(char piece[7][7], char board[20][10], int x, int y) {
+ for (int py = 0; py < 7; py++) {
+ for (int px = 0; px < 7; px++) {
+ if (piece[py][px]) {
+ board[py + y][px + x] = piece[py][px];
+ }
+ }
+ }
+}
+
+static void draw_board_line(void) {
+ //send_string("l l");
+ tetris_send_string("l..........l");
+ tetris_send_newline();
+}
+static void init(void) {
+ for (int i = 0; i < 20; i++) {
+ draw_board_line();
+ }
+ tetris_send_string("doooooooooob");
+ curx = 12;
+ cury = 20;
+}
+
+static int get_piece_min_y(char piece[7][7]) {
+ for (int y = 0; y < 7; y++) {
+ for (int x = 0; x < 7; x++) {
+ if (piece[y][x])
+ return y;
+ }
+ }
+ return 0;
+}
+
+static int clear_lines(char board[20][10]) {
+ int cleared_lines = 0;
+ for (int y = 19; y >= 0; y--) {
+ char isfull = 1;
+ for (int x = 0; x < 10; x++) {
+ if (!board[y][x]) {
+ isfull = 0;
+ }
+ }
+ if (isfull) {
+ // delete clear line
+ send_goto_xy(12, y);
+ send_backspaces(12); // delete line contents
+ // delete newline
+ tetris_send_backspace();
+ cury--;
+ curx = 12;
+ cleared_lines++;
+ } else {
+ if (cleared_lines > 0) {
+ // move cleared lines down on board
+ for (int x = 0; x < 10; x++) {
+ board[y + cleared_lines][x] = board[y][x];
+ }
+ }
+ }
+ }
+ // clear cleared top lines
+ for (int y = 0; y < cleared_lines; y++) {
+ for (int x = 0; x < 10; x++) {
+ board[y][x] = 0;
+ }
+ }
+ if (cleared_lines > 0) {
+ send_goto_xy(0, 0);
+ for (int i = 0; i < cleared_lines; i++) {
+ draw_board_line();
+ curx = 0;
+ cury++;
+ }
+ }
+ return cleared_lines;
+}
+
+static uint8_t myrandom(uint8_t seed) {
+ uint8_t out = seed >> 1;
+ if (seed & 1) {
+ out = out ^ 0xB8;
+ }
+ return out;
+}
+
+static char piece[7][7];
+static char board[20][10];
+static uint8_t r;
+static int score;
+static int x;
+static int y;
+static int shape;
+static int rotation;
+static int time;
+static int next_down;
+static int down_delay;
+static int first_run;
+static int game_over;
+
+void tetris_start(uint8_t seed) {
+ for (int y = 0; y < 20; y++) {
+ for (int x = 0; x < 10; x++) {
+ board[y][x] = 0;
+ }
+ }
+
+ clear_piece(piece);
+
+ init();
+
+ game_over = 0;
+
+ r = seed;
+ score = 0;
+
+ copy_piece_from_to(empty_piece, piece);
+ x = 0;
+ y = 0;
+ shape = 0;
+ rotation = 0;
+ time = 0;
+ next_down = 0;
+ down_delay = -1;
+ first_run = 1;
+}
+
+int tetris_tick(int ms_since_previous_tick) {
+ if (game_over) {
+ return 0;
+ }
+
+ time += ms_since_previous_tick;
+
+ if (first_run || time > next_down) {
+ if (first_run || is_piece_hitting(board, piece, x, y + 1)) {
+ first_run = 0;
+ add_piece_to_board(piece, board, x, y);
+
+ score += clear_lines(board);
+
+ down_delay = 500 - score * 10;
+ if (down_delay < 100) {
+ down_delay = 100;
+ }
+
+ rotation = 0;
+ shape = r % 7;
+ r = myrandom(r);
+ set_piece(piece, shape, rotation);
+
+ x = 1;
+ y = - get_piece_min_y(piece);
+ draw_piece_moved(get_shape_char(shape), 1 + x, y, piece, 0, 0);
+
+ if (is_piece_hitting(board, piece, x, y)) {
+ game_over = 1;
+ send_goto_xy(12, 10);
+ tetris_send_string(" game over");
+ tetris_send_down();
+ tetris_send_string(" score ");
+ char tmp[10];
+ sprintf(tmp, "%d", score);
+ tetris_send_string(tmp);
+ return 0;
+ }
+ } else {
+ y++;
+ draw_piece_moved(get_shape_char(shape), 1 + x, y, piece, 0, +1);
+ }
+ next_down = time + down_delay;
+ } else {
+
+ switch (tetris_get_keypress()) {
+ case 1: { // up
+ int oldrotation = rotation;
+ rotation = (rotation + 1) % 4;
+ copy_piece_from_to(piece, temp_piece);
+ set_piece(piece, shape, rotation);
+ if (is_piece_hitting(board, piece, x, y)) {
+ rotation = oldrotation;
+ set_piece(piece, shape, rotation);
+ } else {
+ draw_piece(get_shape_char(shape), 1 + x, y, temp_piece, piece);
+ }
+ break;
+ }
+ case 2: // left
+ if (!is_piece_hitting(board, piece, x - 1, y)) {
+ x--;
+ draw_piece_moved(get_shape_char(shape), 1 + x, y, piece, -1, 0);
+ }
+ break;
+ case 3: {// down
+ int starty = y;
+ while (!is_piece_hitting(board, piece, x, y + 1)) {
+ y++;
+ }
+
+ draw_piece(get_shape_char(shape), x + 1, starty, piece, empty_piece);
+ draw_piece(get_shape_char(shape), x + 1, y, empty_piece, piece);
+
+ next_down = time + down_delay;
+ break;
+ }
+ case 4: // right
+ if (!is_piece_hitting(board, piece, x + 1, y)) {
+ x++;
+ draw_piece_moved(get_shape_char(shape), 1 + x, y, piece, 1, 0);
+ }
+ break;
+ }
+ }
+ return 1;
+}
diff --git a/keyboards/clueboard/keymaps/tetris/tetris_text.h b/keyboards/clueboard/keymaps/tetris/tetris_text.h
new file mode 100644
index 0000000000..25b4177e0b
--- /dev/null
+++ b/keyboards/clueboard/keymaps/tetris/tetris_text.h
@@ -0,0 +1,45 @@
+/* Copyright 2017 Dan Amlund Thomsen
+ *
+ * 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/>.
+ */
+#ifndef TETRIS_TEXT_H
+#define TETRIS_TEXT_H
+
+//// to implement
+void tetris_send_up(void);
+void tetris_send_left(void);
+void tetris_send_down(void);
+void tetris_send_right(void);
+
+void tetris_send_backspace(void);
+void tetris_send_delete(void);
+
+void tetris_send_string(const char *s);
+
+void tetris_send_newline(void);
+
+// return = meaning
+// 0 = no keys pressed
+// 1 = up
+// 2 = left
+// 3 = down
+// 4 = right
+int tetris_get_keypress(void);
+
+//// to call
+void tetris_start(uint8_t seed);
+// returns 0 when game is over
+int tetris_tick(int ms_since_previous_tick);
+
+#endif