diff options
author | gourdo1 <gourdo1@users.noreply.github.com> | 2022-07-02 07:11:26 -0700 |
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committer | GitHub <noreply@github.com> | 2022-07-03 00:11:26 +1000 |
commit | 97dfdcb2bd5013259f8500bcd31aaaa4826145c6 (patch) | |
tree | 14887079ac94b68d5406ae9daab042168e9e92f3 /keyboards/gmmk/pro/rev1/iso/keymaps | |
parent | d694488e2e39e9b599775a49fd711acc768e3915 (diff) |
[keymap] Update gourdo1 keymap for Q2 changes (#17398)
Diffstat (limited to 'keyboards/gmmk/pro/rev1/iso/keymaps')
6 files changed, 1431 insertions, 0 deletions
diff --git a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/config.h b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/config.h new file mode 100644 index 0000000000..a37fb08d31 --- /dev/null +++ b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/config.h @@ -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) diff --git a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/keymap.c b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/keymap.c new file mode 100644 index 0000000000..24a1e8a359 --- /dev/null +++ b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/keymap.c @@ -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], r |