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authorNick Brassel <nick@tzarc.org>2022-07-03 00:16:33 +1000
committerNick Brassel <nick@tzarc.org>2022-07-03 00:16:33 +1000
commitea14a93718f1d7b54c63d9eef7deedb868f65b30 (patch)
tree6cc6797ade5e3e55e721e2e199ad394d1c82d271 /keyboards/gmmk/pro/rev1/iso/keymaps
parentac5e6b6a3bfad12ab7d9786a18fcc90f8bf4caf7 (diff)
parent5108d531691421be0fc4784a5a76fff7ab9aee63 (diff)
Merge remote-tracking branch 'upstream/master' into develop
Diffstat (limited to 'keyboards/gmmk/pro/rev1/iso/keymaps')
-rw-r--r--keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/config.h146
-rw-r--r--keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/keymap.c682
-rw-r--r--keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/paddlegame.h48
-rw-r--r--keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/readme.md122
-rw-r--r--keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rgb_matrix_map.h411
-rw-r--r--keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rules.mk22
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