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#include "viterbi.h"
#include "action_layer.h"
#include "eeconfig.h"
#include "drashna.h"

extern keymap_config_t keymap_config;

// 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.


// Fillers to make layering more clear
#define _______ KC_TRNS
#define XXXXXXX KC_NO

#define LMACRO   TG(_MACROS)
#define DIABLO   TG(_DIABLO)
#define GAMEPAD  TG(_OVERWATCH)
#define MEDIA    TG(_MEDIA)
#define COVECUBE TG(_COVECUBE)




#ifdef TAP_DANCE_ENABLE
//define diablo macro timer variables
static uint16_t diablo_timer[4];
static uint8_t diablo_times[] = { 0, 1, 3, 5, 10, 30 };
static uint8_t diablo_key_time[4];


bool check_dtimer(uint8_t dtimer) {
  // has the correct number of seconds elapsed (as defined by diablo_times)
  return (timer_elapsed(diablo_timer[dtimer]) < (diablo_key_time[dtimer] * 1000)) ? false : true;
};


enum {
  TD_D3_1 = 0,
  TD_D3_2,
  TD_D3_3,
  TD_D3_4
};


// Cycle through the times for the macro, starting at 0, for disabled.
// Max of six values, so don't exceed
void diablo_tapdance_master(qk_tap_dance_state_t *state, void *user_data, uint8_t diablo_key) {
  if (state->count >= 7) {
    diablo_key_time[diablo_key] = diablo_times[0];
    reset_tap_dance(state);
  }
  else {
    diablo_key_time[diablo_key] = diablo_times[state->count - 1];
  }
}


// Would rather have one function for all of this, but no idea how to do that...
void diablo_tapdance1(qk_tap_dance_state_t *state, void *user_data) {
  diablo_tapdance_master(state, user_data, 0);
}

void diablo_tapdance2(qk_tap_dance_state_t *state, void *user_data) {
  diablo_tapdance_master(state, user_data, 1);
}

void diablo_tapdance3(qk_tap_dance_state_t *state, void *user_data) {
  diablo_tapdance_master(state, user_data, 2);
}

void diablo_tapdance4(qk_tap_dance_state_t *state, void *user_data) {
  diablo_tapdance_master(state, user_data, 3);
}



//Tap Dance Definitions
qk_tap_dance_action_t tap_dance_actions[] = {
  // tap once to disable, and more to enable timed micros
  [TD_D3_1] = ACTION_TAP_DANCE_FN(diablo_tapdance1),
  [TD_D3_2] = ACTION_TAP_DANCE_FN(diablo_tapdance2),
  [TD_D3_3] = ACTION_TAP_DANCE_FN(diablo_tapdance3),
  [TD_D3_4] = ACTION_TAP_DANCE_FN(diablo_tapdance4),

};
#endif


const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {

  [_NUMLOCK] = KEYMAP(
      LMACRO,      DIABLO,      GAMEPAD,     KC_NLCK, KC_SLCK, KC_COLN, KC_PSLS,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
      MEDIA,       KC_CALC,     COVECUBE,    KC_P7,   KC_P8,   KC_P9,   KC_PAST,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
      KC_HOME,     KC_DEL,      KC_PGUP,     KC_P4,   KC_P5,   KC_P6,   KC_PMNS,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
      KC_END,      KC_UP,       KC_PGDN,     KC_P1,       KC_P2,   KC_P3,   KC_PPLS,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
      KC_LEFT,     KC_DOWN, K   C_RGHT,      KC_P0,       KC_KP_00,KC_PDOT, KC_PENT,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
  ),

  [_DIABLO] = KEYMAP(
      KC_ESC,      DIABLO,      KC_V,        KC_D,        XXXXXXX,     XXXXXXX,     KC_L,                     XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
      KC_TAB,      KC_S,        KC_F,        KC_I,        KC_M,        KC_T,        KC_J,                     XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
      KC_Q,        KC_1,        KC_2,        KC_3,        KC_4,        KC_G,        KC_F,                     XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
      KC_LCTL,     TD(TD_D3_1), TD(TD_D3_2), TD(TD_D3_3), TD(TD_D3_4), KC_Z,        KC_DIABLO_CLEAR,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
      KC_LALT,     KC_F4,       KC_F5,       KC_F8,       KC_F9,       KC_F10,      SFT_T(KC_SPACE),          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
  ),

  [_OVERWATCH] = KEYMAP(  // Game pad layout designed primarily for Overwatch
      LMACRO,      KC_ESC,      GAMEPAD,     KC_1,        KC_2,        KC_3,        KC_4,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
      MEDIA,       KC_TAB,      KC_Q,        KC_W,        KC_E,        KC_R,        KC_T,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
      KC_Z,        KC_LCTL,     KC_A,        KC_S,        KC_D,        KC_F,        KC_G,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
      KC_Y,        KC_LSFT,     KC_Z,        KC_X,        KC_C,        KC_V,        KC_B,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
      KC_F1,       KC_U,        KC_I,        KC_Y,        KC_V,        KC_SPC,      KC_V,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
  ),

  [_MACROS] = KEYMAP(
      LMACRO,      XXXXXXX,     GAMEPAD,     XXXXXXX,     XXXXXXX,     XXXXXXX,     XXXXXXX,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
      XXXXXXX,     XXXXXXX,     XXXXXXX,     XXXXXXX,     XXXXXXX,     XXXXXXX,     XXXXXXX,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
      KC_SYMM,     KC_TORB,     XXXXXXX,     XXXXXXX,     XXXXXXX,     XXXXXXX,     XXXXXXX,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
      KC_GLHF,     KC_GOODGAME, XXXXXXX,     XXXXXXX,     XXXXXXX,     XXXXXXX,     XXXXXXX,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
      KC_SALT,     KC_MORESALT, KC_SALTHARD, KC_JUSTGAME, KC_AIM,      XXXXXXX,     XXXXXXX,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
  ),

  [_COVECUBE] = KEYMAP(
      COVECUBE,    XXXXXXX,     XXXXXXX,     XXXXXXX,     XXXXXXX,     XXXXXXX,     XXXXXXX,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
      XXXXXXX,     XXXXXXX,     XXXXXXX,     XXXXXXX,     XXXXXXX,     XXXXXXX,     XXXXXXX,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
      XXXXXXX,     XXXXXXX,     XXXXXXX,     XXXXXXX,     XXXXXXX,     XXXXXXX,     XXXXXXX,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
      XXXXXXX,     XXXXXXX,     XXXXXXX,     XXXXXXX,     XXXXXXX,     XXXXXXX,     XXXXXXX,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
      XXXXXXX,     XXXXXXX,     XXXXXXX,     XXXXXXX,     XXXXXXX,     XXXXXXX,     XXXXXXX,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
  ),

  [_MEDIA] = KEYMAP(
      KC_RESET,KC_MAKE, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
      MEDIA,   XXXXXXX, RGB_SAI, RGB_VAI, RGB_M_P, RGB_M_B, RGB_M_R,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
      RGB_TOG, RGB_MOD, RGB_SAD, RGB_VAD, RGB_M_SW,RGB_M_SN,RGB_M_K,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
      KC_MPLY, KC_MSTP, KC_MPRV, KC_MNXT, RGB_M_K, RGB_M_X, RGB_M_G,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
      KC_MUTE, KC_VOLD, KC_VOLU, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
  )


};



bool process_record_keymap(uint16_t keycode, keyrecord_t *record) {
  switch (keycode) {
#ifdef TAP_DANCE_ENABLE
  case KC_DIABLO_CLEAR:  // reset all Diable timers, disabling them
    if (record->event.pressed) {
      uint8_t dtime;

      for (dtime = 0; dtime < 4; dtime++) {
        diablo_key_time[dtime] = diablo_times[0];
      }
    }
    return false;
    break;
#endif
  }
  return true;
}

#ifdef TAP_DANCE_ENABLE

// Sends the key press to system, but only if on the Diablo layer
void send_diablo_keystroke(uint8_t diablo_key) {
  if (biton32(layer_state) == _DIABLO) {
    switch (diablo_key) {
    case 0:
      SEND_STRING("1");
      break;
    case 1:
      SEND_STRING("2");
      break;
    case 2:
      SEND_STRING("3");
      break;
    case 3:
      SEND_STRING("4");
      break;
    }
  }
}

// Checks each of the 4 timers/keys to see if enough time has elapsed
// Runs the "send string" command if enough time has passed, and resets the timer.
void run_diablo_macro_check(void) {
  uint8_t dtime;

  for (dtime = 0; dtime < 4; dtime++) {
    if (check_dtimer(dtime) && diablo_key_time[dtime]) {
      diablo_timer[dtime] = timer_read();
      send_diablo_keystroke(dtime);
    }
  }

}
#endif



void matrix_scan_keymap(void) {  // runs frequently to update info
#ifdef TAP_DANCE_ENABLE
    // Run Diablo 3 macro checking code.
  run_diablo_macro_check();
#endif
};