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#include "viterbi.h"
#include "action_layer.h"
#include "eeconfig.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.
#define _NUMNAV   0
#define _DIABLO   1
#define _MACROS   2
#define _GAMEPAD  3
#define _MEDIA    4


enum custom_keycodes {
    KC_DIABLO_CLEAR = SAFE_RANGE,
    KC_P00,
    KC_OVERWATCH,
    KC_SALT,
    KC_MORESALT,
    KC_SALTHARD,
    KC_GOODGAME,
    KC_SYMM,
    KC_DOOMFIST,
    KC_JUSTGAME,
    KC_GLHF,
    KC_TORB
};

// Fillers to make layering more clear
#define _______ KC_TRNS
#define XXXXXXX KC_NO
#define MACROS  TG(_MACROS)
#define DIABLO  TG(_DIABLO)
#define GAMEPAD TG(_GAMEPAD)
#define MEDIA   TG(_MEDIA)


bool is_overwatch = false;

//This is both for underglow, and Diablo 3 macros
static uint8_t current_layer = 0;
bool has_layer_changed = true;


#define rgblight_set_blue     rgblight_sethsv (0xFF, 0xFF, 0xFF);
#define rgblight_set_red      rgblight_sethsv(0x00, 0xFF, 0xFF);
#define rgblight_set_green    rgblight_sethsv (0x78, 0xFF, 0xFF);
#define rgblight_set_orange   rgblight_sethsv (0x1E, 0xFF, 0xFF);
#define rgblight_set_teal     rgblight_sethsv (0xC3, 0xFF, 0xFF);
#define rgblight_set_magenta  rgblight_sethsv (0x12C, 0xFF, 0xFF);
#define rgblight_set_urine    rgblight_sethsv (0x3C, 0xFF, 0xFF);
#define rgblight_set_purple   rgblight_sethsv (0x10E, 0xFF, 0xFF);

#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_DIABLO_1 = 0,
    TD_DIABLO_2,
    TD_DIABLO_3,
    TD_DIABLO_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_DIABLO_1] = ACTION_TAP_DANCE_FN(diablo_tapdance1),
    [TD_DIABLO_2] = ACTION_TAP_DANCE_FN(diablo_tapdance2),
    [TD_DIABLO_3] = ACTION_TAP_DANCE_FN(diablo_tapdance3),
    [TD_DIABLO_4] = ACTION_TAP_DANCE_FN(diablo_tapdance4),

};
#endif


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

/* QWERTY
 * ,------------------------------------------------.      ,------------------------------------------------.
 * |  Ins |   `  |   1  |   2  |   3  |   4  |   5  |      |   6  |   7  |   8  |   9  |   0  | Bksp | Del  |
 * |------+------+------+------+------+------+------|      |------+------+------+------+------+------+------|
 * |   -  | Tab  |   Q  |   W  |   E  |   R  |   T  |      |   Y  |   U  |   I  |   O  |   P  |   [  |   ]  |
 * |------+------+------+------+------+------+------|      |------+------+------+------+------+------+------|
 * |   =  | Esc  |   A  |   S  |   D  |   F  |   G  |      |   H  |   J  |   K  |   L  |   ;  |   "  |Enter |
 * |------+------+------+------+------+------+------|      |------+------+------+------+------+------+------|
 * | Pg Up| Shift|   Z  |   X  |   C  |   V  |   B  |      |   N  |   M  |   ,  |   .  |   /  | Home | End  |
 * |------+------+------+------+------+------+------|      |------+------+------+------+------+------+------|
 * | Pg Dn|Adjust| Ctrl | Alt  | GUI  |Lower |Space |      |Space |Raise | Left | Down |  Up  | Right|   \  |
 * `------------------------------------------------'      `------------------------------------------------'
 */
  [_NUMNAV] = KEYMAP(
      MACROS,  DIABLO,  GAMEPAD, KC_NLCK, KC_SCLK, KC_PTSC, KC_PSLS,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
      MEDIA,   XXXXXXX, XXXXXXX, 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, KC_RGHT, KC_P0,   KC_P00,  KC_PDOT, KC_PENT,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
  ),

/* Lower
 * ,------------------------------------------------.      ,------------------------------------------------.
 * |      |   ~  |  F1  |  F3  |  F3  |  F4  |  F5  |      |  F6  |  F7  |  F8  |  F9  | F10  | F11  | F12  |
 * |------+------+------+------+------+------+------|      |------+------+------+------+------+------+------|
 * |   _  |      |   !  |   @  |   #  |   $  |   %  |      |   ^  |   &  |   *  |   (  |   )  |   {  |   }  |
 * |------+------+------+------+------+------+------|      |------+------+------+------+------+------+------|
 * |   +  |      |  F1  |  F2  |  F3  |  F4  |  F5  |      |  F6  |   _  |   +  |   {  |   }  |      |      |
 * |------+------+------+------+------+------+------|      |------+------+------+------+------+------+------|
 * |      |      |  F7  |  F8  |  F9  |  F10 |  F11 |      |  F12 |      |      |      |      |      |      |
 * |------+------+------+------+------+------+------|      |------+------+------+------+------+------+------|
 * |      |      |      |      |      |      |      |      |      |      | Next | Vol- | Vol+ | Play |      |
 * `------------------------------------------------'      `------------------------------------------------'
 */
  [_DIABLO] = KEYMAP(
      _______, _______, _______, _______, _______, _______, _______,          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 \
  ),

 
  [_MACROS] = KEYMAP(
      _______, _______, _______, _______, _______, _______, _______,          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(
      _______, _______, _______, _______, _______, _______, _______,          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 \
  )

};



bool process_record_user(uint16_t keycode, keyrecord_t *record) {
    uint16_t kc;
    if (is_overwatch) {
        kc = KC_BSPC;
    }
    else {
        kc = KC_ENTER;
    }
    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
    case KC_P00:
        if (!record->event.pressed) {
            register_code(KC_P0);
            unregister_code(KC_P0);
            register_code(KC_P0);
            unregister_code(KC_P0);
        }
        return false;
        break;
    case KC_OVERWATCH:  // reset all Diable timers, disabling them
        if (record->event.pressed) {
            is_overwatch = !is_overwatch;
            has_layer_changed = true;
        }
        return false;
        break;
    case KC_SALT:
        if (!record->event.pressed) {
            register_code(kc);
            unregister_code(kc);
            _delay_ms(50);
            SEND_STRING("Salt, salt, salt...");
            register_code(KC_ENTER);
            unregister_code(KC_ENTER);
        }
        return false;
        break;
    case KC_MORESALT:
        if (!record->event.pressed) {
            register_code(kc);
            unregister_code(kc);
            _delay_ms(50);
            SEND_STRING("Please sir, can I have some more salt?!");
            register_code(KC_ENTER);
            unregister_code(KC_ENTER);
        }
        return false;
        break;
    case KC_SALTHARD:
        if (!record->event.pressed) {
            register_code(kc);
            unregister_code(kc);
            _delay_ms(50);
            SEND_STRING("Your salt only makes my penis that much harder, and even more aggressive!");
            register_code(KC_ENTER);
            unregister_code(KC_ENTER);
        }
        return false;
        break;
    case KC_GOODGAME:
        if (!record->event.pressed) {
            register_code(kc);
            unregister_code(kc);
            _delay_ms(50);
            SEND_STRING("Good game, everyone!");
            register_code(KC_ENTER);
            unregister_code(KC_ENTER);
        }
        return false;
        break;
    case KC_GLHF:
        if (!record->event.pressed) {
            register_code(kc);
            unregister_code(kc);
            _delay_ms(50);
            SEND_STRING("Good luck, have fun!!!");
            register_code(KC_ENTER);
            unregister_code(KC_ENTER);
        }
        return false;
        break;
    case KC_SYMM:
        if (!record->event.pressed) {
            register_code(kc);
            unregister_code(kc);
            _delay_ms(50);
            SEND_STRING("Left click to win!");
            register_code(KC_ENTER);
            unregister_code(KC_ENTER);
        }
        return false;
        break;
    case KC_DOOMFIST:
        if (!record->event.pressed) {
            register_code(kc);
            unregister_code(kc);
            _delay_ms(50);
            SEND_STRING("Hey, look at me.  I'm Doomfist, and I'm overpowered!  All I do is spam punches all day!   I'm DPS, tank and defense, rolled into one! All I need is team healing to be complete!");
            register_code(KC_ENTER);
            unregister_code(KC_ENTER);
        }
        return false;
        break;
    case KC_JUSTGAME:

        if (!record->event.pressed) {
            register_code(kc);
            unregister_code(kc);
            _delay_ms(50);
            SEND_STRING("It may be a game, but if you don't want to actually try, please go play AI, so that people that actually want to take the game seriously and \"get good\" have a place to do so without trolls like you throwing games.");
            register_code(KC_ENTER);
            unregister_code(KC_ENTER);
        }
        return false;
        break;
    case KC_TORB:

        if (!record->event.pressed) {
            register_code(kc);
            unregister_code(kc);
            _delay_ms(50);
            SEND_STRING("That was positively riveting!");
            register_code(KC_ENTER);
            unregister_code(KC_ENTER);
        }
        return false;
        break;

    }
    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 (current_layer == _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_user(void) {  // runs frequently to update info
    uint8_t layer = biton32(layer_state);

    if (layer != current_layer) {
        has_layer_changed = true;
        current_layer = layer;
    }
    // Check layer, and apply color if its changed since last check
    if (has_layer_changed) {

        switch (layer) {
        case _NUMNAV:
            rgblight_set_teal;
            rgblight_mode(2);
            break;
        case _MACROS:
            rgblight_set_orange;
            if (is_overwatch) {
                rgblight_mode(17); 
            }
            else {
                rgblight_mode(18);
            }
            break;
        case _DIABLO:
            rgblight_set_red;
            rgblight_mode(5);
            break;
        case _GAMEPAD:
            rgblight_set_urine;
            rgblight_mode(1);
            break;
        case _MEDIA:
            rgblight_set_blue;
            rgblight_mode(1);
            break;
        }
        has_layer_changed = false;
    }

#ifdef TAP_DANCE_ENABLE
    // Run Diablo 3 macro checking code.
    run_diablo_macro_check();
#endif
};