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Remove userspace keymaps (#22544)

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Joel Challis 2023-11-26 18:36:45 +00:00 committed by GitHub
parent 4908d4b1ca
commit 1ed03f498f
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2738 changed files with 0 additions and 207314 deletions

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/* Copyright 2021 Choi Byungyoon <byungyoonc@gmail.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
#define RGB_MATRIX_KEYPRESSES
// RGB Matrix Animation modes. Explicitly enabled
// For full list of effects, see:
// https://docs.qmk.fm/#/feature_rgb_matrix?id=rgb-matrix-effects
// #define ENABLE_RGB_MATRIX_ALPHAS_MODS
// #define ENABLE_RGB_MATRIX_GRADIENT_UP_DOWN
// #define ENABLE_RGB_MATRIX_GRADIENT_LEFT_RIGHT
// #define ENABLE_RGB_MATRIX_BREATHING
#undef ENABLE_RGB_MATRIX_BAND_SAT
#undef ENABLE_RGB_MATRIX_BAND_VAL
#undef ENABLE_RGB_MATRIX_BAND_PINWHEEL_SAT
#undef ENABLE_RGB_MATRIX_BAND_PINWHEEL_VAL
#undef ENABLE_RGB_MATRIX_BAND_SPIRAL_SAT
#undef ENABLE_RGB_MATRIX_BAND_SPIRAL_VAL
// #define ENABLE_RGB_MATRIX_CYCLE_ALL
// #define ENABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT
// #define ENABLE_RGB_MATRIX_CYCLE_UP_DOWN
// #define ENABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON
#undef ENABLE_RGB_MATRIX_CYCLE_OUT_IN
#undef ENABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL
#undef ENABLE_RGB_MATRIX_CYCLE_PINWHEEL
#undef ENABLE_RGB_MATRIX_CYCLE_SPIRAL
#undef ENABLE_RGB_MATRIX_DUAL_BEACON
#undef ENABLE_RGB_MATRIX_RAINBOW_BEACON
#undef ENABLE_RGB_MATRIX_RAINBOW_PINWHEELS
// #define ENABLE_RGB_MATRIX_RAINDROPS
// #define ENABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS
#undef ENABLE_RGB_MATRIX_HUE_BREATHING
#undef ENABLE_RGB_MATRIX_HUE_PENDULUM
#undef ENABLE_RGB_MATRIX_HUE_WAVE
// #define ENABLE_RGB_MATRIX_PIXEL_RAIN
#undef ENABLE_RGB_MATRIX_PIXEL_FLOW
#undef ENABLE_RGB_MATRIX_PIXEL_FRACTAL
// enabled only if RGB_MATRIX_FRAMEBUFFER_EFFECTS is defined
// #define ENABLE_RGB_MATRIX_TYPING_HEATMAP
// #define ENABLE_RGB_MATRIX_DIGITAL_RAIN
// enabled only of RGB_MATRIX_KEYPRESSES or RGB_MATRIX_KEYRELEASES is defined
// #define ENABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE
// #define ENABLE_RGB_MATRIX_SOLID_REACTIVE
#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE
#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE
#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS
#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS
#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS
#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS
#undef ENABLE_RGB_MATRIX_SPLASH
// #define ENABLE_RGB_MATRIX_MULTISPLASH
#undef ENABLE_RGB_MATRIX_SOLID_SPLASH
// #define ENABLE_RGB_MATRIX_SOLID_MULTISPLASH
#undef DEBOUNCE
/* High debounce time is required to avoid key chattering because of the debouncing algorithm sym_eager_pk */
#define DEBOUNCE 40

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/* Copyright 2021 Choi Byungyoon <byungyoonc@gmail.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/>.
*/
#include QMK_KEYBOARD_H
#include "byungyoonc.h"
// clang-format off
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
// ESC F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Prt Rotary(Mic Mute)
// ~ 1 2 3 4 5 6 7 8 9 0 - (=) BackSpc TaskMgr
// Tab Q W E R T Y U I O P [ ] \ Del
// Caps A S D F G H J K L ; " Enter Home
// Sh_L Z X C V B N M , . ? Sh_R Up End
// Ct_L Win_L Alt_L SPACE Alt_R FN Ct_R Left Down Right
[0] = 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, KC_PSCR, KC_MMUT,
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, KC_TASK,
KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC, KC_BSLS, KC_DEL,
KC_CAPS, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_ENT, KC_HOME,
KC_LSFT, 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(1), KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
),
[1] = LAYOUT(
_______, KC_BRID, KC_BRIU, KC_CALC, KC_MSEL, RGB_VAD, RGB_VAI, KC_MRWD, KC_MPLY, KC_MFFD, KC_MUTE, KC_VOLD, KC_VOLU, _______, _______,
_______, KC_SEC1, KC_SEC2, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, DB_TOGG, _______,
_______, _______, _______, RGB_SAI, _______, _______, _______, _______, _______, _______, _______, _______, _______, QK_BOOT, _______,
_______, _______, _______, RGB_SAD, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, RGB_HUI, RGB_HUD, _______, _______, NK_TOGG, _______, _______, _______, _______, _______, RGB_MOD, _______,
_______, GUI_TOG, _______, _______, _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI
),
};
// clang-format on
bool process_record_user_kb(uint16_t keycode, keyrecord_t *record) {
if (record->event.pressed) {
rgblight_increase_hue();
}
return true;
}
#if defined(ENCODER_ENABLE)
bool encoder_update_user(uint8_t index, bool clockwise) {
uint8_t mod_state = get_mods();
if (mod_state & MOD_MASK_CTRL) {
unregister_mods(MOD_MASK_CTRL);
if (clockwise) {
tap_code16(LCTL(KC_RGHT));
} else {
tap_code16(LCTL(KC_LEFT));
}
set_mods(mod_state);
} else {
if (clockwise) {
tap_code16(KC_VOLU);
} else {
tap_code16(KC_VOLD);
}
}
//return true; //set to return false to counteract enabled encoder in pro.c
return false;
}
#endif // ENCODER_ENABLE
static void set_rgb_caps_leds(void);
static void set_rgb_caps_leds(void) {
rgb_matrix_set_color(73, 0xFF, 0x77, 0x77); // Left side LED 3
rgb_matrix_set_color(74, 0xFF, 0x77, 0x77); // Right side LED 3
rgb_matrix_set_color(76, 0xFF, 0x77, 0x77); // Left side LED 4
rgb_matrix_set_color(77, 0xFF, 0x77, 0x77); // Right side LED 4
rgb_matrix_set_color(80, 0xFF, 0x77, 0x77); // Left side LED 5
rgb_matrix_set_color(81, 0xFF, 0x77, 0x77); // Right side LED 5
rgb_matrix_set_color(83, 0xFF, 0x77, 0x77); // Left side LED 6
rgb_matrix_set_color(84, 0xFF, 0x77, 0x77); // Right side LED 6
rgb_matrix_set_color(3, 0xFF, 0x77, 0x77); // CAPS LED
}
static void set_rgb_nlck_notset_leds(void);
static void set_rgb_wlck_leds(void);
static void set_rgb_nlck_notset_leds(void) {
rgb_matrix_set_color(67, 0x77, 0x77, 0xFF); // Left side LED 1
rgb_matrix_set_color(68, 0x77, 0x77, 0xFF); // Right side LED 1
rgb_matrix_set_color(70, 0x77, 0x77, 0xFF); // Left side LED 2
rgb_matrix_set_color(71, 0x77, 0x77, 0xFF); // Right side LED 2
}
static void set_rgb_wlck_leds(void) {
rgb_matrix_set_color(87, 0x77, 0xFF, 0x77); // Left side LED 7
rgb_matrix_set_color(88, 0x77, 0xFF, 0x77); // Right side LED 7
rgb_matrix_set_color(91, 0x77, 0xFF, 0x77); // Left side LED 8
rgb_matrix_set_color(92, 0x77, 0xFF, 0x77); // Right side LED 8
}
bool rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
led_t led_state = host_keyboard_led_state();
if (led_state.caps_lock) {
set_rgb_caps_leds();
}
if (!led_state.num_lock) {
set_rgb_nlck_notset_leds();
}
if (keymap_config.no_gui) {
set_rgb_wlck_leds();
}
return false;
}
void matrix_output_unselect_delay(uint8_t line, bool key_pressed) {
for (int i = 0; i < 20; i++) {
wait_cpuclock(STM32_SYSCLK / 1000000L);
}
}

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byungyoonc's GMMK Pro Layout
============================
## Keymap
### Base Layer
![GMMK Pro Base Layer Layout Image](https://i.imgur.com/VvEL08Q.png)
Made a bit of a change on the leftmost side of the keyboard to set Home and End closer to the arrow keys. Also uses a shortcut for Windows Task Manager, Windows PowerToys microphone mute.
### Fn Layer
![GMMK Pro Fn Layer Layout Image](https://i.imgur.com/uQy2gSh.png)
F-row media functions roughly matches the Keychron keyboard's layout.
Added Debug key for faster debugging iteration.
Supports Secrets input by Fn + Numbers.
The rest are pretty self-explanatory RGB controls, a GUI toggle and an NKRO toggle.
## Rotary Encoder Rotation
Volume control when no mods, Ctrl+Left/Right when Ctrl is pressed while rotating the encoder.
## RGB Indicators
Uses side strap RGB as the RGB indicators.
- Top third lights on when the Num Lock is turned off.
- Middle third lights on when the Caps Lock is turned on.
- Bottom third lights on when the GUI is disabled (via `GUI_TOG`).
## Debounce
Uses the `DEBOUNCE_TYPE` of `sym_eager_pk` for the shortest response time possible, and `DEBOUNCE` time of `40` in order to eliminate any key chattering.
## NKRO
N-key rollover is turned on by default.
## RGB Matrix
Keypresses effects are enabled.
Disabled default several RGB effects.
Added custom RGB matrix effect `saturated_solid_multisplash`.
Every keypress increases the RGB hue value.

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#include "saturated_solid_multisplash.h"

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DEBOUNCE_TYPE = sym_eager_pk
RGB_MATRIX_CUSTOM_USER = yes

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/* Copyright 2021 Cedrik Lussier @cedrikl
.* Directly inspired from the work of jonavin https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/ansi/keymaps/jonavin
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include QMK_KEYBOARD_H
#include "rgb_matrix_map.h"
#include "cedrikl.h"
// clang-format off
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
// ESC F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Prt Rotary(Mute)
// ~ 1 2 3 4 5 6 7 8 9 0 - (=) BackSpc Del
// Tab Q W E R T Y U I O P [ ] \ PgUp
// Caps A S D F G H J K L ; " Enter PgDn
// Sh_L Z X C V B N M , . ? Sh_R Up End
// Ct_L Win_L Alt_L SPACE Alt_R FN Ct_R Left Down Right
// The FN key by default maps to a momentary toggle to layer 1 to provide access to the QK_BOOT key (to put the board into bootloader mode). Without
// this mapping, you have to open the case to hit the button on the bottom of the PCB (near the USB cable attachment) while plugging in the USB
// cable to get the board into bootloader mode - definitely not fun when you're working on your QMK builds. Remove this and put it back to KC_RGUI
// if that's your preference.
//
// To put the keyboard in bootloader mode, use FN+backslash. If you accidentally put it into bootloader, you can just unplug the USB cable and
// it'll be back to normal when you plug it back in.
//
// This keyboard defaults to 6KRO instead of NKRO for compatibility reasons (some KVMs and BIOSes are incompatible with NKRO).
// Since this is, among other things, a "gaming" keyboard, a key combination to enable NKRO on the fly is provided for convenience.
// Press Fn+N to toggle between 6KRO and NKRO. This setting is persisted to the EEPROM and thus persists between restarts.
[0] = 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, KC_DEL, KC_MUTE,
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, KC_HOME,
KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC, KC_BSLS, KC_PGUP,
KC_CAPS, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_ENT, KC_PGDN,
KC_LSFT, 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(1), KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
),
[1] = LAYOUT(
EE_CLR, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, QK_BOOT, KC_MUTE,
KC_NUM, 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_BSPC, KC_PSCR,
KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_PSLS, KC_PAST, KC_BSLS, KC_PGUP,
KC_CAPS, RGB_VAD, RGB_TOG, RGB_VAI, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_PENT, KC_PGDN,
KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_PDOT, KC_SLSH, KC_RSFT, KC_UP, KC_INS,
KC_LCTL, KC_RGUI, KC_LALT, KC_SPC, KC_RALT, KC_NO, KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
)
};
// clang-format on
#ifdef ENCODER_ENABLE
bool encoder_update_user(uint8_t index, bool clockwise) {
if (clockwise) {
tap_code(KC_VOLU);
} else {
tap_code(KC_VOLD);
}
//return true; //set to return false to counteract enabled encoder in pro.c
return false;
}
#endif // ENCODER_ENABLE
#ifdef RGB_MATRIX_ENABLE
//void set_layer_rgb(uint8_t led_min, uint8_t led_max, int layer) {
// const ledmap *l = &(ledmaps[layer]);
//
//
//
// for (int i = 0; i < RGB_MATRIX_LED_COUNT; i++) {
// HSV hsv = {
// .h = (*l)[i][0],
// .s = (*l)[i][1],
// .v = val,
// };
//
// if (hsv.h || hsv.s) {
// RGB rgb = hsv_to_rgb(hsv);
// RGB_MATRIX_INDICATOR_SET_COLOR(i, rgb.r, rgb.g, rgb.b);
// }
// }
//}
// These shorthands are used below to set led colors on each matrix cycle
void loop_colorset(const uint8_t *indices, int array_size, const HSV target_color) {
HSV work_color = target_color;
work_color.v = rgb_matrix_get_val();
RGB final_color = hsv_to_rgb(work_color);
for (int i = 0; i < array_size; i++) {
rgb_matrix_set_color(indices[i], final_color.r, final_color.g, final_color.b); // Set color A here
}
}
// Capslock, Scroll lock and Numlock indicator on Left side lights.
bool rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
loop_colorset(LED_REGION_A, ARRAY_SIZE(LED_REGION_A),
hsv_cl_blue);
loop_colorset(LED_REGION_B, ARRAY_SIZE(LED_REGION_B),
hsv_cl_purple);
loop_colorset(LED_REGION_L_SIDE, ARRAY_SIZE(LED_REGION_L_SIDE),
hsv_cl_purple);
loop_colorset(LED_REGION_R_SIDE, ARRAY_SIZE(LED_REGION_R_SIDE),
hsv_cl_purple);
switch(get_highest_layer(layer_state)){ // special handling per layer
case 1: //layer 1
//rgb_matrix_set_color_all(RGB_AZURE);
loop_colorset(LED_REGION_NUMPAD,
ARRAY_SIZE(LED_REGION_NUMPAD), hsv_cl_numpad);
loop_colorset(LED_REGION_OTHER, ARRAY_SIZE(LED_REGION_OTHER),
hsv_cl_mods);
break;
default: //layer 0
//
break;
break;
}
HSV bad_hsv = hsv_cl_bad;
bad_hsv.v = rgb_matrix_get_val();
RGB bad_rgb = hsv_to_rgb(bad_hsv);
led_t led_state = host_keyboard_led_state();
if (!led_state.num_lock) { // on if NUM lock is OFF
rgb_matrix_set_color(LED_R1, bad_rgb.r, bad_rgb.g, bad_rgb.b);
rgb_matrix_set_color(LED_R2, bad_rgb.r, bad_rgb.g, bad_rgb.b);
rgb_matrix_set_color(LED_R3, bad_rgb.r, bad_rgb.g, bad_rgb.b);
rgb_matrix_set_color(LED_R4, bad_rgb.r, bad_rgb.g, bad_rgb.b);
rgb_matrix_set_color(LED_R5, bad_rgb.r, bad_rgb.g, bad_rgb.b);
rgb_matrix_set_color(LED_R6, bad_rgb.r, bad_rgb.g, bad_rgb.b);
rgb_matrix_set_color(LED_R7, bad_rgb.r, bad_rgb.g, bad_rgb.b);
rgb_matrix_set_color(LED_R8, bad_rgb.r, bad_rgb.g, bad_rgb.b);
}
if (led_state.caps_lock) {
rgb_matrix_set_color(LED_L1, bad_rgb.r, bad_rgb.g, bad_rgb.b);
rgb_matrix_set_color(LED_L2, bad_rgb.r, bad_rgb.g, bad_rgb.b);
rgb_matrix_set_color(LED_L3, bad_rgb.r, bad_rgb.g, bad_rgb.b);
rgb_matrix_set_color(LED_L4, bad_rgb.r, bad_rgb.g, bad_rgb.b);
rgb_matrix_set_color(LED_L5, bad_rgb.r, bad_rgb.g, bad_rgb.b);
rgb_matrix_set_color(LED_L6, bad_rgb.r, bad_rgb.g, bad_rgb.b);
rgb_matrix_set_color(LED_L7, bad_rgb.r, bad_rgb.g, bad_rgb.b);
rgb_matrix_set_color(LED_L8, bad_rgb.r, bad_rgb.g, bad_rgb.b);
loop_colorset(LED_REGION_CAPS, ARRAY_SIZE(LED_REGION_CAPS),
hsv_cl_bad);
}
return false;
}
#endif

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/* Copyright 2021 Cedrik Lussier @cedrikl
.* Directly inspired from the work of jonavin https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/ansi/keymaps/jonavin
*
* 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/>.
*/
#ifdef RGB_MATRIX_ENABLE
// Custom RGB Colours
const HSV hsv_cl_blue = {150, 255, 255};
const HSV hsv_cl_purple = {188, 255, 255};
const HSV hsv_cl_numpad = {85, 255, 255};
const HSV hsv_cl_mods = {42, 255, 255};
const HSV hsv_cl_bad = {0, 255, 255};
// RGB LED locations
enum led_location_map {
LED_ESC, // 0, ESC, k13
LED_GRV, // 1, ~, k16
LED_TAB, // 2, Tab, k11
LED_CAPS, // 3, Caps, k21
LED_LSFT, // 4, Sh_L, k00
LED_LCTL, // 5, Ct_L, k06
LED_F1, // 6, F1, k26
LED_1, // 7, 1, k17
LED_Q, // 8, Q, k10
LED_A, // 9, A, k12
LED_Z, // 10, Z, k14
LED_LWIN, // 11, Win_L, k90
LED_F2, // 12, F2, k36
LED_2, // 13, 2, k27
LED_W, // 14, W, k20
LED_S, // 15, S, k22
LED_X, // 16, X, k24
LED_LALT, // 17, Alt_L, k93
LED_F3, // 18, F3, k31
LED_3, // 19, 3, k37
LED_E, // 20, E, k30
LED_D, // 21, D, k32
LED_C, // 22, C, k34
LED_F4, // 23, F4, k33
LED_4, // 24, 4, k47
LED_R, // 25, R, k40
LED_F, // 26, F, k42
LED_V, // 27, V, k44
LED_F5, // 28, F5, k07
LED_5, // 29, 5, k46
LED_T, // 30, T, k41
LED_G, // 31, G, k43
LED_B, // 32, B, k45
LED_SPC, // 33, SPACE, k94
LED_F6, // 34, F6, k63
LED_6, // 35, 6, k56
LED_Y, // 36, Y, k51
LED_H, // 37, H, k53
LED_N, // 38, N, k55
LED_F7, // 39, F7, k71
LED_7, // 40, 7, k57
LED_U, // 41, U, k50
LED_J, // 42, J, k52
LED_M, // 43, M, k54
LED_F8, // 44, F8, k76
LED_8, // 45, 8, k67
LED_I, // 46, I, k60
LED_K, // 47, K, k62
LED_COMM, // 48, ,, k64
LED_RALT, // 49, Alt_R, k95
LED_F9, // 50, F9, ka6
LED_9, // 51, 9, k77
LED_O, // 52, O, k70
LED_L, // 53, L, k72
LED_DOT, // 54, ., k74
LED_FN, // 55, FN, k92
LED_F10, // 56, F10, ka7
LED_0, // 57, 0, k87
LED_P, // 58, P, k80
LED_SCLN, // 59, ;, k82
LED_SLSH, // 60, ?, k85
LED_F11, // 61, F11, ka3
LED_MINS, // 62, -, k86
LED_LBRC, // 63, [, k81
LED_QUOT, // 64, ", k83
LED_RCTL, // 65, Ct_R, k04
LED_F12, // 66, F12, ka5
LED_L1, // 67, LED, l01
LED_R1, // 68, LED, l11
LED_DEL, // 69, Prt, k97 -- remapped to DEL
LED_L2, // 70, LED, l02
LED_R2, // 71, LED, l12
LED_HOME, // 72, Del, k65
LED_L3, // 73, LED, l03
LED_R3, // 74, LED, l13
LED_PGUP, // 75, PgUp, k15
LED_L4, // 76, LED, l04
LED_R4, // 77, LED, l14
LED_EQL, // 78, =, k66
LED_RGHT, // 79, Right, k05
LED_L5, // 80, LED, l05
LED_R5, // 81, LED, l15
LED_END, // 82, End, k75
LED_L6, // 83, LED, l06
LED_R6, // 84, LED, l16
LED_BSPC, // 85, BSpc, ka1
LED_PGDN, // 86, PgDn, k25
LED_L7, // 87, LED, l07
LED_R7, // 88, LED, l17
LED_RBRC, // 89, ], k61
LED_RSFT, // 90, Sh_R, k91
LED_L8, // 91, LED, l08
LED_R8, // 92, LED, l18
LED_BSLS, // 93, \, ka2
LED_UP, // 94, Up, k35
LED_LEFT, // 95, Left, k03
LED_ENT, // 96, Enter, ka4
LED_DOWN // 97, Down, k73
};
const uint8_t LED_REGION_L_SIDE[] = {LED_L1, LED_L2, LED_L3, LED_L4, LED_L5, LED_L6, LED_L7,LED_L8};
const uint8_t LED_REGION_R_SIDE[] = {LED_R1, LED_R2, LED_R3, LED_R4, LED_R5, LED_R6, LED_R7,LED_R8};
//const uint8_t LED_MATRIX[] = {
// LED_ESC, LED_F1, LED_F2, LED_F3, LED_F4, LED_F5, LED_F6, LED_F7, LED_F8, LED_F9, LED_F10, LED_F11, LED_F12, LED_DEL,
// LED_GRV, LED_1, LED_2, LED_3, LED_4, LED_5, LED_6, LED_7, LED_8, LED_9, LED_0, LED_MINS, LED_EQL, LED_BSPC, LED_HOME,
// LED_TAB, LED_Q, LED_W, LED_E, LED_R, LED_T, LED_Y, LED_U, LED_I, LED_O, LED_P, LED_LBRC, LED_RBRC, LED_BSLS, LED_PGUP,
// LED_CAPS, LED_A, LED_S, LED_D, LED_F, LED_G, LED_H, LED_J, LED_K, LED_L, LED_SCLN, LED_QUOT, LED_ENT, LED_PGDN,
// LED_LSFT, LED_Z, LED_X, LED_C, LED_V, LED_B, LED_N, LED_M, LED_COMM, LED_DOT, LED_SLSH, LED_RSFT, LED_UP, LED_END,
// LED_LCTL, LED_LWIN, LED_LALT, LED_SPC, LED_RALT, LED_FN, LED_RCTL, LED_LEFT, LED_DOWN, LED_RGHT
//};
const uint8_t LED_REGION_A[] = {
LED_ESC, LED_F9, LED_F10, LED_F11, LED_F12, LED_DEL,
LED_GRV, LED_1, LED_0, LED_MINS, LED_EQL, LED_BSPC, LED_HOME,
LED_TAB, LED_Q, LED_P, LED_LBRC, LED_RBRC, LED_BSLS, LED_PGUP,
LED_CAPS, LED_A, LED_SCLN, LED_QUOT, LED_ENT, LED_PGDN,
LED_LSFT, LED_Z, LED_SLSH, LED_RSFT, LED_UP, LED_END,
LED_LCTL, LED_LWIN, LED_LALT, LED_RCTL, LED_LEFT, LED_DOWN, LED_RGHT
};
const uint8_t LED_REGION_B[] = {
LED_F1, LED_F2, LED_F3, LED_F4, LED_F5, LED_F6, LED_F7, LED_F8,
LED_2, LED_3, LED_4, LED_5, LED_6, LED_7, LED_8, LED_9,
LED_W, LED_E, LED_R, LED_T, LED_Y, LED_U, LED_I, LED_O,
LED_S, LED_D, LED_F, LED_G, LED_H, LED_J, LED_K, LED_L,
LED_X, LED_C, LED_V, LED_B, LED_N, LED_M, LED_COMM, LED_DOT,
LED_SPC, LED_RALT, LED_FN
};
const uint8_t LED_REGION_NUMPAD[] = {
LED_GRV, LED_1, LED_2, LED_3, LED_4, LED_5, LED_6, LED_7, LED_8, LED_9, LED_0, LED_MINS, LED_EQL,
LED_LBRC, LED_RBRC,
LED_ENT,
LED_DOT
};
const uint8_t LED_REGION_OTHER[] = {
LED_ESC, LED_DEL,
LED_HOME,
LED_A, LED_S, LED_D,
LED_END,
LED_LWIN
};
const uint8_t LED_REGION_CAPS[] = {
LED_GRV, LED_1,
LED_TAB, LED_Q,
LED_CAPS, LED_A,
LED_LSFT,
LED_LCTL
};
#endif

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@ -1,2 +0,0 @@
IDLE_TIMEOUT_ENABLE = yes
STARTUP_NUMLOCK_ON = yes

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@ -1,146 +0,0 @@
/* 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_DEFAULT_MODE RGB_MATRIX_SOLID_REACTIVE // Sets the default effect mode, if none has been set (was RGB_MATRIX_SOLID_COLOR)
#define RGB_MATRIX_DEFAULT_HUE 24 // Sets the default hue value, if none has been set
#define RGB_MATRIX_DEFAULT_SAT 255 // Sets the default saturation value, if none has been set
#define RGB_MATRIX_DEFAULT_VAL 127 // Sets the default brightness value, if none has been set
#define RGB_MATRIX_DEFAULT_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)

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@ -1,713 +0,0 @@
/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
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/>.
*/
// Note: Many advanced functions referenced in this file 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 |
* |=============================================================================================================|
* | ` ~ | 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 | ; : | ' " | Enter || PgDn |
* |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------|
* | LShift | 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_BSLS, 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_ENT, KC_PGDN,
KC_LSFT, 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 | ____ | ____ |QK_BOOT|| Home |
* |---------+------+------+------+------+------+------+------+------+------+------+------+------+-------++------|
* | Capslock |RGBHUD|RGBVAD|RGBHUI| ____|GMAIL |HTMAIL| ____ | ____ | ____ | ____ | ____ | __________ || End |
* |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------|
* | __________ |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_SCRL, KC_PAUS, KC_SLEP,
PRNCONF, TG_CAPS, TG_PAD, TG_ESC, TG_DEL, TG_TDCAP,TG_ENC, TG_INS,TG_SPCMOD,TG_AUTOCR, _______, RGB_TOD, RGB_TOI, _______, RGB_TOG,
_______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO, _______, _______, OUTLOOK, TG(_GAME),SWAP_L, SWAP_R, QK_BOOT, KC_HOME,
KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, LOCKPC, _______, _______, _______, KC_END,
_______, RGB_NITE,_______, _______, _______, QK_BOOT, KC_NUM, _______, _______, 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_SCRL, KC_PAUS, KC_SLEP,
PRNCONF, TG_CAPS, TG_PAD, TG_ESC, TG_DEL, TG_TDCAP,TG_ENC, TG_INS,TG_SPCMOD,TG_AUTOCR, _______, RGB_TOD, RGB_TOI, _______, RGB_TOG,
_______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO, _______, _______, OUTLOOK, KC_PAUS, SWAP_L, SWAP_R, QK_BOOT, KC_HOME,
KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, LOCKPC, _______, _______, _______, KC_END,
_______, RGB_NITE,_______, _______, _______, QK_BOOT, KC_NUM, _______, _______, DOTCOM, KC_CAD, _______, RGB_MOD, _______,
_______, WINLOCK, _______, _______, _______, _______, _______, 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_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_BSLS, 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_ENT, KC_PGDN,
_______, 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.
bool rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
if (get_rgb_nightmode()) rgb_matrix_set_color_all(RGB_OFF);
led_t led_state = host_keyboard_led_state();
// Scroll Lock RGB setup
if (led_state.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 (!led_state.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 (led_state.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 (led_state.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);
// Indicator for paddle game enabled in build
#ifdef GAME_ENABLE
rgb_matrix_set_color(LED_P, RGB_CHARTREUSE);
#else
rgb_matrix_set_color(LED_P, RGB_RED);
#endif // GAME_ENABLE
// System NumLock warning indicator RGB setup
#ifdef INVERT_NUMLOCK_INDICATOR
if (!led_state.num_lock) { // on if NUM lock is OFF to bring attention to overlay numpad not functional when enabled
rgb_matrix_set_color(LED_N, RGB_ORANGE2);
}
#else
if (led_state.num_lock) { // Normal, on if NUM lock is ON
rgb_matrix_set_color(LED_N, RGB_ORANGE2);
}
#endif // INVERT_NUMLOCK_INDICATOR
//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);
}
if (user_config.autocorrect) {
rgb_matrix_set_color(LED_9, RGB_GREEN);
} else {
rgb_matrix_set_color(LED_9, 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:
#ifdef INVERT_NUMLOCK_INDICATOR
if (!led_state.num_lock) { // on if NUM lock is OFF to bring attention to overlay numpad not functional when enabled
rgb_matrix_set_color(LED_N, RGB_ORANGE2);
}
#else
if (led_state.num_lock) { // Normal, on if NUM lock is ON
rgb_matrix_set_color(LED_N, RGB_ORANGE2);
}
#endif // INVERT_NUMLOCK_INDICATOR
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 < ARRAY_SIZE(LED_GAME_OVER); 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], rgb_value.r, rgb_value.g, rgb_value.b);
rgb_matrix_set_color(GAME_SMILE2[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b);
} else {
// normal game loop
// Set paddle position
for (uint8_t i = 0; i < 3; i++) {
rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_GREEN);
}
// Ball movement logic happens at intervals
if (timer_elapsed(ball_timer) > GAME_TIMER[level_number]) {
for (int i = 0; i < 2; ++i) {
if (ball[i].on) {
// Ball movement
if (ball[i].up) {
if (ball[i].y > 0) {
--ball[i].y;
if (!ball[i].left) ++ball[i].x;
} else {
// Count reflections. If > 10, increase level
++bounce_count;
if (bounce_count >= 10) {
bounce_count = 0;
++level_number;
}
ball[i].on = false;
}
} else {
++ball[i].y;
if (ball[i].left) --ball[i].x;
if (ball[i].y > 4) {
// Remove a life if ball isn't returned and isn't enemy
if (!ball[i].enemy) {
hurt_paddle();
i = 2;
} else {
ball[i].on = false;
}
}
}
}
}
if (ball[0].y == 4 && !ball[1].on) {
init_ball(1);
}
if (ball[1].y == 4 && !ball[0].on) {
init_ball(0);
}
if (!ball[0].on && !ball[1].on) {
init_ball(0);
}
ball_timer = timer_read();
}
// Other ball stuff
for (int i = 0; i < 2; ++i) {
if (ball[i].on) {
// Ball deflection logic
if (!ball[i].up && ball[i].y == 4 && (ball[i].x == paddle_pos || ball[i].x == paddle_pos - 1 || ball[i].x == paddle_pos + 1)) {
if (!ball[i].enemy) {
--ball[i].y;
if (!ball[i].left) {
++ball[i].x;
}
ball[i].up = true;
} else {
hurt_paddle();
i = 2;
}
}
// Ball display
switch (ball[i].y) {
case 0:
if (ball[i].enemy) {
rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_RED);
} else {
rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_WHITE);
}
break;
case 1:
if (ball[i].enemy) {
rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_RED);
} else {
rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_WHITE);
}
break;
case 2:
if (ball[i].enemy) {
rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_RED);
} else {
rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_WHITE);
}
break;
case 3:
if (ball[i].enemy) {
rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_RED);
} else {
rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_WHITE);
}
break;
case 4:
if (ball[i].enemy) {
rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_RED);
} else {
rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_WHITE);
}
break;
}
}
}
}
break;
#endif //GAME_ENABLE
default:
#ifdef GAME_ENABLE
if (game_start) {
// Reset lighting settings
game_start = false;
rgb_matrix_sethsv_noeeprom(last_hsv.h, last_hsv.s, last_hsv.v);
}
#endif //GAME_ENABLE
break;
}
return false;
}
#endif
void keyboard_post_init_keymap(void) {
// keyboard_post_init_user() moved to userspace
#ifdef RGB_MATRIX_ENABLE
activate_rgb_nightmode(false); // Set to true if you want to startup in nightmode, otherwise use Fn + Z to toggle
#endif
}

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/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
Copyright 2021 Tomas Guinan
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/>.
*/
#ifdef GAME_ENABLE
const uint16_t GAME_TIMER[] = {
400, 350, 300, 250, 400, 350, 300, 250, 225, 200, 175, 150
};
bool game_start = false;
HSV last_hsv;
static uint8_t paddle_pos_full;
static uint8_t paddle_lives;
static uint8_t level_number;
static uint8_t bounce_count;
static uint8_t damage_count;
static uint16_t damage_timer;
static uint16_t ball_timer;
struct BallStruct
{
uint8_t x;
uint8_t y;
bool on;
bool up;
bool left;
bool enemy;
};
struct BallStruct ball[2];
void init_ball(uint8_t i);
void hurt_paddle(void);
#endif //GAME_ENABLE

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# [gourdo1's](mailto:gourdo1@outlook.com) GMMK Pro Keyboard Layouts
These Windows-centric layouts are based on Jonavin's GMMK Pro [layout](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/jonavin) with many additions, fixes, a revamped keymap, persistent user customizations, updated layers, Pascal Getreuer's [autocorrect](https://getreuer.info/posts/keyboards/autocorrection/), Tomas Guinan's [paddle game](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame) and expanded RGB controls and effects.
![image](https://raw.githubusercontent.com/gourdo1/media/main/susuwatari.jpg)
* Up-to-date [Changelog](https://github.com/gourdo1/gmmkpro-media/blob/main/changelog.md)
* Latest [ANSI firmware](https://github.com/gourdo1/gmmkpro-media/raw/main/gmmk_pro_rev1_ansi_gourdo1.bin) download. (Flash with [QMK Toolbox](https://github.com/qmk/qmk_toolbox/releases))
* Latest [ISO firmware](https://github.com/gourdo1/gmmkpro-media/raw/main/gmmk_pro_rev1_iso_gourdo1.bin) download. (Flash with [QMK Toolbox](https://github.com/qmk/qmk_toolbox/releases))
* Printable Keyboard [Cheatsheet](https://github.com/gourdo1/gmmkpro-media/raw/main/GMMK_Pro_Cheatsheet.pdf)
## Features
### Core Functionality
* Support for both [ANSI](https://keebnews.com/ansi-vs-iso/) and [ISO](https://keebnews.com/ansi-vs-iso/) keyboard layouts.
* Quick & Easy Customization: Open a text editor and hit [FN]` (tilde on ANSI; the key left of '1' on ISO layouts) to view toggle-able settings.
* [VIA](https://www.caniusevia.com/) support enabled.
* AutoCorrection: Pascal Getreuer's AutoCorrect code incorporated with 400 word dictionary on words > 4 characters.
* Most [default Glorious shortcuts](https://cdn.shopify.com/s/files/1/0549/2681/files/GMMK_Pro_User_Guide.pdf) enabled
* [N-key Rollover](https://en.wikipedia.org/wiki/Rollover_\(keyboard\)#n-key_rollover) (NKRO) -- toggled with [FN]R
* 1000Hz polling rate with 5ms debounce time for quick response in games.
* Mouse Keys! Don't want to move your hands off the keyboard or you didn't bring it with you? Use cursor keys to move the mouse.
* Overlay numpad on 789-UIOP-JKL;-M,. & Space-bar mapped to Enter key for rapid number entry.
* Gaming mode ([FN]Win-key) locks out Win-key and double-tap Shift Capslock; Also RGB highlights WSAD and nearby gaming keys.
* Caps Word enabled: To capitalize the next word only, press and release left and right shift at the same time.
* Multi-monitor app moving shortcuts: [FN] ],[ (square brackets) to move current app window to next monitor.
* Capslock toggled by double tap of Left Shift key or FN + Capslock (RGB green highlighted).
* Paddle game accessible via [FN]P. Hit [FN]P again or double tap [ESC] to exit.
* Single-handed shortcut for Ctrl-Alt-Delete: [FN]/
* Single-handed shortcut for WinKey-L (lock Windows): [FN]L
* Domain shortcuts: [FN]. for .com, [FN]O for outlook.com, [FN]Y for yahoo.com, [FN]H for hotmail.com, [FN]G for gmail.com.
* [Bootloader mode](https://github.com/qmk/qmk_firmware/blob/master/docs/newbs_flashing.md) accessible via [FN]Backslash for ANSI and FN(key next to Left Shift) for ISO
* PrtScrn, Scroll Lock, Pause/Break are top right on the keyboard: [FN]F11, [FN]F12, [FN]F13
* [Colemak](https://colemak.com/) key layout support (Accessible via Left Shift + turn Encoder clockwise until side LEDs light up purple)
* Double tap ESC any time to revert to base layer.
* RGB backlight effects expanded to include framebuffer effects and reactive keypress modes.
* RGB backlight now remembers last color & effect settings after power down.
### Quick & Easy Customization
* Below features can be toggled by holding [FN] and pressing the number corresponding to that feature. Changes are saved to EEPROM for persistence.
* Print current settings by opening a text editor and pressing [FN]~ (the key left of '1' on ISO layout keyboards)
* Quick view current settings by holding [FN] and viewing RGB under number keys (green means ON, violet means OFF)
#### Toggle-able Settings:
1. CapsLock RGB - Highlight under alpha keys
2. Numpad RGB - Highlight under numpad layer keys
3. ESC key - Double tap ESC key to go to base layer
4. Swap DEL and HOME - Default is DEL to the right of BKSPC & HOME is above BKSPC
5. Capslock function - Toggle between double tap LShift for CapsLock with Numpad on CapsLock key (default) and standard CapsLock
6. Encoder button - Default mutes volume; alternate plays/pauses media
7. Insert function - Toggle between SHIFT-BKSPC and SHIFT-DEL
8. Modded-Space override - Use standard Space in place of modded-Space functions
9. AutoCorrect - Internal (English) AutoCorrect; default is enabled
0. (ISO layouts only) CapsLock highlights extended alpha keys
### Numpad + Mouse Keys (Capslock key)
* Overlay numpad + [Mouse Keys](https://github.com/qmk/qmk_firmware/blob/master/docs/feature_mouse_keys.md) are accessed through Capslock key hold (temp) or double press (locked) with RGB highlighting
* Numpad uses Space-bar as Enter for rapid number entry.
* This layer disables much of the keyboard, except X/C/V for cut/copy/paste, WASD for cursor, Q/E for PgUp/PgDn, cursor keys become mouse keys, surrounding keys become mouse buttons and all number keys become numpad versions (so Alt char codes work regardless of which set you use)
* FN and N keys light up orange if system numlock is off (inverted status), indicating numpad keys will not deliver expected output ([FN]N to toggle)
* Double zero on comma key.
* [Mouse Keys](https://github.com/qmk/qmk_firmware/blob/master/docs/feature_mouse_keys.md) allow you to use the mouse without taking your hand off the keyboard.
* Mouse controls are: Cursor keys = move mouse; RShift = button1, End = button2, RCtrl = button3, PgUp/PgDn = Scroll wheel
* Mouse Keys can also be accessed as a standalone layer by Left Shift-turning the Encoder until the cursor keys light up green
### Encoder Functionality
* Default knob turn changes volume; button press toggles mute
* Exponential encoder: quick repeated volume up doubles increase; quick repeated volume down triples decrease.
* FN + knob turn changes RGB idle timeout
* FN + knob push puts PC to Sleep
* holding Left Shift changes layers
* holding Right Shift navigates page up/down
* holding Left Ctrl navigates prev/next word
* holding Right Ctrl changes RGB hue/color
* holding Left Alt changes media prev/next track
### Paddle Game
* Based on [Tomas Guinan's excellent GMMK Pro paddle game](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame)
* Paddle Game playable by pressing [FN]P (P lights up green in FN layer if game is enabled in firmware, otherwise it lights up red)
* Use rotary encoder to control paddle
* Contains 12 levels, indicated by blue LED on F-key row
* Player has 4 lives, indicated by nav cluster
* Deflect white balls while avoiding red ones
* Use [FN]P, double tap ESC or otherwise change layer to quit game
### Global RGB Controls
* RGB backlight lighting effect: [FN]up/down
* RGB backlight effect speed: [FN]left/right
* RGB backlight hue cycle: [FN]A/D
* RGB backlight brightness: [FN]W/S
* RGB backlight saturation: [FN]Q/E
* RGB backlight night mode toggle: [FN]Z (indicators still work)
* RGB backlight timeout: [FN]Encoder or "-" and "=" (default 15 minutes)
* F-key row indicator lights (cyan and blue) in FN layer display the current backlight timeout in minutes
* [FN]Z to turn off RGB backlighting (indicator lights still work); press again to toggle
* Left side RGB indicators in order from top: Scroll Lock (red), Numpad (blue), Capslock (green).
### Advanced Controls
* [FN]\ or [FN]B to get to bootloader mode (use key next to Left Shift on ISO)
* [FN][ESC] to clear EEPROM
* [FN]R to toggle N-key Rollover
* [FN]N to toggle system numlock
* [FN]/ is single-handed shortcut to Ctrl-Alt-Delete
* [FN]L is single-handed shortcut to Win-L (lock Windows)
* [FN][Encoder press] to sleep Windows PC
## Layer Diagrams (ANSI)
### Base layer
![image](https://raw.githubusercontent.com/gourdo1/gmmkpro-media/main/base.png)
### FN Layer
![image](https://raw.githubusercontent.com/gourdo1/gmmkpro-media/main/fn1.png)
### Layer 2 (Numpad)
![image](https://raw.githubusercontent.com/gourdo1/gmmkpro-media/main/numpad.png)
### COLEMAK layer
![image](https://user-images.githubusercontent.com/71780717/131235050-980d2f54-2d23-4ae8-a83f-9fcdbe60d6cb.png)

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/* 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/>.
*/
#ifdef RGB_MATRIX_ENABLE
//Define variables for Game
bool fn_active = false;
RGB rgb_value;
// Custom GMMK Pro-specific RGB color customizations (defaults found in quantum/color.h)
#define RGB_GODSPEED 0x00, 0xE4, 0xFF // color for matching keycaps
#define RGB_NAUTILUS 0x00, 0xA4, 0xA9 // Nautilus Font colors
#define RGB_OFFBLUE 0x00, 0x80, 0xFF // new color: blue with a hint of green
#define RGB_DKRED 0x28, 0x00, 0x00 // new color: dark red
#define RGB_ORANGE2 0xFF, 0x28, 0x00 // fix: reduced green from 80 to 28
#define RGB_PURPLE2 0x80, 0x00, 0xFF // fix: increased red from 7A to 80
#define RGB_SPRINGGREEN2 0x00, 0xFF, 0x10 // fix: blue was 80, now 10
#define RGB_YELLOW2 0xFF, 0xB0, 0x00 // fix: green was FF, now B0
#define RGB_OFF RGB_BLACK
// Added by gourdo1 for RGB testing
// Red Green Blue Expected GMMK Pro result
#define RGB_TEST1 0xFF, 0x00, 0x00 // Q - red good!
#define RGB_TEST2 0x0F, 0xFF, 0x00 // W - green good!
#define RGB_TEST3 0x00, 0x00, 0xFF // E - blue good!
#define RGB_TEST4 0xFF, 0xB0, 0x00 // R - yellow slightly green heavy - reduced green LED by quite a bit
#define RGB_TEST5 0x00, 0xFF, 0xFF // T - cyan good!
#define RGB_TEST6 0xFF, 0x00, 0xFF // Y - magenta very slightly blue heavy?
#define RGB_TEST7 0xFF, 0x28, 0x00 // U - orange very green heavy at default
#define RGB_TEST8 0xFF, 0x00, 0x80 // I - pink good!
#define RGB_TEST9 0x80, 0xFF, 0x00 // O - chartreus good!
#define RGB_TEST10 0x00, 0xFF, 0x10 // P - springgrn fixed: was too blue because green LED has blue in it already
#define RGB_TEST11 0x00, 0x80, 0xFF // A - grn blue good!
#define RGB_TEST12 0x80, 0x00, 0xFF // S - purple good!
// RGB LED locations
enum led_location_map {
LED_ESC, // 0, ESC, k13
LED_GRV, // 1, ~, k16
LED_TAB, // 2, Tab, k11
LED_CAPS, // 3, Caps, k21
LED_LSFT, // 4, Sh_L, k00
LED_LCTL, // 5, Ct_L, k06
LED_F1, // 6, F1, k26
LED_1, // 7, 1, k17
LED_Q, // 8, Q, k10
LED_A, // 9, A, k12
LED_Z, // 10, Z, k14
LED_LWIN, // 11, Win_L, k90
LED_F2, // 12, F2, k36
LED_2, // 13, 2, k27
LED_W, // 14, W, k20
LED_S, // 15, S, k22
LED_X, // 16, X, k24
LED_LALT, // 17, Alt_L, k93
LED_F3, // 18, F3, k31
LED_3, // 19, 3, k37
LED_E, // 20, E, k30
LED_D, // 21, D, k32
LED_C, // 22, C, k34
LED_F4, // 23, F4, k33
LED_4, // 24, 4, k47
LED_R, // 25, R, k40
LED_F, // 26, F, k42
LED_V, // 27, V, k44
LED_F5, // 28, F5, k07
LED_5, // 29, 5, k46
LED_T, // 30, T, k41
LED_G, // 31, G, k43
LED_B, // 32, B, k45
LED_SPC, // 33, SPACE, k94
LED_F6, // 34, F6, k63
LED_6, // 35, 6, k56
LED_Y, // 36, Y, k51
LED_H, // 37, H, k53
LED_N, // 38, N, k55
LED_F7, // 39, F7, k71
LED_7, // 40, 7, k57
LED_U, // 41, U, k50
LED_J, // 42, J, k52
LED_M, // 43, M, k54
LED_F8, // 44, F8, k76
LED_8, // 45, 8, k67
LED_I, // 46, I, k60
LED_K, // 47, K, k62
LED_COMM, // 48, ,, k64
LED_RALT, // 49, Alt_R, k95
LED_F9, // 50, F9, ka6
LED_9, // 51, 9, k77
LED_O, // 52, O, k70
LED_L, // 53, L, k72
LED_DOT, // 54, ., k74
LED_FN, // 55, FN, k92
LED_F10, // 56, F10, ka7
LED_0, // 57, 0, k87
LED_P, // 58, P, k80
LED_SCLN, // 59, ;, k82
LED_SLSH, // 60, ?, k85
LED_F11, // 61, F11, ka3
LED_MINS, // 62, -, k86
LED_LBRC, // 63, [, k81
LED_QUOT, // 64, ", k83
LED_RCTL, // 65, Ct_R, k04
LED_F12, // 66, F12, ka5
LED_L1, // 67, LED, l01
LED_R1, // 68, LED, l11
LED_INS, // 69, Prt, k97 -- remapped to INS
LED_L2, // 70, LED, l02
LED_R2, // 71, LED, l12
LED_DEL, // 72, Del, k65
LED_L3, // 73, LED, l03
LED_R3, // 74, LED, l13
LED_PGUP, // 75, PgUp, k15
LED_L4, // 76, LED, l04
LED_R4, // 77, LED, l14
LED_EQL, // 78, =, k66
LED_RIGHT, // 79, Right, k05
LED_L5, // 80, LED, l05
LED_R5, // 81, LED, l15
LED_END, // 82, End, k75
LED_L6, // 83, LED, l06
LED_R6, // 84, LED, l16
LED_BSPC, // 85, BSpc, ka1
LED_PGDN, // 86, PgDn, k25
LED_L7, // 87, LED, l07
LED_R7, // 88, LED, l17
LED_RBRC, // 89, ], k61
LED_RSFT, // 90, Sh_R, k91
LED_L8, // 91, LED, l08
LED_R8, // 92, LED, l18
LED_BSLS, // 93, \, ka2
LED_UP, // 94, Up, k35
LED_LEFT, // 95, Left, k03
LED_ENT, // 96, Enter, ka4
LED_DOWN // 97, Down, k73
};
const uint8_t LED_LIST_WASD[] = {
LED_W,
LED_A,
LED_S,
LED_D
};
const uint8_t LED_LIST_ARROWS[] = {
LED_LEFT,
LED_RIGHT,
LED_UP,
LED_DOWN
};
const uint8_t LED_LIST_FUNCROW[] = {
LED_ESC,
LED_F1,
LED_F2,
LED_F3,
LED_F4,
LED_F5,
LED_F6,
LED_F7,
LED_F8,
LED_F9,
LED_F10,
LED_F11,
LED_F12,
LED_INS
};
const uint8_t LED_LIST_NUMROW[] = {
LED_GRV,
LED_1,
LED_2,
LED_3,
LED_4,
LED_5,
LED_6,
LED_7,
LED_8,
LED_9,
LED_0,
LED_MINS,
LED_EQL,
LED_BSPC,
LED_DEL
};
const uint8_t LED_LIST_LETTERS[] = {
/* LED_1,
LED_2,
LED_3,
LED_4,
LED_5,
LED_6,
LED_7,
LED_8,
LED_9,
LED_0, */
LED_Q,
LED_W,
LED_E,
LED_R,
LED_T,
LED_Y,
LED_U,
LED_I,
LED_O,
LED_P,
LED_A,
LED_S,
LED_D,
LED_F,
LED_G,
LED_H,
LED_J,
LED_K,
LED_L,
LED_Z,
LED_X,
LED_C,
LED_V,
LED_B,
LED_N,
LED_M
};
const uint8_t LED_LIST_NUMPAD[] = {
LED_1,
LED_2,
LED_3,
LED_4,
LED_5,
LED_6,
LED_7,
LED_8,
LED_9,
LED_0,
LED_MINS,
LED_EQL,
LED_U,
LED_I,
LED_O,
LED_P,
LED_J,
LED_K,
LED_L,
LED_SCLN,
LED_ENT,
LED_M,
LED_COMM,
LED_DOT,
LED_SLSH,
LED_END,
LED_RIGHT
};
const uint8_t LED_SIDE_LEFT[] = {
LED_L1,
LED_L2,
LED_L3,
LED_L4,
LED_L5,
LED_L6,
LED_L7,
LED_L8
};
const uint8_t LED_SIDE_RIGHT[] = {
LED_R1,
LED_R2,
LED_R3,
LED_R4,
LED_R5,
LED_R6,
LED_R7,
LED_R8
};
#ifdef GAME_ENABLE
// Game LED rules
const uint8_t GAME_LIVES[] = {
LED_DEL,
LED_PGUP,
LED_PGDN,
LED_END
};
const uint8_t GAME_PADDLE[] = {
LED_Z,
LED_X,
LED_C,
LED_V,
LED_B,
LED_N,
LED_M,
LED_COMM,
LED_DOT,
LED_SLSH
};
const uint8_t GAME_SMILE1[] = {
LED_A,
LED_S,
LED_D,
LED_F,
LED_G,
LED_H,
LED_J,
LED_K,
LED_L,
LED_SCLN,
LED_QUOT
};
const uint8_t GAME_SMILE2[] = {
LED_2,
LED_3,
LED_4,
LED_5,
LED_6,
LED_7,
LED_8,
LED_9,
LED_0,
LED_MINS,
LED_EQL
};
const uint8_t GAME_R4[] = {
LED_X,
LED_C,
LED_V,
LED_B,
LED_N,
LED_M,
LED_COMM,
LED_DOT
};
const uint8_t GAME_R3[] = {
LED_S,
LED_D,
LED_F,
LED_G,
LED_H,
LED_J,
LED_K,
LED_L,
LED_SCLN
};
const uint8_t GAME_R2[] = {
LED_W,
LED_E,
LED_R,
LED_T,
LED_Y,
LED_U,
LED_I,
LED_O,
LED_P,
LED_LBRC
};
const uint8_t GAME_R1[] = {
LED_2,
LED_3,
LED_4,
LED_5,
LED_6,
LED_7,
LED_8,
LED_9,
LED_0,
LED_MINS,
LED_EQL
};
const uint8_t GAME_R0[] = {
LED_F1,
LED_F2,
LED_F3,
LED_F4,
LED_F5,
LED_F6,
LED_F7,
LED_F8,
LED_F9,
LED_F10,
LED_F11,
LED_F12
};
const uint8_t LED_GAME_OVER[] = {
LED_5,
LED_8,
LED_F,
LED_G,
LED_H,
LED_J,
LED_C,
LED_M
};
#endif //GAME_ENABLE
#endif

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LTO_ENABLE = yes # link time optimization -- achieves a smaller compiled size
CONSOLE_ENABLE = no
COMMAND_ENABLE = no
BOOTMAGIC_ENABLE = yes # Enable Bootmagic Lite
VIA_ENABLE = yes
MOUSEKEY_ENABLE = yes
TAP_DANCE_ENABLE = no
CAPS_WORD_ENABLE = yes # Enable built-in Caps Word functionality
IDLE_TIMEOUT_ENABLE = yes
STARTUP_NUMLOCK_ON = yes
ENCODER_DEFAULTACTIONS_ENABLE = no
COLEMAK_LAYER_ENABLE = yes # Enable Colemak layer / set to no to disable
INVERT_NUMLOCK_INDICATOR = yes
GAME_ENABLE ?= yes # Enable Paddle Game / set to no to disable
ifeq ($(strip $(GAME_ENABLE)), yes)
OPT_DEFS += -DGAME_ENABLE
endif

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/* Copyright 2021 Jonavin Eng
*
* 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
#define TAPPING_TOGGLE 2
// TT set to two taps
/* 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
#ifdef RGB_MATRIX_ENABLE
#define RGB_MATRIX_DEFAULT_MODE RGB_MATRIX_SOLID_COLOR
#define RGB_DISABLE_WHEN_USB_SUSPENDED
#endif
// add fifth layer for colemak -- set "COLEMAK_LAYER_ENABLE = yes" in rules.mk to enable
#if defined COLEMAK_LAYER_ENABLE
#define DYNAMIC_KEYMAP_LAYER_COUNT 5
#define _COLEMAK 4
#endif // COLEMAK_LAYER_ENABLE

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/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
Copyright 2021 Jonavin
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include QMK_KEYBOARD_H
#include "rgb_matrix_map.h"
#include "jonavin.h"
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
// ESC F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Rotary(Mute)
// ~ 1 2 3 4 5 6 7 8 9 0 - (=) BackSpc Del
// Tab Q W E R T Y U I O P [ ] \ PgUp
// Caps A S D F G H J K L ; " Enter PgDn
// Sh_L Z X C V B N M , . ? Sh_R Up End
// Ct_L Win_L Alt_L SPACE Alt_R FN Ct_R Left Down Right
[_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, KC_INS, KC_MUTE,
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, KC_DEL,
KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC, KC_BSLS, KC_PGUP,
TT(_LOWER), KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_ENT, KC_PGDN,
KC_LSFTCAPSWIN, 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(
_______, KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_MUTE, KC_VOLD, KC_VOLU, _______, KC_CALC, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_TOG,
_______, _______, RGB_VAI, _______, _______, _______, _______, KC_PSCR, KC_SCRL, KC_PAUS, _______, _______, _______, QK_BOOT, KC_HOME,
KC_CAPS, _______, RGB_VAD, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_END,
_______, RGB_NITE,RGB_HUI, _______, _______, _______, KC_NUM, _______, RGB_TOD, RGB_TOI, _______, _______, RGB_MOD, _______,
_______, KC_WINLCK, _______, _______, _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI
),
[_LOWER] = LAYOUT(
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, KC_P7, KC_P8, KC_P9, KC_P0, KC_PMNS, KC_PPLS, _______, _______,
_______, KC_HOME, KC_UP, KC_END, KC_PGUP, _______, KC_TAB, KC_P4, KC_P5, KC_P6, KC_PDOT, _______, _______, _______, KC_HOME,
_______, KC_LEFT, KC_DOWN, KC_RGHT, KC_PGDN, _______, _______, KC_P1, KC_P2, KC_P3, KC_NO, KC_PAST, KC_PENT, KC_END,
_______, KC_NO, KC_DEL, KC_INS, KC_NO, KC_NO, KC_NO, KC_P0, KC_00, KC_PDOT, KC_PSLS, _______, RCTL(KC_PGUP), _______,
_______, _______, _______, KC_BSPC, _______, _______, _______, RCTL(KC_LEFT), RCTL(KC_PGDN), RCTL(KC_RIGHT)
),
[_RAISE] = LAYOUT(
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______
),
#ifdef COLEMAK_LAYER_ENABLE
[_COLEMAK] = 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, KC_INS, KC_MUTE,
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, KC_DEL,
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_BSLS, KC_PGUP,
TT(_LOWER), KC_A, KC_R, KC_S, KC_T, KC_D, KC_H, KC_N, KC_E, KC_I, KC_O, KC_QUOT, KC_ENT, KC_PGDN,
KC_LSFTCAPSWIN, 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_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, MO(_FN1),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;
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
// Capslock, Scroll lock and Numlock indicator on Left side lights.
bool rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
led_t led_state = host_keyboard_led_state();
if (get_rgb_nightmode()) rgb_matrix_set_color_all(RGB_OFF);
if (led_state.scroll_lock) {
rgb_matrix_set_color(LED_L1, RGB_GREEN);
rgb_matrix_set_color(LED_L2, RGB_GREEN);
}
#ifdef INVERT_NUMLOCK_INDICATOR
if (!led_state.num_lock) { // on if NUM lock is OFF
rgb_matrix_set_color(LED_L3, RGB_MAGENTA);
rgb_matrix_set_color(LED_L4, RGB_MAGENTA);
}
#else
if (led_state.num_lock) { // Normal, on if NUM lock is ON
rgb_matrix_set_color(LED_L3, RGB_MAGENTA);
rgb_matrix_set_color(LED_L4, RGB_MAGENTA);
}
#endif // INVERT_NUMLOCK_INDICATOR
if (led_state.caps_lock) {
rgb_matrix_set_color(LED_L5, RGB_RED);
rgb_matrix_set_color(LED_L6, RGB_RED);
rgb_matrix_set_color(LED_L7, RGB_RED);
}
if (keymap_config.no_gui) {
rgb_matrix_set_color(LED_LWIN, RGB_RED); //light up Win key when disabled
}
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_R2, RGB_RED);
rgb_matrix_set_color(LED_R3, RGB_RED);
rgb_matrix_set_color(LED_R4, RGB_RED);
rgb_matrix_set_color(LED_FN, RGB_RED); //FN key
// 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_RED);
else if (timeout_threshold < 140) {
rgb_matrix_set_color(LED_LIST_FUNCROW[(timeout_threshold / 10)], RGB_RED);
rgb_matrix_set_color(LED_LIST_NUMROW[(timeout_threshold % 10)], RGB_RED);
} else { // >= 140 minutes, just show these 3 lights
rgb_matrix_set_color(LED_LIST_NUMROW[10], RGB_RED);
rgb_matrix_set_color(LED_LIST_NUMROW[11], RGB_RED);
rgb_matrix_set_color(LED_LIST_NUMROW[12], RGB_RED);
}
break;
case _LOWER:
for (uint8_t i=0; i<ARRAYSIZE(LED_LIST_NUMPAD); i++) {
rgb_matrix_set_color(LED_LIST_NUMPAD[i], RGB_MAGENTA);
}
rgb_matrix_set_color(LED_R4, RGB_MAGENTA);
rgb_matrix_set_color(LED_R5, RGB_MAGENTA);
rgb_matrix_set_color(LED_R6, RGB_MAGENTA);
break;
case _RAISE:
rgb_matrix_set_color(LED_R6, RGB_GREEN);
rgb_matrix_set_color(LED_R7, RGB_GREEN);
rgb_matrix_set_color(LED_R8, RGB_GREEN);
break;
#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_BLUE);
}
break;
#endif
default:
break;
}
return false;
}
#endif
void keyboard_post_init_keymap(void) {
// keyboard_post_init_user() moved to userspace
#ifdef RGB_MATRIX_ENABLE
rgb_matrix_mode(RGB_MATRIX_SOLID_COLOR);
rgb_matrix_set_color_all(RGB_NAUTILUS); // Default startup colour
activate_rgb_nightmode(false); // Set to true if you want to startup in nightmode, otherwise use Fn + Z to toggle
#endif
}

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@ -1,65 +0,0 @@
# jonavin's GMMK Pro layout
- Add Fn layer keys from Glorious Core mapping that's missing in the default qmk mapping
- Add PrtScr, Scroll Lock, Break, NumLock to Fn layer
- Implement Win key lock using Fn+Win like in Glorious Core firmware
- Layer 2 mod on Caps Lock with double-tap to switch to this layer, double tap to switch back
- Layer 2 provides arrows on WASD and additional nav keys + right hand numpad with 00; an be used for Alt Code entry
- Layer 2 left spacebar Backspace
- add double tap of Left Shift to toggle Caps Lock
- additional encoder functionality
- FN Layer - change rgb idle timeout
- holding Left shift, change layers
- holding right shift, Navigate page up/down
- holding Left Ctrl, navigate prev/next word
- holding Right Ctrl, changes RGB hue/colour
- holding Left Alt, change media prev/next track
- default is change volume
- LED/RGB Functionality
- RGB idle timeout (default 5 minutes)
- Can be changed in FN layer with < and > or encoder
- setting to zero disables timeout
- indicators in FN layer using RGB in FN and number rows to show the timeout in minutes
- LED address location map as enum definition in rgb_matrix_map.h
- LED group lists for arrows, numpad, F row, num row, left and right side LEDs
- default startup in single mode with default colour
- Capslock, Scroll Lock, and Num Lock (not set) indicator on left side LED
- Layer indicator on right side LED
- Fn key light up red when Fn layer activate
- Win Key light up red when Win Lock mode enabled
- Layer 2 activation lights up Numpad area
- Fn + Z to turn off all RGB lights except rgb indicators; press again to toggle
rules.mk OPTIONS - Active features from userspace
STARTUP_NUMLOCK_ON = yes
- turns on NUMLOCK by default
ENCODER_DEFAULTACTIONS_ENABLE = yes
- Enabled default encoder funtions
TD_LSFT_CAPSLOCK_ENABLE = yes
- This will enable double tap on Left Shift to toggle CAPSLOCK when using KC_LSFTCAPS
IDLE_TIMEOUT_ENABLE = yes
- Enables Timer functionality; for RGB idle timeouts that can be changed dynamically
INVERT_NUMLOCK_INDICATOR
- inverts the Num lock indicator, LED is on when num lokc is off
COLEMAK_LAYER_ENABLE = yes
- Enabled optional 5th layer for COLEMAK layout
- Use Shift and encoder to enter 5th layer, right led indicator lights up BLUE
## All layers diagram
Default layer
![image](https://user-images.githubusercontent.com/71780717/124177658-82324880-da7e-11eb-9421-b69100131062.png)
Fn Layer
![image](https://user-images.githubusercontent.com/71780717/131255937-06c9691b-835f-4c94-93e6-6d1dc3de272b.png)
Layer 2 (Caps Lock Mod)
![image](https://user-images.githubusercontent.com/71780717/124177683-8b231a00-da7e-11eb-9434-e2475f679a54.png)
Optional COLEMAK layer
![image](https://user-images.githubusercontent.com/71780717/131235050-980d2f54-2d23-4ae8-a83f-9fcdbe60d6cb.png)

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@ -1,144 +0,0 @@
/* Copyright 2021 Jonavin Eng
*
* 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/>.
*/
#ifdef RGB_MATRIX_ENABLE
// Custom RGB Colours
#define RGB_GODSPEED 0x00, 0xE4, 0xFF // colour for matching keycaps
#define RGB_NAUTILUS 0x00, 0xA4, 0xA9 // Naurilus Font colours
// RGB LED locations
enum led_location_map {
LED_ESC, // 0, ESC, k13
LED_GRV, // 1, ~, k16
LEB_TAB, // 2, Tab, k11
LED_CAPS, // 3, Caps, k21
LED_LSFT, // 4, Sh_L, k00
LED_LCTL, // 5, Ct_L, k06
LED_F1, // 6, F1, k26
LED_1, // 7, 1, k17
LED_Q, // 8, Q, k10
LED_A, // 9, A, k12
LED_Z, // 10, Z, k14
LED_LWIN, // 11, Win_L, k90
LED_F2, // 12, F2, k36
LED_2, // 13, 2, k27
LED_W, // 14, W, k20
LED_S, // 15, S, k22
LED_X, // 16, X, k24
LED_LALT, // 17, Alt_L, k93
LED_F3, // 18, F3, k31
LED_3, // 19, 3, k37
LED_E, // 20, E, k30
LED_D, // 21, D, k32
LED_C, // 22, C, k34
LED_F4, // 23, F4, k33
LED_4, // 24, 4, k47
LED_R, // 25, R, k40
LED_F, // 26, F, k42
LED_V, // 27, V, k44
LED_F5, // 28, F5, k07
LED_5, // 29, 5, k46
LED_T, // 30, T, k41
LED_G, // 31, G, k43
LED_B, // 32, B, k45
LED_SPC, // 33, SPACE, k94
LED_F6, // 34, F6, k63
LED_6, // 35, 6, k56
LED_Y, // 36, Y, k51
LED_H, // 37, H, k53
LED_N, // 38, N, k55
LED_F7, // 39, F7, k71
LED_7, // 40, 7, k57
LED_U, // 41, U, k50
LED_J, // 42, J, k52
LED_M, // 43, M, k54
LED_F8, // 44, F8, k76
LED_8, // 45, 8, k67
LED_I, // 46, I, k60
LED_K, // 47, K, k62
LED_COMM, // 48, ,, k64
LED_RALT, // 49, Alt_R, k95
LED_F9, // 50, F9, ka6
LED_9, // 51, 9, k77
LED_O, // 52, O, k70
LED_L, // 53, L, k72
LED_DOT, // 54, ., k74
LED_FN, // 55, FN, k92
LED_F10, // 56, F10, ka7
LED_0, // 57, 0, k87
LED_P, // 58, P, k80
LED_SCLN, // 59, ;, k82
LED_SLSH, // 60, ?, k85
LED_F11, // 61, F11, ka3
LED_MINS, // 62, -, k86
LED_LBRC, // 63, [, k81
LED_QUOT, // 64, ", k83
LED_RCTL, // 65, Ct_R, k04
LED_F12, // 66, F12, ka5
LED_L1, // 67, LED, l01
LED_R1, // 68, LED, l11
LED_INS, // 69, Prt, k97 -- remapped to INS
LED_L2, // 70, LED, l02
LED_R2, // 71, LED, l12
LED_DEL, // 72, Del, k65
LED_L3, // 73, LED, l03
LED_R3, // 74, LED, l13
LED_PGUP, // 75, PgUp, k15
LED_L4, // 76, LED, l04
LED_R4, // 77, LED, l14
LED_EQL, // 78, =, k66
LED_RIGHT, // 79, Right, k05
LED_L5, // 80, LED, l05
LED_R5, // 81, LED, l15
LED_END, // 82, End, k75
LED_L6, // 83, LED, l06
LED_R6, // 84, LED, l16
LED_BSPC, // 85, BSpc, ka1
LED_PGDN, // 86, PgDn, k25
LED_L7, // 87, LED, l07
LED_R7, // 88, LED, l17
LED_RBRC, // 89, ], k61
LED_RSFT, // 90, Sh_R, k91
LED_L8, // 91, LED, l08
LED_R8, // 92, LED, l18
LED_BSLS, // 93, \, ka2
LED_UP, // 94, Up, k35
LED_LEFT, // 95, Left, k03
LED_ENT, // 96, Enter, ka4
LED_DOWN // 97, Down, k73
};
const uint8_t LED_LIST_WASD[] = { LED_W, LED_A, LED_S, LED_D };
const uint8_t LED_LIST_ARROWS[] = { LED_LEFT, LED_RIGHT, LED_UP, LED_DOWN };
const uint8_t LED_LIST_FUNCROW[] = { LED_ESC, LED_F1, LED_F2, LED_F3, LED_F4, LED_F5, LED_F6, LED_F7, LED_F8, LED_F9, LED_F10, LED_F11, LED_F12, LED_INS};
const uint8_t LED_LIST_NUMROW[] = { LED_GRV, LED_1, LED_2, LED_3, LED_4, LED_5, LED_6, LED_7, LED_8, LED_9, LED_0, LED_MINS, LED_EQL, LED_BSPC, LED_DEL};
const uint8_t LED_LIST_NUMPAD[] = {
LED_7, LED_8, LED_9,
LED_U, LED_I, LED_O,
LED_J, LED_K, LED_L,
LED_M, LED_COMM, LED_DOT
};
const uint8_t LED_SIDE_LEFT[] = { LED_L1, LED_L2, LED_L3, LED_L4, LED_L5, LED_L6, LED_L7, LED_L8};
const uint8_t LED_SIDE_RIGHT[] = { LED_R1, LED_R2, LED_R3, LED_R4, LED_R5, LED_R6, LED_R7, LED_R8};
#endif

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@ -1,12 +0,0 @@
VIA_ENABLE = yes
MOUSEKEY_ENABLE = no
TAP_DANCE_ENABLE = yes
BOOTMAGIC_ENABLE = yes # Enable Bootmagic Lite
TD_LSFT_CAPSLOCK_ENABLE = yes
IDLE_TIMEOUT_ENABLE = yes
STARTUP_NUMLOCK_ON = yes
ENCODER_DEFAULTACTIONS_ENABLE = no
COLEMAK_LAYER_ENABLE = yes #Enable Colemak layer / set to no to disable
INVERT_NUMLOCK_INDICATOR = yes

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@ -1,92 +0,0 @@
/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.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/>.
*/
#include QMK_KEYBOARD_H
#include "moults31.h"
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
// ESC F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Prt Rotary(Mute)
// ~ 1 2 3 4 5 6 7 8 9 0 - (=) BackSpc Del
// Tab Q W E R T Y U I O P [ ] \ PgUp
// Caps A S D F G H J K L ; " Enter PgDn
// Sh_L Z X C V B N M , . ? Sh_R Up End
// Ct_L Win_L Alt_L SPACE Alt_R FN Ct_R Left Down Right
// The FN key by default maps to a momentary toggle to layer 1 to provide access to the QK_BOOT key (to put the board into bootloader mode). Without
// this mapping, you have to open the case to hit the button on the bottom of the PCB (near the USB cable attachment) while plugging in the USB
// cable to get the board into bootloader mode - definitely not fun when you're working on your QMK builds. Remove this and put it back to KC_RGUI
// if that's your preference.
//
// To put the keyboard in bootloader mode, use FN+backslash. If you accidentally put it into bootloader, you can just unplug the USB cable and
// it'll be back to normal when you plug it back in.
[0] = 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, KC_PSCR, KC_MPLY,
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, KC_HOME,
KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC, KC_BSLS, KC_END,
KC_CAPS, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_ENT, KC_DEL,
KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, MO(2),
KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, MO(1), KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
),
[1] = LAYOUT(
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_MUTE,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, KC_CALC, _______, KC_INS, _______, KC_PSCR, _______, _______, QK_BOOT, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_PGUP, KC_PGDN, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______
),
[2] = LAYOUT(
M_GDB_STOP, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, M_VSC_DBGCNSLFOCUS,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, M_VSC_VIEWSIZEINC, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, M_VSC_EDGRPPRV, M_VSC_VIEWSIZEDEC, M_VSC_EDGRPNXT, _______, _______, _______, _______, _______, _______, _______, _______, M_GDB_PLAY, M_GDB_PAUSE,
_______, M_VSC_FILEPRV, M_VSC_FILENXT, _______, _______, _______, _______, _______, _______, _______, _______, _______, M_GDB_STEPOUT, _______,
_______, _______, _______, _______, _______, _______, _______, M_GDB_RESTART, M_GDB_STEPIN, M_GDB_STEPOVER
),
};
bool encoder_update_user(uint8_t index, bool clockwise) {
const layer_state_t curr_layer = get_highest_layer(layer_state);
if(curr_layer == 2) {
if (clockwise) {
moults31_tap_custom_code(M_VSC_FILENXT);
} else {
moults31_tap_custom_code(M_VSC_FILEPRV);
}
}
else if(curr_layer == 1) {
if (clockwise) {
moults31_tap_custom_code(M_VSC_VIEWSIZEINC);
} else {
moults31_tap_custom_code(M_VSC_VIEWSIZEDEC);
}
}
else {
if (clockwise) {
tap_code(KC_VOLU);
} else {
tap_code(KC_VOLD);
}
}
return false;
}

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@ -1,65 +0,0 @@
/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.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/>.
*/
#include QMK_KEYBOARD_H
#include "vnmm.h"
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[WIN_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, KC_PSCR, KC_MUTE,
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, KC_DEL,
KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC, KC_BSLS, KC_PGUP,
KC_CAPS, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_ENT, KC_PGDN,
KC_LSFT, 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, WIN_F, KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
),
[MAC_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, KC_PSCR, KC_MUTE,
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, KC_DEL,
KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC, KC_BSLS, KC_PGUP,
KC_CAPS, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_ENT, KC_PGDN,
KC_LSFT, 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_LALT, KC_LGUI, KC_SPC, KC_RGUI, WIN_F, KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
),
[WIN_FN] = LAYOUT(
_______, DF_WIN, DF_MAC, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_MPLY,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
RGB_TOG, RGB_MOD, RGB_VAI, RGB_SPI, RGB_HUI, RGB_SAI, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, RGB_RMOD,RGB_VAD, RGB_SPD, RGB_HUD, RGB_SAD, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, NK_TOGG, _______, _______, _______, _______, _______, _______, _______,
EE_CLR, _______, _______, QK_BOOT, _______, _______, _______, KC_MPRV, _______, KC_MNXT
),
[MAC_FN] = LAYOUT(
_______, DF_WIN, DF_MAC, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_MPLY,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
RGB_TOG, RGB_MOD, RGB_VAI, RGB_SPI, RGB_HUI, RGB_SAI, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, RGB_RMOD,RGB_VAD, RGB_SPD, RGB_HUD, RGB_SAD, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, NK_TOGG, _______, _______, _______, _______, _______, _______, _______,
EE_CLR, _______, _______, QK_BOOT, _______, _______, _______, KC_MPRV, _______, KC_MNXT
),
};
#if defined(ENCODER_MAP_ENABLE)
const uint16_t PROGMEM encoder_map[][NUM_ENCODERS][NUM_DIRECTIONS] = {
[WIN_BASE] = { ENCODER_CCW_CW(KC_VOLD, KC_VOLU) },
[MAC_BASE] = { ENCODER_CCW_CW(KC_VOLD, KC_VOLU) },
[WIN_FN] = { ENCODER_CCW_CW(KC_TRNS, KC_TRNS) },
[MAC_FN] = { ENCODER_CCW_CW(KC_TRNS, KC_TRNS) },
};
#endif

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@ -1,10 +0,0 @@
# Vnmm's ANSI GMMK pro layout
This keymap builds on the default but with a more sensible FN layer.
## Features
- Alphabet keys light up red when caps lock is on or shift is pressed
- Pressing FN shows keys that have a definition
- Via enabled
- Reset to bootloader with FN+Space

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@ -1,2 +0,0 @@
VIA_ENABLE = yes
ENCODER_MAP_ENABLE = yes

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@ -1,146 +0,0 @@
/* 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_DEFAULT_MODE RGB_MATRIX_SOLID_REACTIVE // Sets the default effect mode, if none has been set (was RGB_MATRIX_SOLID_COLOR)
#define RGB_MATRIX_DEFAULT_HUE 24 // Sets the default hue value, if none has been set
#define RGB_MATRIX_DEFAULT_SAT 255 // Sets the default saturation value, if none has been set
#define RGB_MATRIX_DEFAULT_VAL 127 // Sets the default brightness value, if none has been set
#define RGB_MATRIX_DEFAULT_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)

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@ -1,726 +0,0 @@
/* 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: Many advanced functions referenced in this file 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,
KC_LSFT, KC_NUBS, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_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 |
* |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------|
* | ____ |QK_BOOT|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_SCRL, KC_PAUS, KC_SLEP,
PRNCONF, TG_CAPS, TG_PAD, TG_ESC, TG_DEL, TG_TDCAP,TG_ENC, TG_INS,TG_SPCMOD,TG_AUTOCR,TG_ENGCAP,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,
_______, QK_BOOT, RGB_NITE,_______, _______, _______, QK_BOOT, KC_NUM, _______, _______, 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_SCRL, KC_PAUS, KC_SLEP,
PRNCONF, TG_CAPS, TG_PAD, TG_ESC, TG_DEL, TG_TDCAP,TG_ENC, TG_INS,TG_SPCMOD,TG_AUTOCR,TG_ENGCAP,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,
_______, QK_BOOT, RGB_NITE,_______, _______, _______, QK_BOOT, KC_NUM, _______, _______, DOTCOM, KC_CAD, _______, RGB_MOD, _______,
_______, WINLOCK, _______, _______, _______, _______, _______, 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_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.
bool rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
if (get_rgb_nightmode()) rgb_matrix_set_color_all(RGB_OFF);
led_t led_state = host_keyboard_led_state();
// Scroll Lock RGB setup
if (led_state.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 (!led_state.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 (led_state.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 (led_state.caps_lock) {
if (user_config.rgb_hilite_caps) {
if (user_config.rgb_english_caps) {
for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_LETTERS); i++) {
rgb_matrix_set_color(LED_LIST_LETTERS[i], RGB_CHARTREUSE);
}
}
else {
for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_LETTERS_DE); i++) {
rgb_matrix_set_color(LED_LIST_LETTERS_DE[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);
// Indicator for paddle game enabled in build
#ifdef GAME_ENABLE
rgb_matrix_set_color(LED_P, RGB_CHARTREUSE);
#else
rgb_matrix_set_color(LED_P, RGB_RED);
#endif // GAME_ENABLE
// System NumLock warning indicator RGB setup
#ifdef INVERT_NUMLOCK_INDICATOR
if (!led_state.num_lock) { // on if NUM lock is OFF to bring attention to overlay numpad not functional when enabled
rgb_matrix_set_color(LED_N, RGB_ORANGE2);
}
#else
if (led_state.num_lock) { // Normal, on if NUM lock is ON
rgb_matrix_set_color(LED_N, RGB_ORANGE2);
}
#endif // INVERT_NUMLOCK_INDICATOR
//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);
}
if (user_config.autocorrect) {
rgb_matrix_set_color(LED_9, RGB_GREEN);
} else {
rgb_matrix_set_color(LED_9, RGB_PURPLE);
}
if (user_config.rgb_english_caps) {
rgb_matrix_set_color(LED_0, RGB_GREEN);
} else {
rgb_matrix_set_color(LED_0, 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:
#ifdef INVERT_NUMLOCK_INDICATOR
if (!led_state.num_lock) { // on if NUM lock is OFF to bring attention to overlay numpad not functional when enabled
rgb_matrix_set_color(LED_N, RGB_ORANGE2);
}
#else
if (led_state.num_lock) { // Normal, on if NUM lock is ON
rgb_matrix_set_color(LED_N, RGB_ORANGE2);
}
#endif // INVERT_NUMLOCK_INDICATOR
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 < ARRAY_SIZE(LED_GAME_OVER); 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], rgb_value.r, rgb_value.g, rgb_value.b);
rgb_matrix_set_color(GAME_SMILE2[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b);
} else {
// normal game loop
// Set paddle position
for (uint8_t i = 0; i < 3; i++) {
rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_GREEN);
}
// Ball movement logic happens at intervals
if (timer_elapsed(ball_timer) > GAME_TIMER[level_number]) {
for (int i = 0; i < 2; ++i) {
if (ball[i].on) {
// Ball movement
if (ball[i].up) {
if (ball[i].y > 0) {
--ball[i].y;
if (!ball[i].left) ++ball[i].x;
} else {
// Count reflections. If > 10, increase level
++bounce_count;
if (bounce_count >= 10) {
bounce_count = 0;
++level_number;
}
ball[i].on = false;
}
} else {
++ball[i].y;
if (ball[i].left) --ball[i].x;
if (ball[i].y > 4) {
// Remove a life if ball isn't returned and isn't enemy
if (!ball[i].enemy) {
hurt_paddle();
i = 2;
} else {
ball[i].on = false;
}
}
}
}
}
if (ball[0].y == 4 && !ball[1].on) {
init_ball(1);
}
if (ball[1].y == 4 && !ball[0].on) {
init_ball(0);
}
if (!ball[0].on && !ball[1].on) {
init_ball(0);
}
ball_timer = timer_read();
}
// Other ball stuff
for (int i = 0; i < 2; ++i) {
if (ball[i].on) {
// Ball deflection logic
if (!ball[i].up && ball[i].y == 4 && (ball[i].x == paddle_pos || ball[i].x == paddle_pos - 1 || ball[i].x == paddle_pos + 1)) {
if (!ball[i].enemy) {
--ball[i].y;
if (!ball[i].left) {
++ball[i].x;
}
ball[i].up = true;
} else {
hurt_paddle();
i = 2;
}
}
// Ball display
switch (ball[i].y) {
case 0:
if (ball[i].enemy) {
rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_RED);
} else {
rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_WHITE);
}
break;
case 1:
if (ball[i].enemy) {
rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_RED);
} else {
rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_WHITE);
}
break;
case 2:
if (ball[i].enemy) {
rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_RED);
} else {
rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_WHITE);
}
break;
case 3:
if (ball[i].enemy) {
rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_RED);
} else {
rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_WHITE);
}
break;
case 4:
if (ball[i].enemy) {
rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_RED);
} else {
rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_WHITE);
}
break;
}
}
}
}
break;
#endif //GAME_ENABLE
default:
#ifdef GAME_ENABLE
if (game_start) {
// Reset lighting settings
game_start = false;
rgb_matrix_sethsv_noeeprom(last_hsv.h, last_hsv.s, last_hsv.v);
}
#endif //GAME_ENABLE
break;
}
return false;
}
#endif
void keyboard_post_init_keymap(void) {
// keyboard_post_init_user() moved to userspace
#ifdef RGB_MATRIX_ENABLE
activate_rgb_nightmode(false); // Set to true if you want to startup in nightmode, otherwise use Fn + Z to toggle
#endif
}

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@ -1,48 +0,0 @@
/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
Copyright 2021 Tomas Guinan
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/>.
*/
#ifdef GAME_ENABLE
const uint16_t GAME_TIMER[] = {
400, 350, 300, 250, 400, 350, 300, 250, 225, 200, 175, 150
};
bool game_start = false;
HSV last_hsv;
static uint8_t paddle_pos_full;
static uint8_t paddle_lives;
static uint8_t level_number;
static uint8_t bounce_count;
static uint8_t damage_count;
static uint16_t damage_timer;
static uint16_t ball_timer;
struct BallStruct
{
uint8_t x;
uint8_t y;
bool on;
bool up;
bool left;
bool enemy;
};
struct BallStruct ball[2];
void init_ball(uint8_t i);
void hurt_paddle(void);
#endif //GAME_ENABLE

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@ -1,124 +0,0 @@
# [gourdo1's](mailto:gourdo1@outlook.com) GMMK Pro Keyboard Layouts
These Windows-centric layouts are based on Jonavin's GMMK Pro [layout](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/jonavin) with many additions, fixes, a revamped keymap, persistent user customizations, updated layers, Pascal Getreuer's [autocorrect](https://getreuer.info/posts/keyboards/autocorrection/), Tomas Guinan's [paddle game](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame) and expanded RGB controls and effects.
![image](https://raw.githubusercontent.com/gourdo1/media/main/susuwatari.jpg)
* Up-to-date [Changelog](https://github.com/gourdo1/gmmkpro-media/blob/main/changelog.md)
* Latest [ANSI firmware](https://github.com/gourdo1/gmmkpro-media/raw/main/gmmk_pro_rev1_ansi_gourdo1.bin) download. (Flash with [QMK Toolbox](https://github.com/qmk/qmk_toolbox/releases))
* Latest [ISO firmware](https://github.com/gourdo1/gmmkpro-media/raw/main/gmmk_pro_rev1_iso_gourdo1.bin) download. (Flash with [QMK Toolbox](https://github.com/qmk/qmk_toolbox/releases))
* Printable Keyboard [Cheatsheet](https://github.com/gourdo1/gmmkpro-media/raw/main/GMMK_Pro_Cheatsheet.pdf)
## Features
### Core Functionality
* Support for both [ANSI](https://keebnews.com/ansi-vs-iso/) and [ISO](https://keebnews.com/ansi-vs-iso/) keyboard layouts.
* Quick & Easy Customization: Open a text editor and hit [FN]` (tilde on ANSI; the key left of '1' on ISO layouts) to view toggle-able settings.
* [VIA](https://www.caniusevia.com/) support enabled.
* AutoCorrection: Pascal Getreuer's AutoCorrect code incorporated with 400 word dictionary on words > 4 characters.
* Most [default Glorious shortcuts](https://cdn.shopify.com/s/files/1/0549/2681/files/GMMK_Pro_User_Guide.pdf) enabled
* [N-key Rollover](https://en.wikipedia.org/wiki/Rollover_\(keyboard\)#n-key_rollover) (NKRO) -- toggled with [FN]R
* 1000Hz polling rate with 5ms debounce time for quick response in games.
* Mouse Keys! Don't want to move your hands off the keyboard or you didn't bring it with you? Use cursor keys to move the mouse.
* Overlay numpad on 789-UIOP-JKL;-M,. & Space-bar mapped to Enter key for rapid number entry.
* Gaming mode ([FN]Win-key) locks out Win-key and double-tap Shift Capslock; Also RGB highlights WSAD and nearby gaming keys.
* Caps Word enabled: To capitalize the next word only, press and release left and right shift at the same time.
* Multi-monitor app moving shortcuts: [FN] ],[ (square brackets) to move current app window to next monitor.
* Capslock toggled by double tap of Left Shift key or FN + Capslock (RGB green highlighted).
* Paddle game accessible via [FN]P. Hit [FN]P again or double tap [ESC] to exit.
* Single-handed shortcut for Ctrl-Alt-Delete: [FN]/
* Single-handed shortcut for WinKey-L (lock Windows): [FN]L
* Domain shortcuts: [FN]. for .com, [FN]O for outlook.com, [FN]Y for yahoo.com, [FN]H for hotmail.com, [FN]G for gmail.com.
* [Bootloader mode](https://github.com/qmk/qmk_firmware/blob/master/docs/newbs_flashing.md) accessible via [FN]Backslash for ANSI and FN(key next to Left Shift) for ISO
* PrtScrn, Scroll Lock, Pause/Break are top right on the keyboard: [FN]F11, [FN]F12, [FN]F13
* [Colemak](https://colemak.com/) key layout support (Accessible via Left Shift + turn Encoder clockwise until side LEDs light up purple)
* Double tap ESC any time to revert to base layer.
* RGB backlight effects expanded to include framebuffer effects and reactive keypress modes.
* RGB backlight now remembers last color & effect settings after power down.
### Quick & Easy Customization
* Below features can be toggled by holding [FN] and pressing the number corresponding to that feature. Changes are saved to EEPROM for persistence.
* Print current settings by opening a text editor and pressing [FN]~ (the key left of '1' on ISO layout keyboards)
* Quick view current settings by holding [FN] and viewing RGB under number keys (green means ON, violet means OFF)
#### Toggle-able Settings:
1. CapsLock RGB - Highlight under alpha keys
2. Numpad RGB - Highlight under numpad layer keys
3. ESC key - Double tap ESC key to go to base layer
4. Swap DEL and HOME - Default is DEL to the right of BKSPC & HOME is above BKSPC
5. Capslock function - Toggle between double tap LShift for CapsLock with Numpad on CapsLock key (default) and standard CapsLock
6. Encoder button - Default mutes volume; alternate plays/pauses media
7. Insert function - Toggle between SHIFT-BKSPC and SHIFT-DEL
8. Modded-Space override - Use standard Space in place of modded-Space functions
9. AutoCorrect - Internal (English) AutoCorrect; default is enabled
0. (ISO layouts only) CapsLock highlights extended alpha keys
### Numpad + Mouse Keys (Capslock key)
* Overlay numpad + [Mouse Keys](https://github.com/qmk/qmk_firmware/blob/master/docs/feature_mouse_keys.md) are accessed through Capslock key hold (temp) or double press (locked) with RGB highlighting
* Numpad uses Space-bar as Enter for rapid number entry.
* This layer disables much of the keyboard, except X/C/V for cut/copy/paste, WASD for cursor, Q/E for PgUp/PgDn, cursor keys become mouse keys, surrounding keys become mouse buttons and all number keys become numpad versions (so Alt char codes work regardless of which set you use)
* FN and N keys light up orange if system numlock is off (inverted status), indicating numpad keys will not deliver expected output ([FN]N to toggle)
* Double zero on comma key.
* [Mouse Keys](https://github.com/qmk/qmk_firmware/blob/master/docs/feature_mouse_keys.md) allow you to use the mouse without taking your hand off the keyboard.
* Mouse controls are: Cursor keys = move mouse; RShift = button1, End = button2, RCtrl = button3, PgUp/PgDn = Scroll wheel
* Mouse Keys can also be accessed as a standalone layer by Left Shift-turning the Encoder until the cursor keys light up green
### Encoder Functionality
* Default knob turn changes volume; button press toggles mute
* Exponential encoder: quick repeated volume up doubles increase; quick repeated volume down triples decrease.
* FN + knob turn changes RGB idle timeout
* FN + knob push puts PC to Sleep
* holding Left Shift changes layers
* holding Right Shift navigates page up/down
* holding Left Ctrl navigates prev/next word
* holding Right Ctrl changes RGB hue/color
* holding Left Alt changes media prev/next track
### Paddle Game
* Based on [Tomas Guinan's excellent GMMK Pro paddle game](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame)
* Paddle Game playable by pressing [FN]P (P lights up green in FN layer if game is enabled in firmware, otherwise it lights up red)
* Use rotary encoder to control paddle
* Contains 12 levels, indicated by blue LED on F-key row
* Player has 4 lives, indicated by nav cluster
* Deflect white balls while avoiding red ones
* Use [FN]P, double tap ESC or otherwise change layer to quit game
### Global RGB Controls
* RGB backlight lighting effect: [FN]up/down
* RGB backlight effect speed: [FN]left/right
* RGB backlight hue cycle: [FN]A/D
* RGB backlight brightness: [FN]W/S
* RGB backlight saturation: [FN]Q/E
* RGB backlight night mode toggle: [FN]Z (indicators still work)
* RGB backlight timeout: [FN]Encoder or "-" and "=" (default 15 minutes)
* F-key row indicator lights (cyan and blue) in FN layer display the current backlight timeout in minutes
* [FN]Z to turn off RGB backlighting (indicator lights still work); press again to toggle
* Left side RGB indicators in order from top: Scroll Lock (red), Numpad (blue), Capslock (green).
### Advanced Controls
* [FN]\ or [FN]B to get to bootloader mode (use key next to Left Shift on ISO)
* [FN][ESC] to clear EEPROM
* [FN]R to toggle N-key Rollover
* [FN]N to toggle system numlock
* [FN]/ is single-handed shortcut to Ctrl-Alt-Delete
* [FN]L is single-handed shortcut to Win-L (lock Windows)
* [FN][Encoder press] to sleep Windows PC
## Layer Diagrams (ANSI)
### Base layer
![image](https://raw.githubusercontent.com/gourdo1/gmmkpro-media/main/base.png)
### FN Layer
![image](https://raw.githubusercontent.com/gourdo1/gmmkpro-media/main/fn1.png)
### Layer 2 (Numpad)
![image](https://raw.githubusercontent.com/gourdo1/gmmkpro-media/main/numpad.png)
### COLEMAK layer
![image](https://user-images.githubusercontent.com/71780717/131235050-980d2f54-2d23-4ae8-a83f-9fcdbe60d6cb.png)

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@ -1,433 +0,0 @@
/* 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/>.
*/
#ifdef RGB_MATRIX_ENABLE
//Define variables for Game
bool fn_active = false;
RGB rgb_value;
// Custom GMMK Pro-specific RGB color customizations (defaults found in quantum/color.h)
#define RGB_GODSPEED 0x00, 0xE4, 0xFF // color for matching keycaps
#define RGB_NAUTILUS 0x00, 0xA4, 0xA9 // Nautilus Font colors
#define RGB_OFFBLUE 0x00, 0x80, 0xFF // new color: blue with a hint of green
#define RGB_DKRED 0x28, 0x00, 0x00 // new color: dark red
#define RGB_ORANGE2 0xFF, 0x28, 0x00 // fix: reduced green from 80 to 28
#define RGB_PURPLE2 0x80, 0x00, 0xFF // fix: increased red from 7A to 80
#define RGB_SPRINGGREEN2 0x00, 0xFF, 0x10 // fix: blue was 80, now 10
#define RGB_YELLOW2 0xFF, 0xB0, 0x00 // fix: green was FF, now B0
#define RGB_OFF RGB_BLACK
// Added by gourdo1 for RGB testing
// Red Green Blue Expected GMMK Pro result
#define RGB_TEST1 0xFF, 0x00, 0x00 // Q - red good!
#define RGB_TEST2 0x0F, 0xFF, 0x00 // W - green good!
#define RGB_TEST3 0x00, 0x00, 0xFF // E - blue good!
#define RGB_TEST4 0xFF, 0xB0, 0x00 // R - yellow slightly green heavy - reduced green LED by quite a bit
#define RGB_TEST5 0x00, 0xFF, 0xFF // T - cyan good!
#define RGB_TEST6 0xFF, 0x00, 0xFF // Y - magenta very slightly blue heavy?
#define RGB_TEST7 0xFF, 0x28, 0x00 // U - orange very green heavy at default
#define RGB_TEST8 0xFF, 0x00, 0x80 // I - pink good!
#define RGB_TEST9 0x80, 0xFF, 0x00 // O - chartreus good!
#define RGB_TEST10 0x00, 0xFF, 0x10 // P - springgrn fixed: was too blue because green LED has blue in it already
#define RGB_TEST11 0x00, 0x80, 0xFF // A - grn blue good!
#define RGB_TEST12 0x80, 0x00, 0xFF // S - purple good!
// RGB LED locations
enum led_location_map {
LED_ESC, // 0, ESC, k13
LED_GRV, // 1, `, k16
LED_TAB, // 2, Tab, k11
LED_CAPS, // 3, Caps, k21
LED_LSFT, // 4, Sh_L, k00
LED_LCTL, // 5, Ct_L, k06
LED_F1, // 6, F1, k26
LED_1, // 7, 1, k17
LED_Q, // 8, Q, k10
LED_A, // 9, A, k12
LED_Z, // 10, Z, k14
LED_LWIN, // 11, Win_L, k90
LED_F2, // 12, F2, k36
LED_2, // 13, 2, k27
LED_W, // 14, W, k20
LED_S, // 15, S, k22
LED_X, // 16, X, k24
LED_LALT, // 17, Alt_L, k93
LED_F3, // 18, F3, k31
LED_3, // 19, 3, k37
LED_E, // 20, E, k30
LED_D, // 21, D, k32
LED_C, // 22, C, k34
LED_F4, // 23, F4, k33
LED_4, // 24, 4, k47
LED_R, // 25, R, k40
LED_F, // 26, F, k42
LED_V, // 27, V, k44
LED_F5, // 28, F5, k07
LED_5, // 29, 5, k46
LED_T, // 30, T, k41
LED_G, // 31, G, k43
LED_B, // 32, B, k45
LED_SPC, // 33, SPACE, k94
LED_F6, // 34, F6, k63
LED_6, // 35, 6, k56
LED_Y, // 36, Y, k51
LED_H, // 37, H, k53
LED_N, // 38, N, k55
LED_F7, // 39, F7, k71
LED_7, // 40, 7, k57
LED_U, // 41, U, k50
LED_J, // 42, J, k52
LED_M, // 43, M, k54
LED_F8, // 44, F8, k76
LED_8, // 45, 8, k67
LED_I, // 46, I, k60
LED_K, // 47, K, k62
LED_COMM, // 48, ,, k64
LED_RALT, // 49, Alt_R, k95
LED_F9, // 50, F9, ka6
LED_9, // 51, 9, k77
LED_O, // 52, O, k70
LED_L, // 53, L, k72
LED_DOT, // 54, ., k74
LED_FN, // 55, FN, k92
LED_F10, // 56, F10, ka7
LED_0, // 57, 0, k87
LED_P, // 58, P, k80
LED_SCLN, // 59, ;, k82
LED_SLSH, // 60, ?, k85
LED_F11, // 61, F11, ka3
LED_MINS, // 62, -, k86
LED_LBRC, // 63, [, k81
LED_QUOT, // 64, ", k83
LED_RCTL, // 65, Ct_R, k04
LED_F12, // 66, F12, ka5
LED_BSLS, // 67, \, k23
LED_L1, // 68, LED, l01
LED_R1, // 69, LED, l11
LED_PRT, // 70, Prt, k97
LED_L2, // 71, LED, l02
LED_R2, // 72, LED, l12
LED_DEL, // 73, Del, k65
LED_L3, // 74, LED, l03
LED_R3, // 75, LED, l13
LED_PGUP, // 76, PgUp, k15
LED_L4, // 77, LED, l04
LED_R4, // 78, LED, l14
LED_EQL, // 79, =, k66
LED_RIGHT, // 80, Right, k05
LED_L5, // 81, LED, l05
LED_R5, // 82, LED, l15
LED_END, // 83, End, k75
LED_L6, // 84, LED, l06
LED_R6, // 85, LED, l16
LED_BSPC, // 86, BSpc, ka1
LED_PGDN, // 87, PgDn, k25
LED_L7, // 88, LED, l07
LED_R7, // 89, LED, l17
LED_RBRC, // 90, ], k61
LED_RSFT, // 91, Sh_R, k91
LED_L8, // 92, LED, l08
LED_R8, // 93, LED, l18
LED_UP, // 94, Up, k35
LED_HASH, // 95, #, k84
LED_LEFT, // 96, Left, k03
LED_ENT, // 97, Enter, ka4
LED_DOWN // 98, Down, k73
};
const uint8_t LED_LIST_WASD[] = {
LED_W,
LED_A,
LED_S,
LED_D
};
const uint8_t LED_LIST_ARROWS[] = {
LED_LEFT,
LED_RIGHT,
LED_UP,
LED_DOWN
};
const uint8_t LED_LIST_FUNCROW[] = {
LED_ESC,
LED_F1,
LED_F2,
LED_F3,
LED_F4,
LED_F5,
LED_F6,
LED_F7,
LED_F8,
LED_F9,
LED_F10,
LED_F11,
LED_F12,
LED_PRT
};
const uint8_t LED_LIST_NUMROW[] = {
LED_GRV,
LED_1,
LED_2,
LED_3,
LED_4,
LED_5,
LED_6,
LED_7,
LED_8,
LED_9,
LED_0,
LED_MINS,
LED_EQL,
LED_BSPC,
LED_DEL
};
const uint8_t LED_LIST_LETTERS[] = {
LED_Q,
LED_W,
LED_E,
LED_R,
LED_T,
LED_Y,
LED_U,
LED_I,
LED_O,
LED_P,
LED_A,
LED_S,
LED_D,
LED_F,
LED_G,
LED_H,
LED_J,
LED_K,
LED_L,
LED_Z,
LED_X,
LED_C,
LED_V,
LED_B,
LED_N,
LED_M
};
const uint8_t LED_LIST_LETTERS_DE[] = {
LED_Q,
LED_W,
LED_E,
LED_R,
LED_T,
LED_Y,
LED_U,
LED_I,
LED_O,
LED_P,
LED_A,
LED_S,
LED_D,
LED_F,
LED_G,
LED_H,
LED_J,
LED_K,
LED_L,
LED_Z,
LED_X,
LED_C,
LED_V,
LED_B,
LED_N,
LED_M,
LED_SCLN,
LED_LBRC,
LED_QUOT
};
const uint8_t LED_LIST_NUMPAD[] = {
LED_1,
LED_2,
LED_3,
LED_4,
LED_5,
LED_6,
LED_7,
LED_8,
LED_9,
LED_0,
LED_MINS,
LED_EQL,
LED_U,
LED_I,
LED_O,
LED_P,
LED_J,
LED_K,
LED_L,
LED_SCLN,
LED_ENT,
LED_M,
LED_COMM,
LED_DOT,
LED_SLSH,
LED_END,
LED_RIGHT
};
const uint8_t LED_SIDE_LEFT[] = {
LED_L1,
LED_L2,
LED_L3,
LED_L4,
LED_L5,
LED_L6,
LED_L7,
LED_L8
};
const uint8_t LED_SIDE_RIGHT[] = {
LED_R1,
LED_R2,
LED_R3,
LED_R4,
LED_R5,
LED_R6,
LED_R7,
LED_R8
};
#ifdef GAME_ENABLE
// Game LED rules
const uint8_t GAME_LIVES[] = {
LED_DEL,
LED_PGUP,
LED_PGDN,
LED_END
};
const uint8_t GAME_PADDLE[] = {
LED_Z,
LED_X,
LED_C,
LED_V,
LED_B,
LED_N,
LED_M,
LED_COMM,
LED_DOT,
LED_SLSH
};
const uint8_t GAME_SMILE1[] = {
LED_A,
LED_S,
LED_D,
LED_F,
LED_G,
LED_H,
LED_J,
LED_K,
LED_L,
LED_SCLN,
LED_QUOT
};
const uint8_t GAME_SMILE2[] = {
LED_2,
LED_3,
LED_4,
LED_5,
LED_6,
LED_7,
LED_8,
LED_9,
LED_0,
LED_MINS,
LED_EQL
};
const uint8_t GAME_R4[] = {
LED_X,
LED_C,
LED_V,
LED_B,
LED_N,
LED_M,
LED_COMM,
LED_DOT
};
const uint8_t GAME_R3[] = {
LED_S,
LED_D,
LED_F,
LED_G,
LED_H,
LED_J,
LED_K,
LED_L,
LED_SCLN
};
const uint8_t GAME_R2[] = {
LED_W,
LED_E,
LED_R,
LED_T,
LED_Y,
LED_U,
LED_I,
LED_O,
LED_P,
LED_LBRC
};
const uint8_t GAME_R1[] = {
LED_2,
LED_3,
LED_4,
LED_5,
LED_6,
LED_7,
LED_8,
LED_9,
LED_0,
LED_MINS,
LED_EQL
};
const uint8_t GAME_R0[] = {
LED_F1,
LED_F2,
LED_F3,
LED_F4,
LED_F5,
LED_F6,
LED_F7,
LED_F8,
LED_F9,
LED_F10,
LED_F11,
LED_F12
};
const uint8_t LED_GAME_OVER[] = {
LED_5,
LED_8,
LED_F,
LED_G,
LED_H,
LED_J,
LED_C,
LED_M
};
#endif //GAME_ENABLE
#endif

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LTO_ENABLE = yes # link time optimization -- achieves a smaller compiled size
CONSOLE_ENABLE = no
COMMAND_ENABLE = no
MOUSEKEY_ENABLE = yes
VIA_ENABLE = yes
TAP_DANCE_ENABLE = no
BOOTMAGIC_ENABLE = yes # Enable Bootmagic Lite
CAPS_WORD_ENABLE = yes # Enable built-in Caps Word functionality
TD_LSFT_CAPSLOCK_ENABLE = yes
IDLE_TIMEOUT_ENABLE = yes
STARTUP_NUMLOCK_ON = yes
ENCODER_DEFAULTACTIONS_ENABLE = no
COLEMAK_LAYER_ENABLE = yes # Enable Colemak layer / set to no to disable
INVERT_NUMLOCK_INDICATOR = yes
GAME_ENABLE ?= yes # Enable Paddle Game / set to no to disable
ifeq ($(strip $(GAME_ENABLE)), yes)
OPT_DEFS += -DGAME_ENABLE
endif

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@ -1,39 +0,0 @@
/* Copyright 2021 Jonavin Eng
*
* 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
#define TAPPING_TOGGLE 2
// TT set to two taps
/* 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
#ifdef RGB_MATRIX_ENABLE
# define RGB_MATRIX_DEFAULT_MODE RGB_MATRIX_SOLID_COLOR
# define RGB_DISABLE_WHEN_USB_SUSPENDED
#endif
// add fifth layer for colemak -- set "COLEMAK_LAYER_ENABLE = yes" in rules.mk to enable
#if defined COLEMAK_LAYER_ENABLE
# define DYNAMIC_KEYMAP_LAYER_COUNT 5
# define _COLEMAK 4
#endif // COLEMAK_LAYER_ENABLE

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/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
Copyright 2021 Jonavin
Copyright 2022 RustyBrakes (ISO conversion)
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include QMK_KEYBOARD_H
#include "rgb_matrix_map.h"
#include "jonavin.h"
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
// ESC F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Rotary(Mute)
// ~ 1 2 3 4 5 6 7 8 9 0 - (=) BackSpc Del
// Tab Q W E R T Y U I O P [ ] PgUp
// Caps A S D F G H J K L ; " # Enter PgDn
// Sh_L \ Z X C V B N M , . ? Sh_R Up End
// Ct_L Win_L Alt_L SPACE Alt_R FN Ct_R Left Down Right
[_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, KC_INS, KC_MUTE,
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, KC_DEL,
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,
TT(_LOWER), 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,
KC_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(
_______, KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_MUTE, KC_VOLD, KC_VOLU, _______, KC_CALC, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_TOG,
_______, _______, RGB_VAI, _______, _______, _______, _______, KC_PSCR, KC_SCRL, KC_PAUS, _______, _______, _______, KC_HOME,
KC_CAPS, _______, RGB_VAD, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_END,
_______, QK_BOOT, RGB_NITE,RGB_HUI, _______, _______, _______, KC_NUM, _______, RGB_TOD, RGB_TOI, _______, _______, RGB_MOD, _______,
_______, KC_WINLCK, _______, _______, _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI
),
[_LOWER] = LAYOUT(
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, KC_P7, KC_P8, KC_P9, KC_P0, KC_PMNS, KC_PPLS, _______, _______,
_______, KC_HOME, KC_UP, KC_END, KC_PGUP, _______, KC_TAB, KC_P4, KC_P5, KC_P6, KC_PDOT, _______, _______, KC_HOME,
_______, KC_LEFT, KC_DOWN, KC_RGHT, KC_PGDN, _______, _______, KC_P1, KC_P2, KC_P3, KC_NO, KC_PAST, _______, KC_PENT, KC_END,
_______, _______, KC_NO, KC_DEL, KC_INS, KC_NO, KC_NO, KC_NO, KC_P0, KC_00, KC_PDOT, KC_PSLS, _______, RCTL(KC_PGUP), _______,
_______, _______, _______, KC_BSPC, _______, _______, _______, RCTL(KC_LEFT), RCTL(KC_PGDN), RCTL(KC_RIGHT)
),
#ifdef COLEMAK_LAYER_ENABLE
[_COLEMAK] = 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, KC_INS, KC_MUTE,
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, KC_DEL,
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,
TT(_LOWER), 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_LSFTCAPSWIN, 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_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, MO(_FN1),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;
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
// Capslock, Scroll lock and Numlock indicator on Left side lights.
bool rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
led_t led_state = host_keyboard_led_state();
if (get_rgb_nightmode()) rgb_matrix_set_color_all(RGB_OFF);
if (led_state.scroll_lock) {
rgb_matrix_set_color(LED_L1, RGB_GREEN);
rgb_matrix_set_color(LED_L2, RGB_GREEN);
}
#ifdef INVERT_NUMLOCK_INDICATOR
if (!led_state.num_lock) { // on if NUM lock is OFF
rgb_matrix_set_color(LED_L3, RGB_MAGENTA);
rgb_matrix_set_color(LED_L4, RGB_MAGENTA);
}
#else
if (led_state.num_lock) { // Normal, on if NUM lock is ON
rgb_matrix_set_color(LED_L3, RGB_MAGENTA);
rgb_matrix_set_color(LED_L4, RGB_MAGENTA);
}
#endif // INVERT_NUMLOCK_INDICATOR
if (led_state.caps_lock) {
rgb_matrix_set_color(LED_L5, RGB_RED);
rgb_matrix_set_color(LED_L6, RGB_RED);
rgb_matrix_set_color(LED_L7, RGB_RED);
}
if (keymap_config.no_gui) {
rgb_matrix_set_color(LED_LWIN, RGB_RED); //light up Win key when disabled
}
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_R2, RGB_RED);
rgb_matrix_set_color(LED_R3, RGB_RED);
rgb_matrix_set_color(LED_R4, RGB_RED);
rgb_matrix_set_color(LED_FN, RGB_RED); //FN key
// 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_RED);
else if (timeout_threshold < 140) {
rgb_matrix_set_color(LED_LIST_FUNCROW[(timeout_threshold / 10)], RGB_RED);
rgb_matrix_set_color(LED_LIST_NUMROW[(timeout_threshold % 10)], RGB_RED);
} else { // >= 140 minutes, just show these 3 lights
rgb_matrix_set_color(LED_LIST_NUMROW[10], RGB_RED);
rgb_matrix_set_color(LED_LIST_NUMROW[11], RGB_RED);
rgb_matrix_set_color(LED_LIST_NUMROW[12], RGB_RED);
}
break;
case _LOWER:
for (uint8_t i=0; i<ARRAYSIZE(LED_LIST_NUMPAD); i++) {
rgb_matrix_set_color(LED_LIST_NUMPAD[i], RGB_MAGENTA);
}
rgb_matrix_set_color(LED_R4, RGB_MAGENTA);
rgb_matrix_set_color(LED_R5, RGB_MAGENTA);
rgb_matrix_set_color(LED_R6, RGB_MAGENTA);
break;
case _RAISE:
rgb_matrix_set_color(LED_R6, RGB_GREEN);
rgb_matrix_set_color(LED_R7, RGB_GREEN);
rgb_matrix_set_color(LED_R8, RGB_GREEN);
break;
#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_BLUE);
}
break;
#endif
default:
break;
}
return false;
}
#endif
void keyboard_post_init_keymap(void) {
// keyboard_post_init_user() moved to userspace
#ifdef RGB_MATRIX_ENABLE
rgb_matrix_mode(RGB_MATRIX_SOLID_COLOR);
rgb_matrix_set_color_all(RGB_NAUTILUS); // Default startup colour
activate_rgb_nightmode(false); // Set to true if you want to startup in nightmode, otherwise use Fn + Z to toggle
#endif
}

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@ -1,53 +0,0 @@
# jonavin's GMMK Pro ISO layout
# Thanks to RustyBrakes for the keymap adjustments and ISO Layout testing
- Add Fn layer keys from Glorious Core mapping that's missing in the default qmk mapping
- Add PrtScr, Scroll Lock, Break, NumLock to Fn layer
- Implement Win key lock using Fn+Win like in Glorious Core firmware
- Layer 2 mod on Caps Lock with double-tap to switch to this layer, double tap to switch back
- Layer 2 provides arrows on WASD and additional nav keys + right hand numpad with 00; an be used for Alt Code entry
- Layer 2 left spacebar Backspace
- add double tap of Left Shift to toggle Caps Lock
- additional encoder functionality
- FN Layer - change rgb idle timeout
- holding Left shift, change layers
- holding right shift, Navigate page up/down
- holding Left Ctrl, navigate prev/next word
- holding Right Ctrl, changes RGB hue/colour
- holding Left Alt, change media prev/next track
- default is change volume
- LED/RGB Functionality
- RGB idle timeout (default 5 minutes)
- Can be changed in FN layer with < and > or encoder
- setting to zero disables timeout
- indicators in FN layer using RGB in FN and number rows to show the timeout in minutes
- LED address location map as enum definition in rgb_matrix_map.h
- LED group lists for arrows, numpad, F row, num row, left and right side LEDs
- default startup in single mode with default colour
- Capslock, Scroll Lock, and Num Lock (not set) indicator on left side LED
- Layer indicator on right side LED
- Fn key light up red when Fn layer activate
- Win Key light up red when Win Lock mode enabled
- Layer 2 activation lights up Numpad area
- Fn + Z to turn off all RGB lights except rgb indicators; press again to toggle
rules.mk OPTIONS - Active features from userspace
STARTUP_NUMLOCK_ON = yes
- turns on NUMLOCK by default
ENCODER_DEFAULTACTIONS_ENABLE = yes
- Enabled default encoder funtions
TD_LSFT_CAPSLOCK_ENABLE = yes
- This will enable double tap on Left Shift to toggle CAPSLOCK when using KC_LSFTCAPS
IDLE_TIMEOUT_ENABLE = yes
- Enables Timer functionality; for RGB idle timeouts that can be changed dynamically
INVERT_NUMLOCK_INDICATOR
- inverts the Num lock indicator, LED is on when num lokc is off
COLEMAK_LAYER_ENABLE = yes
- Enabled optional 5th layer for COLEMAK layout
- Use Shift and encoder to enter 5th layer, right led indicator lights up BLUE

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@ -1,146 +0,0 @@
/* Copyright 2021 Jonavin Eng
* Copyright 2022 RustyBrakes (ISO conversion)
*
* 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/>.
*/
#ifdef RGB_MATRIX_ENABLE
// Custom RGB Colours
#define RGB_GODSPEED 0x00, 0xE4, 0xFF // colour for matching keycaps
#define RGB_NAUTILUS 0x00, 0xA4, 0xA9 // Naurilus Font colours
// RGB LED locations
enum led_location_map {
LED_ESC, // 0, ESC, k13
LED_GRV, // 1, `, k16
LEB_TAB, // 2, Tab, k11
LED_CAPS, // 3, Caps, k21
LED_LSFT, // 4, Sh_L, k00
LED_LCTL, // 5, Ct_L, k06
LED_F1, // 6, F1, k26
LED_1, // 7, 1, k17
LED_Q, // 8, Q, k10
LED_A, // 9, A, k12
LED_Z, // 10, Z, k14
LED_LWIN, // 11, Win_L, k90
LED_F2, // 12, F2, k36
LED_2, // 13, 2, k27
LED_W, // 14, W, k20
LED_S, // 15, S, k22
LED_X, // 16, X, k24
LED_LALT, // 17, Alt_L, k93
LED_F3, // 18, F3, k31
LED_3, // 19, 3, k37
LED_E, // 20, E, k30
LED_D, // 21, D, k32
LED_C, // 22, C, k34
LED_F4, // 23, F4, k33
LED_4, // 24, 4, k47
LED_R, // 25, R, k40
LED_F, // 26, F, k42
LED_V, // 27, V, k44
LED_F5, // 28, F5, k07
LED_5, // 29, 5, k46
LED_T, // 30, T, k41
LED_G, // 31, G, k43
LED_B, // 32, B, k45
LED_SPC, // 33, SPACE, k94
LED_F6, // 34, F6, k63
LED_6, // 35, 6, k56
LED_Y, // 36, Y, k51
LED_H, // 37, H, k53
LED_N, // 38, N, k55
LED_F7, // 39, F7, k71
LED_7, // 40, 7, k57
LED_U, // 41, U, k50
LED_J, // 42, J, k52
LED_M, // 43, M, k54
LED_F8, // 44, F8, k76
LED_8, // 45, 8, k67
LED_I, // 46, I, k60
LED_K, // 47, K, k62
LED_COMM, // 48, ,, k64
LED_RALT, // 49, Alt_R, k95
LED_F9, // 50, F9, ka6
LED_9, // 51, 9, k77
LED_O, // 52, O, k70
LED_L, // 53, L, k72
LED_DOT, // 54, ., k74
LED_FN, // 55, FN, k92
LED_F10, // 56, F10, ka7
LED_0, // 57, 0, k87
LED_P, // 58, P, k80
LED_SCLN, // 59, ;, k82
LED_SLSH, // 60, /, k85
LED_F11, // 61, F11, ka3
LED_MINS, // 62, -, k86
LED_LBRC, // 63, [, k81
LED_QUOT, // 64, ", k83
LED_RCTL, // 65, Ct_R, k04
LED_F12, // 66, F12, ka5
LED_BSLS, // 67, \, k23
LED_L1, // 68, LED, l01
LED_R1, // 69, LED, l11
LED_PRT, // 70, Prt, k97
LED_L2, // 71, LED, l02
LED_R2, // 72, LED, l12
LED_DEL, // 73, Del, k65
LED_L3, // 74, LED, l03
LED_R3, // 75, LED, l13
LED_PGUP, // 76, PgUp, k15
LED_L4, // 77, LED, l04
LED_R4, // 78, LED, l14
LED_EQL, // 79, =, k66
LED_RIGHT, // 80, Right, k05
LED_L5, // 81, LED, l05
LED_R5, // 82, LED, l15
LED_END, // 83, End, k75
LED_L6, // 84, LED, l06
LED_R6, // 85, LED, l16
LED_BSPC, // 86, BSpc, ka1
LED_PGDN, // 87, PgDn, k25
LED_L7, // 88, LED, l07
LED_R7, // 89, LED, l17
LED_RBRC, // 90, ], k61
LED_RSFT, // 91, Sh_R, k91
LED_L8, // 92, LED, l08
LED_R8, // 93, LED, l18
LED_UP, // 94, Up, k35
LED_HASH, // 95, #, k84
LED_LEFT, // 96, Left, k03
LED_ENT, // 97, Enter, ka4
LED_DOWN // 98, Down, k73
};
const uint8_t LED_LIST_WASD[] = { LED_W, LED_A, LED_S, LED_D };
const uint8_t LED_LIST_ARROWS[] = { LED_LEFT, LED_RIGHT, LED_UP, LED_DOWN };
const uint8_t LED_LIST_FUNCROW[] = { LED_ESC, LED_F1, LED_F2, LED_F3, LED_F4, LED_F5, LED_F6, LED_F7, LED_F8, LED_F9, LED_F10, LED_F11, LED_F12, LED_PRT};
const uint8_t LED_LIST_NUMROW[] = { LED_GRV, LED_1, LED_2, LED_3, LED_4, LED_5, LED_6, LED_7, LED_8, LED_9, LED_0, LED_MINS, LED_EQL, LED_BSPC, LED_DEL};
const uint8_t LED_LIST_NUMPAD[] = {
LED_7, LED_8, LED_9,
LED_U, LED_I, LED_O,
LED_J, LED_K, LED_L,
LED_M, LED_COMM, LED_DOT
};
const uint8_t LED_SIDE_LEFT[] = { LED_L1, LED_L2, LED_L3, LED_L4, LED_L5, LED_L6, LED_L7, LED_L8};
const uint8_t LED_SIDE_RIGHT[] = { LED_R1, LED_R2, LED_R3, LED_R4, LED_R5, LED_R6, LED_R7, LED_R8};
#endif

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@ -1,12 +0,0 @@
VIA_ENABLE = yes
MOUSEKEY_ENABLE = no
TAP_DANCE_ENABLE = yes
BOOTMAGIC_ENABLE = yes # Enable Bootmagic Lite
TD_LSFT_CAPSLOCK_ENABLE = yes
IDLE_TIMEOUT_ENABLE = yes
STARTUP_NUMLOCK_ON = yes
ENCODER_DEFAULTACTIONS_ENABLE = no
COLEMAK_LAYER_ENABLE = yes #Enable Colemak layer / set to no to disable
INVERT_NUMLOCK_INDICATOR = yes

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@ -1,20 +0,0 @@
// Copyright 2021 Victor Toni (@vitoni)
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#if defined(RGB_MATRIX_ENABLE)
#define RGB_MATRIX_DEFAULT_MODE RGB_MATRIX_SOLID_COLOR
// number of milliseconds to wait until turning off RGB automatically
#define RGB_MATRIX_TIMEOUT 300000 // 300 seconds / 5 min
// start fading out before getting disabled
// fading out is timed (depending on the rgb_matrix_config.speed) to have finished before reaching RGB_MATRIX_TIMEOUT
#define RGB_DISABLE_WITH_FADE_OUT
#define RGB_DISABLE_WHEN_USB_SUSPENDED
// number of milliseconds to wait until activating RGB idle effects
#define RGB_IDLE_TIMEOUT 4500 // 4.5 seconds
// activate breathe effect when idle
#define RGB_IDLE_BREATHE
// fade in when we have been suspended
#define RGB_FADE_IN
#endif

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@ -1,149 +0,0 @@
// Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>,
// Copyright 2021 Victor Toni (@vitoni)
// SPDX-License-Identifier: GPL-2.0-or-later
#include QMK_KEYBOARD_H
#include "vitoni.h"
enum layer_names {
_BASE,
_MOV,
_RGB
};
// clang-format off
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
// ESC F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Prt Rotary(Mute)
// ~ 1 2 3 4 5 6 7 8 9 0 - (=) BackSpc Del
// Tab Q W E R T Y U I O P [ ] PgUp
// Caps A S D F G H J K L ; " # Enter PgDn
// Sh_L / Z X C V B N M , . ? Sh_R Up End
// Ct_L Win_L Alt_L SPACE Alt_R FN Ct_R Left Down Right
//
// This keyboard defaults to 6KRO instead of NKRO for compatibility reasons (some KVMs and BIOSes are incompatible with NKRO).
// Since this is, among other things, a "gaming" keyboard, a key combination to enable NKRO on the fly is provided for convenience.
// Press CAPS+N to toggle between 6KRO and NKRO. This setting is persisted to the EEPROM and thus persists between restarts.
[_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, KC_PSCR, KC_MUTE,
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, KC_DEL,
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,
MO(_MOV), 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,
KC_LSFT, KC_NUBS, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_END,
KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, TG(_RGB),KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
),
[_MOV] = LAYOUT(
QK_BOOT, KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MPLY, KC_MSTP, KC_MNXT, KC_MUTE, KC_VOLD, KC_VOLU, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_INS,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, NK_TOGG, _______, _______, _______, _______, _______, KC_PGUP, _______,
_______, _______, _______, _______, _______, _______, _______, KC_HOME, KC_PGDN, KC_END
),
[_RGB] = LAYOUT(
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, QK_BOOT, RGB_MOD,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_RMOD,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_TOG, RGB_SPI,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_SAI, RGB_SPD,
_______, _______, _______, _______, _______, _______, _______, RGB_HUD, RGB_SAD, RGB_HUI
),
};
// clang-format on
#if defined(ENCODER_ENABLE)
bool encoder_update_user(uint8_t index, bool clockwise) {
switch (get_highest_layer(layer_state)) {
case _MOV:
if (clockwise) {
tap_code16(C(KC_TAB));
} else {
tap_code16(S(C(KC_TAB)));
}
break;
#if defined(RGB_MATRIX_ENABLE)
case _RGB:
if (clockwise) {
rgb_matrix_increase_val_noeeprom();
} else {
rgb_matrix_decrease_val_noeeprom();
}
break;
#endif // RGB_MATRIX_ENABLE
default:
if (clockwise) {
tap_code(KC_VOLU);
} else {
tap_code(KC_VOLD);
}
break;
}
//return true; //set to return false to counteract enabled encoder in pro.c
return false;
}
#endif // ENCODER_ENABLE
#if defined(RGB_MATRIX_ENABLE)
/*
* Set up default RGB color.
*/
void rgb_matrix_set_default_color(void) {
rgb_matrix_sethsv_noeeprom_user(HSV_CHARTREUSE);
}
/*
* Set up RGB defaults.
*/
void rgb_matrix_configure_default_settings(void) {
rgb_matrix_set_default_color();
}
void keyboard_post_init_user(void) {
rgb_matrix_enable_noeeprom();
rgb_matrix_configure_default_settings();
}
/*
* Use RGB underglow to indicate specific layers.
*/
layer_state_t layer_state_set_user(layer_state_t state) {
switch (get_highest_layer(state)) {
case _MOV:
rgb_matrix_sethsv_noeeprom_user(HSV_SPRINGGREEN);
break;
case _RGB:
rgb_matrix_sethsv_noeeprom_user(HSV_GREEN);
break;
default: // for any other layer
rgb_matrix_set_default_color();
break;
}
return state;
}
void matrix_scan_user(void) {
matrix_scan_user_rgb();
}
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
if (!process_record_user_rgb(keycode, record)) {
return false;
}
switch (keycode) {
case QK_BOOT: // when activating QK_BOOT mode for flashing
if (record->event.pressed) {
rgb_matrix_set_color_all(63, 0, 0);
rgb_matrix_driver.flush();
}
return true;
}
return true; // Process all other keycodes normally
}
#endif // RGB_MATRIX_ENABLE

View file

@ -1,104 +0,0 @@
= ViToni's keymap for GMMK Pro ISO
== Layout
Based on the stock layout but making use of CAPS as FN similar to laptop keyboards.
This frees up the left row for other uses (although not remapped yet).
Since both Delete and Insert are used for coding they are part of the CAPS layer as well.
The differences are as follows:
=== Layer 0 (`_BASE`)
Mostly stock + CAPS goes to layer `_MOV`.
FN toggles the layer `_RGB`.
=== Layer 1 (`_MOV`), accessed by pressing `CAPS` on layer `_BASE`
[%header]
|===
| Key / Action | Mapped to
| ESC | _RESET_
| F1 | KC_MYCM
| F2 | KC_WHOM
| F3 | KC_CALC
| F4 | KC_MSEL
| F5 | KC_MPRV
| F6 | KC_MPLY
| F7 | KC_MSTP
| F8 | KC_MNXT
| F9 | KC_MUTE
| F10 | KC_VOLD
| F11 | KC_VOLU
| N | NK_TOGG
| Delete | Insert
| Left | Home
| Right | End
| Up | PgUp
| Down | PgDn
|===
=== Layer 2 (`_RGB`), accessed by pressing `FN` on layer `_BASE`
Revamped the stock FN layer to focus on RGB only.
[%header]
|===
| Key / Action | Mapped to
| Knob clockwise | Value/Brightness up
| Knob anti-clockwise | Value/Brightness down
| Backspace | _RESET_
| Enter | RGB_TOG
| Del | RGB_MOD
| PgUp | RGB_RMOD
| PgDn | RGB_SPI
| End | RGB_SPD
| Left | RGB_HUD
| Right | RGB_HUI
| Up | RGB_SAI
| Down | RGB_SAD
|===
No other changes have been made.
== RGB light
The code customizing RGB light usage is decribed here:
* link:../../../../../../users/vitoni/readme.adoc[/users/vitoni/readme.adoc]
When using `RGB_MATRIX_TIMEOUT` addtional options are available:
* `RGB_FADE_IN` makes the RGB lights fade in instead of setting the value/brightness to 100% (implicitly due to HSV including the brightness) when resuming after RGB lights have been turned off.
Fade in occurs when the keyboard is initialized and when the RGB brightness has been changed (e.g. suspending, fade out, etc.).
* `RGB_DISABLE_WITH_FADE_OUT` activates fade out before the keyboard is disabled by `RGB_MATRIX_TIMEOUT`.
Parameters used to define the behavior are:
[%header]
|===
|Key | Default | Description
| RGB_MATRIX_MAXIMUM_BRIGHTNESS
| 200 (&lt;= UNIT8_MAX)
| Maximum assumed value for brightness.
Used to calculate lead time for fade out before suspend timeout.
|===
`RGB_IDLE_TIMEOUT` enables fading out after being idle for the defined time and allows
* `RGB_IDLE_BREATHE` also activates a brethe effect while idling.
[%header]
|===
|Key | Default | Description
|RGB_IDLE_TIMEOUT
|4500
|Time in milliseconds without activity before considered to be idle.
|RGB_IDLE_MINIMUM_BRIGHTNESS
|`RGB_MATRIX_MAXIMUM_BRIGHTNESS` / 5
|Brightness value RGB is dimmed to when starting to idle. +
When breathing used as the lower bound of the brightness value.
|RGB_IDLE_MAXIMUM_BRIGHTNESS
|`RGB_MATRIX_MAXIMUM_BRIGHTNESS` * 2/5
|Upper bound of brightness value of the RGB light while breathing.
|===