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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