[keymap] Update gourdo1 keymap for Q2 changes (#17398)
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18 changed files with 2703 additions and 629 deletions
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// Copyright 2021-2022 Google LLC
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// https://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//
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//
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// For full documentation, see
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// https://getreuer.info/posts/keyboards/caps-word
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#include "caps_word.h"
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static bool caps_word_active = false;
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#if CAPS_WORD_IDLE_TIMEOUT > 0
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#if CAPS_WORD_IDLE_TIMEOUT < 100 || CAPS_WORD_IDLE_TIMEOUT > 30000
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// Constrain timeout to a sensible range. With the 16-bit timer, the longest
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// representable timeout is 32768 ms, rounded here to 30000 ms = half a minute.
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#error "caps_word: CAPS_WORD_IDLE_TIMEOUT must be between 100 and 30000 ms"
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#endif
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static uint16_t idle_timer = 0;
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void caps_word_task(void) {
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if (caps_word_active && timer_expired(timer_read(), idle_timer)) {
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caps_word_set(false);
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}
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}
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#endif // CAPS_WORD_IDLE_TIMEOUT > 0
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bool process_caps_word(uint16_t keycode, keyrecord_t* record) {
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#ifndef NO_ACTION_ONESHOT
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const uint8_t mods = get_mods() | get_oneshot_mods();
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#else
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const uint8_t mods = get_mods();
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#endif // NO_ACTION_ONESHOT
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if (!caps_word_active) {
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// Pressing both shift keys at the same time enables caps word.
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if ((mods & MOD_MASK_SHIFT) == MOD_MASK_SHIFT) {
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caps_word_set(true); // Activate Caps Word.
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return false;
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}
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return true;
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} else {
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#if CAPS_WORD_IDLE_TIMEOUT > 0
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idle_timer = record->event.time + CAPS_WORD_IDLE_TIMEOUT;
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#endif // CAPS_WORD_IDLE_TIMEOUT > 0
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}
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if (!record->event.pressed) { return true; }
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if (!(mods & ~MOD_MASK_SHIFT)) {
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switch (keycode) {
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// Ignore MO, TO, TG, TT, and OSL layer switch keys.
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case QK_MOMENTARY ... QK_MOMENTARY_MAX:
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case QK_TO ... QK_TO_MAX:
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case QK_TOGGLE_LAYER ... QK_TOGGLE_LAYER_MAX:
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case QK_LAYER_TAP_TOGGLE ... QK_LAYER_TAP_TOGGLE_MAX:
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case QK_ONE_SHOT_LAYER ... QK_ONE_SHOT_LAYER_MAX:
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return true;
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#ifndef NO_ACTION_TAPPING
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case QK_MOD_TAP ... QK_MOD_TAP_MAX:
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if (record->tap.count == 0) {
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// Deactivate if a mod becomes active through holding a mod-tap key.
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caps_word_set(false);
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return true;
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}
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keycode &= 0xff;
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break;
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#ifndef NO_ACTION_LAYER
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case QK_LAYER_TAP ... QK_LAYER_TAP_MAX:
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#endif // NO_ACTION_LAYER
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if (record->tap.count == 0) { return true; }
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keycode &= 0xff;
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break;
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#endif // NO_ACTION_TAPPING
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#ifdef SWAP_HANDS_ENABLE
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case QK_SWAP_HANDS ... QK_SWAP_HANDS_MAX:
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if (keycode > 0x56F0 || record->tap.count == 0) { return true; }
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keycode &= 0xff;
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break;
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#endif // SWAP_HANDS_ENABLE
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}
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if (caps_word_press_user(keycode)) {
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return true;
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}
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}
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caps_word_set(false); // Deactivate Caps Word.
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return true;
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}
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void caps_word_set(bool active) {
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if (active != caps_word_active) {
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if (active) {
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clear_mods();
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#ifndef NO_ACTION_ONESHOT
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clear_oneshot_mods();
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#endif // NO_ACTION_ONESHOT
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#if CAPS_WORD_IDLE_TIMEOUT > 0
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idle_timer = timer_read() + CAPS_WORD_IDLE_TIMEOUT;
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#endif // CAPS_WORD_IDLE_TIMEOUT > 0
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} else if ((get_weak_mods() & MOD_BIT(KC_LSFT)) != 0) {
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// If the weak shift mod is still on, turn it off and send an update to
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// the host computer.
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del_weak_mods(MOD_BIT(KC_LSFT));
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send_keyboard_report();
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}
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caps_word_active = active;
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caps_word_set_user(active);
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}
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}
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bool caps_word_get(void) { return caps_word_active; }
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__attribute__((weak)) void caps_word_set_user(bool active) {}
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__attribute__((weak)) bool caps_word_press_user(uint16_t keycode) {
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switch (keycode) {
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// Keycodes that continue Caps Word, with shift applied.
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case KC_A ... KC_Z:
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add_weak_mods(MOD_BIT(KC_LSFT)); // Apply shift to the next key.
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return true;
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// Keycodes that continue Caps Word, without shifting.
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case KC_1 ... KC_0:
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case KC_BSPC:
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case KC_MINS:
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case KC_UNDS:
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return true;
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default:
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return false; // Deactivate Caps Word.
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}
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}
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@ -1,127 +0,0 @@
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// Copyright 2021-2022 Google LLC
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// https://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//
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//
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// Caps Word, activated by pressing both shift keys at the same time.
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//
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// This library implements "Caps Word", which is like conventional Caps Lock,
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// but automatically disables itself at the end of the word. This is useful for
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// typing all-caps identifiers like `MOD_MASK_ALT`.
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//
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// Caps Word is activated by pressing the left and right shift keys at the same
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// time. This way you don't need a dedicated key for using Caps Word. I've
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// tested that this works as expected with one-shot mods and Space Cadet Shift.
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// If your shift keys are mod-taps, activate Caps Word by holding both shift
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// mod-tap keys until the tapping term, release them, then begin typing.
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//
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// Optionally, Caps Word may be configured to deactivate if the keyboard is idle
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// for some time. This is useful to mitigate unintended shifting when you get
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// interrupted or switch to the mouse while Caps Word is active. In your
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// config.h, define `CAPS_WORD_IDLE_TIMEOUT` with a time in milliseconds:
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//
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// #define CAPS_WORD_IDLE_TIMEOUT 5000 // Turn off Caps Word after 5 seconds.
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//
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// and in your keymap.c, define (or add to) `matrix_scan_user()` as
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//
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// void matrix_scan_user(void) {
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// caps_word_task();
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// // Other tasks...
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// }
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//
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// For full documentation, see
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// https://getreuer.info/posts/keyboards/caps-word
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#pragma once
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#include QMK_KEYBOARD_H
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// Call this function from `process_record_user()` to implement Caps Word.
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bool process_caps_word(uint16_t keycode, keyrecord_t* record);
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// If CAPS_WORD_IDLE_TIMEOUT is set, call `caps_word_task()` from
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// `matrix_scan_user()` as described above.
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//
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// If CAPS_WORD_IDLE_TIMEOUT isn't set, calling this function has no effect (but
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// will still compile).
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#if CAPS_WORD_IDLE_TIMEOUT > 0
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void caps_word_task(void);
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#else
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static inline void caps_word_task(void) {}
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#endif
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// Activates or deactivates Caps Word. For instance activate Caps Word with a
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// combo by defining a `COMBO_ACTION` that calls `caps_word_set(true)`:
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//
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// void process_combo_event(uint16_t combo_index, bool pressed) {
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// switch(combo_index) {
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// case CAPS_COMBO:
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// if (pressed) {
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// caps_word_set(true); // Activate Caps Word.
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// }
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// break;
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//
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// // Other combos...
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// }
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// }
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void caps_word_set(bool active);
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// Returns whether Caps Word is currently active.
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bool caps_word_get(void);
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// An optional callback that gets called when Caps Word turns on or off. This is
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// useful to represent the current Caps Word state, e.g. by setting an LED or
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// playing a sound. In your keymap, define
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//
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// void caps_word_set_user(bool active) {
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// if (active) {
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// // Do something when Caps Word activates.
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// } else {
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// // Do something when Caps Word deactivates.
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// }
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// }
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void caps_word_set_user(bool active);
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// An optional callback which is called on every key press while Caps Word is
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// active. When the key should be shifted (that is, a letter key), the callback
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// should call `add_weak_mods(MOD_BIT(KC_LSFT))` to shift the key. The callback
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// also determines whether the key should continue Caps Word. Returning true
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// continues the current "word", while returning false is "word breaking" and
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// deactivates Caps Word. The default callback is
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//
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// bool caps_word_press_user(uint16_t keycode) {
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// switch (keycode) {
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// // Keycodes that continue Caps Word, with shift applied.
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// case KC_A ... KC_Z:
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// add_weak_mods(MOD_BIT(KC_LSFT)); // Apply shift to the next key.
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// return true;
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//
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// // Keycodes that continue Caps Word, without shifting.
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// case KC_1 ... KC_0:
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// case KC_BSPC:
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// case KC_MINS:
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// case KC_UNDS:
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// return true;
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//
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// default:
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// return false; // Deactivate Caps Word.
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// }
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// }
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//
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// To customize, copy the above function into your keymap and add/remove
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// keycodes to the above cases.
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//
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// NOTE: Outside of this callback, you can use `caps_word_set(false)` to
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// deactivate Caps Word.
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bool caps_word_press_user(uint16_t keycode);
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@ -1,5 +1,5 @@
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/* Copyright 2021 Jonavin Eng @Jonavin
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Copyright 2022 gourdo1 <jcblake@outlook.com>
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Copyright 2022 gourdo1 <gourdo1@outlook.com>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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@ -17,10 +17,21 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#pragma once
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#define TAPPING_TOGGLE 2
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// TT set to two taps
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// Force n-key rollover
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#define FORCE_NKRO
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/* Handle GRAVESC combo keys */
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// Set TT to two taps
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#define TAPPING_TOGGLE 2
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#ifdef COMMAND_ENABLE
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#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
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#endif
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// Caps Word configuration
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#define BOTH_SHIFTS_TURNS_ON_CAPS_WORD
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#define CAPS_WORD_IDLE_TIMEOUT 10000 // Automatically turn off after x milliseconds of idle. 0 to never timeout.
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// Handle GRAVESC combo keys
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#define GRAVE_ESC_ALT_OVERRIDE
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// Always send Escape if Alt is pressed
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#define GRAVE_ESC_CTRL_OVERRIDE
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@ -31,19 +42,79 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#define TAPPING_TERM_PER_KEY
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#ifdef RGB_MATRIX_ENABLE
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#define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_SOLID_COLOR
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#define RGB_DISABLE_WHEN_USB_SUSPENDED
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#endif
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#define RGB_DISABLE_WHEN_USB_SUSPENDED
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#define RGB_MATRIX_KEYPRESSES // Enables REACTIVE & SPLASH modes
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#define RGB_MATRIX_FRAMEBUFFER_EFFECTS // Enables Heatmap, Rain
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// RGB step values
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#define RGBLIGHT_HUE_STEP 32 // The number of steps to cycle through the hue by (default 10)
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#define RGBLIGHT_SAT_STEP 17 // The number of steps to increment the saturation by (default 17)
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#define RGBLIGHT_VAL_STEP 17 // The number of steps to increment the brightness by (default 17)
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// RGB step values
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#define RGBLIGHT_HUE_STEP 32 // The number of steps to cycle through the hue by (default 10)
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#define RGBLIGHT_SAT_STEP 17 // The number of steps to increment the saturation by (default 17)
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#define RGBLIGHT_VAL_STEP 17 // The number of steps to increment the brightness by (default 17)
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// add fifth layer for colemak -- set "COLEMAK_LAYER_ENABLE = yes" in rules.mk to enable
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// Startup values, when none have been set
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#define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_SOLID_REACTIVE // Sets the default effect mode, if none has been set (was RGB_MATRIX_SOLID_COLOR)
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#define RGB_MATRIX_STARTUP_HUE 24 // Sets the default hue value, if none has been set
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#define RGB_MATRIX_STARTUP_SAT 255 // Sets the default saturation value, if none has been set
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#define RGB_MATRIX_STARTUP_VAL 127 // Sets the default brightness value, if none has been set
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#define RGB_MATRIX_STARTUP_SPD 127 // Sets the default animation speed, if none has been set
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// Uncomment any #undef line below to turn OFF any default enabled RGB background effect (enabled in keyboards/gmmk/pro/config.h).
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#undef ENABLE_RGB_MATRIX_ALPHAS_MODS // Solid color (seems redundant; seems same as RGB_MATRIX_SOLID_COLOR?)
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//#undef ENABLE_RGB_MATRIX_GRADIENT_UP_DOWN // Static, horizontal rainbow
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//#undef ENABLE_RGB_MATRIX_GRADIENT_LEFT_RIGHT // Static, vertical Rainbow
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//#undef ENABLE_RGB_MATRIX_BREATHING // Breathing animation using selected HSV color
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#undef ENABLE_RGB_MATRIX_BAND_SAT // Single hue band fading saturation scrolling left to right (with white)
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//#undef ENABLE_RGB_MATRIX_BAND_VAL // Single hue band fading brightness scrolling left to right (with black)
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#undef ENABLE_RGB_MATRIX_BAND_PINWHEEL_SAT // Single hue 3 blade spinning pinwheel fades sat (with white)
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//#undef ENABLE_RGB_MATRIX_BAND_PINWHEEL_VAL // Single hue 3 blade spinning pinwheel fades brightness (with black)
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#undef ENABLE_RGB_MATRIX_BAND_SPIRAL_SAT // Single hue spinning spiral fades brightness (with white)
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//#undef ENABLE_RGB_MATRIX_BAND_SPIRAL_VAL // Single hue spinning spiral fades brightness (with black)
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//#undef ENABLE_RGB_MATRIX_CYCLE_ALL // Full keyboard cycling through rainbow
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//#undef ENABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT // Full gradient moving left to right
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//#undef ENABLE_RGB_MATRIX_CYCLE_UP_DOWN // Full gradient scrolling top to bottom
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#undef ENABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON // Full gradient chevron scrolling left to right (too similar to cycle left right)
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//#undef ENABLE_RGB_MATRIX_CYCLE_OUT_IN // Rainbow circles coming to center.
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#undef ENABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL // Two Rainbow circles coming to 1/3 and 2/3 points. (seems mostly redundant with above)
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#undef ENABLE_RGB_MATRIX_CYCLE_PINWHEEL // Built-in cycling pinwheel (seems redundant with below)
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//#undef ENABLE_RGB_MATRIX_CYCLE_SPIRAL // Full gradient spinning spiral around center of keyboard
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#undef ENABLE_RGB_MATRIX_RAINBOW_BEACON // Spinning rainbow (more distracting transitions)
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//#undef ENABLE_RGB_MATRIX_RAINBOW_PINWHEELS // Spinning rainbow (smoother)
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#undef ENABLE_RGB_MATRIX_DUAL_BEACON // Two rainbows spinning around keyboard (distracting, busy)
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#undef ENABLE_RGB_MATRIX_RAINDROPS // Sustained raindrops of blue, green, yellow (confusing to use with RGB layers)
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//#undef ENABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS // Sustained raindrops of blue, purple, pink, green (confusing to use with RGB layers, but slightly better than above)
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#undef ENABLE_RGB_MATRIX_HUE_BREATHING // Hue shifts up a slight amount at the same time, then shifts back (very subtle)
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#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)
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#undef ENABLE_RGB_MATRIX_HUE_WAVE // Hue shifts up a slight amount and then back down in a wave to the right (very subtle)
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//#undef ENABLE_RGB_MATRIX_PIXEL_RAIN // Non-sustained raindrops of pastel colors
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#undef ENABLE_RGB_MATRIX_PIXEL_FLOW // More active version of pixel rain with quick cycling (unusable, very distracting)
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#undef ENABLE_RGB_MATRIX_PIXEL_FRACTAL // Same as Pixel Flow but with current HSV only (somewhat distracting)
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//Only enabled if RGB_MATRIX_FRAMEBUFFER_EFFECTS is defined
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//#undef ENABLE_RGB_MATRIX_TYPING_HEATMAP // Fading heatmap that follows keystrokes (has buggy side LEDs that glow red)
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//#undef ENABLE_RGB_MATRIX_DIGITAL_RAIN // The Matrix (has buggy side LEDs that glow red)
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//Only enabled if RGB_MATRIX_KEYPRESSES or RGB_MATRIX_KEYRELEASES is defined
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//#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE // Key hits shown in current hue - all other keys black
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//#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE // Keyboard lights up in chosen hue, key hits shown in complementary hue (try this as default?)
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#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE // Hue & value pulse around a single key hit then fades value out (Single key)
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//#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE // same as above but more intense (Multi-key)
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#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS // Column and Row single current color fade (Single key)
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//#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS // Column and Row single color fade. (Multi-key)
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#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
|
||||
#define DYNAMIC_KEYMAP_LAYER_COUNT 5
|
||||
#define _COLEMAK 4
|
||||
#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
|
||||
|
||||
/*
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
|
||||
Copyright 2021 Jonavin Eng @Jonavin
|
||||
Copyright 2022 gourdo1 <jcblake@outlook.com>
|
||||
|
||||
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
|
||||
|
@ -16,7 +16,7 @@ You should have received a copy of the GNU General Public License
|
|||
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
// Note: Several advanced functions referenced in this file (like Tap Dance functions) are defined in users/gourdo1/gourdo1.c
|
||||
// Note: Several advanced functions referenced in this file (like Tap Dance functions) are defined in /users/gourdo1/gourdo1.c
|
||||
|
||||
#include QMK_KEYBOARD_H
|
||||
|
||||
|
@ -24,6 +24,10 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|||
|
||||
#include "gourdo1.h"
|
||||
|
||||
#include "paddlegame.h"
|
||||
|
||||
#include <math.h>
|
||||
|
||||
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
|
||||
|
||||
/* Base Layout
|
||||
|
@ -44,39 +48,60 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
|
|||
*/
|
||||
|
||||
[_BASE] = LAYOUT(
|
||||
KC_ESCLYR, 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_HOME, 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_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,
|
||||
TT(_NUMPADMOUSE), 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,
|
||||
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,
|
||||
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
|
||||
*
|
||||
* ,-------------------------------------------------------------------------------------------------------------.
|
||||
* | Esc ||MyCmp |WbHom | Calc |MdSel ||MdPrv |MdNxt |MdPly |MdStp ||VolDn |VolUp |PrScr |ScrLk ||Pause || ____ |
|
||||
* | 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 | ____ | ____ | Reset || Home |
|
||||
* | ______ |RGBSAD|RGBVAI|RGBSAI| NKRO | ____ |YAHOO | ____ | ____ |OUTLK |Pause | ____ | ____ |QK_BOOT|| Home |
|
||||
* |---------+------+------+------+------+------+------+------+------+------+------+------+------+-------++------|
|
||||
* | Capslock |RGBHUD|RGBVAD|RGBHUI| ____|GMAIL |HTMAIL| ____ | ____ | ____ | ____ | ____ | __________ || End |
|
||||
* |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------|
|
||||
* | __________ |RGBNIT| ____ | ____ | ____ | ____ |NumLk | ____ | ____ |DOTCOM| ____ | ______ ||RGBMOD|| ____ |
|
||||
* | __________ |RGBNIT| ____ | ____ | ____ | ____ |NumLk | ____ | ____ |DOTCOM| CAD | ______ ||RGBMOD|| ____ |
|
||||
* |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======|
|
||||
* | ____ | WinKyLk | ____ | _____ | ____ | ____ | ____ ||RGBSPD|RGBRMD|RGBSPI|
|
||||
* `------------------------------------------------------------------------------------------------------------'
|
||||
*/
|
||||
|
||||
#ifdef GAME_ENABLE
|
||||
[_FN1] = LAYOUT(
|
||||
EE_CLR, KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SLCK, KC_PAUS, _______,
|
||||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_TOD, RGB_TOI, _______, RGB_TOG,
|
||||
_______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO, _______, _______, OUTLOOK, KC_PAUS, SWAP_L, SWAP_R, RESET, KC_HOME,
|
||||
KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, _______, _______, _______, _______, KC_END,
|
||||
_______, RGB_NITE,_______, _______, _______, _______, KC_NLCK, _______, _______, DOTCOM, KC_CAD, _______, RGB_MOD, _______,
|
||||
EE_CLR, KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SLCK, KC_PAUS, KC_SLEP,
|
||||
PRNCONF, TG_CAPS, TG_PAD, TG_ESC, TG_DEL, TG_TDCAP,TG_ENC, TG_INS,TG_SPCMOD, _______, _______, RGB_TOD, RGB_TOI, _______, RGB_TOG,
|
||||
_______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO, _______, _______, OUTLOOK, TG(_GAME),SWAP_L, SWAP_R, QK_BOOT, KC_HOME,
|
||||
KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, LOCKPC, _______, _______, _______, KC_END,
|
||||
_______, RGB_NITE,_______, _______, _______, _______, KC_NLCK, _______, _______, DOTCOM, KC_CAD, _______, RGB_MOD, _______,
|
||||
_______, WINLOCK, _______, _______, _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI
|
||||
),
|
||||
|
||||
[_GAME] = LAYOUT(
|
||||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
|
||||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
|
||||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
|
||||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
|
||||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
|
||||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______
|
||||
),
|
||||
|
||||
#else
|
||||
[_FN1] = LAYOUT(
|
||||
EE_CLR, KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SLCK, KC_PAUS, KC_SLEP,
|
||||
PRNCONF, TG_CAPS, TG_PAD, TG_ESC, TG_DEL, TG_TDCAP,TG_ENC, TG_INS,TG_SPCMOD, _______, _______, RGB_TOD, RGB_TOI, _______, RGB_TOG,
|
||||
_______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO, _______, _______, OUTLOOK, KC_PAUS, SWAP_L, SWAP_R, QK_BOOT, KC_HOME,
|
||||
KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, LOCKPC, _______, _______, _______, KC_END,
|
||||
_______, RGB_NITE,_______, _______, _______, _______, KC_NLCK, _______, _______, DOTCOM, KC_CAD, _______, RGB_MOD, _______,
|
||||
_______, KC_WINLCK, _______, _______, _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI
|
||||
),
|
||||
#endif //GAME_ENABLE
|
||||
|
||||
/* _NUMPADMOUSE Layout
|
||||
* Note: A symbol preceded by "P" is a Numpad-encoded version of the key -- any app that differentiates will recognize the char as coming from a physical numpad.
|
||||
|
@ -101,7 +126,7 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
|
|||
_______, KC_PGUP, KC_UP, KC_PGDN, KC_NO, KC_NO, KC_NO, KC_P4, KC_P5, KC_P6, KC_PPLS, _______, _______, _______, KC_WH_U,
|
||||
_______, KC_LEFT, KC_DOWN, KC_RGHT, KC_NO, KC_NO, KC_NO, KC_P1, KC_P2, KC_P3, KC_PAST, _______, KC_PENT, KC_WH_D,
|
||||
_______, KC_NO, _______, _______, _______, KC_NO, KC_NO, KC_P0, KC_00, KC_PDOT, KC_PSLS, KC_BTN1, KC_MS_U, KC_BTN2,
|
||||
_______, _______, _______, _______, _______, _______, KC_BTN3, KC_MS_L, KC_MS_D, KC_MS_R
|
||||
_______, _______, _______, KC_PENT, _______, _______, KC_BTN3, KC_MS_L, KC_MS_D, KC_MS_R
|
||||
),
|
||||
|
||||
[_MOUSEKEY] = LAYOUT(
|
||||
|
@ -115,19 +140,19 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
|
|||
|
||||
#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_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_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
|
||||
),
|
||||
_______, 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)
|
||||
if (clockwise)
|
||||
rgblight_increase_hue_noeeprom();
|
||||
else
|
||||
rgblight_decrease_hue_noeeprom();
|
||||
|
@ -154,6 +179,18 @@ bool encoder_update_user(uint8_t index, bool clockwise) {
|
|||
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;
|
||||
|
@ -165,6 +202,45 @@ bool encoder_update_user(uint8_t index, bool clockwise) {
|
|||
#endif // ENCODER_ENABLE && !ENCODER_DEFAULTACTIONS_ENABLE
|
||||
|
||||
#ifdef RGB_MATRIX_ENABLE
|
||||
|
||||
// Game logic
|
||||
#ifdef GAME_ENABLE
|
||||
void init_ball(uint8_t i) {
|
||||
i &= 1;
|
||||
ball[i].on = true;
|
||||
ball[i].up = false;
|
||||
ball[i].y = 0;
|
||||
ball[i].x = rand() % 16;
|
||||
|
||||
// Set initial ball state
|
||||
if (ball[i].x < 8) {
|
||||
ball[i].left = false;
|
||||
} else {
|
||||
ball[i].x -= 4;
|
||||
ball[i].left = true;
|
||||
}
|
||||
|
||||
// 1/4 chance of being an enemy ball after level 6
|
||||
if (level_number > 3) {
|
||||
ball[i].enemy = ((rand() % 4) == 0);
|
||||
} else {
|
||||
ball[i].enemy = false;
|
||||
}
|
||||
}
|
||||
|
||||
void hurt_paddle(void) {
|
||||
if (paddle_lives > 0) {
|
||||
--paddle_lives;
|
||||
}
|
||||
damage_timer = timer_read();
|
||||
damage_count = 10;
|
||||
|
||||
// Reset board
|
||||
init_ball(0);
|
||||
ball[1].on = false;
|
||||
}
|
||||
#endif //GAME_ENABLE
|
||||
|
||||
// Capslock, Scroll lock and Numlock indicator on Left side lights.
|
||||
void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
|
||||
if (get_rgb_nightmode()) rgb_matrix_set_color_all(RGB_OFF);
|
||||
|
@ -174,6 +250,7 @@ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
|
|||
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
|
||||
|
@ -197,12 +274,19 @@ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
|
|||
|
||||
// CapsLock RGB setup
|
||||
if (IS_HOST_LED_ON(USB_LED_CAPS_LOCK)) {
|
||||
for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_LETTERS); i++) {
|
||||
rgb_matrix_set_color(LED_LIST_LETTERS[i], RGB_CHARTREUSE);
|
||||
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);
|
||||
}
|
||||
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
|
||||
|
@ -239,9 +323,9 @@ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
|
|||
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_RALT, RGB_RED);
|
||||
rgb_matrix_set_color(LED_FN, RGB_OFFBLUE);
|
||||
rgb_matrix_set_color(LED_RCTL, RGB_RED);
|
||||
//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);
|
||||
|
@ -264,37 +348,90 @@ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
|
|||
rgb_matrix_set_color(LED_R8, RGB_RED);
|
||||
rgb_matrix_set_color(LED_MINS, RGB_OFFBLUE);
|
||||
rgb_matrix_set_color(LED_EQL, RGB_OFFBLUE);
|
||||
#ifdef GAME_ENABLE
|
||||
rgb_matrix_set_color(LED_P, RGB_CHARTREUSE);
|
||||
#else
|
||||
rgb_matrix_set_color(LED_P, RGB_RED);
|
||||
#endif // GAME_ENABLE
|
||||
|
||||
//Add RGB statuses for user.config toggles
|
||||
if (user_config.rgb_hilite_caps) {
|
||||
rgb_matrix_set_color(LED_1, RGB_GREEN);
|
||||
} else {
|
||||
rgb_matrix_set_color(LED_1, RGB_PURPLE);
|
||||
}
|
||||
if (user_config.rgb_hilite_numpad) {
|
||||
rgb_matrix_set_color(LED_2, RGB_GREEN);
|
||||
} else {
|
||||
rgb_matrix_set_color(LED_2, RGB_PURPLE);
|
||||
}
|
||||
if (user_config.esc_double_tap_to_baselyr) {
|
||||
rgb_matrix_set_color(LED_3, RGB_GREEN);
|
||||
} else {
|
||||
rgb_matrix_set_color(LED_3, RGB_PURPLE);
|
||||
}
|
||||
if (user_config.del_right_home_top) {
|
||||
rgb_matrix_set_color(LED_4, RGB_GREEN);
|
||||
} else {
|
||||
rgb_matrix_set_color(LED_4, RGB_PURPLE);
|
||||
}
|
||||
if (user_config.double_tap_shift_for_capslock) {
|
||||
rgb_matrix_set_color(LED_5, RGB_GREEN);
|
||||
} else {
|
||||
rgb_matrix_set_color(LED_5, RGB_PURPLE);
|
||||
}
|
||||
if (user_config.encoder_press_mute_or_media) {
|
||||
rgb_matrix_set_color(LED_6, RGB_GREEN);
|
||||
} else {
|
||||
rgb_matrix_set_color(LED_6, RGB_PURPLE);
|
||||
}
|
||||
if (user_config.ins_on_shft_bkspc_or_del) {
|
||||
rgb_matrix_set_color(LED_7, RGB_GREEN);
|
||||
} else {
|
||||
rgb_matrix_set_color(LED_7, RGB_PURPLE);
|
||||
}
|
||||
if (user_config.disable_space_mods) {
|
||||
rgb_matrix_set_color(LED_8, RGB_GREEN);
|
||||
} else {
|
||||
rgb_matrix_set_color(LED_8, RGB_PURPLE);
|
||||
}
|
||||
|
||||
// Add RGB Timeout Indicator -- shows 0 to 139 using F row and num row; larger numbers using 16bit code
|
||||
uint16_t timeout_threshold = get_timeout_threshold();
|
||||
if (timeout_threshold <= 10) rgb_matrix_set_color(LED_LIST_FUNCROW[timeout_threshold], RGB_CYAN);
|
||||
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_NUMROW[(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_NUMROW[10], RGB_CYAN);
|
||||
rgb_matrix_set_color(LED_LIST_NUMROW[11], RGB_CYAN);
|
||||
rgb_matrix_set_color(LED_LIST_NUMROW[12], RGB_CYAN);
|
||||
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:
|
||||
for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_NUMPAD); i++) {
|
||||
rgb_matrix_set_color(LED_LIST_NUMPAD[i], RGB_OFFBLUE);
|
||||
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);
|
||||
}
|
||||
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);
|
||||
break;
|
||||
|
||||
// MOUSEKEYS mode RGB
|
||||
|
@ -308,19 +445,229 @@ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
|
|||
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
|
||||
// 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
|
||||
#endif
|
||||
|
||||
// Paddle game logic
|
||||
#ifdef GAME_ENABLE
|
||||
case _GAME:
|
||||
if (!game_start) {
|
||||
srand((unsigned int) timer_read());
|
||||
|
||||
// Store user light settings
|
||||
last_hsv = rgb_matrix_get_hsv();
|
||||
rgb_matrix_sethsv_noeeprom(0, 0, 0);
|
||||
|
||||
paddle_pos_full = 8;
|
||||
paddle_lives = 4;
|
||||
bounce_count = 0;
|
||||
level_number = 0;
|
||||
damage_count = 0;
|
||||
|
||||
init_ball(0);
|
||||
ball[1].on = false;
|
||||
ball_timer = timer_read();
|
||||
|
||||
game_start = true;
|
||||
}
|
||||
|
||||
// Set level indicator
|
||||
if (level_number < 12) {
|
||||
rgb_matrix_set_color(GAME_R0[level_number], RGB_BLUE);
|
||||
}
|
||||
|
||||
// Set life bar
|
||||
for (uint8_t i = 0; i < paddle_lives; i++) {
|
||||
rgb_matrix_set_color(GAME_LIVES[i], RGB_GREEN);
|
||||
}
|
||||
|
||||
uint8_t paddle_pos = paddle_pos_full >> 1;
|
||||
|
||||
if (damage_count > 0) {
|
||||
// Flash paddle when receiving damage
|
||||
if (timer_elapsed(damage_timer) > 500) {
|
||||
--damage_count;
|
||||
damage_timer = timer_read();
|
||||
}
|
||||
if ((damage_count & 1) == 0) {
|
||||
for (uint8_t i = 0; i < 3; i++) {
|
||||
rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_RED);
|
||||
}
|
||||
}
|
||||
if (damage_count == 0) {
|
||||
ball_timer = timer_read();
|
||||
}
|
||||
|
||||
} else if (paddle_lives == 0) {
|
||||
// Game over
|
||||
for (uint8_t i = 0; i < sizeof(LED_GAME_OVER) / sizeof(LED_GAME_OVER[0]); i++) {
|
||||
rgb_matrix_set_color(LED_GAME_OVER[i], RGB_RED);
|
||||
}
|
||||
|
||||
} else if (level_number >= 12) {
|
||||
// You win
|
||||
if (rgb_value.r == 0xff && rgb_value.g < 0xff) {
|
||||
if (rgb_value.b > 0) {
|
||||
--rgb_value.b;
|
||||
} else {
|
||||
++rgb_value.g;
|
||||
}
|
||||
} else if (rgb_value.g == 0xff && rgb_value.b < 0xff) {
|
||||
if (rgb_value.r > 0) {
|
||||
--rgb_value.r;
|
||||
} else {
|
||||
++rgb_value.b;
|
||||
}
|
||||
} else if (rgb_value.b == 0xff && rgb_value.r < 0xff) {
|
||||
if (rgb_value.g > 0) {
|
||||
--rgb_value.g;
|
||||
} else {
|
||||
++rgb_value.r;
|
||||
}
|
||||
}
|
||||
|
||||
for (uint8_t i = 0; i < 3; i++) {
|
||||
rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], rgb_value.r, rgb_value.g, rgb_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;
|
||||
}
|
||||
}
|
||||
|
@ -329,8 +676,6 @@ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
|
|||
void keyboard_post_init_keymap(void) {
|
||||
// keyboard_post_init_user() moved to userspace
|
||||
#ifdef RGB_MATRIX_ENABLE
|
||||
rgb_matrix_mode_noeeprom(RGB_MATRIX_SOLID_COLOR);
|
||||
rgb_matrix_sethsv_noeeprom(20, 255, 127); // Default startup color (Hue:amber Saturation:full Value(brightness):mid)
|
||||
activate_rgb_nightmode(false); // Set to true if you want to startup in nightmode, otherwise use Fn + Z to toggle
|
||||
#endif
|
||||
}
|
48
keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/paddlegame.h
Normal file
48
keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/paddlegame.h
Normal file
|
@ -0,0 +1,48 @@
|
|||
/* 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
|
|
@ -1,6 +1,6 @@
|
|||
# gourdo1's GMMK Pro ANSI layout
|
||||
# [gourdo1's](mailto:gourdo1@outlook.com) GMMK Pro ANSI layout
|
||||
|
||||
This Windows-centric layout is based on [Jonavin's](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/ansi/keymaps/jonavin) GMMK Pro layout with several additions, modifications, a tweaked keymap, updated layers and expanded RGB controls.
|
||||
This Windows-centric ANSI layout is based on [Jonavin's](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/jonavin) GMMK Pro layout with many additions, fixes, a revamped keymap, persistent user customizations, updated layers, [Tomas Guinan's paddle game](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame) and expanded RGB effects and controls.
|
||||
|
||||

|
||||
|
||||
|
@ -8,26 +8,51 @@ This Windows-centric layout is based on [Jonavin's](https://github.com/qmk/qmk_f
|
|||
|
||||
### Core Functionality
|
||||
|
||||
* Quick & Easy Customization: Open a text editor and hit [FN]` (tilde key) to view toggle-able features. (added Jun 29, 2022)
|
||||
* [VIA](https://www.caniusevia.com/) support enabled (added Mar 16, 2022)
|
||||
* 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
|
||||
* Gaming mode (FN + Win-key) locks out Win-key as well as double-tap Shift Capslock; Also RGB highlights WSAD and nearby gaming related keys
|
||||
* [Caps Word](https://getreuer.info/posts/keyboards/caps-word/index.html) enabled: To capitalize the next word only, press and release both left and right shift keys at the same time. (added Feb 25, 2022)
|
||||
* Multi-monitor app moving shortcuts: FN + [,] (square brackets) to move current app window to next monitor (added Apr 11, 2022)
|
||||
* Domain shortcuts: FN+.=".com", FN+O="outlook.com", FN+Y="yahoo.com", FN+H="hotmail.com", FN+G="gmail.com". (added Apr 7, 2022)
|
||||
* [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. (added Feb 25, 2022)
|
||||
* Multi-monitor app moving shortcuts: [FN] ],[ (square brackets) to move current app window to next monitor (added Apr 11, 2022)
|
||||
* Capslock toggled by double tap of Left Shift key or FN + Capslock (RGB green highlighted)
|
||||
* Fn-Backslash for [Bootloader mode](https://github.com/qmk/qmk_firmware/blob/master/docs/newbs_flashing.md)
|
||||
* Paddle game accessible via [FN]P. Hit [FN]P again or double tap [ESC] to exit (added May 5, 2022)
|
||||
* Single-handed shortcut for Ctrl-Alt-Delete: [FN]/ (added May 14, 2022)
|
||||
* Single-handed shortcut for WinKey-L (lock Windows): [FN]L (added May 17, 2022)
|
||||
* 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. (added Apr 7, 2022)
|
||||
* FN-Backslash for [Bootloader mode](https://github.com/qmk/qmk_firmware/blob/master/docs/newbs_flashing.md)
|
||||
* Home key on F13, Del key right of Backspace
|
||||
* Insert accessible via Shift-Backspace (so shift delete still works in Windows Explorer)
|
||||
* PrtScrn, Scroll Lock, Pause/Break are top right on the keyboard: Fn+F11, Fn+F12, Fn+F13
|
||||
* [Colemak](https://colemak.com/) key layout support (Layer accessible via Left Shift + turn Encoder clockwise until side LEDs light up purple)
|
||||
* 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 (added Feb 26, 2022)
|
||||
* RGB backlight effects expanded to include framebuffer effects and reactive keypress modes (updated May 24, 2022)
|
||||
* RGB backlight now remembers last color & effect settings after power down (updated May 24, 2022)
|
||||
|
||||
### 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]~ (CAUTION: verbose!)
|
||||
* 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
|
||||
|
||||
### 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 (added May 17, 2022)
|
||||
* 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 & N keys light up orange if system numlock is off (inverted status), indicating numpad keys will not deliver expected output (FN + N to toggle)
|
||||
* 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. (added Mar 15, 2022)
|
||||
* Mouse controls are: Cursor keys = move mouse; RShift = button1, End = button2, RCtrl = button3, PgUp/PgDn = Scroll wheel
|
||||
|
@ -37,40 +62,54 @@ This Windows-centric layout is based on [Jonavin's](https://github.com/qmk/qmk_f
|
|||
|
||||
* Default knob turn changes volume; button press toggles mute
|
||||
* Exponential encoder - quick repeated volume up doubles increase; quick repeated volume down triples decrease (added Feb 17, 2022)
|
||||
* FN knob turn changes RGB idle timeout
|
||||
* FN + knob turn changes RGB idle timeout
|
||||
* FN + knob push puts PC to Sleep (Added May 14, 2022)
|
||||
* 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 (added Feb 4, 2022)
|
||||
* RGB backlight night mode toggle: FN + Z (indicators still work)
|
||||
* RGB backlight timeout: FN + Encoder or "-" and "=" (default 15 minutes) (updated Apr 7, 2022)
|
||||
* indicators in FN layer using RGB in F-key and number rows to show the current timeout in minutes
|
||||
* RGB indicators on left side LEDs: Capslock (green), Scroll Lock (red), and Num Lock not set (orange)
|
||||
* FN + Z to turn off RGB backlighting; press again to toggle
|
||||
* 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 (added Feb 4, 2022)
|
||||
* RGB backlight night mode toggle: [FN]Z (indicators still work)
|
||||
* RGB backlight timeout: [FN]Encoder or "-" and "=" (default 15 minutes) (updated June 28, 2022)
|
||||
* 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: System NumLock off (orange), Scroll Lock (red), Numpad (blue), Capslock (green).
|
||||
|
||||
### Advanced Controls
|
||||
|
||||
* FN + \ to get to bootloader mode
|
||||
* FN + [ESC] to clear EEPROM (then unplug and re-plug) (added Apr 11, 2022)
|
||||
* FN + R to toggle N-key Rollover (added Apr 11, 2022)
|
||||
* [FN]\ to get to bootloader mode
|
||||
* [FN][ESC] to clear EEPROM (added Apr 11, 2022)
|
||||
* [FN]R to toggle N-key Rollover (added Apr 11, 2022)
|
||||
* [FN]/ is single-handed shortcut to Ctrl-Alt-Delete (added May 14, 2022)
|
||||
* [FN]L is single-handed shortcut to Win-L (lock Windows) (added May 17, 2022)
|
||||
* [FN][Encoder press] to sleep Windows PC (added May 14, 2022)
|
||||
|
||||
Link to latest firmware binary: https://github.com/gourdo1/media/raw/main/gmmk_pro_ansi_gourdo1.bin
|
||||
Link to latest firmware binary: https://github.com/gourdo1/gmmkpro-media/raw/main/gmmk_pro_rev1_ansi_gourdo1.bin
|
||||
|
||||
Link to cheatsheet: https://github.com/gourdo1/media/raw/main/GMMK_Pro_Cheatsheet.pdf
|
||||
Link to cheatsheet: https://github.com/gourdo1/gmmkpro-media/raw/main/GMMK_Pro_Cheatsheet.pdf
|
||||
|
||||
|
||||
## rules.mk Options
|
||||
|
||||
STARTUP_NUMLOCK_ON = yes - turns on NUMLOCK by default
|
||||
STARTUP_NUMLOCK_ON = yes - Turns on NUMLOCK by default
|
||||
|
||||
ENCODER_DEFAULTACTIONS_ENABLE = yes - Enabled default encoder functions
|
||||
|
||||
|
@ -78,20 +117,21 @@ TD_LSFT_CAPSLOCK_ENABLE = yes - This will enable double tap on Left Shift
|
|||
|
||||
IDLE_TIMEOUT_ENABLE = yes - Enables Timer functionality; for RGB idle timeouts that can be changed dynamically
|
||||
|
||||
INVERT_NUMLOCK_INDICATOR - inverts the Numlock indicator, LED is on when numlock is off -- numlock interferes with numpad keys, so should generally be off when numpad layer is active.
|
||||
INVERT_NUMLOCK_INDICATOR - Inverts the Numlock indicator, LED is on when numlock is off -- numlock interferes with overlay numpad, so should be off when numpad layer is active unless you have an external numpad.
|
||||
|
||||
COLEMAK_LAYER_ENABLE = yes - Enable optional 5th layer for COLEMAK layout. Use Shift + encoder to enter 5th layer.
|
||||
COLEMAK_LAYER_ENABLE = yes - Enables optional 5th layer for COLEMAK layout. Use Shift + encoder to enter 5th layer.
|
||||
|
||||
GAME_ENABLE ?= yes - Enables Paddle Game
|
||||
|
||||
## Layer Diagrams
|
||||
### Base layer
|
||||

|
||||

|
||||
|
||||
### Fn Layer
|
||||

|
||||
### FN Layer
|
||||

|
||||
|
||||
### Layer 2 (Numpad)
|
||||

|
||||

|
||||
|
||||
### COLEMAK layer
|
||||

|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
/* Copyright 2021 Jonavin Eng @Jonavin
|
||||
Copyright 2022 gourdo1 <jcblake@outlook.com>
|
||||
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
|
||||
|
@ -16,6 +16,11 @@ 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
|
||||
|
@ -194,7 +199,7 @@ const uint8_t LED_LIST_NUMROW[] = {
|
|||
};
|
||||
|
||||
const uint8_t LED_LIST_LETTERS[] = {
|
||||
LED_1,
|
||||
/* LED_1,
|
||||
LED_2,
|
||||
LED_3,
|
||||
LED_4,
|
||||
|
@ -203,7 +208,7 @@ const uint8_t LED_LIST_LETTERS[] = {
|
|||
LED_7,
|
||||
LED_8,
|
||||
LED_9,
|
||||
LED_0,
|
||||
LED_0, */
|
||||
LED_Q,
|
||||
LED_W,
|
||||
LED_E,
|
||||
|
@ -284,4 +289,122 @@ const uint8_t LED_SIDE_RIGHT[] = {
|
|||
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
|
|
@ -1,18 +1,18 @@
|
|||
SRC += caps_word.c
|
||||
|
||||
LTO_ENABLE = yes # link time optimization -- achieves a smaller compiled size
|
||||
CONSOLE_ENABLE = no
|
||||
COMMAND_ENABLE = no
|
||||
MOUSEKEY_ENABLE = yes
|
||||
|
||||
VIA_ENABLE = yes
|
||||
TAP_DANCE_ENABLE = yes
|
||||
BOOTMAGIC_ENABLE = yes # Enable Bootmagic Lite
|
||||
VIA_ENABLE = yes
|
||||
|
||||
TD_LSFT_CAPSLOCK_ENABLE = yes
|
||||
MOUSEKEY_ENABLE = yes
|
||||
TAP_DANCE_ENABLE = yes
|
||||
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
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue