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-rw-r--r--keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/caps_word.c150
-rw-r--r--keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/caps_word.h127
-rw-r--r--keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/config.h97
-rw-r--r--keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/keymap.c455
-rw-r--r--keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/paddlegame.h48
-rw-r--r--keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/readme.md108
-rw-r--r--keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/rgb_matrix_map.h129
-rw-r--r--keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/rules.mk16
-rw-r--r--keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/config.h146
-rw-r--r--keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/keymap.c682
-rw-r--r--keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/paddlegame.h48
-rw-r--r--keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/readme.md122
-rw-r--r--keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rgb_matrix_map.h411
-rw-r--r--keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rules.mk22
-rw-r--r--users/gourdo1/custom_double_taps.h73
-rw-r--r--users/gourdo1/gourdo1.c568
-rw-r--r--users/gourdo1/gourdo1.h68
-rw-r--r--users/gourdo1/gourdo1_encoder.c4
18 files changed, 2674 insertions, 600 deletions
diff --git a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/caps_word.c b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/caps_word.c
deleted file mode 100644
index d2f7b6ee7f..0000000000
--- a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/caps_word.c
+++ /dev/null
@@ -1,150 +0,0 @@
-// Copyright 2021-2022 Google LLC
-//
-// Licensed under the Apache License, Version 2.0 (the "License");
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// https://www.apache.org/licenses/LICENSE-2.0
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an "AS IS" BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
-//
-// For full documentation, see
-// https://getreuer.info/posts/keyboards/caps-word
-
-#include "caps_word.h"
-
-static bool caps_word_active = false;
-
-#if CAPS_WORD_IDLE_TIMEOUT > 0
-#if CAPS_WORD_IDLE_TIMEOUT < 100 || CAPS_WORD_IDLE_TIMEOUT > 30000
-// Constrain timeout to a sensible range. With the 16-bit timer, the longest
-// representable timeout is 32768 ms, rounded here to 30000 ms = half a minute.
-#error "caps_word: CAPS_WORD_IDLE_TIMEOUT must be between 100 and 30000 ms"
-#endif
-
-static uint16_t idle_timer = 0;
-
-void caps_word_task(void) {
- if (caps_word_active && timer_expired(timer_read(), idle_timer)) {
- caps_word_set(false);
- }
-}
-#endif // CAPS_WORD_IDLE_TIMEOUT > 0
-
-bool process_caps_word(uint16_t keycode, keyrecord_t* record) {
-#ifndef NO_ACTION_ONESHOT
- const uint8_t mods = get_mods() | get_oneshot_mods();
-#else
- const uint8_t mods = get_mods();
-#endif // NO_ACTION_ONESHOT
-
- if (!caps_word_active) {
- // Pressing both shift keys at the same time enables caps word.
- if ((mods & MOD_MASK_SHIFT) == MOD_MASK_SHIFT) {
- caps_word_set(true); // Activate Caps Word.
- return false;
- }
- return true;
- } else {
-#if CAPS_WORD_IDLE_TIMEOUT > 0
- idle_timer = record->event.time + CAPS_WORD_IDLE_TIMEOUT;
-#endif // CAPS_WORD_IDLE_TIMEOUT > 0
- }
-
- if (!record->event.pressed) { return true; }
-
- if (!(mods & ~MOD_MASK_SHIFT)) {
- switch (keycode) {
- // Ignore MO, TO, TG, TT, and OSL layer switch keys.
- case QK_MOMENTARY ... QK_MOMENTARY_MAX:
- case QK_TO ... QK_TO_MAX:
- case QK_TOGGLE_LAYER ... QK_TOGGLE_LAYER_MAX:
- case QK_LAYER_TAP_TOGGLE ... QK_LAYER_TAP_TOGGLE_MAX:
- case QK_ONE_SHOT_LAYER ... QK_ONE_SHOT_LAYER_MAX:
- return true;
-
-#ifndef NO_ACTION_TAPPING
- case QK_MOD_TAP ... QK_MOD_TAP_MAX:
- if (record->tap.count == 0) {
- // Deactivate if a mod becomes active through holding a mod-tap key.
- caps_word_set(false);
- return true;
- }
- keycode &= 0xff;
- break;
-
-#ifndef NO_ACTION_LAYER
- case QK_LAYER_TAP ... QK_LAYER_TAP_MAX:
-#endif // NO_ACTION_LAYER
- if (record->tap.count == 0) { return true; }
- keycode &= 0xff;
- break;
-#endif // NO_ACTION_TAPPING
-
-#ifdef SWAP_HANDS_ENABLE
- case QK_SWAP_HANDS ... QK_SWAP_HANDS_MAX:
- if (keycode > 0x56F0 || record->tap.count == 0) { return true; }
- keycode &= 0xff;
- break;
-#endif // SWAP_HANDS_ENABLE
- }
-
- if (caps_word_press_user(keycode)) {
- return true;
- }
- }
-
- caps_word_set(false); // Deactivate Caps Word.
- return true;
-}
-
-void caps_word_set(bool active) {
- if (active != caps_word_active) {
- if (active) {
- clear_mods();
-#ifndef NO_ACTION_ONESHOT
- clear_oneshot_mods();
-#endif // NO_ACTION_ONESHOT
-#if CAPS_WORD_IDLE_TIMEOUT > 0
- idle_timer = timer_read() + CAPS_WORD_IDLE_TIMEOUT;
-#endif // CAPS_WORD_IDLE_TIMEOUT > 0
- } else if ((get_weak_mods() & MOD_BIT(KC_LSFT)) != 0) {
- // If the weak shift mod is still on, turn it off and send an update to
- // the host computer.
- del_weak_mods(MOD_BIT(KC_LSFT));
- send_keyboard_report();
- }
-
- caps_word_active = active;
- caps_word_set_user(active);
- }
-}
-
-bool caps_word_get(void) { return caps_word_active; }
-
-__attribute__((weak)) void caps_word_set_user(bool active) {}
-
-__attribute__((weak)) bool caps_word_press_user(uint16_t keycode) {
- switch (keycode) {
- // Keycodes that continue Caps Word, with shift applied.
- case KC_A ... KC_Z:
- add_weak_mods(MOD_BIT(KC_LSFT)); // Apply shift to the next key.
- return true;
-
- // Keycodes that continue Caps Word, without shifting.
- case KC_1 ... KC_0:
- case KC_BSPC:
- case KC_MINS:
- case KC_UNDS:
- return true;
-
- default:
- return false; // Deactivate Caps Word.
- }
-}
-
diff --git a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/caps_word.h b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/caps_word.h
deleted file mode 100644
index 7f58dd3f17..0000000000
--- a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/caps_word.h
+++ /dev/null
@@ -1,127 +0,0 @@
-// Copyright 2021-2022 Google LLC
-//
-// Licensed under the Apache License, Version 2.0 (the "License");
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// https://www.apache.org/licenses/LICENSE-2.0
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an "AS IS" BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
-//
-// Caps Word, activated by pressing both shift keys at the same time.
-//
-// This library implements "Caps Word", which is like conventional Caps Lock,
-// but automatically disables itself at the end of the word. This is useful for
-// typing all-caps identifiers like `MOD_MASK_ALT`.
-//
-// Caps Word is activated by pressing the left and right shift keys at the same
-// time. This way you don't need a dedicated key for using Caps Word. I've
-// tested that this works as expected with one-shot mods and Space Cadet Shift.
-// If your shift keys are mod-taps, activate Caps Word by holding both shift
-// mod-tap keys until the tapping term, release them, then begin typing.
-//
-// Optionally, Caps Word may be configured to deactivate if the keyboard is idle
-// for some time. This is useful to mitigate unintended shifting when you get
-// interrupted or switch to the mouse while Caps Word is active. In your
-// config.h, define `CAPS_WORD_IDLE_TIMEOUT` with a time in milliseconds:
-//
-// #define CAPS_WORD_IDLE_TIMEOUT 5000 // Turn off Caps Word after 5 seconds.
-//
-// and in your keymap.c, define (or add to) `matrix_scan_user()` as
-//
-// void matrix_scan_user(void) {
-// caps_word_task();
-// // Other tasks...
-// }
-//
-// For full documentation, see
-// https://getreuer.info/posts/keyboards/caps-word
-
-#pragma once
-
-#include QMK_KEYBOARD_H
-
-// Call this function from `process_record_user()` to implement Caps Word.
-bool process_caps_word(uint16_t keycode, keyrecord_t* record);
-
-// If CAPS_WORD_IDLE_TIMEOUT is set, call `caps_word_task()` from
-// `matrix_scan_user()` as described above.
-//
-// If CAPS_WORD_IDLE_TIMEOUT isn't set, calling this function has no effect (but
-// will still compile).
-#if CAPS_WORD_IDLE_TIMEOUT > 0
-void caps_word_task(void);
-#else
-static inline void caps_word_task(void) {}
-#endif
-
-// Activates or deactivates Caps Word. For instance activate Caps Word with a
-// combo by defining a `COMBO_ACTION` that calls `caps_word_set(true)`:
-//
-// void process_combo_event(uint16_t combo_index, bool pressed) {
-// switch(combo_index) {
-// case CAPS_COMBO:
-// if (pressed) {
-// caps_word_set(true); // Activate Caps Word.
-// }
-// break;
-//
-// // Other combos...
-// }
-// }
-void caps_word_set(bool active);
-
-// Returns whether Caps Word is currently active.
-bool caps_word_get(void);
-
-// An optional callback that gets called when Caps Word turns on or off. This is
-// useful to represent the current Caps Word state, e.g. by setting an LED or
-// playing a sound. In your keymap, define
-//
-// void caps_word_set_user(bool active) {
-// if (active) {
-// // Do something when Caps Word activates.
-// } else {
-// // Do something when Caps Word deactivates.
-// }
-// }
-void caps_word_set_user(bool active);
-
-// An optional callback which is called on every key press while Caps Word is
-// active. When the key should be shifted (that is, a letter key), the callback
-// should call `add_weak_mods(MOD_BIT(KC_LSFT))` to shift the key. The callback
-// also determines whether the key should continue Caps Word. Returning true
-// continues the current "word", while returning false is "word breaking" and
-// deactivates Caps Word. The default callback is
-//
-// bool caps_word_press_user(uint16_t keycode) {
-// switch (keycode) {
-// // Keycodes that continue Caps Word, with shift applied.
-// case KC_A ... KC_Z:
-// add_weak_mods(MOD_BIT(KC_LSFT)); // Apply shift to the next key.
-// return true;
-//
-// // Keycodes that continue Caps Word, without shifting.
-// case KC_1 ... KC_0:
-// case KC_BSPC:
-// case KC_MINS:
-// case KC_UNDS:
-// return true;
-//
-// default:
-// return false; // Deactivate Caps Word.
-// }
-// }
-//
-// To customize, copy the above function into your keymap and add/remove
-// keycodes to the above cases.
-//
-// NOTE: Outside of this callback, you can use `caps_word_set(false)` to
-// deactivate Caps Word.
-bool caps_word_press_user(uint16_t keycode);
-
diff --git a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/config.h b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/config.h
index 582e473cb2..a37fb08d31 100644
--- a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/config.h
+++ b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/config.h
@@ -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
@@ -17,10 +17,21 @@ 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
-// TT set to two taps
-/* Handle GRAVESC combo keys */
+#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
@@ -31,19 +42,79 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#define TAPPING_TERM_PER_KEY
#ifdef RGB_MATRIX_ENABLE
-#define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_SOLID_COLOR
-#define RGB_DISABLE_WHEN_USB_SUSPENDED
-#endif
+ #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_STARTUP_MODE RGB_MATRIX_SOLID_REACTIVE // Sets the default effect mode, if none has been set (was RGB_MATRIX_SOLID_COLOR)
+ #define RGB_MATRIX_STARTUP_HUE 24 // Sets the default hue value, if none has been set
+ #define RGB_MATRIX_STARTUP_SAT 255 // Sets the default saturation value, if none has been set
+ #define RGB_MATRIX_STARTUP_VAL 127 // Sets the default brightness value, if none has been set
+ #define RGB_MATRIX_STARTUP_SPD 127 // Sets the default animation speed, if none has been set
-// 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)
+ // 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 fifth layer for colemak -- set "COLEMAK_LAYER_ENABLE = yes" in rules.mk to 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
/*
diff --git a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/keymap.c b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/keymap.c
index 97db98dd12..050152b47d 100644
--- a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/keymap.c
+++ b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/keymap.c
@@ -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, 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, _______,
- _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, 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, 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
} \ No newline at end of file
diff --git a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/paddlegame.h b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/paddlegame.h
new file mode 100644
index 0000000000..3d33975cfe
--- /dev/null
+++ b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/paddlegame.h
@@ -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 \ No newline at end of file
diff --git a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/readme.md b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/readme.md
index 3db6923d76..c378276434 100644
--- a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/readme.md
+++ b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/readme.md
@@ -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.
![image](https://raw.githubusercontent.com/gourdo1/media/main/susuwatari.jpg)
@@ -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
-![image](https://raw.githubusercontent.com/gourdo1/media/main/base.png)
+![image](https://raw.githubusercontent.com/gourdo1/gmmkpro-media/main/base.png)
-### Fn Layer
-![image](https://raw.githubusercontent.com/gourdo1/media/main/fn1.png)
+### FN Layer
+![image](https://raw.githubusercontent.com/gourdo1/gmmkpro-media/main/fn1.png)
### Layer 2 (Numpad)
-![image](https://raw.githubusercontent.com/gourdo1/media/main/numpad.png)
+![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)
diff --git a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/rgb_matrix_map.h b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/rgb_matrix_map.h
index 38da50754b..f1609a4bb3 100644
--- a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/rgb_matrix_map.h
+++ b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/rgb_matrix_map.h
@@ -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 \ No newline at end of file
diff --git a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/rules.mk b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/rules.mk
index b236d9132c..585f7846dd 100644
--- a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/rules.mk
+++ b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/rules.mk
@@ -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
diff --git a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/config.h b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/config.h
new file mode 100644
index 0000000000..a37fb08d31
--- /dev/null
+++ b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/config.h
@@ -0,0 +1,146 @@
+/* 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_STARTUP_MODE RGB_MATRIX_SOLID_REACTIVE // Sets the default effect mode, if none has been set (was RGB_MATRIX_SOLID_COLOR)
+ #define RGB_MATRIX_STARTUP_HUE 24 // Sets the default hue value, if none has been set
+ #define RGB_MATRIX_STARTUP_SAT 255 // Sets the default saturation value, if none has been set
+ #define RGB_MATRIX_STARTUP_VAL 127 // Sets the default brightness value, if none has been set
+ #define RGB_MATRIX_STARTUP_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)
diff --git a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/keymap.c b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/keymap.c
new file mode 100644
index 0000000000..24a1e8a359
--- /dev/null
+++ b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/keymap.c
@@ -0,0 +1,682 @@
+/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
+ Copyright 2021 Jonavin Eng @Jonavin
+ Copyright 2022 RustyBrakes (ISO conversion)
+ Copyright 2022 gourdo1 <gourdo1@outlook.com>
+
+This program is free software: you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation, either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program. If not, see <http://www.gnu.org/licenses/>.
+*/
+
+// Note: Several advanced functions referenced in this file (like Tap Dance functions) are defined in /users/gourdo1/gourdo1.c
+
+#include QMK_KEYBOARD_H
+
+#include "rgb_matrix_map.h"
+
+#include "gourdo1.h"
+
+#include "paddlegame.h"
+
+#include <math.h>
+
+const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
+
+ /* Base Layout
+ *
+ * ,-------------------------------------------------------------------------------------------------------------.
+ * | Esc || F1 | F2 | F3 | F4 || F5 | F6 | F7 | F8 || F9 | F10 | F11 | F12 || Home || Mute |
+ * |=============================================================================================================|
+ * | ISO | 1 ! | 2 @ | 3 # | 4 $ | 5 % | 6 ^ | 7 & | 8 * | 9 ( | 0 ) | - _ | = + | Backspc || Del |
+ * |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------|
+ * | Tab | Q | W | E | R | T | Y | U | I | O | P | [ } | ] } | || PgUp |
+ * |---------+------+------+------+------+------+------+------+------+------+------+------+------+ ++------|
+ * | Capslock | A | S | D | F | G | H | J | K | L | ; : | ' " | ISO| Enter || PgDn |
+ * |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------|
+ * | LShift | ISO | Z | X | C | V | B | N | M | , < | . > | / ? | RShift || Up || End |
+ * |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======|
+ * | Ctrl | Win | LAlt | Space | RAlt | Fn | Ctrl || Left | Down | Rght |
+ * `------------------------------------------------------------------------------------------------------------'
+ */
+
+ [_BASE] = LAYOUT(
+ KC_ESC, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, LEFTOFENC, ENCFUNC,
+ KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, KC_BSPC, BELOWENC,
+ KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC, KC_PGUP,
+ CAPSNUM, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_NUHS, KC_ENT, KC_PGDN,
+ LSFTCAPSWIN,KC_NUBS, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_END,
+ KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, MO(_FN1),KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
+ ),
+
+ /* FN1 Layout
+ *
+ * ,-------------------------------------------------------------------------------------------------------------.
+ * | Esc ||MyCmp |WbHom | Calc |MdSel ||MdPrv |MdNxt |MdPly |MdStp ||VolDn |VolUp |PrScr |ScrLk ||Pause ||Sleep |
+ * |=============================================================================================================|
+ * | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ |RGBTOD|RGBTOI| ________ ||RGBTOG|
+ * |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------|
+ * | ______ |RGBSAD|RGBVAI|RGBSAI| NKRO | ____ |YAHOO | ____ | ____ |OUTLK |Pause | ____ | ____ | || Home |
+ * |---------+------+------+------+------+------+------+------+------+------+------+------+------+ ++------|
+ * | Capslock |RGBHUD|RGBVAD|RGBHUI| ____|GMAIL |HTMAIL| ____ | ____ | ____ | ____ | ____ | ___ | ____ || End |
+ * |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------|
+ * | ____ |RESET |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, 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, KC_HOME,
+ KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, LOCKPC, _______, _______, _______, _______, KC_END,
+ _______, RESET, 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, KC_HOME,
+ KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, LOCKPC, _______, _______, _______, _______, KC_END,
+ _______, RESET, 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.
+ * ,-------------------------------------------------------------------------------------------------------------.
+ * | ____ || ____ | ____ | ____ | ____ || ____ | ____ | ____ | ____ || ____ | ____ | ____ | ____ || ____ || ____ |
+ * |=============================================================================================================|
+ * | ____ | 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_NO, KC_NO, KC_P0, KC_00, KC_PDOT, KC_PSLS, KC_BTN1, KC_MS_U, KC_BTN2,
+ _______, _______, _______, KC_PENT, _______, _______, KC_BTN3, KC_MS_L, KC_MS_D, KC_MS_R
+ ),
+
+ [_MOUSEKEY] = LAYOUT(
+ _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
+ _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
+ _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_WH_U,
+ _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_WH_D,
+ _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_BTN1, KC_MS_U, KC_BTN2,
+ _______, _______, _______, _______, _______, _______, KC_BTN3, KC_MS_L, KC_MS_D, KC_MS_R
+ ),
+
+ #ifdef COLEMAK_LAYER_ENABLE
+ [_COLEMAK] = LAYOUT(
+ _______, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, _______, _______,
+ KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, _______, _______,
+ KC_TAB, KC_Q, KC_W, KC_F, KC_P, KC_G, KC_J, KC_L, KC_U, KC_Y, KC_SCLN, KC_LBRC, KC_RBRC, KC_PGUP,
+ _______, KC_A, KC_R, KC_S, KC_T, KC_D, KC_H, KC_N, KC_E, KC_I, KC_O, KC_QUOT, KC_NUHS, KC_ENT, KC_PGDN,
+ _______, KC_NUBS, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_K, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_END,
+ _______, _______, _______, KC_SPC, KC_RALT, _______, KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
+ ),
+ #endif // COLEMAK_LAYER_ENABLE
+};
+
+#if defined(ENCODER_ENABLE) && !defined(ENCODER_DEFAULTACTIONS_ENABLE) // Encoder Functionality when not using userspace defaults
+void encoder_action_rgbhue(bool clockwise) {
+ if (clockwise)
+ rgblight_increase_hue_noeeprom();
+ else
+ rgblight_decrease_hue_noeeprom();
+}
+
+bool encoder_update_user(uint8_t index, bool clockwise) {
+ uint8_t mods_state = get_mods();
+ if (mods_state & MOD_BIT(KC_LSFT)) { // If you are holding L shift, encoder changes layers
+ encoder_action_layerchange(clockwise);
+ } else if (mods_state & MOD_BIT(KC_RSFT)) { // If you are holding R shift, Page up/dn
+ unregister_mods(MOD_BIT(KC_RSFT));
+ encoder_action_navpage(clockwise);
+ register_mods(MOD_BIT(KC_RSFT));
+ } else if (mods_state & MOD_BIT(KC_LCTL)) { // if holding Left Ctrl, navigate next/prev word
+ encoder_action_navword(clockwise);
+ } else if (mods_state & MOD_BIT(KC_RCTL)) { // if holding Right Ctrl, change rgb hue/colour
+ encoder_action_rgbhue(clockwise);
+ } else if (mods_state & MOD_BIT(KC_LALT)) { // if holding Left Alt, change media next/prev track
+ encoder_action_mediatrack(clockwise);
+ } else {
+ switch (get_highest_layer(layer_state)) {
+ case _FN1:
+ #ifdef IDLE_TIMEOUT_ENABLE
+ timeout_update_threshold(clockwise);
+ #endif
+ break;
+ #ifdef GAME_ENABLE
+ case _GAME:
+ // Game: Paddle movement
+ if (damage_count == 0) {
+ if (clockwise) {
+ if (paddle_pos_full < 15) ++paddle_pos_full;
+ } else {
+ if (paddle_pos_full > 0) --paddle_pos_full;
+ }
+ }
+ break;
+ #endif //GAME_ENABLE
+ default:
+ encoder_action_volume(clockwise); // Otherwise it just changes volume
+ break;
+ }
+ }
+ //return true; //set to return false to counteract enabled encoder in pro.c
+ return false;
+}
+#endif // ENCODER_ENABLE && !ENCODER_DEFAULTACTIONS_ENABLE
+
+#ifdef RGB_MATRIX_ENABLE
+
+// Game logic
+#ifdef GAME_ENABLE
+void init_ball(uint8_t i) {
+ i &= 1;
+ ball[i].on = true;
+ ball[i].up = false;
+ ball[i].y = 0;
+ ball[i].x = rand() % 16;
+
+ // Set initial ball state
+ if (ball[i].x < 8) {
+ ball[i].left = false;
+ } else {
+ ball[i].x -= 4;
+ ball[i].left = true;
+ }
+
+ // 1/4 chance of being an enemy ball after level 6
+ if (level_number > 3) {
+ ball[i].enemy = ((rand() % 4) == 0);
+ } else {
+ ball[i].enemy = false;
+ }
+}
+
+void hurt_paddle(void) {
+ if (paddle_lives > 0) {
+ --paddle_lives;
+ }
+ damage_timer = timer_read();
+ damage_count = 10;
+
+ // Reset board
+ init_ball(0);
+ ball[1].on = false;
+}
+#endif //GAME_ENABLE
+
+// Capslock, Scroll lock and Numlock indicator on Left side lights.
+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);
+
+ // Scroll Lock RGB setup
+ if (IS_HOST_LED_ON(USB_LED_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 (!IS_HOST_LED_ON(USB_LED_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 (IS_HOST_LED_ON(USB_LED_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 (IS_HOST_LED_ON(USB_LED_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);
+ #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_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:
+ 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 < 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;
+ }
+}
+#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
+} \ No newline at end of file
diff --git a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/paddlegame.h b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/paddlegame.h
new file mode 100644
index 0000000000..3d33975cfe
--- /dev/null
+++ b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/paddlegame.h
@@ -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 \ No newline at end of file
diff --git a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/readme.md b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/readme.md
new file mode 100644
index 0000000000..31f4539fde
--- /dev/null
+++ b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/readme.md
@@ -0,0 +1,122 @@
+# [gourdo1's](mailto:gourdo1@outlook.com) GMMK Pro ISO layout
+
+This Windows-centric ISO layout is based on [Jonavin's](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/iso/keymaps/jonavin) GMMK Pro layout with several additions, fixes, a tweaked keymap, 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 controls.
+
+![image](https://raw.githubusercontent.com/gourdo1/media/main/susuwatari.jpg)
+
+## Features:
+
+### Core Functionality
+
+* ISO layout (added July xx, 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
+* 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 on the road? 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 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)
+* 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 (added May 5, 2022)
+* Single-handed shortcut for Ctrl-Alt-Delete: Fn+/ (added May 14, 2022)
+* Single-handed shortcut for Win-L (lock Windows): Fn+L (added May 17, 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)
+* 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)
+* 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)
+
+### 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 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
+* 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 (added Feb 17, 2022)
+* 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
+* Fn+Z to turn off RGB backlighting (indicator lights still work); press again to toggle
+* RGB indicators on left side LEDs 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+/ 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_rev1_ansi_gourdo1.bin
+
+Link to cheatsheet: https://github.com/gourdo1/media/raw/main/GMMK_Pro_Cheatsheet.pdf
+
+
+## rules.mk Options
+
+STARTUP_NUMLOCK_ON = yes - Turns on NUMLOCK by default
+
+ENCODER_DEFAULTACTIONS_ENABLE = yes - Enabled default encoder functions
+
+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 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 - Enables optional 5th layer for COLEMAK layout. Use Shift + encoder to enter 5th layer.
+
+GAME_ENABLE ?= yes - Enables Paddle Game
+
+## Layer Diagrams
+### Base layer
+![image](https://raw.githubusercontent.com/gourdo1/media/main/base.png)
+
+### Fn Layer
+![image](https://raw.githubusercontent.com/gourdo1/media/main/fn1.png)
+
+### Layer 2 (Numpad)
+![image](https://raw.githubusercontent.com/gourdo1/media/main/numpad.png)
+
+### COLEMAK layer
+![image](https://user-images.githubusercontent.com/71780717/131235050-980d2f54-2d23-4ae8-a83f-9fcdbe60d6cb.png)
diff --git a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rgb_matrix_map.h b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rgb_matrix_map.h
new file mode 100644
index 0000000000..36e42ee7f4
--- /dev/null
+++ b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rgb_matrix_map.h
@@ -0,0 +1,411 @@
+/* Copyright 2021 Jonavin Eng @Jonavin
+ Copyright 2022 gourdo1 <gourdo1@outlook.com>
+
+This program is free software: you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation, either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program. If not, see <http://www.gnu.org/licenses/>.
+*/
+
+#ifdef RGB_MATRIX_ENABLE
+
+//Define variables for Game
+bool fn_active = false;
+RGB rgb_value;
+
+// Custom GMMK Pro-specific RGB color customizations (defaults found in quantum/color.h)
+#define RGB_GODSPEED 0x00, 0xE4, 0xFF // color for matching keycaps
+#define RGB_NAUTILUS 0x00, 0xA4, 0xA9 // Nautilus Font colors
+#define RGB_OFFBLUE 0x00, 0x80, 0xFF // new color: blue with a hint of green
+#define RGB_DKRED 0x28, 0x00, 0x00 // new color: dark red
+#define RGB_ORANGE2 0xFF, 0x28, 0x00 // fix: reduced green from 80 to 28
+#define RGB_PURPLE2 0x80, 0x00, 0xFF // fix: increased red from 7A to 80
+#define RGB_SPRINGGREEN2 0x00, 0xFF, 0x10 // fix: blue was 80, now 10
+#define RGB_YELLOW2 0xFF, 0xB0, 0x00 // fix: green was FF, now B0
+#define RGB_OFF RGB_BLACK
+
+// Added by gourdo1 for RGB testing
+// Red Green Blue Expected GMMK Pro result
+#define RGB_TEST1 0xFF, 0x00, 0x00 // Q - red good!
+#define RGB_TEST2 0x0F, 0xFF, 0x00 // W - green good!
+#define RGB_TEST3 0x00, 0x00, 0xFF // E - blue good!
+#define RGB_TEST4 0xFF, 0xB0, 0x00 // R - yellow slightly green heavy - reduced green LED by quite a bit
+#define RGB_TEST5 0x00, 0xFF, 0xFF // T - cyan good!
+#define RGB_TEST6 0xFF, 0x00, 0xFF // Y - magenta very slightly blue heavy?
+#define RGB_TEST7 0xFF, 0x28, 0x00 // U - orange very green heavy at default
+#define RGB_TEST8 0xFF, 0x00, 0x80 // I - pink good!
+#define RGB_TEST9 0x80, 0xFF, 0x00 // O - chartreus good!
+#define RGB_TEST10 0x00, 0xFF, 0x10 // P - springgrn fixed: was too blue because green LED has blue in it already
+#define RGB_TEST11 0x00, 0x80, 0xFF // A - grn blue good!
+#define RGB_TEST12 0x80, 0x00, 0xFF // S - purple good!
+
+// RGB LED locations
+enum led_location_map {
+ LED_ESC, // 0, ESC, k13
+ LED_GRV, // 1, `, k16
+ LED_TAB, // 2, Tab, k11
+ LED_CAPS, // 3, Caps, k21
+ LED_LSFT, // 4, Sh_L, k00
+ LED_LCTL, // 5, Ct_L, k06
+ LED_F1, // 6, F1, k26
+ LED_1, // 7, 1, k17
+ LED_Q, // 8, Q, k10
+ LED_A, // 9, A, k12
+ LED_Z, // 10, Z, k14
+ LED_LWIN, // 11, Win_L, k90
+ LED_F2, // 12, F2, k36
+ LED_2, // 13, 2, k27
+ LED_W, // 14, W, k20
+ LED_S, // 15, S, k22
+ LED_X, // 16, X, k24
+ LED_LALT, // 17, Alt_L, k93
+ LED_F3, // 18, F3, k31
+ LED_3, // 19, 3, k37
+ LED_E, // 20, E, k30
+ LED_D, // 21, D, k32
+ LED_C, // 22, C, k34
+ LED_F4, // 23, F4, k33
+ LED_4, // 24, 4, k47
+ LED_R, // 25, R, k40
+ LED_F, // 26, F, k42
+ LED_V, // 27, V, k44
+ LED_F5, // 28, F5, k07
+ LED_5, // 29, 5, k46
+ LED_T, // 30, T, k41
+ LED_G, // 31, G, k43
+ LED_B, // 32, B, k45
+ LED_SPC, // 33, SPACE, k94
+ LED_F6, // 34, F6, k63
+ LED_6, // 35, 6, k56
+ LED_Y, // 36, Y, k51
+ LED_H, // 37, H, k53
+ LED_N, // 38, N, k55
+ LED_F7, // 39, F7, k71
+ LED_7, // 40, 7, k57
+ LED_U, // 41, U, k50
+ LED_J, // 42, J, k52
+ LED_M, // 43, M, k54
+ LED_F8, // 44, F8, k76
+ LED_8, // 45, 8, k67
+ LED_I, // 46, I, k60
+ LED_K, // 47, K, k62
+ LED_COMM, // 48, ,, k64
+ LED_RALT, // 49, Alt_R, k95
+ LED_F9, // 50, F9, ka6
+ LED_9, // 51, 9, k77
+ LED_O, // 52, O, k70
+ LED_L, // 53, L, k72
+ LED_DOT, // 54, ., k74
+ LED_FN, // 55, FN, k92
+ LED_F10, // 56, F10, ka7
+ LED_0, // 57, 0, k87
+ LED_P, // 58, P, k80
+ LED_SCLN, // 59, ;, k82
+ LED_SLSH, // 60, ?, k85
+ LED_F11, // 61, F11, ka3
+ LED_MINS, // 62, -, k86
+ LED_LBRC, // 63, [, k81
+ LED_QUOT, // 64, ", k83
+ LED_RCTL, // 65, Ct_R, k04
+ LED_F12, // 66, F12, ka5
+ LED_BSLS, // 67, \, k23
+ LED_L1, // 68, LED, l01
+ LED_R1, // 69, LED, l11
+ LED_PRT, // 70, Prt, k97
+ LED_L2, // 71, LED, l02
+ LED_R2, // 72, LED, l12
+ LED_DEL, // 73, Del, k65
+ LED_L3, // 74, LED, l03
+ LED_R3, // 75, LED, l13
+ LED_PGUP, // 76, PgUp, k15
+ LED_L4, // 77, LED, l04
+ LED_R4, // 78, LED, l14
+ LED_EQL, // 79, =, k66
+ LED_RIGHT, // 80, Right, k05
+ LED_L5, // 81, LED, l05
+ LED_R5, // 82, LED, l15
+ LED_END, // 83, End, k75
+ LED_L6, // 84, LED, l06
+ LED_R6, // 85, LED, l16
+ LED_BSPC, // 86, BSpc, ka1
+ LED_PGDN, // 87, PgDn, k25
+ LED_L7, // 88, LED, l07
+ LED_R7, // 89, LED, l17
+ LED_RBRC, // 90, ], k61
+ LED_RSFT, // 91, Sh_R, k91
+ LED_L8, // 92, LED, l08
+ LED_R8, // 93, LED, l18
+ LED_UP, // 94, Up, k35
+ LED_HASH, // 95, #, k84
+ LED_LEFT, // 96, Left, k03
+ LED_ENT, // 97, Enter, ka4
+ LED_DOWN // 98, Down, k73
+};
+
+const uint8_t LED_LIST_WASD[] = {
+ LED_W,
+ LED_A,
+ LED_S,
+ LED_D
+};
+
+const uint8_t LED_LIST_ARROWS[] = {
+ LED_LEFT,
+ LED_RIGHT,
+ LED_UP,
+ LED_DOWN
+};
+
+const uint8_t LED_LIST_FUNCROW[] = {
+ LED_ESC,
+ LED_F1,
+ LED_F2,
+ LED_F3,
+ LED_F4,
+ LED_F5,
+ LED_F6,
+ LED_F7,
+ LED_F8,
+ LED_F9,
+ LED_F10,
+ LED_F11,
+ LED_F12,
+ LED_PRT
+};
+
+const uint8_t LED_LIST_NUMROW[] = {
+ LED_GRV,
+ LED_1,
+ LED_2,
+ LED_3,
+ LED_4,
+ LED_5,
+ LED_6,
+ LED_7,
+ LED_8,
+ LED_9,
+ LED_0,
+ LED_MINS,
+ LED_EQL,
+ LED_BSPC,
+ LED_DEL
+};
+
+const uint8_t LED_LIST_LETTERS[] = {
+/* LED_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 \ No newline at end of file
diff --git a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rules.mk b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rules.mk
new file mode 100644
index 0000000000..37e81e3dbb
--- /dev/null
+++ b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rules.mk
@@ -0,0 +1,22 @@
+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
+CAPS_WORD_ENABLE = yes # Enable built-in Caps Word functionality
+
+TD_LSFT_CAPSLOCK_ENABLE = yes
+IDLE_TIMEOUT_ENABLE = yes
+STARTUP_NUMLOCK_ON = yes
+ENCODER_DEFAULTACTIONS_ENABLE = no
+
+COLEMAK_LAYER_ENABLE = yes # Enable Colemak layer / set to no to disable
+INVERT_NUMLOCK_INDICATOR = yes
+
+GAME_ENABLE ?= yes # Enable Paddle Game / set to no to disable
+ifeq ($(strip $(GAME_ENABLE)), yes)
+ OPT_DEFS += -DGAME_ENABLE
+endif
diff --git a/users/gourdo1/custom_double_taps.h b/users/gourdo1/custom_double_taps.h
new file mode 100644
index 0000000000..4f551e1fa1
--- /dev/null
+++ b/users/gourdo1/custom_double_taps.h
@@ -0,0 +1,73 @@
+// Copyright 2022 Google LLC
+// SPDX-License-Identifier: Apache-2.0
+
+#pragma once
+
+#include "gourdo1.h"
+
+static bool process_capsnum(uint16_t keycode, keyrecord_t * record) {
+ static bool toggled = false;
+ static bool tapped = false;
+ static uint16_t tap_timer = 0;
+
+ if (keycode == CAPSNUM) {
+ if (user_config.double_tap_shift_for_capslock) {
+ // Act as TT(_NUMPADMOUSE)
+ if (record -> event.pressed) { // CAPSNUM key was pressed
+ // Check whether the key was recently tapped
+ if (tapped && !timer_expired(record -> event.time, tap_timer)) {
+ // This is a double tap (or possibly a triple tap or more)
+ // Toggle the layer on.
+ toggled = true;
+ } else if (toggled) {
+ // Otherwise if currently toggled, turn it off
+ toggled = false;
+ tapped = false;
+ layer_off(_NUMPADMOUSE);
+ }
+ // Set that the first tap occurred in a potential double tap
+ tapped = true;
+ tap_timer = record -> event.time + TAPPING_TERM;
+ layer_on(_NUMPADMOUSE);
+ } else if (!toggled) {
+ // If not currently toggled, turn off on key release
+ layer_off(_NUMPADMOUSE);
+ return false;
+ }
+ } else { // When double_tap_shift_for_capslock == false
+ // Act as KC_CAPS
+ if (record -> event.pressed) {
+ register_code(KC_CAPS);
+ } else {
+ unregister_code(KC_CAPS);
+ }
+ }
+ return false;
+ } else {
+ // On an event with any other key, reset the double tap state
+ tapped = false;
+ }
+ return true;
+}
+
+static bool process_esc_to_base(uint16_t keycode, keyrecord_t * record) {
+ static bool tapped = false;
+ static uint16_t tap_timer = 0;
+
+ if (keycode == KC_ESC) {
+ if (user_config.esc_double_tap_to_baselyr) {
+ if (record -> event.pressed) {
+ if (tapped && !timer_expired(record -> event.time, tap_timer)) {
+ // The key was double tapped.
+ layer_clear();
+ }
+ tapped = true;
+ tap_timer = record -> event.time + TAPPING_TERM;
+ }
+ }
+ } else {
+ // On an event with any other key, reset the double tap state.
+ tapped = false;
+ }
+ return true;
+}
diff --git a/users/gourdo1/gourdo1.c b/users/gourdo1/gourdo1.c
index b964729be9..9062a452ff 100644
--- a/users/gourdo1/gourdo1.c
+++ b/users/gourdo1/gourdo1.c
@@ -1,6 +1,6 @@
/* 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
@@ -19,35 +19,35 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "gourdo1.h"
-#include "caps_word.h"
+#include "custom_double_taps.h"
-#ifdef TD_LSFT_CAPSLOCK_ENABLE
-// Tap once for shift, twice for Caps Lock but only if Win Key in not disabled
+// Tap once for shift, twice for Caps Lock but only if Win Key is not disabled (also disabled by user.config variable)
void dance_LSFT_each_tap(qk_tap_dance_state_t * state, void * user_data) {
- if (state -> count == 1 || keymap_config.no_gui) {
- register_code16(KC_LSFT);
+ if (user_config.double_tap_shift_for_capslock) {
+ if (state -> count == 1 || keymap_config.no_gui) {
+ register_code(KC_LSFT);
+ } else {
+ register_code(KC_CAPS);
+ }
} else {
- register_code(KC_CAPS);
+ register_code(KC_LSFT);
}
}
void dance_LSFT_reset(qk_tap_dance_state_t * state, void * user_data) {
if (state -> count == 1 || keymap_config.no_gui) {
- unregister_code16(KC_LSFT);
+ unregister_code(KC_LSFT);
} else {
unregister_code(KC_CAPS);
- unregister_code16(KC_LSFT);
+ unregister_code(KC_LSFT);
}
}
+
// Tap Dance definitions
qk_tap_dance_action_t tap_dance_actions[] = {
// Tap once for shift, twice for Caps Lock
- [TD_LSFT_CAPSLOCK] = ACTION_TAP_DANCE_DOUBLE(KC_LSFT, KC_CAPS),
- [TD_LSFT_CAPS_WIN] = ACTION_TAP_DANCE_FN_ADVANCED(dance_LSFT_each_tap, NULL, dance_LSFT_reset),
- // Tap once for Escape, twice to reset to base layer
- [TD_ESC_BASELYR] = ACTION_TAP_DANCE_DUAL_ROLE(KC_ESC, _BASE),
+ [TD_LSFT_CAPS_WIN] = ACTION_TAP_DANCE_FN_ADVANCED(dance_LSFT_each_tap, NULL, dance_LSFT_reset)
};
-#endif // TD_LSFT_CAPSLOCK_ENABLE
// RGB NIGHT MODE
#ifdef RGB_MATRIX_ENABLE
@@ -126,209 +126,373 @@ __attribute__((weak)) bool process_record_keymap(uint16_t keycode, keyrecord_t *
bool process_record_user(uint16_t keycode, keyrecord_t * record) {
mod_state = get_mods();
- if (!process_record_keymap(keycode, record)) {
- return false;
- }
-
- if (!process_caps_word(keycode, record)) {
- return false;
- }
+ if (!process_record_keymap(keycode, record)) { return false; }
+ if (!process_capsnum(keycode, record)) { return false; }
+ if (!process_esc_to_base(keycode, record)) { return false; }
- // Your macros ...
+ // Key macros ...
switch (keycode) {
- // DotCom domain macros
+ // User configuration toggles
+ case PRNCONF: // Print verbose status of all user_config toggles (open a text editor before engaging!!)
+ if (record->event.pressed) {
+ //send_string("Left bracket with alt numcodes "SS_LALT(SS_TAP(X_KP_0) SS_TAP(X_KP_0) SS_TAP(X_KP_9) SS_TAP(X_KP_1))"\n");
+ send_string("\n\x2D\x2D\x2D\x2D\x2D\x2D\x2D\x2D\x2D\x3C\x3C\x3C\x3C\x3C\x3C\x3C\x3C\x3C");
+ send_string(" gourdo1\x27s GMMK Pro User Settings ");
+ send_string("\x3E\x3E\x3E\x3E\x3E\x3E\x3E\x3E\x3E\x2D\x2D\x2D\x2D\x2D\x2D\x2D\x2D\x2D\n");
+ send_string("Hold \x5B \bFn\x5D and the number corresponding to a setting below to toggle.\n");
+ send_string("Re-print this screen with \x5B \bFn\x5D \x5B`\x5D to see your changes reflected.\n");
+ send_string("Config also visible as RGB under number keys by holding \x5B \bFn\x5D.\n");
+ send_string("\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d");
+ send_string("\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d");
+ send_string("\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d");
+ send_string("\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\n");
+ send_string("1. CapsLock RGB highlight alpha keys................ ");
+ if (user_config.rgb_hilite_caps) {
+ send_string("\x5BON\x5D\n");
+ } else {
+ send_string("\x5BOFF\x5D\n");
+ }
+ send_string("2. Numpad RGB highlight layer keys.................. ");
+ if (user_config.rgb_hilite_numpad) {
+ send_string("\x5BON\x5D\n");
+ } else {
+ send_string("\x5BOFF\x5D\n");
+ }
+ send_string("3. Double tap ESC to revert to BASE layer........... ");
+ if (user_config.esc_double_tap_to_baselyr) {
+ send_string("\x5BON\x5D\n");
+ } else {
+ send_string("\x5BOFF\x5D\n");
+ }
+ send_string("4. DEL \x26 HOME key locations......................... ");
+ if (user_config.del_right_home_top) {
+ send_string("\x5BHOME on F13\x3B DEL right of BKSPC\x5D\n");
+ } else {
+ send_string("\x5B \bDEL on F13\x3B HOME right of BKSPC\x5D\n");
+ }
+ send_string("5. Numpad on CapsLock\x3B double tap LSHIFT for Caps... ");
+ if (user_config.double_tap_shift_for_capslock) {
+ send_string("\x5BON\x5D\n");
+ } else {
+ send_string("\x5BOFF\x5D\n");
+ }
+ send_string("6. Encoder button function.......................... ");
+ if (user_config.encoder_press_mute_or_media) {
+ send_string("\x5BMUTE\x5D\n");
+ } else {
+ send_string("\x5BMEDIA PLAY\x2FPAUSE\x5D\n");
+ }
+ send_string("7. Insert function accessed with.................... ");
+ if (user_config.ins_on_shft_bkspc_or_del) {
+ send_string("\x5BSHIFT\x2D \bBKSPC\x5D\n");
+ } else {
+ send_string("\x5BSHIFT\x2D \bDEL\x5D\n");
+ }
+ send_string("8. Force SHIFT \x26 CTRL\x2DSPACE to function like SPACE.. ");
+ if (user_config.disable_space_mods) {
+ send_string("\x5BON\x5D\n");
+ } else {
+ send_string("\x5BOFF\x5D\n");
+ }
+ send_string("\nThe latest firmware updates are always here\x3a https\x3a\x2F\x2Fgithub.com\x2Fgourdo1\x2Fgmmkpro\x2Dmedia\n");
+ }
+ break;
+
+ case TG_CAPS: // Toggle RGB highlighting of Capslock state
+ if (record->event.pressed) {
+ user_config.rgb_hilite_caps ^= 1; // Toggles the status
+ eeconfig_update_user(user_config.raw); // Writes the new status to EEPROM
+ }
+ break;
+ case TG_PAD: // Toggle RGB highlighting of Numpad state
+ if (record->event.pressed) {
+ user_config.rgb_hilite_numpad ^= 1; // Toggles the status
+ eeconfig_update_user(user_config.raw); // Writes the new status to EEPROM
+ }
+ break;
+ case TG_ESC: // Toggle alternate ESC functionality
+ if (record->event.pressed) {
+ user_config.esc_double_tap_to_baselyr ^= 1; // Toggles the status
+ eeconfig_update_user(user_config.raw); // Writes the new status to EEPROM
+ }
+ break;
+ case TG_DEL: // Toggle alternate placement of DEL and HOME keys
+ if (record->event.pressed) {
+ user_config.del_right_home_top ^= 1; // Toggles the status
+ eeconfig_update_user(user_config.raw); // Writes the new status to EEPROM
+ }
+ break;
+ case TG_TDCAP: // Toggle alternate Capslock/Numpad functionality
+ if (record->event.pressed) {
+ user_config.double_tap_shift_for_capslock ^= 1; // Toggles the status
+ eeconfig_update_user(user_config.raw); // Writes the new status to EEPROM
+ }
+ break;
+ case TG_ENC: // Toggle Encoder function
+ if (record->event.pressed) {
+ user_config.encoder_press_mute_or_media ^= 1; // Toggles the status
+ eeconfig_update_user(user_config.raw); // Writes the new status to EEPROM
+ }
+ break;
+ case TG_INS: // Toggle Encoder function
+ if (record->event.pressed) {
+ user_config.ins_on_shft_bkspc_or_del ^= 1; // Toggles the status
+ eeconfig_update_user(user_config.raw); // Writes the new status to EEPROM
+ }
+ break;
+ case TG_SPCMOD: // Toggle forcing SHIFT&CTRL-SPACE to function like SPACE
+ if (record->event.pressed) {
+ user_config.disable_space_mods ^= 1; // Toggles the status
+ eeconfig_update_user(user_config.raw); // Writes the new status to EEPROM
+ }
+ break;
+ //return false;
+
+ // Key to the left of encoder function (default HOME)
+ case LEFTOFENC:
+ if (!(user_config.del_right_home_top)) {
+ if (!(user_config.ins_on_shft_bkspc_or_del)) {
+ static bool inskey_registered;
+ if (record -> event.pressed) {
+ // Detect the activation of either shift keys
+ if (mod_state & MOD_MASK_SHIFT) {
+ // First temporarily canceling both shifts so that
+ // shift isn't applied to the KC_INS keycode
+ del_mods(MOD_MASK_SHIFT);
+ register_code(KC_INS);
+ // Update the boolean variable to reflect the status of KC_INS
+ inskey_registered = true;
+ // Reapplying modifier state so that the held shift key(s)
+ // still work even after having tapped the key.
+ set_mods(mod_state);
+ return false;
+ } else {
+ register_code(KC_DEL);
+ return false;
+ }
+ } else { // on release of KC_DEL
+ // In case KC_INS is still being sent even after the release of KC_DEL
+ if (inskey_registered) {
+ unregister_code(KC_INS);
+ inskey_registered = false;
+ return false;
+ } else {
+ unregister_code(KC_DEL);
+ return false;
+ }
+ }
+ } else {
+ if (record -> event.pressed) {
+ register_code(KC_DEL);
+ return false;
+ } else {
+ unregister_code(KC_DEL);
+ return false;
+ }
+ }
+ } else {
+ if (record -> event.pressed) {
+ register_code(KC_HOME);
+ return false;
+ } else {
+ unregister_code(KC_HOME);
+ return false;
+ }
+ }
+ break;
+
+ // Key below encoder function (default DEL)
+ case BELOWENC:
+ if (user_config.del_right_home_top) {
+ if (!(user_config.ins_on_shft_bkspc_or_del)) {
+ static bool inskey_registered;
+ if (record -> event.pressed) {
+ // Detect the activation of either shift keys
+ if (mod_state & MOD_MASK_SHIFT) {
+ // First temporarily canceling both shifts so that
+ // shift isn't applied to the KC_INS keycode
+ del_mods(MOD_MASK_SHIFT);
+ register_code(KC_INS);
+ // Update the boolean variable to reflect the status of KC_INS
+ inskey_registered = true;
+ // Reapplying modifier state so that the held shift key(s)
+ // still work even after having tapped the key.
+ set_mods(mod_state);
+ return false;
+ } else {
+ register_code(KC_DEL);
+ return false;
+ }
+ } else { // on release of KC_DEL
+ // In case KC_INS is still being sent even after the release of KC_DEL
+ if (inskey_registered) {
+ unregister_code(KC_INS);
+ inskey_registered = false;
+ return false;
+ } else {
+ unregister_code(KC_DEL);
+ return false;
+ }
+ }
+ } else {
+ if (record -> event.pressed) {
+ register_code(KC_DEL);
+ return false;
+ } else {
+ unregister_code(KC_DEL);
+ return false;
+ }
+ }
+ } else {
+ if (record -> event.pressed) {
+ register_code(KC_HOME);
+ return false;
+ } else {
+ unregister_code(KC_HOME);
+ return false;
+ }
+ }
+ break;
+
+ // Encoder button function
+ case ENCFUNC:
+ if (user_config.encoder_press_mute_or_media) {
+ if (record -> event.pressed) {
+ register_code(KC_MUTE);
+ } else unregister_code16(keycode);
+ }
+ else {
+ if (record -> event.pressed) {
+ register_code(KC_MPLY);
+ } else unregister_code16(keycode);
+ }
+ break;
+
+ // DotCom domain macros
case DOTCOM:
if (record -> event.pressed) {
- SEND_STRING(".com");
+ send_string(".com");
} else {
// when keycode is released
}
break;
case YAHOO:
if (record -> event.pressed) {
- SEND_STRING("yahoo.com");
+ send_string("yahoo.com");
} else {
// when keycode is released
}
break;
case OUTLOOK:
if (record -> event.pressed) {
- SEND_STRING("outlook.com");
+ send_string("outlook.com");
} else {
// when keycode is released
}
break;
case GMAIL:
if (record -> event.pressed) {
- SEND_STRING("gmail.com");
+ send_string("gmail.com");
} else {
// when keycode is released
}
break;
case HOTMAIL:
if (record -> event.pressed) {
- SEND_STRING("hotmail.com");
+ send_string("hotmail.com");
} else {
// when keycode is released
}
break;
-
-/*
- case YAHOO:
- if (record -> event.pressed) SEND_STRING("yahoo.com");
- else unregister_code16(keycode);
- break;
- case OUTLOOK:
- if (record -> event.pressed) SEND_STRING("outlook.com");
- else unregister_code16(keycode);
- break;
- case GMAIL:
- if (record -> event.pressed) SEND_STRING("gmail.com");
- else unregister_code16(keycode);
- break;
- case HOTMAIL:
- if (record -> event.pressed) {
- SEND_STRING("hotmail.com");
- } else unregister_code16(keycode);
- break;
- case DOTCOM:
- if (record -> event.pressed) SEND_STRING(".com");
- else unregister_code16(keycode);
- break;
-*/
- // Windows key lock
- case KC_WINLCK:
+ // Windows Key lockout
+ case WINLOCK:
if (record -> event.pressed) {
keymap_config.no_gui = !keymap_config.no_gui; //toggle status
} else unregister_code16(keycode);
break;
- // Double Zero
+ // Double Zero
case KC_00:
if (record -> event.pressed) {
// when keycode KC_00 is pressed
- SEND_STRING("00");
+ send_string("00");
} else unregister_code16(keycode);
break;
- // Treat Control+Space as if regular Space
- case KC_SPC: {
- // Initialize a boolean variable that keeps track of the space key status: registered or not?
- static bool spckey_registered;
- if (record -> event.pressed) {
- // Detect the activation of either ctrl keys
- if (mod_state & MOD_MASK_CTRL) {
- // First temporarily canceling both ctrls so that
- // ctrl isn't applied to the KC_SPC keycode
- del_mods(MOD_MASK_CTRL);
- register_code(KC_SPC);
- // Update the boolean variable to reflect the status of KC_SPC
- spckey_registered = true;
- // Reapplying modifier state so that the held ctrl key(s)
- // still work even after having tapped the Space key.
- set_mods(mod_state);
- return false;
- }
- } else { // on release of KC_SPC
- // In case KC_SPC is still being sent even after the release of KC_SPC
- if (spckey_registered) {
- unregister_code(KC_SPC);
- spckey_registered = false;
- return false;
- }
- }
- }
- break;
-
- // Treat Shift+Space as if regular Space
- case KC_SHIFTSPC: {
- // Initialize a boolean variable that keeps track of the space key status: registered or not?
- static bool spc2key_registered;
- if (record -> event.pressed) {
- // Detect the activation of either shift keys
- if (mod_state & MOD_MASK_SHIFT) {
- // First temporarily canceling both shifts so that
- // shift isn't applied to the KC_SPC keycode
- del_mods(MOD_MASK_SHIFT);
- register_code(KC_SPC);
- // Update the boolean variable to reflect the status of KC_SPC
- spc2key_registered = true;
- // Reapplying modifier state so that the held shift key(s)
- // still work even after having tapped the Space key.
- set_mods(mod_state);
- return false;
- }
- } else { // on release of KC_SPC
- // In case KC_SPC is still being sent even after the release of KC_SPC
- if (spc2key_registered) {
- unregister_code(KC_SPC);
- spc2key_registered = false;
- return false;
+ // Treat Control & Shift-Space as if regular Space
+ case KC_SPC:
+ if (user_config.disable_space_mods) {
+ // Initialize a boolean variable that keeps track of the space key status: registered or not?
+ static bool spckey_registered;
+ if (record -> event.pressed) {
+ // Detect the activation of either ctrl keys
+ if (mod_state & MOD_MASK_CTRL) {
+ // First temporarily canceling both ctrls so that
+ // ctrl isn't applied to the KC_SPC keycode
+ del_mods(MOD_MASK_CTRL);
+ register_code(KC_SPC);
+ // Update the boolean variable to reflect the status of KC_SPC
+ spckey_registered = true;
+ // Reapplying modifier state so that the held ctrl key(s)
+ // still work even after having tapped the Space key.
+ set_mods(mod_state);
+ return false;
+ }
+ else if (mod_state & MOD_MASK_SHIFT) {
+ // First temporarily canceling both shifts so that
+ // shift isn't applied to the KC_SPC keycode
+ del_mods(MOD_MASK_SHIFT);
+ register_code(KC_SPC);
+ // Update the boolean variable to reflect the status of KC_SPC
+ spckey_registered = true;
+ // Reapplying modifier state so that the held shift key(s)
+ // still work even after having tapped the Space key.
+ set_mods(mod_state);
+ return false;
+ }
+ } else { // on release of KC_SPC
+ // In case KC_SPC is still being sent even after the release of KC_SPC
+ if (spckey_registered) {
+ unregister_code(KC_SPC);
+ spckey_registered = false;
+ return false;
+ }
}
}
- }
break;
- // Add INS as SHIFT-modified BackSpace key
+ // INS as SHIFT-modified BackSpace key
case KC_BSPC: {
- // Initialize a boolean variable that keeps track of the delete key status: registered or not?
- static bool inskey_registered;
- if (record -> event.pressed) {
- // Detect the activation of either shift keys
- if (mod_state & MOD_MASK_SHIFT) {
- // First temporarily canceling both shifts so that
- // shift isn't applied to the KC_INS keycode
- del_mods(MOD_MASK_SHIFT);
- register_code(KC_INS);
- // Update the boolean variable to reflect the status of KC_INS
- inskey_registered = true;
- // Reapplying modifier state so that the held shift key(s)
- // still work even after having tapped the Delete/Insert key.
- set_mods(mod_state);
- return false;
- }
- } else { // on release of KC_BSPC
- // In case KC_INS is still being sent even after the release of KC_BSPC
- if (inskey_registered) {
- unregister_code(KC_INS);
- inskey_registered = false;
- return false;
+ if (user_config.ins_on_shft_bkspc_or_del) {
+ // Initialize a boolean variable that keeps track of the ins key status: registered or not?
+ static bool inskey_registered;
+ if (record -> event.pressed) {
+ // Detect the activation of either shift keys
+ if (mod_state & MOD_MASK_SHIFT) {
+ // First temporarily canceling both shifts so that
+ // shift isn't applied to the KC_INS keycode
+ del_mods(MOD_MASK_SHIFT);
+ register_code(KC_INS);
+ // Update the boolean variable to reflect the status of KC_INS
+ inskey_registered = true;
+ // Reapplying modifier state so that the held shift key(s)
+ // still work even after having tapped the key.
+ set_mods(mod_state);
+ return false;
+ }
+ } else { // on release of KC_BSPC
+ // In case KC_INS is still being sent even after the release of KC_BSPC
+ if (inskey_registered) {
+ unregister_code(KC_INS);
+ inskey_registered = false;
+ return false;
+ }
}
}
- }
- break;
-
- /* Add INS as SHIFT-modified DEL key
- case KC_DEL: {
- // Initialize a boolean variable that keeps track of the delete key status: registered or not?
- static bool inskey_registered;
- if (record->event.pressed) {
- // Detect the activation of either shift keys
- if (mod_state & MOD_MASK_SHIFT) {
- // First temporarily canceling both shifts so that
- // shift isn't applied to the KC_INS keycode
- del_mods(MOD_MASK_SHIFT);
- register_code(KC_INS);
- // Update the boolean variable to reflect the status of KC_INS
- inskey_registered = true;
- // Reapplying modifier state so that the held shift key(s)
- // still work even after having tapped the Delete/Insert key.
- set_mods(mod_state);
- return false;
- }
- } else { // on release of KC_DEL
- // In case KC_INS is still being sent even after the release of KC_DEL
- if (inskey_registered) {
- unregister_code(KC_INS);
- inskey_registered = false;
- return false;
- }
- }
- }
- break;
- */
+ }
+ break;
#ifdef IDLE_TIMEOUT_ENABLE
case RGB_TOI:
@@ -352,27 +516,27 @@ bool process_record_user(uint16_t keycode, keyrecord_t * record) {
#ifdef EMOTICON_ENABLE
case EMO_SHRUG:
- if (record -> event.pressed) SEND_STRING("`\\_(\"/)_/`");
+ if (record -> event.pressed) send_string("`\\_(\"/)_/`");
else unregister_code16(keycode);
break;
case EMO_CONFUSE:
- if (record -> event.pressed) SEND_STRING("(*_*)");
+ if (record -> event.pressed) send_string("(*_*)");
else unregister_code16(keycode);
break;
case EMO_TEARS:
- if (record -> event.pressed) SEND_STRING("(T_T)");
+ if (record -> event.pressed) send_string("(T_T)");
else unregister_code16(keycode);
break;
case EMO_NERVOUS:
- if (record -> event.pressed) SEND_STRING("(~_~;)");
+ if (record -> event.pressed) send_string("(~_~;)");
else unregister_code16(keycode);
break;
case EMO_JOY:
- if (record -> event.pressed) SEND_STRING("(^o^)");
+ if (record -> event.pressed) send_string("(^o^)");
else unregister_code16(keycode);
break;
case EMO_SAD:
- if (record -> event.pressed) SEND_STRING(":'-(");
+ if (record -> event.pressed) send_string(":'-(");
else unregister_code16(keycode);
break;
#endif // EMOTICON_ENABLE
@@ -398,15 +562,32 @@ bool process_record_user(uint16_t keycode, keyrecord_t * record) {
return true;
};
-uint16_t get_tapping_term(uint16_t keycode, keyrecord_t * record) {
+// Define custom Caps Word continuity characters
+bool caps_word_press_user(uint16_t keycode) {
switch (keycode) {
- case KC_SFTUP:
- return 300;
- case KC_RAISESPC:
- case KC_LOWERSPC:
- return 450;
- default:
- return TAPPING_TERM;
+ // Keycodes that continue Caps Word, with shift applied.
+ case KC_A ... KC_Z:
+ case KC_TILD:
+ case KC_UNDS:
+ case KC_DQT:
+ case KC_COLN:
+ case KC_RSFT:
+ case LSFTCAPSWIN:
+ add_weak_mods(MOD_BIT(KC_LSFT)); // Apply shift to next key.
+ return true;
+
+ // Keycodes that continue Caps Word, without shifting.
+ case KC_1 ... KC_0:
+ case KC_GRV:
+ case KC_MINS:
+ case KC_QUOT:
+ case KC_SCLN:
+ case KC_BSPC:
+ case KC_DEL:
+ return true;
+
+ default:
+ return false; // Deactivate Caps Word.
}
}
@@ -418,15 +599,32 @@ void activate_numlock(bool turn_on) {
}
// INITIAL STARTUP
-
-__attribute__((weak)) void keyboard_post_init_keymap(void) {}
+__attribute__((weak)) void keyboard_post_init_keymap(void) {
+}
void keyboard_post_init_user(void) {
+ // Read the user config from EEPROM
+ user_config.raw = eeconfig_read_user();
keyboard_post_init_keymap();
#ifdef STARTUP_NUMLOCK_ON
activate_numlock(true); // turn on Num lock by default so that the numpad layer always has predictable results
- #endif // STARTUP_NUMLOC_ON
+ #endif // STARTUP_NUMLOCK_ON
#ifdef IDLE_TIMEOUT_ENABLE
- timeout_timer = timer_read(); // set inital time for ide timeout
+ timeout_timer = timer_read(); // set initial time for idle timeout
#endif
-} \ No newline at end of file
+}
+
+/* Set defaults for EEPROM user configuration variables */
+void eeconfig_init_user(void) {
+ user_config.raw = 0;
+ user_config.rgb_hilite_caps = true;
+ user_config.rgb_hilite_numpad = true;
+ user_config.double_tap_shift_for_capslock = true;
+ user_config.del_right_home_top = true;
+ user_config.encoder_press_mute_or_media = true;
+ user_config.esc_double_tap_to_baselyr = true;
+ user_config.ins_on_shft_bkspc_or_del = true;
+ user_config.disable_space_mods = true;
+
+ eeconfig_update_user(user_config.raw);
+}
diff --git a/users/gourdo1/gourdo1.h b/users/gourdo1/gourdo1.h
index c6861ca0ca..aa91a192d2 100644
--- a/users/gourdo1/gourdo1.h
+++ b/users/gourdo1/gourdo1.h
@@ -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
@@ -20,36 +20,49 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
// DEFINE MACROS
#define ARRAYSIZE(arr) sizeof(arr) / sizeof(arr[0])
-// LAYERS
+// LAYERS -- Note: to avoid compile problems, make sure total layers matches DYNAMIC_KEYMAP_LAYER_COUNT defined in config.h (where _COLEMAK layer is defined)
enum custom_user_layers {
_BASE,
_FN1,
_NUMPADMOUSE,
_MOUSEKEY,
+ #ifdef GAME_ENABLE
+ _GAME
+ #endif //GAME_ENABLE
};
#define KC_CAD LALT(LCTL(KC_DEL))
+#define LOCKPC LGUI(KC_L)
#define KC_AF4 LALT(KC_F4)
#define KC_TASK LCTL(LSFT(KC_ESC))
#define CT_PGUP RCTL(KC_PGUP)
#define CT_PGDN RCTL(KC_PGDN)
#define CT_HOME RCTL(KC_HOME)
#define CT_END RCTL(KC_END)
-#define KC_SFTUP RSFT_T(KC_UP) // Shift when held, Up arrow when tapped
-#define KC_RAISESPC LT(_MOUSEKEY, KC_SPC) // _MOUSEKEY layer mod when held, space when tapped
-#define KC_LOWERSPC LT(_NUMPADMOUSE, KC_SPC) // _NUMPAD-MOUSE layer mod when held, space when tapped
-#define KC_SHIFTSPC LSFT(KC_SPC)
-#define SWAP_L SGUI(KC_LEFT) // Swap application to left display
-#define SWAP_R SGUI(KC_RGHT) // Swap application to right display
+#define SWAP_L SGUI(KC_LEFT) // Swap application to left display
+#define SWAP_R SGUI(KC_RGHT) // Swap application to right display
// KEYCODES
enum custom_user_keycodes {
KC_00 = SAFE_RANGE,
- ENCFUNC,
- KC_WINLCK, // Toggles Win key on and off
+ ENCFUNC, // Encoder function
+ CAPSNUM, // Capslock key function
+ LEFTOFENC, // Key to the left of the encoder (i.e. F13)
+ BELOWENC, // Key below encoder
+ PRNCONF, // Print verbose statuses of all user_config toggles
+ WINLOCK, // Toggles Windows key on and off
RGB_TOI, // Timeout idle time up
RGB_TOD, // Timeout idle time down
- RGB_NITE, // Turns off all rgb but allow rgb indicators to work
+ RGB_NITE, // Disables RGB backlighting effects but allows RGB indicators to still work
+
+ TG_CAPS, // Toggles RGB highlighting of alphas during capslock
+ TG_PAD, // Toggles RGB highlighting of keys on numpad+mousekeys layer
+ TG_TDCAP, // Toggles double tap shift (tapdance) for CapsLock
+ TG_DEL, // Swaps DEL and HOME key locations
+ TG_ENC, // Toggle Encoder functionality
+ TG_ESC, // Toggle ESC tapdance for _BASE layer
+ TG_INS, // Toggle location of INS
+ TG_SPCMOD, // Toggle disabling of modded-SPACE functions
YAHOO, // yahoo.com
OUTLOOK, // outlook.com
@@ -66,24 +79,33 @@ enum custom_user_keycodes {
KC_TSTOG, // Tab Scroll Toggle
- NEW_SAFE_RANGE // new safe range for keymap level custom keycodes
+ NEW_SAFE_RANGE // New safe range for keymap level custom keycodes
};
-#ifdef TD_LSFT_CAPSLOCK_ENABLE
+
// Tap Dance Definitions
enum custom_tapdance {
- TD_LSFT_CAPSLOCK,
TD_LSFT_CAPS_WIN,
- TD_ESC_BASELYR
};
-#define KC_LSFTCAPS TD(TD_LSFT_CAPSLOCK)
-#define KC_LSFTCAPSWIN TD(TD_LSFT_CAPS_WIN)
-#define KC_ESCLYR TD(TD_ESC_BASELYR)
-#else // regular Shift
-#define KC_LSFTCAPS KC_LSFT
-// regular Escape
-#define KC_ESCLYR KC_ESC
-#endif // TD_LSFT_CAPSLOCK_ENABLE
+
+// Set up boolean variables to track user customizable configuration options
+typedef union {
+ uint32_t raw;
+ struct {
+ bool rgb_hilite_caps :1;
+ bool rgb_hilite_numpad :1;
+ bool esc_double_tap_to_baselyr :1;
+ bool del_right_home_top :1;
+ bool double_tap_shift_for_capslock :1;
+ bool encoder_press_mute_or_media :1;
+ bool ins_on_shft_bkspc_or_del :1;
+ bool disable_space_mods :1;
+ };
+} user_config_t;
+
+user_config_t user_config;
+
+#define LSFTCAPSWIN TD(TD_LSFT_CAPS_WIN)
// ENCODER ACTIONS
#ifdef ENCODER_ENABLE
diff --git a/users/gourdo1/gourdo1_encoder.c b/users/gourdo1/gourdo1_encoder.c
index 72f8c3c354..5a19b63c6e 100644
--- a/users/gourdo1/gourdo1_encoder.c
+++ b/users/gourdo1/gourdo1_encoder.c
@@ -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
@@ -15,8 +15,8 @@ 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 "gourdo1.h"
#ifdef ENCODER_ENABLE