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authorJoel Challis <git@zvecr.com>2023-11-26 18:36:45 +0000
committerGitHub <noreply@github.com>2023-11-27 05:36:45 +1100
commit1ed03f498fa204178c2696c510ac6a2cd8524e2d (patch)
treeb97c1f983b7e4b57c007d0feedadd3ad3e39062b /keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1
parent4908d4b1ca260efecf3613e6517aa3a6f2034876 (diff)
Remove userspace keymaps (#22544)
Diffstat (limited to 'keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1')
-rw-r--r--keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/config.h146
-rw-r--r--keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/keymap.c726
-rw-r--r--keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/paddlegame.h48
-rw-r--r--keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/readme.md124
-rw-r--r--keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rgb_matrix_map.h433
-rw-r--r--keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rules.mk22
6 files changed, 0 insertions, 1499 deletions
diff --git a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/config.h b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/config.h
deleted file mode 100644
index a0fbedde49..0000000000
--- a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/config.h
+++ /dev/null
@@ -1,146 +0,0 @@
-/* Copyright 2021 Jonavin Eng @Jonavin
- Copyright 2022 gourdo1 <gourdo1@outlook.com>
-
-This program is free software: you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation, either version 2 of the License, or
-(at your option) any later version.
-
-This program is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with this program. If not, see <http://www.gnu.org/licenses/>.
-*/
-
-#pragma once
-
-// Force n-key rollover
-#define FORCE_NKRO
-
-// Set TT to two taps
-#define TAPPING_TOGGLE 2
-
-#ifdef COMMAND_ENABLE
-#define IS_COMMAND() (get_mods() == MOD_MASK_CTRL) //debug commands accessed by holding down both CTRLs: https://github.com/qmk/qmk_firmware/blob/master/docs/feature_command.md
-#endif
-
-// Caps Word configuration
-#define BOTH_SHIFTS_TURNS_ON_CAPS_WORD
-#define CAPS_WORD_IDLE_TIMEOUT 10000 // Automatically turn off after x milliseconds of idle. 0 to never timeout.
-
-// Handle GRAVESC combo keys
-#define GRAVE_ESC_ALT_OVERRIDE
-// Always send Escape if Alt is pressed
-#define GRAVE_ESC_CTRL_OVERRIDE
-// Always send Escape if Control is pressed
-
-// #define TAPPING_TERM 180
-#define TAPPING_TERM 300
-#define TAPPING_TERM_PER_KEY
-
-#ifdef RGB_MATRIX_ENABLE
- #define RGB_DISABLE_WHEN_USB_SUSPENDED
- #define RGB_MATRIX_KEYPRESSES // Enables REACTIVE & SPLASH modes
- #define RGB_MATRIX_FRAMEBUFFER_EFFECTS // Enables Heatmap, Rain
-
- // RGB step values
- #define RGBLIGHT_HUE_STEP 32 // The number of steps to cycle through the hue by (default 10)
- #define RGBLIGHT_SAT_STEP 17 // The number of steps to increment the saturation by (default 17)
- #define RGBLIGHT_VAL_STEP 17 // The number of steps to increment the brightness by (default 17)
-
- // Startup values, when none have been set
- #define RGB_MATRIX_DEFAULT_MODE RGB_MATRIX_SOLID_REACTIVE // Sets the default effect mode, if none has been set (was RGB_MATRIX_SOLID_COLOR)
- #define RGB_MATRIX_DEFAULT_HUE 24 // Sets the default hue value, if none has been set
- #define RGB_MATRIX_DEFAULT_SAT 255 // Sets the default saturation value, if none has been set
- #define RGB_MATRIX_DEFAULT_VAL 127 // Sets the default brightness value, if none has been set
- #define RGB_MATRIX_DEFAULT_SPD 127 // Sets the default animation speed, if none has been set
-
- // Uncomment any #undef line below to turn OFF any default enabled RGB background effect (enabled in keyboards/gmmk/pro/config.h).
- #undef ENABLE_RGB_MATRIX_ALPHAS_MODS // Solid color (seems redundant; seems same as RGB_MATRIX_SOLID_COLOR?)
- //#undef ENABLE_RGB_MATRIX_GRADIENT_UP_DOWN // Static, horizontal rainbow
- //#undef ENABLE_RGB_MATRIX_GRADIENT_LEFT_RIGHT // Static, vertical Rainbow
- //#undef ENABLE_RGB_MATRIX_BREATHING // Breathing animation using selected HSV color
- #undef ENABLE_RGB_MATRIX_BAND_SAT // Single hue band fading saturation scrolling left to right (with white)
- //#undef ENABLE_RGB_MATRIX_BAND_VAL // Single hue band fading brightness scrolling left to right (with black)
- #undef ENABLE_RGB_MATRIX_BAND_PINWHEEL_SAT // Single hue 3 blade spinning pinwheel fades sat (with white)
- //#undef ENABLE_RGB_MATRIX_BAND_PINWHEEL_VAL // Single hue 3 blade spinning pinwheel fades brightness (with black)
- #undef ENABLE_RGB_MATRIX_BAND_SPIRAL_SAT // Single hue spinning spiral fades brightness (with white)
- //#undef ENABLE_RGB_MATRIX_BAND_SPIRAL_VAL // Single hue spinning spiral fades brightness (with black)
- //#undef ENABLE_RGB_MATRIX_CYCLE_ALL // Full keyboard cycling through rainbow
- //#undef ENABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT // Full gradient moving left to right
- //#undef ENABLE_RGB_MATRIX_CYCLE_UP_DOWN // Full gradient scrolling top to bottom
- #undef ENABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON // Full gradient chevron scrolling left to right (too similar to cycle left right)
- //#undef ENABLE_RGB_MATRIX_CYCLE_OUT_IN // Rainbow circles coming to center.
- #undef ENABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL // Two Rainbow circles coming to 1/3 and 2/3 points. (seems mostly redundant with above)
- #undef ENABLE_RGB_MATRIX_CYCLE_PINWHEEL // Built-in cycling pinwheel (seems redundant with below)
- //#undef ENABLE_RGB_MATRIX_CYCLE_SPIRAL // Full gradient spinning spiral around center of keyboard
- #undef ENABLE_RGB_MATRIX_RAINBOW_BEACON // Spinning rainbow (more distracting transitions)
- //#undef ENABLE_RGB_MATRIX_RAINBOW_PINWHEELS // Spinning rainbow (smoother)
- #undef ENABLE_RGB_MATRIX_DUAL_BEACON // Two rainbows spinning around keyboard (distracting, busy)
- #undef ENABLE_RGB_MATRIX_RAINDROPS // Sustained raindrops of blue, green, yellow (confusing to use with RGB layers)
- //#undef ENABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS // Sustained raindrops of blue, purple, pink, green (confusing to use with RGB layers, but slightly better than above)
- #undef ENABLE_RGB_MATRIX_HUE_BREATHING // Hue shifts up a slight amount at the same time, then shifts back (very subtle)
- #undef ENABLE_RGB_MATRIX_HUE_PENDULUM // Hue shifts up a slight amount in a wave to the right, then back to the left (very subtle)
- #undef ENABLE_RGB_MATRIX_HUE_WAVE // Hue shifts up a slight amount and then back down in a wave to the right (very subtle)
- //#undef ENABLE_RGB_MATRIX_PIXEL_RAIN // Non-sustained raindrops of pastel colors
- #undef ENABLE_RGB_MATRIX_PIXEL_FLOW // More active version of pixel rain with quick cycling (unusable, very distracting)
- #undef ENABLE_RGB_MATRIX_PIXEL_FRACTAL // Same as Pixel Flow but with current HSV only (somewhat distracting)
- //Only enabled if RGB_MATRIX_FRAMEBUFFER_EFFECTS is defined
- //#undef ENABLE_RGB_MATRIX_TYPING_HEATMAP // Fading heatmap that follows keystrokes (has buggy side LEDs that glow red)
- //#undef ENABLE_RGB_MATRIX_DIGITAL_RAIN // The Matrix (has buggy side LEDs that glow red)
- //Only enabled if RGB_MATRIX_KEYPRESSES or RGB_MATRIX_KEYRELEASES is defined
- //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE // Key hits shown in current hue - all other keys black
- //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE // Keyboard lights up in chosen hue, key hits shown in complementary hue (try this as default?)
- #undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE // Hue & value pulse around a single key hit then fades value out (Single key)
- //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE // same as above but more intense (Multi-key)
- #undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS // Column and Row single current color fade (Single key)
- //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS // Column and Row single color fade. (Multi-key)
- #undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS // Hue & value pulse away on the same column and row of key hit then fades (Single key)
- //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS // Hue & value pulse away on the same column and row of multi-key hit then fades
- //#undef ENABLE_RGB_MATRIX_SPLASH // Full rainbow pulses from key hit. All else black.
- #undef ENABLE_RGB_MATRIX_MULTISPLASH // Full rainbow pulses from multi-keys. All else black. (distracting on multiple keystroke hits)
- #undef ENABLE_RGB_MATRIX_SOLID_SPLASH // Single color pulses from key hit. All else black. (distracting on multiple key hits)
- //#undef ENABLE_RGB_MATRIX_SOLID_MULTISPLASH // Single color pulses from muli-keys. All else black.
-#endif //RGB_MATRIX_ENABLE
-
-// Add a layer for colemak -- set "COLEMAK_LAYER_ENABLE = yes" in rules.mk to enable
-#if defined COLEMAK_LAYER_ENABLE
- #ifdef GAME_ENABLE
- #define DYNAMIC_KEYMAP_LAYER_COUNT 6
- #define _COLEMAK 5
- #else
- #define DYNAMIC_KEYMAP_LAYER_COUNT 5
- #define _COLEMAK 4
- #endif //GAME_ENABLE
-#endif // COLEMAK_LAYER_ENABLE
-
-/*
-// Mouse Keys Accelerated Mode Definitions
-#define MOUSEKEY_DELAY 3 // Delay between pressing a movement key and cursor movement (default: 10)
-#define MOUSEKEY_INTERVAL 13 // Time between cursor movements in milliseconds (default: 20); Try setting to 1000/monitor refresh for smooth movement.
-#define MOUSEKEY_MOVE_DELTA 8 // Step size (default: 8)
-#define MOUSEKEY_MAX_SPEED 9 // Maximum cursor speed at which acceleration stops (default: 10)
-#define MOUSEKEY_TIME_TO_MAX 150 // Time until maximum cursor speed is reached (default: 30)
-#define MOUSEKEY_WHEEL_DELAY 0 // Delay between pressing a wheel key and wheel movement (default: 10)
-#define MOUSEKEY_WHEEL_INTERVAL 80 // Time between wheel movements (default: 80)
-#define MOUSEKEY_WHEEL_MAX_SPEED 8 // Maximum number of scroll steps per scroll action (default: 8)
-#define MOUSEKEY_WHEEL_TIME_TO_MAX 40 // Time until maximum scroll speed is reached (default: 40)
-*/
-
-// Mouse Keys Kinetic Mode Definitions
-#define MK_KINETIC_SPEED // Enable Kinetic mode: Uses a quadratic curve on cursor speed to allow precise movements at the beginning and increases speed thereafter.
-#define MOUSEKEY_DELAY 3 // Delay between pressing a movement key and cursor movement (default: 10)
-#define MOUSEKEY_INTERVAL 13 // Time between cursor movements in milliseconds (default: 20); Try setting to 1000/monitor refresh for smooth movement.
-#define MOUSEKEY_MOVE_DELTA 5 // Step size for accelerating from initial to base speed (default: 8)
-#define MOUSEKEY_MOVE_MAX 50 // use instead of BASE SPEED to limit speed in Kinetic mode
-#define MOUSEKEY_INITIAL_SPEED 100 // Initial speed of the cursor in pixels per second (default: 100)
-//#define MOUSEKEY_BASE_SPEED 800 // (broken in QMK 0.16.0) Maximum cursor speed at which acceleration stops (default: 1000)
-#define MOUSEKEY_DECELERATED_SPEED 400 // Decelerated cursor speed (default: 400)
-#define MOUSEKEY_ACCELERATED_SPEED 2000 // Accelerated cursor speed (default: 3000)
-#define MOUSEKEY_WHEEL_INITIAL_MOVEMENTS 16 // Initial number of movements of the mouse wheel (default: 16)
-#define MOUSEKEY_WHEEL_BASE_MOVEMENTS 32 // Maximum number of movements at which acceleration stops (default: 32)
-#define MOUSEKEY_WHEEL_ACCELERATED_MOVEMENTS 48 // Accelerated wheel movements (default: 48)
-#define MOUSEKEY_WHEEL_DECELERATED_MOVEMENTS 8 // Decelerated wheel movements (default: 8)
diff --git a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/keymap.c b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/keymap.c
deleted file mode 100644
index 44fed8fd29..0000000000
--- a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/keymap.c
+++ /dev/null
@@ -1,726 +0,0 @@
-/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
- Copyright 2021 Jonavin Eng @Jonavin
- Copyright 2022 RustyBrakes (ISO conversion)
- Copyright 2022 gourdo1 <gourdo1@outlook.com>
-
-This program is free software: you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation, either version 2 of the License, or
-(at your option) any later version.
-
-This program is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with this program. If not, see <http://www.gnu.org/licenses/>.
-*/
-
-// Note: Many advanced functions referenced in this file are defined in /users/gourdo1/gourdo1.c
-
-#include QMK_KEYBOARD_H
-
-#include "rgb_matrix_map.h"
-
-#include "gourdo1.h"
-
-#include "paddlegame.h"
-
-#include <math.h>
-
-const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
-
- /* Base Layout
- *
- * ,-------------------------------------------------------------------------------------------------------------.
- * | Esc || F1 | F2 | F3 | F4 || F5 | F6 | F7 | F8 || F9 | F10 | F11 | F12 || Home || Mute |
- * |=============================================================================================================|
- * | ISO | 1 ! | 2 @ | 3 # | 4 $ | 5 % | 6 ^ | 7 & | 8 * | 9 ( | 0 ) | - _ | = + | Backspc || Del |
- * |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------|
- * | Tab | Q | W | E | R | T | Y | U | I | O | P | [ } | ] } | || PgUp |
- * |---------+------+------+------+------+------+------+------+------+------+------+------+------+ ++------|
- * | Capslock | A | S | D | F | G | H | J | K | L | ; : | ' " | ISO| Enter || PgDn |
- * |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------|
- * | LShift | ISO | Z | X | C | V | B | N | M | , < | . > | / ? | RShift || Up || End |
- * |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======|
- * | Ctrl | Win | LAlt | Space | RAlt | Fn | Ctrl || Left | Down | Rght |
- * `------------------------------------------------------------------------------------------------------------'
- */
-
- [_BASE] = LAYOUT(
- KC_ESC, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, LEFTOFENC, ENCFUNC,
- KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, KC_BSPC, BELOWENC,
- KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC, KC_PGUP,
- CAPSNUM, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_NUHS, KC_ENT, KC_PGDN,
- KC_LSFT, KC_NUBS, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_END,
- KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, MO(_FN1),KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
- ),
-
- /* FN1 Layout
- *
- * ,-------------------------------------------------------------------------------------------------------------.
- * | Esc ||MyCmp |WbHom | Calc |MdSel ||MdPrv |MdNxt |MdPly |MdStp ||VolDn |VolUp |PrScr |ScrLk ||Pause ||Sleep |
- * |=============================================================================================================|
- * | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ |RGBTOD|RGBTOI| ________ ||RGBTOG|
- * |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------|
- * | ______ |RGBSAD|RGBVAI|RGBSAI| NKRO | ____ |YAHOO | ____ | ____ |OUTLK |Pause | ____ | ____ | || Home |
- * |---------+------+------+------+------+------+------+------+------+------+------+------+------+ ++------|
- * | Capslock |RGBHUD|RGBVAD|RGBHUI| ____|GMAIL |HTMAIL| ____ | ____ | ____ | ____ | ____ | ___ | ____ || End |
- * |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------|
- * | ____ |QK_BOOT|RGBNIT| ____ | ____ | ____ | ____ |NumLk | ____ | ____ |DOTCOM| CAD | ______ ||RGBMOD|| ____ |
- * |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======|
- * | ____ | WinKyLk | ____ | _____ | ____ | ____ | ____ ||RGBSPD|RGBRMD|RGBSPI|
- * `------------------------------------------------------------------------------------------------------------'
- */
-
- #ifdef GAME_ENABLE
- [_FN1] = LAYOUT(
- EE_CLR, KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SCRL, KC_PAUS, KC_SLEP,
- PRNCONF, TG_CAPS, TG_PAD, TG_ESC, TG_DEL, TG_TDCAP,TG_ENC, TG_INS,TG_SPCMOD,TG_AUTOCR,TG_ENGCAP,RGB_TOD,RGB_TOI, _______, RGB_TOG,
- _______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO, _______, _______, OUTLOOK, TG(_GAME),SWAP_L, SWAP_R, KC_HOME,
- KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, LOCKPC, _______, _______, _______, _______, KC_END,
- _______, QK_BOOT, RGB_NITE,_______, _______, _______, QK_BOOT, KC_NUM, _______, _______, DOTCOM, KC_CAD, _______, RGB_MOD, _______,
- _______, WINLOCK, _______, _______, _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI
- ),
-
- [_GAME] = LAYOUT(
- _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
- _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
- _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
- _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
- _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
- _______, _______, _______, _______, _______, _______, _______, _______, _______, _______
- ),
-
- #else
- [_FN1] = LAYOUT(
- EE_CLR, KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SCRL, KC_PAUS, KC_SLEP,
- PRNCONF, TG_CAPS, TG_PAD, TG_ESC, TG_DEL, TG_TDCAP,TG_ENC, TG_INS,TG_SPCMOD,TG_AUTOCR,TG_ENGCAP,RGB_TOD,RGB_TOI, _______, RGB_TOG,
- _______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO, _______, _______, OUTLOOK, KC_PAUS, SWAP_L, SWAP_R, KC_HOME,
- KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, LOCKPC, _______, _______, _______, _______, KC_END,
- _______, QK_BOOT, RGB_NITE,_______, _______, _______, QK_BOOT, KC_NUM, _______, _______, DOTCOM, KC_CAD, _______, RGB_MOD, _______,
- _______, WINLOCK, _______, _______, _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI
- ),
- #endif //GAME_ENABLE
-
- /* _NUMPADMOUSE Layout
- * Note: A symbol preceded by "P" is a Numpad-encoded version of the key -- any app that differentiates will recognize the char as coming from a physical numpad.
- * ,-------------------------------------------------------------------------------------------------------------.
- * | ____ || ____ | ____ | ____ | ____ || ____ | ____ | ____ | ____ || ____ | ____ | ____ | ____ || ____ || ____ |
- * |=============================================================================================================|
- * | ____ | P1 | P2 | P3 | P4 | P5 | P6 | P7 | P8 | P9 | P0 | P- | P+ | ________ || ____ |
- * |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------|
- * | ______ | PGUP | Up | PGDN | None | None | None | P4 | P5 | P6 | P+ | ____ | ____ | || WhUp |
- * |---------+------+------+------+------+------+------+------+------+------+------+------+------+ ++------|
- * | ________ | Left | Down | Rght | None| None | None | P1 | P2 | P3 | P* | ___ | ___ |P-Enter|| WhDn |
- * |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------|
- * | __________ | None | ____ | ____ | ____ | None | None | 0 | 00 | P. | P/ | MBt1 ||MS_UP || MBt2 |
- * |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======|
- * | ____ | ____ | ____ | _____ | ____ | ____ | MBt3 ||MS_LT |MS_DN |MS_RT |
- * `------------------------------------------------------------------------------------------------------------'
- */
-
- [_NUMPADMOUSE] = LAYOUT(
- _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
- _______, KC_P1, KC_P2, KC_P3, KC_P4, KC_P5, KC_P6, KC_P7, KC_P8, KC_P9, KC_P0, KC_PMNS, KC_PPLS, _______, _______,
- _______, KC_PGUP, KC_UP, KC_PGDN, KC_NO, KC_NO, KC_NO, KC_P4, KC_P5, KC_P6, KC_PPLS, _______, _______, KC_WH_U,
- _______, KC_LEFT, KC_DOWN, KC_RGHT, KC_NO, KC_NO, KC_NO, KC_P1, KC_P2, KC_P3, KC_PAST, _______, _______, KC_PENT, KC_WH_D,
- _______, _______, KC_NO, _______, _______, _______, _______, _______, KC_P0, KC_00, KC_PDOT, KC_PSLS, KC_BTN1, KC_MS_U, KC_BTN2,
- _______, _______, _______, KC_PENT, _______, _______, KC_BTN3, KC_MS_L, KC_MS_D, KC_MS_R
- ),
-
- [_MOUSEKEY] = LAYOUT(
- _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
- _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
- _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_WH_U,
- _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_WH_D,
- _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_BTN1, KC_MS_U, KC_BTN2,
- _______, _______, _______, _______, _______, _______, KC_BTN3, KC_MS_L, KC_MS_D, KC_MS_R
- ),
-
- #ifdef COLEMAK_LAYER_ENABLE
- [_COLEMAK] = LAYOUT(
- _______, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, _______, _______,
- KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, _______, _______,
- KC_TAB, KC_Q, KC_W, KC_F, KC_P, KC_G, KC_J, KC_L, KC_U, KC_Y, KC_SCLN, KC_LBRC, KC_RBRC, KC_PGUP,
- _______, KC_A, KC_R, KC_S, KC_T, KC_D, KC_H, KC_N, KC_E, KC_I, KC_O, KC_QUOT, KC_NUHS, KC_ENT, KC_PGDN,
- _______, KC_NUBS, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_K, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_END,
- _______, _______, _______, KC_SPC, KC_RALT, _______, KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
- ),
- #endif // COLEMAK_LAYER_ENABLE
-};
-
-#if defined(ENCODER_ENABLE) && !defined(ENCODER_DEFAULTACTIONS_ENABLE) // Encoder Functionality when not using userspace defaults
-void encoder_action_rgbhue(bool clockwise) {
- if (clockwise)
- rgblight_increase_hue_noeeprom();
- else
- rgblight_decrease_hue_noeeprom();
-}
-
-bool encoder_update_user(uint8_t index, bool clockwise) {
- uint8_t mods_state = get_mods();
- if (mods_state & MOD_BIT(KC_LSFT)) { // If you are holding L shift, encoder changes layers
- encoder_action_layerchange(clockwise);
- } else if (mods_state & MOD_BIT(KC_RSFT)) { // If you are holding R shift, Page up/dn
- unregister_mods(MOD_BIT(KC_RSFT));
- encoder_action_navpage(clockwise);
- register_mods(MOD_BIT(KC_RSFT));
- } else if (mods_state & MOD_BIT(KC_LCTL)) { // if holding Left Ctrl, navigate next/prev word
- encoder_action_navword(clockwise);
- } else if (mods_state & MOD_BIT(KC_RCTL)) { // if holding Right Ctrl, change rgb hue/colour
- encoder_action_rgbhue(clockwise);
- } else if (mods_state & MOD_BIT(KC_LALT)) { // if holding Left Alt, change media next/prev track
- encoder_action_mediatrack(clockwise);
- } else {
- switch (get_highest_layer(layer_state)) {
- case _FN1:
- #ifdef IDLE_TIMEOUT_ENABLE
- timeout_update_threshold(clockwise);
- #endif
- break;
- #ifdef GAME_ENABLE
- case _GAME:
- // Game: Paddle movement
- if (damage_count == 0) {
- if (clockwise) {
- if (paddle_pos_full < 15) ++paddle_pos_full;
- } else {
- if (paddle_pos_full > 0) --paddle_pos_full;
- }
- }
- break;
- #endif //GAME_ENABLE
- default:
- encoder_action_volume(clockwise); // Otherwise it just changes volume
- break;
- }
- }
- //return true; //set to return false to counteract enabled encoder in pro.c
- return false;
-}
-#endif // ENCODER_ENABLE && !ENCODER_DEFAULTACTIONS_ENABLE
-
-#ifdef RGB_MATRIX_ENABLE
-
-// Game logic
-#ifdef GAME_ENABLE
-void init_ball(uint8_t i) {
- i &= 1;
- ball[i].on = true;
- ball[i].up = false;
- ball[i].y = 0;
- ball[i].x = rand() % 16;
-
- // Set initial ball state
- if (ball[i].x < 8) {
- ball[i].left = false;
- } else {
- ball[i].x -= 4;
- ball[i].left = true;
- }
-
- // 1/4 chance of being an enemy ball after level 6
- if (level_number > 3) {
- ball[i].enemy = ((rand() % 4) == 0);
- } else {
- ball[i].enemy = false;
- }
-}
-
-void hurt_paddle(void) {
- if (paddle_lives > 0) {
- --paddle_lives;
- }
- damage_timer = timer_read();
- damage_count = 10;
-
- // Reset board
- init_ball(0);
- ball[1].on = false;
-}
-#endif //GAME_ENABLE
-
-// Capslock, Scroll lock and Numlock indicator on Left side lights.
-bool rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
- if (get_rgb_nightmode()) rgb_matrix_set_color_all(RGB_OFF);
-
- led_t led_state = host_keyboard_led_state();
-
- // Scroll Lock RGB setup
- if (led_state.scroll_lock) {
- rgb_matrix_set_color(LED_L3, RGB_RED);
- rgb_matrix_set_color(LED_L4, RGB_RED);
- rgb_matrix_set_color(LED_TAB, RGB_RED);
- rgb_matrix_set_color(LED_F12, RGB_RED);
- }
-
-/*
- // System NumLock warning indicator RGB setup
- #ifdef INVERT_NUMLOCK_INDICATOR
- if (!led_state.num_lock) { // on if NUM lock is OFF to bring attention to overlay numpad not functional when enabled
- rgb_matrix_set_color(LED_GRV, RGB_ORANGE2);
- rgb_matrix_set_color(LED_L1, RGB_ORANGE2);
- rgb_matrix_set_color(LED_L2, RGB_ORANGE2);
- rgb_matrix_set_color(LED_N, RGB_ORANGE2);
- rgb_matrix_set_color(LED_FN, RGB_ORANGE2);
- }
- #else
- if (led_state.num_lock) { // Normal, on if NUM lock is ON
- rgb_matrix_set_color(LED_GRV, RGB_ORANGE2);
- rgb_matrix_set_color(LED_L1, RGB_ORANGE2);
- rgb_matrix_set_color(LED_L2, RGB_ORANGE2);
- rgb_matrix_set_color(LED_N, RGB_ORANGE2);
- rgb_matrix_set_color(LED_FN, RGB_ORANGE2);
- }
- #endif // INVERT_NUMLOCK_INDICATOR
-*/
-
- // CapsLock RGB setup
- if (led_state.caps_lock) {
- if (user_config.rgb_hilite_caps) {
- if (user_config.rgb_english_caps) {
- for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_LETTERS); i++) {
- rgb_matrix_set_color(LED_LIST_LETTERS[i], RGB_CHARTREUSE);
- }
- }
- else {
- for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_LETTERS_DE); i++) {
- rgb_matrix_set_color(LED_LIST_LETTERS_DE[i], RGB_CHARTREUSE);
- }
- }
- rgb_matrix_set_color(LED_L7, RGB_CHARTREUSE);
- rgb_matrix_set_color(LED_L8, RGB_CHARTREUSE);
- rgb_matrix_set_color(LED_LSFT, RGB_CHARTREUSE);
- }
- else {
- rgb_matrix_set_color(LED_L7, RGB_CHARTREUSE);
- rgb_matrix_set_color(LED_L8, RGB_CHARTREUSE);
- rgb_matrix_set_color(LED_LSFT, RGB_CHARTREUSE);
- }
- }
-
- // Winkey disabled (gaming) mode RGB setup
- if (keymap_config.no_gui) {
- rgb_matrix_set_color(LED_LWIN, RGB_RED); //light up Winkey red when disabled
- rgb_matrix_set_color(LED_W, RGB_CHARTREUSE); //light up gaming keys with WSAD higlighted
- rgb_matrix_set_color(LED_S, RGB_CHARTREUSE);
- rgb_matrix_set_color(LED_A, RGB_CHARTREUSE);
- rgb_matrix_set_color(LED_D, RGB_CHARTREUSE);
- rgb_matrix_set_color(LED_Q, RGB_ORANGE2);
- rgb_matrix_set_color(LED_E, RGB_ORANGE2);
- rgb_matrix_set_color(LED_R, RGB_ORANGE2);
- rgb_matrix_set_color(LED_TAB, RGB_ORANGE2);
- rgb_matrix_set_color(LED_F, RGB_ORANGE2);
- rgb_matrix_set_color(LED_Z, RGB_ORANGE2);
- rgb_matrix_set_color(LED_X, RGB_ORANGE2);
- rgb_matrix_set_color(LED_C, RGB_ORANGE2);
- rgb_matrix_set_color(LED_V, RGB_ORANGE2);
- rgb_matrix_set_color(LED_SPC, RGB_ORANGE2);
- rgb_matrix_set_color(LED_LCTL, RGB_ORANGE2);
- rgb_matrix_set_color(LED_LSFT, RGB_ORANGE2);
- }
-
- // Fn selector mode RGB setup
- switch (get_highest_layer(layer_state)) { // special handling per layer
- case _FN1: // on Fn layer select what the encoder does when pressed
- rgb_matrix_set_color(LED_FN, RGB_RED); //FN key
-
- //NEW RGB LIGHTING TO RING KEYBOARD ON FN LAYER ACTIVATION:
- for (uint8_t j = 0; j < ARRAYSIZE(LED_LIST_FUNCROW); j++) {
- rgb_matrix_set_color(LED_LIST_FUNCROW[j], RGB_RED);
- }
- rgb_matrix_set_color(LED_LCTL, RGB_RED);
- rgb_matrix_set_color(LED_LALT, RGB_RED);
- rgb_matrix_set_color(LED_SPC, RGB_RED);
- rgb_matrix_set_color(LED_LWIN, RGB_RED);
- //rgb_matrix_set_color(LED_RALT, RGB_RED);
- rgb_matrix_set_color(LED_FN, RGB_OFFBLUE);
- //rgb_matrix_set_color(LED_RCTL, RGB_RED);
- rgb_matrix_set_color(LED_BSLS, RGB_RED);
- rgb_matrix_set_color(LED_L1, RGB_RED);
- rgb_matrix_set_color(LED_L2, RGB_RED);
- rgb_matrix_set_color(LED_L3, RGB_RED);
- rgb_matrix_set_color(LED_L4, RGB_RED);
- rgb_matrix_set_color(LED_L5, RGB_RED);
- rgb_matrix_set_color(LED_L6, RGB_RED);
- rgb_matrix_set_color(LED_L7, RGB_RED);
- rgb_matrix_set_color(LED_L8, RGB_RED);
- rgb_matrix_set_color(LED_DOWN, RGB_RED);
- rgb_matrix_set_color(LED_LEFT, RGB_RED);
- rgb_matrix_set_color(LED_RIGHT, RGB_RED);
- rgb_matrix_set_color(LED_R1, RGB_RED);
- rgb_matrix_set_color(LED_R2, RGB_RED);
- rgb_matrix_set_color(LED_R3, RGB_RED);
- rgb_matrix_set_color(LED_R4, RGB_RED);
- rgb_matrix_set_color(LED_R5, RGB_RED);
- rgb_matrix_set_color(LED_R6, RGB_RED);
- rgb_matrix_set_color(LED_R7, RGB_RED);
- rgb_matrix_set_color(LED_R8, RGB_RED);
- rgb_matrix_set_color(LED_MINS, RGB_OFFBLUE);
- rgb_matrix_set_color(LED_EQL, RGB_OFFBLUE);
-
- // Indicator for paddle game enabled in build
- #ifdef GAME_ENABLE
- rgb_matrix_set_color(LED_P, RGB_CHARTREUSE);
- #else
- rgb_matrix_set_color(LED_P, RGB_RED);
- #endif // GAME_ENABLE
-
- // System NumLock warning indicator RGB setup
- #ifdef INVERT_NUMLOCK_INDICATOR
- if (!led_state.num_lock) { // on if NUM lock is OFF to bring attention to overlay numpad not functional when enabled
- rgb_matrix_set_color(LED_N, RGB_ORANGE2);
- }
- #else
- if (led_state.num_lock) { // Normal, on if NUM lock is ON
- rgb_matrix_set_color(LED_N, RGB_ORANGE2);
- }
- #endif // INVERT_NUMLOCK_INDICATOR
-
- //Add RGB statuses for user.config toggles
- if (user_config.rgb_hilite_caps) {
- rgb_matrix_set_color(LED_1, RGB_GREEN);
- } else {
- rgb_matrix_set_color(LED_1, RGB_PURPLE);
- }
- if (user_config.rgb_hilite_numpad) {
- rgb_matrix_set_color(LED_2, RGB_GREEN);
- } else {
- rgb_matrix_set_color(LED_2, RGB_PURPLE);
- }
- if (user_config.esc_double_tap_to_baselyr) {
- rgb_matrix_set_color(LED_3, RGB_GREEN);
- } else {
- rgb_matrix_set_color(LED_3, RGB_PURPLE);
- }
- if (user_config.del_right_home_top) {
- rgb_matrix_set_color(LED_4, RGB_GREEN);
- } else {
- rgb_matrix_set_color(LED_4, RGB_PURPLE);
- }
- if (user_config.double_tap_shift_for_capslock) {
- rgb_matrix_set_color(LED_5, RGB_GREEN);
- } else {
- rgb_matrix_set_color(LED_5, RGB_PURPLE);
- }
- if (user_config.encoder_press_mute_or_media) {
- rgb_matrix_set_color(LED_6, RGB_GREEN);
- } else {
- rgb_matrix_set_color(LED_6, RGB_PURPLE);
- }
- if (user_config.ins_on_shft_bkspc_or_del) {
- rgb_matrix_set_color(LED_7, RGB_GREEN);
- } else {
- rgb_matrix_set_color(LED_7, RGB_PURPLE);
- }
- if (user_config.disable_space_mods) {
- rgb_matrix_set_color(LED_8, RGB_GREEN);
- } else {
- rgb_matrix_set_color(LED_8, RGB_PURPLE);
- }
- if (user_config.autocorrect) {
- rgb_matrix_set_color(LED_9, RGB_GREEN);
- } else {
- rgb_matrix_set_color(LED_9, RGB_PURPLE);
- }
- if (user_config.rgb_english_caps) {
- rgb_matrix_set_color(LED_0, RGB_GREEN);
- } else {
- rgb_matrix_set_color(LED_0, RGB_PURPLE);
- }
-
- // Add RGB Timeout Indicator -- shows 0 to 139 using F row and num row; larger numbers using 16bit code
- uint16_t timeout_threshold = get_timeout_threshold();
- if (timeout_threshold <= 10) rgb_matrix_set_color(LED_LIST_FUNCROW[timeout_threshold], RGB_BLUE);
- else if (timeout_threshold < 140) {
- rgb_matrix_set_color(LED_LIST_FUNCROW[(timeout_threshold / 10)], RGB_CYAN);
- rgb_matrix_set_color(LED_LIST_FUNCROW[(timeout_threshold % 10)], RGB_BLUE);
- } else { // >= 140 minutes, just show these 3 lights
- rgb_matrix_set_color(LED_LIST_FUNCROW[10], RGB_CYAN);
- rgb_matrix_set_color(LED_LIST_FUNCROW[11], RGB_CYAN);
- rgb_matrix_set_color(LED_LIST_FUNCROW[12], RGB_CYAN);
- }
- break;
-
- // Numpad & Mouse Keys overlay RGB
- case _NUMPADMOUSE:
- #ifdef INVERT_NUMLOCK_INDICATOR
- if (!led_state.num_lock) { // on if NUM lock is OFF to bring attention to overlay numpad not functional when enabled
- rgb_matrix_set_color(LED_N, RGB_ORANGE2);
- }
- #else
- if (led_state.num_lock) { // Normal, on if NUM lock is ON
- rgb_matrix_set_color(LED_N, RGB_ORANGE2);
- }
- #endif // INVERT_NUMLOCK_INDICATOR
- if (user_config.rgb_hilite_numpad) {
- for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_NUMPAD); i++) {
- rgb_matrix_set_color(LED_LIST_NUMPAD[i], RGB_OFFBLUE);
- }
- rgb_matrix_set_color(LED_L5, RGB_OFFBLUE);
- rgb_matrix_set_color(LED_L6, RGB_OFFBLUE);
- rgb_matrix_set_color(LED_CAPS, RGB_OFFBLUE);
- rgb_matrix_set_color(LED_UP, RGB_CHARTREUSE);
- rgb_matrix_set_color(LED_DOWN, RGB_CHARTREUSE);
- rgb_matrix_set_color(LED_LEFT, RGB_CHARTREUSE);
- rgb_matrix_set_color(LED_RIGHT, RGB_CHARTREUSE);
- rgb_matrix_set_color(LED_RCTL, RGB_CHARTREUSE);
- rgb_matrix_set_color(LED_RSFT, RGB_CHARTREUSE);
- rgb_matrix_set_color(LED_END, RGB_CHARTREUSE);
- rgb_matrix_set_color(LED_PGUP, RGB_CHARTREUSE);
- rgb_matrix_set_color(LED_PGDN, RGB_CHARTREUSE);
- } else {
- rgb_matrix_set_color(LED_L5, RGB_OFFBLUE);
- rgb_matrix_set_color(LED_L6, RGB_OFFBLUE);
- rgb_matrix_set_color(LED_CAPS, RGB_OFFBLUE);
- }
- break;
-
- // MOUSEKEYS mode RGB
- case _MOUSEKEY:
- rgb_matrix_set_color(LED_UP, RGB_CHARTREUSE);
- rgb_matrix_set_color(LED_DOWN, RGB_CHARTREUSE);
- rgb_matrix_set_color(LED_LEFT, RGB_CHARTREUSE);
- rgb_matrix_set_color(LED_RIGHT, RGB_CHARTREUSE);
- rgb_matrix_set_color(LED_RCTL, RGB_CYAN);
- rgb_matrix_set_color(LED_RSFT, RGB_CYAN);
- rgb_matrix_set_color(LED_END, RGB_CYAN);
- rgb_matrix_set_color(LED_PGUP, RGB_OFFBLUE);
- rgb_matrix_set_color(LED_PGDN, RGB_OFFBLUE);
- break;
-
- // Colemak layer RGB
- #ifdef COLEMAK_LAYER_ENABLE
- case _COLEMAK:
- for (uint8_t i = 0; i < ARRAYSIZE(LED_SIDE_RIGHT); i++) {
- rgb_matrix_set_color(LED_SIDE_RIGHT[i], RGB_MAGENTA);
- rgb_matrix_set_color(LED_SIDE_LEFT[i], RGB_MAGENTA);
- }
- break;
- #endif
-
- // Paddle game logic
- #ifdef GAME_ENABLE
- case _GAME:
- if (!game_start) {
- srand((unsigned int) timer_read());
-
- // Store user light settings
- last_hsv = rgb_matrix_get_hsv();
- rgb_matrix_sethsv_noeeprom(0, 0, 0);
-
- paddle_pos_full = 8;
- paddle_lives = 4;
- bounce_count = 0;
- level_number = 0;
- damage_count = 0;
-
- init_ball(0);
- ball[1].on = false;
- ball_timer = timer_read();
-
- game_start = true;
- }
-
- // Set level indicator
- if (level_number < 12) {
- rgb_matrix_set_color(GAME_R0[level_number], RGB_BLUE);
- }
-
- // Set life bar
- for (uint8_t i = 0; i < paddle_lives; i++) {
- rgb_matrix_set_color(GAME_LIVES[i], RGB_GREEN);
- }
-
- uint8_t paddle_pos = paddle_pos_full >> 1;
-
- if (damage_count > 0) {
- // Flash paddle when receiving damage
- if (timer_elapsed(damage_timer) > 500) {
- --damage_count;
- damage_timer = timer_read();
- }
- if ((damage_count & 1) == 0) {
- for (uint8_t i = 0; i < 3; i++) {
- rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_RED);
- }
- }
- if (damage_count == 0) {
- ball_timer = timer_read();
- }
-
- } else if (paddle_lives == 0) {
- // Game over
- for (uint8_t i = 0; i < ARRAY_SIZE(LED_GAME_OVER); i++) {
- rgb_matrix_set_color(LED_GAME_OVER[i], RGB_RED);
- }
-
- } else if (level_number >= 12) {
- // You win
- if (rgb_value.r == 0xff && rgb_value.g < 0xff) {
- if (rgb_value.b > 0) {
- --rgb_value.b;
- } else {
- ++rgb_value.g;
- }
- } else if (rgb_value.g == 0xff && rgb_value.b < 0xff) {
- if (rgb_value.r > 0) {
- --rgb_value.r;
- } else {
- ++rgb_value.b;
- }
- } else if (rgb_value.b == 0xff && rgb_value.r < 0xff) {
- if (rgb_value.g > 0) {
- --rgb_value.g;
- } else {
- ++rgb_value.r;
- }
- }
-
- for (uint8_t i = 0; i < 3; i++) {
- rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], rgb_value.r, rgb_value.g, rgb_value.b);
- }
- rgb_matrix_set_color(GAME_SMILE1[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b);
- rgb_matrix_set_color(GAME_SMILE1[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b);
- rgb_matrix_set_color(GAME_SMILE2[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b);
- rgb_matrix_set_color(GAME_SMILE2[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b);
-
- } else {
- // normal game loop
-
- // Set paddle position
- for (uint8_t i = 0; i < 3; i++) {
- rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_GREEN);
- }
-
- // Ball movement logic happens at intervals
- if (timer_elapsed(ball_timer) > GAME_TIMER[level_number]) {
- for (int i = 0; i < 2; ++i) {
- if (ball[i].on) {
- // Ball movement
- if (ball[i].up) {
- if (ball[i].y > 0) {
- --ball[i].y;
- if (!ball[i].left) ++ball[i].x;
- } else {
- // Count reflections. If > 10, increase level
- ++bounce_count;
- if (bounce_count >= 10) {
- bounce_count = 0;
- ++level_number;
- }
- ball[i].on = false;
- }
- } else {
- ++ball[i].y;
- if (ball[i].left) --ball[i].x;
- if (ball[i].y > 4) {
- // Remove a life if ball isn't returned and isn't enemy
- if (!ball[i].enemy) {
- hurt_paddle();
- i = 2;
- } else {
- ball[i].on = false;
- }
- }
- }
- }
- }
- if (ball[0].y == 4 && !ball[1].on) {
- init_ball(1);
- }
- if (ball[1].y == 4 && !ball[0].on) {
- init_ball(0);
- }
- if (!ball[0].on && !ball[1].on) {
- init_ball(0);
- }
- ball_timer = timer_read();
- }
-
- // Other ball stuff
- for (int i = 0; i < 2; ++i) {
- if (ball[i].on) {
- // Ball deflection logic
- if (!ball[i].up && ball[i].y == 4 && (ball[i].x == paddle_pos || ball[i].x == paddle_pos - 1 || ball[i].x == paddle_pos + 1)) {
- if (!ball[i].enemy) {
- --ball[i].y;
- if (!ball[i].left) {
- ++ball[i].x;
- }
- ball[i].up = true;
- } else {
- hurt_paddle();
- i = 2;
- }
- }
-
- // Ball display
- switch (ball[i].y) {
- case 0:
- if (ball[i].enemy) {
- rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_RED);
- } else {
- rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_WHITE);
- }
- break;
-
- case 1:
- if (ball[i].enemy) {
- rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_RED);
- } else {
- rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_WHITE);
- }
- break;
-
- case 2:
- if (ball[i].enemy) {
- rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_RED);
- } else {
- rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_WHITE);
- }
- break;
-
- case 3:
- if (ball[i].enemy) {
- rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_RED);
- } else {
- rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_WHITE);
- }
- break;
-
- case 4:
- if (ball[i].enemy) {
- rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_RED);
- } else {
- rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_WHITE);
- }
- break;
- }
- }
- }
- }
- break;
- #endif //GAME_ENABLE
- default:
- #ifdef GAME_ENABLE
- if (game_start) {
- // Reset lighting settings
- game_start = false;
- rgb_matrix_sethsv_noeeprom(last_hsv.h, last_hsv.s, last_hsv.v);
- }
- #endif //GAME_ENABLE
- break;
- }
- return false;
-}
-#endif
-
-void keyboard_post_init_keymap(void) {
- // keyboard_post_init_user() moved to userspace
- #ifdef RGB_MATRIX_ENABLE
- activate_rgb_nightmode(false); // Set to true if you want to startup in nightmode, otherwise use Fn + Z to toggle
- #endif
-}
diff --git a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/paddlegame.h b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/paddlegame.h
deleted file mode 100644
index 3d33975cfe..0000000000
--- a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/paddlegame.h
+++ /dev/null
@@ -1,48 +0,0 @@
-/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
- Copyright 2021 Tomas Guinan
-
-This program is free software: you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation, either version 2 of the License, or
-(at your option) any later version.
-
-This program is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with this program. If not, see <http://www.gnu.org/licenses/>.
-*/
-
-#ifdef GAME_ENABLE
-const uint16_t GAME_TIMER[] = {
- 400, 350, 300, 250, 400, 350, 300, 250, 225, 200, 175, 150
-};
-
-bool game_start = false;
-HSV last_hsv;
-static uint8_t paddle_pos_full;
-static uint8_t paddle_lives;
-static uint8_t level_number;
-static uint8_t bounce_count;
-static uint8_t damage_count;
-static uint16_t damage_timer;
-static uint16_t ball_timer;
-
-struct BallStruct
-{
- uint8_t x;
- uint8_t y;
- bool on;
- bool up;
- bool left;
- bool enemy;
-};
-
-struct BallStruct ball[2];
-
-void init_ball(uint8_t i);
-void hurt_paddle(void);
-
-#endif //GAME_ENABLE \ 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
deleted file mode 100644
index aebccf6d14..0000000000
--- a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/readme.md
+++ /dev/null
@@ -1,124 +0,0 @@
-# [gourdo1's](mailto:gourdo1@outlook.com) GMMK Pro Keyboard Layouts
-
-These Windows-centric layouts are based on Jonavin's GMMK Pro [layout](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/jonavin) with many additions, fixes, a revamped keymap, persistent user customizations, updated layers, Pascal Getreuer's [autocorrect](https://getreuer.info/posts/keyboards/autocorrection/), Tomas Guinan's [paddle game](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame) and expanded RGB controls and effects.
-
-![image](https://raw.githubusercontent.com/gourdo1/media/main/susuwatari.jpg)
-
-* Up-to-date [Changelog](https://github.com/gourdo1/gmmkpro-media/blob/main/changelog.md)
-* Latest [ANSI firmware](https://github.com/gourdo1/gmmkpro-media/raw/main/gmmk_pro_rev1_ansi_gourdo1.bin) download. (Flash with [QMK Toolbox](https://github.com/qmk/qmk_toolbox/releases))
-* Latest [ISO firmware](https://github.com/gourdo1/gmmkpro-media/raw/main/gmmk_pro_rev1_iso_gourdo1.bin) download. (Flash with [QMK Toolbox](https://github.com/qmk/qmk_toolbox/releases))
-* Printable Keyboard [Cheatsheet](https://github.com/gourdo1/gmmkpro-media/raw/main/GMMK_Pro_Cheatsheet.pdf)
-
-## Features
-
-### Core Functionality
-
-* Support for both [ANSI](https://keebnews.com/ansi-vs-iso/) and [ISO](https://keebnews.com/ansi-vs-iso/) keyboard layouts.
-* Quick & Easy Customization: Open a text editor and hit [FN]` (tilde on ANSI; the key left of '1' on ISO layouts) to view toggle-able settings.
-* [VIA](https://www.caniusevia.com/) support enabled.
-* AutoCorrection: Pascal Getreuer's AutoCorrect code incorporated with 400 word dictionary on words > 4 characters.
-* Most [default Glorious shortcuts](https://cdn.shopify.com/s/files/1/0549/2681/files/GMMK_Pro_User_Guide.pdf) enabled
-* [N-key Rollover](https://en.wikipedia.org/wiki/Rollover_\(keyboard\)#n-key_rollover) (NKRO) -- toggled with [FN]R
-* 1000Hz polling rate with 5ms debounce time for quick response in games.
-* Mouse Keys! Don't want to move your hands off the keyboard or you didn't bring it with you? Use cursor keys to move the mouse.
-* Overlay numpad on 789-UIOP-JKL;-M,. & Space-bar mapped to Enter key for rapid number entry.
-* Gaming mode ([FN]Win-key) locks out Win-key and double-tap Shift Capslock; Also RGB highlights WSAD and nearby gaming keys.
-* Caps Word enabled: To capitalize the next word only, press and release left and right shift at the same time.
-* Multi-monitor app moving shortcuts: [FN] ],[ (square brackets) to move current app window to next monitor.
-* Capslock toggled by double tap of Left Shift key or FN + Capslock (RGB green highlighted).
-* Paddle game accessible via [FN]P. Hit [FN]P again or double tap [ESC] to exit.
-* Single-handed shortcut for Ctrl-Alt-Delete: [FN]/
-* Single-handed shortcut for WinKey-L (lock Windows): [FN]L
-* Domain shortcuts: [FN]. for .com, [FN]O for outlook.com, [FN]Y for yahoo.com, [FN]H for hotmail.com, [FN]G for gmail.com.
-* [Bootloader mode](https://github.com/qmk/qmk_firmware/blob/master/docs/newbs_flashing.md) accessible via [FN]Backslash for ANSI and FN(key next to Left Shift) for ISO
-* PrtScrn, Scroll Lock, Pause/Break are top right on the keyboard: [FN]F11, [FN]F12, [FN]F13
-* [Colemak](https://colemak.com/) key layout support (Accessible via Left Shift + turn Encoder clockwise until side LEDs light up purple)
-* Double tap ESC any time to revert to base layer.
-* RGB backlight effects expanded to include framebuffer effects and reactive keypress modes.
-* RGB backlight now remembers last color & effect settings after power down.
-
-### Quick & Easy Customization
-* Below features can be toggled by holding [FN] and pressing the number corresponding to that feature. Changes are saved to EEPROM for persistence.
-* Print current settings by opening a text editor and pressing [FN]~ (the key left of '1' on ISO layout keyboards)
-* Quick view current settings by holding [FN] and viewing RGB under number keys (green means ON, violet means OFF)
-
-#### Toggle-able Settings:
- 1. CapsLock RGB - Highlight under alpha keys
- 2. Numpad RGB - Highlight under numpad layer keys
- 3. ESC key - Double tap ESC key to go to base layer
- 4. Swap DEL and HOME - Default is DEL to the right of BKSPC & HOME is above BKSPC
- 5. Capslock function - Toggle between double tap LShift for CapsLock with Numpad on CapsLock key (default) and standard CapsLock
- 6. Encoder button - Default mutes volume; alternate plays/pauses media
- 7. Insert function - Toggle between SHIFT-BKSPC and SHIFT-DEL
- 8. Modded-Space override - Use standard Space in place of modded-Space functions
- 9. AutoCorrect - Internal (English) AutoCorrect; default is enabled
- 0. (ISO layouts only) CapsLock highlights extended alpha keys
-
-### Numpad + Mouse Keys (Capslock key)
-
-* Overlay numpad + [Mouse Keys](https://github.com/qmk/qmk_firmware/blob/master/docs/feature_mouse_keys.md) are accessed through Capslock key hold (temp) or double press (locked) with RGB highlighting
-* Numpad uses Space-bar as Enter for rapid number entry.
-* This layer disables much of the keyboard, except X/C/V for cut/copy/paste, WASD for cursor, Q/E for PgUp/PgDn, cursor keys become mouse keys, surrounding keys become mouse buttons and all number keys become numpad versions (so Alt char codes work regardless of which set you use)
-* FN and N keys light up orange if system numlock is off (inverted status), indicating numpad keys will not deliver expected output ([FN]N to toggle)
-* Double zero on comma key.
-* [Mouse Keys](https://github.com/qmk/qmk_firmware/blob/master/docs/feature_mouse_keys.md) allow you to use the mouse without taking your hand off the keyboard.
-* Mouse controls are: Cursor keys = move mouse; RShift = button1, End = button2, RCtrl = button3, PgUp/PgDn = Scroll wheel
-* Mouse Keys can also be accessed as a standalone layer by Left Shift-turning the Encoder until the cursor keys light up green
-
-### Encoder Functionality
-
-* Default knob turn changes volume; button press toggles mute
-* Exponential encoder: quick repeated volume up doubles increase; quick repeated volume down triples decrease.
-* FN + knob turn changes RGB idle timeout
-* FN + knob push puts PC to Sleep
-* holding Left Shift changes layers
-* holding Right Shift navigates page up/down
-* holding Left Ctrl navigates prev/next word
-* holding Right Ctrl changes RGB hue/color
-* holding Left Alt changes media prev/next track
-
-### Paddle Game
-
-* Based on [Tomas Guinan's excellent GMMK Pro paddle game](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame)
-* Paddle Game playable by pressing [FN]P (P lights up green in FN layer if game is enabled in firmware, otherwise it lights up red)
-* Use rotary encoder to control paddle
-* Contains 12 levels, indicated by blue LED on F-key row
-* Player has 4 lives, indicated by nav cluster
-* Deflect white balls while avoiding red ones
-* Use [FN]P, double tap ESC or otherwise change layer to quit game
-
-### Global RGB Controls
-
-* RGB backlight lighting effect: [FN]up/down
-* RGB backlight effect speed: [FN]left/right
-* RGB backlight hue cycle: [FN]A/D
-* RGB backlight brightness: [FN]W/S
-* RGB backlight saturation: [FN]Q/E
-* RGB backlight night mode toggle: [FN]Z (indicators still work)
-* RGB backlight timeout: [FN]Encoder or "-" and "=" (default 15 minutes)
- * F-key row indicator lights (cyan and blue) in FN layer display the current backlight timeout in minutes
-* [FN]Z to turn off RGB backlighting (indicator lights still work); press again to toggle
-* Left side RGB indicators in order from top: Scroll Lock (red), Numpad (blue), Capslock (green).
-
-### Advanced Controls
-
-* [FN]\ or [FN]B to get to bootloader mode (use key next to Left Shift on ISO)
-* [FN][ESC] to clear EEPROM
-* [FN]R to toggle N-key Rollover
-* [FN]N to toggle system numlock
-* [FN]/ is single-handed shortcut to Ctrl-Alt-Delete
-* [FN]L is single-handed shortcut to Win-L (lock Windows)
-* [FN][Encoder press] to sleep Windows PC
-
-## Layer Diagrams (ANSI)
-### Base layer
-![image](https://raw.githubusercontent.com/gourdo1/gmmkpro-media/main/base.png)
-
-### FN Layer
-![image](https://raw.githubusercontent.com/gourdo1/gmmkpro-media/main/fn1.png)
-
-### Layer 2 (Numpad)
-![image](https://raw.githubusercontent.com/gourdo1/gmmkpro-media/main/numpad.png)
-
-### COLEMAK layer
-![image](https://user-images.githubusercontent.com/71780717/131235050-980d2f54-2d23-4ae8-a83f-9fcdbe60d6cb.png)
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
deleted file mode 100644
index abcdb82aeb..0000000000
--- a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rgb_matrix_map.h
+++ /dev/null
@@ -1,433 +0,0 @@
-/* Copyright 2021 Jonavin Eng @Jonavin
- Copyright 2022 gourdo1 <gourdo1@outlook.com>
-
-This program is free software: you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation, either version 2 of the License, or
-(at your option) any later version.
-
-This program is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with this program. If not, see <http://www.gnu.org/licenses/>.
-*/
-
-#ifdef RGB_MATRIX_ENABLE
-
-//Define variables for Game
-bool fn_active = false;
-RGB rgb_value;
-
-// Custom GMMK Pro-specific RGB color customizations (defaults found in quantum/color.h)
-#define RGB_GODSPEED 0x00, 0xE4, 0xFF // color for matching keycaps
-#define RGB_NAUTILUS 0x00, 0xA4, 0xA9 // Nautilus Font colors
-#define RGB_OFFBLUE 0x00, 0x80, 0xFF // new color: blue with a hint of green
-#define RGB_DKRED 0x28, 0x00, 0x00 // new color: dark red
-#define RGB_ORANGE2 0xFF, 0x28, 0x00 // fix: reduced green from 80 to 28
-#define RGB_PURPLE2 0x80, 0x00, 0xFF // fix: increased red from 7A to 80
-#define RGB_SPRINGGREEN2 0x00, 0xFF, 0x10 // fix: blue was 80, now 10
-#define RGB_YELLOW2 0xFF, 0xB0, 0x00 // fix: green was FF, now B0
-#define RGB_OFF RGB_BLACK
-
-// Added by gourdo1 for RGB testing
-// Red Green Blue Expected GMMK Pro result
-#define RGB_TEST1 0xFF, 0x00, 0x00 // Q - red good!
-#define RGB_TEST2 0x0F, 0xFF, 0x00 // W - green good!
-#define RGB_TEST3 0x00, 0x00, 0xFF // E - blue good!
-#define RGB_TEST4 0xFF, 0xB0, 0x00 // R - yellow slightly green heavy - reduced green LED by quite a bit
-#define RGB_TEST5 0x00, 0xFF, 0xFF // T - cyan good!
-#define RGB_TEST6 0xFF, 0x00, 0xFF // Y - magenta very slightly blue heavy?
-#define RGB_TEST7 0xFF, 0x28, 0x00 // U - orange very green heavy at default
-#define RGB_TEST8 0xFF, 0x00, 0x80 // I - pink good!
-#define RGB_TEST9 0x80, 0xFF, 0x00 // O - chartreus good!
-#define RGB_TEST10 0x00, 0xFF, 0x10 // P - springgrn fixed: was too blue because green LED has blue in it already
-#define RGB_TEST11 0x00, 0x80, 0xFF // A - grn blue good!
-#define RGB_TEST12 0x80, 0x00, 0xFF // S - purple good!
-
-// RGB LED locations
-enum led_location_map {
- LED_ESC, // 0, ESC, k13
- LED_GRV, // 1, `, k16
- LED_TAB, // 2, Tab, k11
- LED_CAPS, // 3, Caps, k21
- LED_LSFT, // 4, Sh_L, k00
- LED_LCTL, // 5, Ct_L, k06
- LED_F1, // 6, F1, k26
- LED_1, // 7, 1, k17
- LED_Q, // 8, Q, k10
- LED_A, // 9, A, k12
- LED_Z, // 10, Z, k14
- LED_LWIN, // 11, Win_L, k90
- LED_F2, // 12, F2, k36
- LED_2, // 13, 2, k27
- LED_W, // 14, W, k20
- LED_S, // 15, S, k22
- LED_X, // 16, X, k24
- LED_LALT, // 17, Alt_L, k93
- LED_F3, // 18, F3, k31
- LED_3, // 19, 3, k37
- LED_E, // 20, E, k30
- LED_D, // 21, D, k32
- LED_C, // 22, C, k34
- LED_F4, // 23, F4, k33
- LED_4, // 24, 4, k47
- LED_R, // 25, R, k40
- LED_F, // 26, F, k42
- LED_V, // 27, V, k44
- LED_F5, // 28, F5, k07
- LED_5, // 29, 5, k46
- LED_T, // 30, T, k41
- LED_G, // 31, G, k43
- LED_B, // 32, B, k45
- LED_SPC, // 33, SPACE, k94
- LED_F6, // 34, F6, k63
- LED_6, // 35, 6, k56
- LED_Y, // 36, Y, k51
- LED_H, // 37, H, k53
- LED_N, // 38, N, k55
- LED_F7, // 39, F7, k71
- LED_7, // 40, 7, k57
- LED_U, // 41, U, k50
- LED_J, // 42, J, k52
- LED_M, // 43, M, k54
- LED_F8, // 44, F8, k76
- LED_8, // 45, 8, k67
- LED_I, // 46, I, k60
- LED_K, // 47, K, k62
- LED_COMM, // 48, ,, k64
- LED_RALT, // 49, Alt_R, k95
- LED_F9, // 50, F9, ka6
- LED_9, // 51, 9, k77
- LED_O, // 52, O, k70
- LED_L, // 53, L, k72
- LED_DOT, // 54, ., k74
- LED_FN, // 55, FN, k92
- LED_F10, // 56, F10, ka7
- LED_0, // 57, 0, k87
- LED_P, // 58, P, k80
- LED_SCLN, // 59, ;, k82
- LED_SLSH, // 60, ?, k85
- LED_F11, // 61, F11, ka3
- LED_MINS, // 62, -, k86
- LED_LBRC, // 63, [, k81
- LED_QUOT, // 64, ", k83
- LED_RCTL, // 65, Ct_R, k04
- LED_F12, // 66, F12, ka5
- LED_BSLS, // 67, \, k23
- LED_L1, // 68, LED, l01
- LED_R1, // 69, LED, l11
- LED_PRT, // 70, Prt, k97
- LED_L2, // 71, LED, l02
- LED_R2, // 72, LED, l12
- LED_DEL, // 73, Del, k65
- LED_L3, // 74, LED, l03
- LED_R3, // 75, LED, l13
- LED_PGUP, // 76, PgUp, k15
- LED_L4, // 77, LED, l04
- LED_R4, // 78, LED, l14
- LED_EQL, // 79, =, k66
- LED_RIGHT, // 80, Right, k05
- LED_L5, // 81, LED, l05
- LED_R5, // 82, LED, l15
- LED_END, // 83, End, k75
- LED_L6, // 84, LED, l06
- LED_R6, // 85, LED, l16
- LED_BSPC, // 86, BSpc, ka1
- LED_PGDN, // 87, PgDn, k25
- LED_L7, // 88, LED, l07
- LED_R7, // 89, LED, l17
- LED_RBRC, // 90, ], k61
- LED_RSFT, // 91, Sh_R, k91
- LED_L8, // 92, LED, l08
- LED_R8, // 93, LED, l18
- LED_UP, // 94, Up, k35
- LED_HASH, // 95, #, k84
- LED_LEFT, // 96, Left, k03
- LED_ENT, // 97, Enter, ka4
- LED_DOWN // 98, Down, k73
-};
-
-const uint8_t LED_LIST_WASD[] = {
- LED_W,
- LED_A,
- LED_S,
- LED_D
-};
-
-const uint8_t LED_LIST_ARROWS[] = {
- LED_LEFT,
- LED_RIGHT,
- LED_UP,
- LED_DOWN
-};
-
-const uint8_t LED_LIST_FUNCROW[] = {
- LED_ESC,
- LED_F1,
- LED_F2,
- LED_F3,
- LED_F4,
- LED_F5,
- LED_F6,
- LED_F7,
- LED_F8,
- LED_F9,
- LED_F10,
- LED_F11,
- LED_F12,
- LED_PRT
-};
-
-const uint8_t LED_LIST_NUMROW[] = {
- LED_GRV,
- LED_1,
- LED_2,
- LED_3,
- LED_4,
- LED_5,
- LED_6,
- LED_7,
- LED_8,
- LED_9,
- LED_0,
- LED_MINS,
- LED_EQL,
- LED_BSPC,
- LED_DEL
-};
-
-const uint8_t LED_LIST_LETTERS[] = {
- LED_Q,
- LED_W,
- LED_E,
- LED_R,
- LED_T,
- LED_Y,
- LED_U,
- LED_I,
- LED_O,
- LED_P,
- LED_A,
- LED_S,
- LED_D,
- LED_F,
- LED_G,
- LED_H,
- LED_J,
- LED_K,
- LED_L,
- LED_Z,
- LED_X,
- LED_C,
- LED_V,
- LED_B,
- LED_N,
- LED_M
-};
-
-const uint8_t LED_LIST_LETTERS_DE[] = {
- LED_Q,
- LED_W,
- LED_E,
- LED_R,
- LED_T,
- LED_Y,
- LED_U,
- LED_I,
- LED_O,
- LED_P,
- LED_A,
- LED_S,
- LED_D,
- LED_F,
- LED_G,
- LED_H,
- LED_J,
- LED_K,
- LED_L,
- LED_Z,
- LED_X,
- LED_C,
- LED_V,
- LED_B,
- LED_N,
- LED_M,
- LED_SCLN,
- LED_LBRC,
- LED_QUOT
-};
-
-const uint8_t LED_LIST_NUMPAD[] = {
- LED_1,
- LED_2,
- LED_3,
- LED_4,
- LED_5,
- LED_6,
- LED_7,
- LED_8,
- LED_9,
- LED_0,
- LED_MINS,
- LED_EQL,
- LED_U,
- LED_I,
- LED_O,
- LED_P,
- LED_J,
- LED_K,
- LED_L,
- LED_SCLN,
- LED_ENT,
- LED_M,
- LED_COMM,
- LED_DOT,
- LED_SLSH,
- LED_END,
- LED_RIGHT
-};
-
-const uint8_t LED_SIDE_LEFT[] = {
- LED_L1,
- LED_L2,
- LED_L3,
- LED_L4,
- LED_L5,
- LED_L6,
- LED_L7,
- LED_L8
-};
-
-const uint8_t LED_SIDE_RIGHT[] = {
- LED_R1,
- LED_R2,
- LED_R3,
- LED_R4,
- LED_R5,
- LED_R6,
- LED_R7,
- LED_R8
-};
-
-#ifdef GAME_ENABLE
-// Game LED rules
-const uint8_t GAME_LIVES[] = {
- LED_DEL,
- LED_PGUP,
- LED_PGDN,
- LED_END
-};
-const uint8_t GAME_PADDLE[] = {
- LED_Z,
- LED_X,
- LED_C,
- LED_V,
- LED_B,
- LED_N,
- LED_M,
- LED_COMM,
- LED_DOT,
- LED_SLSH
-};
-const uint8_t GAME_SMILE1[] = {
- LED_A,
- LED_S,
- LED_D,
- LED_F,
- LED_G,
- LED_H,
- LED_J,
- LED_K,
- LED_L,
- LED_SCLN,
- LED_QUOT
-};
-const uint8_t GAME_SMILE2[] = {
- LED_2,
- LED_3,
- LED_4,
- LED_5,
- LED_6,
- LED_7,
- LED_8,
- LED_9,
- LED_0,
- LED_MINS,
- LED_EQL
-};
-const uint8_t GAME_R4[] = {
- LED_X,
- LED_C,
- LED_V,
- LED_B,
- LED_N,
- LED_M,
- LED_COMM,
- LED_DOT
-};
-const uint8_t GAME_R3[] = {
- LED_S,
- LED_D,
- LED_F,
- LED_G,
- LED_H,
- LED_J,
- LED_K,
- LED_L,
- LED_SCLN
-};
-const uint8_t GAME_R2[] = {
- LED_W,
- LED_E,
- LED_R,
- LED_T,
- LED_Y,
- LED_U,
- LED_I,
- LED_O,
- LED_P,
- LED_LBRC
-};
-const uint8_t GAME_R1[] = {
- LED_2,
- LED_3,
- LED_4,
- LED_5,
- LED_6,
- LED_7,
- LED_8,
- LED_9,
- LED_0,
- LED_MINS,
- LED_EQL
-};
-const uint8_t GAME_R0[] = {
- LED_F1,
- LED_F2,
- LED_F3,
- LED_F4,
- LED_F5,
- LED_F6,
- LED_F7,
- LED_F8,
- LED_F9,
- LED_F10,
- LED_F11,
- LED_F12
-};
-const uint8_t LED_GAME_OVER[] = {
- LED_5,
- LED_8,
- LED_F,
- LED_G,
- LED_H,
- LED_J,
- LED_C,
- LED_M
-};
-#endif //GAME_ENABLE
-
-#endif \ 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
deleted file mode 100644
index 1eb14ebbef..0000000000
--- a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rules.mk
+++ /dev/null
@@ -1,22 +0,0 @@
-LTO_ENABLE = yes # link time optimization -- achieves a smaller compiled size
-CONSOLE_ENABLE = no
-COMMAND_ENABLE = no
-MOUSEKEY_ENABLE = yes
-
-VIA_ENABLE = yes
-TAP_DANCE_ENABLE = no
-BOOTMAGIC_ENABLE = yes # Enable Bootmagic Lite
-CAPS_WORD_ENABLE = yes # Enable built-in Caps Word functionality
-
-TD_LSFT_CAPSLOCK_ENABLE = yes
-IDLE_TIMEOUT_ENABLE = yes
-STARTUP_NUMLOCK_ON = yes
-ENCODER_DEFAULTACTIONS_ENABLE = no
-
-COLEMAK_LAYER_ENABLE = yes # Enable Colemak layer / set to no to disable
-INVERT_NUMLOCK_INDICATOR = yes
-
-GAME_ENABLE ?= yes # Enable Paddle Game / set to no to disable
-ifeq ($(strip $(GAME_ENABLE)), yes)
- OPT_DEFS += -DGAME_ENABLE
-endif