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authorgourdo1 <gourdo1@users.noreply.github.com>2022-07-02 07:11:26 -0700
committerGitHub <noreply@github.com>2022-07-03 00:11:26 +1000
commit97dfdcb2bd5013259f8500bcd31aaaa4826145c6 (patch)
tree14887079ac94b68d5406ae9daab042168e9e92f3 /keyboards/gmmk/pro/rev1/iso
parentd694488e2e39e9b599775a49fd711acc768e3915 (diff)
[keymap] Update gourdo1 keymap for Q2 changes (#17398)
Diffstat (limited to 'keyboards/gmmk/pro/rev1/iso')
-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
6 files changed, 1431 insertions, 0 deletions
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