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-rw-r--r--keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/caps_word.c150
-rw-r--r--keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/caps_word.h127
-rw-r--r--keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/config.h97
-rw-r--r--keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/keymap.c455
-rw-r--r--keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/paddlegame.h48
-rw-r--r--keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/readme.md108
-rw-r--r--keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/rgb_matrix_map.h129
-rw-r--r--keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/rules.mk16
8 files changed, 740 insertions, 390 deletions
diff --git a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/caps_word.c b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/caps_word.c
deleted file mode 100644
index d2f7b6ee7f..0000000000
--- a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/caps_word.c
+++ /dev/null
@@ -1,150 +0,0 @@
-// Copyright 2021-2022 Google LLC
-//
-// Licensed under the Apache License, Version 2.0 (the "License");
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// https://www.apache.org/licenses/LICENSE-2.0
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an "AS IS" BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
-//
-// For full documentation, see
-// https://getreuer.info/posts/keyboards/caps-word
-
-#include "caps_word.h"
-
-static bool caps_word_active = false;
-
-#if CAPS_WORD_IDLE_TIMEOUT > 0
-#if CAPS_WORD_IDLE_TIMEOUT < 100 || CAPS_WORD_IDLE_TIMEOUT > 30000
-// Constrain timeout to a sensible range. With the 16-bit timer, the longest
-// representable timeout is 32768 ms, rounded here to 30000 ms = half a minute.
-#error "caps_word: CAPS_WORD_IDLE_TIMEOUT must be between 100 and 30000 ms"
-#endif
-
-static uint16_t idle_timer = 0;
-
-void caps_word_task(void) {
- if (caps_word_active && timer_expired(timer_read(), idle_timer)) {
- caps_word_set(false);
- }
-}
-#endif // CAPS_WORD_IDLE_TIMEOUT > 0
-
-bool process_caps_word(uint16_t keycode, keyrecord_t* record) {
-#ifndef NO_ACTION_ONESHOT
- const uint8_t mods = get_mods() | get_oneshot_mods();
-#else
- const uint8_t mods = get_mods();
-#endif // NO_ACTION_ONESHOT
-
- if (!caps_word_active) {
- // Pressing both shift keys at the same time enables caps word.
- if ((mods & MOD_MASK_SHIFT) == MOD_MASK_SHIFT) {
- caps_word_set(true); // Activate Caps Word.
- return false;
- }
- return true;
- } else {
-#if CAPS_WORD_IDLE_TIMEOUT > 0
- idle_timer = record->event.time + CAPS_WORD_IDLE_TIMEOUT;
-#endif // CAPS_WORD_IDLE_TIMEOUT > 0
- }
-
- if (!record->event.pressed) { return true; }
-
- if (!(mods & ~MOD_MASK_SHIFT)) {
- switch (keycode) {
- // Ignore MO, TO, TG, TT, and OSL layer switch keys.
- case QK_MOMENTARY ... QK_MOMENTARY_MAX:
- case QK_TO ... QK_TO_MAX:
- case QK_TOGGLE_LAYER ... QK_TOGGLE_LAYER_MAX:
- case QK_LAYER_TAP_TOGGLE ... QK_LAYER_TAP_TOGGLE_MAX:
- case QK_ONE_SHOT_LAYER ... QK_ONE_SHOT_LAYER_MAX:
- return true;
-
-#ifndef NO_ACTION_TAPPING
- case QK_MOD_TAP ... QK_MOD_TAP_MAX:
- if (record->tap.count == 0) {
- // Deactivate if a mod becomes active through holding a mod-tap key.
- caps_word_set(false);
- return true;
- }
- keycode &= 0xff;
- break;
-
-#ifndef NO_ACTION_LAYER
- case QK_LAYER_TAP ... QK_LAYER_TAP_MAX:
-#endif // NO_ACTION_LAYER
- if (record->tap.count == 0) { return true; }
- keycode &= 0xff;
- break;
-#endif // NO_ACTION_TAPPING
-
-#ifdef SWAP_HANDS_ENABLE
- case QK_SWAP_HANDS ... QK_SWAP_HANDS_MAX:
- if (keycode > 0x56F0 || record->tap.count == 0) { return true; }
- keycode &= 0xff;
- break;
-#endif // SWAP_HANDS_ENABLE
- }
-
- if (caps_word_press_user(keycode)) {
- return true;
- }
- }
-
- caps_word_set(false); // Deactivate Caps Word.
- return true;
-}
-
-void caps_word_set(bool active) {
- if (active != caps_word_active) {
- if (active) {
- clear_mods();
-#ifndef NO_ACTION_ONESHOT
- clear_oneshot_mods();
-#endif // NO_ACTION_ONESHOT
-#if CAPS_WORD_IDLE_TIMEOUT > 0
- idle_timer = timer_read() + CAPS_WORD_IDLE_TIMEOUT;
-#endif // CAPS_WORD_IDLE_TIMEOUT > 0
- } else if ((get_weak_mods() & MOD_BIT(KC_LSFT)) != 0) {
- // If the weak shift mod is still on, turn it off and send an update to
- // the host computer.
- del_weak_mods(MOD_BIT(KC_LSFT));
- send_keyboard_report();
- }
-
- caps_word_active = active;
- caps_word_set_user(active);
- }
-}
-
-bool caps_word_get(void) { return caps_word_active; }
-
-__attribute__((weak)) void caps_word_set_user(bool active) {}
-
-__attribute__((weak)) bool caps_word_press_user(uint16_t keycode) {
- switch (keycode) {
- // Keycodes that continue Caps Word, with shift applied.
- case KC_A ... KC_Z:
- add_weak_mods(MOD_BIT(KC_LSFT)); // Apply shift to the next key.
- return true;
-
- // Keycodes that continue Caps Word, without shifting.
- case KC_1 ... KC_0:
- case KC_BSPC:
- case KC_MINS:
- case KC_UNDS:
- return true;
-
- default:
- return false; // Deactivate Caps Word.
- }
-}
-
diff --git a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/caps_word.h b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/caps_word.h
deleted file mode 100644
index 7f58dd3f17..0000000000
--- a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/caps_word.h
+++ /dev/null
@@ -1,127 +0,0 @@
-// Copyright 2021-2022 Google LLC
-//
-// Licensed under the Apache License, Version 2.0 (the "License");
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// https://www.apache.org/licenses/LICENSE-2.0
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an "AS IS" BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
-//
-// Caps Word, activated by pressing both shift keys at the same time.
-//
-// This library implements "Caps Word", which is like conventional Caps Lock,
-// but automatically disables itself at the end of the word. This is useful for
-// typing all-caps identifiers like `MOD_MASK_ALT`.
-//
-// Caps Word is activated by pressing the left and right shift keys at the same
-// time. This way you don't need a dedicated key for using Caps Word. I've
-// tested that this works as expected with one-shot mods and Space Cadet Shift.
-// If your shift keys are mod-taps, activate Caps Word by holding both shift
-// mod-tap keys until the tapping term, release them, then begin typing.
-//
-// Optionally, Caps Word may be configured to deactivate if the keyboard is idle
-// for some time. This is useful to mitigate unintended shifting when you get
-// interrupted or switch to the mouse while Caps Word is active. In your
-// config.h, define `CAPS_WORD_IDLE_TIMEOUT` with a time in milliseconds:
-//
-// #define CAPS_WORD_IDLE_TIMEOUT 5000 // Turn off Caps Word after 5 seconds.
-//
-// and in your keymap.c, define (or add to) `matrix_scan_user()` as
-//
-// void matrix_scan_user(void) {
-// caps_word_task();
-// // Other tasks...
-// }
-//
-// For full documentation, see
-// https://getreuer.info/posts/keyboards/caps-word
-
-#pragma once
-
-#include QMK_KEYBOARD_H
-
-// Call this function from `process_record_user()` to implement Caps Word.
-bool process_caps_word(uint16_t keycode, keyrecord_t* record);
-
-// If CAPS_WORD_IDLE_TIMEOUT is set, call `caps_word_task()` from
-// `matrix_scan_user()` as described above.
-//
-// If CAPS_WORD_IDLE_TIMEOUT isn't set, calling this function has no effect (but
-// will still compile).
-#if CAPS_WORD_IDLE_TIMEOUT > 0
-void caps_word_task(void);
-#else
-static inline void caps_word_task(void) {}
-#endif
-
-// Activates or deactivates Caps Word. For instance activate Caps Word with a
-// combo by defining a `COMBO_ACTION` that calls `caps_word_set(true)`:
-//
-// void process_combo_event(uint16_t combo_index, bool pressed) {
-// switch(combo_index) {
-// case CAPS_COMBO:
-// if (pressed) {
-// caps_word_set(true); // Activate Caps Word.
-// }
-// break;
-//
-// // Other combos...
-// }
-// }
-void caps_word_set(bool active);
-
-// Returns whether Caps Word is currently active.
-bool caps_word_get(void);
-
-// An optional callback that gets called when Caps Word turns on or off. This is
-// useful to represent the current Caps Word state, e.g. by setting an LED or
-// playing a sound. In your keymap, define
-//
-// void caps_word_set_user(bool active) {
-// if (active) {
-// // Do something when Caps Word activates.
-// } else {
-// // Do something when Caps Word deactivates.
-// }
-// }
-void caps_word_set_user(bool active);
-
-// An optional callback which is called on every key press while Caps Word is
-// active. When the key should be shifted (that is, a letter key), the callback
-// should call `add_weak_mods(MOD_BIT(KC_LSFT))` to shift the key. The callback
-// also determines whether the key should continue Caps Word. Returning true
-// continues the current "word", while returning false is "word breaking" and
-// deactivates Caps Word. The default callback is
-//
-// bool caps_word_press_user(uint16_t keycode) {
-// switch (keycode) {
-// // Keycodes that continue Caps Word, with shift applied.
-// case KC_A ... KC_Z:
-// add_weak_mods(MOD_BIT(KC_LSFT)); // Apply shift to the next key.
-// return true;
-//
-// // Keycodes that continue Caps Word, without shifting.
-// case KC_1 ... KC_0:
-// case KC_BSPC:
-// case KC_MINS:
-// case KC_UNDS:
-// return true;
-//
-// default:
-// return false; // Deactivate Caps Word.
-// }
-// }
-//
-// To customize, copy the above function into your keymap and add/remove
-// keycodes to the above cases.
-//
-// NOTE: Outside of this callback, you can use `caps_word_set(false)` to
-// deactivate Caps Word.
-bool caps_word_press_user(uint16_t keycode);
-
diff --git a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/config.h b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/config.h
index 582e473cb2..a37fb08d31 100644
--- a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/config.h
+++ b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/config.h
@@ -1,5 +1,5 @@
/* Copyright 2021 Jonavin Eng @Jonavin
- Copyright 2022 gourdo1 <jcblake@outlook.com>
+ Copyright 2022 gourdo1 <gourdo1@outlook.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
@@ -17,10 +17,21 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#pragma once
+// Force n-key rollover
+#define FORCE_NKRO
+
+// Set TT to two taps
#define TAPPING_TOGGLE 2
-// TT set to two taps
-/* Handle GRAVESC combo keys */
+#ifdef COMMAND_ENABLE
+#define IS_COMMAND() (get_mods() == MOD_MASK_CTRL) //debug commands accessed by holding down both CTRLs: https://github.com/qmk/qmk_firmware/blob/master/docs/feature_command.md
+#endif
+
+// Caps Word configuration
+#define BOTH_SHIFTS_TURNS_ON_CAPS_WORD
+#define CAPS_WORD_IDLE_TIMEOUT 10000 // Automatically turn off after x milliseconds of idle. 0 to never timeout.
+
+// Handle GRAVESC combo keys
#define GRAVE_ESC_ALT_OVERRIDE
// Always send Escape if Alt is pressed
#define GRAVE_ESC_CTRL_OVERRIDE
@@ -31,19 +42,79 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#define TAPPING_TERM_PER_KEY
#ifdef RGB_MATRIX_ENABLE
-#define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_SOLID_COLOR
-#define RGB_DISABLE_WHEN_USB_SUSPENDED
-#endif
+ #define RGB_DISABLE_WHEN_USB_SUSPENDED
+ #define RGB_MATRIX_KEYPRESSES // Enables REACTIVE & SPLASH modes
+ #define RGB_MATRIX_FRAMEBUFFER_EFFECTS // Enables Heatmap, Rain
+
+ // RGB step values
+ #define RGBLIGHT_HUE_STEP 32 // The number of steps to cycle through the hue by (default 10)
+ #define RGBLIGHT_SAT_STEP 17 // The number of steps to increment the saturation by (default 17)
+ #define RGBLIGHT_VAL_STEP 17 // The number of steps to increment the brightness by (default 17)
+
+ // Startup values, when none have been set
+ #define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_SOLID_REACTIVE // Sets the default effect mode, if none has been set (was RGB_MATRIX_SOLID_COLOR)
+ #define RGB_MATRIX_STARTUP_HUE 24 // Sets the default hue value, if none has been set
+ #define RGB_MATRIX_STARTUP_SAT 255 // Sets the default saturation value, if none has been set
+ #define RGB_MATRIX_STARTUP_VAL 127 // Sets the default brightness value, if none has been set
+ #define RGB_MATRIX_STARTUP_SPD 127 // Sets the default animation speed, if none has been set
-// RGB step values
-#define RGBLIGHT_HUE_STEP 32 // The number of steps to cycle through the hue by (default 10)
-#define RGBLIGHT_SAT_STEP 17 // The number of steps to increment the saturation by (default 17)
-#define RGBLIGHT_VAL_STEP 17 // The number of steps to increment the brightness by (default 17)
+ // Uncomment any #undef line below to turn OFF any default enabled RGB background effect (enabled in keyboards/gmmk/pro/config.h).
+ #undef ENABLE_RGB_MATRIX_ALPHAS_MODS // Solid color (seems redundant; seems same as RGB_MATRIX_SOLID_COLOR?)
+ //#undef ENABLE_RGB_MATRIX_GRADIENT_UP_DOWN // Static, horizontal rainbow
+ //#undef ENABLE_RGB_MATRIX_GRADIENT_LEFT_RIGHT // Static, vertical Rainbow
+ //#undef ENABLE_RGB_MATRIX_BREATHING // Breathing animation using selected HSV color
+ #undef ENABLE_RGB_MATRIX_BAND_SAT // Single hue band fading saturation scrolling left to right (with white)
+ //#undef ENABLE_RGB_MATRIX_BAND_VAL // Single hue band fading brightness scrolling left to right (with black)
+ #undef ENABLE_RGB_MATRIX_BAND_PINWHEEL_SAT // Single hue 3 blade spinning pinwheel fades sat (with white)
+ //#undef ENABLE_RGB_MATRIX_BAND_PINWHEEL_VAL // Single hue 3 blade spinning pinwheel fades brightness (with black)
+ #undef ENABLE_RGB_MATRIX_BAND_SPIRAL_SAT // Single hue spinning spiral fades brightness (with white)
+ //#undef ENABLE_RGB_MATRIX_BAND_SPIRAL_VAL // Single hue spinning spiral fades brightness (with black)
+ //#undef ENABLE_RGB_MATRIX_CYCLE_ALL // Full keyboard cycling through rainbow
+ //#undef ENABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT // Full gradient moving left to right
+ //#undef ENABLE_RGB_MATRIX_CYCLE_UP_DOWN // Full gradient scrolling top to bottom
+ #undef ENABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON // Full gradient chevron scrolling left to right (too similar to cycle left right)
+ //#undef ENABLE_RGB_MATRIX_CYCLE_OUT_IN // Rainbow circles coming to center.
+ #undef ENABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL // Two Rainbow circles coming to 1/3 and 2/3 points. (seems mostly redundant with above)
+ #undef ENABLE_RGB_MATRIX_CYCLE_PINWHEEL // Built-in cycling pinwheel (seems redundant with below)
+ //#undef ENABLE_RGB_MATRIX_CYCLE_SPIRAL // Full gradient spinning spiral around center of keyboard
+ #undef ENABLE_RGB_MATRIX_RAINBOW_BEACON // Spinning rainbow (more distracting transitions)
+ //#undef ENABLE_RGB_MATRIX_RAINBOW_PINWHEELS // Spinning rainbow (smoother)
+ #undef ENABLE_RGB_MATRIX_DUAL_BEACON // Two rainbows spinning around keyboard (distracting, busy)
+ #undef ENABLE_RGB_MATRIX_RAINDROPS // Sustained raindrops of blue, green, yellow (confusing to use with RGB layers)
+ //#undef ENABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS // Sustained raindrops of blue, purple, pink, green (confusing to use with RGB layers, but slightly better than above)
+ #undef ENABLE_RGB_MATRIX_HUE_BREATHING // Hue shifts up a slight amount at the same time, then shifts back (very subtle)
+ #undef ENABLE_RGB_MATRIX_HUE_PENDULUM // Hue shifts up a slight amount in a wave to the right, then back to the left (very subtle)
+ #undef ENABLE_RGB_MATRIX_HUE_WAVE // Hue shifts up a slight amount and then back down in a wave to the right (very subtle)
+ //#undef ENABLE_RGB_MATRIX_PIXEL_RAIN // Non-sustained raindrops of pastel colors
+ #undef ENABLE_RGB_MATRIX_PIXEL_FLOW // More active version of pixel rain with quick cycling (unusable, very distracting)
+ #undef ENABLE_RGB_MATRIX_PIXEL_FRACTAL // Same as Pixel Flow but with current HSV only (somewhat distracting)
+ //Only enabled if RGB_MATRIX_FRAMEBUFFER_EFFECTS is defined
+ //#undef ENABLE_RGB_MATRIX_TYPING_HEATMAP // Fading heatmap that follows keystrokes (has buggy side LEDs that glow red)
+ //#undef ENABLE_RGB_MATRIX_DIGITAL_RAIN // The Matrix (has buggy side LEDs that glow red)
+ //Only enabled if RGB_MATRIX_KEYPRESSES or RGB_MATRIX_KEYRELEASES is defined
+ //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE // Key hits shown in current hue - all other keys black
+ //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE // Keyboard lights up in chosen hue, key hits shown in complementary hue (try this as default?)
+ #undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE // Hue & value pulse around a single key hit then fades value out (Single key)
+ //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE // same as above but more intense (Multi-key)
+ #undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS // Column and Row single current color fade (Single key)
+ //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS // Column and Row single color fade. (Multi-key)
+ #undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS // Hue & value pulse away on the same column and row of key hit then fades (Single key)
+ //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS // Hue & value pulse away on the same column and row of multi-key hit then fades
+ //#undef ENABLE_RGB_MATRIX_SPLASH // Full rainbow pulses from key hit. All else black.
+ #undef ENABLE_RGB_MATRIX_MULTISPLASH // Full rainbow pulses from multi-keys. All else black. (distracting on multiple keystroke hits)
+ #undef ENABLE_RGB_MATRIX_SOLID_SPLASH // Single color pulses from key hit. All else black. (distracting on multiple key hits)
+ //#undef ENABLE_RGB_MATRIX_SOLID_MULTISPLASH // Single color pulses from muli-keys. All else black.
+#endif //RGB_MATRIX_ENABLE
-// add fifth layer for colemak -- set "COLEMAK_LAYER_ENABLE = yes" in rules.mk to enable
+// Add a layer for colemak -- set "COLEMAK_LAYER_ENABLE = yes" in rules.mk to enable
#if defined COLEMAK_LAYER_ENABLE
-#define DYNAMIC_KEYMAP_LAYER_COUNT 5
-#define _COLEMAK 4
+ #ifdef GAME_ENABLE
+ #define DYNAMIC_KEYMAP_LAYER_COUNT 6
+ #define _COLEMAK 5
+ #else
+ #define DYNAMIC_KEYMAP_LAYER_COUNT 5
+ #define _COLEMAK 4
+ #endif //GAME_ENABLE
#endif // COLEMAK_LAYER_ENABLE
/*
diff --git a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/keymap.c b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/keymap.c
index 97db98dd12..050152b47d 100644
--- a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/keymap.c
+++ b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/keymap.c
@@ -1,7 +1,7 @@
/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
Copyright 2021 Jonavin Eng @Jonavin
- Copyright 2022 gourdo1 <jcblake@outlook.com>
-
+ Copyright 2022 gourdo1 <gourdo1@outlook.com>
+
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
@@ -16,7 +16,7 @@ You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
-// Note: Several advanced functions referenced in this file (like Tap Dance functions) are defined in users/gourdo1/gourdo1.c
+// Note: Several advanced functions referenced in this file (like Tap Dance functions) are defined in /users/gourdo1/gourdo1.c
#include QMK_KEYBOARD_H
@@ -24,6 +24,10 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "gourdo1.h"
+#include "paddlegame.h"
+
+#include <math.h>
+
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
/* Base Layout
@@ -44,39 +48,60 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
*/
[_BASE] = LAYOUT(
- KC_ESCLYR, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, KC_HOME, KC_MUTE,
- KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, KC_BSPC, KC_DEL,
+ KC_ESC, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, LEFTOFENC, ENCFUNC,
+ KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, KC_BSPC, BELOWENC,
KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC, KC_BSLS, KC_PGUP,
- TT(_NUMPADMOUSE), KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_ENT, KC_PGDN,
- KC_LSFTCAPSWIN, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_END,
+ CAPSNUM, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_ENT, KC_PGDN,
+ LSFTCAPSWIN, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_END,
KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, MO(_FN1),KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
),
/* FN1 Layout
*
* ,-------------------------------------------------------------------------------------------------------------.
- * | Esc ||MyCmp |WbHom | Calc |MdSel ||MdPrv |MdNxt |MdPly |MdStp ||VolDn |VolUp |PrScr |ScrLk ||Pause || ____ |
+ * | Esc ||MyCmp |WbHom | Calc |MdSel ||MdPrv |MdNxt |MdPly |MdStp ||VolDn |VolUp |PrScr |ScrLk ||Pause ||Sleep |
* |=============================================================================================================|
* | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ |RGBTOD|RGBTOI| ________ ||RGBTOG|
* |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------|
- * | ______ |RGBSAD|RGBVAI|RGBSAI| NKRO | ____ |YAHOO | ____ | ____ |OUTLK |Pause | ____ | ____ | Reset || Home |
+ * | ______ |RGBSAD|RGBVAI|RGBSAI| NKRO | ____ |YAHOO | ____ | ____ |OUTLK |Pause | ____ | ____ |QK_BOOT|| Home |
* |---------+------+------+------+------+------+------+------+------+------+------+------+------+-------++------|
* | Capslock |RGBHUD|RGBVAD|RGBHUI| ____|GMAIL |HTMAIL| ____ | ____ | ____ | ____ | ____ | __________ || End |
* |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------|
- * | __________ |RGBNIT| ____ | ____ | ____ | ____ |NumLk | ____ | ____ |DOTCOM| ____ | ______ ||RGBMOD|| ____ |
+ * | __________ |RGBNIT| ____ | ____ | ____ | ____ |NumLk | ____ | ____ |DOTCOM| CAD | ______ ||RGBMOD|| ____ |
* |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======|
* | ____ | WinKyLk | ____ | _____ | ____ | ____ | ____ ||RGBSPD|RGBRMD|RGBSPI|
* `------------------------------------------------------------------------------------------------------------'
*/
+ #ifdef GAME_ENABLE
+ [_FN1] = LAYOUT(
+ EE_CLR, KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SLCK, KC_PAUS, KC_SLEP,
+ PRNCONF, TG_CAPS, TG_PAD, TG_ESC, TG_DEL, TG_TDCAP,TG_ENC, TG_INS,TG_SPCMOD, _______, _______, RGB_TOD, RGB_TOI, _______, RGB_TOG,
+ _______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO, _______, _______, OUTLOOK, TG(_GAME),SWAP_L, SWAP_R, QK_BOOT, KC_HOME,
+ KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, LOCKPC, _______, _______, _______, KC_END,
+ _______, RGB_NITE,_______, _______, _______, _______, KC_NLCK, _______, _______, DOTCOM, KC_CAD, _______, RGB_MOD, _______,
+ _______, WINLOCK, _______, _______, _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI
+ ),
+
+ [_GAME] = LAYOUT(
+ _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
+ _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
+ _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
+ _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
+ _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
+ _______, _______, _______, _______, _______, _______, _______, _______, _______, _______
+ ),
+
+ #else
[_FN1] = LAYOUT(
- EE_CLR, KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SLCK, KC_PAUS, _______,
- _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_TOD, RGB_TOI, _______, RGB_TOG,
- _______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO, _______, _______, OUTLOOK, KC_PAUS, SWAP_L, SWAP_R, RESET, KC_HOME,
- KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, _______, _______, _______, _______, KC_END,
- _______, RGB_NITE,_______, _______, _______, _______, KC_NLCK, _______, _______, DOTCOM, KC_CAD, _______, RGB_MOD, _______,
+ EE_CLR, KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SLCK, KC_PAUS, KC_SLEP,
+ PRNCONF, TG_CAPS, TG_PAD, TG_ESC, TG_DEL, TG_TDCAP,TG_ENC, TG_INS,TG_SPCMOD, _______, _______, RGB_TOD, RGB_TOI, _______, RGB_TOG,
+ _______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO, _______, _______, OUTLOOK, KC_PAUS, SWAP_L, SWAP_R, QK_BOOT, KC_HOME,
+ KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, LOCKPC, _______, _______, _______, KC_END,
+ _______, RGB_NITE,_______, _______, _______, _______, KC_NLCK, _______, _______, DOTCOM, KC_CAD, _______, RGB_MOD, _______,
_______, KC_WINLCK, _______, _______, _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI
),
+ #endif //GAME_ENABLE
/* _NUMPADMOUSE Layout
* Note: A symbol preceded by "P" is a Numpad-encoded version of the key -- any app that differentiates will recognize the char as coming from a physical numpad.
@@ -101,7 +126,7 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
_______, KC_PGUP, KC_UP, KC_PGDN, KC_NO, KC_NO, KC_NO, KC_P4, KC_P5, KC_P6, KC_PPLS, _______, _______, _______, KC_WH_U,
_______, KC_LEFT, KC_DOWN, KC_RGHT, KC_NO, KC_NO, KC_NO, KC_P1, KC_P2, KC_P3, KC_PAST, _______, KC_PENT, KC_WH_D,
_______, KC_NO, _______, _______, _______, KC_NO, KC_NO, KC_P0, KC_00, KC_PDOT, KC_PSLS, KC_BTN1, KC_MS_U, KC_BTN2,
- _______, _______, _______, _______, _______, _______, KC_BTN3, KC_MS_L, KC_MS_D, KC_MS_R
+ _______, _______, _______, KC_PENT, _______, _______, KC_BTN3, KC_MS_L, KC_MS_D, KC_MS_R
),
[_MOUSEKEY] = LAYOUT(
@@ -115,19 +140,19 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
#ifdef COLEMAK_LAYER_ENABLE
[_COLEMAK] = LAYOUT(
- _______, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, KC_DEL, KC_MUTE,
- KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, KC_BSPC, KC_HOME,
+ _______, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, _______, _______,
+ KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, _______, _______,
KC_TAB, KC_Q, KC_W, KC_F, KC_P, KC_G, KC_J, KC_L, KC_U, KC_Y, KC_SCLN, KC_LBRC, KC_RBRC, KC_BSLS, KC_PGUP,
- _______, KC_A, KC_R, KC_S, KC_T, KC_D, KC_H, KC_N, KC_E, KC_I, KC_O, KC_QUOT, KC_ENT, KC_PGDN,
- _______, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_K, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_END,
- _______, _______, _______, KC_SPC, KC_RALT, _______,KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
- ),
+ _______, KC_A, KC_R, KC_S, KC_T, KC_D, KC_H, KC_N, KC_E, KC_I, KC_O, KC_QUOT, KC_ENT, KC_PGDN,
+ _______, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_K, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_END,
+ _______, _______, _______, KC_SPC, KC_RALT, _______, KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
+ ),
#endif // COLEMAK_LAYER_ENABLE
};
#if defined(ENCODER_ENABLE) && !defined(ENCODER_DEFAULTACTIONS_ENABLE) // Encoder Functionality when not using userspace defaults
void encoder_action_rgbhue(bool clockwise) {
- if (clockwise)
+ if (clockwise)
rgblight_increase_hue_noeeprom();
else
rgblight_decrease_hue_noeeprom();
@@ -154,6 +179,18 @@ bool encoder_update_user(uint8_t index, bool clockwise) {
timeout_update_threshold(clockwise);
#endif
break;
+ #ifdef GAME_ENABLE
+ case _GAME:
+ // Game: Paddle movement
+ if (damage_count == 0) {
+ if (clockwise) {
+ if (paddle_pos_full < 15) ++paddle_pos_full;
+ } else {
+ if (paddle_pos_full > 0) --paddle_pos_full;
+ }
+ }
+ break;
+ #endif //GAME_ENABLE
default:
encoder_action_volume(clockwise); // Otherwise it just changes volume
break;
@@ -165,6 +202,45 @@ bool encoder_update_user(uint8_t index, bool clockwise) {
#endif // ENCODER_ENABLE && !ENCODER_DEFAULTACTIONS_ENABLE
#ifdef RGB_MATRIX_ENABLE
+
+// Game logic
+#ifdef GAME_ENABLE
+void init_ball(uint8_t i) {
+ i &= 1;
+ ball[i].on = true;
+ ball[i].up = false;
+ ball[i].y = 0;
+ ball[i].x = rand() % 16;
+
+ // Set initial ball state
+ if (ball[i].x < 8) {
+ ball[i].left = false;
+ } else {
+ ball[i].x -= 4;
+ ball[i].left = true;
+ }
+
+ // 1/4 chance of being an enemy ball after level 6
+ if (level_number > 3) {
+ ball[i].enemy = ((rand() % 4) == 0);
+ } else {
+ ball[i].enemy = false;
+ }
+}
+
+void hurt_paddle(void) {
+ if (paddle_lives > 0) {
+ --paddle_lives;
+ }
+ damage_timer = timer_read();
+ damage_count = 10;
+
+ // Reset board
+ init_ball(0);
+ ball[1].on = false;
+}
+#endif //GAME_ENABLE
+
// Capslock, Scroll lock and Numlock indicator on Left side lights.
void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
if (get_rgb_nightmode()) rgb_matrix_set_color_all(RGB_OFF);
@@ -174,6 +250,7 @@ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
rgb_matrix_set_color(LED_L3, RGB_RED);
rgb_matrix_set_color(LED_L4, RGB_RED);
rgb_matrix_set_color(LED_TAB, RGB_RED);
+ rgb_matrix_set_color(LED_F12, RGB_RED);
}
// System NumLock warning indicator RGB setup
@@ -197,12 +274,19 @@ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
// CapsLock RGB setup
if (IS_HOST_LED_ON(USB_LED_CAPS_LOCK)) {
- for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_LETTERS); i++) {
- rgb_matrix_set_color(LED_LIST_LETTERS[i], RGB_CHARTREUSE);
+ if (user_config.rgb_hilite_caps) {
+ for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_LETTERS); i++) {
+ rgb_matrix_set_color(LED_LIST_LETTERS[i], RGB_CHARTREUSE);
+ }
+ rgb_matrix_set_color(LED_L7, RGB_CHARTREUSE);
+ rgb_matrix_set_color(LED_L8, RGB_CHARTREUSE);
+ rgb_matrix_set_color(LED_LSFT, RGB_CHARTREUSE);
+ }
+ else {
+ rgb_matrix_set_color(LED_L7, RGB_CHARTREUSE);
+ rgb_matrix_set_color(LED_L8, RGB_CHARTREUSE);
+ rgb_matrix_set_color(LED_LSFT, RGB_CHARTREUSE);
}
- rgb_matrix_set_color(LED_L7, RGB_CHARTREUSE);
- rgb_matrix_set_color(LED_L8, RGB_CHARTREUSE);
- rgb_matrix_set_color(LED_LSFT, RGB_CHARTREUSE);
}
// Winkey disabled (gaming) mode RGB setup
@@ -239,9 +323,9 @@ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
rgb_matrix_set_color(LED_LALT, RGB_RED);
rgb_matrix_set_color(LED_SPC, RGB_RED);
rgb_matrix_set_color(LED_LWIN, RGB_RED);
- rgb_matrix_set_color(LED_RALT, RGB_RED);
+ //rgb_matrix_set_color(LED_RALT, RGB_RED);
rgb_matrix_set_color(LED_FN, RGB_OFFBLUE);
- rgb_matrix_set_color(LED_RCTL, RGB_RED);
+ //rgb_matrix_set_color(LED_RCTL, RGB_RED);
rgb_matrix_set_color(LED_BSLS, RGB_RED);
rgb_matrix_set_color(LED_L1, RGB_RED);
rgb_matrix_set_color(LED_L2, RGB_RED);
@@ -264,37 +348,90 @@ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
rgb_matrix_set_color(LED_R8, RGB_RED);
rgb_matrix_set_color(LED_MINS, RGB_OFFBLUE);
rgb_matrix_set_color(LED_EQL, RGB_OFFBLUE);
+ #ifdef GAME_ENABLE
+ rgb_matrix_set_color(LED_P, RGB_CHARTREUSE);
+ #else
+ rgb_matrix_set_color(LED_P, RGB_RED);
+ #endif // GAME_ENABLE
+
+ //Add RGB statuses for user.config toggles
+ if (user_config.rgb_hilite_caps) {
+ rgb_matrix_set_color(LED_1, RGB_GREEN);
+ } else {
+ rgb_matrix_set_color(LED_1, RGB_PURPLE);
+ }
+ if (user_config.rgb_hilite_numpad) {
+ rgb_matrix_set_color(LED_2, RGB_GREEN);
+ } else {
+ rgb_matrix_set_color(LED_2, RGB_PURPLE);
+ }
+ if (user_config.esc_double_tap_to_baselyr) {
+ rgb_matrix_set_color(LED_3, RGB_GREEN);
+ } else {
+ rgb_matrix_set_color(LED_3, RGB_PURPLE);
+ }
+ if (user_config.del_right_home_top) {
+ rgb_matrix_set_color(LED_4, RGB_GREEN);
+ } else {
+ rgb_matrix_set_color(LED_4, RGB_PURPLE);
+ }
+ if (user_config.double_tap_shift_for_capslock) {
+ rgb_matrix_set_color(LED_5, RGB_GREEN);
+ } else {
+ rgb_matrix_set_color(LED_5, RGB_PURPLE);
+ }
+ if (user_config.encoder_press_mute_or_media) {
+ rgb_matrix_set_color(LED_6, RGB_GREEN);
+ } else {
+ rgb_matrix_set_color(LED_6, RGB_PURPLE);
+ }
+ if (user_config.ins_on_shft_bkspc_or_del) {
+ rgb_matrix_set_color(LED_7, RGB_GREEN);
+ } else {
+ rgb_matrix_set_color(LED_7, RGB_PURPLE);
+ }
+ if (user_config.disable_space_mods) {
+ rgb_matrix_set_color(LED_8, RGB_GREEN);
+ } else {
+ rgb_matrix_set_color(LED_8, RGB_PURPLE);
+ }
// Add RGB Timeout Indicator -- shows 0 to 139 using F row and num row; larger numbers using 16bit code
uint16_t timeout_threshold = get_timeout_threshold();
- if (timeout_threshold <= 10) rgb_matrix_set_color(LED_LIST_FUNCROW[timeout_threshold], RGB_CYAN);
+ if (timeout_threshold <= 10) rgb_matrix_set_color(LED_LIST_FUNCROW[timeout_threshold], RGB_BLUE);
else if (timeout_threshold < 140) {
rgb_matrix_set_color(LED_LIST_FUNCROW[(timeout_threshold / 10)], RGB_CYAN);
- rgb_matrix_set_color(LED_LIST_NUMROW[(timeout_threshold % 10)], RGB_CYAN);
+ rgb_matrix_set_color(LED_LIST_FUNCROW[(timeout_threshold % 10)], RGB_BLUE);
} else { // >= 140 minutes, just show these 3 lights
- rgb_matrix_set_color(LED_LIST_NUMROW[10], RGB_CYAN);
- rgb_matrix_set_color(LED_LIST_NUMROW[11], RGB_CYAN);
- rgb_matrix_set_color(LED_LIST_NUMROW[12], RGB_CYAN);
+ rgb_matrix_set_color(LED_LIST_FUNCROW[10], RGB_CYAN);
+ rgb_matrix_set_color(LED_LIST_FUNCROW[11], RGB_CYAN);
+ rgb_matrix_set_color(LED_LIST_FUNCROW[12], RGB_CYAN);
}
break;
// Numpad & Mouse Keys overlay RGB
case _NUMPADMOUSE:
- for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_NUMPAD); i++) {
- rgb_matrix_set_color(LED_LIST_NUMPAD[i], RGB_OFFBLUE);
+ if (user_config.rgb_hilite_numpad) {
+ for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_NUMPAD); i++) {
+ rgb_matrix_set_color(LED_LIST_NUMPAD[i], RGB_OFFBLUE);
+ }
+ rgb_matrix_set_color(LED_L5, RGB_OFFBLUE);
+ rgb_matrix_set_color(LED_L6, RGB_OFFBLUE);
+ rgb_matrix_set_color(LED_CAPS, RGB_OFFBLUE);
+ rgb_matrix_set_color(LED_UP, RGB_CHARTREUSE);
+ rgb_matrix_set_color(LED_DOWN, RGB_CHARTREUSE);
+ rgb_matrix_set_color(LED_LEFT, RGB_CHARTREUSE);
+ rgb_matrix_set_color(LED_RIGHT, RGB_CHARTREUSE);
+ rgb_matrix_set_color(LED_RCTL, RGB_CHARTREUSE);
+ rgb_matrix_set_color(LED_RSFT, RGB_CHARTREUSE);
+ rgb_matrix_set_color(LED_END, RGB_CHARTREUSE);
+ rgb_matrix_set_color(LED_PGUP, RGB_CHARTREUSE);
+ rgb_matrix_set_color(LED_PGDN, RGB_CHARTREUSE);
+ } else {
+ rgb_matrix_set_color(LED_L5, RGB_OFFBLUE);
+ rgb_matrix_set_color(LED_L6, RGB_OFFBLUE);
+ rgb_matrix_set_color(LED_CAPS, RGB_OFFBLUE);
}
- rgb_matrix_set_color(LED_L5, RGB_OFFBLUE);
- rgb_matrix_set_color(LED_L6, RGB_OFFBLUE);
- rgb_matrix_set_color(LED_CAPS, RGB_OFFBLUE);
- rgb_matrix_set_color(LED_UP, RGB_CHARTREUSE);
- rgb_matrix_set_color(LED_DOWN, RGB_CHARTREUSE);
- rgb_matrix_set_color(LED_LEFT, RGB_CHARTREUSE);
- rgb_matrix_set_color(LED_RIGHT, RGB_CHARTREUSE);
- rgb_matrix_set_color(LED_RCTL, RGB_CHARTREUSE);
- rgb_matrix_set_color(LED_RSFT, RGB_CHARTREUSE);
- rgb_matrix_set_color(LED_END, RGB_CHARTREUSE);
- rgb_matrix_set_color(LED_PGUP, RGB_CHARTREUSE);
- rgb_matrix_set_color(LED_PGDN, RGB_CHARTREUSE);
break;
// MOUSEKEYS mode RGB
@@ -308,19 +445,229 @@ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
rgb_matrix_set_color(LED_END, RGB_CYAN);
rgb_matrix_set_color(LED_PGUP, RGB_OFFBLUE);
rgb_matrix_set_color(LED_PGDN, RGB_OFFBLUE);
-
break;
- // Colemak layer RGB
- #ifdef COLEMAK_LAYER_ENABLE
+ // Colemak layer RGB
+ #ifdef COLEMAK_LAYER_ENABLE
case _COLEMAK:
for (uint8_t i = 0; i < ARRAYSIZE(LED_SIDE_RIGHT); i++) {
rgb_matrix_set_color(LED_SIDE_RIGHT[i], RGB_MAGENTA);
rgb_matrix_set_color(LED_SIDE_LEFT[i], RGB_MAGENTA);
}
break;
- #endif
+ #endif
+
+ // Paddle game logic
+ #ifdef GAME_ENABLE
+ case _GAME:
+ if (!game_start) {
+ srand((unsigned int) timer_read());
+
+ // Store user light settings
+ last_hsv = rgb_matrix_get_hsv();
+ rgb_matrix_sethsv_noeeprom(0, 0, 0);
+
+ paddle_pos_full = 8;
+ paddle_lives = 4;
+ bounce_count = 0;
+ level_number = 0;
+ damage_count = 0;
+
+ init_ball(0);
+ ball[1].on = false;
+ ball_timer = timer_read();
+
+ game_start = true;
+ }
+
+ // Set level indicator
+ if (level_number < 12) {
+ rgb_matrix_set_color(GAME_R0[level_number], RGB_BLUE);
+ }
+
+ // Set life bar
+ for (uint8_t i = 0; i < paddle_lives; i++) {
+ rgb_matrix_set_color(GAME_LIVES[i], RGB_GREEN);
+ }
+
+ uint8_t paddle_pos = paddle_pos_full >> 1;
+
+ if (damage_count > 0) {
+ // Flash paddle when receiving damage
+ if (timer_elapsed(damage_timer) > 500) {
+ --damage_count;
+ damage_timer = timer_read();
+ }
+ if ((damage_count & 1) == 0) {
+ for (uint8_t i = 0; i < 3; i++) {
+ rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_RED);
+ }
+ }
+ if (damage_count == 0) {
+ ball_timer = timer_read();
+ }
+
+ } else if (paddle_lives == 0) {
+ // Game over
+ for (uint8_t i = 0; i < sizeof(LED_GAME_OVER) / sizeof(LED_GAME_OVER[0]); i++) {
+ rgb_matrix_set_color(LED_GAME_OVER[i], RGB_RED);
+ }
+
+ } else if (level_number >= 12) {
+ // You win
+ if (rgb_value.r == 0xff && rgb_value.g < 0xff) {
+ if (rgb_value.b > 0) {
+ --rgb_value.b;
+ } else {
+ ++rgb_value.g;
+ }
+ } else if (rgb_value.g == 0xff && rgb_value.b < 0xff) {
+ if (rgb_value.r > 0) {
+ --rgb_value.r;
+ } else {
+ ++rgb_value.b;
+ }
+ } else if (rgb_value.b == 0xff && rgb_value.r < 0xff) {
+ if (rgb_value.g > 0) {
+ --rgb_value.g;
+ } else {
+ ++rgb_value.r;
+ }
+ }
+
+ for (uint8_t i = 0; i < 3; i++) {
+ rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], rgb_value.r, rgb_value.g, rgb_value.b);
+ }
+ rgb_matrix_set_color(GAME_SMILE1[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b);
+ rgb_matrix_set_color(GAME_SMILE1[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b);
+ rgb_matrix_set_color(GAME_SMILE2[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b);
+ rgb_matrix_set_color(GAME_SMILE2[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b);
+
+ } else {
+ // normal game loop
+
+ // Set paddle position
+ for (uint8_t i = 0; i < 3; i++) {
+ rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_GREEN);
+ }
+
+ // Ball movement logic happens at intervals
+ if (timer_elapsed(ball_timer) > GAME_TIMER[level_number]) {
+ for (int i = 0; i < 2; ++i) {
+ if (ball[i].on) {
+ // Ball movement
+ if (ball[i].up) {
+ if (ball[i].y > 0) {
+ --ball[i].y;
+ if (!ball[i].left) ++ball[i].x;
+ } else {
+ // Count reflections. If > 10, increase level
+ ++bounce_count;
+ if (bounce_count >= 10) {
+ bounce_count = 0;
+ ++level_number;
+ }
+ ball[i].on = false;
+ }
+ } else {
+ ++ball[i].y;
+ if (ball[i].left) --ball[i].x;
+ if (ball[i].y > 4) {
+ // Remove a life if ball isn't returned and isn't enemy
+ if (!ball[i].enemy) {
+ hurt_paddle();
+ i = 2;
+ } else {
+ ball[i].on = false;
+ }
+ }
+ }
+ }
+ }
+ if (ball[0].y == 4 && !ball[1].on) {
+ init_ball(1);
+ }
+ if (ball[1].y == 4 && !ball[0].on) {
+ init_ball(0);
+ }
+ if (!ball[0].on && !ball[1].on) {
+ init_ball(0);
+ }
+ ball_timer = timer_read();
+ }
+
+ // Other ball stuff
+ for (int i = 0; i < 2; ++i) {
+ if (ball[i].on) {
+ // Ball deflection logic
+ if (!ball[i].up && ball[i].y == 4 && (ball[i].x == paddle_pos || ball[i].x == paddle_pos - 1 || ball[i].x == paddle_pos + 1)) {
+ if (!ball[i].enemy) {
+ --ball[i].y;
+ if (!ball[i].left) {
+ ++ball[i].x;
+ }
+ ball[i].up = true;
+ } else {
+ hurt_paddle();
+ i = 2;
+ }
+ }
+
+ // Ball display
+ switch (ball[i].y) {
+ case 0:
+ if (ball[i].enemy) {
+ rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_RED);
+ } else {
+ rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_WHITE);
+ }
+ break;
+
+ case 1:
+ if (ball[i].enemy) {
+ rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_RED);
+ } else {
+ rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_WHITE);
+ }
+ break;
+
+ case 2:
+ if (ball[i].enemy) {
+ rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_RED);
+ } else {
+ rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_WHITE);
+ }
+ break;
+
+ case 3:
+ if (ball[i].enemy) {
+ rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_RED);
+ } else {
+ rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_WHITE);
+ }
+ break;
+
+ case 4:
+ if (ball[i].enemy) {
+ rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_RED);
+ } else {
+ rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_WHITE);
+ }
+ break;
+ }
+ }
+ }
+ }
+ break;
+ #endif //GAME_ENABLE
default:
+ #ifdef GAME_ENABLE
+ if (game_start) {
+ // Reset lighting settings
+ game_start = false;
+ rgb_matrix_sethsv_noeeprom(last_hsv.h, last_hsv.s, last_hsv.v);
+ }
+ #endif //GAME_ENABLE
break;
}
}
@@ -329,8 +676,6 @@ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
void keyboard_post_init_keymap(void) {
// keyboard_post_init_user() moved to userspace
#ifdef RGB_MATRIX_ENABLE
- rgb_matrix_mode_noeeprom(RGB_MATRIX_SOLID_COLOR);
- rgb_matrix_sethsv_noeeprom(20, 255, 127); // Default startup color (Hue:amber Saturation:full Value(brightness):mid)
activate_rgb_nightmode(false); // Set to true if you want to startup in nightmode, otherwise use Fn + Z to toggle
#endif
} \ No newline at end of file
diff --git a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/paddlegame.h b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/paddlegame.h
new file mode 100644
index 0000000000..3d33975cfe
--- /dev/null
+++ b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/paddlegame.h
@@ -0,0 +1,48 @@
+/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
+ Copyright 2021 Tomas Guinan
+
+This program is free software: you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation, either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program. If not, see <http://www.gnu.org/licenses/>.
+*/
+
+#ifdef GAME_ENABLE
+const uint16_t GAME_TIMER[] = {
+ 400, 350, 300, 250, 400, 350, 300, 250, 225, 200, 175, 150
+};
+
+bool game_start = false;
+HSV last_hsv;
+static uint8_t paddle_pos_full;
+static uint8_t paddle_lives;
+static uint8_t level_number;
+static uint8_t bounce_count;
+static uint8_t damage_count;
+static uint16_t damage_timer;
+static uint16_t ball_timer;
+
+struct BallStruct
+{
+ uint8_t x;
+ uint8_t y;
+ bool on;
+ bool up;
+ bool left;
+ bool enemy;
+};
+
+struct BallStruct ball[2];
+
+void init_ball(uint8_t i);
+void hurt_paddle(void);
+
+#endif //GAME_ENABLE \ No newline at end of file
diff --git a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/readme.md b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/readme.md
index 3db6923d76..c378276434 100644
--- a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/readme.md
+++ b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/readme.md
@@ -1,6 +1,6 @@
-# gourdo1's GMMK Pro ANSI layout
+# [gourdo1's](mailto:gourdo1@outlook.com) GMMK Pro ANSI layout
-This Windows-centric layout is based on [Jonavin's](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/ansi/keymaps/jonavin) GMMK Pro layout with several additions, modifications, a tweaked keymap, updated layers and expanded RGB controls.
+This Windows-centric ANSI layout is based on [Jonavin's](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/jonavin) GMMK Pro layout with many additions, fixes, a revamped keymap, persistent user customizations, updated layers, [Tomas Guinan's paddle game](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame) and expanded RGB effects and controls.
![image](https://raw.githubusercontent.com/gourdo1/media/main/susuwatari.jpg)
@@ -8,26 +8,51 @@ This Windows-centric layout is based on [Jonavin's](https://github.com/qmk/qmk_f
### Core Functionality
+* Quick & Easy Customization: Open a text editor and hit [FN]` (tilde key) to view toggle-able features. (added Jun 29, 2022)
* [VIA](https://www.caniusevia.com/) support enabled (added Mar 16, 2022)
* Most [default Glorious shortcuts](https://cdn.shopify.com/s/files/1/0549/2681/files/GMMK_Pro_User_Guide.pdf) enabled
-* [N-key Rollover](https://en.wikipedia.org/wiki/Rollover_\(keyboard\)#n-key_rollover) (NKRO) -- toggled with FN+R
-* Gaming mode (FN + Win-key) locks out Win-key as well as double-tap Shift Capslock; Also RGB highlights WSAD and nearby gaming related keys
-* [Caps Word](https://getreuer.info/posts/keyboards/caps-word/index.html) enabled: To capitalize the next word only, press and release both left and right shift keys at the same time. (added Feb 25, 2022)
-* Multi-monitor app moving shortcuts: FN + [,] (square brackets) to move current app window to next monitor (added Apr 11, 2022)
-* Domain shortcuts: FN+.=".com", FN+O="outlook.com", FN+Y="yahoo.com", FN+H="hotmail.com", FN+G="gmail.com". (added Apr 7, 2022)
+* [N-key Rollover](https://en.wikipedia.org/wiki/Rollover_\(keyboard\)#n-key_rollover) (NKRO) -- toggled with [FN]R
+* 1000Hz polling rate with 5ms debounce time for quick response in games
+* Mouse Keys! Don't want to move your hands off the keyboard or you didn't bring it with you? Use cursor keys to move the mouse
+* Overlay numpad on 789-UIOP-JKL;-M,. & Space-bar mapped to Enter key for rapid number entry
+* Gaming mode ([FN]Win-key) locks out Win-key and double-tap Shift Capslock; Also RGB highlights WSAD and nearby gaming keys
+* Caps Word enabled: To capitalize the next word only, press and release left and right shift at the same time. (added Feb 25, 2022)
+* Multi-monitor app moving shortcuts: [FN] ],[ (square brackets) to move current app window to next monitor (added Apr 11, 2022)
* Capslock toggled by double tap of Left Shift key or FN + Capslock (RGB green highlighted)
-* Fn-Backslash for [Bootloader mode](https://github.com/qmk/qmk_firmware/blob/master/docs/newbs_flashing.md)
+* Paddle game accessible via [FN]P. Hit [FN]P again or double tap [ESC] to exit (added May 5, 2022)
+* Single-handed shortcut for Ctrl-Alt-Delete: [FN]/ (added May 14, 2022)
+* Single-handed shortcut for WinKey-L (lock Windows): [FN]L (added May 17, 2022)
+* Domain shortcuts: [FN]. for .com, [FN]O for outlook.com, [FN]Y for yahoo.com, [FN]H for hotmail.com, [FN]G for gmail.com. (added Apr 7, 2022)
+* FN-Backslash for [Bootloader mode](https://github.com/qmk/qmk_firmware/blob/master/docs/newbs_flashing.md)
* Home key on F13, Del key right of Backspace
* Insert accessible via Shift-Backspace (so shift delete still works in Windows Explorer)
-* PrtScrn, Scroll Lock, Pause/Break are top right on the keyboard: Fn+F11, Fn+F12, Fn+F13
-* [Colemak](https://colemak.com/) key layout support (Layer accessible via Left Shift + turn Encoder clockwise until side LEDs light up purple)
+* PrtScrn, Scroll Lock, Pause/Break are top right on the keyboard: [FN]F11, [FN]F12, [FN]F13
+* [Colemak](https://colemak.com/) key layout support (Accessible via Left Shift + turn Encoder clockwise until side LEDs light up purple)
* Double tap ESC any time to revert to base layer (added Feb 26, 2022)
+* RGB backlight effects expanded to include framebuffer effects and reactive keypress modes (updated May 24, 2022)
+* RGB backlight now remembers last color & effect settings after power down (updated May 24, 2022)
+
+### Quick & Easy Customization
+* Below features can be toggled by holding [FN] and pressing the number corresponding to that feature. Changes are saved to EEPROM for persistence.
+* Print current settings by opening a text editor and pressing [FN]~ (CAUTION: verbose!)
+* Quick view current settings by holding [FN] and viewing RGB under number keys (green means ON, violet means OFF)
+
+#### Toggle-able Settings:
+ 1. CapsLock RGB - highlight under alpha keys
+ 2. Numpad RGB - highlight under numpad layer keys
+ 3. ESC key - Double tap ESC key to go to base layer
+ 4. Swap DEL and HOME - Default is DEL to the right of BKSPC & HOME is above BKSPC
+ 5. Capslock function - Toggle between double tap LShift for CapsLock with Numpad on CapsLock key (default) and standard CapsLock
+ 6. Encoder button - default mutes volume; alternate plays/pauses media
+ 7. Insert function - Toggle between SHIFT-BKSPC and SHIFT-DEL
+ 8. Modded-Space override - Use standard Space in place of modded-Space functions
### Numpad + Mouse Keys (Capslock key)
* Overlay numpad + [Mouse Keys](https://github.com/qmk/qmk_firmware/blob/master/docs/feature_mouse_keys.md) are accessed through Capslock key hold (temp) or double press (locked) with RGB highlighting
+* Numpad uses Space-bar as Enter for rapid number entry (added May 17, 2022)
* This layer disables much of the keyboard, except X/C/V for cut/copy/paste, WASD for cursor, Q/E for PgUp/PgDn, cursor keys become mouse keys, surrounding keys become mouse buttons and all number keys become numpad versions (so Alt char codes work regardless of which set you use)
-* Fn & N keys light up orange if system numlock is off (inverted status), indicating numpad keys will not deliver expected output (FN + N to toggle)
+* FN and N keys light up orange if system numlock is off (inverted status), indicating numpad keys will not deliver expected output ([FN]N to toggle)
* Double zero on comma key.
* [Mouse Keys](https://github.com/qmk/qmk_firmware/blob/master/docs/feature_mouse_keys.md) allow you to use the mouse without taking your hand off the keyboard. (added Mar 15, 2022)
* Mouse controls are: Cursor keys = move mouse; RShift = button1, End = button2, RCtrl = button3, PgUp/PgDn = Scroll wheel
@@ -37,40 +62,54 @@ This Windows-centric layout is based on [Jonavin's](https://github.com/qmk/qmk_f
* Default knob turn changes volume; button press toggles mute
* Exponential encoder - quick repeated volume up doubles increase; quick repeated volume down triples decrease (added Feb 17, 2022)
-* FN knob turn changes RGB idle timeout
+* FN + knob turn changes RGB idle timeout
+* FN + knob push puts PC to Sleep (Added May 14, 2022)
* holding Left Shift changes layers
* holding Right Shift navigates page up/down
* holding Left Ctrl navigates prev/next word
* holding Right Ctrl changes RGB hue/color
* holding Left Alt changes media prev/next track
+### Paddle Game
+
+* Based on [Tomas Guinan's excellent GMMK Pro paddle game](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame)
+* Paddle Game playable by pressing [FN]P (P lights up green in FN layer if game is enabled in firmware, otherwise it lights up red)
+* Use rotary encoder to control paddle
+* Contains 12 levels, indicated by blue LED on F-key row
+* Player has 4 lives, indicated by nav cluster
+* Deflect white balls while avoiding red ones
+* Use [FN]P, double tap ESC or otherwise change layer to quit game
+
### Global RGB Controls
-* RGB backlight lighting effect: FN + up/down
-* RGB backlight effect speed: FN + left/right
-* RGB backlight hue cycle: FN + A/D
-* RGB backlight brightness: FN + W/S
-* RGB backlight saturation: FN + Q/E (added Feb 4, 2022)
-* RGB backlight night mode toggle: FN + Z (indicators still work)
-* RGB backlight timeout: FN + Encoder or "-" and "=" (default 15 minutes) (updated Apr 7, 2022)
- * indicators in FN layer using RGB in F-key and number rows to show the current timeout in minutes
-* RGB indicators on left side LEDs: Capslock (green), Scroll Lock (red), and Num Lock not set (orange)
-* FN + Z to turn off RGB backlighting; press again to toggle
+* RGB backlight lighting effect: [FN]up/down
+* RGB backlight effect speed: [FN]left/right
+* RGB backlight hue cycle: [FN]A/D
+* RGB backlight brightness: [FN]W/S
+* RGB backlight saturation: [FN]Q/E (added Feb 4, 2022)
+* RGB backlight night mode toggle: [FN]Z (indicators still work)
+* RGB backlight timeout: [FN]Encoder or "-" and "=" (default 15 minutes) (updated June 28, 2022)
+ * F-key row indicator lights (cyan and blue) in FN layer display the current backlight timeout in minutes
+* [FN]Z to turn off RGB backlighting (indicator lights still work); press again to toggle
+* Left side RGB indicators in order from top: System NumLock off (orange), Scroll Lock (red), Numpad (blue), Capslock (green).
### Advanced Controls
-* FN + \ to get to bootloader mode
-* FN + [ESC] to clear EEPROM (then unplug and re-plug) (added Apr 11, 2022)
-* FN + R to toggle N-key Rollover (added Apr 11, 2022)
+* [FN]\ to get to bootloader mode
+* [FN][ESC] to clear EEPROM (added Apr 11, 2022)
+* [FN]R to toggle N-key Rollover (added Apr 11, 2022)
+* [FN]/ is single-handed shortcut to Ctrl-Alt-Delete (added May 14, 2022)
+* [FN]L is single-handed shortcut to Win-L (lock Windows) (added May 17, 2022)
+* [FN][Encoder press] to sleep Windows PC (added May 14, 2022)
-Link to latest firmware binary: https://github.com/gourdo1/media/raw/main/gmmk_pro_ansi_gourdo1.bin
+Link to latest firmware binary: https://github.com/gourdo1/gmmkpro-media/raw/main/gmmk_pro_rev1_ansi_gourdo1.bin
-Link to cheatsheet: https://github.com/gourdo1/media/raw/main/GMMK_Pro_Cheatsheet.pdf
+Link to cheatsheet: https://github.com/gourdo1/gmmkpro-media/raw/main/GMMK_Pro_Cheatsheet.pdf
## rules.mk Options
-STARTUP_NUMLOCK_ON = yes - turns on NUMLOCK by default
+STARTUP_NUMLOCK_ON = yes - Turns on NUMLOCK by default
ENCODER_DEFAULTACTIONS_ENABLE = yes - Enabled default encoder functions
@@ -78,20 +117,21 @@ TD_LSFT_CAPSLOCK_ENABLE = yes - This will enable double tap on Left Shift
IDLE_TIMEOUT_ENABLE = yes - Enables Timer functionality; for RGB idle timeouts that can be changed dynamically
-INVERT_NUMLOCK_INDICATOR - inverts the Numlock indicator, LED is on when numlock is off -- numlock interferes with numpad keys, so should generally be off when numpad layer is active.
+INVERT_NUMLOCK_INDICATOR - Inverts the Numlock indicator, LED is on when numlock is off -- numlock interferes with overlay numpad, so should be off when numpad layer is active unless you have an external numpad.
-COLEMAK_LAYER_ENABLE = yes - Enable optional 5th layer for COLEMAK layout. Use Shift + encoder to enter 5th layer.
+COLEMAK_LAYER_ENABLE = yes - Enables optional 5th layer for COLEMAK layout. Use Shift + encoder to enter 5th layer.
+GAME_ENABLE ?= yes - Enables Paddle Game
## Layer Diagrams
### Base layer
-![image](https://raw.githubusercontent.com/gourdo1/media/main/base.png)
+![image](https://raw.githubusercontent.com/gourdo1/gmmkpro-media/main/base.png)
-### Fn Layer
-![image](https://raw.githubusercontent.com/gourdo1/media/main/fn1.png)
+### FN Layer
+![image](https://raw.githubusercontent.com/gourdo1/gmmkpro-media/main/fn1.png)
### Layer 2 (Numpad)
-![image](https://raw.githubusercontent.com/gourdo1/media/main/numpad.png)
+![image](https://raw.githubusercontent.com/gourdo1/gmmkpro-media/main/numpad.png)
### COLEMAK layer
![image](https://user-images.githubusercontent.com/71780717/131235050-980d2f54-2d23-4ae8-a83f-9fcdbe60d6cb.png)
diff --git a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/rgb_matrix_map.h b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/rgb_matrix_map.h
index 38da50754b..f1609a4bb3 100644
--- a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/rgb_matrix_map.h
+++ b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/rgb_matrix_map.h
@@ -1,5 +1,5 @@
/* Copyright 2021 Jonavin Eng @Jonavin
- Copyright 2022 gourdo1 <jcblake@outlook.com>
+ Copyright 2022 gourdo1 <gourdo1@outlook.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
@@ -16,6 +16,11 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifdef RGB_MATRIX_ENABLE
+
+//Define variables for Game
+bool fn_active = false;
+RGB rgb_value;
+
// Custom GMMK Pro-specific RGB color customizations (defaults found in quantum/color.h)
#define RGB_GODSPEED 0x00, 0xE4, 0xFF // color for matching keycaps
#define RGB_NAUTILUS 0x00, 0xA4, 0xA9 // Nautilus Font colors
@@ -194,7 +199,7 @@ const uint8_t LED_LIST_NUMROW[] = {
};
const uint8_t LED_LIST_LETTERS[] = {
- LED_1,
+/* LED_1,
LED_2,
LED_3,
LED_4,
@@ -203,7 +208,7 @@ const uint8_t LED_LIST_LETTERS[] = {
LED_7,
LED_8,
LED_9,
- LED_0,
+ LED_0, */
LED_Q,
LED_W,
LED_E,
@@ -284,4 +289,122 @@ const uint8_t LED_SIDE_RIGHT[] = {
LED_R8
};
+#ifdef GAME_ENABLE
+// Game LED rules
+const uint8_t GAME_LIVES[] = {
+ LED_DEL,
+ LED_PGUP,
+ LED_PGDN,
+ LED_END
+};
+const uint8_t GAME_PADDLE[] = {
+ LED_Z,
+ LED_X,
+ LED_C,
+ LED_V,
+ LED_B,
+ LED_N,
+ LED_M,
+ LED_COMM,
+ LED_DOT,
+ LED_SLSH
+};
+const uint8_t GAME_SMILE1[] = {
+ LED_A,
+ LED_S,
+ LED_D,
+ LED_F,
+ LED_G,
+ LED_H,
+ LED_J,
+ LED_K,
+ LED_L,
+ LED_SCLN,
+ LED_QUOT
+};
+const uint8_t GAME_SMILE2[] = {
+ LED_2,
+ LED_3,
+ LED_4,
+ LED_5,
+ LED_6,
+ LED_7,
+ LED_8,
+ LED_9,
+ LED_0,
+ LED_MINS,
+ LED_EQL
+};
+const uint8_t GAME_R4[] = {
+ LED_X,
+ LED_C,
+ LED_V,
+ LED_B,
+ LED_N,
+ LED_M,
+ LED_COMM,
+ LED_DOT
+};
+const uint8_t GAME_R3[] = {
+ LED_S,
+ LED_D,
+ LED_F,
+ LED_G,
+ LED_H,
+ LED_J,
+ LED_K,
+ LED_L,
+ LED_SCLN
+};
+const uint8_t GAME_R2[] = {
+ LED_W,
+ LED_E,
+ LED_R,
+ LED_T,
+ LED_Y,
+ LED_U,
+ LED_I,
+ LED_O,
+ LED_P,
+ LED_LBRC
+};
+const uint8_t GAME_R1[] = {
+ LED_2,
+ LED_3,
+ LED_4,
+ LED_5,
+ LED_6,
+ LED_7,
+ LED_8,
+ LED_9,
+ LED_0,
+ LED_MINS,
+ LED_EQL
+};
+const uint8_t GAME_R0[] = {
+ LED_F1,
+ LED_F2,
+ LED_F3,
+ LED_F4,
+ LED_F5,
+ LED_F6,
+ LED_F7,
+ LED_F8,
+ LED_F9,
+ LED_F10,
+ LED_F11,
+ LED_F12
+};
+const uint8_t LED_GAME_OVER[] = {
+ LED_5,
+ LED_8,
+ LED_F,
+ LED_G,
+ LED_H,
+ LED_J,
+ LED_C,
+ LED_M
+};
+#endif //GAME_ENABLE
+
#endif \ No newline at end of file
diff --git a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/rules.mk b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/rules.mk
index b236d9132c..585f7846dd 100644
--- a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/rules.mk
+++ b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/rules.mk
@@ -1,18 +1,18 @@
-SRC += caps_word.c
-
LTO_ENABLE = yes # link time optimization -- achieves a smaller compiled size
CONSOLE_ENABLE = no
COMMAND_ENABLE = no
-MOUSEKEY_ENABLE = yes
-
-VIA_ENABLE = yes
-TAP_DANCE_ENABLE = yes
BOOTMAGIC_ENABLE = yes # Enable Bootmagic Lite
+VIA_ENABLE = yes
-TD_LSFT_CAPSLOCK_ENABLE = yes
+MOUSEKEY_ENABLE = yes
+TAP_DANCE_ENABLE = yes
+CAPS_WORD_ENABLE = yes # Enable built-in Caps Word functionality
IDLE_TIMEOUT_ENABLE = yes
STARTUP_NUMLOCK_ON = yes
ENCODER_DEFAULTACTIONS_ENABLE = no
-
COLEMAK_LAYER_ENABLE = yes # Enable Colemak layer / set to no to disable
INVERT_NUMLOCK_INDICATOR = yes
+GAME_ENABLE ?= yes # Enable Paddle Game / set to no to disable
+ifeq ($(strip $(GAME_ENABLE)), yes)
+ OPT_DEFS += -DGAME_ENABLE
+endif