diff options
Diffstat (limited to 'keyboards')
17 files changed, 2283 insertions, 390 deletions
diff --git a/keyboards/ferris/keymaps/bruun-baer/config.h b/keyboards/ferris/keymaps/bruun-baer/config.h new file mode 100644 index 0000000000..4f63ee544f --- /dev/null +++ b/keyboards/ferris/keymaps/bruun-baer/config.h @@ -0,0 +1,39 @@ +/* +Copyright 2022 Alexander Bruun <alex@bruun.xyz> + +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 +// Set the mouse settings to a comfortable speed/accuracy trade-off, +// assuming a screen refresh rate of 60 Htz or higher +// The default is 50. This makes the mouse ~3 times faster and more accurate +#define MOUSEKEY_INTERVAL 16 +// The default is 20. Since we made the mouse about 3 times faster with the previous setting, +// give it more time to accelerate to max speed to retain precise control over short distances. +#define MOUSEKEY_TIME_TO_MAX 40 +// The default is 300. Let's try and make this as low as possible while keeping the cursor responsive +#define MOUSEKEY_DELAY 100 +// It makes sense to use the same delay for the mouseweel +#define MOUSEKEY_WHEEL_DELAY 100 +// The default is 100 +#define MOUSEKEY_WHEEL_INTERVAL 50 +// The default is 40 +#define MOUSEKEY_WHEEL_TIME_TO_MAX 100 + +// Pick good defaults for enabling homerow modifiers +#define TAPPING_TERM 200 +#define PERMISSIVE_HOLD +#define IGNORE_MOD_TAP_INTERRUPT +#define TAPPING_FORCE_HOLD diff --git a/keyboards/ferris/keymaps/bruun-baer/keymap.json b/keyboards/ferris/keymaps/bruun-baer/keymap.json new file mode 100644 index 0000000000..ee966ab1b5 --- /dev/null +++ b/keyboards/ferris/keymaps/bruun-baer/keymap.json @@ -0,0 +1,71 @@ +{ + "version": 1, + "notes": "Personal keymap", + "documentation": "\"This file is a QMK Configurator export. You can import this at <https://config.qmk.fm>. It can also be used directly with QMK's source code.\n\nTo setup your QMK environment check out the tutorial: <https://docs.qmk.fm/#/newbs>\n\nYou can convert this file to a keymap.c using this command: `qmk json2c {keymap}`\n\nYou can compile this keymap using this command: `qmk compile {keymap}`\"\n", + "keyboard": "ferris/sweep", + "keymap": "bruun-baer", + "layout": "LAYOUT_split_3x5_2", + "layers": [ + ["KC_Q" , "KC_D" , "KC_R" , "KC_W" , "KC_B", + "KC_J" , "KC_F" , "KC_U" , "KC_P" , "KC_QUOT", + + "LGUI_T(KC_A)", "LALT_T(KC_S)", "LSFT_T(KC_H)", "LCTL_T(KC_T)" , "KC_G", + "KC_Y" , "LCTL_T(KC_N)", "LSFT_T(KC_E)", "LALT_T(KC_O)" , "LGUI_T(KC_I)", + + "KC_Z" , "RALT_T(KC_X)", "KC_M" , "KC_C" , "KC_V", + "KC_K" , "KC_L" , "KC_COMM" , "RALT_T(KC_DOT)", "KC_SLSH", + + "LT(3,KC_SPC)", "LT(4,KC_TAB)", + "LT(2,KC_ENT)", "LT(1,KC_BSPC)" + ], + ["KC_LBRC" , "KC_7" , "KC_8" , "KC_9" , "KC_RBRC", + "KC_NO" , "KC_NO" , "KC_NO" , "KC_NO" , "KC_NO", + + "KC_SCLN" , "KC_4" , "KC_5" , "KC_6" , "KC_EQL", + "KC_NO" , "KC_LCTL" , "KC_LSFT" , "KC_LALT" , "KC_LGUI", + + "KC_GRV" , "KC_1" , "KC_2" , "KC_3" , "KC_BSLS", + "KC_NO" , "KC_NO" , "KC_NO" , "KC_RALT" , "KC_NO", + + "KC_0" , "KC_MINS", + "KC_NO" , "KC_NO" + ], + ["KC_LCBR" , "KC_AMPR" , "KC_ASTR" , "KC_LPRN" , "KC_RCBR", + "KC_NO" , "KC_NO" , "KC_NO" , "KC_NO" , "KC_NO", + + "KC_COLN" , "KC_DLR" , "KC_PERC" , "KC_CIRC" , "KC_PLUS", + "KC_NO" , "KC_LCTL" , "KC_LSFT" , "KC_LALT" , "KC_LGUI", + + "KC_TILD" , "KC_EXLM" , "KC_AT" , "KC_HASH" , "KC_PIPE", + "KC_NO" , "KC_NO" , "KC_NO" , "KC_RALT" , "KC_NO", + + "KC_RPRN" , "KC_UNDS", + "KC_NO" , "KC_NO" + ], + ["KC_F12" , "KC_F7" , "KC_F8" , "KC_F9" , "KC_PSCR", + "KC_AGIN" , "KC_PSTE" , "KC_COPY" , "KC_CUT" , "KC_UNDO", + + "KC_F11" , "KC_F4" , "KC_F5" , "KC_F6" , "KC_SCRL", + "KC_CAPS" , "KC_LEFT" , "KC_DOWN" , "KC_UP" , "KC_RGHT", + + "KC_F10" , "KC_F1" , "KC_F2" , "KC_F3" , "KC_PAUS", + "KC_INS" , "KC_HOME" , "KC_PGDN" , "KC_PGUP" , "KC_END", + + "KC_NO" , "KC_NO", + "KC_ESC" , "KC_DEL" + ], + ["KC_NO" , "KC_NO" , "KC_NO" , "KC_NO" , "KC_NO", + "KC_MPLY" , "KC_MPRV" , "KC_VOLD" , "KC_VOLU" , "KC_MNXT", + + "KC_LGUI" , "KC_LALT" , "KC_LSFT" , "KC_LCTL" , "KC_NO", + "KC_MUTE" , "KC_MS_L" , "KC_MS_D" , "KC_MS_U" , "KC_MS_R", + + "KC_NO" , "KC_RALT" , "KC_NO" , "KC_NO" , "KC_NO", + "KC_BTN3" , "KC_WH_L" , "KC_WH_D" , "KC_WH_U" , "KC_WH_R", + + "KC_NO" , "KC_NO", + "KC_BTN1" , "KC_BTN2" + ] + ], + "author": "@bruun-baer" +} diff --git a/keyboards/ferris/keymaps/bruun-baer/readme.md b/keyboards/ferris/keymaps/bruun-baer/readme.md new file mode 100644 index 0000000000..7d1d78b5f1 --- /dev/null +++ b/keyboards/ferris/keymaps/bruun-baer/readme.md @@ -0,0 +1,2 @@ +Personal Ferris Sweep Keymap +=============================================== diff --git a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/caps_word.c b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/caps_word.c deleted file mode 100644 index d2f7b6ee7f..0000000000 --- a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/caps_word.c +++ /dev/null @@ -1,150 +0,0 @@ -// Copyright 2021-2022 Google LLC -// -// Licensed under the Apache License, Version 2.0 (the "License"); -// you may not use this file except in compliance with the License. -// You may obtain a copy of the License at -// -// https://www.apache.org/licenses/LICENSE-2.0 -// -// Unless required by applicable law or agreed to in writing, software -// distributed under the License is distributed on an "AS IS" BASIS, -// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -// See the License for the specific language governing permissions and -// limitations under the License. -// -// -// For full documentation, see -// https://getreuer.info/posts/keyboards/caps-word - -#include "caps_word.h" - -static bool caps_word_active = false; - -#if CAPS_WORD_IDLE_TIMEOUT > 0 -#if CAPS_WORD_IDLE_TIMEOUT < 100 || CAPS_WORD_IDLE_TIMEOUT > 30000 -// Constrain timeout to a sensible range. With the 16-bit timer, the longest -// representable timeout is 32768 ms, rounded here to 30000 ms = half a minute. -#error "caps_word: CAPS_WORD_IDLE_TIMEOUT must be between 100 and 30000 ms" -#endif - -static uint16_t idle_timer = 0; - -void caps_word_task(void) { - if (caps_word_active && timer_expired(timer_read(), idle_timer)) { - caps_word_set(false); - } -} -#endif // CAPS_WORD_IDLE_TIMEOUT > 0 - -bool process_caps_word(uint16_t keycode, keyrecord_t* record) { -#ifndef NO_ACTION_ONESHOT - const uint8_t mods = get_mods() | get_oneshot_mods(); -#else - const uint8_t mods = get_mods(); -#endif // NO_ACTION_ONESHOT - - if (!caps_word_active) { - // Pressing both shift keys at the same time enables caps word. - if ((mods & MOD_MASK_SHIFT) == MOD_MASK_SHIFT) { - caps_word_set(true); // Activate Caps Word. - return false; - } - return true; - } else { -#if CAPS_WORD_IDLE_TIMEOUT > 0 - idle_timer = record->event.time + CAPS_WORD_IDLE_TIMEOUT; -#endif // CAPS_WORD_IDLE_TIMEOUT > 0 - } - - if (!record->event.pressed) { return true; } - - if (!(mods & ~MOD_MASK_SHIFT)) { - switch (keycode) { - // Ignore MO, TO, TG, TT, and OSL layer switch keys. - case QK_MOMENTARY ... QK_MOMENTARY_MAX: - case QK_TO ... QK_TO_MAX: - case QK_TOGGLE_LAYER ... QK_TOGGLE_LAYER_MAX: - case QK_LAYER_TAP_TOGGLE ... QK_LAYER_TAP_TOGGLE_MAX: - case QK_ONE_SHOT_LAYER ... QK_ONE_SHOT_LAYER_MAX: - return true; - -#ifndef NO_ACTION_TAPPING - case QK_MOD_TAP ... QK_MOD_TAP_MAX: - if (record->tap.count == 0) { - // Deactivate if a mod becomes active through holding a mod-tap key. - caps_word_set(false); - return true; - } - keycode &= 0xff; - break; - -#ifndef NO_ACTION_LAYER - case QK_LAYER_TAP ... QK_LAYER_TAP_MAX: -#endif // NO_ACTION_LAYER - if (record->tap.count == 0) { return true; } - keycode &= 0xff; - break; -#endif // NO_ACTION_TAPPING - -#ifdef SWAP_HANDS_ENABLE - case QK_SWAP_HANDS ... QK_SWAP_HANDS_MAX: - if (keycode > 0x56F0 || record->tap.count == 0) { return true; } - keycode &= 0xff; - break; -#endif // SWAP_HANDS_ENABLE - } - - if (caps_word_press_user(keycode)) { - return true; - } - } - - caps_word_set(false); // Deactivate Caps Word. - return true; -} - -void caps_word_set(bool active) { - if (active != caps_word_active) { - if (active) { - clear_mods(); -#ifndef NO_ACTION_ONESHOT - clear_oneshot_mods(); -#endif // NO_ACTION_ONESHOT -#if CAPS_WORD_IDLE_TIMEOUT > 0 - idle_timer = timer_read() + CAPS_WORD_IDLE_TIMEOUT; -#endif // CAPS_WORD_IDLE_TIMEOUT > 0 - } else if ((get_weak_mods() & MOD_BIT(KC_LSFT)) != 0) { - // If the weak shift mod is still on, turn it off and send an update to - // the host computer. - del_weak_mods(MOD_BIT(KC_LSFT)); - send_keyboard_report(); - } - - caps_word_active = active; - caps_word_set_user(active); - } -} - -bool caps_word_get(void) { return caps_word_active; } - -__attribute__((weak)) void caps_word_set_user(bool active) {} - -__attribute__((weak)) bool caps_word_press_user(uint16_t keycode) { - switch (keycode) { - // Keycodes that continue Caps Word, with shift applied. - case KC_A ... KC_Z: - add_weak_mods(MOD_BIT(KC_LSFT)); // Apply shift to the next key. - return true; - - // Keycodes that continue Caps Word, without shifting. - case KC_1 ... KC_0: - case KC_BSPC: - case KC_MINS: - case KC_UNDS: - return true; - - default: - return false; // Deactivate Caps Word. - } -} - diff --git a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/caps_word.h b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/caps_word.h deleted file mode 100644 index 7f58dd3f17..0000000000 --- a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/caps_word.h +++ /dev/null @@ -1,127 +0,0 @@ -// Copyright 2021-2022 Google LLC -// -// Licensed under the Apache License, Version 2.0 (the "License"); -// you may not use this file except in compliance with the License. -// You may obtain a copy of the License at -// -// https://www.apache.org/licenses/LICENSE-2.0 -// -// Unless required by applicable law or agreed to in writing, software -// distributed under the License is distributed on an "AS IS" BASIS, -// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -// See the License for the specific language governing permissions and -// limitations under the License. -// -// -// Caps Word, activated by pressing both shift keys at the same time. -// -// This library implements "Caps Word", which is like conventional Caps Lock, -// but automatically disables itself at the end of the word. This is useful for -// typing all-caps identifiers like `MOD_MASK_ALT`. -// -// Caps Word is activated by pressing the left and right shift keys at the same -// time. This way you don't need a dedicated key for using Caps Word. I've -// tested that this works as expected with one-shot mods and Space Cadet Shift. -// If your shift keys are mod-taps, activate Caps Word by holding both shift -// mod-tap keys until the tapping term, release them, then begin typing. -// -// Optionally, Caps Word may be configured to deactivate if the keyboard is idle -// for some time. This is useful to mitigate unintended shifting when you get -// interrupted or switch to the mouse while Caps Word is active. In your -// config.h, define `CAPS_WORD_IDLE_TIMEOUT` with a time in milliseconds: -// -// #define CAPS_WORD_IDLE_TIMEOUT 5000 // Turn off Caps Word after 5 seconds. -// -// and in your keymap.c, define (or add to) `matrix_scan_user()` as -// -// void matrix_scan_user(void) { -// caps_word_task(); -// // Other tasks... -// } -// -// For full documentation, see -// https://getreuer.info/posts/keyboards/caps-word - -#pragma once - -#include QMK_KEYBOARD_H - -// Call this function from `process_record_user()` to implement Caps Word. -bool process_caps_word(uint16_t keycode, keyrecord_t* record); - -// If CAPS_WORD_IDLE_TIMEOUT is set, call `caps_word_task()` from -// `matrix_scan_user()` as described above. -// -// If CAPS_WORD_IDLE_TIMEOUT isn't set, calling this function has no effect (but -// will still compile). -#if CAPS_WORD_IDLE_TIMEOUT > 0 -void caps_word_task(void); -#else -static inline void caps_word_task(void) {} -#endif - -// Activates or deactivates Caps Word. For instance activate Caps Word with a -// combo by defining a `COMBO_ACTION` that calls `caps_word_set(true)`: -// -// void process_combo_event(uint16_t combo_index, bool pressed) { -// switch(combo_index) { -// case CAPS_COMBO: -// if (pressed) { -// caps_word_set(true); // Activate Caps Word. -// } -// break; -// -// // Other combos... -// } -// } -void caps_word_set(bool active); - -// Returns whether Caps Word is currently active. -bool caps_word_get(void); - -// An optional callback that gets called when Caps Word turns on or off. This is -// useful to represent the current Caps Word state, e.g. by setting an LED or -// playing a sound. In your keymap, define -// -// void caps_word_set_user(bool active) { -// if (active) { -// // Do something when Caps Word activates. -// } else { -// // Do something when Caps Word deactivates. -// } -// } -void caps_word_set_user(bool active); - -// An optional callback which is called on every key press while Caps Word is -// active. When the key should be shifted (that is, a letter key), the callback -// should call `add_weak_mods(MOD_BIT(KC_LSFT))` to shift the key. The callback -// also determines whether the key should continue Caps Word. Returning true -// continues the current "word", while returning false is "word breaking" and -// deactivates Caps Word. The default callback is -// -// bool caps_word_press_user(uint16_t keycode) { -// switch (keycode) { -// // Keycodes that continue Caps Word, with shift applied. -// case KC_A ... KC_Z: -// add_weak_mods(MOD_BIT(KC_LSFT)); // Apply shift to the next key. -// return true; -// -// // Keycodes that continue Caps Word, without shifting. -// case KC_1 ... KC_0: -// case KC_BSPC: -// case KC_MINS: -// case KC_UNDS: -// return true; -// -// default: -// return false; // Deactivate Caps Word. -// } -// } -// -// To customize, copy the above function into your keymap and add/remove -// keycodes to the above cases. -// -// NOTE: Outside of this callback, you can use `caps_word_set(false)` to -// deactivate Caps Word. -bool caps_word_press_user(uint16_t keycode); - diff --git a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/config.h b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/config.h index 582e473cb2..a37fb08d31 100644 --- a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/config.h +++ b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/config.h @@ -1,5 +1,5 @@ /* Copyright 2021 Jonavin Eng @Jonavin - Copyright 2022 gourdo1 <jcblake@outlook.com> + Copyright 2022 gourdo1 <gourdo1@outlook.com> This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by @@ -17,10 +17,21 @@ along with this program. If not, see <http://www.gnu.org/licenses/>. #pragma once +// Force n-key rollover +#define FORCE_NKRO + +// Set TT to two taps #define TAPPING_TOGGLE 2 -// TT set to two taps -/* Handle GRAVESC combo keys */ +#ifdef COMMAND_ENABLE +#define IS_COMMAND() (get_mods() == MOD_MASK_CTRL) //debug commands accessed by holding down both CTRLs: https://github.com/qmk/qmk_firmware/blob/master/docs/feature_command.md +#endif + +// Caps Word configuration +#define BOTH_SHIFTS_TURNS_ON_CAPS_WORD +#define CAPS_WORD_IDLE_TIMEOUT 10000 // Automatically turn off after x milliseconds of idle. 0 to never timeout. + +// Handle GRAVESC combo keys #define GRAVE_ESC_ALT_OVERRIDE // Always send Escape if Alt is pressed #define GRAVE_ESC_CTRL_OVERRIDE @@ -31,19 +42,79 @@ along with this program. If not, see <http://www.gnu.org/licenses/>. #define TAPPING_TERM_PER_KEY #ifdef RGB_MATRIX_ENABLE -#define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_SOLID_COLOR -#define RGB_DISABLE_WHEN_USB_SUSPENDED -#endif + #define RGB_DISABLE_WHEN_USB_SUSPENDED + #define RGB_MATRIX_KEYPRESSES // Enables REACTIVE & SPLASH modes + #define RGB_MATRIX_FRAMEBUFFER_EFFECTS // Enables Heatmap, Rain + + // RGB step values + #define RGBLIGHT_HUE_STEP 32 // The number of steps to cycle through the hue by (default 10) + #define RGBLIGHT_SAT_STEP 17 // The number of steps to increment the saturation by (default 17) + #define RGBLIGHT_VAL_STEP 17 // The number of steps to increment the brightness by (default 17) + + // Startup values, when none have been set + #define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_SOLID_REACTIVE // Sets the default effect mode, if none has been set (was RGB_MATRIX_SOLID_COLOR) + #define RGB_MATRIX_STARTUP_HUE 24 // Sets the default hue value, if none has been set + #define RGB_MATRIX_STARTUP_SAT 255 // Sets the default saturation value, if none has been set + #define RGB_MATRIX_STARTUP_VAL 127 // Sets the default brightness value, if none has been set + #define RGB_MATRIX_STARTUP_SPD 127 // Sets the default animation speed, if none has been set -// RGB step values -#define RGBLIGHT_HUE_STEP 32 // The number of steps to cycle through the hue by (default 10) -#define RGBLIGHT_SAT_STEP 17 // The number of steps to increment the saturation by (default 17) -#define RGBLIGHT_VAL_STEP 17 // The number of steps to increment the brightness by (default 17) + // Uncomment any #undef line below to turn OFF any default enabled RGB background effect (enabled in keyboards/gmmk/pro/config.h). + #undef ENABLE_RGB_MATRIX_ALPHAS_MODS // Solid color (seems redundant; seems same as RGB_MATRIX_SOLID_COLOR?) + //#undef ENABLE_RGB_MATRIX_GRADIENT_UP_DOWN // Static, horizontal rainbow + //#undef ENABLE_RGB_MATRIX_GRADIENT_LEFT_RIGHT // Static, vertical Rainbow + //#undef ENABLE_RGB_MATRIX_BREATHING // Breathing animation using selected HSV color + #undef ENABLE_RGB_MATRIX_BAND_SAT // Single hue band fading saturation scrolling left to right (with white) + //#undef ENABLE_RGB_MATRIX_BAND_VAL // Single hue band fading brightness scrolling left to right (with black) + #undef ENABLE_RGB_MATRIX_BAND_PINWHEEL_SAT // Single hue 3 blade spinning pinwheel fades sat (with white) + //#undef ENABLE_RGB_MATRIX_BAND_PINWHEEL_VAL // Single hue 3 blade spinning pinwheel fades brightness (with black) + #undef ENABLE_RGB_MATRIX_BAND_SPIRAL_SAT // Single hue spinning spiral fades brightness (with white) + //#undef ENABLE_RGB_MATRIX_BAND_SPIRAL_VAL // Single hue spinning spiral fades brightness (with black) + //#undef ENABLE_RGB_MATRIX_CYCLE_ALL // Full keyboard cycling through rainbow + //#undef ENABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT // Full gradient moving left to right + //#undef ENABLE_RGB_MATRIX_CYCLE_UP_DOWN // Full gradient scrolling top to bottom + #undef ENABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON // Full gradient chevron scrolling left to right (too similar to cycle left right) + //#undef ENABLE_RGB_MATRIX_CYCLE_OUT_IN // Rainbow circles coming to center. + #undef ENABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL // Two Rainbow circles coming to 1/3 and 2/3 points. (seems mostly redundant with above) + #undef ENABLE_RGB_MATRIX_CYCLE_PINWHEEL // Built-in cycling pinwheel (seems redundant with below) + //#undef ENABLE_RGB_MATRIX_CYCLE_SPIRAL // Full gradient spinning spiral around center of keyboard + #undef ENABLE_RGB_MATRIX_RAINBOW_BEACON // Spinning rainbow (more distracting transitions) + //#undef ENABLE_RGB_MATRIX_RAINBOW_PINWHEELS // Spinning rainbow (smoother) + #undef ENABLE_RGB_MATRIX_DUAL_BEACON // Two rainbows spinning around keyboard (distracting, busy) + #undef ENABLE_RGB_MATRIX_RAINDROPS // Sustained raindrops of blue, green, yellow (confusing to use with RGB layers) + //#undef ENABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS // Sustained raindrops of blue, purple, pink, green (confusing to use with RGB layers, but slightly better than above) + #undef ENABLE_RGB_MATRIX_HUE_BREATHING // Hue shifts up a slight amount at the same time, then shifts back (very subtle) + #undef ENABLE_RGB_MATRIX_HUE_PENDULUM // Hue shifts up a slight amount in a wave to the right, then back to the left (very subtle) + #undef ENABLE_RGB_MATRIX_HUE_WAVE // Hue shifts up a slight amount and then back down in a wave to the right (very subtle) + //#undef ENABLE_RGB_MATRIX_PIXEL_RAIN // Non-sustained raindrops of pastel colors + #undef ENABLE_RGB_MATRIX_PIXEL_FLOW // More active version of pixel rain with quick cycling (unusable, very distracting) + #undef ENABLE_RGB_MATRIX_PIXEL_FRACTAL // Same as Pixel Flow but with current HSV only (somewhat distracting) + //Only enabled if RGB_MATRIX_FRAMEBUFFER_EFFECTS is defined + //#undef ENABLE_RGB_MATRIX_TYPING_HEATMAP // Fading heatmap that follows keystrokes (has buggy side LEDs that glow red) + //#undef ENABLE_RGB_MATRIX_DIGITAL_RAIN // The Matrix (has buggy side LEDs that glow red) + //Only enabled if RGB_MATRIX_KEYPRESSES or RGB_MATRIX_KEYRELEASES is defined + //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE // Key hits shown in current hue - all other keys black + //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE // Keyboard lights up in chosen hue, key hits shown in complementary hue (try this as default?) + #undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE // Hue & value pulse around a single key hit then fades value out (Single key) + //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE // same as above but more intense (Multi-key) + #undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS // Column and Row single current color fade (Single key) + //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS // Column and Row single color fade. (Multi-key) + #undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS // Hue & value pulse away on the same column and row of key hit then fades (Single key) + //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS // Hue & value pulse away on the same column and row of multi-key hit then fades + //#undef ENABLE_RGB_MATRIX_SPLASH // Full rainbow pulses from key hit. All else black. + #undef ENABLE_RGB_MATRIX_MULTISPLASH // Full rainbow pulses from multi-keys. All else black. (distracting on multiple keystroke hits) + #undef ENABLE_RGB_MATRIX_SOLID_SPLASH // Single color pulses from key hit. All else black. (distracting on multiple key hits) + //#undef ENABLE_RGB_MATRIX_SOLID_MULTISPLASH // Single color pulses from muli-keys. All else black. +#endif //RGB_MATRIX_ENABLE -// add fifth layer for colemak -- set "COLEMAK_LAYER_ENABLE = yes" in rules.mk to enable +// Add a layer for colemak -- set "COLEMAK_LAYER_ENABLE = yes" in rules.mk to enable #if defined COLEMAK_LAYER_ENABLE -#define DYNAMIC_KEYMAP_LAYER_COUNT 5 -#define _COLEMAK 4 + #ifdef GAME_ENABLE + #define DYNAMIC_KEYMAP_LAYER_COUNT 6 + #define _COLEMAK 5 + #else + #define DYNAMIC_KEYMAP_LAYER_COUNT 5 + #define _COLEMAK 4 + #endif //GAME_ENABLE #endif // COLEMAK_LAYER_ENABLE /* diff --git a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/keymap.c b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/keymap.c index 97db98dd12..050152b47d 100644 --- a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/keymap.c +++ b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/keymap.c @@ -1,7 +1,7 @@ /* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com> Copyright 2021 Jonavin Eng @Jonavin - Copyright 2022 gourdo1 <jcblake@outlook.com> - + Copyright 2022 gourdo1 <gourdo1@outlook.com> + This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 2 of the License, or @@ -16,7 +16,7 @@ You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. */ -// Note: Several advanced functions referenced in this file (like Tap Dance functions) are defined in users/gourdo1/gourdo1.c +// Note: Several advanced functions referenced in this file (like Tap Dance functions) are defined in /users/gourdo1/gourdo1.c #include QMK_KEYBOARD_H @@ -24,6 +24,10 @@ along with this program. If not, see <http://www.gnu.org/licenses/>. #include "gourdo1.h" +#include "paddlegame.h" + +#include <math.h> + const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { /* Base Layout @@ -44,39 +48,60 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { */ [_BASE] = LAYOUT( - KC_ESCLYR, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, KC_HOME, KC_MUTE, - KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, KC_BSPC, KC_DEL, + KC_ESC, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, LEFTOFENC, ENCFUNC, + KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, KC_BSPC, BELOWENC, KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC, KC_BSLS, KC_PGUP, - TT(_NUMPADMOUSE), KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_ENT, KC_PGDN, - KC_LSFTCAPSWIN, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_END, + CAPSNUM, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_ENT, KC_PGDN, + LSFTCAPSWIN, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_END, KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, MO(_FN1),KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT ), /* FN1 Layout * * ,-------------------------------------------------------------------------------------------------------------. - * | Esc ||MyCmp |WbHom | Calc |MdSel ||MdPrv |MdNxt |MdPly |MdStp ||VolDn |VolUp |PrScr |ScrLk ||Pause || ____ | + * | Esc ||MyCmp |WbHom | Calc |MdSel ||MdPrv |MdNxt |MdPly |MdStp ||VolDn |VolUp |PrScr |ScrLk ||Pause ||Sleep | * |=============================================================================================================| * | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ |RGBTOD|RGBTOI| ________ ||RGBTOG| * |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------| - * | ______ |RGBSAD|RGBVAI|RGBSAI| NKRO | ____ |YAHOO | ____ | ____ |OUTLK |Pause | ____ | ____ | Reset || Home | + * | ______ |RGBSAD|RGBVAI|RGBSAI| NKRO | ____ |YAHOO | ____ | ____ |OUTLK |Pause | ____ | ____ |QK_BOOT|| Home | * |---------+------+------+------+------+------+------+------+------+------+------+------+------+-------++------| * | Capslock |RGBHUD|RGBVAD|RGBHUI| ____|GMAIL |HTMAIL| ____ | ____ | ____ | ____ | ____ | __________ || End | * |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------| - * | __________ |RGBNIT| ____ | ____ | ____ | ____ |NumLk | ____ | ____ |DOTCOM| ____ | ______ ||RGBMOD|| ____ | + * | __________ |RGBNIT| ____ | ____ | ____ | ____ |NumLk | ____ | ____ |DOTCOM| CAD | ______ ||RGBMOD|| ____ | * |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======| * | ____ | WinKyLk | ____ | _____ | ____ | ____ | ____ ||RGBSPD|RGBRMD|RGBSPI| * `------------------------------------------------------------------------------------------------------------' */ + #ifdef GAME_ENABLE + [_FN1] = LAYOUT( + EE_CLR, KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SLCK, KC_PAUS, KC_SLEP, + PRNCONF, TG_CAPS, TG_PAD, TG_ESC, TG_DEL, TG_TDCAP,TG_ENC, TG_INS,TG_SPCMOD, _______, _______, RGB_TOD, RGB_TOI, _______, RGB_TOG, + _______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO, _______, _______, OUTLOOK, TG(_GAME),SWAP_L, SWAP_R, QK_BOOT, KC_HOME, + KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, LOCKPC, _______, _______, _______, KC_END, + _______, RGB_NITE,_______, _______, _______, _______, KC_NLCK, _______, _______, DOTCOM, KC_CAD, _______, RGB_MOD, _______, + _______, WINLOCK, _______, _______, _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI + ), + + [_GAME] = LAYOUT( + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______ + ), + + #else [_FN1] = LAYOUT( - EE_CLR, KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SLCK, KC_PAUS, _______, - _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_TOD, RGB_TOI, _______, RGB_TOG, - _______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO, _______, _______, OUTLOOK, KC_PAUS, SWAP_L, SWAP_R, RESET, KC_HOME, - KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, _______, _______, _______, _______, KC_END, - _______, RGB_NITE,_______, _______, _______, _______, KC_NLCK, _______, _______, DOTCOM, KC_CAD, _______, RGB_MOD, _______, + EE_CLR, KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SLCK, KC_PAUS, KC_SLEP, + PRNCONF, TG_CAPS, TG_PAD, TG_ESC, TG_DEL, TG_TDCAP,TG_ENC, TG_INS,TG_SPCMOD, _______, _______, RGB_TOD, RGB_TOI, _______, RGB_TOG, + _______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO, _______, _______, OUTLOOK, KC_PAUS, SWAP_L, SWAP_R, QK_BOOT, KC_HOME, + KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, LOCKPC, _______, _______, _______, KC_END, + _______, RGB_NITE,_______, _______, _______, _______, KC_NLCK, _______, _______, DOTCOM, KC_CAD, _______, RGB_MOD, _______, _______, KC_WINLCK, _______, _______, _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI ), + #endif //GAME_ENABLE /* _NUMPADMOUSE Layout * Note: A symbol preceded by "P" is a Numpad-encoded version of the key -- any app that differentiates will recognize the char as coming from a physical numpad. @@ -101,7 +126,7 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { _______, KC_PGUP, KC_UP, KC_PGDN, KC_NO, KC_NO, KC_NO, KC_P4, KC_P5, KC_P6, KC_PPLS, _______, _______, _______, KC_WH_U, _______, KC_LEFT, KC_DOWN, KC_RGHT, KC_NO, KC_NO, KC_NO, KC_P1, KC_P2, KC_P3, KC_PAST, _______, KC_PENT, KC_WH_D, _______, KC_NO, _______, _______, _______, KC_NO, KC_NO, KC_P0, KC_00, KC_PDOT, KC_PSLS, KC_BTN1, KC_MS_U, KC_BTN2, - _______, _______, _______, _______, _______, _______, KC_BTN3, KC_MS_L, KC_MS_D, KC_MS_R + _______, _______, _______, KC_PENT, _______, _______, KC_BTN3, KC_MS_L, KC_MS_D, KC_MS_R ), [_MOUSEKEY] = LAYOUT( @@ -115,19 +140,19 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { #ifdef COLEMAK_LAYER_ENABLE [_COLEMAK] = LAYOUT( - _______, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, KC_DEL, KC_MUTE, - KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, KC_BSPC, KC_HOME, + _______, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, _______, _______, + KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, _______, _______, KC_TAB, KC_Q, KC_W, KC_F, KC_P, KC_G, KC_J, KC_L, KC_U, KC_Y, KC_SCLN, KC_LBRC, KC_RBRC, KC_BSLS, KC_PGUP, - _______, KC_A, KC_R, KC_S, KC_T, KC_D, KC_H, KC_N, KC_E, KC_I, KC_O, KC_QUOT, KC_ENT, KC_PGDN, - _______, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_K, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_END, - _______, _______, _______, KC_SPC, KC_RALT, _______,KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT - ), + _______, KC_A, KC_R, KC_S, KC_T, KC_D, KC_H, KC_N, KC_E, KC_I, KC_O, KC_QUOT, KC_ENT, KC_PGDN, + _______, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_K, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_END, + _______, _______, _______, KC_SPC, KC_RALT, _______, KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT + ), #endif // COLEMAK_LAYER_ENABLE }; #if defined(ENCODER_ENABLE) && !defined(ENCODER_DEFAULTACTIONS_ENABLE) // Encoder Functionality when not using userspace defaults void encoder_action_rgbhue(bool clockwise) { - if (clockwise) + if (clockwise) rgblight_increase_hue_noeeprom(); else rgblight_decrease_hue_noeeprom(); @@ -154,6 +179,18 @@ bool encoder_update_user(uint8_t index, bool clockwise) { timeout_update_threshold(clockwise); #endif break; + #ifdef GAME_ENABLE + case _GAME: + // Game: Paddle movement + if (damage_count == 0) { + if (clockwise) { + if (paddle_pos_full < 15) ++paddle_pos_full; + } else { + if (paddle_pos_full > 0) --paddle_pos_full; + } + } + break; + #endif //GAME_ENABLE default: encoder_action_volume(clockwise); // Otherwise it just changes volume break; @@ -165,6 +202,45 @@ bool encoder_update_user(uint8_t index, bool clockwise) { #endif // ENCODER_ENABLE && !ENCODER_DEFAULTACTIONS_ENABLE #ifdef RGB_MATRIX_ENABLE + +// Game logic +#ifdef GAME_ENABLE +void init_ball(uint8_t i) { + i &= 1; + ball[i].on = true; + ball[i].up = false; + ball[i].y = 0; + ball[i].x = rand() % 16; + + // Set initial ball state + if (ball[i].x < 8) { + ball[i].left = false; + } else { + ball[i].x -= 4; + ball[i].left = true; + } + + // 1/4 chance of being an enemy ball after level 6 + if (level_number > 3) { + ball[i].enemy = ((rand() % 4) == 0); + } else { + ball[i].enemy = false; + } +} + +void hurt_paddle(void) { + if (paddle_lives > 0) { + --paddle_lives; + } + damage_timer = timer_read(); + damage_count = 10; + + // Reset board + init_ball(0); + ball[1].on = false; +} +#endif //GAME_ENABLE + // Capslock, Scroll lock and Numlock indicator on Left side lights. void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) { if (get_rgb_nightmode()) rgb_matrix_set_color_all(RGB_OFF); @@ -174,6 +250,7 @@ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) { rgb_matrix_set_color(LED_L3, RGB_RED); rgb_matrix_set_color(LED_L4, RGB_RED); rgb_matrix_set_color(LED_TAB, RGB_RED); + rgb_matrix_set_color(LED_F12, RGB_RED); } // System NumLock warning indicator RGB setup @@ -197,12 +274,19 @@ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) { // CapsLock RGB setup if (IS_HOST_LED_ON(USB_LED_CAPS_LOCK)) { - for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_LETTERS); i++) { - rgb_matrix_set_color(LED_LIST_LETTERS[i], RGB_CHARTREUSE); + if (user_config.rgb_hilite_caps) { + for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_LETTERS); i++) { + rgb_matrix_set_color(LED_LIST_LETTERS[i], RGB_CHARTREUSE); + } + rgb_matrix_set_color(LED_L7, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_L8, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_LSFT, RGB_CHARTREUSE); + } + else { + rgb_matrix_set_color(LED_L7, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_L8, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_LSFT, RGB_CHARTREUSE); } - rgb_matrix_set_color(LED_L7, RGB_CHARTREUSE); - rgb_matrix_set_color(LED_L8, RGB_CHARTREUSE); - rgb_matrix_set_color(LED_LSFT, RGB_CHARTREUSE); } // Winkey disabled (gaming) mode RGB setup @@ -239,9 +323,9 @@ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) { rgb_matrix_set_color(LED_LALT, RGB_RED); rgb_matrix_set_color(LED_SPC, RGB_RED); rgb_matrix_set_color(LED_LWIN, RGB_RED); - rgb_matrix_set_color(LED_RALT, RGB_RED); + //rgb_matrix_set_color(LED_RALT, RGB_RED); rgb_matrix_set_color(LED_FN, RGB_OFFBLUE); - rgb_matrix_set_color(LED_RCTL, RGB_RED); + //rgb_matrix_set_color(LED_RCTL, RGB_RED); rgb_matrix_set_color(LED_BSLS, RGB_RED); rgb_matrix_set_color(LED_L1, RGB_RED); rgb_matrix_set_color(LED_L2, RGB_RED); @@ -264,37 +348,90 @@ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) { rgb_matrix_set_color(LED_R8, RGB_RED); rgb_matrix_set_color(LED_MINS, RGB_OFFBLUE); rgb_matrix_set_color(LED_EQL, RGB_OFFBLUE); + #ifdef GAME_ENABLE + rgb_matrix_set_color(LED_P, RGB_CHARTREUSE); + #else + rgb_matrix_set_color(LED_P, RGB_RED); + #endif // GAME_ENABLE + + //Add RGB statuses for user.config toggles + if (user_config.rgb_hilite_caps) { + rgb_matrix_set_color(LED_1, RGB_GREEN); + } else { + rgb_matrix_set_color(LED_1, RGB_PURPLE); + } + if (user_config.rgb_hilite_numpad) { + rgb_matrix_set_color(LED_2, RGB_GREEN); + } else { + rgb_matrix_set_color(LED_2, RGB_PURPLE); + } + if (user_config.esc_double_tap_to_baselyr) { + rgb_matrix_set_color(LED_3, RGB_GREEN); + } else { + rgb_matrix_set_color(LED_3, RGB_PURPLE); + } + if (user_config.del_right_home_top) { + rgb_matrix_set_color(LED_4, RGB_GREEN); + } else { + rgb_matrix_set_color(LED_4, RGB_PURPLE); + } + if (user_config.double_tap_shift_for_capslock) { + rgb_matrix_set_color(LED_5, RGB_GREEN); + } else { + rgb_matrix_set_color(LED_5, RGB_PURPLE); + } + if (user_config.encoder_press_mute_or_media) { + rgb_matrix_set_color(LED_6, RGB_GREEN); + } else { + rgb_matrix_set_color(LED_6, RGB_PURPLE); + } + if (user_config.ins_on_shft_bkspc_or_del) { + rgb_matrix_set_color(LED_7, RGB_GREEN); + } else { + rgb_matrix_set_color(LED_7, RGB_PURPLE); + } + if (user_config.disable_space_mods) { + rgb_matrix_set_color(LED_8, RGB_GREEN); + } else { + rgb_matrix_set_color(LED_8, RGB_PURPLE); + } // Add RGB Timeout Indicator -- shows 0 to 139 using F row and num row; larger numbers using 16bit code uint16_t timeout_threshold = get_timeout_threshold(); - if (timeout_threshold <= 10) rgb_matrix_set_color(LED_LIST_FUNCROW[timeout_threshold], RGB_CYAN); + if (timeout_threshold <= 10) rgb_matrix_set_color(LED_LIST_FUNCROW[timeout_threshold], RGB_BLUE); else if (timeout_threshold < 140) { rgb_matrix_set_color(LED_LIST_FUNCROW[(timeout_threshold / 10)], RGB_CYAN); - rgb_matrix_set_color(LED_LIST_NUMROW[(timeout_threshold % 10)], RGB_CYAN); + rgb_matrix_set_color(LED_LIST_FUNCROW[(timeout_threshold % 10)], RGB_BLUE); } else { // >= 140 minutes, just show these 3 lights - rgb_matrix_set_color(LED_LIST_NUMROW[10], RGB_CYAN); - rgb_matrix_set_color(LED_LIST_NUMROW[11], RGB_CYAN); - rgb_matrix_set_color(LED_LIST_NUMROW[12], RGB_CYAN); + rgb_matrix_set_color(LED_LIST_FUNCROW[10], RGB_CYAN); + rgb_matrix_set_color(LED_LIST_FUNCROW[11], RGB_CYAN); + rgb_matrix_set_color(LED_LIST_FUNCROW[12], RGB_CYAN); } break; // Numpad & Mouse Keys overlay RGB case _NUMPADMOUSE: - for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_NUMPAD); i++) { - rgb_matrix_set_color(LED_LIST_NUMPAD[i], RGB_OFFBLUE); + if (user_config.rgb_hilite_numpad) { + for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_NUMPAD); i++) { + rgb_matrix_set_color(LED_LIST_NUMPAD[i], RGB_OFFBLUE); + } + rgb_matrix_set_color(LED_L5, RGB_OFFBLUE); + rgb_matrix_set_color(LED_L6, RGB_OFFBLUE); + rgb_matrix_set_color(LED_CAPS, RGB_OFFBLUE); + rgb_matrix_set_color(LED_UP, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_DOWN, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_LEFT, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_RIGHT, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_RCTL, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_RSFT, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_END, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_PGUP, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_PGDN, RGB_CHARTREUSE); + } else { + rgb_matrix_set_color(LED_L5, RGB_OFFBLUE); + rgb_matrix_set_color(LED_L6, RGB_OFFBLUE); + rgb_matrix_set_color(LED_CAPS, RGB_OFFBLUE); } - rgb_matrix_set_color(LED_L5, RGB_OFFBLUE); - rgb_matrix_set_color(LED_L6, RGB_OFFBLUE); - rgb_matrix_set_color(LED_CAPS, RGB_OFFBLUE); - rgb_matrix_set_color(LED_UP, RGB_CHARTREUSE); - rgb_matrix_set_color(LED_DOWN, RGB_CHARTREUSE); - rgb_matrix_set_color(LED_LEFT, RGB_CHARTREUSE); - rgb_matrix_set_color(LED_RIGHT, RGB_CHARTREUSE); - rgb_matrix_set_color(LED_RCTL, RGB_CHARTREUSE); - rgb_matrix_set_color(LED_RSFT, RGB_CHARTREUSE); - rgb_matrix_set_color(LED_END, RGB_CHARTREUSE); - rgb_matrix_set_color(LED_PGUP, RGB_CHARTREUSE); - rgb_matrix_set_color(LED_PGDN, RGB_CHARTREUSE); break; // MOUSEKEYS mode RGB @@ -308,19 +445,229 @@ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) { rgb_matrix_set_color(LED_END, RGB_CYAN); rgb_matrix_set_color(LED_PGUP, RGB_OFFBLUE); rgb_matrix_set_color(LED_PGDN, RGB_OFFBLUE); - break; - // Colemak layer RGB - #ifdef COLEMAK_LAYER_ENABLE + // Colemak layer RGB + #ifdef COLEMAK_LAYER_ENABLE case _COLEMAK: for (uint8_t i = 0; i < ARRAYSIZE(LED_SIDE_RIGHT); i++) { rgb_matrix_set_color(LED_SIDE_RIGHT[i], RGB_MAGENTA); rgb_matrix_set_color(LED_SIDE_LEFT[i], RGB_MAGENTA); } break; - #endif + #endif + + // Paddle game logic + #ifdef GAME_ENABLE + case _GAME: + if (!game_start) { + srand((unsigned int) timer_read()); + + // Store user light settings + last_hsv = rgb_matrix_get_hsv(); + rgb_matrix_sethsv_noeeprom(0, 0, 0); + + paddle_pos_full = 8; + paddle_lives = 4; + bounce_count = 0; + level_number = 0; + damage_count = 0; + + init_ball(0); + ball[1].on = false; + ball_timer = timer_read(); + + game_start = true; + } + + // Set level indicator + if (level_number < 12) { + rgb_matrix_set_color(GAME_R0[level_number], RGB_BLUE); + } + + // Set life bar + for (uint8_t i = 0; i < paddle_lives; i++) { + rgb_matrix_set_color(GAME_LIVES[i], RGB_GREEN); + } + + uint8_t paddle_pos = paddle_pos_full >> 1; + + if (damage_count > 0) { + // Flash paddle when receiving damage + if (timer_elapsed(damage_timer) > 500) { + --damage_count; + damage_timer = timer_read(); + } + if ((damage_count & 1) == 0) { + for (uint8_t i = 0; i < 3; i++) { + rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_RED); + } + } + if (damage_count == 0) { + ball_timer = timer_read(); + } + + } else if (paddle_lives == 0) { + // Game over + for (uint8_t i = 0; i < sizeof(LED_GAME_OVER) / sizeof(LED_GAME_OVER[0]); i++) { + rgb_matrix_set_color(LED_GAME_OVER[i], RGB_RED); + } + + } else if (level_number >= 12) { + // You win + if (rgb_value.r == 0xff && rgb_value.g < 0xff) { + if (rgb_value.b > 0) { + --rgb_value.b; + } else { + ++rgb_value.g; + } + } else if (rgb_value.g == 0xff && rgb_value.b < 0xff) { + if (rgb_value.r > 0) { + --rgb_value.r; + } else { + ++rgb_value.b; + } + } else if (rgb_value.b == 0xff && rgb_value.r < 0xff) { + if (rgb_value.g > 0) { + --rgb_value.g; + } else { + ++rgb_value.r; + } + } + + for (uint8_t i = 0; i < 3; i++) { + rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], rgb_value.r, rgb_value.g, rgb_value.b); + } + rgb_matrix_set_color(GAME_SMILE1[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b); + rgb_matrix_set_color(GAME_SMILE1[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b); + rgb_matrix_set_color(GAME_SMILE2[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b); + rgb_matrix_set_color(GAME_SMILE2[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b); + + } else { + // normal game loop + + // Set paddle position + for (uint8_t i = 0; i < 3; i++) { + rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_GREEN); + } + + // Ball movement logic happens at intervals + if (timer_elapsed(ball_timer) > GAME_TIMER[level_number]) { + for (int i = 0; i < 2; ++i) { + if (ball[i].on) { + // Ball movement + if (ball[i].up) { + if (ball[i].y > 0) { + --ball[i].y; + if (!ball[i].left) ++ball[i].x; + } else { + // Count reflections. If > 10, increase level + ++bounce_count; + if (bounce_count >= 10) { + bounce_count = 0; + ++level_number; + } + ball[i].on = false; + } + } else { + ++ball[i].y; + if (ball[i].left) --ball[i].x; + if (ball[i].y > 4) { + // Remove a life if ball isn't returned and isn't enemy + if (!ball[i].enemy) { + hurt_paddle(); + i = 2; + } else { + ball[i].on = false; + } + } + } + } + } + if (ball[0].y == 4 && !ball[1].on) { + init_ball(1); + } + if (ball[1].y == 4 && !ball[0].on) { + init_ball(0); + } + if (!ball[0].on && !ball[1].on) { + init_ball(0); + } + ball_timer = timer_read(); + } + + // Other ball stuff + for (int i = 0; i < 2; ++i) { + if (ball[i].on) { + // Ball deflection logic + if (!ball[i].up && ball[i].y == 4 && (ball[i].x == paddle_pos || ball[i].x == paddle_pos - 1 || ball[i].x == paddle_pos + 1)) { + if (!ball[i].enemy) { + --ball[i].y; + if (!ball[i].left) { + ++ball[i].x; + } + ball[i].up = true; + } else { + hurt_paddle(); + i = 2; + } + } + + // Ball display + switch (ball[i].y) { + case 0: + if (ball[i].enemy) { + rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_RED); + } else { + rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_WHITE); + } + break; + + case 1: + if (ball[i].enemy) { + rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_RED); + } else { + rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_WHITE); + } + break; + + case 2: + if (ball[i].enemy) { + rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_RED); + } else { + rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_WHITE); + } + break; + + case 3: + if (ball[i].enemy) { + rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_RED); + } else { + rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_WHITE); + } + break; + + case 4: + if (ball[i].enemy) { + rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_RED); + } else { + rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_WHITE); + } + break; + } + } + } + } + break; + #endif //GAME_ENABLE default: + #ifdef GAME_ENABLE + if (game_start) { + // Reset lighting settings + game_start = false; + rgb_matrix_sethsv_noeeprom(last_hsv.h, last_hsv.s, last_hsv.v); + } + #endif //GAME_ENABLE break; } } @@ -329,8 +676,6 @@ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) { void keyboard_post_init_keymap(void) { // keyboard_post_init_user() moved to userspace #ifdef RGB_MATRIX_ENABLE - rgb_matrix_mode_noeeprom(RGB_MATRIX_SOLID_COLOR); - rgb_matrix_sethsv_noeeprom(20, 255, 127); // Default startup color (Hue:amber Saturation:full Value(brightness):mid) activate_rgb_nightmode(false); // Set to true if you want to startup in nightmode, otherwise use Fn + Z to toggle #endif }
\ No newline at end of file diff --git a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/paddlegame.h b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/paddlegame.h new file mode 100644 index 0000000000..3d33975cfe --- /dev/null +++ b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/paddlegame.h @@ -0,0 +1,48 @@ +/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com> + Copyright 2021 Tomas Guinan + +This program is free software: you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation, either version 2 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program. If not, see <http://www.gnu.org/licenses/>. +*/ + +#ifdef GAME_ENABLE +const uint16_t GAME_TIMER[] = { + 400, 350, 300, 250, 400, 350, 300, 250, 225, 200, 175, 150 +}; + +bool game_start = false; +HSV last_hsv; +static uint8_t paddle_pos_full; +static uint8_t paddle_lives; +static uint8_t level_number; +static uint8_t bounce_count; +static uint8_t damage_count; +static uint16_t damage_timer; +static uint16_t ball_timer; + +struct BallStruct +{ + uint8_t x; + uint8_t y; + bool on; + bool up; + bool left; + bool enemy; +}; + +struct BallStruct ball[2]; + +void init_ball(uint8_t i); +void hurt_paddle(void); + +#endif //GAME_ENABLE
\ No newline at end of file diff --git a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/readme.md b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/readme.md index 3db6923d76..c378276434 100644 --- a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/readme.md +++ b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/readme.md @@ -1,6 +1,6 @@ -# gourdo1's GMMK Pro ANSI layout +# [gourdo1's](mailto:gourdo1@outlook.com) GMMK Pro ANSI layout -This Windows-centric layout is based on [Jonavin's](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/ansi/keymaps/jonavin) GMMK Pro layout with several additions, modifications, a tweaked keymap, updated layers and expanded RGB controls. +This Windows-centric ANSI layout is based on [Jonavin's](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/jonavin) GMMK Pro layout with many additions, fixes, a revamped keymap, persistent user customizations, updated layers, [Tomas Guinan's paddle game](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame) and expanded RGB effects and controls. ![image](https://raw.githubusercontent.com/gourdo1/media/main/susuwatari.jpg) @@ -8,26 +8,51 @@ This Windows-centric layout is based on [Jonavin's](https://github.com/qmk/qmk_f ### Core Functionality +* Quick & Easy Customization: Open a text editor and hit [FN]` (tilde key) to view toggle-able features. (added Jun 29, 2022) * [VIA](https://www.caniusevia.com/) support enabled (added Mar 16, 2022) * Most [default Glorious shortcuts](https://cdn.shopify.com/s/files/1/0549/2681/files/GMMK_Pro_User_Guide.pdf) enabled -* [N-key Rollover](https://en.wikipedia.org/wiki/Rollover_\(keyboard\)#n-key_rollover) (NKRO) -- toggled with FN+R -* Gaming mode (FN + Win-key) locks out Win-key as well as double-tap Shift Capslock; Also RGB highlights WSAD and nearby gaming related keys -* [Caps Word](https://getreuer.info/posts/keyboards/caps-word/index.html) enabled: To capitalize the next word only, press and release both left and right shift keys at the same time. (added Feb 25, 2022) -* Multi-monitor app moving shortcuts: FN + [,] (square brackets) to move current app window to next monitor (added Apr 11, 2022) -* Domain shortcuts: FN+.=".com", FN+O="outlook.com", FN+Y="yahoo.com", FN+H="hotmail.com", FN+G="gmail.com". (added Apr 7, 2022) +* [N-key Rollover](https://en.wikipedia.org/wiki/Rollover_\(keyboard\)#n-key_rollover) (NKRO) -- toggled with [FN]R +* 1000Hz polling rate with 5ms debounce time for quick response in games +* Mouse Keys! Don't want to move your hands off the keyboard or you didn't bring it with you? Use cursor keys to move the mouse +* Overlay numpad on 789-UIOP-JKL;-M,. & Space-bar mapped to Enter key for rapid number entry +* Gaming mode ([FN]Win-key) locks out Win-key and double-tap Shift Capslock; Also RGB highlights WSAD and nearby gaming keys +* Caps Word enabled: To capitalize the next word only, press and release left and right shift at the same time. (added Feb 25, 2022) +* Multi-monitor app moving shortcuts: [FN] ],[ (square brackets) to move current app window to next monitor (added Apr 11, 2022) * Capslock toggled by double tap of Left Shift key or FN + Capslock (RGB green highlighted) -* Fn-Backslash for [Bootloader mode](https://github.com/qmk/qmk_firmware/blob/master/docs/newbs_flashing.md) +* Paddle game accessible via [FN]P. Hit [FN]P again or double tap [ESC] to exit (added May 5, 2022) +* Single-handed shortcut for Ctrl-Alt-Delete: [FN]/ (added May 14, 2022) +* Single-handed shortcut for WinKey-L (lock Windows): [FN]L (added May 17, 2022) +* Domain shortcuts: [FN]. for .com, [FN]O for outlook.com, [FN]Y for yahoo.com, [FN]H for hotmail.com, [FN]G for gmail.com. (added Apr 7, 2022) +* FN-Backslash for [Bootloader mode](https://github.com/qmk/qmk_firmware/blob/master/docs/newbs_flashing.md) * Home key on F13, Del key right of Backspace * Insert accessible via Shift-Backspace (so shift delete still works in Windows Explorer) -* PrtScrn, Scroll Lock, Pause/Break are top right on the keyboard: Fn+F11, Fn+F12, Fn+F13 -* [Colemak](https://colemak.com/) key layout support (Layer accessible via Left Shift + turn Encoder clockwise until side LEDs light up purple) +* PrtScrn, Scroll Lock, Pause/Break are top right on the keyboard: [FN]F11, [FN]F12, [FN]F13 +* [Colemak](https://colemak.com/) key layout support (Accessible via Left Shift + turn Encoder clockwise until side LEDs light up purple) * Double tap ESC any time to revert to base layer (added Feb 26, 2022) +* RGB backlight effects expanded to include framebuffer effects and reactive keypress modes (updated May 24, 2022) +* RGB backlight now remembers last color & effect settings after power down (updated May 24, 2022) + +### Quick & Easy Customization +* Below features can be toggled by holding [FN] and pressing the number corresponding to that feature. Changes are saved to EEPROM for persistence. +* Print current settings by opening a text editor and pressing [FN]~ (CAUTION: verbose!) +* Quick view current settings by holding [FN] and viewing RGB under number keys (green means ON, violet means OFF) + +#### Toggle-able Settings: + 1. CapsLock RGB - highlight under alpha keys + 2. Numpad RGB - highlight under numpad layer keys + 3. ESC key - Double tap ESC key to go to base layer + 4. Swap DEL and HOME - Default is DEL to the right of BKSPC & HOME is above BKSPC + 5. Capslock function - Toggle between double tap LShift for CapsLock with Numpad on CapsLock key (default) and standard CapsLock + 6. Encoder button - default mutes volume; alternate plays/pauses media + 7. Insert function - Toggle between SHIFT-BKSPC and SHIFT-DEL + 8. Modded-Space override - Use standard Space in place of modded-Space functions ### Numpad + Mouse Keys (Capslock key) * Overlay numpad + [Mouse Keys](https://github.com/qmk/qmk_firmware/blob/master/docs/feature_mouse_keys.md) are accessed through Capslock key hold (temp) or double press (locked) with RGB highlighting +* Numpad uses Space-bar as Enter for rapid number entry (added May 17, 2022) * This layer disables much of the keyboard, except X/C/V for cut/copy/paste, WASD for cursor, Q/E for PgUp/PgDn, cursor keys become mouse keys, surrounding keys become mouse buttons and all number keys become numpad versions (so Alt char codes work regardless of which set you use) -* Fn & N keys light up orange if system numlock is off (inverted status), indicating numpad keys will not deliver expected output (FN + N to toggle) +* FN and N keys light up orange if system numlock is off (inverted status), indicating numpad keys will not deliver expected output ([FN]N to toggle) * Double zero on comma key. * [Mouse Keys](https://github.com/qmk/qmk_firmware/blob/master/docs/feature_mouse_keys.md) allow you to use the mouse without taking your hand off the keyboard. (added Mar 15, 2022) * Mouse controls are: Cursor keys = move mouse; RShift = button1, End = button2, RCtrl = button3, PgUp/PgDn = Scroll wheel @@ -37,40 +62,54 @@ This Windows-centric layout is based on [Jonavin's](https://github.com/qmk/qmk_f * Default knob turn changes volume; button press toggles mute * Exponential encoder - quick repeated volume up doubles increase; quick repeated volume down triples decrease (added Feb 17, 2022) -* FN knob turn changes RGB idle timeout +* FN + knob turn changes RGB idle timeout +* FN + knob push puts PC to Sleep (Added May 14, 2022) * holding Left Shift changes layers * holding Right Shift navigates page up/down * holding Left Ctrl navigates prev/next word * holding Right Ctrl changes RGB hue/color * holding Left Alt changes media prev/next track +### Paddle Game + +* Based on [Tomas Guinan's excellent GMMK Pro paddle game](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame) +* Paddle Game playable by pressing [FN]P (P lights up green in FN layer if game is enabled in firmware, otherwise it lights up red) +* Use rotary encoder to control paddle +* Contains 12 levels, indicated by blue LED on F-key row +* Player has 4 lives, indicated by nav cluster +* Deflect white balls while avoiding red ones +* Use [FN]P, double tap ESC or otherwise change layer to quit game + ### Global RGB Controls -* RGB backlight lighting effect: FN + up/down -* RGB backlight effect speed: FN + left/right -* RGB backlight hue cycle: FN + A/D -* RGB backlight brightness: FN + W/S -* RGB backlight saturation: FN + Q/E (added Feb 4, 2022) -* RGB backlight night mode toggle: FN + Z (indicators still work) -* RGB backlight timeout: FN + Encoder or "-" and "=" (default 15 minutes) (updated Apr 7, 2022) - * indicators in FN layer using RGB in F-key and number rows to show the current timeout in minutes -* RGB indicators on left side LEDs: Capslock (green), Scroll Lock (red), and Num Lock not set (orange) -* FN + Z to turn off RGB backlighting; press again to toggle +* RGB backlight lighting effect: [FN]up/down +* RGB backlight effect speed: [FN]left/right +* RGB backlight hue cycle: [FN]A/D +* RGB backlight brightness: [FN]W/S +* RGB backlight saturation: [FN]Q/E (added Feb 4, 2022) +* RGB backlight night mode toggle: [FN]Z (indicators still work) +* RGB backlight timeout: [FN]Encoder or "-" and "=" (default 15 minutes) (updated June 28, 2022) + * F-key row indicator lights (cyan and blue) in FN layer display the current backlight timeout in minutes +* [FN]Z to turn off RGB backlighting (indicator lights still work); press again to toggle +* Left side RGB indicators in order from top: System NumLock off (orange), Scroll Lock (red), Numpad (blue), Capslock (green). ### Advanced Controls -* FN + \ to get to bootloader mode -* FN + [ESC] to clear EEPROM (then unplug and re-plug) (added Apr 11, 2022) -* FN + R to toggle N-key Rollover (added Apr 11, 2022) +* [FN]\ to get to bootloader mode +* [FN][ESC] to clear EEPROM (added Apr 11, 2022) +* [FN]R to toggle N-key Rollover (added Apr 11, 2022) +* [FN]/ is single-handed shortcut to Ctrl-Alt-Delete (added May 14, 2022) +* [FN]L is single-handed shortcut to Win-L (lock Windows) (added May 17, 2022) +* [FN][Encoder press] to sleep Windows PC (added May 14, 2022) -Link to latest firmware binary: https://github.com/gourdo1/media/raw/main/gmmk_pro_ansi_gourdo1.bin +Link to latest firmware binary: https://github.com/gourdo1/gmmkpro-media/raw/main/gmmk_pro_rev1_ansi_gourdo1.bin -Link to cheatsheet: https://github.com/gourdo1/media/raw/main/GMMK_Pro_Cheatsheet.pdf +Link to cheatsheet: https://github.com/gourdo1/gmmkpro-media/raw/main/GMMK_Pro_Cheatsheet.pdf ## rules.mk Options -STARTUP_NUMLOCK_ON = yes - turns on NUMLOCK by default +STARTUP_NUMLOCK_ON = yes - Turns on NUMLOCK by default ENCODER_DEFAULTACTIONS_ENABLE = yes - Enabled default encoder functions @@ -78,20 +117,21 @@ TD_LSFT_CAPSLOCK_ENABLE = yes - This will enable double tap on Left Shift IDLE_TIMEOUT_ENABLE = yes - Enables Timer functionality; for RGB idle timeouts that can be changed dynamically -INVERT_NUMLOCK_INDICATOR - inverts the Numlock indicator, LED is on when numlock is off -- numlock interferes with numpad keys, so should generally be off when numpad layer is active. +INVERT_NUMLOCK_INDICATOR - Inverts the Numlock indicator, LED is on when numlock is off -- numlock interferes with overlay numpad, so should be off when numpad layer is active unless you have an external numpad. -COLEMAK_LAYER_ENABLE = yes - Enable optional 5th layer for COLEMAK layout. Use Shift + encoder to enter 5th layer. +COLEMAK_LAYER_ENABLE = yes - Enables optional 5th layer for COLEMAK layout. Use Shift + encoder to enter 5th layer. +GAME_ENABLE ?= yes - Enables Paddle Game ## Layer Diagrams ### Base layer -![image](https://raw.githubusercontent.com/gourdo1/media/main/base.png) +![image](https://raw.githubusercontent.com/gourdo1/gmmkpro-media/main/base.png) -### Fn Layer -![image](https://raw.githubusercontent.com/gourdo1/media/main/fn1.png) +### FN Layer +![image](https://raw.githubusercontent.com/gourdo1/gmmkpro-media/main/fn1.png) ### Layer 2 (Numpad) -![image](https://raw.githubusercontent.com/gourdo1/media/main/numpad.png) +![image](https://raw.githubusercontent.com/gourdo1/gmmkpro-media/main/numpad.png) ### COLEMAK layer ![image](https://user-images.githubusercontent.com/71780717/131235050-980d2f54-2d23-4ae8-a83f-9fcdbe60d6cb.png) diff --git a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/rgb_matrix_map.h b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/rgb_matrix_map.h index 38da50754b..f1609a4bb3 100644 --- a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/rgb_matrix_map.h +++ b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/rgb_matrix_map.h @@ -1,5 +1,5 @@ /* Copyright 2021 Jonavin Eng @Jonavin - Copyright 2022 gourdo1 <jcblake@outlook.com> + Copyright 2022 gourdo1 <gourdo1@outlook.com> This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by @@ -16,6 +16,11 @@ along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifdef RGB_MATRIX_ENABLE + +//Define variables for Game +bool fn_active = false; +RGB rgb_value; + // Custom GMMK Pro-specific RGB color customizations (defaults found in quantum/color.h) #define RGB_GODSPEED 0x00, 0xE4, 0xFF // color for matching keycaps #define RGB_NAUTILUS 0x00, 0xA4, 0xA9 // Nautilus Font colors @@ -194,7 +199,7 @@ const uint8_t LED_LIST_NUMROW[] = { }; const uint8_t LED_LIST_LETTERS[] = { - LED_1, +/* LED_1, LED_2, LED_3, LED_4, @@ -203,7 +208,7 @@ const uint8_t LED_LIST_LETTERS[] = { LED_7, LED_8, LED_9, - LED_0, + LED_0, */ LED_Q, LED_W, LED_E, @@ -284,4 +289,122 @@ const uint8_t LED_SIDE_RIGHT[] = { LED_R8 }; +#ifdef GAME_ENABLE +// Game LED rules +const uint8_t GAME_LIVES[] = { + LED_DEL, + LED_PGUP, + LED_PGDN, + LED_END +}; +const uint8_t GAME_PADDLE[] = { + LED_Z, + LED_X, + LED_C, + LED_V, + LED_B, + LED_N, + LED_M, + LED_COMM, + LED_DOT, + LED_SLSH +}; +const uint8_t GAME_SMILE1[] = { + LED_A, + LED_S, + LED_D, + LED_F, + LED_G, + LED_H, + LED_J, + LED_K, + LED_L, + LED_SCLN, + LED_QUOT +}; +const uint8_t GAME_SMILE2[] = { + LED_2, + LED_3, + LED_4, + LED_5, + LED_6, + LED_7, + LED_8, + LED_9, + LED_0, + LED_MINS, + LED_EQL +}; +const uint8_t GAME_R4[] = { + LED_X, + LED_C, + LED_V, + LED_B, + LED_N, + LED_M, + LED_COMM, + LED_DOT +}; +const uint8_t GAME_R3[] = { + LED_S, + LED_D, + LED_F, + LED_G, + LED_H, + LED_J, + LED_K, + LED_L, + LED_SCLN +}; +const uint8_t GAME_R2[] = { + LED_W, + LED_E, + LED_R, + LED_T, + LED_Y, + LED_U, + LED_I, + LED_O, + LED_P, + LED_LBRC +}; +const uint8_t GAME_R1[] = { + LED_2, + LED_3, + LED_4, + LED_5, + LED_6, + LED_7, + LED_8, + LED_9, + LED_0, + LED_MINS, + LED_EQL +}; +const uint8_t GAME_R0[] = { + LED_F1, + LED_F2, + LED_F3, + LED_F4, + LED_F5, + LED_F6, + LED_F7, + LED_F8, + LED_F9, + LED_F10, + LED_F11, + LED_F12 +}; +const uint8_t LED_GAME_OVER[] = { + LED_5, + LED_8, + LED_F, + LED_G, + LED_H, + LED_J, + LED_C, + LED_M +}; +#endif //GAME_ENABLE + #endif
\ No newline at end of file diff --git a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/rules.mk b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/rules.mk index b236d9132c..585f7846dd 100644 --- a/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/rules.mk +++ b/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/rules.mk @@ -1,18 +1,18 @@ -SRC += caps_word.c - LTO_ENABLE = yes # link time optimization -- achieves a smaller compiled size CONSOLE_ENABLE = no COMMAND_ENABLE = no -MOUSEKEY_ENABLE = yes - -VIA_ENABLE = yes -TAP_DANCE_ENABLE = yes BOOTMAGIC_ENABLE = yes # Enable Bootmagic Lite +VIA_ENABLE = yes -TD_LSFT_CAPSLOCK_ENABLE = yes +MOUSEKEY_ENABLE = yes +TAP_DANCE_ENABLE = yes +CAPS_WORD_ENABLE = yes # Enable built-in Caps Word functionality IDLE_TIMEOUT_ENABLE = yes STARTUP_NUMLOCK_ON = yes ENCODER_DEFAULTACTIONS_ENABLE = no - COLEMAK_LAYER_ENABLE = yes # Enable Colemak layer / set to no to disable INVERT_NUMLOCK_INDICATOR = yes +GAME_ENABLE ?= yes # Enable Paddle Game / set to no to disable +ifeq ($(strip $(GAME_ENABLE)), yes) + OPT_DEFS += -DGAME_ENABLE +endif diff --git a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/config.h b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/config.h new file mode 100644 index 0000000000..a37fb08d31 --- /dev/null +++ b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/config.h @@ -0,0 +1,146 @@ +/* Copyright 2021 Jonavin Eng @Jonavin + Copyright 2022 gourdo1 <gourdo1@outlook.com> + +This program is free software: you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation, either version 2 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program. If not, see <http://www.gnu.org/licenses/>. +*/ + +#pragma once + +// Force n-key rollover +#define FORCE_NKRO + +// Set TT to two taps +#define TAPPING_TOGGLE 2 + +#ifdef COMMAND_ENABLE +#define IS_COMMAND() (get_mods() == MOD_MASK_CTRL) //debug commands accessed by holding down both CTRLs: https://github.com/qmk/qmk_firmware/blob/master/docs/feature_command.md +#endif + +// Caps Word configuration +#define BOTH_SHIFTS_TURNS_ON_CAPS_WORD +#define CAPS_WORD_IDLE_TIMEOUT 10000 // Automatically turn off after x milliseconds of idle. 0 to never timeout. + +// Handle GRAVESC combo keys +#define GRAVE_ESC_ALT_OVERRIDE +// Always send Escape if Alt is pressed +#define GRAVE_ESC_CTRL_OVERRIDE +// Always send Escape if Control is pressed + +// #define TAPPING_TERM 180 +#define TAPPING_TERM 300 +#define TAPPING_TERM_PER_KEY + +#ifdef RGB_MATRIX_ENABLE + #define RGB_DISABLE_WHEN_USB_SUSPENDED + #define RGB_MATRIX_KEYPRESSES // Enables REACTIVE & SPLASH modes + #define RGB_MATRIX_FRAMEBUFFER_EFFECTS // Enables Heatmap, Rain + + // RGB step values + #define RGBLIGHT_HUE_STEP 32 // The number of steps to cycle through the hue by (default 10) + #define RGBLIGHT_SAT_STEP 17 // The number of steps to increment the saturation by (default 17) + #define RGBLIGHT_VAL_STEP 17 // The number of steps to increment the brightness by (default 17) + + // Startup values, when none have been set + #define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_SOLID_REACTIVE // Sets the default effect mode, if none has been set (was RGB_MATRIX_SOLID_COLOR) + #define RGB_MATRIX_STARTUP_HUE 24 // Sets the default hue value, if none has been set + #define RGB_MATRIX_STARTUP_SAT 255 // Sets the default saturation value, if none has been set + #define RGB_MATRIX_STARTUP_VAL 127 // Sets the default brightness value, if none has been set + #define RGB_MATRIX_STARTUP_SPD 127 // Sets the default animation speed, if none has been set + + // Uncomment any #undef line below to turn OFF any default enabled RGB background effect (enabled in keyboards/gmmk/pro/config.h). + #undef ENABLE_RGB_MATRIX_ALPHAS_MODS // Solid color (seems redundant; seems same as RGB_MATRIX_SOLID_COLOR?) + //#undef ENABLE_RGB_MATRIX_GRADIENT_UP_DOWN // Static, horizontal rainbow + //#undef ENABLE_RGB_MATRIX_GRADIENT_LEFT_RIGHT // Static, vertical Rainbow + //#undef ENABLE_RGB_MATRIX_BREATHING // Breathing animation using selected HSV color + #undef ENABLE_RGB_MATRIX_BAND_SAT // Single hue band fading saturation scrolling left to right (with white) + //#undef ENABLE_RGB_MATRIX_BAND_VAL // Single hue band fading brightness scrolling left to right (with black) + #undef ENABLE_RGB_MATRIX_BAND_PINWHEEL_SAT // Single hue 3 blade spinning pinwheel fades sat (with white) + //#undef ENABLE_RGB_MATRIX_BAND_PINWHEEL_VAL // Single hue 3 blade spinning pinwheel fades brightness (with black) + #undef ENABLE_RGB_MATRIX_BAND_SPIRAL_SAT // Single hue spinning spiral fades brightness (with white) + //#undef ENABLE_RGB_MATRIX_BAND_SPIRAL_VAL // Single hue spinning spiral fades brightness (with black) + //#undef ENABLE_RGB_MATRIX_CYCLE_ALL // Full keyboard cycling through rainbow + //#undef ENABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT // Full gradient moving left to right + //#undef ENABLE_RGB_MATRIX_CYCLE_UP_DOWN // Full gradient scrolling top to bottom + #undef ENABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON // Full gradient chevron scrolling left to right (too similar to cycle left right) + //#undef ENABLE_RGB_MATRIX_CYCLE_OUT_IN // Rainbow circles coming to center. + #undef ENABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL // Two Rainbow circles coming to 1/3 and 2/3 points. (seems mostly redundant with above) + #undef ENABLE_RGB_MATRIX_CYCLE_PINWHEEL // Built-in cycling pinwheel (seems redundant with below) + //#undef ENABLE_RGB_MATRIX_CYCLE_SPIRAL // Full gradient spinning spiral around center of keyboard + #undef ENABLE_RGB_MATRIX_RAINBOW_BEACON // Spinning rainbow (more distracting transitions) + //#undef ENABLE_RGB_MATRIX_RAINBOW_PINWHEELS // Spinning rainbow (smoother) + #undef ENABLE_RGB_MATRIX_DUAL_BEACON // Two rainbows spinning around keyboard (distracting, busy) + #undef ENABLE_RGB_MATRIX_RAINDROPS // Sustained raindrops of blue, green, yellow (confusing to use with RGB layers) + //#undef ENABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS // Sustained raindrops of blue, purple, pink, green (confusing to use with RGB layers, but slightly better than above) + #undef ENABLE_RGB_MATRIX_HUE_BREATHING // Hue shifts up a slight amount at the same time, then shifts back (very subtle) + #undef ENABLE_RGB_MATRIX_HUE_PENDULUM // Hue shifts up a slight amount in a wave to the right, then back to the left (very subtle) + #undef ENABLE_RGB_MATRIX_HUE_WAVE // Hue shifts up a slight amount and then back down in a wave to the right (very subtle) + //#undef ENABLE_RGB_MATRIX_PIXEL_RAIN // Non-sustained raindrops of pastel colors + #undef ENABLE_RGB_MATRIX_PIXEL_FLOW // More active version of pixel rain with quick cycling (unusable, very distracting) + #undef ENABLE_RGB_MATRIX_PIXEL_FRACTAL // Same as Pixel Flow but with current HSV only (somewhat distracting) + //Only enabled if RGB_MATRIX_FRAMEBUFFER_EFFECTS is defined + //#undef ENABLE_RGB_MATRIX_TYPING_HEATMAP // Fading heatmap that follows keystrokes (has buggy side LEDs that glow red) + //#undef ENABLE_RGB_MATRIX_DIGITAL_RAIN // The Matrix (has buggy side LEDs that glow red) + //Only enabled if RGB_MATRIX_KEYPRESSES or RGB_MATRIX_KEYRELEASES is defined + //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE // Key hits shown in current hue - all other keys black + //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE // Keyboard lights up in chosen hue, key hits shown in complementary hue (try this as default?) + #undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE // Hue & value pulse around a single key hit then fades value out (Single key) + //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE // same as above but more intense (Multi-key) + #undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS // Column and Row single current color fade (Single key) + //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS // Column and Row single color fade. (Multi-key) + #undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS // Hue & value pulse away on the same column and row of key hit then fades (Single key) + //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS // Hue & value pulse away on the same column and row of multi-key hit then fades + //#undef ENABLE_RGB_MATRIX_SPLASH // Full rainbow pulses from key hit. All else black. + #undef ENABLE_RGB_MATRIX_MULTISPLASH // Full rainbow pulses from multi-keys. All else black. (distracting on multiple keystroke hits) + #undef ENABLE_RGB_MATRIX_SOLID_SPLASH // Single color pulses from key hit. All else black. (distracting on multiple key hits) + //#undef ENABLE_RGB_MATRIX_SOLID_MULTISPLASH // Single color pulses from muli-keys. All else black. +#endif //RGB_MATRIX_ENABLE + +// Add a layer for colemak -- set "COLEMAK_LAYER_ENABLE = yes" in rules.mk to enable +#if defined COLEMAK_LAYER_ENABLE + #ifdef GAME_ENABLE + #define DYNAMIC_KEYMAP_LAYER_COUNT 6 + #define _COLEMAK 5 + #else + #define DYNAMIC_KEYMAP_LAYER_COUNT 5 + #define _COLEMAK 4 + #endif //GAME_ENABLE +#endif // COLEMAK_LAYER_ENABLE + +/* +// Mouse Keys Accelerated Mode Definitions +#define MOUSEKEY_DELAY 3 // Delay between pressing a movement key and cursor movement (default: 10) +#define MOUSEKEY_INTERVAL 13 // Time between cursor movements in milliseconds (default: 20); Try setting to 1000/monitor refresh for smooth movement. +#define MOUSEKEY_MOVE_DELTA 8 // Step size (default: 8) +#define MOUSEKEY_MAX_SPEED 9 // Maximum cursor speed at which acceleration stops (default: 10) +#define MOUSEKEY_TIME_TO_MAX 150 // Time until maximum cursor speed is reached (default: 30) +#define MOUSEKEY_WHEEL_DELAY 0 // Delay between pressing a wheel key and wheel movement (default: 10) +#define MOUSEKEY_WHEEL_INTERVAL 80 // Time between wheel movements (default: 80) +#define MOUSEKEY_WHEEL_MAX_SPEED 8 // Maximum number of scroll steps per scroll action (default: 8) +#define MOUSEKEY_WHEEL_TIME_TO_MAX 40 // Time until maximum scroll speed is reached (default: 40) +*/ + +// Mouse Keys Kinetic Mode Definitions +#define MK_KINETIC_SPEED // Enable Kinetic mode: Uses a quadratic curve on cursor speed to allow precise movements at the beginning and increases speed thereafter. +#define MOUSEKEY_DELAY 3 // Delay between pressing a movement key and cursor movement (default: 10) +#define MOUSEKEY_INTERVAL 13 // Time between cursor movements in milliseconds (default: 20); Try setting to 1000/monitor refresh for smooth movement. +#define MOUSEKEY_MOVE_DELTA 5 // Step size for accelerating from initial to base speed (default: 8) +#define MOUSEKEY_MOVE_MAX 50 // use instead of BASE SPEED to limit speed in Kinetic mode +#define MOUSEKEY_INITIAL_SPEED 100 // Initial speed of the cursor in pixels per second (default: 100) +//#define MOUSEKEY_BASE_SPEED 800 // (broken in QMK 0.16.0) Maximum cursor speed at which acceleration stops (default: 1000) +#define MOUSEKEY_DECELERATED_SPEED 400 // Decelerated cursor speed (default: 400) +#define MOUSEKEY_ACCELERATED_SPEED 2000 // Accelerated cursor speed (default: 3000) +#define MOUSEKEY_WHEEL_INITIAL_MOVEMENTS 16 // Initial number of movements of the mouse wheel (default: 16) +#define MOUSEKEY_WHEEL_BASE_MOVEMENTS 32 // Maximum number of movements at which acceleration stops (default: 32) +#define MOUSEKEY_WHEEL_ACCELERATED_MOVEMENTS 48 // Accelerated wheel movements (default: 48) +#define MOUSEKEY_WHEEL_DECELERATED_MOVEMENTS 8 // Decelerated wheel movements (default: 8) diff --git a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/keymap.c b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/keymap.c new file mode 100644 index 0000000000..24a1e8a359 --- /dev/null +++ b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/keymap.c @@ -0,0 +1,682 @@ +/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com> + Copyright 2021 Jonavin Eng @Jonavin + Copyright 2022 RustyBrakes (ISO conversion) + Copyright 2022 gourdo1 <gourdo1@outlook.com> + +This program is free software: you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation, either version 2 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program. If not, see <http://www.gnu.org/licenses/>. +*/ + +// Note: Several advanced functions referenced in this file (like Tap Dance functions) are defined in /users/gourdo1/gourdo1.c + +#include QMK_KEYBOARD_H + +#include "rgb_matrix_map.h" + +#include "gourdo1.h" + +#include "paddlegame.h" + +#include <math.h> + +const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { + + /* Base Layout + * + * ,-------------------------------------------------------------------------------------------------------------. + * | Esc || F1 | F2 | F3 | F4 || F5 | F6 | F7 | F8 || F9 | F10 | F11 | F12 || Home || Mute | + * |=============================================================================================================| + * | ISO | 1 ! | 2 @ | 3 # | 4 $ | 5 % | 6 ^ | 7 & | 8 * | 9 ( | 0 ) | - _ | = + | Backspc || Del | + * |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------| + * | Tab | Q | W | E | R | T | Y | U | I | O | P | [ } | ] } | || PgUp | + * |---------+------+------+------+------+------+------+------+------+------+------+------+------+ ++------| + * | Capslock | A | S | D | F | G | H | J | K | L | ; : | ' " | ISO| Enter || PgDn | + * |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------| + * | LShift | ISO | Z | X | C | V | B | N | M | , < | . > | / ? | RShift || Up || End | + * |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======| + * | Ctrl | Win | LAlt | Space | RAlt | Fn | Ctrl || Left | Down | Rght | + * `------------------------------------------------------------------------------------------------------------' + */ + + [_BASE] = LAYOUT( + KC_ESC, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, LEFTOFENC, ENCFUNC, + KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, KC_BSPC, BELOWENC, + KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC, KC_PGUP, + CAPSNUM, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_NUHS, KC_ENT, KC_PGDN, + LSFTCAPSWIN,KC_NUBS, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_END, + KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, MO(_FN1),KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT + ), + + /* FN1 Layout + * + * ,-------------------------------------------------------------------------------------------------------------. + * | Esc ||MyCmp |WbHom | Calc |MdSel ||MdPrv |MdNxt |MdPly |MdStp ||VolDn |VolUp |PrScr |ScrLk ||Pause ||Sleep | + * |=============================================================================================================| + * | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ |RGBTOD|RGBTOI| ________ ||RGBTOG| + * |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------| + * | ______ |RGBSAD|RGBVAI|RGBSAI| NKRO | ____ |YAHOO | ____ | ____ |OUTLK |Pause | ____ | ____ | || Home | + * |---------+------+------+------+------+------+------+------+------+------+------+------+------+ ++------| + * | Capslock |RGBHUD|RGBVAD|RGBHUI| ____|GMAIL |HTMAIL| ____ | ____ | ____ | ____ | ____ | ___ | ____ || End | + * |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------| + * | ____ |RESET |RGBNIT| ____ | ____ | ____ | ____ |NumLk | ____ | ____ |DOTCOM| CAD | ______ ||RGBMOD|| ____ | + * |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======| + * | ____ | WinKyLk | ____ | _____ | ____ | ____ | ____ ||RGBSPD|RGBRMD|RGBSPI| + * `------------------------------------------------------------------------------------------------------------' + */ + + #ifdef GAME_ENABLE + [_FN1] = LAYOUT( + EE_CLR, KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SLCK, KC_PAUS, KC_SLEP, + PRNCONF, TG_CAPS, TG_PAD, TG_ESC, TG_DEL, TG_TDCAP,TG_ENC, TG_INS,TG_SPCMOD, _______, _______, RGB_TOD, RGB_TOI, _______, RGB_TOG, + _______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO, _______, _______, OUTLOOK, TG(_GAME),SWAP_L, SWAP_R, KC_HOME, + KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, LOCKPC, _______, _______, _______, _______, KC_END, + _______, RESET, RGB_NITE,_______, _______, _______, _______, KC_NLCK, _______, _______, DOTCOM, KC_CAD, _______, RGB_MOD, _______, + _______, WINLOCK, _______, _______, _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI + ), + + [_GAME] = LAYOUT( + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______ + ), + + #else + [_FN1] = LAYOUT( + EE_CLR, KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SLCK, KC_PAUS, KC_SLEP, + PRNCONF, TG_CAPS, TG_PAD, TG_ESC, TG_DEL, TG_TDCAP,TG_ENC, TG_INS,TG_SPCMOD, _______, _______, RGB_TOD, RGB_TOI, _______, RGB_TOG, + _______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO, _______, _______, OUTLOOK, KC_PAUS, SWAP_L, SWAP_R, KC_HOME, + KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, LOCKPC, _______, _______, _______, _______, KC_END, + _______, RESET, RGB_NITE,_______, _______, _______, _______, KC_NLCK, _______, _______, DOTCOM, KC_CAD, _______, RGB_MOD, _______, + _______, KC_WINLCK, _______, _______, _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI + ), + #endif //GAME_ENABLE + + /* _NUMPADMOUSE Layout + * Note: A symbol preceded by "P" is a Numpad-encoded version of the key -- any app that differentiates will recognize the char as coming from a physical numpad. + * ,-------------------------------------------------------------------------------------------------------------. + * | ____ || ____ | ____ | ____ | ____ || ____ | ____ | ____ | ____ || ____ | ____ | ____ | ____ || ____ || ____ | + * |=============================================================================================================| + * | ____ | P1 | P2 | P3 | P4 | P5 | P6 | P7 | P8 | P9 | P0 | P- | P+ | ________ || ____ | + * |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------| + * | ______ | PGUP | Up | PGDN | None | None | None | P4 | P5 | P6 | P+ | ____ | ____ | || WhUp | + * |---------+------+------+------+------+------+------+------+------+------+------+------+------+ ++------| + * | ________ | Left | Down | Rght | None| None | None | P1 | P2 | P3 | P* | ___ | ___ |P-Enter|| WhDn | + * |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------| + * | __________ | None | ____ | ____ | ____ | None | None | 0 | 00 | P. | P/ | MBt1 ||MS_UP || MBt2 | + * |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======| + * | ____ | ____ | ____ | _____ | ____ | ____ | MBt3 ||MS_LT |MS_DN |MS_RT | + * `------------------------------------------------------------------------------------------------------------' + */ + + [_NUMPADMOUSE] = LAYOUT( + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, + _______, KC_P1, KC_P2, KC_P3, KC_P4, KC_P5, KC_P6, KC_P7, KC_P8, KC_P9, KC_P0, KC_PMNS, KC_PPLS, _______, _______, + _______, KC_PGUP, KC_UP, KC_PGDN, KC_NO, KC_NO, KC_NO, KC_P4, KC_P5, KC_P6, KC_PPLS, _______, _______, KC_WH_U, + _______, KC_LEFT, KC_DOWN, KC_RGHT, KC_NO, KC_NO, KC_NO, KC_P1, KC_P2, KC_P3, KC_PAST, _______, _______, KC_PENT, KC_WH_D, + _______, _______, KC_NO, _______, _______, _______, KC_NO, KC_NO, KC_P0, KC_00, KC_PDOT, KC_PSLS, KC_BTN1, KC_MS_U, KC_BTN2, + _______, _______, _______, KC_PENT, _______, _______, KC_BTN3, KC_MS_L, KC_MS_D, KC_MS_R + ), + + [_MOUSEKEY] = LAYOUT( + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_WH_U, + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_WH_D, + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_BTN1, KC_MS_U, KC_BTN2, + _______, _______, _______, _______, _______, _______, KC_BTN3, KC_MS_L, KC_MS_D, KC_MS_R + ), + + #ifdef COLEMAK_LAYER_ENABLE + [_COLEMAK] = LAYOUT( + _______, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, _______, _______, + KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, _______, _______, + KC_TAB, KC_Q, KC_W, KC_F, KC_P, KC_G, KC_J, KC_L, KC_U, KC_Y, KC_SCLN, KC_LBRC, KC_RBRC, KC_PGUP, + _______, KC_A, KC_R, KC_S, KC_T, KC_D, KC_H, KC_N, KC_E, KC_I, KC_O, KC_QUOT, KC_NUHS, KC_ENT, KC_PGDN, + _______, KC_NUBS, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_K, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_END, + _______, _______, _______, KC_SPC, KC_RALT, _______, KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT + ), + #endif // COLEMAK_LAYER_ENABLE +}; + +#if defined(ENCODER_ENABLE) && !defined(ENCODER_DEFAULTACTIONS_ENABLE) // Encoder Functionality when not using userspace defaults +void encoder_action_rgbhue(bool clockwise) { + if (clockwise) + rgblight_increase_hue_noeeprom(); + else + rgblight_decrease_hue_noeeprom(); +} + +bool encoder_update_user(uint8_t index, bool clockwise) { + uint8_t mods_state = get_mods(); + if (mods_state & MOD_BIT(KC_LSFT)) { // If you are holding L shift, encoder changes layers + encoder_action_layerchange(clockwise); + } else if (mods_state & MOD_BIT(KC_RSFT)) { // If you are holding R shift, Page up/dn + unregister_mods(MOD_BIT(KC_RSFT)); + encoder_action_navpage(clockwise); + register_mods(MOD_BIT(KC_RSFT)); + } else if (mods_state & MOD_BIT(KC_LCTL)) { // if holding Left Ctrl, navigate next/prev word + encoder_action_navword(clockwise); + } else if (mods_state & MOD_BIT(KC_RCTL)) { // if holding Right Ctrl, change rgb hue/colour + encoder_action_rgbhue(clockwise); + } else if (mods_state & MOD_BIT(KC_LALT)) { // if holding Left Alt, change media next/prev track + encoder_action_mediatrack(clockwise); + } else { + switch (get_highest_layer(layer_state)) { + case _FN1: + #ifdef IDLE_TIMEOUT_ENABLE + timeout_update_threshold(clockwise); + #endif + break; + #ifdef GAME_ENABLE + case _GAME: + // Game: Paddle movement + if (damage_count == 0) { + if (clockwise) { + if (paddle_pos_full < 15) ++paddle_pos_full; + } else { + if (paddle_pos_full > 0) --paddle_pos_full; + } + } + break; + #endif //GAME_ENABLE + default: + encoder_action_volume(clockwise); // Otherwise it just changes volume + break; + } + } + //return true; //set to return false to counteract enabled encoder in pro.c + return false; +} +#endif // ENCODER_ENABLE && !ENCODER_DEFAULTACTIONS_ENABLE + +#ifdef RGB_MATRIX_ENABLE + +// Game logic +#ifdef GAME_ENABLE +void init_ball(uint8_t i) { + i &= 1; + ball[i].on = true; + ball[i].up = false; + ball[i].y = 0; + ball[i].x = rand() % 16; + + // Set initial ball state + if (ball[i].x < 8) { + ball[i].left = false; + } else { + ball[i].x -= 4; + ball[i].left = true; + } + + // 1/4 chance of being an enemy ball after level 6 + if (level_number > 3) { + ball[i].enemy = ((rand() % 4) == 0); + } else { + ball[i].enemy = false; + } +} + +void hurt_paddle(void) { + if (paddle_lives > 0) { + --paddle_lives; + } + damage_timer = timer_read(); + damage_count = 10; + + // Reset board + init_ball(0); + ball[1].on = false; +} +#endif //GAME_ENABLE + +// Capslock, Scroll lock and Numlock indicator on Left side lights. +void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) { + if (get_rgb_nightmode()) rgb_matrix_set_color_all(RGB_OFF); + + // Scroll Lock RGB setup + if (IS_HOST_LED_ON(USB_LED_SCROLL_LOCK)) { + rgb_matrix_set_color(LED_L3, RGB_RED); + rgb_matrix_set_color(LED_L4, RGB_RED); + rgb_matrix_set_color(LED_TAB, RGB_RED); + rgb_matrix_set_color(LED_F12, RGB_RED); + } + + // System NumLock warning indicator RGB setup + #ifdef INVERT_NUMLOCK_INDICATOR + if (!IS_HOST_LED_ON(USB_LED_NUM_LOCK)) { // on if NUM lock is OFF to bring attention to overlay numpad not functional when enabled + rgb_matrix_set_color(LED_GRV, RGB_ORANGE2); + rgb_matrix_set_color(LED_L1, RGB_ORANGE2); + rgb_matrix_set_color(LED_L2, RGB_ORANGE2); + rgb_matrix_set_color(LED_N, RGB_ORANGE2); + rgb_matrix_set_color(LED_FN, RGB_ORANGE2); + } + #else + if (IS_HOST_LED_ON(USB_LED_NUM_LOCK)) { // Normal, on if NUM lock is ON + rgb_matrix_set_color(LED_GRV, RGB_ORANGE2); + rgb_matrix_set_color(LED_L1, RGB_ORANGE2); + rgb_matrix_set_color(LED_L2, RGB_ORANGE2); + rgb_matrix_set_color(LED_N, RGB_ORANGE2); + rgb_matrix_set_color(LED_FN, RGB_ORANGE2); + } + #endif // INVERT_NUMLOCK_INDICATOR + + // CapsLock RGB setup + if (IS_HOST_LED_ON(USB_LED_CAPS_LOCK)) { + if (user_config.rgb_hilite_caps) { + for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_LETTERS); i++) { + rgb_matrix_set_color(LED_LIST_LETTERS[i], RGB_CHARTREUSE); + } + rgb_matrix_set_color(LED_L7, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_L8, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_LSFT, RGB_CHARTREUSE); + } + else { + rgb_matrix_set_color(LED_L7, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_L8, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_LSFT, RGB_CHARTREUSE); + } + } + + // Winkey disabled (gaming) mode RGB setup + if (keymap_config.no_gui) { + rgb_matrix_set_color(LED_LWIN, RGB_RED); //light up Winkey red when disabled + rgb_matrix_set_color(LED_W, RGB_CHARTREUSE); //light up gaming keys with WSAD higlighted + rgb_matrix_set_color(LED_S, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_A, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_D, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_Q, RGB_ORANGE2); + rgb_matrix_set_color(LED_E, RGB_ORANGE2); + rgb_matrix_set_color(LED_R, RGB_ORANGE2); + rgb_matrix_set_color(LED_TAB, RGB_ORANGE2); + rgb_matrix_set_color(LED_F, RGB_ORANGE2); + rgb_matrix_set_color(LED_Z, RGB_ORANGE2); + rgb_matrix_set_color(LED_X, RGB_ORANGE2); + rgb_matrix_set_color(LED_C, RGB_ORANGE2); + rgb_matrix_set_color(LED_V, RGB_ORANGE2); + rgb_matrix_set_color(LED_SPC, RGB_ORANGE2); + rgb_matrix_set_color(LED_LCTL, RGB_ORANGE2); + rgb_matrix_set_color(LED_LSFT, RGB_ORANGE2); + } + + // Fn selector mode RGB setup + switch (get_highest_layer(layer_state)) { // special handling per layer + case _FN1: // on Fn layer select what the encoder does when pressed + rgb_matrix_set_color(LED_FN, RGB_RED); //FN key + + //NEW RGB LIGHTING TO RING KEYBOARD ON FN LAYER ACTIVATION: + for (uint8_t j = 0; j < ARRAYSIZE(LED_LIST_FUNCROW); j++) { + rgb_matrix_set_color(LED_LIST_FUNCROW[j], RGB_RED); + } + rgb_matrix_set_color(LED_LCTL, RGB_RED); + rgb_matrix_set_color(LED_LALT, RGB_RED); + rgb_matrix_set_color(LED_SPC, RGB_RED); + rgb_matrix_set_color(LED_LWIN, RGB_RED); + //rgb_matrix_set_color(LED_RALT, RGB_RED); + rgb_matrix_set_color(LED_FN, RGB_OFFBLUE); + //rgb_matrix_set_color(LED_RCTL, RGB_RED); + rgb_matrix_set_color(LED_BSLS, RGB_RED); + rgb_matrix_set_color(LED_L1, RGB_RED); + rgb_matrix_set_color(LED_L2, RGB_RED); + rgb_matrix_set_color(LED_L3, RGB_RED); + rgb_matrix_set_color(LED_L4, RGB_RED); + rgb_matrix_set_color(LED_L5, RGB_RED); + rgb_matrix_set_color(LED_L6, RGB_RED); + rgb_matrix_set_color(LED_L7, RGB_RED); + rgb_matrix_set_color(LED_L8, RGB_RED); + rgb_matrix_set_color(LED_DOWN, RGB_RED); + rgb_matrix_set_color(LED_LEFT, RGB_RED); + rgb_matrix_set_color(LED_RIGHT, RGB_RED); + rgb_matrix_set_color(LED_R1, RGB_RED); + rgb_matrix_set_color(LED_R2, RGB_RED); + rgb_matrix_set_color(LED_R3, RGB_RED); + rgb_matrix_set_color(LED_R4, RGB_RED); + rgb_matrix_set_color(LED_R5, RGB_RED); + rgb_matrix_set_color(LED_R6, RGB_RED); + rgb_matrix_set_color(LED_R7, RGB_RED); + rgb_matrix_set_color(LED_R8, RGB_RED); + rgb_matrix_set_color(LED_MINS, RGB_OFFBLUE); + rgb_matrix_set_color(LED_EQL, RGB_OFFBLUE); + #ifdef GAME_ENABLE + rgb_matrix_set_color(LED_P, RGB_CHARTREUSE); + #else + rgb_matrix_set_color(LED_P, RGB_RED); + #endif // GAME_ENABLE + + //Add RGB statuses for user.config toggles + if (user_config.rgb_hilite_caps) { + rgb_matrix_set_color(LED_1, RGB_GREEN); + } else { + rgb_matrix_set_color(LED_1, RGB_PURPLE); + } + if (user_config.rgb_hilite_numpad) { + rgb_matrix_set_color(LED_2, RGB_GREEN); + } else { + rgb_matrix_set_color(LED_2, RGB_PURPLE); + } + if (user_config.esc_double_tap_to_baselyr) { + rgb_matrix_set_color(LED_3, RGB_GREEN); + } else { + rgb_matrix_set_color(LED_3, RGB_PURPLE); + } + if (user_config.del_right_home_top) { + rgb_matrix_set_color(LED_4, RGB_GREEN); + } else { + rgb_matrix_set_color(LED_4, RGB_PURPLE); + } + if (user_config.double_tap_shift_for_capslock) { + rgb_matrix_set_color(LED_5, RGB_GREEN); + } else { + rgb_matrix_set_color(LED_5, RGB_PURPLE); + } + if (user_config.encoder_press_mute_or_media) { + rgb_matrix_set_color(LED_6, RGB_GREEN); + } else { + rgb_matrix_set_color(LED_6, RGB_PURPLE); + } + if (user_config.ins_on_shft_bkspc_or_del) { + rgb_matrix_set_color(LED_7, RGB_GREEN); + } else { + rgb_matrix_set_color(LED_7, RGB_PURPLE); + } + if (user_config.disable_space_mods) { + rgb_matrix_set_color(LED_8, RGB_GREEN); + } else { + rgb_matrix_set_color(LED_8, RGB_PURPLE); + } + + // Add RGB Timeout Indicator -- shows 0 to 139 using F row and num row; larger numbers using 16bit code + uint16_t timeout_threshold = get_timeout_threshold(); + if (timeout_threshold <= 10) rgb_matrix_set_color(LED_LIST_FUNCROW[timeout_threshold], RGB_BLUE); + else if (timeout_threshold < 140) { + rgb_matrix_set_color(LED_LIST_FUNCROW[(timeout_threshold / 10)], RGB_CYAN); + rgb_matrix_set_color(LED_LIST_FUNCROW[(timeout_threshold % 10)], RGB_BLUE); + } else { // >= 140 minutes, just show these 3 lights + rgb_matrix_set_color(LED_LIST_FUNCROW[10], RGB_CYAN); + rgb_matrix_set_color(LED_LIST_FUNCROW[11], RGB_CYAN); + rgb_matrix_set_color(LED_LIST_FUNCROW[12], RGB_CYAN); + } + break; + + // Numpad & Mouse Keys overlay RGB + case _NUMPADMOUSE: + if (user_config.rgb_hilite_numpad) { + for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_NUMPAD); i++) { + rgb_matrix_set_color(LED_LIST_NUMPAD[i], RGB_OFFBLUE); + } + rgb_matrix_set_color(LED_L5, RGB_OFFBLUE); + rgb_matrix_set_color(LED_L6, RGB_OFFBLUE); + rgb_matrix_set_color(LED_CAPS, RGB_OFFBLUE); + rgb_matrix_set_color(LED_UP, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_DOWN, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_LEFT, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_RIGHT, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_RCTL, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_RSFT, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_END, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_PGUP, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_PGDN, RGB_CHARTREUSE); + } else { + rgb_matrix_set_color(LED_L5, RGB_OFFBLUE); + rgb_matrix_set_color(LED_L6, RGB_OFFBLUE); + rgb_matrix_set_color(LED_CAPS, RGB_OFFBLUE); + } + break; + + // MOUSEKEYS mode RGB + case _MOUSEKEY: + rgb_matrix_set_color(LED_UP, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_DOWN, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_LEFT, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_RIGHT, RGB_CHARTREUSE); + rgb_matrix_set_color(LED_RCTL, RGB_CYAN); + rgb_matrix_set_color(LED_RSFT, RGB_CYAN); + rgb_matrix_set_color(LED_END, RGB_CYAN); + rgb_matrix_set_color(LED_PGUP, RGB_OFFBLUE); + rgb_matrix_set_color(LED_PGDN, RGB_OFFBLUE); + break; + + // Colemak layer RGB + #ifdef COLEMAK_LAYER_ENABLE + case _COLEMAK: + for (uint8_t i = 0; i < ARRAYSIZE(LED_SIDE_RIGHT); i++) { + rgb_matrix_set_color(LED_SIDE_RIGHT[i], RGB_MAGENTA); + rgb_matrix_set_color(LED_SIDE_LEFT[i], RGB_MAGENTA); + } + break; + #endif + + // Paddle game logic + #ifdef GAME_ENABLE + case _GAME: + if (!game_start) { + srand((unsigned int) timer_read()); + + // Store user light settings + last_hsv = rgb_matrix_get_hsv(); + rgb_matrix_sethsv_noeeprom(0, 0, 0); + + paddle_pos_full = 8; + paddle_lives = 4; + bounce_count = 0; + level_number = 0; + damage_count = 0; + + init_ball(0); + ball[1].on = false; + ball_timer = timer_read(); + + game_start = true; + } + + // Set level indicator + if (level_number < 12) { + rgb_matrix_set_color(GAME_R0[level_number], RGB_BLUE); + } + + // Set life bar + for (uint8_t i = 0; i < paddle_lives; i++) { + rgb_matrix_set_color(GAME_LIVES[i], RGB_GREEN); + } + + uint8_t paddle_pos = paddle_pos_full >> 1; + + if (damage_count > 0) { + // Flash paddle when receiving damage + if (timer_elapsed(damage_timer) > 500) { + --damage_count; + damage_timer = timer_read(); + } + if ((damage_count & 1) == 0) { + for (uint8_t i = 0; i < 3; i++) { + rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_RED); + } + } + if (damage_count == 0) { + ball_timer = timer_read(); + } + + } else if (paddle_lives == 0) { + // Game over + for (uint8_t i = 0; i < sizeof(LED_GAME_OVER) / sizeof(LED_GAME_OVER[0]); i++) { + rgb_matrix_set_color(LED_GAME_OVER[i], RGB_RED); + } + + } else if (level_number >= 12) { + // You win + if (rgb_value.r == 0xff && rgb_value.g < 0xff) { + if (rgb_value.b > 0) { + --rgb_value.b; + } else { + ++rgb_value.g; + } + } else if (rgb_value.g == 0xff && rgb_value.b < 0xff) { + if (rgb_value.r > 0) { + --rgb_value.r; + } else { + ++rgb_value.b; + } + } else if (rgb_value.b == 0xff && rgb_value.r < 0xff) { + if (rgb_value.g > 0) { + --rgb_value.g; + } else { + ++rgb_value.r; + } + } + + for (uint8_t i = 0; i < 3; i++) { + rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], rgb_value.r, rgb_value.g, rgb_value.b); + } + rgb_matrix_set_color(GAME_SMILE1[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b); + rgb_matrix_set_color(GAME_SMILE1[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b); + rgb_matrix_set_color(GAME_SMILE2[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b); + rgb_matrix_set_color(GAME_SMILE2[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b); + + } else { + // normal game loop + + // Set paddle position + for (uint8_t i = 0; i < 3; i++) { + rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_GREEN); + } + + // Ball movement logic happens at intervals + if (timer_elapsed(ball_timer) > GAME_TIMER[level_number]) { + for (int i = 0; i < 2; ++i) { + if (ball[i].on) { + // Ball movement + if (ball[i].up) { + if (ball[i].y > 0) { + --ball[i].y; + if (!ball[i].left) ++ball[i].x; + } else { + // Count reflections. If > 10, increase level + ++bounce_count; + if (bounce_count >= 10) { + bounce_count = 0; + ++level_number; + } + ball[i].on = false; + } + } else { + ++ball[i].y; + if (ball[i].left) --ball[i].x; + if (ball[i].y > 4) { + // Remove a life if ball isn't returned and isn't enemy + if (!ball[i].enemy) { + hurt_paddle(); + i = 2; + } else { + ball[i].on = false; + } + } + } + } + } + if (ball[0].y == 4 && !ball[1].on) { + init_ball(1); + } + if (ball[1].y == 4 && !ball[0].on) { + init_ball(0); + } + if (!ball[0].on && !ball[1].on) { + init_ball(0); + } + ball_timer = timer_read(); + } + + // Other ball stuff + for (int i = 0; i < 2; ++i) { + if (ball[i].on) { + // Ball deflection logic + if (!ball[i].up && ball[i].y == 4 && (ball[i].x == paddle_pos || ball[i].x == paddle_pos - 1 || ball[i].x == paddle_pos + 1)) { + if (!ball[i].enemy) { + --ball[i].y; + if (!ball[i].left) { + ++ball[i].x; + } + ball[i].up = true; + } else { + hurt_paddle(); + i = 2; + } + } + + // Ball display + switch (ball[i].y) { + case 0: + if (ball[i].enemy) { + rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_RED); + } else { + rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_WHITE); + } + break; + + case 1: + if (ball[i].enemy) { + rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_RED); + } else { + rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_WHITE); + } + break; + + case 2: + if (ball[i].enemy) { + rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_RED); + } else { + rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_WHITE); + } + break; + + case 3: + if (ball[i].enemy) { + rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_RED); + } else { + rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_WHITE); + } + break; + + case 4: + if (ball[i].enemy) { + rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_RED); + } else { + rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_WHITE); + } + break; + } + } + } + } + break; + #endif //GAME_ENABLE + default: + #ifdef GAME_ENABLE + if (game_start) { + // Reset lighting settings + game_start = false; + rgb_matrix_sethsv_noeeprom(last_hsv.h, last_hsv.s, last_hsv.v); + } + #endif //GAME_ENABLE + break; + } +} +#endif + +void keyboard_post_init_keymap(void) { + // keyboard_post_init_user() moved to userspace + #ifdef RGB_MATRIX_ENABLE + activate_rgb_nightmode(false); // Set to true if you want to startup in nightmode, otherwise use Fn + Z to toggle + #endif +}
\ No newline at end of file diff --git a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/paddlegame.h b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/paddlegame.h new file mode 100644 index 0000000000..3d33975cfe --- /dev/null +++ b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/paddlegame.h @@ -0,0 +1,48 @@ +/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com> + Copyright 2021 Tomas Guinan + +This program is free software: you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation, either version 2 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program. If not, see <http://www.gnu.org/licenses/>. +*/ + +#ifdef GAME_ENABLE +const uint16_t GAME_TIMER[] = { + 400, 350, 300, 250, 400, 350, 300, 250, 225, 200, 175, 150 +}; + +bool game_start = false; +HSV last_hsv; +static uint8_t paddle_pos_full; +static uint8_t paddle_lives; +static uint8_t level_number; +static uint8_t bounce_count; +static uint8_t damage_count; +static uint16_t damage_timer; +static uint16_t ball_timer; + +struct BallStruct +{ + uint8_t x; + uint8_t y; + bool on; + bool up; + bool left; + bool enemy; +}; + +struct BallStruct ball[2]; + +void init_ball(uint8_t i); +void hurt_paddle(void); + +#endif //GAME_ENABLE
\ No newline at end of file diff --git a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/readme.md b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/readme.md new file mode 100644 index 0000000000..31f4539fde --- /dev/null +++ b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/readme.md @@ -0,0 +1,122 @@ +# [gourdo1's](mailto:gourdo1@outlook.com) GMMK Pro ISO layout + +This Windows-centric ISO layout is based on [Jonavin's](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/iso/keymaps/jonavin) GMMK Pro layout with several additions, fixes, a tweaked keymap, updated layers, [Tomas Guinan's paddle game](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame) and expanded RGB controls. + +![image](https://raw.githubusercontent.com/gourdo1/media/main/susuwatari.jpg) + +## Features: + +### Core Functionality + +* ISO layout (added July xx, 2022) +* [VIA](https://www.caniusevia.com/) support enabled (added Mar 16, 2022) +* Most [default Glorious shortcuts](https://cdn.shopify.com/s/files/1/0549/2681/files/GMMK_Pro_User_Guide.pdf) enabled +* [N-key Rollover](https://en.wikipedia.org/wiki/Rollover_\(keyboard\)#n-key_rollover) (NKRO) -- toggled with Fn+R +* 1000Hz polling rate with 5ms debounce time for quick response in games +* Mouse Keys! Don't want to move your hands off the keyboard or you didn't bring it with you on the road? Use cursor keys to move the mouse. +* Overlay numpad on 789-UIOP-JKL;-M,. & Space-bar mapped to Enter key for rapid number entry +* Gaming mode (Fn+Win-key) locks out Win-key as well as double-tap Shift Capslock; Also RGB highlights WSAD and nearby gaming related keys +* [Caps Word](https://getreuer.info/posts/keyboards/caps-word/index.html) enabled: To capitalize the next word only, press and release both left and right shift keys at the same time. (added Feb 25, 2022) +* Multi-monitor app moving shortcuts: Fn+[,] (square brackets) to move current app window to next monitor (added Apr 11, 2022) +* Capslock toggled by double tap of Left Shift key or Fn + Capslock (RGB green highlighted) +* Paddle game accessible via Fn+P; Hit Fn+P again or double tap ESC to exit (added May 5, 2022) +* Single-handed shortcut for Ctrl-Alt-Delete: Fn+/ (added May 14, 2022) +* Single-handed shortcut for Win-L (lock Windows): Fn+L (added May 17, 2022) +* Domain shortcuts: Fn+.=".com", Fn+O="outlook.com", Fn+Y="yahoo.com", Fn+H="hotmail.com", Fn+G="gmail.com". (added Apr 7, 2022) +* Fn-Backslash for [Bootloader mode](https://github.com/qmk/qmk_firmware/blob/master/docs/newbs_flashing.md) +* Home key on F13, Del key right of Backspace +* Insert accessible via Shift-Backspace (so shift delete still works in Windows Explorer) +* PrtScrn, Scroll Lock, Pause/Break are top right on the keyboard: Fn+F11, Fn+F12, Fn+F13 +* [Colemak](https://colemak.com/) key layout support (Layer accessible via Left Shift + turn Encoder clockwise until side LEDs light up purple) +* Double tap ESC any time to revert to base layer (added Feb 26, 2022) +* RGB backlight effects expanded to include framebuffer effects and reactive keypress modes (updated May 24, 2022) +* RGB backlight now remembers last color & effect settings after power down (updated May 24, 2022) + +### Numpad + Mouse Keys (Capslock key) + +* Overlay numpad + [Mouse Keys](https://github.com/qmk/qmk_firmware/blob/master/docs/feature_mouse_keys.md) are accessed through Capslock key hold (temp) or double press (locked) with RGB highlighting +* Numpad uses Space-bar as Enter for rapid number entry (added May 17, 2022) +* This layer disables much of the keyboard, except X/C/V for cut/copy/paste, WASD for cursor, Q/E for PgUp/PgDn, cursor keys become mouse keys, surrounding keys become mouse buttons and all number keys become numpad versions (so Alt char codes work regardless of which set you use) +* Fn and N keys light up orange if system numlock is off (inverted status), indicating numpad keys will not deliver expected output (Fn+N to toggle) +* Double zero on comma key. +* [Mouse Keys](https://github.com/qmk/qmk_firmware/blob/master/docs/feature_mouse_keys.md) allow you to use the mouse without taking your hand off the keyboard. (added Mar 15, 2022) +* Mouse controls are: Cursor keys = move mouse; RShift = button1, End = button2, RCtrl = button3, PgUp/PgDn = Scroll wheel +* Mouse Keys can also be accessed as a standalone layer by Left Shift-turning the Encoder until the cursor keys light up green + +### Encoder Functionality + +* Default knob turn changes volume; button press toggles mute +* Exponential encoder - quick repeated volume up doubles increase; quick repeated volume down triples decrease (added Feb 17, 2022) +* Fn + knob turn changes RGB idle timeout +* Fn + knob push puts PC to Sleep (Added May 14, 2022) +* holding Left Shift changes layers +* holding Right Shift navigates page up/down +* holding Left Ctrl navigates prev/next word +* holding Right Ctrl changes RGB hue/color +* holding Left Alt changes media prev/next track + +### Paddle Game + +* Based on [Tomas Guinan's excellent GMMK Pro paddle game](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame) +* Paddle Game playable by pressing Fn+P (P lights up green in Fn layer if game is enabled in firmware, otherwise it lights up red) +* Use rotary encoder to control paddle +* Contains 12 levels, indicated by blue LED on F-key row +* Player has 4 lives, indicated by nav cluster +* Deflect white balls while avoiding red ones +* Use Fn+P, double tap ESC or otherwise change layer to quit game + +### Global RGB Controls + +* RGB backlight lighting effect: Fn+up/down +* RGB backlight effect speed: Fn+left/right +* RGB backlight hue cycle: Fn+A/D +* RGB backlight brightness: Fn+W/S +* RGB backlight saturation: Fn+Q/E (added Feb 4, 2022) +* RGB backlight night mode toggle: Fn+Z (indicators still work) +* RGB backlight timeout: Fn+Encoder or "-" and "=" (default 15 minutes) (updated Apr 7, 2022) + * indicators in Fn layer using RGB in F-key and number rows to show the current timeout in minutes +* Fn+Z to turn off RGB backlighting (indicator lights still work); press again to toggle +* RGB indicators on left side LEDs in order from top: System NumLock off (orange), Scroll Lock (red), Numpad (blue), Capslock (green). + +### Advanced Controls + +* Fn+\ to get to bootloader mode +* Fn+[ESC] to clear EEPROM (then unplug and re-plug) (added Apr 11, 2022) +* Fn+R to toggle N-key Rollover (added Apr 11, 2022) +* Fn+/ is single-handed shortcut to Ctrl-Alt-Delete (added May 14, 2022) +* Fn+L is single-handed shortcut to Win-L (lock Windows) (added May 17, 2022) +* Fn+[Encoder press] to sleep Windows PC (added May 14, 2022) + +Link to latest firmware binary: https://github.com/gourdo1/media/raw/main/gmmk_pro_rev1_ansi_gourdo1.bin + +Link to cheatsheet: https://github.com/gourdo1/media/raw/main/GMMK_Pro_Cheatsheet.pdf + + +## rules.mk Options + +STARTUP_NUMLOCK_ON = yes - Turns on NUMLOCK by default + +ENCODER_DEFAULTACTIONS_ENABLE = yes - Enabled default encoder functions + +TD_LSFT_CAPSLOCK_ENABLE = yes - This will enable double tap on Left Shift to toggle CAPSLOCK when using KC_LSFTCAPS + +IDLE_TIMEOUT_ENABLE = yes - Enables Timer functionality; for RGB idle timeouts that can be changed dynamically + +INVERT_NUMLOCK_INDICATOR - Inverts the Numlock indicator, LED is on when numlock is off -- numlock interferes with overlay numpad, so should be off when numpad layer is active unless you have an external numpad. + +COLEMAK_LAYER_ENABLE = yes - Enables optional 5th layer for COLEMAK layout. Use Shift + encoder to enter 5th layer. + +GAME_ENABLE ?= yes - Enables Paddle Game + +## Layer Diagrams +### Base layer +![image](https://raw.githubusercontent.com/gourdo1/media/main/base.png) + +### Fn Layer +![image](https://raw.githubusercontent.com/gourdo1/media/main/fn1.png) + +### Layer 2 (Numpad) +![image](https://raw.githubusercontent.com/gourdo1/media/main/numpad.png) + +### COLEMAK layer +![image](https://user-images.githubusercontent.com/71780717/131235050-980d2f54-2d23-4ae8-a83f-9fcdbe60d6cb.png) diff --git a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rgb_matrix_map.h b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rgb_matrix_map.h new file mode 100644 index 0000000000..36e42ee7f4 --- /dev/null +++ b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rgb_matrix_map.h @@ -0,0 +1,411 @@ +/* Copyright 2021 Jonavin Eng @Jonavin + Copyright 2022 gourdo1 <gourdo1@outlook.com> + +This program is free software: you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation, either version 2 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program. If not, see <http://www.gnu.org/licenses/>. +*/ + +#ifdef RGB_MATRIX_ENABLE + +//Define variables for Game +bool fn_active = false; +RGB rgb_value; + +// Custom GMMK Pro-specific RGB color customizations (defaults found in quantum/color.h) +#define RGB_GODSPEED 0x00, 0xE4, 0xFF // color for matching keycaps +#define RGB_NAUTILUS 0x00, 0xA4, 0xA9 // Nautilus Font colors +#define RGB_OFFBLUE 0x00, 0x80, 0xFF // new color: blue with a hint of green +#define RGB_DKRED 0x28, 0x00, 0x00 // new color: dark red +#define RGB_ORANGE2 0xFF, 0x28, 0x00 // fix: reduced green from 80 to 28 +#define RGB_PURPLE2 0x80, 0x00, 0xFF // fix: increased red from 7A to 80 +#define RGB_SPRINGGREEN2 0x00, 0xFF, 0x10 // fix: blue was 80, now 10 +#define RGB_YELLOW2 0xFF, 0xB0, 0x00 // fix: green was FF, now B0 +#define RGB_OFF RGB_BLACK + +// Added by gourdo1 for RGB testing +// Red Green Blue Expected GMMK Pro result +#define RGB_TEST1 0xFF, 0x00, 0x00 // Q - red good! +#define RGB_TEST2 0x0F, 0xFF, 0x00 // W - green good! +#define RGB_TEST3 0x00, 0x00, 0xFF // E - blue good! +#define RGB_TEST4 0xFF, 0xB0, 0x00 // R - yellow slightly green heavy - reduced green LED by quite a bit +#define RGB_TEST5 0x00, 0xFF, 0xFF // T - cyan good! +#define RGB_TEST6 0xFF, 0x00, 0xFF // Y - magenta very slightly blue heavy? +#define RGB_TEST7 0xFF, 0x28, 0x00 // U - orange very green heavy at default +#define RGB_TEST8 0xFF, 0x00, 0x80 // I - pink good! +#define RGB_TEST9 0x80, 0xFF, 0x00 // O - chartreus good! +#define RGB_TEST10 0x00, 0xFF, 0x10 // P - springgrn fixed: was too blue because green LED has blue in it already +#define RGB_TEST11 0x00, 0x80, 0xFF // A - grn blue good! +#define RGB_TEST12 0x80, 0x00, 0xFF // S - purple good! + +// RGB LED locations +enum led_location_map { + LED_ESC, // 0, ESC, k13 + LED_GRV, // 1, `, k16 + LED_TAB, // 2, Tab, k11 + LED_CAPS, // 3, Caps, k21 + LED_LSFT, // 4, Sh_L, k00 + LED_LCTL, // 5, Ct_L, k06 + LED_F1, // 6, F1, k26 + LED_1, // 7, 1, k17 + LED_Q, // 8, Q, k10 + LED_A, // 9, A, k12 + LED_Z, // 10, Z, k14 + LED_LWIN, // 11, Win_L, k90 + LED_F2, // 12, F2, k36 + LED_2, // 13, 2, k27 + LED_W, // 14, W, k20 + LED_S, // 15, S, k22 + LED_X, // 16, X, k24 + LED_LALT, // 17, Alt_L, k93 + LED_F3, // 18, F3, k31 + LED_3, // 19, 3, k37 + LED_E, // 20, E, k30 + LED_D, // 21, D, k32 + LED_C, // 22, C, k34 + LED_F4, // 23, F4, k33 + LED_4, // 24, 4, k47 + LED_R, // 25, R, k40 + LED_F, // 26, F, k42 + LED_V, // 27, V, k44 + LED_F5, // 28, F5, k07 + LED_5, // 29, 5, k46 + LED_T, // 30, T, k41 + LED_G, // 31, G, k43 + LED_B, // 32, B, k45 + LED_SPC, // 33, SPACE, k94 + LED_F6, // 34, F6, k63 + LED_6, // 35, 6, k56 + LED_Y, // 36, Y, k51 + LED_H, // 37, H, k53 + LED_N, // 38, N, k55 + LED_F7, // 39, F7, k71 + LED_7, // 40, 7, k57 + LED_U, // 41, U, k50 + LED_J, // 42, J, k52 + LED_M, // 43, M, k54 + LED_F8, // 44, F8, k76 + LED_8, // 45, 8, k67 + LED_I, // 46, I, k60 + LED_K, // 47, K, k62 + LED_COMM, // 48, ,, k64 + LED_RALT, // 49, Alt_R, k95 + LED_F9, // 50, F9, ka6 + LED_9, // 51, 9, k77 + LED_O, // 52, O, k70 + LED_L, // 53, L, k72 + LED_DOT, // 54, ., k74 + LED_FN, // 55, FN, k92 + LED_F10, // 56, F10, ka7 + LED_0, // 57, 0, k87 + LED_P, // 58, P, k80 + LED_SCLN, // 59, ;, k82 + LED_SLSH, // 60, ?, k85 + LED_F11, // 61, F11, ka3 + LED_MINS, // 62, -, k86 + LED_LBRC, // 63, [, k81 + LED_QUOT, // 64, ", k83 + LED_RCTL, // 65, Ct_R, k04 + LED_F12, // 66, F12, ka5 + LED_BSLS, // 67, \, k23 + LED_L1, // 68, LED, l01 + LED_R1, // 69, LED, l11 + LED_PRT, // 70, Prt, k97 + LED_L2, // 71, LED, l02 + LED_R2, // 72, LED, l12 + LED_DEL, // 73, Del, k65 + LED_L3, // 74, LED, l03 + LED_R3, // 75, LED, l13 + LED_PGUP, // 76, PgUp, k15 + LED_L4, // 77, LED, l04 + LED_R4, // 78, LED, l14 + LED_EQL, // 79, =, k66 + LED_RIGHT, // 80, Right, k05 + LED_L5, // 81, LED, l05 + LED_R5, // 82, LED, l15 + LED_END, // 83, End, k75 + LED_L6, // 84, LED, l06 + LED_R6, // 85, LED, l16 + LED_BSPC, // 86, BSpc, ka1 + LED_PGDN, // 87, PgDn, k25 + LED_L7, // 88, LED, l07 + LED_R7, // 89, LED, l17 + LED_RBRC, // 90, ], k61 + LED_RSFT, // 91, Sh_R, k91 + LED_L8, // 92, LED, l08 + LED_R8, // 93, LED, l18 + LED_UP, // 94, Up, k35 + LED_HASH, // 95, #, k84 + LED_LEFT, // 96, Left, k03 + LED_ENT, // 97, Enter, ka4 + LED_DOWN // 98, Down, k73 +}; + +const uint8_t LED_LIST_WASD[] = { + LED_W, + LED_A, + LED_S, + LED_D +}; + +const uint8_t LED_LIST_ARROWS[] = { + LED_LEFT, + LED_RIGHT, + LED_UP, + LED_DOWN +}; + +const uint8_t LED_LIST_FUNCROW[] = { + LED_ESC, + LED_F1, + LED_F2, + LED_F3, + LED_F4, + LED_F5, + LED_F6, + LED_F7, + LED_F8, + LED_F9, + LED_F10, + LED_F11, + LED_F12, + LED_PRT +}; + +const uint8_t LED_LIST_NUMROW[] = { + LED_GRV, + LED_1, + LED_2, + LED_3, + LED_4, + LED_5, + LED_6, + LED_7, + LED_8, + LED_9, + LED_0, + LED_MINS, + LED_EQL, + LED_BSPC, + LED_DEL +}; + +const uint8_t LED_LIST_LETTERS[] = { +/* LED_1, + LED_2, + LED_3, + LED_4, + LED_5, + LED_6, + LED_7, + LED_8, + LED_9, + LED_0, */ + LED_Q, + LED_W, + LED_E, + LED_R, + LED_T, + LED_Y, + LED_U, + LED_I, + LED_O, + LED_P, + LED_A, + LED_S, + LED_D, + LED_F, + LED_G, + LED_H, + LED_J, + LED_K, + LED_L, + LED_Z, + LED_X, + LED_C, + LED_V, + LED_B, + LED_N, + LED_M +}; + +const uint8_t LED_LIST_NUMPAD[] = { + LED_1, + LED_2, + LED_3, + LED_4, + LED_5, + LED_6, + LED_7, + LED_8, + LED_9, + LED_0, + LED_MINS, + LED_EQL, + LED_U, + LED_I, + LED_O, + LED_P, + LED_J, + LED_K, + LED_L, + LED_SCLN, + LED_ENT, + LED_M, + LED_COMM, + LED_DOT, + LED_SLSH, + LED_END, + LED_RIGHT +}; + +const uint8_t LED_SIDE_LEFT[] = { + LED_L1, + LED_L2, + LED_L3, + LED_L4, + LED_L5, + LED_L6, + LED_L7, + LED_L8 +}; + +const uint8_t LED_SIDE_RIGHT[] = { + LED_R1, + LED_R2, + LED_R3, + LED_R4, + LED_R5, + LED_R6, + LED_R7, + LED_R8 +}; + +#ifdef GAME_ENABLE +// Game LED rules +const uint8_t GAME_LIVES[] = { + LED_DEL, + LED_PGUP, + LED_PGDN, + LED_END +}; +const uint8_t GAME_PADDLE[] = { + LED_Z, + LED_X, + LED_C, + LED_V, + LED_B, + LED_N, + LED_M, + LED_COMM, + LED_DOT, + LED_SLSH +}; +const uint8_t GAME_SMILE1[] = { + LED_A, + LED_S, + LED_D, + LED_F, + LED_G, + LED_H, + LED_J, + LED_K, + LED_L, + LED_SCLN, + LED_QUOT +}; +const uint8_t GAME_SMILE2[] = { + LED_2, + LED_3, + LED_4, + LED_5, + LED_6, + LED_7, + LED_8, + LED_9, + LED_0, + LED_MINS, + LED_EQL +}; +const uint8_t GAME_R4[] = { + LED_X, + LED_C, + LED_V, + LED_B, + LED_N, + LED_M, + LED_COMM, + LED_DOT +}; +const uint8_t GAME_R3[] = { + LED_S, + LED_D, + LED_F, + LED_G, + LED_H, + LED_J, + LED_K, + LED_L, + LED_SCLN +}; +const uint8_t GAME_R2[] = { + LED_W, + LED_E, + LED_R, + LED_T, + LED_Y, + LED_U, + LED_I, + LED_O, + LED_P, + LED_LBRC +}; +const uint8_t GAME_R1[] = { + LED_2, + LED_3, + LED_4, + LED_5, + LED_6, + LED_7, + LED_8, + LED_9, + LED_0, + LED_MINS, + LED_EQL +}; +const uint8_t GAME_R0[] = { + LED_F1, + LED_F2, + LED_F3, + LED_F4, + LED_F5, + LED_F6, + LED_F7, + LED_F8, + LED_F9, + LED_F10, + LED_F11, + LED_F12 +}; +const uint8_t LED_GAME_OVER[] = { + LED_5, + LED_8, + LED_F, + LED_G, + LED_H, + LED_J, + LED_C, + LED_M +}; +#endif //GAME_ENABLE + +#endif
\ No newline at end of file diff --git a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rules.mk b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rules.mk new file mode 100644 index 0000000000..37e81e3dbb --- /dev/null +++ b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rules.mk @@ -0,0 +1,22 @@ +LTO_ENABLE = yes # link time optimization -- achieves a smaller compiled size +CONSOLE_ENABLE = no +COMMAND_ENABLE = no +MOUSEKEY_ENABLE = yes + +VIA_ENABLE = yes +TAP_DANCE_ENABLE = yes +BOOTMAGIC_ENABLE = yes # Enable Bootmagic Lite +CAPS_WORD_ENABLE = yes # Enable built-in Caps Word functionality + +TD_LSFT_CAPSLOCK_ENABLE = yes +IDLE_TIMEOUT_ENABLE = yes +STARTUP_NUMLOCK_ON = yes +ENCODER_DEFAULTACTIONS_ENABLE = no + +COLEMAK_LAYER_ENABLE = yes # Enable Colemak layer / set to no to disable +INVERT_NUMLOCK_INDICATOR = yes + +GAME_ENABLE ?= yes # Enable Paddle Game / set to no to disable +ifeq ($(strip $(GAME_ENABLE)), yes) + OPT_DEFS += -DGAME_ENABLE +endif |