From 1ed03f498fa204178c2696c510ac6a2cd8524e2d Mon Sep 17 00:00:00 2001 From: Joel Challis Date: Sun, 26 Nov 2023 18:36:45 +0000 Subject: Remove userspace keymaps (#22544) --- .../gmmk/pro/rev1/iso/keymaps/gourdo1/config.h | 146 ----- .../gmmk/pro/rev1/iso/keymaps/gourdo1/keymap.c | 726 --------------------- .../gmmk/pro/rev1/iso/keymaps/gourdo1/paddlegame.h | 48 -- .../gmmk/pro/rev1/iso/keymaps/gourdo1/readme.md | 124 ---- .../pro/rev1/iso/keymaps/gourdo1/rgb_matrix_map.h | 433 ------------ .../gmmk/pro/rev1/iso/keymaps/gourdo1/rules.mk | 22 - 6 files changed, 1499 deletions(-) delete mode 100644 keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/config.h delete mode 100644 keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/keymap.c delete mode 100644 keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/paddlegame.h delete mode 100644 keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/readme.md delete mode 100644 keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rgb_matrix_map.h delete mode 100644 keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rules.mk (limited to 'keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1') diff --git a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/config.h b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/config.h deleted file mode 100644 index a0fbedde49..0000000000 --- a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/config.h +++ /dev/null @@ -1,146 +0,0 @@ -/* Copyright 2021 Jonavin Eng @Jonavin - Copyright 2022 gourdo1 - -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 . -*/ - -#pragma once - -// Force n-key rollover -#define FORCE_NKRO - -// Set TT to two taps -#define TAPPING_TOGGLE 2 - -#ifdef COMMAND_ENABLE -#define IS_COMMAND() (get_mods() == MOD_MASK_CTRL) //debug commands accessed by holding down both CTRLs: https://github.com/qmk/qmk_firmware/blob/master/docs/feature_command.md -#endif - -// Caps Word configuration -#define BOTH_SHIFTS_TURNS_ON_CAPS_WORD -#define CAPS_WORD_IDLE_TIMEOUT 10000 // Automatically turn off after x milliseconds of idle. 0 to never timeout. - -// Handle GRAVESC combo keys -#define GRAVE_ESC_ALT_OVERRIDE -// Always send Escape if Alt is pressed -#define GRAVE_ESC_CTRL_OVERRIDE -// Always send Escape if Control is pressed - -// #define TAPPING_TERM 180 -#define TAPPING_TERM 300 -#define TAPPING_TERM_PER_KEY - -#ifdef RGB_MATRIX_ENABLE - #define RGB_DISABLE_WHEN_USB_SUSPENDED - #define RGB_MATRIX_KEYPRESSES // Enables REACTIVE & SPLASH modes - #define RGB_MATRIX_FRAMEBUFFER_EFFECTS // Enables Heatmap, Rain - - // RGB step values - #define RGBLIGHT_HUE_STEP 32 // The number of steps to cycle through the hue by (default 10) - #define RGBLIGHT_SAT_STEP 17 // The number of steps to increment the saturation by (default 17) - #define RGBLIGHT_VAL_STEP 17 // The number of steps to increment the brightness by (default 17) - - // Startup values, when none have been set - #define RGB_MATRIX_DEFAULT_MODE RGB_MATRIX_SOLID_REACTIVE // Sets the default effect mode, if none has been set (was RGB_MATRIX_SOLID_COLOR) - #define RGB_MATRIX_DEFAULT_HUE 24 // Sets the default hue value, if none has been set - #define RGB_MATRIX_DEFAULT_SAT 255 // Sets the default saturation value, if none has been set - #define RGB_MATRIX_DEFAULT_VAL 127 // Sets the default brightness value, if none has been set - #define RGB_MATRIX_DEFAULT_SPD 127 // Sets the default animation speed, if none has been set - - // Uncomment any #undef line below to turn OFF any default enabled RGB background effect (enabled in keyboards/gmmk/pro/config.h). - #undef ENABLE_RGB_MATRIX_ALPHAS_MODS // Solid color (seems redundant; seems same as RGB_MATRIX_SOLID_COLOR?) - //#undef ENABLE_RGB_MATRIX_GRADIENT_UP_DOWN // Static, horizontal rainbow - //#undef ENABLE_RGB_MATRIX_GRADIENT_LEFT_RIGHT // Static, vertical Rainbow - //#undef ENABLE_RGB_MATRIX_BREATHING // Breathing animation using selected HSV color - #undef ENABLE_RGB_MATRIX_BAND_SAT // Single hue band fading saturation scrolling left to right (with white) - //#undef ENABLE_RGB_MATRIX_BAND_VAL // Single hue band fading brightness scrolling left to right (with black) - #undef ENABLE_RGB_MATRIX_BAND_PINWHEEL_SAT // Single hue 3 blade spinning pinwheel fades sat (with white) - //#undef ENABLE_RGB_MATRIX_BAND_PINWHEEL_VAL // Single hue 3 blade spinning pinwheel fades brightness (with black) - #undef ENABLE_RGB_MATRIX_BAND_SPIRAL_SAT // Single hue spinning spiral fades brightness (with white) - //#undef ENABLE_RGB_MATRIX_BAND_SPIRAL_VAL // Single hue spinning spiral fades brightness (with black) - //#undef ENABLE_RGB_MATRIX_CYCLE_ALL // Full keyboard cycling through rainbow - //#undef ENABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT // Full gradient moving left to right - //#undef ENABLE_RGB_MATRIX_CYCLE_UP_DOWN // Full gradient scrolling top to bottom - #undef ENABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON // Full gradient chevron scrolling left to right (too similar to cycle left right) - //#undef ENABLE_RGB_MATRIX_CYCLE_OUT_IN // Rainbow circles coming to center. - #undef ENABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL // Two Rainbow circles coming to 1/3 and 2/3 points. (seems mostly redundant with above) - #undef ENABLE_RGB_MATRIX_CYCLE_PINWHEEL // Built-in cycling pinwheel (seems redundant with below) - //#undef ENABLE_RGB_MATRIX_CYCLE_SPIRAL // Full gradient spinning spiral around center of keyboard - #undef ENABLE_RGB_MATRIX_RAINBOW_BEACON // Spinning rainbow (more distracting transitions) - //#undef ENABLE_RGB_MATRIX_RAINBOW_PINWHEELS // Spinning rainbow (smoother) - #undef ENABLE_RGB_MATRIX_DUAL_BEACON // Two rainbows spinning around keyboard (distracting, busy) - #undef ENABLE_RGB_MATRIX_RAINDROPS // Sustained raindrops of blue, green, yellow (confusing to use with RGB layers) - //#undef ENABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS // Sustained raindrops of blue, purple, pink, green (confusing to use with RGB layers, but slightly better than above) - #undef ENABLE_RGB_MATRIX_HUE_BREATHING // Hue shifts up a slight amount at the same time, then shifts back (very subtle) - #undef ENABLE_RGB_MATRIX_HUE_PENDULUM // Hue shifts up a slight amount in a wave to the right, then back to the left (very subtle) - #undef ENABLE_RGB_MATRIX_HUE_WAVE // Hue shifts up a slight amount and then back down in a wave to the right (very subtle) - //#undef ENABLE_RGB_MATRIX_PIXEL_RAIN // Non-sustained raindrops of pastel colors - #undef ENABLE_RGB_MATRIX_PIXEL_FLOW // More active version of pixel rain with quick cycling (unusable, very distracting) - #undef ENABLE_RGB_MATRIX_PIXEL_FRACTAL // Same as Pixel Flow but with current HSV only (somewhat distracting) - //Only enabled if RGB_MATRIX_FRAMEBUFFER_EFFECTS is defined - //#undef ENABLE_RGB_MATRIX_TYPING_HEATMAP // Fading heatmap that follows keystrokes (has buggy side LEDs that glow red) - //#undef ENABLE_RGB_MATRIX_DIGITAL_RAIN // The Matrix (has buggy side LEDs that glow red) - //Only enabled if RGB_MATRIX_KEYPRESSES or RGB_MATRIX_KEYRELEASES is defined - //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE // Key hits shown in current hue - all other keys black - //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE // Keyboard lights up in chosen hue, key hits shown in complementary hue (try this as default?) - #undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE // Hue & value pulse around a single key hit then fades value out (Single key) - //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE // same as above but more intense (Multi-key) - #undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS // Column and Row single current color fade (Single key) - //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS // Column and Row single color fade. (Multi-key) - #undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS // Hue & value pulse away on the same column and row of key hit then fades (Single key) - //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS // Hue & value pulse away on the same column and row of multi-key hit then fades - //#undef ENABLE_RGB_MATRIX_SPLASH // Full rainbow pulses from key hit. All else black. - #undef ENABLE_RGB_MATRIX_MULTISPLASH // Full rainbow pulses from multi-keys. All else black. (distracting on multiple keystroke hits) - #undef ENABLE_RGB_MATRIX_SOLID_SPLASH // Single color pulses from key hit. All else black. (distracting on multiple key hits) - //#undef ENABLE_RGB_MATRIX_SOLID_MULTISPLASH // Single color pulses from muli-keys. All else black. -#endif //RGB_MATRIX_ENABLE - -// Add a layer for colemak -- set "COLEMAK_LAYER_ENABLE = yes" in rules.mk to enable -#if defined COLEMAK_LAYER_ENABLE - #ifdef GAME_ENABLE - #define DYNAMIC_KEYMAP_LAYER_COUNT 6 - #define _COLEMAK 5 - #else - #define DYNAMIC_KEYMAP_LAYER_COUNT 5 - #define _COLEMAK 4 - #endif //GAME_ENABLE -#endif // COLEMAK_LAYER_ENABLE - -/* -// Mouse Keys Accelerated Mode Definitions -#define MOUSEKEY_DELAY 3 // Delay between pressing a movement key and cursor movement (default: 10) -#define MOUSEKEY_INTERVAL 13 // Time between cursor movements in milliseconds (default: 20); Try setting to 1000/monitor refresh for smooth movement. -#define MOUSEKEY_MOVE_DELTA 8 // Step size (default: 8) -#define MOUSEKEY_MAX_SPEED 9 // Maximum cursor speed at which acceleration stops (default: 10) -#define MOUSEKEY_TIME_TO_MAX 150 // Time until maximum cursor speed is reached (default: 30) -#define MOUSEKEY_WHEEL_DELAY 0 // Delay between pressing a wheel key and wheel movement (default: 10) -#define MOUSEKEY_WHEEL_INTERVAL 80 // Time between wheel movements (default: 80) -#define MOUSEKEY_WHEEL_MAX_SPEED 8 // Maximum number of scroll steps per scroll action (default: 8) -#define MOUSEKEY_WHEEL_TIME_TO_MAX 40 // Time until maximum scroll speed is reached (default: 40) -*/ - -// Mouse Keys Kinetic Mode Definitions -#define MK_KINETIC_SPEED // Enable Kinetic mode: Uses a quadratic curve on cursor speed to allow precise movements at the beginning and increases speed thereafter. -#define MOUSEKEY_DELAY 3 // Delay between pressing a movement key and cursor movement (default: 10) -#define MOUSEKEY_INTERVAL 13 // Time between cursor movements in milliseconds (default: 20); Try setting to 1000/monitor refresh for smooth movement. -#define MOUSEKEY_MOVE_DELTA 5 // Step size for accelerating from initial to base speed (default: 8) -#define MOUSEKEY_MOVE_MAX 50 // use instead of BASE SPEED to limit speed in Kinetic mode -#define MOUSEKEY_INITIAL_SPEED 100 // Initial speed of the cursor in pixels per second (default: 100) -//#define MOUSEKEY_BASE_SPEED 800 // (broken in QMK 0.16.0) Maximum cursor speed at which acceleration stops (default: 1000) -#define MOUSEKEY_DECELERATED_SPEED 400 // Decelerated cursor speed (default: 400) -#define MOUSEKEY_ACCELERATED_SPEED 2000 // Accelerated cursor speed (default: 3000) -#define MOUSEKEY_WHEEL_INITIAL_MOVEMENTS 16 // Initial number of movements of the mouse wheel (default: 16) -#define MOUSEKEY_WHEEL_BASE_MOVEMENTS 32 // Maximum number of movements at which acceleration stops (default: 32) -#define MOUSEKEY_WHEEL_ACCELERATED_MOVEMENTS 48 // Accelerated wheel movements (default: 48) -#define MOUSEKEY_WHEEL_DECELERATED_MOVEMENTS 8 // Decelerated wheel movements (default: 8) diff --git a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/keymap.c b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/keymap.c deleted file mode 100644 index 44fed8fd29..0000000000 --- a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/keymap.c +++ /dev/null @@ -1,726 +0,0 @@ -/* Copyright 2021 Glorious, LLC - Copyright 2021 Jonavin Eng @Jonavin - Copyright 2022 RustyBrakes (ISO conversion) - Copyright 2022 gourdo1 - -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 . -*/ - -// Note: Many advanced functions referenced in this file are defined in /users/gourdo1/gourdo1.c - -#include QMK_KEYBOARD_H - -#include "rgb_matrix_map.h" - -#include "gourdo1.h" - -#include "paddlegame.h" - -#include - -const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { - - /* Base Layout - * - * ,-------------------------------------------------------------------------------------------------------------. - * | Esc || F1 | F2 | F3 | F4 || F5 | F6 | F7 | F8 || F9 | F10 | F11 | F12 || Home || Mute | - * |=============================================================================================================| - * | ISO | 1 ! | 2 @ | 3 # | 4 $ | 5 % | 6 ^ | 7 & | 8 * | 9 ( | 0 ) | - _ | = + | Backspc || Del | - * |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------| - * | Tab | Q | W | E | R | T | Y | U | I | O | P | [ } | ] } | || PgUp | - * |---------+------+------+------+------+------+------+------+------+------+------+------+------+ ++------| - * | Capslock | A | S | D | F | G | H | J | K | L | ; : | ' " | ISO| Enter || PgDn | - * |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------| - * | LShift | ISO | Z | X | C | V | B | N | M | , < | . > | / ? | RShift || Up || End | - * |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======| - * | Ctrl | Win | LAlt | Space | RAlt | Fn | Ctrl || Left | Down | Rght | - * `------------------------------------------------------------------------------------------------------------' - */ - - [_BASE] = LAYOUT( - KC_ESC, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, LEFTOFENC, ENCFUNC, - KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, KC_BSPC, BELOWENC, - KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC, KC_PGUP, - CAPSNUM, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_NUHS, KC_ENT, KC_PGDN, - KC_LSFT, KC_NUBS, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_END, - KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, MO(_FN1),KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT - ), - - /* FN1 Layout - * - * ,-------------------------------------------------------------------------------------------------------------. - * | Esc ||MyCmp |WbHom | Calc |MdSel ||MdPrv |MdNxt |MdPly |MdStp ||VolDn |VolUp |PrScr |ScrLk ||Pause ||Sleep | - * |=============================================================================================================| - * | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ |RGBTOD|RGBTOI| ________ ||RGBTOG| - * |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------| - * | ______ |RGBSAD|RGBVAI|RGBSAI| NKRO | ____ |YAHOO | ____ | ____ |OUTLK |Pause | ____ | ____ | || Home | - * |---------+------+------+------+------+------+------+------+------+------+------+------+------+ ++------| - * | Capslock |RGBHUD|RGBVAD|RGBHUI| ____|GMAIL |HTMAIL| ____ | ____ | ____ | ____ | ____ | ___ | ____ || End | - * |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------| - * | ____ |QK_BOOT|RGBNIT| ____ | ____ | ____ | ____ |NumLk | ____ | ____ |DOTCOM| CAD | ______ ||RGBMOD|| ____ | - * |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======| - * | ____ | WinKyLk | ____ | _____ | ____ | ____ | ____ ||RGBSPD|RGBRMD|RGBSPI| - * `------------------------------------------------------------------------------------------------------------' - */ - - #ifdef GAME_ENABLE - [_FN1] = LAYOUT( - EE_CLR, KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SCRL, KC_PAUS, KC_SLEP, - PRNCONF, TG_CAPS, TG_PAD, TG_ESC, TG_DEL, TG_TDCAP,TG_ENC, TG_INS,TG_SPCMOD,TG_AUTOCR,TG_ENGCAP,RGB_TOD,RGB_TOI, _______, RGB_TOG, - _______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO, _______, _______, OUTLOOK, TG(_GAME),SWAP_L, SWAP_R, KC_HOME, - KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, LOCKPC, _______, _______, _______, _______, KC_END, - _______, QK_BOOT, RGB_NITE,_______, _______, _______, QK_BOOT, KC_NUM, _______, _______, DOTCOM, KC_CAD, _______, RGB_MOD, _______, - _______, WINLOCK, _______, _______, _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI - ), - - [_GAME] = LAYOUT( - _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, - _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, - _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, - _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, - _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, - _______, _______, _______, _______, _______, _______, _______, _______, _______, _______ - ), - - #else - [_FN1] = LAYOUT( - EE_CLR, KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SCRL, KC_PAUS, KC_SLEP, - PRNCONF, TG_CAPS, TG_PAD, TG_ESC, TG_DEL, TG_TDCAP,TG_ENC, TG_INS,TG_SPCMOD,TG_AUTOCR,TG_ENGCAP,RGB_TOD,RGB_TOI, _______, RGB_TOG, - _______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO, _______, _______, OUTLOOK, KC_PAUS, SWAP_L, SWAP_R, KC_HOME, - KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, LOCKPC, _______, _______, _______, _______, KC_END, - _______, QK_BOOT, RGB_NITE,_______, _______, _______, QK_BOOT, KC_NUM, _______, _______, DOTCOM, KC_CAD, _______, RGB_MOD, _______, - _______, WINLOCK, _______, _______, _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI - ), - #endif //GAME_ENABLE - - /* _NUMPADMOUSE Layout - * Note: A symbol preceded by "P" is a Numpad-encoded version of the key -- any app that differentiates will recognize the char as coming from a physical numpad. - * ,-------------------------------------------------------------------------------------------------------------. - * | ____ || ____ | ____ | ____ | ____ || ____ | ____ | ____ | ____ || ____ | ____ | ____ | ____ || ____ || ____ | - * |=============================================================================================================| - * | ____ | P1 | P2 | P3 | P4 | P5 | P6 | P7 | P8 | P9 | P0 | P- | P+ | ________ || ____ | - * |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------| - * | ______ | PGUP | Up | PGDN | None | None | None | P4 | P5 | P6 | P+ | ____ | ____ | || WhUp | - * |---------+------+------+------+------+------+------+------+------+------+------+------+------+ ++------| - * | ________ | Left | Down | Rght | None| None | None | P1 | P2 | P3 | P* | ___ | ___ |P-Enter|| WhDn | - * |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------| - * | __________ | None | ____ | ____ | ____ | None | None | 0 | 00 | P. | P/ | MBt1 ||MS_UP || MBt2 | - * |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======| - * | ____ | ____ | ____ | _____ | ____ | ____ | MBt3 ||MS_LT |MS_DN |MS_RT | - * `------------------------------------------------------------------------------------------------------------' - */ - - [_NUMPADMOUSE] = LAYOUT( - _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, - _______, KC_P1, KC_P2, KC_P3, KC_P4, KC_P5, KC_P6, KC_P7, KC_P8, KC_P9, KC_P0, KC_PMNS, KC_PPLS, _______, _______, - _______, KC_PGUP, KC_UP, KC_PGDN, KC_NO, KC_NO, KC_NO, KC_P4, KC_P5, KC_P6, KC_PPLS, _______, _______, KC_WH_U, - _______, KC_LEFT, KC_DOWN, KC_RGHT, KC_NO, KC_NO, KC_NO, KC_P1, KC_P2, KC_P3, KC_PAST, _______, _______, KC_PENT, KC_WH_D, - _______, _______, KC_NO, _______, _______, _______, _______, _______, KC_P0, KC_00, KC_PDOT, KC_PSLS, KC_BTN1, KC_MS_U, KC_BTN2, - _______, _______, _______, KC_PENT, _______, _______, KC_BTN3, KC_MS_L, KC_MS_D, KC_MS_R - ), - - [_MOUSEKEY] = LAYOUT( - _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, - _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, - _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_WH_U, - _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_WH_D, - _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_BTN1, KC_MS_U, KC_BTN2, - _______, _______, _______, _______, _______, _______, KC_BTN3, KC_MS_L, KC_MS_D, KC_MS_R - ), - - #ifdef COLEMAK_LAYER_ENABLE - [_COLEMAK] = LAYOUT( - _______, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, _______, _______, - KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, _______, _______, - KC_TAB, KC_Q, KC_W, KC_F, KC_P, KC_G, KC_J, KC_L, KC_U, KC_Y, KC_SCLN, KC_LBRC, KC_RBRC, KC_PGUP, - _______, KC_A, KC_R, KC_S, KC_T, KC_D, KC_H, KC_N, KC_E, KC_I, KC_O, KC_QUOT, KC_NUHS, KC_ENT, KC_PGDN, - _______, KC_NUBS, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_K, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_END, - _______, _______, _______, KC_SPC, KC_RALT, _______, KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT - ), - #endif // COLEMAK_LAYER_ENABLE -}; - -#if defined(ENCODER_ENABLE) && !defined(ENCODER_DEFAULTACTIONS_ENABLE) // Encoder Functionality when not using userspace defaults -void encoder_action_rgbhue(bool clockwise) { - if (clockwise) - rgblight_increase_hue_noeeprom(); - else - rgblight_decrease_hue_noeeprom(); -} - -bool encoder_update_user(uint8_t index, bool clockwise) { - uint8_t mods_state = get_mods(); - if (mods_state & MOD_BIT(KC_LSFT)) { // If you are holding L shift, encoder changes layers - encoder_action_layerchange(clockwise); - } else if (mods_state & MOD_BIT(KC_RSFT)) { // If you are holding R shift, Page up/dn - unregister_mods(MOD_BIT(KC_RSFT)); - encoder_action_navpage(clockwise); - register_mods(MOD_BIT(KC_RSFT)); - } else if (mods_state & MOD_BIT(KC_LCTL)) { // if holding Left Ctrl, navigate next/prev word - encoder_action_navword(clockwise); - } else if (mods_state & MOD_BIT(KC_RCTL)) { // if holding Right Ctrl, change rgb hue/colour - encoder_action_rgbhue(clockwise); - } else if (mods_state & MOD_BIT(KC_LALT)) { // if holding Left Alt, change media next/prev track - encoder_action_mediatrack(clockwise); - } else { - switch (get_highest_layer(layer_state)) { - case _FN1: - #ifdef IDLE_TIMEOUT_ENABLE - timeout_update_threshold(clockwise); - #endif - break; - #ifdef GAME_ENABLE - case _GAME: - // Game: Paddle movement - if (damage_count == 0) { - if (clockwise) { - if (paddle_pos_full < 15) ++paddle_pos_full; - } else { - if (paddle_pos_full > 0) --paddle_pos_full; - } - } - break; - #endif //GAME_ENABLE - default: - encoder_action_volume(clockwise); // Otherwise it just changes volume - break; - } - } - //return true; //set to return false to counteract enabled encoder in pro.c - return false; -} -#endif // ENCODER_ENABLE && !ENCODER_DEFAULTACTIONS_ENABLE - -#ifdef RGB_MATRIX_ENABLE - -// Game logic -#ifdef GAME_ENABLE -void init_ball(uint8_t i) { - i &= 1; - ball[i].on = true; - ball[i].up = false; - ball[i].y = 0; - ball[i].x = rand() % 16; - - // Set initial ball state - if (ball[i].x < 8) { - ball[i].left = false; - } else { - ball[i].x -= 4; - ball[i].left = true; - } - - // 1/4 chance of being an enemy ball after level 6 - if (level_number > 3) { - ball[i].enemy = ((rand() % 4) == 0); - } else { - ball[i].enemy = false; - } -} - -void hurt_paddle(void) { - if (paddle_lives > 0) { - --paddle_lives; - } - damage_timer = timer_read(); - damage_count = 10; - - // Reset board - init_ball(0); - ball[1].on = false; -} -#endif //GAME_ENABLE - -// Capslock, Scroll lock and Numlock indicator on Left side lights. -bool rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) { - if (get_rgb_nightmode()) rgb_matrix_set_color_all(RGB_OFF); - - led_t led_state = host_keyboard_led_state(); - - // Scroll Lock RGB setup - if (led_state.scroll_lock) { - rgb_matrix_set_color(LED_L3, RGB_RED); - rgb_matrix_set_color(LED_L4, RGB_RED); - rgb_matrix_set_color(LED_TAB, RGB_RED); - rgb_matrix_set_color(LED_F12, RGB_RED); - } - -/* - // System NumLock warning indicator RGB setup - #ifdef INVERT_NUMLOCK_INDICATOR - if (!led_state.num_lock) { // on if NUM lock is OFF to bring attention to overlay numpad not functional when enabled - rgb_matrix_set_color(LED_GRV, RGB_ORANGE2); - rgb_matrix_set_color(LED_L1, RGB_ORANGE2); - rgb_matrix_set_color(LED_L2, RGB_ORANGE2); - rgb_matrix_set_color(LED_N, RGB_ORANGE2); - rgb_matrix_set_color(LED_FN, RGB_ORANGE2); - } - #else - if (led_state.num_lock) { // Normal, on if NUM lock is ON - rgb_matrix_set_color(LED_GRV, RGB_ORANGE2); - rgb_matrix_set_color(LED_L1, RGB_ORANGE2); - rgb_matrix_set_color(LED_L2, RGB_ORANGE2); - rgb_matrix_set_color(LED_N, RGB_ORANGE2); - rgb_matrix_set_color(LED_FN, RGB_ORANGE2); - } - #endif // INVERT_NUMLOCK_INDICATOR -*/ - - // CapsLock RGB setup - if (led_state.caps_lock) { - if (user_config.rgb_hilite_caps) { - if (user_config.rgb_english_caps) { - for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_LETTERS); i++) { - rgb_matrix_set_color(LED_LIST_LETTERS[i], RGB_CHARTREUSE); - } - } - else { - for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_LETTERS_DE); i++) { - rgb_matrix_set_color(LED_LIST_LETTERS_DE[i], RGB_CHARTREUSE); - } - } - rgb_matrix_set_color(LED_L7, RGB_CHARTREUSE); - rgb_matrix_set_color(LED_L8, RGB_CHARTREUSE); - rgb_matrix_set_color(LED_LSFT, RGB_CHARTREUSE); - } - else { - rgb_matrix_set_color(LED_L7, RGB_CHARTREUSE); - rgb_matrix_set_color(LED_L8, RGB_CHARTREUSE); - rgb_matrix_set_color(LED_LSFT, RGB_CHARTREUSE); - } - } - - // Winkey disabled (gaming) mode RGB setup - if (keymap_config.no_gui) { - rgb_matrix_set_color(LED_LWIN, RGB_RED); //light up Winkey red when disabled - rgb_matrix_set_color(LED_W, RGB_CHARTREUSE); //light up gaming keys with WSAD higlighted - rgb_matrix_set_color(LED_S, RGB_CHARTREUSE); - rgb_matrix_set_color(LED_A, RGB_CHARTREUSE); - rgb_matrix_set_color(LED_D, RGB_CHARTREUSE); - rgb_matrix_set_color(LED_Q, RGB_ORANGE2); - rgb_matrix_set_color(LED_E, RGB_ORANGE2); - rgb_matrix_set_color(LED_R, RGB_ORANGE2); - rgb_matrix_set_color(LED_TAB, RGB_ORANGE2); - rgb_matrix_set_color(LED_F, RGB_ORANGE2); - rgb_matrix_set_color(LED_Z, RGB_ORANGE2); - rgb_matrix_set_color(LED_X, RGB_ORANGE2); - rgb_matrix_set_color(LED_C, RGB_ORANGE2); - rgb_matrix_set_color(LED_V, RGB_ORANGE2); - rgb_matrix_set_color(LED_SPC, RGB_ORANGE2); - rgb_matrix_set_color(LED_LCTL, RGB_ORANGE2); - rgb_matrix_set_color(LED_LSFT, RGB_ORANGE2); - } - - // Fn selector mode RGB setup - switch (get_highest_layer(layer_state)) { // special handling per layer - case _FN1: // on Fn layer select what the encoder does when pressed - rgb_matrix_set_color(LED_FN, RGB_RED); //FN key - - //NEW RGB LIGHTING TO RING KEYBOARD ON FN LAYER ACTIVATION: - for (uint8_t j = 0; j < ARRAYSIZE(LED_LIST_FUNCROW); j++) { - rgb_matrix_set_color(LED_LIST_FUNCROW[j], RGB_RED); - } - rgb_matrix_set_color(LED_LCTL, RGB_RED); - rgb_matrix_set_color(LED_LALT, RGB_RED); - rgb_matrix_set_color(LED_SPC, RGB_RED); - rgb_matrix_set_color(LED_LWIN, RGB_RED); - //rgb_matrix_set_color(LED_RALT, RGB_RED); - rgb_matrix_set_color(LED_FN, RGB_OFFBLUE); - //rgb_matrix_set_color(LED_RCTL, RGB_RED); - rgb_matrix_set_color(LED_BSLS, RGB_RED); - rgb_matrix_set_color(LED_L1, RGB_RED); - rgb_matrix_set_color(LED_L2, RGB_RED); - rgb_matrix_set_color(LED_L3, RGB_RED); - rgb_matrix_set_color(LED_L4, RGB_RED); - rgb_matrix_set_color(LED_L5, RGB_RED); - rgb_matrix_set_color(LED_L6, RGB_RED); - rgb_matrix_set_color(LED_L7, RGB_RED); - rgb_matrix_set_color(LED_L8, RGB_RED); - rgb_matrix_set_color(LED_DOWN, RGB_RED); - rgb_matrix_set_color(LED_LEFT, RGB_RED); - rgb_matrix_set_color(LED_RIGHT, RGB_RED); - rgb_matrix_set_color(LED_R1, RGB_RED); - rgb_matrix_set_color(LED_R2, RGB_RED); - rgb_matrix_set_color(LED_R3, RGB_RED); - rgb_matrix_set_color(LED_R4, RGB_RED); - rgb_matrix_set_color(LED_R5, RGB_RED); - rgb_matrix_set_color(LED_R6, RGB_RED); - rgb_matrix_set_color(LED_R7, RGB_RED); - rgb_matrix_set_color(LED_R8, RGB_RED); - rgb_matrix_set_color(LED_MINS, RGB_OFFBLUE); - rgb_matrix_set_color(LED_EQL, RGB_OFFBLUE); - - // Indicator for paddle game enabled in build - #ifdef GAME_ENABLE - rgb_matrix_set_color(LED_P, RGB_CHARTREUSE); - #else - rgb_matrix_set_color(LED_P, RGB_RED); - #endif // GAME_ENABLE - - // System NumLock warning indicator RGB setup - #ifdef INVERT_NUMLOCK_INDICATOR - if (!led_state.num_lock) { // on if NUM lock is OFF to bring attention to overlay numpad not functional when enabled - rgb_matrix_set_color(LED_N, RGB_ORANGE2); - } - #else - if (led_state.num_lock) { // Normal, on if NUM lock is ON - rgb_matrix_set_color(LED_N, RGB_ORANGE2); - } - #endif // INVERT_NUMLOCK_INDICATOR - - //Add RGB statuses for user.config toggles - if (user_config.rgb_hilite_caps) { - rgb_matrix_set_color(LED_1, RGB_GREEN); - } else { - rgb_matrix_set_color(LED_1, RGB_PURPLE); - } - if (user_config.rgb_hilite_numpad) { - rgb_matrix_set_color(LED_2, RGB_GREEN); - } else { - rgb_matrix_set_color(LED_2, RGB_PURPLE); - } - if (user_config.esc_double_tap_to_baselyr) { - rgb_matrix_set_color(LED_3, RGB_GREEN); - } else { - rgb_matrix_set_color(LED_3, RGB_PURPLE); - } - if (user_config.del_right_home_top) { - rgb_matrix_set_color(LED_4, RGB_GREEN); - } else { - rgb_matrix_set_color(LED_4, RGB_PURPLE); - } - if (user_config.double_tap_shift_for_capslock) { - rgb_matrix_set_color(LED_5, RGB_GREEN); - } else { - rgb_matrix_set_color(LED_5, RGB_PURPLE); - } - if (user_config.encoder_press_mute_or_media) { - rgb_matrix_set_color(LED_6, RGB_GREEN); - } else { - rgb_matrix_set_color(LED_6, RGB_PURPLE); - } - if (user_config.ins_on_shft_bkspc_or_del) { - rgb_matrix_set_color(LED_7, RGB_GREEN); - } else { - rgb_matrix_set_color(LED_7, RGB_PURPLE); - } - if (user_config.disable_space_mods) { - rgb_matrix_set_color(LED_8, RGB_GREEN); - } else { - rgb_matrix_set_color(LED_8, RGB_PURPLE); - } - if (user_config.autocorrect) { - rgb_matrix_set_color(LED_9, RGB_GREEN); - } else { - rgb_matrix_set_color(LED_9, RGB_PURPLE); - } - if (user_config.rgb_english_caps) { - rgb_matrix_set_color(LED_0, RGB_GREEN); - } else { - rgb_matrix_set_color(LED_0, RGB_PURPLE); - } - - // Add RGB Timeout Indicator -- shows 0 to 139 using F row and num row; larger numbers using 16bit code - uint16_t timeout_threshold = get_timeout_threshold(); - if (timeout_threshold <= 10) rgb_matrix_set_color(LED_LIST_FUNCROW[timeout_threshold], RGB_BLUE); - else if (timeout_threshold < 140) { - rgb_matrix_set_color(LED_LIST_FUNCROW[(timeout_threshold / 10)], RGB_CYAN); - rgb_matrix_set_color(LED_LIST_FUNCROW[(timeout_threshold % 10)], RGB_BLUE); - } else { // >= 140 minutes, just show these 3 lights - rgb_matrix_set_color(LED_LIST_FUNCROW[10], RGB_CYAN); - rgb_matrix_set_color(LED_LIST_FUNCROW[11], RGB_CYAN); - rgb_matrix_set_color(LED_LIST_FUNCROW[12], RGB_CYAN); - } - break; - - // Numpad & Mouse Keys overlay RGB - case _NUMPADMOUSE: - #ifdef INVERT_NUMLOCK_INDICATOR - if (!led_state.num_lock) { // on if NUM lock is OFF to bring attention to overlay numpad not functional when enabled - rgb_matrix_set_color(LED_N, RGB_ORANGE2); - } - #else - if (led_state.num_lock) { // Normal, on if NUM lock is ON - rgb_matrix_set_color(LED_N, RGB_ORANGE2); - } - #endif // INVERT_NUMLOCK_INDICATOR - if (user_config.rgb_hilite_numpad) { - for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_NUMPAD); i++) { - rgb_matrix_set_color(LED_LIST_NUMPAD[i], RGB_OFFBLUE); - } - rgb_matrix_set_color(LED_L5, RGB_OFFBLUE); - rgb_matrix_set_color(LED_L6, RGB_OFFBLUE); - rgb_matrix_set_color(LED_CAPS, RGB_OFFBLUE); - rgb_matrix_set_color(LED_UP, RGB_CHARTREUSE); - rgb_matrix_set_color(LED_DOWN, RGB_CHARTREUSE); - rgb_matrix_set_color(LED_LEFT, RGB_CHARTREUSE); - rgb_matrix_set_color(LED_RIGHT, RGB_CHARTREUSE); - rgb_matrix_set_color(LED_RCTL, RGB_CHARTREUSE); - rgb_matrix_set_color(LED_RSFT, RGB_CHARTREUSE); - rgb_matrix_set_color(LED_END, RGB_CHARTREUSE); - rgb_matrix_set_color(LED_PGUP, RGB_CHARTREUSE); - rgb_matrix_set_color(LED_PGDN, RGB_CHARTREUSE); - } else { - rgb_matrix_set_color(LED_L5, RGB_OFFBLUE); - rgb_matrix_set_color(LED_L6, RGB_OFFBLUE); - rgb_matrix_set_color(LED_CAPS, RGB_OFFBLUE); - } - break; - - // MOUSEKEYS mode RGB - case _MOUSEKEY: - rgb_matrix_set_color(LED_UP, RGB_CHARTREUSE); - rgb_matrix_set_color(LED_DOWN, RGB_CHARTREUSE); - rgb_matrix_set_color(LED_LEFT, RGB_CHARTREUSE); - rgb_matrix_set_color(LED_RIGHT, RGB_CHARTREUSE); - rgb_matrix_set_color(LED_RCTL, RGB_CYAN); - rgb_matrix_set_color(LED_RSFT, RGB_CYAN); - rgb_matrix_set_color(LED_END, RGB_CYAN); - rgb_matrix_set_color(LED_PGUP, RGB_OFFBLUE); - rgb_matrix_set_color(LED_PGDN, RGB_OFFBLUE); - break; - - // Colemak layer RGB - #ifdef COLEMAK_LAYER_ENABLE - case _COLEMAK: - for (uint8_t i = 0; i < ARRAYSIZE(LED_SIDE_RIGHT); i++) { - rgb_matrix_set_color(LED_SIDE_RIGHT[i], RGB_MAGENTA); - rgb_matrix_set_color(LED_SIDE_LEFT[i], RGB_MAGENTA); - } - break; - #endif - - // Paddle game logic - #ifdef GAME_ENABLE - case _GAME: - if (!game_start) { - srand((unsigned int) timer_read()); - - // Store user light settings - last_hsv = rgb_matrix_get_hsv(); - rgb_matrix_sethsv_noeeprom(0, 0, 0); - - paddle_pos_full = 8; - paddle_lives = 4; - bounce_count = 0; - level_number = 0; - damage_count = 0; - - init_ball(0); - ball[1].on = false; - ball_timer = timer_read(); - - game_start = true; - } - - // Set level indicator - if (level_number < 12) { - rgb_matrix_set_color(GAME_R0[level_number], RGB_BLUE); - } - - // Set life bar - for (uint8_t i = 0; i < paddle_lives; i++) { - rgb_matrix_set_color(GAME_LIVES[i], RGB_GREEN); - } - - uint8_t paddle_pos = paddle_pos_full >> 1; - - if (damage_count > 0) { - // Flash paddle when receiving damage - if (timer_elapsed(damage_timer) > 500) { - --damage_count; - damage_timer = timer_read(); - } - if ((damage_count & 1) == 0) { - for (uint8_t i = 0; i < 3; i++) { - rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_RED); - } - } - if (damage_count == 0) { - ball_timer = timer_read(); - } - - } else if (paddle_lives == 0) { - // Game over - for (uint8_t i = 0; i < ARRAY_SIZE(LED_GAME_OVER); i++) { - rgb_matrix_set_color(LED_GAME_OVER[i], RGB_RED); - } - - } else if (level_number >= 12) { - // You win - if (rgb_value.r == 0xff && rgb_value.g < 0xff) { - if (rgb_value.b > 0) { - --rgb_value.b; - } else { - ++rgb_value.g; - } - } else if (rgb_value.g == 0xff && rgb_value.b < 0xff) { - if (rgb_value.r > 0) { - --rgb_value.r; - } else { - ++rgb_value.b; - } - } else if (rgb_value.b == 0xff && rgb_value.r < 0xff) { - if (rgb_value.g > 0) { - --rgb_value.g; - } else { - ++rgb_value.r; - } - } - - for (uint8_t i = 0; i < 3; i++) { - rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], rgb_value.r, rgb_value.g, rgb_value.b); - } - rgb_matrix_set_color(GAME_SMILE1[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b); - rgb_matrix_set_color(GAME_SMILE1[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b); - rgb_matrix_set_color(GAME_SMILE2[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b); - rgb_matrix_set_color(GAME_SMILE2[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b); - - } else { - // normal game loop - - // Set paddle position - for (uint8_t i = 0; i < 3; i++) { - rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_GREEN); - } - - // Ball movement logic happens at intervals - if (timer_elapsed(ball_timer) > GAME_TIMER[level_number]) { - for (int i = 0; i < 2; ++i) { - if (ball[i].on) { - // Ball movement - if (ball[i].up) { - if (ball[i].y > 0) { - --ball[i].y; - if (!ball[i].left) ++ball[i].x; - } else { - // Count reflections. If > 10, increase level - ++bounce_count; - if (bounce_count >= 10) { - bounce_count = 0; - ++level_number; - } - ball[i].on = false; - } - } else { - ++ball[i].y; - if (ball[i].left) --ball[i].x; - if (ball[i].y > 4) { - // Remove a life if ball isn't returned and isn't enemy - if (!ball[i].enemy) { - hurt_paddle(); - i = 2; - } else { - ball[i].on = false; - } - } - } - } - } - if (ball[0].y == 4 && !ball[1].on) { - init_ball(1); - } - if (ball[1].y == 4 && !ball[0].on) { - init_ball(0); - } - if (!ball[0].on && !ball[1].on) { - init_ball(0); - } - ball_timer = timer_read(); - } - - // Other ball stuff - for (int i = 0; i < 2; ++i) { - if (ball[i].on) { - // Ball deflection logic - if (!ball[i].up && ball[i].y == 4 && (ball[i].x == paddle_pos || ball[i].x == paddle_pos - 1 || ball[i].x == paddle_pos + 1)) { - if (!ball[i].enemy) { - --ball[i].y; - if (!ball[i].left) { - ++ball[i].x; - } - ball[i].up = true; - } else { - hurt_paddle(); - i = 2; - } - } - - // Ball display - switch (ball[i].y) { - case 0: - if (ball[i].enemy) { - rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_RED); - } else { - rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_WHITE); - } - break; - - case 1: - if (ball[i].enemy) { - rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_RED); - } else { - rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_WHITE); - } - break; - - case 2: - if (ball[i].enemy) { - rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_RED); - } else { - rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_WHITE); - } - break; - - case 3: - if (ball[i].enemy) { - rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_RED); - } else { - rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_WHITE); - } - break; - - case 4: - if (ball[i].enemy) { - rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_RED); - } else { - rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_WHITE); - } - break; - } - } - } - } - break; - #endif //GAME_ENABLE - default: - #ifdef GAME_ENABLE - if (game_start) { - // Reset lighting settings - game_start = false; - rgb_matrix_sethsv_noeeprom(last_hsv.h, last_hsv.s, last_hsv.v); - } - #endif //GAME_ENABLE - break; - } - return false; -} -#endif - -void keyboard_post_init_keymap(void) { - // keyboard_post_init_user() moved to userspace - #ifdef RGB_MATRIX_ENABLE - activate_rgb_nightmode(false); // Set to true if you want to startup in nightmode, otherwise use Fn + Z to toggle - #endif -} diff --git a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/paddlegame.h b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/paddlegame.h deleted file mode 100644 index 3d33975cfe..0000000000 --- a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/paddlegame.h +++ /dev/null @@ -1,48 +0,0 @@ -/* Copyright 2021 Glorious, LLC - 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 . -*/ - -#ifdef GAME_ENABLE -const uint16_t GAME_TIMER[] = { - 400, 350, 300, 250, 400, 350, 300, 250, 225, 200, 175, 150 -}; - -bool game_start = false; -HSV last_hsv; -static uint8_t paddle_pos_full; -static uint8_t paddle_lives; -static uint8_t level_number; -static uint8_t bounce_count; -static uint8_t damage_count; -static uint16_t damage_timer; -static uint16_t ball_timer; - -struct BallStruct -{ - uint8_t x; - uint8_t y; - bool on; - bool up; - bool left; - bool enemy; -}; - -struct BallStruct ball[2]; - -void init_ball(uint8_t i); -void hurt_paddle(void); - -#endif //GAME_ENABLE \ No newline at end of file diff --git a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/readme.md b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/readme.md deleted file mode 100644 index aebccf6d14..0000000000 --- a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/readme.md +++ /dev/null @@ -1,124 +0,0 @@ -# [gourdo1's](mailto:gourdo1@outlook.com) GMMK Pro Keyboard Layouts - -These Windows-centric layouts are based on Jonavin's GMMK Pro [layout](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/jonavin) with many additions, fixes, a revamped keymap, persistent user customizations, updated layers, Pascal Getreuer's [autocorrect](https://getreuer.info/posts/keyboards/autocorrection/), Tomas Guinan's [paddle game](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame) and expanded RGB controls and effects. - -![image](https://raw.githubusercontent.com/gourdo1/media/main/susuwatari.jpg) - -* Up-to-date [Changelog](https://github.com/gourdo1/gmmkpro-media/blob/main/changelog.md) -* Latest [ANSI firmware](https://github.com/gourdo1/gmmkpro-media/raw/main/gmmk_pro_rev1_ansi_gourdo1.bin) download. (Flash with [QMK Toolbox](https://github.com/qmk/qmk_toolbox/releases)) -* Latest [ISO firmware](https://github.com/gourdo1/gmmkpro-media/raw/main/gmmk_pro_rev1_iso_gourdo1.bin) download. (Flash with [QMK Toolbox](https://github.com/qmk/qmk_toolbox/releases)) -* Printable Keyboard [Cheatsheet](https://github.com/gourdo1/gmmkpro-media/raw/main/GMMK_Pro_Cheatsheet.pdf) - -## Features - -### Core Functionality - -* Support for both [ANSI](https://keebnews.com/ansi-vs-iso/) and [ISO](https://keebnews.com/ansi-vs-iso/) keyboard layouts. -* Quick & Easy Customization: Open a text editor and hit [FN]` (tilde on ANSI; the key left of '1' on ISO layouts) to view toggle-able settings. -* [VIA](https://www.caniusevia.com/) support enabled. -* AutoCorrection: Pascal Getreuer's AutoCorrect code incorporated with 400 word dictionary on words > 4 characters. -* Most [default Glorious shortcuts](https://cdn.shopify.com/s/files/1/0549/2681/files/GMMK_Pro_User_Guide.pdf) enabled -* [N-key Rollover](https://en.wikipedia.org/wiki/Rollover_\(keyboard\)#n-key_rollover) (NKRO) -- toggled with [FN]R -* 1000Hz polling rate with 5ms debounce time for quick response in games. -* Mouse Keys! Don't want to move your hands off the keyboard or you didn't bring it with you? Use cursor keys to move the mouse. -* Overlay numpad on 789-UIOP-JKL;-M,. & Space-bar mapped to Enter key for rapid number entry. -* Gaming mode ([FN]Win-key) locks out Win-key and double-tap Shift Capslock; Also RGB highlights WSAD and nearby gaming keys. -* Caps Word enabled: To capitalize the next word only, press and release left and right shift at the same time. -* Multi-monitor app moving shortcuts: [FN] ],[ (square brackets) to move current app window to next monitor. -* Capslock toggled by double tap of Left Shift key or FN + Capslock (RGB green highlighted). -* Paddle game accessible via [FN]P. Hit [FN]P again or double tap [ESC] to exit. -* Single-handed shortcut for Ctrl-Alt-Delete: [FN]/ -* Single-handed shortcut for WinKey-L (lock Windows): [FN]L -* Domain shortcuts: [FN]. for .com, [FN]O for outlook.com, [FN]Y for yahoo.com, [FN]H for hotmail.com, [FN]G for gmail.com. -* [Bootloader mode](https://github.com/qmk/qmk_firmware/blob/master/docs/newbs_flashing.md) accessible via [FN]Backslash for ANSI and FN(key next to Left Shift) for ISO -* PrtScrn, Scroll Lock, Pause/Break are top right on the keyboard: [FN]F11, [FN]F12, [FN]F13 -* [Colemak](https://colemak.com/) key layout support (Accessible via Left Shift + turn Encoder clockwise until side LEDs light up purple) -* Double tap ESC any time to revert to base layer. -* RGB backlight effects expanded to include framebuffer effects and reactive keypress modes. -* RGB backlight now remembers last color & effect settings after power down. - -### Quick & Easy Customization -* Below features can be toggled by holding [FN] and pressing the number corresponding to that feature. Changes are saved to EEPROM for persistence. -* Print current settings by opening a text editor and pressing [FN]~ (the key left of '1' on ISO layout keyboards) -* Quick view current settings by holding [FN] and viewing RGB under number keys (green means ON, violet means OFF) - -#### Toggle-able Settings: - 1. CapsLock RGB - Highlight under alpha keys - 2. Numpad RGB - Highlight under numpad layer keys - 3. ESC key - Double tap ESC key to go to base layer - 4. Swap DEL and HOME - Default is DEL to the right of BKSPC & HOME is above BKSPC - 5. Capslock function - Toggle between double tap LShift for CapsLock with Numpad on CapsLock key (default) and standard CapsLock - 6. Encoder button - Default mutes volume; alternate plays/pauses media - 7. Insert function - Toggle between SHIFT-BKSPC and SHIFT-DEL - 8. Modded-Space override - Use standard Space in place of modded-Space functions - 9. AutoCorrect - Internal (English) AutoCorrect; default is enabled - 0. (ISO layouts only) CapsLock highlights extended alpha keys - -### Numpad + Mouse Keys (Capslock key) - -* Overlay numpad + [Mouse Keys](https://github.com/qmk/qmk_firmware/blob/master/docs/feature_mouse_keys.md) are accessed through Capslock key hold (temp) or double press (locked) with RGB highlighting -* Numpad uses Space-bar as Enter for rapid number entry. -* This layer disables much of the keyboard, except X/C/V for cut/copy/paste, WASD for cursor, Q/E for PgUp/PgDn, cursor keys become mouse keys, surrounding keys become mouse buttons and all number keys become numpad versions (so Alt char codes work regardless of which set you use) -* FN and N keys light up orange if system numlock is off (inverted status), indicating numpad keys will not deliver expected output ([FN]N to toggle) -* Double zero on comma key. -* [Mouse Keys](https://github.com/qmk/qmk_firmware/blob/master/docs/feature_mouse_keys.md) allow you to use the mouse without taking your hand off the keyboard. -* Mouse controls are: Cursor keys = move mouse; RShift = button1, End = button2, RCtrl = button3, PgUp/PgDn = Scroll wheel -* Mouse Keys can also be accessed as a standalone layer by Left Shift-turning the Encoder until the cursor keys light up green - -### Encoder Functionality - -* Default knob turn changes volume; button press toggles mute -* Exponential encoder: quick repeated volume up doubles increase; quick repeated volume down triples decrease. -* FN + knob turn changes RGB idle timeout -* FN + knob push puts PC to Sleep -* holding Left Shift changes layers -* holding Right Shift navigates page up/down -* holding Left Ctrl navigates prev/next word -* holding Right Ctrl changes RGB hue/color -* holding Left Alt changes media prev/next track - -### Paddle Game - -* Based on [Tomas Guinan's excellent GMMK Pro paddle game](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame) -* Paddle Game playable by pressing [FN]P (P lights up green in FN layer if game is enabled in firmware, otherwise it lights up red) -* Use rotary encoder to control paddle -* Contains 12 levels, indicated by blue LED on F-key row -* Player has 4 lives, indicated by nav cluster -* Deflect white balls while avoiding red ones -* Use [FN]P, double tap ESC or otherwise change layer to quit game - -### Global RGB Controls - -* RGB backlight lighting effect: [FN]up/down -* RGB backlight effect speed: [FN]left/right -* RGB backlight hue cycle: [FN]A/D -* RGB backlight brightness: [FN]W/S -* RGB backlight saturation: [FN]Q/E -* RGB backlight night mode toggle: [FN]Z (indicators still work) -* RGB backlight timeout: [FN]Encoder or "-" and "=" (default 15 minutes) - * F-key row indicator lights (cyan and blue) in FN layer display the current backlight timeout in minutes -* [FN]Z to turn off RGB backlighting (indicator lights still work); press again to toggle -* Left side RGB indicators in order from top: Scroll Lock (red), Numpad (blue), Capslock (green). - -### Advanced Controls - -* [FN]\ or [FN]B to get to bootloader mode (use key next to Left Shift on ISO) -* [FN][ESC] to clear EEPROM -* [FN]R to toggle N-key Rollover -* [FN]N to toggle system numlock -* [FN]/ is single-handed shortcut to Ctrl-Alt-Delete -* [FN]L is single-handed shortcut to Win-L (lock Windows) -* [FN][Encoder press] to sleep Windows PC - -## Layer Diagrams (ANSI) -### Base layer -![image](https://raw.githubusercontent.com/gourdo1/gmmkpro-media/main/base.png) - -### FN Layer -![image](https://raw.githubusercontent.com/gourdo1/gmmkpro-media/main/fn1.png) - -### Layer 2 (Numpad) -![image](https://raw.githubusercontent.com/gourdo1/gmmkpro-media/main/numpad.png) - -### COLEMAK layer -![image](https://user-images.githubusercontent.com/71780717/131235050-980d2f54-2d23-4ae8-a83f-9fcdbe60d6cb.png) diff --git a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rgb_matrix_map.h b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rgb_matrix_map.h deleted file mode 100644 index abcdb82aeb..0000000000 --- a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rgb_matrix_map.h +++ /dev/null @@ -1,433 +0,0 @@ -/* Copyright 2021 Jonavin Eng @Jonavin - Copyright 2022 gourdo1 - -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 . -*/ - -#ifdef RGB_MATRIX_ENABLE - -//Define variables for Game -bool fn_active = false; -RGB rgb_value; - -// Custom GMMK Pro-specific RGB color customizations (defaults found in quantum/color.h) -#define RGB_GODSPEED 0x00, 0xE4, 0xFF // color for matching keycaps -#define RGB_NAUTILUS 0x00, 0xA4, 0xA9 // Nautilus Font colors -#define RGB_OFFBLUE 0x00, 0x80, 0xFF // new color: blue with a hint of green -#define RGB_DKRED 0x28, 0x00, 0x00 // new color: dark red -#define RGB_ORANGE2 0xFF, 0x28, 0x00 // fix: reduced green from 80 to 28 -#define RGB_PURPLE2 0x80, 0x00, 0xFF // fix: increased red from 7A to 80 -#define RGB_SPRINGGREEN2 0x00, 0xFF, 0x10 // fix: blue was 80, now 10 -#define RGB_YELLOW2 0xFF, 0xB0, 0x00 // fix: green was FF, now B0 -#define RGB_OFF RGB_BLACK - -// Added by gourdo1 for RGB testing -// Red Green Blue Expected GMMK Pro result -#define RGB_TEST1 0xFF, 0x00, 0x00 // Q - red good! -#define RGB_TEST2 0x0F, 0xFF, 0x00 // W - green good! -#define RGB_TEST3 0x00, 0x00, 0xFF // E - blue good! -#define RGB_TEST4 0xFF, 0xB0, 0x00 // R - yellow slightly green heavy - reduced green LED by quite a bit -#define RGB_TEST5 0x00, 0xFF, 0xFF // T - cyan good! -#define RGB_TEST6 0xFF, 0x00, 0xFF // Y - magenta very slightly blue heavy? -#define RGB_TEST7 0xFF, 0x28, 0x00 // U - orange very green heavy at default -#define RGB_TEST8 0xFF, 0x00, 0x80 // I - pink good! -#define RGB_TEST9 0x80, 0xFF, 0x00 // O - chartreus good! -#define RGB_TEST10 0x00, 0xFF, 0x10 // P - springgrn fixed: was too blue because green LED has blue in it already -#define RGB_TEST11 0x00, 0x80, 0xFF // A - grn blue good! -#define RGB_TEST12 0x80, 0x00, 0xFF // S - purple good! - -// RGB LED locations -enum led_location_map { - LED_ESC, // 0, ESC, k13 - LED_GRV, // 1, `, k16 - LED_TAB, // 2, Tab, k11 - LED_CAPS, // 3, Caps, k21 - LED_LSFT, // 4, Sh_L, k00 - LED_LCTL, // 5, Ct_L, k06 - LED_F1, // 6, F1, k26 - LED_1, // 7, 1, k17 - LED_Q, // 8, Q, k10 - LED_A, // 9, A, k12 - LED_Z, // 10, Z, k14 - LED_LWIN, // 11, Win_L, k90 - LED_F2, // 12, F2, k36 - LED_2, // 13, 2, k27 - LED_W, // 14, W, k20 - LED_S, // 15, S, k22 - LED_X, // 16, X, k24 - LED_LALT, // 17, Alt_L, k93 - LED_F3, // 18, F3, k31 - LED_3, // 19, 3, k37 - LED_E, // 20, E, k30 - LED_D, // 21, D, k32 - LED_C, // 22, C, k34 - LED_F4, // 23, F4, k33 - LED_4, // 24, 4, k47 - LED_R, // 25, R, k40 - LED_F, // 26, F, k42 - LED_V, // 27, V, k44 - LED_F5, // 28, F5, k07 - LED_5, // 29, 5, k46 - LED_T, // 30, T, k41 - LED_G, // 31, G, k43 - LED_B, // 32, B, k45 - LED_SPC, // 33, SPACE, k94 - LED_F6, // 34, F6, k63 - LED_6, // 35, 6, k56 - LED_Y, // 36, Y, k51 - LED_H, // 37, H, k53 - LED_N, // 38, N, k55 - LED_F7, // 39, F7, k71 - LED_7, // 40, 7, k57 - LED_U, // 41, U, k50 - LED_J, // 42, J, k52 - LED_M, // 43, M, k54 - LED_F8, // 44, F8, k76 - LED_8, // 45, 8, k67 - LED_I, // 46, I, k60 - LED_K, // 47, K, k62 - LED_COMM, // 48, ,, k64 - LED_RALT, // 49, Alt_R, k95 - LED_F9, // 50, F9, ka6 - LED_9, // 51, 9, k77 - LED_O, // 52, O, k70 - LED_L, // 53, L, k72 - LED_DOT, // 54, ., k74 - LED_FN, // 55, FN, k92 - LED_F10, // 56, F10, ka7 - LED_0, // 57, 0, k87 - LED_P, // 58, P, k80 - LED_SCLN, // 59, ;, k82 - LED_SLSH, // 60, ?, k85 - LED_F11, // 61, F11, ka3 - LED_MINS, // 62, -, k86 - LED_LBRC, // 63, [, k81 - LED_QUOT, // 64, ", k83 - LED_RCTL, // 65, Ct_R, k04 - LED_F12, // 66, F12, ka5 - LED_BSLS, // 67, \, k23 - LED_L1, // 68, LED, l01 - LED_R1, // 69, LED, l11 - LED_PRT, // 70, Prt, k97 - LED_L2, // 71, LED, l02 - LED_R2, // 72, LED, l12 - LED_DEL, // 73, Del, k65 - LED_L3, // 74, LED, l03 - LED_R3, // 75, LED, l13 - LED_PGUP, // 76, PgUp, k15 - LED_L4, // 77, LED, l04 - LED_R4, // 78, LED, l14 - LED_EQL, // 79, =, k66 - LED_RIGHT, // 80, Right, k05 - LED_L5, // 81, LED, l05 - LED_R5, // 82, LED, l15 - LED_END, // 83, End, k75 - LED_L6, // 84, LED, l06 - LED_R6, // 85, LED, l16 - LED_BSPC, // 86, BSpc, ka1 - LED_PGDN, // 87, PgDn, k25 - LED_L7, // 88, LED, l07 - LED_R7, // 89, LED, l17 - LED_RBRC, // 90, ], k61 - LED_RSFT, // 91, Sh_R, k91 - LED_L8, // 92, LED, l08 - LED_R8, // 93, LED, l18 - LED_UP, // 94, Up, k35 - LED_HASH, // 95, #, k84 - LED_LEFT, // 96, Left, k03 - LED_ENT, // 97, Enter, ka4 - LED_DOWN // 98, Down, k73 -}; - -const uint8_t LED_LIST_WASD[] = { - LED_W, - LED_A, - LED_S, - LED_D -}; - -const uint8_t LED_LIST_ARROWS[] = { - LED_LEFT, - LED_RIGHT, - LED_UP, - LED_DOWN -}; - -const uint8_t LED_LIST_FUNCROW[] = { - LED_ESC, - LED_F1, - LED_F2, - LED_F3, - LED_F4, - LED_F5, - LED_F6, - LED_F7, - LED_F8, - LED_F9, - LED_F10, - LED_F11, - LED_F12, - LED_PRT -}; - -const uint8_t LED_LIST_NUMROW[] = { - LED_GRV, - LED_1, - LED_2, - LED_3, - LED_4, - LED_5, - LED_6, - LED_7, - LED_8, - LED_9, - LED_0, - LED_MINS, - LED_EQL, - LED_BSPC, - LED_DEL -}; - -const uint8_t LED_LIST_LETTERS[] = { - LED_Q, - LED_W, - LED_E, - LED_R, - LED_T, - LED_Y, - LED_U, - LED_I, - LED_O, - LED_P, - LED_A, - LED_S, - LED_D, - LED_F, - LED_G, - LED_H, - LED_J, - LED_K, - LED_L, - LED_Z, - LED_X, - LED_C, - LED_V, - LED_B, - LED_N, - LED_M -}; - -const uint8_t LED_LIST_LETTERS_DE[] = { - LED_Q, - LED_W, - LED_E, - LED_R, - LED_T, - LED_Y, - LED_U, - LED_I, - LED_O, - LED_P, - LED_A, - LED_S, - LED_D, - LED_F, - LED_G, - LED_H, - LED_J, - LED_K, - LED_L, - LED_Z, - LED_X, - LED_C, - LED_V, - LED_B, - LED_N, - LED_M, - LED_SCLN, - LED_LBRC, - LED_QUOT -}; - -const uint8_t LED_LIST_NUMPAD[] = { - LED_1, - LED_2, - LED_3, - LED_4, - LED_5, - LED_6, - LED_7, - LED_8, - LED_9, - LED_0, - LED_MINS, - LED_EQL, - LED_U, - LED_I, - LED_O, - LED_P, - LED_J, - LED_K, - LED_L, - LED_SCLN, - LED_ENT, - LED_M, - LED_COMM, - LED_DOT, - LED_SLSH, - LED_END, - LED_RIGHT -}; - -const uint8_t LED_SIDE_LEFT[] = { - LED_L1, - LED_L2, - LED_L3, - LED_L4, - LED_L5, - LED_L6, - LED_L7, - LED_L8 -}; - -const uint8_t LED_SIDE_RIGHT[] = { - LED_R1, - LED_R2, - LED_R3, - LED_R4, - LED_R5, - LED_R6, - LED_R7, - LED_R8 -}; - -#ifdef GAME_ENABLE -// Game LED rules -const uint8_t GAME_LIVES[] = { - LED_DEL, - LED_PGUP, - LED_PGDN, - LED_END -}; -const uint8_t GAME_PADDLE[] = { - LED_Z, - LED_X, - LED_C, - LED_V, - LED_B, - LED_N, - LED_M, - LED_COMM, - LED_DOT, - LED_SLSH -}; -const uint8_t GAME_SMILE1[] = { - LED_A, - LED_S, - LED_D, - LED_F, - LED_G, - LED_H, - LED_J, - LED_K, - LED_L, - LED_SCLN, - LED_QUOT -}; -const uint8_t GAME_SMILE2[] = { - LED_2, - LED_3, - LED_4, - LED_5, - LED_6, - LED_7, - LED_8, - LED_9, - LED_0, - LED_MINS, - LED_EQL -}; -const uint8_t GAME_R4[] = { - LED_X, - LED_C, - LED_V, - LED_B, - LED_N, - LED_M, - LED_COMM, - LED_DOT -}; -const uint8_t GAME_R3[] = { - LED_S, - LED_D, - LED_F, - LED_G, - LED_H, - LED_J, - LED_K, - LED_L, - LED_SCLN -}; -const uint8_t GAME_R2[] = { - LED_W, - LED_E, - LED_R, - LED_T, - LED_Y, - LED_U, - LED_I, - LED_O, - LED_P, - LED_LBRC -}; -const uint8_t GAME_R1[] = { - LED_2, - LED_3, - LED_4, - LED_5, - LED_6, - LED_7, - LED_8, - LED_9, - LED_0, - LED_MINS, - LED_EQL -}; -const uint8_t GAME_R0[] = { - LED_F1, - LED_F2, - LED_F3, - LED_F4, - LED_F5, - LED_F6, - LED_F7, - LED_F8, - LED_F9, - LED_F10, - LED_F11, - LED_F12 -}; -const uint8_t LED_GAME_OVER[] = { - LED_5, - LED_8, - LED_F, - LED_G, - LED_H, - LED_J, - LED_C, - LED_M -}; -#endif //GAME_ENABLE - -#endif \ No newline at end of file diff --git a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rules.mk b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rules.mk deleted file mode 100644 index 1eb14ebbef..0000000000 --- a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rules.mk +++ /dev/null @@ -1,22 +0,0 @@ -LTO_ENABLE = yes # link time optimization -- achieves a smaller compiled size -CONSOLE_ENABLE = no -COMMAND_ENABLE = no -MOUSEKEY_ENABLE = yes - -VIA_ENABLE = yes -TAP_DANCE_ENABLE = no -BOOTMAGIC_ENABLE = yes # Enable Bootmagic Lite -CAPS_WORD_ENABLE = yes # Enable built-in Caps Word functionality - -TD_LSFT_CAPSLOCK_ENABLE = yes -IDLE_TIMEOUT_ENABLE = yes -STARTUP_NUMLOCK_ON = yes -ENCODER_DEFAULTACTIONS_ENABLE = no - -COLEMAK_LAYER_ENABLE = yes # Enable Colemak layer / set to no to disable -INVERT_NUMLOCK_INDICATOR = yes - -GAME_ENABLE ?= yes # Enable Paddle Game / set to no to disable -ifeq ($(strip $(GAME_ENABLE)), yes) - OPT_DEFS += -DGAME_ENABLE -endif -- cgit v1.2.3