summaryrefslogtreecommitdiff
path: root/keyboards/clueboard/66_hotswap/prototype/keymaps/default/keymap.c
blob: 3b8ff66005060ee2741777c0694e72b1ff19cbcd (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
/* Copyright 2017 Zach White <skullydazed@gmail.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/>.
 */

#include QMK_KEYBOARD_H

// Each layer gets a name for readability, which is then used in the keymap matrix below.
// The underscores don't mean anything - you can have a layer called STUFF or any other name.
#define _BL 0
#define _FL 1
#define _CL 2

enum custom_keycodes {
    S_BSKTC = SAFE_RANGE,
    S_ODEJY,
    S_RCKBY,
    S_DOEDR,
    S_SCALE,
    S_ONEUP,
    S_COIN,
    S_SONIC,
    S_ZELDA
};

#ifdef AUDIO_ENABLE
  float song_basketcase[][2] = SONG(BASKET_CASE);
  float song_ode_to_joy[][2]  = SONG(ODE_TO_JOY);
  float song_rock_a_bye_baby[][2]  = SONG(ROCK_A_BYE_BABY);
  float song_doe_a_deer[][2]  = SONG(DOE_A_DEER);
  float song_scale[][2]  = SONG(MUSIC_SCALE_SOUND);
  float song_coin[][2]  = SONG(COIN_SOUND);
  float song_one_up[][2]  = SONG(ONE_UP_SOUND);
  float song_sonic_ring[][2]  = SONG(SONIC_RING);
  float song_zelda_puzzle[][2]  = SONG(ZELDA_PUZZLE);
#endif

const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
  /* Keymap _BL: Base Layer (Default Layer)
   */
[_BL] = LAYOUT(
  KC_GESC,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_PGUP, \
  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_PGDN, \
  KC_CAPS,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_LSFT, KC_NUHS,KC_Z,   KC_X,   KC_C,   KC_V,   KC_B,   KC_N,   KC_M,   KC_COMM,KC_DOT, KC_SLSH, KC_NUBS,KC_RSFT,        KC_UP,           \
  KC_LCTL,KC_LGUI,KC_LALT,                KC_SPC, KC_SPC,                         KC_RGUI,KC_RALT,MO(_FL),KC_RCTL,KC_LEFT,KC_DOWN,KC_RGHT),

  /* Keymap _FL: Function Layer
   */
[_FL] = LAYOUT(
  KC_GRV, 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_VOLU, \
  _______,_______,_______,_______,_______,_______,_______,_______,_______,KC_MPRV,KC_MPLY,KC_MNXT,_______,KC_MUTE,                KC_VOLD, \
  _______,_______,MO(_CL),_______,_______,_______,_______,_______,_______,_______,_______,_______,    _______,                             \
  _______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______, _______,_______,       KC_PGUP,         \
  _______,_______,_______,                _______,_______,                        _______,_______,MO(_FL),_______,KC_HOME,KC_PGDN,KC_END),

  /* Keymap _CL: Control layer
   */
[_CL] = LAYOUT(
  BL_STEP,S_ONEUP,S_SCALE,RGB_M_R,RGB_M_SW,RGB_M_SN,RGB_M_K,RGB_M_X,RGB_M_G,_______,_______,_______,_______,   BL_TOGG,           BL_INC, \
  _______,_______,_______,_______,RESET,  _______,_______,_______,_______,_______,_______,_______,_______,_______,                BL_DEC, \
  _______,_______,MO(_CL),_______,_______,_______,_______,_______,_______,_______,_______,_______,    _______,                             \
  _______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______,        RGB_SAI,         \
  _______,_______,_______,                BL_BRTG,BL_BRTG,                        _______,_______,MO(_FL),_______,RGB_HUD,RGB_SAD,RGB_HUI),
};


bool process_record_user(uint16_t keycode, keyrecord_t *record) {
    switch (keycode) {
        #ifdef AUDIO_ENABLE
            case S_BSKTC:
                if (record->event.pressed) {
                    stop_all_notes();
                    PLAY_SONG(song_basketcase);
                }
                return false;
            case S_ODEJY:
                if (record->event.pressed) {
                    stop_all_notes();
                    PLAY_SONG(song_ode_to_joy);
                }
                return false;
            case S_RCKBY:
                if (record->event.pressed) {
                    stop_all_notes();
                    PLAY_SONG(song_rock_a_bye_baby);
                }
                return false;
            case S_DOEDR:
                if (record->event.pressed) {
                    stop_all_notes();
                    PLAY_SONG(song_doe_a_deer);
                }
                return false;
            case S_SCALE:
                if (record->event.pressed) {
                    stop_all_notes();
                    PLAY_SONG(song_scale);
                }
                return false;
            case S_ONEUP:
                if (record->event.pressed) {
                    stop_all_notes();
                    PLAY_SONG(song_one_up);
                }
                return false;
            case S_COIN:
                if (record->event.pressed) {
                    stop_all_notes();
                    PLAY_SONG(song_coin);
                }
                return false;
            case S_SONIC:
                if (record->event.pressed) {
                    stop_all_notes();
                    PLAY_SONG(song_sonic_ring);
                }
                return false;
            case S_ZELDA:
                if (record->event.pressed) {
                    stop_all_notes();
                    PLAY_SONG(song_zelda_puzzle);
                }
                return false;
        #endif
    }
    return true;
}