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/* 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_L1, // 67, LED, l01
    LED_R1, // 68, LED, l11
    LED_INS, // 69, Prt, k97  -- remapped to INS
    LED_L2, // 70, LED, l02
    LED_R2, // 71, LED, l12
    LED_DEL, // 72, Del, k65
    LED_L3, // 73, LED, l03
    LED_R3, // 74, LED, l13
    LED_PGUP, // 75, PgUp, k15
    LED_L4, // 76, LED, l04
    LED_R4, // 77, LED, l14
    LED_EQL, // 78, =, k66
    LED_RIGHT, // 79, Right, k05
    LED_L5, // 80, LED, l05
    LED_R5, // 81, LED, l15
    LED_END, // 82, End, k75
    LED_L6, // 83, LED, l06
    LED_R6, // 84, LED, l16
    LED_BSPC, // 85, BSpc, ka1
    LED_PGDN, // 86, PgDn, k25
    LED_L7, // 87, LED, l07
    LED_R7, // 88, LED, l17
    LED_RBRC, // 89, ], k61
    LED_RSFT, // 90, Sh_R, k91
    LED_L8, // 91, LED, l08
    LED_R8, // 92, LED, l18
    LED_BSLS, // 93, \, ka2
    LED_UP, // 94, Up, k35
    LED_LEFT, // 95, Left, k03
    LED_ENT, // 96, Enter, ka4
    LED_DOWN // 97, 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_INS
};

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