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  1. /* Copyright 2015-2017 Jack Humbert
  2. *
  3. * This program is free software: you can redistribute it and/or modify
  4. * it under the terms of the GNU General Public License as published by
  5. * the Free Software Foundation, either version 2 of the License, or
  6. * (at your option) any later version.
  7. *
  8. * This program is distributed in the hope that it will be useful,
  9. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  10. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  11. * GNU General Public License for more details.
  12. *
  13. * You should have received a copy of the GNU General Public License
  14. * along with this program. If not, see <http://www.gnu.org/licenses/>.
  15. */
  16. #pragma message "You may need to add LAYOUT_planck_grid to your keymap layers - see default for an example"
  17. #include "planck.h"
  18. #include "action_layer.h"
  19. extern keymap_config_t keymap_config;
  20. bool isGame = false;
  21. bool isMusic = false;
  22. enum planck_layers {
  23. _COLEMAK,
  24. _GAME,
  25. _MUSIC,
  26. _LOWER,
  27. _RAISE,
  28. _ADJUST,
  29. };
  30. enum planck_keycodes {
  31. COLEMAK = SAFE_RANGE,
  32. GCTOGG,
  33. MCTOGG,
  34. LOWER,
  35. RAISE,
  36. LENNY,
  37. COMMENTHEAD,
  38. RICKANDMORT,
  39. MARIO,
  40. MARIOE,
  41. OVERWATCH,
  42. DOOM,
  43. DISNEY,
  44. NUMBERONE,
  45. CABBAGE,
  46. OLDSPICE,
  47. };
  48. enum {
  49. TD_SPC_ENT = 0,
  50. TD_ESC_CAPS
  51. };
  52. qk_tap_dance_action_t tap_dance_actions[] = {
  53. [TD_SPC_ENT] = ACTION_TAP_DANCE_DOUBLE(KC_SPC, KC_ENT),
  54. [TD_ESC_CAPS] = ACTION_TAP_DANCE_DOUBLE(KC_ESC, KC_CAPS)
  55. };
  56. const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
  57. /* Colemak
  58. * ,-----------------------------------------------------------------------------------.
  59. * | Tab | Q | W | F | P | G | J | L | U | Y | ; | = |
  60. * |------+------+------+------+------+-------------+------+------+------+------+------|
  61. * | Esc | A | R | S | T | D | H | N | E | I | O | " |
  62. * |------+------+------+------+------+------|------+------+------+------+------+------|
  63. * | Shift| Z | X | C | V | B | K | M | , | . | / | - |
  64. * |------+------+------+------+------+------+------+------+------+------+------+------|
  65. * | Ctrl | GUI | Alt |lenny |Lower | shift|space |Raise | macro|macro2|macro3|QWERTY|
  66. * `-----------------------------------------------------------------------------------'
  67. */
  68. [_COLEMAK] = {
  69. {KC_TAB, KC_Q, KC_W, KC_F, KC_P, KC_G, KC_J, KC_L, KC_U, KC_Y, KC_SCLN, KC_EQL},
  70. {KC_ESC, KC_A, KC_R, KC_S, KC_T, KC_D, KC_H, KC_N, KC_E, KC_I, KC_O, KC_QUOT},
  71. {KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_K, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_MINS},
  72. {KC_LCTL, KC_LGUI, KC_LALT, LENNY, LOWER, RSFT_T(KC_BSPC), TD(TD_SPC_ENT), RAISE, COMMENTHEAD, RICKANDMORT, KC_LEFT, KC_RGHT}
  73. },
  74. /* Lower
  75. * ,-----------------------------------------------------------------------------------.
  76. * | | | | [ | ] | | ( | ) | { | } | | + |
  77. * |------+------+------+------+------+-------------+------+------+------+------+------|
  78. * | Del | F1 | F2 | F3 | F4 | F5 | F6 | left | down | up | right| | |
  79. * |------+------+------+------+------+------|------+------+------+------+------+------|
  80. * | | F7 | F8 | F9 | F10 | F11 | F12 | | | | | _ |
  81. * |------+------+------+------+------+------+------+------+------+------+------+------|
  82. * | | | | | | | | Next | Vol- | Vol+ | Play |
  83. * `-----------------------------------------------------------------------------------'
  84. */
  85. [_LOWER] = {
  86. {_______, _______, _______, KC_LBRC, KC_RBRC, _______, KC_LPRN, KC_RPRN, KC_LCBR, KC_RCBR, _______, S(KC_EQL)},
  87. {KC_DEL, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_LEFT, KC_DOWN, KC_UP, KC_RGHT, KC_PIPE},
  88. {_______, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, _______, _______, _______, _______, KC_UNDS},
  89. {_______, _______, _______, _______, _______, _______, _______, _______, KC_MNXT, KC_VOLD, KC_VOLU, KC_MPLY}
  90. },
  91. /* Raise
  92. * ,-----------------------------------------------------------------------------------.
  93. * | ` | ! | @ | # | $ | % | ^ | & | * | ( | ) | DEL |
  94. * |------+------+------+------+------+-------------+------+------+------+------+------|
  95. * | ~ | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | \ |
  96. * |------+------+------+------+------+------|------+------+------+------+------+------|
  97. * | | | | | | | | | | | | |
  98. * |------+------+------+------+------+------+------+------+------+------+------+------|
  99. * | | | | | | | | | bl- | bl+ | GCTG |
  100. * `-----------------------------------------------------------------------------------'
  101. */
  102. [_RAISE] = {
  103. {KC_GRV, KC_EXLM, KC_AT, KC_HASH, KC_DLR, KC_PERC, KC_CIRC, KC_AMPR, KC_ASTR, KC_LPRN, KC_RPRN, KC_DEL},
  104. {KC_TILD, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_BSLS},
  105. {_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______},
  106. {_______, _______, _______, _______, _______, _______, _______, _______, _______, BL_DEC, MCTOGG, GCTOGG}
  107. },
  108. /* Adjust (Lower + Raise)
  109. * ,-----------------------------------------------------------------------------------.
  110. * | | Reset| | | | | | | | | | Del |
  111. * |------+------+------+------+------+-------------+------+------+------+------+------|
  112. * | | | |Aud on|Audoff|AGnorm|AGswap|Qwerty|Colemk|Dvorak|Plover| |
  113. * |------+------+------+------+------+------|------+------+------+------+------+------|
  114. * | |Voice-|Voice+|Mus on|Musoff|MIDIon|MIDIof| | | | | |
  115. * |------+------+------+------+------+------+------+------+------+------+------+------|
  116. * | | | | | | | | | | | |
  117. * `-----------------------------------------------------------------------------------'
  118. */
  119. [_ADJUST] = {
  120. {_______, RESET, DEBUG, RGB_TOG, RGB_MOD, RGB_HUI, RGB_HUD, RGB_SAI, RGB_SAD, RGB_VAI, RGB_VAD, KC_DEL },
  121. {_______, _______, MU_MOD, AU_ON, AU_OFF, AG_NORM, AG_SWAP, _______, COLEMAK, _______, _______, _______},
  122. {_______, MUV_DE, MUV_IN, MU_ON, MU_OFF, _______, _______, TERM_ON, TERM_OFF, _______, _______, _______},
  123. {_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______}
  124. },
  125. [_GAME] = {
  126. {KC_TAB, KC_Q, KC_W, KC_F, KC_P, KC_G, KC_J, KC_L, KC_U, KC_Y, KC_SCLN, KC_EQL},
  127. {KC_ESC, KC_A, KC_R, KC_S, KC_T, KC_D, KC_H, KC_N, KC_E, KC_I, KC_O, KC_QUOT},
  128. {KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_K, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_MINS},
  129. {KC_LCTL, RAISE, KC_LALT, LOWER, KC_SPC, RSFT_T(KC_BSPC), TD(TD_SPC_ENT), RAISE, KC_LEFT, KC_DOWN, KC_UP, KC_RIGHT}
  130. },
  131. [_MUSIC] = {
  132. {MARIO, MARIOE, OVERWATCH, DOOM, DISNEY, NUMBERONE, CABBAGE, OLDSPICE, _______, _______, _______, _______},
  133. {_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______},
  134. {_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______},
  135. {_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______}
  136. }
  137. };
  138. #ifdef AUDIO_ENABLE
  139. float guitar[][2] = SONG(GUITAR_SOUND);
  140. float mario[][2] = SONG(MARIO_THEME);
  141. float marioe[][2] = SONG(MARIO_GAMEOVER);
  142. float overwatch[][2] = SONG(OVERWATCH_THEME);
  143. float doom[][2] = SONG(E1M1_DOOM);
  144. float disney[][2] = SONG(DISNEY_SONG);
  145. float numberone[][2] = SONG(NUMBER_ONE);
  146. float cabbage[][2] = SONG(CABBAGE_SONG);
  147. float oldspice[][2] = SONG(OLD_SPICE);
  148. #endif
  149. void setLayer(int layer) {
  150. if (layer == _COLEMAK) {
  151. #ifdef AUDIO_ENABLE
  152. stop_all_notes();
  153. PLAY_SONG(marioe);
  154. #endif
  155. set_single_persistent_default_layer(_COLEMAK);
  156. #ifdef BACKLIGHT_ENABLE
  157. backlight_set(0);
  158. #endif
  159. } else if (layer == _GAME) {
  160. #ifdef AUDIO_ENABLE
  161. stop_all_notes();
  162. PLAY_SONG(mario);
  163. #endif
  164. set_single_persistent_default_layer(_GAME);
  165. #ifdef BACKLIGHT_ENABLE
  166. backlight_set(15);
  167. #endif
  168. } else if (layer == _MUSIC) {
  169. #ifdef AUDIO_ENABLE
  170. stop_all_notes();
  171. PLAY_SONG(guitar);
  172. #endif
  173. set_single_persistent_default_layer(_MUSIC);
  174. #ifdef BACKLIGHT_ENABLE
  175. backlight_set(1);
  176. #endif
  177. }
  178. }
  179. bool process_record_user(uint16_t keycode, keyrecord_t *record) {
  180. switch (keycode) {
  181. case COLEMAK:
  182. if (record->event.pressed) {
  183. set_single_persistent_default_layer(_COLEMAK);
  184. #ifdef BACKLIGHT_ENABLE
  185. backlight_set(0);
  186. #endif
  187. }
  188. return false;
  189. break;
  190. case GCTOGG:
  191. if (record->event.pressed) {
  192. if (isGame) {
  193. if (isMusic)
  194. setLayer(_MUSIC);
  195. else
  196. setLayer(_COLEMAK);
  197. isGame = false;
  198. } else {
  199. setLayer(_GAME);
  200. isGame = true;
  201. }
  202. }
  203. return false;
  204. break;
  205. case MCTOGG:
  206. if (record->event.pressed) {
  207. if (isMusic) {
  208. if (isGame)
  209. setLayer(_GAME);
  210. else
  211. setLayer(_COLEMAK);
  212. isMusic = false;
  213. } else {
  214. setLayer(_MUSIC);
  215. isMusic = true;
  216. }
  217. }
  218. return false;
  219. break;
  220. case LOWER:
  221. if (record->event.pressed) {
  222. layer_on(_LOWER);
  223. update_tri_layer(_LOWER, _RAISE, _ADJUST);
  224. } else {
  225. layer_off(_LOWER);
  226. update_tri_layer(_LOWER, _RAISE, _ADJUST);
  227. }
  228. return false;
  229. break;
  230. case RAISE:
  231. if (record->event.pressed) {
  232. layer_on(_RAISE);
  233. update_tri_layer(_LOWER, _RAISE, _ADJUST);
  234. } else {
  235. layer_off(_RAISE);
  236. update_tri_layer(_LOWER, _RAISE, _ADJUST);
  237. }
  238. return false;
  239. break;
  240. case LENNY:
  241. if (record->event.pressed) {
  242. SEND_STRING("()");
  243. }
  244. return false; break;
  245. case COMMENTHEAD:
  246. if (record->event.pressed) {
  247. SEND_STRING("// ---------------------------------------------------------------");
  248. }
  249. return false; break;
  250. case RICKANDMORT:
  251. if (record->event.pressed) {
  252. SEND_STRING("// ***************************************************************");
  253. }
  254. return false; break;
  255. case MARIO:
  256. if(record->event.pressed) {
  257. #ifdef AUDIO_ENABLE
  258. PLAY_SONG(mario);
  259. #endif
  260. }
  261. return false; break;
  262. case MARIOE:
  263. if(record->event.pressed) {
  264. #ifdef AUDIO_ENABLE
  265. PLAY_SONG(marioe);
  266. #endif
  267. }
  268. return false; break;
  269. case OVERWATCH:
  270. if(record->event.pressed) {
  271. #ifdef AUDIO_ENABLE
  272. PLAY_SONG(overwatch);
  273. #endif
  274. }
  275. return false; break;
  276. case DOOM:
  277. if(record->event.pressed) {
  278. #ifdef AUDIO_ENABLE
  279. PLAY_SONG(doom);
  280. #endif
  281. }
  282. return false; break;
  283. case DISNEY:
  284. if(record->event.pressed) {
  285. #ifdef AUDIO_ENABLE
  286. PLAY_SONG(disney);
  287. #endif
  288. }
  289. return false; break;
  290. case NUMBERONE:
  291. if(record->event.pressed) {
  292. #ifdef AUDIO_ENABLE
  293. PLAY_SONG(numberone);
  294. #endif
  295. }
  296. return false; break;
  297. case CABBAGE:
  298. if(record->event.pressed) {
  299. #ifdef AUDIO_ENABLE
  300. PLAY_SONG(cabbage);
  301. #endif
  302. }
  303. return false; break;
  304. case OLDSPICE:
  305. if(record->event.pressed) {
  306. #ifdef AUDIO_ENABLE
  307. PLAY_SONG(oldspice);
  308. #endif
  309. }
  310. return false; break;
  311. }
  312. return true;
  313. }
  314. void matrix_init_user(void) {
  315. set_single_persistent_default_layer(_COLEMAK);
  316. isGame = false;
  317. #ifdef BACKLIGHT_ENABLE
  318. backlight_level(0);
  319. #endif
  320. }