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Clueboard refresh (#4902) * Cluecard: refactor - renamed layout macro KEYMAP to LAYOUT - reformatted layout macro to more closely resemble physical device layout - keymaps now use #include QMK_KEYBOARD_H - config.h files updated to use #pragma once method - deleted outdated QUANTUM_DIR code blocks from rules.mk files - white space changes on rules.mk files (alignment/readability) * Cluecard: Configurator support * Cluecard: readme update - added image - updated Docs links * Clueboard 66% HotSwap: corrected matrix and Configurator data - removed k31 and k84 from LAYOUT - both appear to be unsupported for this PCB according to images on clueboard.co - updated block comment mock-ups to match changes - rebuilt info.json file - delete removed keys from default keymap.c * Clueboard 66% HotSwap: readme update - fix make example - updated Docs links * Clueboard 66% HotSwap: 66_ansi keymap update Updated to use #include QMK_KEYBOARD_H * Clueboard 60% refactor - renamed layout macro KEYMAP to LAYOUT_all - renamed layout macro KEYMAP_AEK to LAYOUT_aek - removed redundant KC_TRNS definitions from keymaps - all keymaps now use #include QMK_KEYBOARD_H * Clueboard 17%: refactor * Clueboard 17%: Configurator support * Clueboard 17%: update Docs links in readme * Cleanup the 2x1800 files * Update Clueboard 60% to standard matrix * Update the clueboard default keymaps * Refresh and update clueboard 17 * Add the 66% hotswap to Clueboard's readme * Clarify the 66% hotswap's readme * change the image to imgur * Update the clueboard 66 to follow modern standards * update clueboard 66_hotswap to follow modern practices * Move the logo to imgur * update clueboard/card to follow modern practices * remove clueboard/66 as a valid make target * Address comments in #4902 * fix user keymaps after the changes
5 years ago
  1. #include QMK_KEYBOARD_H
  2. #include "tetris_text.h"
  3. // Each layer gets a name for readability, which is then used in the keymap matrix below.
  4. // The underscores don't mean anything - you can have a layer called STUFF or any other name.
  5. // Layer names don't all need to be of the same length, obviously, and you can also skip them
  6. // entirely and just use numbers.
  7. #define _BL 0
  8. #define _FL 1
  9. #define _CL 2
  10. enum custom_keycodes {
  11. TETRIS_START = SAFE_RANGE
  12. };
  13. const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
  14. /* Keymap _BL: Base Layer (Default Layer)
  15. */
  16. [_BL] = LAYOUT(
  17. 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_GRV, KC_BSPC, KC_PGUP,
  18. 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,
  19. 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_NUHS, KC_ENT,
  20. 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_RO, KC_RSFT, KC_UP,
  21. KC_LCTL, KC_LGUI, KC_LALT, KC_MHEN, KC_SPC,KC_SPC, KC_HENK, KC_RALT, KC_RCTL, MO(_FL), KC_LEFT, KC_DOWN, KC_RGHT),
  22. /* Keymap _FL: Function Layer
  23. */
  24. [_FL] = LAYOUT(
  25. 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, BL_STEP,
  26. _______, _______, _______,_______,_______,F(1) ,_______,_______,KC_PSCR,KC_SLCK, KC_PAUS, _______, _______, _______, _______,
  27. _______, _______, MO(_CL),_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, _______,
  28. _______, _______, _______,_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, _______, KC_PGUP,
  29. _______, _______, _______, _______, _______,_______, _______, _______, _______, MO(_FL), KC_HOME, KC_PGDN, KC_END),
  30. /* Keymap _CL: Control layer
  31. */
  32. [_CL] = LAYOUT(
  33. _______, _______, _______,_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, _______, RGB_TOG, RGB_VAI,
  34. _______, _______, _______,_______,RESET, _______,_______,_______,_______,_______, _______, _______, _______, _______, RGB_VAD,
  35. _______, _______, MO(_CL),_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, _______,
  36. MO(_FL), _______, _______,_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, MO(_FL), RGB_SAI,
  37. _______, _______, _______,_______, RGB_MOD, RGB_MOD, _______, _______, _______, _______, RGB_HUD, RGB_SAD, RGB_HUI),
  38. };
  39. static uint8_t tetris_key_presses = 0;
  40. static uint16_t tetris_timer = 0;
  41. static uint8_t tetris_running = 0;
  42. static int tetris_keypress = 0;
  43. /*
  44. * Set up tetris
  45. */
  46. bool process_record_user(uint16_t keycode, keyrecord_t *record) {
  47. if (record->event.pressed) {
  48. tetris_key_presses++;
  49. }
  50. if (tetris_running && record->event.pressed) {
  51. tetris_keypress = 0;
  52. switch (keycode) {
  53. case KC_UP: tetris_keypress = 1; break;
  54. case KC_LEFT: tetris_keypress = 2; break;
  55. case KC_DOWN: tetris_keypress = 3; break;
  56. case KC_RIGHT: tetris_keypress = 4; break;
  57. // Make ESC stop tetris (on keyboards other than clueboard)
  58. // case KC_ESC: tetris_running = 0; return false;
  59. }
  60. if (tetris_keypress != 0) {
  61. return false;
  62. }
  63. }
  64. switch (keycode) {
  65. case KC_GESC:
  66. // clueboard specific hook to make escape quite tetris
  67. if (tetris_running) {
  68. tetris_running = 0;
  69. return false;
  70. }
  71. break;
  72. case TETRIS_START:
  73. if (record->event.pressed) {
  74. tetris_running = 1;
  75. tetris_timer = 0;
  76. tetris_keypress = 0;
  77. // set randomness using total number of key presses
  78. tetris_start(tetris_key_presses);
  79. }
  80. return false;
  81. }
  82. return true;
  83. }
  84. // Runs constantly in the background, in a loop.
  85. void matrix_scan_user(void) {
  86. if (tetris_running) {
  87. tetris_timer++;
  88. if (tetris_timer > 1000) {
  89. // every 1000 times this is run is about 100 ms.
  90. if (!tetris_tick(100)) {
  91. // game over
  92. tetris_running = 0;
  93. }
  94. tetris_timer = 0;
  95. }
  96. }
  97. }
  98. void tetris_send_up(void) {
  99. tap_code(KC_UP);
  100. }
  101. void tetris_send_left(void) {
  102. tap_code(KC_LEFT);
  103. }
  104. void tetris_send_down(void) {
  105. tap_code(KC_DOWN);
  106. }
  107. void tetris_send_right(void) {
  108. tap_code(KC_RGHT);
  109. }
  110. void tetris_send_backspace(void) {
  111. tap_code(KC_BSPC);
  112. }
  113. void tetris_send_delete(void) {
  114. tap_code(KC_DEL);
  115. }
  116. void tetris_send_string(const char *s) {
  117. for (int i = 0; s[i] != 0; i++) {
  118. if (s[i] >= 'a' && s[i] <= 'z') {
  119. tap_code(KC_A + (s[i] - 'a'));
  120. } else if (s[i] >= 'A' && s[i] <= 'Z') {
  121. tap_code16(S(KC_A + (s[i] - 'A')));
  122. } else if (s[i] >= '1' && s[i] <= '9') {
  123. tap_code(KC_1 + (s[i] - '1'));
  124. } else {
  125. switch (s[i]) {
  126. case ' ': tap_code(KC_SPACE); break;
  127. case '.': tap_code(KC_DOT); break;
  128. case '0': tap_code(KC_0); break;
  129. }
  130. }
  131. }
  132. }
  133. void tetris_send_newline(void) {
  134. tap_code(KC_ENT);
  135. }
  136. int tetris_get_keypress(void) {
  137. int out = tetris_keypress;
  138. tetris_keypress = 0;
  139. return out;
  140. }