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[Keymap] add massdrop/alt:pregame (#8953)

Pulled some functionality from the endgame keymap for the Drop Ctrl.

* very shortened version of the Endgame keymap

* fixed pictures

* fixed link

* fixed link

* fix files

* add GREEN RGB

* fixed GREEN RGB

* not supposed to be in my fork...

* wasn't supposed to be in my fork.

* I have fixed the layer 0 RGB Settings; you can now apply layer using "COLOR" in the layout template.

* I've renamed to pregame, fixed several files

* added Underglow RGB layout, changed def
ault RGB color

* fixed the color of the default profile like i want it

* Added IRL Photo

* Update keymap.c

disabled debugging.

* Update keymap.c

* Update config.h

* Update README.md

* Update keymap.h

* Changed some settings on rules for clean up.

* Changed some settings on rules for clean up.

* fixed some errors, cleaned things up

* Update README.md

* Update README.md

* Update README.md

* Update README.md

* Update README.md

* Update README.md

* Update README.md

* Fixed changes recommended by Fauxpark

* Added changes recommended by fauxpark

* trying to fix my repo

* Still trying to fix merge issues

* changed to lowercase

* Delete reading.md

* Trying to rebase my repo

* stuck in rebase loop trying to fix local files and update

* updating readme file
pull/10981/head
elijahblake 3 years ago
committed by GitHub
parent
commit
6dc2d5956f
No known key found for this signature in database GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 473 additions and 0 deletions
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      keyboards/massdrop/alt/keymaps/pregame/config.h
  2. +209
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      keyboards/massdrop/alt/keymaps/pregame/keymap.c
  3. +58
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      keyboards/massdrop/alt/keymaps/pregame/keymap.h
  4. +35
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      keyboards/massdrop/alt/keymaps/pregame/readme.md
  5. +15
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      keyboards/massdrop/alt/keymaps/pregame/rules.mk

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keyboards/massdrop/alt/keymaps/pregame/config.h View File

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/* Copyright 2020 elijahblake81
*
* 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/>.
*/
#pragma once
#define MODS_SHIFT (get_mods() & MOD_MASK_SHIFT)
#define MODS_CTRL (get_mods() & MOD_MASK_CTRL)
#define MODS_ALT (get_mods() & MOD_MASK_ALT)
// #define IS_COMMAND() (get_mods() == MOD_MASK_SHIFT) // Key combination that allows the use of magic commands (useful for debugging)
// #define NO_DEBUG // Disable debugging
// #define NO_PRINT // Disable printing/debugging using hid_listen
// #define NO_ACTION_LAYER // Disable layers
// #define NO_ACTION_TAPPING // Disable tap dance and other tapping features
// #define NO_ACTION_ONESHOT // Disable one-shot modifiers
// #define NO_ACTION_MACRO // Disable old style macro handling: MACRO() & action_get_macro
// #define TERMINAL_HELP
// #define MOUSEKEY_INTERVAL 20
// #define MOUSEKEY_DELAY 0
// #define MOUSEKEY_TIME_TO_MAX 60
// #define MOUSEKEY_MAX_SPEED 10
// #define MOUSEKEY_WHEEL_DELAY 0
#define FORCE_NKRO // NKRO by default requires to be turned on, this forces it on during keyboard startup regardless of EEPROM setting. NKRO can still be turned off but will be turned on again if the keyboard reboots.
// #define QMK_KEYS_PER_SCAN 4 // Allows sending more than one key per scan. By default, only one key event gets sent via process_record() per scan. This has little impact on most typing, but if you're doing a lot of chords, or your scan rate is slow to begin with, you can have some delay in processing key events. Each press and release is a separate event. For a keyboard with 1ms or so scan times, even a very fast typist isn't going to produce the 500 keystrokes a second needed to actually get more than a few ms of delay from this. But if you're doing chording on something with 3-4ms scan times? You probably want this.
// #define STRICT_LAYER_RELEASE // Force a key release to be evaluated using the current layer stack instead of remembering which layer it came from (used for advanced cases)
// #define LOCKING_SUPPORT_ENABLE // Mechanical locking support. Use KC_LCAP, KC_LNUM or KC_LSCR instead in keymap
// #define LOCKING_RESYNC_ENABLE // Tries to keep switch state consistent with keyboard LED state
// #define TAPPING_TERM 200 // How long before a tap becomes a hold, if set above 500, a key tapped during the tapping term will turn it into a hold too
// #define TAPPING_TERM_PER_KEY // Enabling to allow to tweak individual keys
// #define RETRO_TAPPING // Tap anyway, even after TAPPING_TERM, if there was no other key interruption between press and release
// #define TAPPING_TOGGLE 2 // How many taps before triggering the toggle
// #define PERMISSIVE_HOLD // Makes tap and hold keys trigger the hold if another key is pressed before releasing, even if it hasn't hit the TAPPING_TERM. See Permissive Hold for details
// #define IGNORE_MOD_TAP_INTERRUPT // Makes it possible to do rolling combos (zx) with keys that convert to other keys on hold, by enforcing the TAPPING_TERM for both keys. See Mod tap interrupt for details
// #define TAPPING_FORCE_HOLD // Makes it possible to use a dual role key as modifier shortly after having been tapped. See Hold after tap. Breaks any Tap Toggle functionality (TT or the One Shot Tap Toggle)
// #define LEADER_TIMEOUT 300 // How long before the leader key times out. If you're having issues finishing the sequence before it times out, you may need to increase the timeout setting. Or you may want to enable the LEADER_PER_KEY_TIMING option, which resets the timeout after each key is tapped.
// #define LEADER_PER_KEY_TIMING // Sets the timer for leader key chords to run on each key press rather than overall
// #define LEADER_KEY_STRICT_KEY_PROCESSING // Disables keycode filtering for Mod-Tap and Layer-Tap keycodes. Eg, if you enable this, you would need to specify MT(MOD_CTL, KC_A) if you want to use KC_A.
// #define ONESHOT_TIMEOUT 3000 // How long before oneshot times out
// #define ONESHOT_TAP_TOGGLE 2 // How many taps before oneshot toggle is triggered
// #define COMBO_COUNT 2 // Set this to the number of combos that you're using in the Combo feature.
// #define COMBO_TERM 200 // How long for the Combo keys to be detected. Defaults to TAPPING_TERM if not defined.
// #define TAP_CODE_DELAY 100 // Sets the delay between register_code and unregister_code, if you're having issues with it registering properly (common on VUSB boards). The value is in milliseconds.
// #define TAP_HOLD_CAPS_DELAY 80 // Sets the delay for Tap Hold keys (LT, MT) when using KC_CAPSLOCK keycode, as this has some special handling on MacOS. The value is in milliseconds, and defaults to 80 ms if not defined. For macOS, you may want to set this to 200 or higher.
#define RGB_MATRIX_FRAMEBUFFER_EFFECTS
#define RGB_MATRIX_KEYPRESSES // reacts to keypresses
// #define RGB_MATRIX_KEYRELEASES // reacts to keyreleases (instead of keypresses)
//Teal and Blue
//#define RGB_MATRIX_STARTUP_HUE 127 // Default boot color
//#define RGB_MATRIX_STARTUP_SPD 47 // Used to determine the color for the modifiers
//Teal and Blue
//#define RGB_MATRIX_STARTUP_HUE 120 // Default boot color
//#define RGB_MATRIX_STARTUP_SPD 50 //Used to determine the color for the modifiers
//QMK HSV is based on 255 value wheel rather than 360
//Cyan and Yellow
//#define RGB_MATRIX_STARTUP_HUE 127 // Default boot color
//#define RGB_MATRIX_STARTUP_SPD 177
//Cyan and Green
//#define RGB_MATRIX_STARTUP_HUE 127 // Default boot color
//#define RGB_MATRIX_STARTUP_SPD 215
// #define RGB_MATRIX_STARTUP_VAL RGB_MATRIX_MAXIMUM_BRIGHTNESS
#define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_SOLID_REACTIVE // Sets the default mode, if none has been set
#define RGB_MATRIX_STARTUP_HUE 180 //purple alphas with green background when pressed.
// #define RGBLIGHT_HUE_STEP 12 // Units to step when in/decreasing hue
// #define RGBLIGHT_SAT_STEP 25 // Units to step when in/decreasing saturation
// #define RGBLIGHT_VAL_STEP 12 // Units to step when in/decreasing value (brightness)
// #define RGB_DISABLE_AFTER_TIMEOUT 0 // number of ticks to wait until disabling effects
// #define RGB_DISABLE_WHEN_USB_SUSPENDED false // turn off effects when suspended
// #define RGB_MATRIX_LED_PROCESS_LIMIT (DRIVER_LED_TOTAL + 4) / 5 // limits the number of LEDs to process in an animation per task run (increases keyboard responsiveness)
// #define RGB_MATRIX_LED_FLUSH_LIMIT 16 // limits in milliseconds how frequently an animation will update the LEDs. 16 (16ms) is equivalent to limiting to 60fps (increases keyboard responsiveness)
#define RGBLIGHT_ANIMATIONS // Run RGB animations
// #define RGBLIGHT_ANIMATIONS // Enable all additional animation modes.
#define RGBLIGHT_EFFECT_ALTERNATING // Enable alternating animation mode.
#define RGBLIGHT_EFFECT_BREATHING // Enable breathing animation mode.
// #define RGBLIGHT_EFFECT_CHRISTMAS // Enable christmas animation mode.
// #define RGBLIGHT_EFFECT_KNIGHT // Enable knight animation mode.
// #define RGBLIGHT_EFFECT_RAINBOW_MOOD // Enable rainbow mood animation mode.
// #define RGBLIGHT_EFFECT_RAINBOW_SWIRL // Enable rainbow swirl animation mode.
// #define RGBLIGHT_EFFECT_RGB_TEST // Enable RGB test animation mode.
// #define RGBLIGHT_EFFECT_SNAKE // Enable snake animation mode.
// #define RGBLIGHT_EFFECT_STATIC_GRADIENT // Enable static gradient mode.
// #define RGBLIGHT_EFFECT_BREATHE_CENTER // If defined, used to calculate the curve for the breathing animation. Valid values are 1.0 to 2.7
// #define RGBLIGHT_EFFECT_BREATHE_MAX 255 // The maximum brightness for the breathing mode. Valid values are 1 to 255
// #define RGBLIGHT_EFFECT_CHRISTMAS_INTERVAL 1000 // How long to wait between light changes for the "Christmas" animation, in milliseconds
// #define RGBLIGHT_EFFECT_CHRISTMAS_STEP 2 // The number of LEDs to group the red/green colors by for the "Christmas" animation
// #define RGBLIGHT_EFFECT_KNIGHT_LED_NUM RGBLED_NUM // The number of LEDs to have the "Knight" animation travel
// #define RGBLIGHT_EFFECT_KNIGHT_LENGTH 3 // The number of LEDs to light up for the "Knight" animation
// #define RGBLIGHT_EFFECT_KNIGHT_OFFSET 0 // The number of LEDs to start the "Knight" animation from the start of the strip by
// #define RGBLIGHT_RAINBOW_SWIRL_RANGE 255 // Range adjustment for the rainbow swirl effect to get different swirls
// #define RGBLIGHT_EFFECT_SNAKE_LENGTH 4 // The number of LEDs to light up for the "Snake" animation
// This list in in the correct mode order. Next mode is the following line, previous mode is previous line. Loops around.
// #define DISABLE_RGB_MATRIX_SOLID_COLOR // Static single hue, no speed support
// #define DISABLE_RGB_MATRIX_ALPHAS_MODS // Static dual hue, speed is hue for secondary hue
// #define DISABLE_RGB_MATRIX_GRADIENT_UP_DOWN // Static gradient top to bottom, speed controls how much gradient changes
// #define DISABLE_RGB_MATRIX_BREATHING // Single hue brightness cycling animation
// #define DISABLE_RGB_MATRIX_BAND_SAT // Single hue band fading saturation scrolling left to right
// #define DISABLE_RGB_MATRIX_BAND_VAL // Single hue band fading brightness scrolling left to right
// #define DISABLE_RGB_MATRIX_BAND_PINWHEEL_SAT // Single hue 3 blade spinning pinwheel fades saturation
// #define DISABLE_RGB_MATRIX_BAND_PINWHEEL_VAL // Single hue 3 blade spinning pinwheel fades brightness
// #define DISABLE_RGB_MATRIX_BAND_SPIRAL_SAT // Single hue spinning spiral fades saturation
// #define DISABLE_RGB_MATRIX_BAND_SPIRAL_VAL // Single hue spinning spiral fades brightness
// #define DISABLE_RGB_MATRIX_CYCLE_ALL // Full keyboard solid hue cycling through full gradient
// #define DISABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT // Full gradient scrolling left to right
// #define DISABLE_RGB_MATRIX_CYCLE_UP_DOWN // Full gradient scrolling top to bottom
// #define DISABLE_RGB_MATRIX_CYCLE_OUT_IN // Full gradient scrolling out to in
// #define DISABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL // Full dual gradients scrolling out to in
// #define DISABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON // Full gradent Chevron shapped scrolling left to right
// #define DISABLE_RGB_MATRIX_CYCLE_PINWHEEL // Full gradient spinning pinwheel around center of keyboard
// #define DISABLE_RGB_MATRIX_CYCLE_SPIRAL // Full gradient spinning spiral around center of keyboard
// #define DISABLE_RGB_MATRIX_DUAL_BEACON // Full gradient spinning around center of keyboard
// #define DISABLE_RGB_MATRIX_RAINBOW_BEACON // Full tighter gradient spinning around center of keyboard
// #define DISABLE_RGB_MATRIX_RAINBOW_PINWHEELS // Full dual gradients spinning two halfs of keyboard
// #define DISABLE_RGB_MATRIX_RAINDROPS // Randomly changes a single key's hue
// #define DISABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS // Randomly changes a single key's hue and saturation
// =================================================== Requires RGB_MATRIX_FRAMEBUFFER_EFFECTS =============================================================
// #define DISABLE_RGB_MATRIX_TYPING_HEATMAP // How hot is your WPM!
#define DISABLE_RGB_MATRIX_DIGITAL_RAIN // That famous computer simulation
// =================================================== RGB_MATRIX_KEYPRESSES OR RGB_MATRIX_KEYRELEASES =====================================================
// #define DISABLE_RGB_MATRIX_SOLID_REACTIVE // Static single hue, pulses keys hit to shifted hue then fades to current hue
// #define DISABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE // Pulses keys hit to hue & value then fades value out
// #define DISABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE // Hue & value pulse near a single key hit then fades value out
// #define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE // Hue & value pulse near multiple key hits then fades value out
// #define DISABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS // Hue & value pulse the same column and row of a single key hit then fades value out
// #define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS // Hue & value pulse the same column and row of multiple key hits then fades value out
// #define DISABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS // Hue & value pulse away on the same column and row of a single key hit then fades value out
// #define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS // Hue & value pulse away on the same column and row of multiple key hits then fades value out
// #define DISABLE_RGB_MATRIX_SPLASH // Full gradient & value pulse away from a single key hit then fades value out
// #define DISABLE_RGB_MATRIX_MULTISPLASH // Full gradient & value pulse away from multiple key hits then fades value out
// #define DISABLE_RGB_MATRIX_SOLID_SPLASH // Hue & value pulse away from a single key hit then fades value out
// #define DISABLE_RGB_MATRIX_SOLID_MULTISPLASH // Hue & value pulse away from multiple key hits then fades value out

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keyboards/massdrop/alt/keymaps/pregame/keymap.c View File

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/* Copyright 2020 elijahblake81
*
* 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 "keymap.h"
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
/*
[DEFAULT] = LAYOUT(
KC_ESC, 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_DEL,
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_HOME,
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_PGUP,
KC_LSFT, 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_PGDN,
KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, MO(1), KC_LEFT, KC_DOWN, KC_RGHT
),
*/
[0] = LAYOUT_65_ansi_blocker(
KC_ESC, 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_DEL,
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_HOME,
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_PGUP,
KC_LSFT, 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_PGDN,
KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, MO(1), KC_LEFT, KC_DOWN, KC_RGHT
),
[1] = LAYOUT_65_ansi_blocker(
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_F13, KC_CALC,
RGB_M_P, RGB_SPD, RGB_HUI, RGB_SPI, RGB_SAI, RGB_VAI, _______, U_T_AUTO, _______, _______, KC_PSCR, KC_SLCK, KC_PAUS, _______, KC_MYCM,
RGB_TOG, RGB_RMOD, RGB_HUD, RGB_MOD, RGB_SAD, RGB_VAD, _______, _______, _______, _______, _______, _______, KC_MUTE, KC_VOLU,
_______, _______, _______, _______, _______, MD_BOOT, NK_TOGG, DBG_TOG, _______, _______, _______, _______, KC_VOLU, KC_VOLD,
_______, _______, _______, KC_MPLY, _______, _______, KC_HOME, KC_VOLD, KC_END
),
/*
[X] = LAYOUT(
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, TG_NKRO, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______
),
[RGB] = LAYOUT(
ESC: 0, 1: 1, 2: 2, 3: 3, 4: 4, 5: 5, 6: 6, 7: 7, 8: 8, 9: 9, 0: 10, MINS: 11, EQL: 12, BSPC: 13, DEL: 14,
TAB: 15, Q: 16, W: 17, E: 18, R: 19, T: 20, Y: 21, U: 22, I: 23, O: 24, P: 25, LBRC: 26, RBRC: 27, BSLS: 28, HOME: 29,
CAPS: 30, A: 31, S: 32, D: 33, F: 34, G: 35, H: 36, J: 37, K: 38, L: 39, SCLN: 40, QUOT: 41, ENT: 42, PGUP: 43,
LSFT: 44, Z: 45, X: 46, C: 47, V: 48, B: 49, N: 50, M: 51, COMM: 52, DOT: 53, SLSH: 54, RSFT: 55, UP: 56, PGDN: 57,
LCTL: 58, LGUI: 59, LALT: 60, SPC: 61, RALT: 62, FN: 63, LEFT: 64, DOWN: 65, RGHT: 66
//UnderGlow
: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,
),
[MATRIX] = LAYOUT(
0, 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,
//UnderGlow
90, 91, 92, 93, 94, 95, 96, 97, 98, 99, 100, 101, 102, 103, 104, 105,
88, 89,
86, 87,
84, 85,
67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83
),
*/
};
#ifdef _______
#undef _______
#define _______ {0, 0, 0}
const uint8_t PROGMEM ledmap[][DRIVER_LED_TOTAL][3] = {
[0] = {
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, CHART, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, CHART, CHART, CHART, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, CHART, _______,
_______, _______, _______, _______, _______, _______, CHART, CHART, CHART,
//UnderGlow
CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART,
CHART, CHART,
CHART, CHART,
CHART, CHART,
CHART, CHART,
CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART
},
[1] = {
CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, BLUE,
GOLD, PINK, AZURE, PINK, TURQ, TEAL, _______, RED, _______, _______, GREEN, BLUE, GOLD, _______, BLUE,
TEAL, MAGENT, AZURE, MAGENT, TURQ, TEAL, _______, _______, _______, _______, _______, _______, GOLD, BLUE,
_______, _______, _______, _______, _______, RED, RED, RED, _______, _______, _______, _______, GOLD, BLUE,
_______, _______, _______, GOLD, _______, _______, PURPLE, GOLD, PURPLE,
//UnderGlow
CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART,
CHART, CHART,
CHART, CHART,
CHART, CHART,
CHART, CHART,
CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART, CHART
},
};
#undef _______
#define _______ KC_TRNS
#endif
// Runs just one time when the keyboard initializes.
void matrix_init_user(void) {
// Enable or disable debugging
debug_enable=false;
debug_matrix=false;
debug_keyboard=false;
//rgb_enabled_flag = true; // Initially, keyboard RGB is enabled. Change to false config.h initializes RGB disabled.
};
void keyboard_post_init_user(void) {
rgb_matrix_enable();
}
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
static uint32_t key_timer;
switch (keycode) {
case U_T_AUTO:
if (record->event.pressed && MODS_SHIFT && MODS_CTRL) {
TOGGLE_FLAG_AND_PRINT(usb_extra_manual, "USB extra port manual mode");
}
return false;
case U_T_AGCR:
if (record->event.pressed && MODS_SHIFT && MODS_CTRL) {
TOGGLE_FLAG_AND_PRINT(usb_gcr_auto, "USB GCR auto mode");
}
return false;
case MD_BOOT:
if (record->event.pressed) {
key_timer = timer_read32();
} else {
if (timer_elapsed32(key_timer) >= 500) {
reset_keyboard();
}
}
return false;
case RGB_TOG:
if (record->event.pressed) {
switch (rgb_matrix_get_flags()) {
case LED_FLAG_ALL: {
rgb_matrix_set_flags(LED_FLAG_KEYLIGHT | LED_FLAG_MODIFIER);
rgb_matrix_set_color_all(0, 0, 0);
}
break;
case LED_FLAG_KEYLIGHT | LED_FLAG_MODIFIER: {
rgb_matrix_set_flags(LED_FLAG_UNDERGLOW);
rgb_matrix_set_color_all(0, 0, 0);
}
break;
case LED_FLAG_UNDERGLOW: {
rgb_matrix_set_flags(LED_FLAG_NONE);
rgb_matrix_disable_noeeprom();
}
break;
default: {
rgb_matrix_set_flags(LED_FLAG_ALL);
rgb_matrix_enable_noeeprom();
}
break;
}
return false;
}
}
return true;
}
void set_layer_color(int layer) {
for (int i = 0; i < DRIVER_LED_TOTAL; i++) {
HSV hsv = {
.h = pgm_read_byte(&ledmap[layer][i][0]),
.s = pgm_read_byte(&ledmap[layer][i][1]),
.v = pgm_read_byte(&ledmap[layer][i][2]),
};
if (hsv.h || hsv.s || hsv.v) {
RGB rgb = hsv_to_rgb(hsv);
float f = (float)rgb_matrix_config.hsv.v / UINT8_MAX;
rgb_matrix_set_color(i, f * rgb.r, f * rgb.g, f * rgb.b);
} else if (layer == 1) {
// Only deactivate non-defined key LEDs at layers other than FN. Because at FN we have RGB adjustments and need to see them live.
// If the values are all false then it's a transparent key and deactivate LED at this layer
rgb_matrix_set_color(i, 0, 0, 0);
}
}
}
void rgb_matrix_indicators_user(void) {
if (g_suspend_state || disable_layer_color ||
rgb_matrix_get_flags() == LED_FLAG_NONE ||
rgb_matrix_get_flags() == LED_FLAG_UNDERGLOW) {
return;
}
set_layer_color(get_highest_layer(layer_state));
}

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keyboards/massdrop/alt/keymaps/pregame/keymap.h View File

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/* Copyright 2020 elijahblake81
*
* 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
// HID has not yet been implemented for this keyboard
// #include "raw_hid.h"
#define MILLISECONDS_IN_SECOND 1000
// These are just to make it neater to use builtin HSV values in the keymap
#define RED {HSV_RED}
#define CORAL {HSV_CORAL}
#define ORANGE {HSV_ORANGE}
#define GOLDEN {HSV_GOLDENROD}
#define GOLD {HSV_GOLD}
#define YELLOW {HSV_YELLOW}
#define CHART {HSV_CHARTREUSE}
#define GREEN {HSV_GREEN}
#define SPRING {HSV_SPRINGGREEN}
#define TURQ {HSV_TURQUOISE}
#define TEAL {HSV_TEAL}
#define CYAN {HSV_CYAN}
#define AZURE {HSV_AZURE}
#define BLUE {HSV_BLUE}
#define PURPLE {HSV_PURPLE}
#define MAGENT {HSV_MAGENTA}
#define PINK {HSV_PINK}
//========================================================== CONFIGURABLE DEFAULTS ==========================================================
extern bool g_suspend_state;
extern rgb_config_t rgb_matrix_config;
bool disable_layer_color;
enum alt_keycodes {
U_T_AUTO = SAFE_RANGE, // USB Extra Port Toggle Auto Detect / Always Active
U_T_AGCR, // USB Toggle Automatic GCR control
DBG_TOG, // DEBUG Toggle On / Off
DBG_MTRX, // DEBUG Toggle Matrix Prints
DBG_KBD, // DEBUG Toggle Keyboard Prints
DBG_MOU, // DEBUG Toggle Mouse Prints
MD_BOOT, // Restart into bootloader after hold timeout
};

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keyboards/massdrop/alt/keymaps/pregame/readme.md View File

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# Massdrop Alt Pregame
This keymap is here to show some love to the MD Alt. This is a stripped down version of the Drop Ctrl Endgame; hence the name Pregame.
## IRL
![In Real Life](https://i.imgur.com/Xp6Mb6P.jpg)
## Layers
### Typing Layer
![Typing Layer](https://i.imgur.com/F7iU53K.png)
### Function Layer
![SHORTCUT_LAYER](https://i.imgur.com/Gub1xyC.png)
## Features
These are the features currently supported by this keymap:
### RGB Can be customized by "NAME OF COLOR" in the Keymap.c file.
1. Look at keymap for example. My base layer the W,A,S,D and Arrow Keys are CHART short for CHARTREUSE (Close to NVIDIA GREEN). The values to pick from are located on keymap.h file.
2. I have applied static colors to the Function layer that let you know which keys are available to that layer only. The not lit up keys are still accessible if set to Transparent Keycap!!!
## Credits
This was all converted originally from the Drop Ctrl Endgame. I took nblyumberg's version of code and converted it to fit into the alt.
RGB timeout functionality was originally inspired by the code in this [gist](https://gist.github.com/algernon/9182469e21894192017f2bb5d478c7df).
LED config code was mostly transferred from [matthewrobo keymap](https://github.com/qmk/qmk_firmware/tree/master/keyboards/massdrop/ctrl/keymaps/matthewrobo).
**Rest of the information about RGB matrix, scan matrix, and whatever information I have used was made publicly available by many other awesome members of the community.**

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keyboards/massdrop/alt/keymaps/pregame/rules.mk View File

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# RGBLIGHT_ENABLE = no # Not for MD boards. This is here in case you forget.
COMMAND_ENABLE = no # Commands for debug and configuration
BOOTMAGIC_ENABLE = no # Virtual DIP switch configuration
BOOTMAGIC_ENABLE = no
# AUTO_SHIFT_ENABLE = yes # Auto Shift
NKRO_ENABLE = yes # USB Nkey Rollover
DYNAMIC_MACRO_ENABLE = no # Dynamic macro recording and play
MOUSEKEY_ENABLE = no # Enable mouse control keycodes. Increases firmware size.
TAP_DANCE_ENABLE = no # Enable tap dance keys
CONSOLE_ENABLE = no # Enable debugging console. Increases firmware size.
TERMINAL_ENABLE = no
EXTRAKEY_ENABLE = yes # Audio control and System control
# RAW_ENABLE = yes # Raw HID has not yet been implemented for this keyboard
# COMBO_ENABLE # Key combo feature
# LEADER_ENABLE # Enable leader key chording

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