@ -0,0 +1,146 @@ | |||
/* 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/>. | |||
*/ | |||
#pragma once | |||
// Force n-key rollover | |||
#define FORCE_NKRO | |||
// Set TT to two taps | |||
#define TAPPING_TOGGLE 2 | |||
#ifdef COMMAND_ENABLE | |||
#define IS_COMMAND() (get_mods() == MOD_MASK_CTRL) //debug commands accessed by holding down both CTRLs: https://github.com/qmk/qmk_firmware/blob/master/docs/feature_command.md | |||
#endif | |||
// Caps Word configuration | |||
#define BOTH_SHIFTS_TURNS_ON_CAPS_WORD | |||
#define CAPS_WORD_IDLE_TIMEOUT 10000 // Automatically turn off after x milliseconds of idle. 0 to never timeout. | |||
// Handle GRAVESC combo keys | |||
#define GRAVE_ESC_ALT_OVERRIDE | |||
// Always send Escape if Alt is pressed | |||
#define GRAVE_ESC_CTRL_OVERRIDE | |||
// Always send Escape if Control is pressed | |||
// #define TAPPING_TERM 180 | |||
#define TAPPING_TERM 300 | |||
#define TAPPING_TERM_PER_KEY | |||
#ifdef RGB_MATRIX_ENABLE | |||
#define RGB_DISABLE_WHEN_USB_SUSPENDED | |||
#define RGB_MATRIX_KEYPRESSES // Enables REACTIVE & SPLASH modes | |||
#define RGB_MATRIX_FRAMEBUFFER_EFFECTS // Enables Heatmap, Rain | |||
// RGB step values | |||
#define RGBLIGHT_HUE_STEP 32 // The number of steps to cycle through the hue by (default 10) | |||
#define RGBLIGHT_SAT_STEP 17 // The number of steps to increment the saturation by (default 17) | |||
#define RGBLIGHT_VAL_STEP 17 // The number of steps to increment the brightness by (default 17) | |||
// Startup values, when none have been set | |||
#define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_SOLID_REACTIVE // Sets the default effect mode, if none has been set (was RGB_MATRIX_SOLID_COLOR) | |||
#define RGB_MATRIX_STARTUP_HUE 24 // Sets the default hue value, if none has been set | |||
#define RGB_MATRIX_STARTUP_SAT 255 // Sets the default saturation value, if none has been set | |||
#define RGB_MATRIX_STARTUP_VAL 127 // Sets the default brightness value, if none has been set | |||
#define RGB_MATRIX_STARTUP_SPD 127 // Sets the default animation speed, if none has been set | |||
// Uncomment any #undef line below to turn OFF any default enabled RGB background effect (enabled in keyboards/gmmk/pro/config.h). | |||
#undef ENABLE_RGB_MATRIX_ALPHAS_MODS // Solid color (seems redundant; seems same as RGB_MATRIX_SOLID_COLOR?) | |||
//#undef ENABLE_RGB_MATRIX_GRADIENT_UP_DOWN // Static, horizontal rainbow | |||
//#undef ENABLE_RGB_MATRIX_GRADIENT_LEFT_RIGHT // Static, vertical Rainbow | |||
//#undef ENABLE_RGB_MATRIX_BREATHING // Breathing animation using selected HSV color | |||
#undef ENABLE_RGB_MATRIX_BAND_SAT // Single hue band fading saturation scrolling left to right (with white) | |||
//#undef ENABLE_RGB_MATRIX_BAND_VAL // Single hue band fading brightness scrolling left to right (with black) | |||
#undef ENABLE_RGB_MATRIX_BAND_PINWHEEL_SAT // Single hue 3 blade spinning pinwheel fades sat (with white) | |||
//#undef ENABLE_RGB_MATRIX_BAND_PINWHEEL_VAL // Single hue 3 blade spinning pinwheel fades brightness (with black) | |||
#undef ENABLE_RGB_MATRIX_BAND_SPIRAL_SAT // Single hue spinning spiral fades brightness (with white) | |||
//#undef ENABLE_RGB_MATRIX_BAND_SPIRAL_VAL // Single hue spinning spiral fades brightness (with black) | |||
//#undef ENABLE_RGB_MATRIX_CYCLE_ALL // Full keyboard cycling through rainbow | |||
//#undef ENABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT // Full gradient moving left to right | |||
//#undef ENABLE_RGB_MATRIX_CYCLE_UP_DOWN // Full gradient scrolling top to bottom | |||
#undef ENABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON // Full gradient chevron scrolling left to right (too similar to cycle left right) | |||
//#undef ENABLE_RGB_MATRIX_CYCLE_OUT_IN // Rainbow circles coming to center. | |||
#undef ENABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL // Two Rainbow circles coming to 1/3 and 2/3 points. (seems mostly redundant with above) | |||
#undef ENABLE_RGB_MATRIX_CYCLE_PINWHEEL // Built-in cycling pinwheel (seems redundant with below) | |||
//#undef ENABLE_RGB_MATRIX_CYCLE_SPIRAL // Full gradient spinning spiral around center of keyboard | |||
#undef ENABLE_RGB_MATRIX_RAINBOW_BEACON // Spinning rainbow (more distracting transitions) | |||
//#undef ENABLE_RGB_MATRIX_RAINBOW_PINWHEELS // Spinning rainbow (smoother) | |||
#undef ENABLE_RGB_MATRIX_DUAL_BEACON // Two rainbows spinning around keyboard (distracting, busy) | |||
#undef ENABLE_RGB_MATRIX_RAINDROPS // Sustained raindrops of blue, green, yellow (confusing to use with RGB layers) | |||
//#undef ENABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS // Sustained raindrops of blue, purple, pink, green (confusing to use with RGB layers, but slightly better than above) | |||
#undef ENABLE_RGB_MATRIX_HUE_BREATHING // Hue shifts up a slight amount at the same time, then shifts back (very subtle) | |||
#undef ENABLE_RGB_MATRIX_HUE_PENDULUM // Hue shifts up a slight amount in a wave to the right, then back to the left (very subtle) | |||
#undef ENABLE_RGB_MATRIX_HUE_WAVE // Hue shifts up a slight amount and then back down in a wave to the right (very subtle) | |||
//#undef ENABLE_RGB_MATRIX_PIXEL_RAIN // Non-sustained raindrops of pastel colors | |||
#undef ENABLE_RGB_MATRIX_PIXEL_FLOW // More active version of pixel rain with quick cycling (unusable, very distracting) | |||
#undef ENABLE_RGB_MATRIX_PIXEL_FRACTAL // Same as Pixel Flow but with current HSV only (somewhat distracting) | |||
//Only enabled if RGB_MATRIX_FRAMEBUFFER_EFFECTS is defined | |||
//#undef ENABLE_RGB_MATRIX_TYPING_HEATMAP // Fading heatmap that follows keystrokes (has buggy side LEDs that glow red) | |||
//#undef ENABLE_RGB_MATRIX_DIGITAL_RAIN // The Matrix (has buggy side LEDs that glow red) | |||
//Only enabled if RGB_MATRIX_KEYPRESSES or RGB_MATRIX_KEYRELEASES is defined | |||
//#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE // Key hits shown in current hue - all other keys black | |||
//#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE // Keyboard lights up in chosen hue, key hits shown in complementary hue (try this as default?) | |||
#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE // Hue & value pulse around a single key hit then fades value out (Single key) | |||
//#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE // same as above but more intense (Multi-key) | |||
#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS // Column and Row single current color fade (Single key) | |||
//#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS // Column and Row single color fade. (Multi-key) | |||
#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS // Hue & value pulse away on the same column and row of key hit then fades (Single key) | |||
//#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS // Hue & value pulse away on the same column and row of multi-key hit then fades | |||
//#undef ENABLE_RGB_MATRIX_SPLASH // Full rainbow pulses from key hit. All else black. | |||
#undef ENABLE_RGB_MATRIX_MULTISPLASH // Full rainbow pulses from multi-keys. All else black. (distracting on multiple keystroke hits) | |||
#undef ENABLE_RGB_MATRIX_SOLID_SPLASH // Single color pulses from key hit. All else black. (distracting on multiple key hits) | |||
//#undef ENABLE_RGB_MATRIX_SOLID_MULTISPLASH // Single color pulses from muli-keys. All else black. | |||
#endif //RGB_MATRIX_ENABLE | |||
// Add a layer for colemak -- set "COLEMAK_LAYER_ENABLE = yes" in rules.mk to enable | |||
#if defined COLEMAK_LAYER_ENABLE | |||
#ifdef GAME_ENABLE | |||
#define DYNAMIC_KEYMAP_LAYER_COUNT 6 | |||
#define _COLEMAK 5 | |||
#else | |||
#define DYNAMIC_KEYMAP_LAYER_COUNT 5 | |||
#define _COLEMAK 4 | |||
#endif //GAME_ENABLE | |||
#endif // COLEMAK_LAYER_ENABLE | |||
/* | |||
// Mouse Keys Accelerated Mode Definitions | |||
#define MOUSEKEY_DELAY 3 // Delay between pressing a movement key and cursor movement (default: 10) | |||
#define MOUSEKEY_INTERVAL 13 // Time between cursor movements in milliseconds (default: 20); Try setting to 1000/monitor refresh for smooth movement. | |||
#define MOUSEKEY_MOVE_DELTA 8 // Step size (default: 8) | |||
#define MOUSEKEY_MAX_SPEED 9 // Maximum cursor speed at which acceleration stops (default: 10) | |||
#define MOUSEKEY_TIME_TO_MAX 150 // Time until maximum cursor speed is reached (default: 30) | |||
#define MOUSEKEY_WHEEL_DELAY 0 // Delay between pressing a wheel key and wheel movement (default: 10) | |||
#define MOUSEKEY_WHEEL_INTERVAL 80 // Time between wheel movements (default: 80) | |||
#define MOUSEKEY_WHEEL_MAX_SPEED 8 // Maximum number of scroll steps per scroll action (default: 8) | |||
#define MOUSEKEY_WHEEL_TIME_TO_MAX 40 // Time until maximum scroll speed is reached (default: 40) | |||
*/ | |||
// Mouse Keys Kinetic Mode Definitions | |||
#define MK_KINETIC_SPEED // Enable Kinetic mode: Uses a quadratic curve on cursor speed to allow precise movements at the beginning and increases speed thereafter. | |||
#define MOUSEKEY_DELAY 3 // Delay between pressing a movement key and cursor movement (default: 10) | |||
#define MOUSEKEY_INTERVAL 13 // Time between cursor movements in milliseconds (default: 20); Try setting to 1000/monitor refresh for smooth movement. | |||
#define MOUSEKEY_MOVE_DELTA 5 // Step size for accelerating from initial to base speed (default: 8) | |||
#define MOUSEKEY_MOVE_MAX 50 // use instead of BASE SPEED to limit speed in Kinetic mode | |||
#define MOUSEKEY_INITIAL_SPEED 100 // Initial speed of the cursor in pixels per second (default: 100) | |||
//#define MOUSEKEY_BASE_SPEED 800 // (broken in QMK 0.16.0) Maximum cursor speed at which acceleration stops (default: 1000) | |||
#define MOUSEKEY_DECELERATED_SPEED 400 // Decelerated cursor speed (default: 400) | |||
#define MOUSEKEY_ACCELERATED_SPEED 2000 // Accelerated cursor speed (default: 3000) | |||
#define MOUSEKEY_WHEEL_INITIAL_MOVEMENTS 16 // Initial number of movements of the mouse wheel (default: 16) | |||
#define MOUSEKEY_WHEEL_BASE_MOVEMENTS 32 // Maximum number of movements at which acceleration stops (default: 32) | |||
#define MOUSEKEY_WHEEL_ACCELERATED_MOVEMENTS 48 // Accelerated wheel movements (default: 48) | |||
#define MOUSEKEY_WHEEL_DECELERATED_MOVEMENTS 8 // Decelerated wheel movements (default: 8) |
@ -0,0 +1,677 @@ | |||
/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com> | |||
Copyright 2021 Jonavin Eng @Jonavin | |||
Copyright 2022 RustyBrakes (ISO conversion) | |||
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/>. | |||
*/ | |||
// Note: Several advanced functions referenced in this file (like Tap Dance functions) are defined in /users/gourdo1/gourdo1.c | |||
#include QMK_KEYBOARD_H | |||
#include "rgb_matrix_map.h" | |||
#include "gourdo1.h" | |||
#include "paddlegame.h" | |||
#include <math.h> | |||
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { | |||
/* Base Layout | |||
* | |||
* ,-------------------------------------------------------------------------------------------------------------. | |||
* | Esc || F1 | F2 | F3 | F4 || F5 | F6 | F7 | F8 || F9 | F10 | F11 | F12 || Home || Mute | | |||
* |=============================================================================================================| | |||
* | ISO | 1 ! | 2 @ | 3 # | 4 $ | 5 % | 6 ^ | 7 & | 8 * | 9 ( | 0 ) | - _ | = + | Backspc || Del | | |||
* |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------| | |||
* | Tab | Q | W | E | R | T | Y | U | I | O | P | [ } | ] } | || PgUp | | |||
* |---------+------+------+------+------+------+------+------+------+------+------+------+------+ ++------| | |||
* | Capslock | A | S | D | F | G | H | J | K | L | ; : | ' " | ISO| Enter || PgDn | | |||
* |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------| | |||
* | LShift | ISO | Z | X | C | V | B | N | M | , < | . > | / ? | RShift || Up || End | | |||
* |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======| | |||
* | Ctrl | Win | LAlt | Space | RAlt | Fn | Ctrl || Left | Down | Rght | | |||
* `------------------------------------------------------------------------------------------------------------' | |||
*/ | |||
[_BASE] = LAYOUT( | |||
KC_ESC, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, LEFTOFENC, ENCFUNC, | |||
KC_GRV, 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, BELOWENC, | |||
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_PGUP, | |||
CAPSNUM, 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, KC_PGDN, | |||
LSFTCAPSWIN,KC_NUBS, 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_END, | |||
KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, MO(_FN1),KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT | |||
), | |||
/* FN1 Layout | |||
* | |||
* ,-------------------------------------------------------------------------------------------------------------. | |||
* | Esc ||MyCmp |WbHom | Calc |MdSel ||MdPrv |MdNxt |MdPly |MdStp ||VolDn |VolUp |PrScr |ScrLk ||Pause ||Sleep | | |||
* |=============================================================================================================| | |||
* | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ |RGBTOD|RGBTOI| ________ ||RGBTOG| | |||
* |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------| | |||
* | ______ |RGBSAD|RGBVAI|RGBSAI| NKRO | ____ |YAHOO | ____ | ____ |OUTLK |Pause | ____ | ____ | || Home | | |||
* |---------+------+------+------+------+------+------+------+------+------+------+------+------+ ++------| | |||
* | Capslock |RGBHUD|RGBVAD|RGBHUI| ____|GMAIL |HTMAIL| ____ | ____ | ____ | ____ | ____ | ___ | ____ || End | | |||
* |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------| | |||
* | ____ |RESET |RGBNIT| ____ | ____ | ____ | ____ |NumLk | ____ | ____ |DOTCOM| CAD | ______ ||RGBMOD|| ____ | | |||
* |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======| | |||
* | ____ | WinKyLk | ____ | _____ | ____ | ____ | ____ ||RGBSPD|RGBRMD|RGBSPI| | |||
* `------------------------------------------------------------------------------------------------------------' | |||
*/ | |||
#ifdef GAME_ENABLE | |||
[_FN1] = LAYOUT( | |||
EE_CLR, KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SLCK, KC_PAUS, KC_SLEP, | |||
PRNCONF, TG_CAPS, TG_PAD, TG_ESC, TG_DEL, TG_TDCAP,TG_ENC, TG_INS, _______, _______, _______, RGB_TOD, RGB_TOI, _______, RGB_TOG, | |||
_______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO, _______, _______, OUTLOOK, TG(_GAME),SWAP_L, SWAP_R, KC_HOME, | |||
KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, LOCKPC, _______, _______, _______, _______, KC_END, | |||
_______, RESET, RGB_NITE,_______, _______, _______, _______, KC_NLCK, _______, _______, DOTCOM, KC_CAD, _______, RGB_MOD, _______, | |||
_______, WINLOCK, _______, _______, _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI | |||
), | |||
[_GAME] = LAYOUT( | |||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, | |||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, | |||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, | |||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, | |||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, | |||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______ | |||
), | |||
#else | |||
[_FN1] = LAYOUT( | |||
EE_CLR, KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SLCK, KC_PAUS, KC_SLEP, | |||
PRNCONF, TG_CAPS, TG_PAD, TG_ESC, TG_DEL, TG_TDCAP,TG_ENC, TG_INS, _______, _______, _______, RGB_TOD, RGB_TOI, _______, RGB_TOG, | |||
_______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO, _______, _______, OUTLOOK, KC_PAUS, SWAP_L, SWAP_R, KC_HOME, | |||
KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, LOCKPC, _______, _______, _______, _______, KC_END, | |||
_______, RESET, RGB_NITE,_______, _______, _______, _______, KC_NLCK, _______, _______, DOTCOM, KC_CAD, _______, RGB_MOD, _______, | |||
_______, KC_WINLCK, _______, _______, _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI | |||
), | |||
#endif //GAME_ENABLE | |||
/* _NUMPADMOUSE Layout | |||
* Note: A symbol preceded by "P" is a Numpad-encoded version of the key -- any app that differentiates will recognize the char as coming from a physical numpad. | |||
* ,-------------------------------------------------------------------------------------------------------------. | |||
* | ____ || ____ | ____ | ____ | ____ || ____ | ____ | ____ | ____ || ____ | ____ | ____ | ____ || ____ || ____ | | |||
* |=============================================================================================================| | |||
* | ____ | P1 | P2 | P3 | P4 | P5 | P6 | P7 | P8 | P9 | P0 | P- | P+ | ________ || ____ | | |||
* |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------| | |||
* | ______ | PGUP | Up | PGDN | None | None | None | P4 | P5 | P6 | P+ | ____ | ____ | || WhUp | | |||
* |---------+------+------+------+------+------+------+------+------+------+------+------+------+ ++------| | |||
* | ________ | Left | Down | Rght | None| None | None | P1 | P2 | P3 | P* | ___ | ___ |P-Enter|| WhDn | | |||
* |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------| | |||
* | __________ | None | ____ | ____ | ____ | None | None | 0 | 00 | P. | P/ | MBt1 ||MS_UP || MBt2 | | |||
* |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======| | |||
* | ____ | ____ | ____ | _____ | ____ | ____ | MBt3 ||MS_LT |MS_DN |MS_RT | | |||
* `------------------------------------------------------------------------------------------------------------' | |||
*/ | |||
[_NUMPADMOUSE] = LAYOUT( | |||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, | |||
_______, KC_P1, KC_P2, KC_P3, KC_P4, KC_P5, KC_P6, KC_P7, KC_P8, KC_P9, KC_P0, KC_PMNS, KC_PPLS, _______, _______, | |||
_______, KC_PGUP, KC_UP, KC_PGDN, KC_NO, KC_NO, KC_NO, KC_P4, KC_P5, KC_P6, KC_PPLS, _______, _______, KC_WH_U, | |||
_______, KC_LEFT, KC_DOWN, KC_RGHT, KC_NO, KC_NO, KC_NO, KC_P1, KC_P2, KC_P3, KC_PAST, _______, _______, KC_PENT, KC_WH_D, | |||
_______, _______, KC_NO, _______, _______, _______, KC_NO, KC_NO, KC_P0, KC_00, KC_PDOT, KC_PSLS, KC_BTN1, KC_MS_U, KC_BTN2, | |||
_______, _______, _______, KC_PENT, _______, _______, KC_BTN3, KC_MS_L, KC_MS_D, KC_MS_R | |||
), | |||
[_MOUSEKEY] = LAYOUT( | |||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, | |||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, | |||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_WH_U, | |||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_WH_D, | |||
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_BTN1, KC_MS_U, KC_BTN2, | |||
_______, _______, _______, _______, _______, _______, KC_BTN3, KC_MS_L, KC_MS_D, KC_MS_R | |||
), | |||
#ifdef COLEMAK_LAYER_ENABLE | |||
[_COLEMAK] = LAYOUT( | |||
_______, 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_GRV, 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_TAB, KC_Q, KC_W, KC_F, KC_P, KC_G, KC_J, KC_L, KC_U, KC_Y, KC_SCLN, KC_LBRC, KC_RBRC, KC_PGUP, | |||
_______, KC_A, KC_R, KC_S, KC_T, KC_D, KC_H, KC_N, KC_E, KC_I, KC_O, KC_QUOT, KC_NUHS, KC_ENT, KC_PGDN, | |||
_______, KC_NUBS, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_K, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_END, | |||
_______, _______, _______, KC_SPC, KC_RALT, _______, KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT | |||
), | |||
#endif // COLEMAK_LAYER_ENABLE | |||
}; | |||
#if defined(ENCODER_ENABLE) && !defined(ENCODER_DEFAULTACTIONS_ENABLE) // Encoder Functionality when not using userspace defaults | |||
void encoder_action_rgbhue(bool clockwise) { | |||
if (clockwise) | |||
rgblight_increase_hue_noeeprom(); | |||
else | |||
rgblight_decrease_hue_noeeprom(); | |||
} | |||
bool encoder_update_user(uint8_t index, bool clockwise) { | |||
uint8_t mods_state = get_mods(); | |||
if (mods_state & MOD_BIT(KC_LSFT)) { // If you are holding L shift, encoder changes layers | |||
encoder_action_layerchange(clockwise); | |||
} else if (mods_state & MOD_BIT(KC_RSFT)) { // If you are holding R shift, Page up/dn | |||
unregister_mods(MOD_BIT(KC_RSFT)); | |||
encoder_action_navpage(clockwise); | |||
register_mods(MOD_BIT(KC_RSFT)); | |||
} else if (mods_state & MOD_BIT(KC_LCTL)) { // if holding Left Ctrl, navigate next/prev word | |||
encoder_action_navword(clockwise); | |||
} else if (mods_state & MOD_BIT(KC_RCTL)) { // if holding Right Ctrl, change rgb hue/colour | |||
encoder_action_rgbhue(clockwise); | |||
} else if (mods_state & MOD_BIT(KC_LALT)) { // if holding Left Alt, change media next/prev track | |||
encoder_action_mediatrack(clockwise); | |||
} else { | |||
switch (get_highest_layer(layer_state)) { | |||
case _FN1: | |||
#ifdef IDLE_TIMEOUT_ENABLE | |||
timeout_update_threshold(clockwise); | |||
#endif | |||
break; | |||
#ifdef GAME_ENABLE | |||
case _GAME: | |||
// Game: Paddle movement | |||
if (damage_count == 0) { | |||
if (clockwise) { | |||
if (paddle_pos_full < 15) ++paddle_pos_full; | |||
} else { | |||
if (paddle_pos_full > 0) --paddle_pos_full; | |||
} | |||
} | |||
break; | |||
#endif //GAME_ENABLE | |||
default: | |||
encoder_action_volume(clockwise); // Otherwise it just changes volume | |||
break; | |||
} | |||
} | |||
//return true; //set to return false to counteract enabled encoder in pro.c | |||
return false; | |||
} | |||
#endif // ENCODER_ENABLE && !ENCODER_DEFAULTACTIONS_ENABLE | |||
#ifdef RGB_MATRIX_ENABLE | |||
// Game logic | |||
#ifdef GAME_ENABLE | |||
void init_ball(uint8_t i) { | |||
i &= 1; | |||
ball[i].on = true; | |||
ball[i].up = false; | |||
ball[i].y = 0; | |||
ball[i].x = rand() % 16; | |||
// Set initial ball state | |||
if (ball[i].x < 8) { | |||
ball[i].left = false; | |||
} else { | |||
ball[i].x -= 4; | |||
ball[i].left = true; | |||
} | |||
// 1/4 chance of being an enemy ball after level 6 | |||
if (level_number > 3) { | |||
ball[i].enemy = ((rand() % 4) == 0); | |||
} else { | |||
ball[i].enemy = false; | |||
} | |||
} | |||
void hurt_paddle(void) { | |||
if (paddle_lives > 0) { | |||
--paddle_lives; | |||
} | |||
damage_timer = timer_read(); | |||
damage_count = 10; | |||
// Reset board | |||
init_ball(0); | |||
ball[1].on = false; | |||
} | |||
#endif //GAME_ENABLE | |||
// Capslock, Scroll lock and Numlock indicator on Left side lights. | |||
void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) { | |||
if (get_rgb_nightmode()) rgb_matrix_set_color_all(RGB_OFF); | |||
// Scroll Lock RGB setup | |||
if (IS_HOST_LED_ON(USB_LED_SCROLL_LOCK)) { | |||
rgb_matrix_set_color(LED_L3, RGB_RED); | |||
rgb_matrix_set_color(LED_L4, RGB_RED); | |||
rgb_matrix_set_color(LED_TAB, RGB_RED); | |||
rgb_matrix_set_color(LED_F12, RGB_RED); | |||
} | |||
// System NumLock warning indicator RGB setup | |||
#ifdef INVERT_NUMLOCK_INDICATOR | |||
if (!IS_HOST_LED_ON(USB_LED_NUM_LOCK)) { // on if NUM lock is OFF to bring attention to overlay numpad not functional when enabled | |||
rgb_matrix_set_color(LED_GRV, RGB_ORANGE2); | |||
rgb_matrix_set_color(LED_L1, RGB_ORANGE2); | |||
rgb_matrix_set_color(LED_L2, RGB_ORANGE2); | |||
rgb_matrix_set_color(LED_N, RGB_ORANGE2); | |||
rgb_matrix_set_color(LED_FN, RGB_ORANGE2); | |||
} | |||
#else | |||
if (IS_HOST_LED_ON(USB_LED_NUM_LOCK)) { // Normal, on if NUM lock is ON | |||
rgb_matrix_set_color(LED_GRV, RGB_ORANGE2); | |||
rgb_matrix_set_color(LED_L1, RGB_ORANGE2); | |||
rgb_matrix_set_color(LED_L2, RGB_ORANGE2); | |||
rgb_matrix_set_color(LED_N, RGB_ORANGE2); | |||
rgb_matrix_set_color(LED_FN, RGB_ORANGE2); | |||
} | |||
#endif // INVERT_NUMLOCK_INDICATOR | |||
// CapsLock RGB setup | |||
if (IS_HOST_LED_ON(USB_LED_CAPS_LOCK)) { | |||
if (user_config.rgb_hilite_caps) { | |||
for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_LETTERS); i++) { | |||
rgb_matrix_set_color(LED_LIST_LETTERS[i], RGB_CHARTREUSE); | |||
} | |||
rgb_matrix_set_color(LED_L7, RGB_CHARTREUSE); | |||
rgb_matrix_set_color(LED_L8, RGB_CHARTREUSE); | |||
rgb_matrix_set_color(LED_LSFT, RGB_CHARTREUSE); | |||
} | |||
else { | |||
rgb_matrix_set_color(LED_L7, RGB_CHARTREUSE); | |||
rgb_matrix_set_color(LED_L8, RGB_CHARTREUSE); | |||
rgb_matrix_set_color(LED_LSFT, RGB_CHARTREUSE); | |||
} | |||
} | |||
// Winkey disabled (gaming) mode RGB setup | |||
if (keymap_config.no_gui) { | |||
rgb_matrix_set_color(LED_LWIN, RGB_RED); //light up Winkey red when disabled | |||
rgb_matrix_set_color(LED_W, RGB_CHARTREUSE); //light up gaming keys with WSAD higlighted | |||
rgb_matrix_set_color(LED_S, RGB_CHARTREUSE); | |||
rgb_matrix_set_color(LED_A, RGB_CHARTREUSE); | |||
rgb_matrix_set_color(LED_D, RGB_CHARTREUSE); | |||
rgb_matrix_set_color(LED_Q, RGB_ORANGE2); | |||
rgb_matrix_set_color(LED_E, RGB_ORANGE2); | |||
rgb_matrix_set_color(LED_R, RGB_ORANGE2); | |||
rgb_matrix_set_color(LED_TAB, RGB_ORANGE2); | |||
rgb_matrix_set_color(LED_F, RGB_ORANGE2); | |||
rgb_matrix_set_color(LED_Z, RGB_ORANGE2); | |||
rgb_matrix_set_color(LED_X, RGB_ORANGE2); | |||
rgb_matrix_set_color(LED_C, RGB_ORANGE2); | |||
rgb_matrix_set_color(LED_V, RGB_ORANGE2); | |||
rgb_matrix_set_color(LED_SPC, RGB_ORANGE2); | |||
rgb_matrix_set_color(LED_LCTL, RGB_ORANGE2); | |||
rgb_matrix_set_color(LED_LSFT, RGB_ORANGE2); | |||
} | |||
// Fn selector mode RGB setup | |||
switch (get_highest_layer(layer_state)) { // special handling per layer | |||
case _FN1: // on Fn layer select what the encoder does when pressed | |||
rgb_matrix_set_color(LED_FN, RGB_RED); //FN key | |||
//NEW RGB LIGHTING TO RING KEYBOARD ON FN LAYER ACTIVATION: | |||
for (uint8_t j = 0; j < ARRAYSIZE(LED_LIST_FUNCROW); j++) { | |||
rgb_matrix_set_color(LED_LIST_FUNCROW[j], RGB_RED); | |||
} | |||
rgb_matrix_set_color(LED_LCTL, RGB_RED); | |||
rgb_matrix_set_color(LED_LALT, RGB_RED); | |||
rgb_matrix_set_color(LED_SPC, RGB_RED); | |||
rgb_matrix_set_color(LED_LWIN, RGB_RED); | |||
//rgb_matrix_set_color(LED_RALT, RGB_RED); | |||
rgb_matrix_set_color(LED_FN, RGB_OFFBLUE); | |||
//rgb_matrix_set_color(LED_RCTL, RGB_RED); | |||
rgb_matrix_set_color(LED_BSLS, RGB_RED); | |||
rgb_matrix_set_color(LED_L1, RGB_RED); | |||
rgb_matrix_set_color(LED_L2, RGB_RED); | |||
rgb_matrix_set_color(LED_L3, RGB_RED); | |||
rgb_matrix_set_color(LED_L4, RGB_RED); | |||
rgb_matrix_set_color(LED_L5, RGB_RED); | |||
rgb_matrix_set_color(LED_L6, RGB_RED); | |||
rgb_matrix_set_color(LED_L7, RGB_RED); | |||
rgb_matrix_set_color(LED_L8, RGB_RED); | |||
rgb_matrix_set_color(LED_DOWN, RGB_RED); | |||
rgb_matrix_set_color(LED_LEFT, RGB_RED); | |||
rgb_matrix_set_color(LED_RIGHT, RGB_RED); | |||
rgb_matrix_set_color(LED_R1, RGB_RED); | |||
rgb_matrix_set_color(LED_R2, RGB_RED); | |||
rgb_matrix_set_color(LED_R3, RGB_RED); | |||
rgb_matrix_set_color(LED_R4, RGB_RED); | |||
rgb_matrix_set_color(LED_R5, RGB_RED); | |||
rgb_matrix_set_color(LED_R6, RGB_RED); | |||
rgb_matrix_set_color(LED_R7, RGB_RED); | |||
rgb_matrix_set_color(LED_R8, RGB_RED); | |||
rgb_matrix_set_color(LED_MINS, RGB_OFFBLUE); | |||
rgb_matrix_set_color(LED_EQL, RGB_OFFBLUE); | |||
#ifdef GAME_ENABLE | |||
rgb_matrix_set_color(LED_P, RGB_CHARTREUSE); | |||
#else | |||
rgb_matrix_set_color(LED_P, RGB_RED); | |||
#endif // GAME_ENABLE | |||
//Add RGB statuses for user.config toggles | |||
if (user_config.rgb_hilite_caps) { | |||
rgb_matrix_set_color(LED_1, RGB_GREEN); | |||
} else { | |||
rgb_matrix_set_color(LED_1, RGB_PURPLE); | |||
} | |||
if (user_config.rgb_hilite_numpad) { | |||
rgb_matrix_set_color(LED_2, RGB_GREEN); | |||
} else { | |||
rgb_matrix_set_color(LED_2, RGB_PURPLE); | |||
} | |||
if (user_config.esc_double_tap_to_baselyr) { | |||
rgb_matrix_set_color(LED_3, RGB_GREEN); | |||
} else { | |||
rgb_matrix_set_color(LED_3, RGB_PURPLE); | |||
} | |||
if (user_config.del_right_home_top) { | |||
rgb_matrix_set_color(LED_4, RGB_GREEN); | |||
} else { | |||
rgb_matrix_set_color(LED_4, RGB_PURPLE); | |||
} | |||
if (user_config.double_tap_shift_for_capslock) { | |||
rgb_matrix_set_color(LED_5, RGB_GREEN); | |||
} else { | |||
rgb_matrix_set_color(LED_5, RGB_PURPLE); | |||
} | |||
if (user_config.encoder_press_mute_or_media) { | |||
rgb_matrix_set_color(LED_6, RGB_GREEN); | |||
} else { | |||
rgb_matrix_set_color(LED_6, RGB_PURPLE); | |||
} | |||
if (user_config.ins_on_shft_bkspc_or_del) { | |||
rgb_matrix_set_color(LED_7, RGB_GREEN); | |||
} else { | |||
rgb_matrix_set_color(LED_7, RGB_PURPLE); | |||
} | |||
// Add RGB Timeout Indicator -- shows 0 to 139 using F row and num row; larger numbers using 16bit code | |||
uint16_t timeout_threshold = get_timeout_threshold(); | |||
if (timeout_threshold <= 10) rgb_matrix_set_color(LED_LIST_FUNCROW[timeout_threshold], RGB_BLUE); | |||
else if (timeout_threshold < 140) { | |||
rgb_matrix_set_color(LED_LIST_FUNCROW[(timeout_threshold / 10)], RGB_CYAN); | |||
rgb_matrix_set_color(LED_LIST_FUNCROW[(timeout_threshold % 10)], RGB_BLUE); | |||
} else { // >= 140 minutes, just show these 3 lights | |||
rgb_matrix_set_color(LED_LIST_FUNCROW[10], RGB_CYAN); | |||
rgb_matrix_set_color(LED_LIST_FUNCROW[11], RGB_CYAN); | |||
rgb_matrix_set_color(LED_LIST_FUNCROW[12], RGB_CYAN); | |||
} | |||
break; | |||
// Numpad & Mouse Keys overlay RGB | |||
case _NUMPADMOUSE: | |||
if (user_config.rgb_hilite_numpad) { | |||
for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_NUMPAD); i++) { | |||
rgb_matrix_set_color(LED_LIST_NUMPAD[i], RGB_OFFBLUE); | |||
} | |||
rgb_matrix_set_color(LED_L5, RGB_OFFBLUE); | |||
rgb_matrix_set_color(LED_L6, RGB_OFFBLUE); | |||
rgb_matrix_set_color(LED_CAPS, RGB_OFFBLUE); | |||
rgb_matrix_set_color(LED_UP, RGB_CHARTREUSE); | |||
rgb_matrix_set_color(LED_DOWN, RGB_CHARTREUSE); | |||
rgb_matrix_set_color(LED_LEFT, RGB_CHARTREUSE); | |||
rgb_matrix_set_color(LED_RIGHT, RGB_CHARTREUSE); | |||
rgb_matrix_set_color(LED_RCTL, RGB_CHARTREUSE); | |||
rgb_matrix_set_color(LED_RSFT, RGB_CHARTREUSE); | |||
rgb_matrix_set_color(LED_END, RGB_CHARTREUSE); | |||
rgb_matrix_set_color(LED_PGUP, RGB_CHARTREUSE); | |||
rgb_matrix_set_color(LED_PGDN, RGB_CHARTREUSE); | |||
} else { | |||
rgb_matrix_set_color(LED_L5, RGB_OFFBLUE); | |||
rgb_matrix_set_color(LED_L6, RGB_OFFBLUE); | |||
rgb_matrix_set_color(LED_CAPS, RGB_OFFBLUE); | |||
} | |||
break; | |||
// MOUSEKEYS mode RGB | |||
case _MOUSEKEY: | |||
rgb_matrix_set_color(LED_UP, RGB_CHARTREUSE); | |||
rgb_matrix_set_color(LED_DOWN, RGB_CHARTREUSE); | |||
rgb_matrix_set_color(LED_LEFT, RGB_CHARTREUSE); | |||
rgb_matrix_set_color(LED_RIGHT, RGB_CHARTREUSE); | |||
rgb_matrix_set_color(LED_RCTL, RGB_CYAN); | |||
rgb_matrix_set_color(LED_RSFT, RGB_CYAN); | |||
rgb_matrix_set_color(LED_END, RGB_CYAN); | |||
rgb_matrix_set_color(LED_PGUP, RGB_OFFBLUE); | |||
rgb_matrix_set_color(LED_PGDN, RGB_OFFBLUE); | |||
break; | |||
// Colemak layer RGB | |||
#ifdef COLEMAK_LAYER_ENABLE | |||
case _COLEMAK: | |||
for (uint8_t i = 0; i < ARRAYSIZE(LED_SIDE_RIGHT); i++) { | |||
rgb_matrix_set_color(LED_SIDE_RIGHT[i], RGB_MAGENTA); | |||
rgb_matrix_set_color(LED_SIDE_LEFT[i], RGB_MAGENTA); | |||
} | |||
break; | |||
#endif | |||
// Paddle game logic | |||
#ifdef GAME_ENABLE | |||
case _GAME: | |||
if (!game_start) { | |||
srand((unsigned int) timer_read()); | |||
// Store user light settings | |||
last_hsv = rgb_matrix_get_hsv(); | |||
rgb_matrix_sethsv_noeeprom(0, 0, 0); | |||
paddle_pos_full = 8; | |||
paddle_lives = 4; | |||
bounce_count = 0; | |||
level_number = 0; | |||
damage_count = 0; | |||
init_ball(0); | |||
ball[1].on = false; | |||
ball_timer = timer_read(); | |||
game_start = true; | |||
} | |||
// Set level indicator | |||
if (level_number < 12) { | |||
rgb_matrix_set_color(GAME_R0[level_number], RGB_BLUE); | |||
} | |||
// Set life bar | |||
for (uint8_t i = 0; i < paddle_lives; i++) { | |||
rgb_matrix_set_color(GAME_LIVES[i], RGB_GREEN); | |||
} | |||
uint8_t paddle_pos = paddle_pos_full >> 1; | |||
if (damage_count > 0) { | |||
// Flash paddle when receiving damage | |||
if (timer_elapsed(damage_timer) > 500) { | |||
--damage_count; | |||
damage_timer = timer_read(); | |||
} | |||
if ((damage_count & 1) == 0) { | |||
for (uint8_t i = 0; i < 3; i++) { | |||
rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_RED); | |||
} | |||
} | |||
if (damage_count == 0) { | |||
ball_timer = timer_read(); | |||
} | |||
} else if (paddle_lives == 0) { | |||
// Game over | |||
for (uint8_t i = 0; i < sizeof(LED_GAME_OVER) / sizeof(LED_GAME_OVER[0]); i++) { | |||
rgb_matrix_set_color(LED_GAME_OVER[i], RGB_RED); | |||
} | |||
} else if (level_number >= 12) { | |||
// You win | |||
if (rgb_value.r == 0xff && rgb_value.g < 0xff) { | |||
if (rgb_value.b > 0) { | |||
--rgb_value.b; | |||
} else { | |||
++rgb_value.g; | |||
} | |||
} else if (rgb_value.g == 0xff && rgb_value.b < 0xff) { | |||
if (rgb_value.r > 0) { | |||
--rgb_value.r; | |||
} else { | |||
++rgb_value.b; | |||
} | |||
} else if (rgb_value.b == 0xff && rgb_value.r < 0xff) { | |||
if (rgb_value.g > 0) { | |||
--rgb_value.g; | |||
} else { | |||
++rgb_value.r; | |||
} | |||
} | |||
for (uint8_t i = 0; i < 3; i++) { | |||
rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], rgb_value.r, rgb_value.g, rgb_value.b); | |||
} | |||
rgb_matrix_set_color(GAME_SMILE1[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b); | |||
rgb_matrix_set_color(GAME_SMILE1[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b); | |||
rgb_matrix_set_color(GAME_SMILE2[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b); | |||
rgb_matrix_set_color(GAME_SMILE2[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b); | |||
} else { | |||
// normal game loop | |||
// Set paddle position | |||
for (uint8_t i = 0; i < 3; i++) { | |||
rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_GREEN); | |||
} | |||
// Ball movement logic happens at intervals | |||
if (timer_elapsed(ball_timer) > GAME_TIMER[level_number]) { | |||
for (int i = 0; i < 2; ++i) { | |||
if (ball[i].on) { | |||
// Ball movement | |||
if (ball[i].up) { | |||
if (ball[i].y > 0) { | |||
--ball[i].y; | |||
if (!ball[i].left) ++ball[i].x; | |||
} else { | |||
// Count reflections. If > 10, increase level | |||
++bounce_count; | |||
if (bounce_count >= 10) { | |||
bounce_count = 0; | |||
++level_number; | |||
} | |||
ball[i].on = false; | |||
} | |||
} else { | |||
++ball[i].y; | |||
if (ball[i].left) --ball[i].x; | |||
if (ball[i].y > 4) { | |||
// Remove a life if ball isn't returned and isn't enemy | |||
if (!ball[i].enemy) { | |||
hurt_paddle(); | |||
i = 2; | |||
} else { | |||
ball[i].on = false; | |||
} | |||
} | |||
} | |||
} | |||
} | |||
if (ball[0].y == 4 && !ball[1].on) { | |||
init_ball(1); | |||
} | |||
if (ball[1].y == 4 && !ball[0].on) { | |||
init_ball(0); | |||
} | |||
if (!ball[0].on && !ball[1].on) { | |||
init_ball(0); | |||
} | |||
ball_timer = timer_read(); | |||
} | |||
// Other ball stuff | |||
for (int i = 0; i < 2; ++i) { | |||
if (ball[i].on) { | |||
// Ball deflection logic | |||
if (!ball[i].up && ball[i].y == 4 && (ball[i].x == paddle_pos || ball[i].x == paddle_pos - 1 || ball[i].x == paddle_pos + 1)) { | |||
if (!ball[i].enemy) { | |||
--ball[i].y; | |||
if (!ball[i].left) { | |||
++ball[i].x; | |||
} | |||
ball[i].up = true; | |||
} else { | |||
hurt_paddle(); | |||
i = 2; | |||
} | |||
} | |||
// Ball display | |||
switch (ball[i].y) { | |||
case 0: | |||
if (ball[i].enemy) { | |||
rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_RED); | |||
} else { | |||
rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_WHITE); | |||
} | |||
break; | |||
case 1: | |||
if (ball[i].enemy) { | |||
rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_RED); | |||
} else { | |||
rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_WHITE); | |||
} | |||
break; | |||
case 2: | |||
if (ball[i].enemy) { | |||
rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_RED); | |||
} else { | |||
rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_WHITE); | |||
} | |||
break; | |||
case 3: | |||
if (ball[i].enemy) { | |||
rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_RED); | |||
} else { | |||
rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_WHITE); | |||
} | |||
break; | |||
case 4: | |||
if (ball[i].enemy) { | |||
rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_RED); | |||
} else { | |||
rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_WHITE); | |||
} | |||
break; | |||
} | |||
} | |||
} | |||
} | |||
break; | |||
#endif //GAME_ENABLE | |||
default: | |||
#ifdef GAME_ENABLE | |||
if (game_start) { | |||
// Reset lighting settings | |||
game_start = false; | |||
rgb_matrix_sethsv_noeeprom(last_hsv.h, last_hsv.s, last_hsv.v); | |||
} | |||
#endif //GAME_ENABLE | |||
break; | |||
} | |||
} | |||
#endif | |||
void keyboard_post_init_keymap(void) { | |||
// keyboard_post_init_user() moved to userspace | |||
#ifdef RGB_MATRIX_ENABLE | |||
activate_rgb_nightmode(false); // Set to true if you want to startup in nightmode, otherwise use Fn + Z to toggle | |||
#endif | |||
} |
@ -0,0 +1,48 @@ | |||
/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com> | |||
Copyright 2021 Tomas Guinan | |||
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 GAME_ENABLE | |||
const uint16_t GAME_TIMER[] = { | |||
400, 350, 300, 250, 400, 350, 300, 250, 225, 200, 175, 150 | |||
}; | |||
bool game_start = false; | |||
HSV last_hsv; | |||
static uint8_t paddle_pos_full; | |||
static uint8_t paddle_lives; | |||
static uint8_t level_number; | |||
static uint8_t bounce_count; | |||
static uint8_t damage_count; | |||
static uint16_t damage_timer; | |||
static uint16_t ball_timer; | |||
struct BallStruct | |||
{ | |||
uint8_t x; | |||
uint8_t y; | |||
bool on; | |||
bool up; | |||
bool left; | |||
bool enemy; | |||
}; | |||
struct BallStruct ball[2]; | |||
void init_ball(uint8_t i); | |||
void hurt_paddle(void); | |||
#endif //GAME_ENABLE |
@ -0,0 +1,122 @@ | |||
# [gourdo1's](mailto:gourdo1@outlook.com) GMMK Pro ISO layout | |||
This Windows-centric ISO layout is based on [Jonavin's](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/iso/keymaps/jonavin) GMMK Pro layout with several additions, fixes, a tweaked keymap, updated layers, [Tomas Guinan's paddle game](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame) and expanded RGB controls. | |||
![image](https://raw.githubusercontent.com/gourdo1/media/main/susuwatari.jpg) | |||
## Features: | |||
### Core Functionality | |||
* ISO layout (added July xx, 2022) | |||
* [VIA](https://www.caniusevia.com/) support enabled (added Mar 16, 2022) | |||
* Most [default Glorious shortcuts](https://cdn.shopify.com/s/files/1/0549/2681/files/GMMK_Pro_User_Guide.pdf) enabled | |||
* [N-key Rollover](https://en.wikipedia.org/wiki/Rollover_\(keyboard\)#n-key_rollover) (NKRO) -- toggled with Fn+R | |||
* 1000Hz polling rate with 5ms debounce time for quick response in games | |||
* Mouse Keys! Don't want to move your hands off the keyboard or you didn't bring it with you on the road? Use cursor keys to move the mouse. | |||
* Overlay numpad on 789-UIOP-JKL;-M,. & Space-bar mapped to Enter key for rapid number entry | |||
* Gaming mode (Fn+Win-key) locks out Win-key as well as double-tap Shift Capslock; Also RGB highlights WSAD and nearby gaming related keys | |||
* [Caps Word](https://getreuer.info/posts/keyboards/caps-word/index.html) enabled: To capitalize the next word only, press and release both left and right shift keys at the same time. (added Feb 25, 2022) | |||
* Multi-monitor app moving shortcuts: Fn+[,] (square brackets) to move current app window to next monitor (added Apr 11, 2022) | |||
* Capslock toggled by double tap of Left Shift key or Fn + Capslock (RGB green highlighted) | |||
* Paddle game accessible via Fn+P; Hit Fn+P again or double tap ESC to exit (added May 5, 2022) | |||
* Single-handed shortcut for Ctrl-Alt-Delete: Fn+/ (added May 14, 2022) | |||
* Single-handed shortcut for Win-L (lock Windows): Fn+L (added May 17, 2022) | |||
* Domain shortcuts: Fn+.=".com", Fn+O="outlook.com", Fn+Y="yahoo.com", Fn+H="hotmail.com", Fn+G="gmail.com". (added Apr 7, 2022) | |||
* Fn-Backslash for [Bootloader mode](https://github.com/qmk/qmk_firmware/blob/master/docs/newbs_flashing.md) | |||
* Home key on F13, Del key right of Backspace | |||
* Insert accessible via Shift-Backspace (so shift delete still works in Windows Explorer) | |||
* PrtScrn, Scroll Lock, Pause/Break are top right on the keyboard: Fn+F11, Fn+F12, Fn+F13 | |||
* [Colemak](https://colemak.com/) key layout support (Layer accessible via Left Shift + turn Encoder clockwise until side LEDs light up purple) | |||
* Double tap ESC any time to revert to base layer (added Feb 26, 2022) | |||
* RGB backlight effects expanded to include framebuffer effects and reactive keypress modes (updated May 24, 2022) | |||
* RGB backlight now remembers last color & effect settings after power down (updated May 24, 2022) | |||
### Numpad + Mouse Keys (Capslock key) | |||
* Overlay numpad + [Mouse Keys](https://github.com/qmk/qmk_firmware/blob/master/docs/feature_mouse_keys.md) are accessed through Capslock key hold (temp) or double press (locked) with RGB highlighting | |||
* Numpad uses Space-bar as Enter for rapid number entry (added May 17, 2022) | |||
* This layer disables much of the keyboard, except X/C/V for cut/copy/paste, WASD for cursor, Q/E for PgUp/PgDn, cursor keys become mouse keys, surrounding keys become mouse buttons and all number keys become numpad versions (so Alt char codes work regardless of which set you use) | |||
* Fn and N keys light up orange if system numlock is off (inverted status), indicating numpad keys will not deliver expected output (Fn+N to toggle) | |||
* Double zero on comma key. | |||
* [Mouse Keys](https://github.com/qmk/qmk_firmware/blob/master/docs/feature_mouse_keys.md) allow you to use the mouse without taking your hand off the keyboard. (added Mar 15, 2022) | |||
* Mouse controls are: Cursor keys = move mouse; RShift = button1, End = button2, RCtrl = button3, PgUp/PgDn = Scroll wheel | |||
* Mouse Keys can also be accessed as a standalone layer by Left Shift-turning the Encoder until the cursor keys light up green | |||
### Encoder Functionality | |||
* Default knob turn changes volume; button press toggles mute | |||
* Exponential encoder - quick repeated volume up doubles increase; quick repeated volume down triples decrease (added Feb 17, 2022) | |||
* Fn + knob turn changes RGB idle timeout | |||
* Fn + knob push puts PC to Sleep (Added May 14, 2022) | |||
* holding Left Shift changes layers | |||
* holding Right Shift navigates page up/down | |||
* holding Left Ctrl navigates prev/next word | |||
* holding Right Ctrl changes RGB hue/color | |||
* holding Left Alt changes media prev/next track | |||
### Paddle Game | |||
* Based on [Tomas Guinan's excellent GMMK Pro paddle game](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame) | |||
* Paddle Game playable by pressing Fn+P (P lights up green in Fn layer if game is enabled in firmware, otherwise it lights up red) | |||
* Use rotary encoder to control paddle | |||
* Contains 12 levels, indicated by blue LED on F-key row | |||
* Player has 4 lives, indicated by nav cluster | |||
* Deflect white balls while avoiding red ones | |||
* Use Fn+P, double tap ESC or otherwise change layer to quit game | |||
### Global RGB Controls | |||
* RGB backlight lighting effect: Fn+up/down | |||
* RGB backlight effect speed: Fn+left/right | |||
* RGB backlight hue cycle: Fn+A/D | |||
* RGB backlight brightness: Fn+W/S | |||
* RGB backlight saturation: Fn+Q/E (added Feb 4, 2022) | |||
* RGB backlight night mode toggle: Fn+Z (indicators still work) | |||
* RGB backlight timeout: Fn+Encoder or "-" and "=" (default 15 minutes) (updated Apr 7, 2022) | |||
* indicators in Fn layer using RGB in F-key and number rows to show the current timeout in minutes | |||
* Fn+Z to turn off RGB backlighting (indicator lights still work); press again to toggle | |||
* RGB indicators on left side LEDs in order from top: System NumLock off (orange), Scroll Lock (red), Numpad (blue), Capslock (green). | |||
### Advanced Controls | |||
* Fn+\ to get to bootloader mode | |||
* Fn+[ESC] to clear EEPROM (then unplug and re-plug) (added Apr 11, 2022) | |||
* Fn+R to toggle N-key Rollover (added Apr 11, 2022) | |||
* Fn+/ is single-handed shortcut to Ctrl-Alt-Delete (added May 14, 2022) | |||
* Fn+L is single-handed shortcut to Win-L (lock Windows) (added May 17, 2022) | |||
* Fn+[Encoder press] to sleep Windows PC (added May 14, 2022) | |||
Link to latest firmware binary: https://github.com/gourdo1/media/raw/main/gmmk_pro_rev1_ansi_gourdo1.bin | |||
Link to cheatsheet: https://github.com/gourdo1/media/raw/main/GMMK_Pro_Cheatsheet.pdf | |||
## rules.mk Options | |||
STARTUP_NUMLOCK_ON = yes - Turns on NUMLOCK by default | |||
ENCODER_DEFAULTACTIONS_ENABLE = yes - Enabled default encoder functions | |||
TD_LSFT_CAPSLOCK_ENABLE = yes - This will enable double tap on Left Shift to toggle CAPSLOCK when using KC_LSFTCAPS | |||
IDLE_TIMEOUT_ENABLE = yes - Enables Timer functionality; for RGB idle timeouts that can be changed dynamically | |||
INVERT_NUMLOCK_INDICATOR - Inverts the Numlock indicator, LED is on when numlock is off -- numlock interferes with overlay numpad, so should be off when numpad layer is active unless you have an external numpad. | |||
COLEMAK_LAYER_ENABLE = yes - Enables optional 5th layer for COLEMAK layout. Use Shift + encoder to enter 5th layer. | |||
GAME_ENABLE ?= yes - Enables Paddle Game | |||
## Layer Diagrams | |||
### Base layer | |||
![image](https://raw.githubusercontent.com/gourdo1/media/main/base.png) | |||
### Fn Layer | |||
![image](https://raw.githubusercontent.com/gourdo1/media/main/fn1.png) | |||
### Layer 2 (Numpad) | |||
![image](https://raw.githubusercontent.com/gourdo1/media/main/numpad.png) | |||
### COLEMAK layer | |||
![image](https://user-images.githubusercontent.com/71780717/131235050-980d2f54-2d23-4ae8-a83f-9fcdbe60d6cb.png) |
@ -0,0 +1,411 @@ | |||
/* 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_BSLS, // 67, \, k23 | |||
LED_L1, // 68, LED, l01 | |||
LED_R1, // 69, LED, l11 | |||
LED_PRT, // 70, Prt, k97 | |||
LED_L2, // 71, LED, l02 | |||
LED_R2, // 72, LED, l12 | |||
LED_DEL, // 73, Del, k65 | |||
LED_L3, // 74, LED, l03 | |||
LED_R3, // 75, LED, l13 | |||
LED_PGUP, // 76, PgUp, k15 | |||
LED_L4, // 77, LED, l04 | |||
LED_R4, // 78, LED, l14 | |||
LED_EQL, // 79, =, k66 | |||
LED_RIGHT, // 80, Right, k05 | |||
LED_L5, // 81, LED, l05 | |||
LED_R5, // 82, LED, l15 | |||
LED_END, // 83, End, k75 | |||
LED_L6, // 84, LED, l06 | |||
LED_R6, // 85, LED, l16 | |||
LED_BSPC, // 86, BSpc, ka1 | |||
LED_PGDN, // 87, PgDn, k25 | |||
LED_L7, // 88, LED, l07 | |||
LED_R7, // 89, LED, l17 | |||
LED_RBRC, // 90, ], k61 | |||
LED_RSFT, // 91, Sh_R, k91 | |||
LED_L8, // 92, LED, l08 | |||
LED_R8, // 93, LED, l18 | |||
LED_UP, // 94, Up, k35 | |||
LED_HASH, // 95, #, k84 | |||
LED_LEFT, // 96, Left, k03 | |||
LED_ENT, // 97, Enter, ka4 | |||
LED_DOWN // 98, 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_PRT | |||
}; | |||
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 |
@ -0,0 +1,22 @@ | |||
LTO_ENABLE = yes # link time optimization -- achieves a smaller compiled size | |||
CONSOLE_ENABLE = no | |||
COMMAND_ENABLE = no | |||
MOUSEKEY_ENABLE = yes | |||
VIA_ENABLE = yes | |||
TAP_DANCE_ENABLE = yes | |||
BOOTMAGIC_ENABLE = yes # Enable Bootmagic Lite | |||
CAPS_WORD_ENABLE = yes # Enable built-in Caps Word functionality | |||
TD_LSFT_CAPSLOCK_ENABLE = yes | |||
IDLE_TIMEOUT_ENABLE = yes | |||
STARTUP_NUMLOCK_ON = yes | |||
ENCODER_DEFAULTACTIONS_ENABLE = no | |||
COLEMAK_LAYER_ENABLE = yes # Enable Colemak layer / set to no to disable | |||
INVERT_NUMLOCK_INDICATOR = yes | |||
GAME_ENABLE ?= yes # Enable Paddle Game / set to no to disable | |||
ifeq ($(strip $(GAME_ENABLE)), yes) | |||
OPT_DEFS += -DGAME_ENABLE | |||
endif |