Browse Source

Initial ISO layout commit

pull/17398/head
gourdo1 1 year ago
parent
commit
8d18177be9
6 changed files with 1426 additions and 0 deletions
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      keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/config.h
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      keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/keymap.c
  3. +48
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      keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/paddlegame.h
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      keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/readme.md
  5. +411
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      keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rgb_matrix_map.h
  6. +22
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      keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rules.mk

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keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/config.h View File

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/* Copyright 2021 Jonavin Eng @Jonavin
Copyright 2022 gourdo1 <gourdo1@outlook.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#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)

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keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/keymap.c View File

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/* 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
}

+ 48
- 0
keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/paddlegame.h View File

@ -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

+ 122
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keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/readme.md View File

@ -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)

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/* Copyright 2021 Jonavin Eng @Jonavin
Copyright 2022 gourdo1 <gourdo1@outlook.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifdef RGB_MATRIX_ENABLE
//Define variables for Game
bool fn_active = false;
RGB rgb_value;
// Custom GMMK Pro-specific RGB color customizations (defaults found in quantum/color.h)
#define RGB_GODSPEED 0x00, 0xE4, 0xFF // color for matching keycaps
#define RGB_NAUTILUS 0x00, 0xA4, 0xA9 // Nautilus Font colors
#define RGB_OFFBLUE 0x00, 0x80, 0xFF // new color: blue with a hint of green
#define RGB_DKRED 0x28, 0x00, 0x00 // new color: dark red
#define RGB_ORANGE2 0xFF, 0x28, 0x00 // fix: reduced green from 80 to 28
#define RGB_PURPLE2 0x80, 0x00, 0xFF // fix: increased red from 7A to 80
#define RGB_SPRINGGREEN2 0x00, 0xFF, 0x10 // fix: blue was 80, now 10
#define RGB_YELLOW2 0xFF, 0xB0, 0x00 // fix: green was FF, now B0
#define RGB_OFF RGB_BLACK
// Added by gourdo1 for RGB testing
// Red Green Blue Expected GMMK Pro result
#define RGB_TEST1 0xFF, 0x00, 0x00 // Q - red good!
#define RGB_TEST2 0x0F, 0xFF, 0x00 // W - green good!
#define RGB_TEST3 0x00, 0x00, 0xFF // E - blue good!
#define RGB_TEST4 0xFF, 0xB0, 0x00 // R - yellow slightly green heavy - reduced green LED by quite a bit
#define RGB_TEST5 0x00, 0xFF, 0xFF // T - cyan good!
#define RGB_TEST6 0xFF, 0x00, 0xFF // Y - magenta very slightly blue heavy?
#define RGB_TEST7 0xFF, 0x28, 0x00 // U - orange very green heavy at default
#define RGB_TEST8 0xFF, 0x00, 0x80 // I - pink good!
#define RGB_TEST9 0x80, 0xFF, 0x00 // O - chartreus good!
#define RGB_TEST10 0x00, 0xFF, 0x10 // P - springgrn fixed: was too blue because green LED has blue in it already
#define RGB_TEST11 0x00, 0x80, 0xFF // A - grn blue good!
#define RGB_TEST12 0x80, 0x00, 0xFF // S - purple good!
// RGB LED locations
enum led_location_map {
LED_ESC, // 0, ESC, k13
LED_GRV, // 1, `, k16
LED_TAB, // 2, Tab, k11
LED_CAPS, // 3, Caps, k21
LED_LSFT, // 4, Sh_L, k00
LED_LCTL, // 5, Ct_L, k06
LED_F1, // 6, F1, k26
LED_1, // 7, 1, k17
LED_Q, // 8, Q, k10
LED_A, // 9, A, k12
LED_Z, // 10, Z, k14
LED_LWIN, // 11, Win_L, k90
LED_F2, // 12, F2, k36
LED_2, // 13, 2, k27
LED_W, // 14, W, k20
LED_S, // 15, S, k22
LED_X, // 16, X, k24
LED_LALT, // 17, Alt_L, k93
LED_F3, // 18, F3, k31
LED_3, // 19, 3, k37
LED_E, // 20, E, k30
LED_D, // 21, D, k32
LED_C, // 22, C, k34
LED_F4, // 23, F4, k33
LED_4, // 24, 4, k47
LED_R, // 25, R, k40
LED_F, // 26, F, k42
LED_V, // 27, V, k44
LED_F5, // 28, F5, k07
LED_5, // 29, 5, k46
LED_T, // 30, T, k41
LED_G, // 31, G, k43
LED_B, // 32, B, k45
LED_SPC, // 33, SPACE, k94
LED_F6, // 34, F6, k63
LED_6, // 35, 6, k56
LED_Y, // 36, Y, k51
LED_H, // 37, H, k53
LED_N, // 38, N, k55
LED_F7, // 39, F7, k71
LED_7, // 40, 7, k57
LED_U, // 41, U, k50
LED_J, // 42, J, k52
LED_M, // 43, M, k54
LED_F8, // 44, F8, k76
LED_8, // 45, 8, k67
LED_I, // 46, I, k60
LED_K, // 47, K, k62
LED_COMM, // 48, ,, k64
LED_RALT, // 49, Alt_R, k95
LED_F9, // 50, F9, ka6
LED_9, // 51, 9, k77
LED_O, // 52, O, k70
LED_L, // 53, L, k72
LED_DOT, // 54, ., k74
LED_FN, // 55, FN, k92
LED_F10, // 56, F10, ka7
LED_0, // 57, 0, k87
LED_P, // 58, P, k80
LED_SCLN, // 59, ;, k82
LED_SLSH, // 60, ?, k85
LED_F11, // 61, F11, ka3
LED_MINS, // 62, -, k86
LED_LBRC, // 63, [, k81
LED_QUOT, // 64, ", k83
LED_RCTL, // 65, Ct_R, k04
LED_F12, // 66, F12, ka5
LED_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

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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

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