/* Copyright 2017 Christopher Courtney @drashna 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 . */ #include "drashna.h" #include "version.h" #if (__has_include("secrets.h")) #include "secrets.h" #else PROGMEM const char secret[][64] = { "test1", "test2", "test3", "test4", "test5" }; #endif #ifdef TAP_DANCE_ENABLE //define diablo macro timer variables static uint16_t diablo_timer[4]; static uint8_t diablo_times[] = { 0, 1, 3, 5, 10, 30 }; static uint8_t diablo_key_time[4]; bool check_dtimer(uint8_t dtimer) { // has the correct number of seconds elapsed (as defined by diablo_times) return (timer_elapsed(diablo_timer[dtimer]) < (diablo_key_time[dtimer] * 1000)) ? false : true; }; // Cycle through the times for the macro, starting at 0, for disabled. // Max of six values, so don't exceed void diablo_tapdance_master(qk_tap_dance_state_t *state, void *user_data, uint8_t diablo_key) { if (state->count >= 7) { diablo_key_time[diablo_key] = diablo_times[0]; reset_tap_dance(state); } else { diablo_key_time[diablo_key] = diablo_times[state->count - 1]; } } // Would rather have one function for all of this, but no idea how to do that... void diablo_tapdance1(qk_tap_dance_state_t *state, void *user_data) { diablo_tapdance_master(state, user_data, 0); } void diablo_tapdance2(qk_tap_dance_state_t *state, void *user_data) { diablo_tapdance_master(state, user_data, 1); } void diablo_tapdance3(qk_tap_dance_state_t *state, void *user_data) { diablo_tapdance_master(state, user_data, 2); } void diablo_tapdance4(qk_tap_dance_state_t *state, void *user_data) { diablo_tapdance_master(state, user_data, 3); } //Tap Dance Definitions qk_tap_dance_action_t tap_dance_actions[] = { // tap once to disable, and more to enable timed micros [TD_D3_1] = ACTION_TAP_DANCE_FN(diablo_tapdance1), [TD_D3_2] = ACTION_TAP_DANCE_FN(diablo_tapdance2), [TD_D3_3] = ACTION_TAP_DANCE_FN(diablo_tapdance3), [TD_D3_4] = ACTION_TAP_DANCE_FN(diablo_tapdance4), }; #endif #ifdef AUDIO_ENABLE float tone_qwerty[][2] = SONG(QWERTY_SOUND); float tone_dvorak[][2] = SONG(DVORAK_SOUND); float tone_colemak[][2] = SONG(COLEMAK_SOUND); float tone_workman[][2] = SONG(PLOVER_SOUND); float tone_hackstartup[][2] = SONG(ONE_UP_SOUND); #endif // Add reconfigurable functions here, for keymap customization // This allows for a global, userspace functions, and continued // customization of the keymap. Use _keymap instead of _user // functions in the keymaps __attribute__ ((weak)) void matrix_init_keymap(void) {} __attribute__ ((weak)) void matrix_scan_keymap(void) {} __attribute__ ((weak)) bool process_record_keymap(uint16_t keycode, keyrecord_t *record) { return true; } __attribute__ ((weak)) uint32_t layer_state_set_keymap (uint32_t state) { return state; } __attribute__ ((weak)) void led_set_keymap(uint8_t usb_led) {} bool is_overwatch = false; #ifdef RGBLIGHT_ENABLE bool rgb_layer_change = true; #endif // Call user matrix init, set default RGB colors and then // call the keymap's init function void matrix_init_user(void) { #ifdef RGBLIGHT_ENABLE uint8_t default_layer = eeconfig_read_default_layer(); rgblight_enable(); if (true) { if (default_layer & (1UL << _COLEMAK)) { rgblight_set_magenta; } else if (default_layer & (1UL << _DVORAK)) { rgblight_set_green; } else if (default_layer & (1UL << _WORKMAN)) { rgblight_set_purple; } else { rgblight_set_teal; } } else { rgblight_set_red; rgblight_mode(5); } #endif #ifdef AUDIO_ENABLE // _delay_ms(21); // gets rid of tick // stop_all_notes(); // PLAY_SONG(tone_hackstartup); #endif matrix_init_keymap(); } #ifdef TAP_DANCE_ENABLE // Sends the key press to system, but only if on the Diablo layer void send_diablo_keystroke(uint8_t diablo_key) { if (biton32(layer_state) == _DIABLO) { switch (diablo_key) { case 0: SEND_STRING("1"); break; case 1: SEND_STRING("2"); break; case 2: SEND_STRING("3"); break; case 3: SEND_STRING("4"); break; } } } // Checks each of the 4 timers/keys to see if enough time has elapsed // Runs the "send string" command if enough time has passed, and resets the timer. void run_diablo_macro_check(void) { uint8_t dtime; for (dtime = 0; dtime < 4; dtime++) { if (check_dtimer(dtime) && diablo_key_time[dtime]) { diablo_timer[dtime] = timer_read(); send_diablo_keystroke(dtime); } } } #endif // No global matrix scan code, so just run keymap's matix // scan function void matrix_scan_user(void) { #ifdef TAP_DANCE_ENABLE // Run Diablo 3 macro checking code. run_diablo_macro_check(); #endif matrix_scan_keymap(); } void led_set_user(uint8_t usb_led) { led_set_keymap(usb_led); } void persistent_default_layer_set(uint16_t default_layer) { eeconfig_update_default_layer(default_layer); default_layer_set(default_layer); } // Defines actions tor my global custom keycodes. Defined in drashna.h file // Then runs the _keymap's recod handier if not processed here bool process_record_user(uint16_t keycode, keyrecord_t *record) { #ifdef CONSOLE_ENABLE xprintf("KL: row: %u, column: %u, pressed: %u\n", record->event.key.col, record->event.key.row, record->event.pressed); #endif switch (keycode) { case KC_QWERTY: if (record->event.pressed) { #ifdef AUDIO_ENABLE PLAY_SONG(tone_qwerty); #endif persistent_default_layer_set(1UL << _QWERTY); } return false; break; case KC_COLEMAK: if (record->event.pressed) { #ifdef AUDIO_ENABLE PLAY_SONG(tone_colemak); #endif persistent_default_layer_set(1UL << _COLEMAK); } return false; break; case KC_DVORAK: if (record->event.pressed) { #ifdef AUDIO_ENABLE PLAY_SONG(tone_dvorak); #endif persistent_default_layer_set(1UL << _DVORAK); } return false; break; case KC_WORKMAN: if (record->event.pressed) { #ifdef AUDIO_ENABLE PLAY_SONG(tone_workman); #endif persistent_default_layer_set(1UL << _WORKMAN); } return false; break; case LOWER: if (record->event.pressed) { layer_on(_LOWER); update_tri_layer(_LOWER, _RAISE, _ADJUST); } else { layer_off(_LOWER); update_tri_layer(_LOWER, _RAISE, _ADJUST); } return false; break; case RAISE: if (record->event.pressed) { layer_on(_RAISE); update_tri_layer(_LOWER, _RAISE, _ADJUST); } else { layer_off(_RAISE); update_tri_layer(_LOWER, _RAISE, _ADJUST); } return false; break; case ADJUST: if (record->event.pressed) { layer_on(_ADJUST); } else { layer_off(_ADJUST); } return false; break; #if !(defined(KEYBOARD_orthodox_rev1) || defined(KEYBOARD_ergodox_ez)) case KC_OVERWATCH: if (record->event.pressed) { is_overwatch = !is_overwatch; } #ifdef RGBLIGHT_ENABLE is_overwatch ? rgblight_mode(17) : rgblight_mode(18); #endif return false; break; case KC_SALT: if (!record->event.pressed) { register_code(is_overwatch ? KC_BSPC : KC_ENTER); unregister_code(is_overwatch ? KC_BSPC : KC_ENTER); _delay_ms(50); SEND_STRING("Salt, salt, salt..."); register_code(KC_ENTER); unregister_code(KC_ENTER); } return false; break; case KC_MORESALT: if (!record->event.pressed) { register_code(is_overwatch ? KC_BSPC : KC_ENTER); unregister_code(is_overwatch ? KC_BSPC : KC_ENTER); _delay_ms(50); SEND_STRING("Please sir, can I have some more salt?!"); register_code(KC_ENTER); unregister_code(KC_ENTER); } return false; break; case KC_SALTHARD: if (!record->event.pressed) { register_code(is_overwatch ? KC_BSPC : KC_ENTER); unregister_code(is_overwatch ? KC_BSPC : KC_ENTER); _delay_ms(50); SEND_STRING("Your salt only makes me harder, and even more aggressive!"); register_code(KC_ENTER); unregister_code(KC_ENTER); } return false; break; case KC_GOODGAME: if (!record->event.pressed) { register_code(is_overwatch ? KC_BSPC : KC_ENTER); unregister_code(is_overwatch ? KC_BSPC : KC_ENTER); _delay_ms(50); SEND_STRING("Good game, everyone!"); register_code(KC_ENTER); unregister_code(KC_ENTER); } return false; break; case KC_GLHF: if (!record->event.pressed) { register_code(is_overwatch ? KC_BSPC : KC_ENTER); unregister_code(is_overwatch ? KC_BSPC : KC_ENTER); _delay_ms(50); SEND_STRING("Good luck, have fun!!!"); register_code(KC_ENTER); unregister_code(KC_ENTER); } return false; break; case KC_SYMM: if (!record->event.pressed) { register_code(is_overwatch ? KC_BSPC : KC_ENTER); unregister_code(is_overwatch ? KC_BSPC : KC_ENTER); _delay_ms(50); SEND_STRING("Left click to win!"); register_code(KC_ENTER); unregister_code(KC_ENTER); } return false; break; case KC_JUSTGAME: if (!record->event.pressed) { register_code(is_overwatch ? KC_BSPC : KC_ENTER); unregister_code(is_overwatch ? KC_BSPC : KC_ENTER); _delay_ms(50); SEND_STRING("It may be a game, but if you don't want to actually try, please go play AI, so that people that actually want to take the game seriously and \"get good\" have a place to do so without trolls like you throwing games."); register_code(KC_ENTER); unregister_code(KC_ENTER); } return false; break; case KC_TORB: if (!record->event.pressed) { register_code(is_overwatch ? KC_BSPC : KC_ENTER); unregister_code(is_overwatch ? KC_BSPC : KC_ENTER); _delay_ms(50); SEND_STRING("That was positively riveting!"); register_code(KC_ENTER); unregister_code(KC_ENTER); } return false; break; case KC_AIM: if (!record->event.pressed) { register_code(is_overwatch ? KC_BSPC : KC_ENTER); unregister_code(is_overwatch ? KC_BSPC : KC_ENTER); _delay_ms(50); SEND_STRING("That aim is absolutely amazing. It's almost like you're a machine!" SS_TAP(X_ENTER)); _delay_ms(3000); register_code(is_overwatch ? KC_BSPC : KC_ENTER); unregister_code(is_overwatch ? KC_BSPC : KC_ENTER); SEND_STRING("Wait! That aim is TOO good! You're clearly using an aim hack! CHEATER!" SS_TAP(X_ENTER)); } return false; break; case KC_C9: if (!record->event.pressed) { register_code(is_overwatch ? KC_BSPC : KC_ENTER); unregister_code(is_overwatch ? KC_BSPC : KC_ENTER); _delay_ms(50); SEND_STRING("OMG!!! C9!!!"); register_code(KC_ENTER); unregister_code(KC_ENTER); } return false; break; case KC_GGEZ: if (!record->event.pressed) { register_code(is_overwatch ? KC_BSPC : KC_ENTER); unregister_code(is_overwatch ? KC_BSPC : KC_ENTER); _delay_ms(50); SEND_STRING("That was a fantastic game, though it was a bit easy. Try harder next time!"); register_code(KC_ENTER); unregister_code(KC_ENTER); } return false; break; #endif #ifdef TAP_DANCE_ENABLE case KC_DIABLO_CLEAR: // reset all Diable timers, disabling them if (record->event.pressed) { uint8_t dtime; for (dtime = 0; dtime < 4; dtime++) { diablo_key_time[dtime] = diablo_times[0]; } } return false; break; #endif case KC_MAKE: if (!record->event.pressed) { SEND_STRING("make " QMK_KEYBOARD ":" QMK_KEYMAP #if (defined(BOOTLOADER_DFU) || defined(BOOTLOADER_LUFA_DFU) || defined(BOOTLOADER_QMK_DFU)) ":dfu" #elif defined(BOOTLOADER_HALFKAY) ":teensy" //#elif defined(BOOTLOADER_CATERINA) // ":avrdude" #endif #ifdef RGBLIGHT_ENABLE " RGBLIGHT_ENABLE=yes" #else " RGBLIGHT_ENABLE=no" #endif #ifdef AUDIO_ENABLE " AUDIO_ENABLE=yes" #else " AUDIO_ENABLE=no" #endif #ifdef FAUXCLICKY_ENABLE " FAUXCLICKY_ENABLE=yes" #else " FAUXCLICKY_ENABLE=no" #endif SS_TAP(X_ENTER)); } return false; break; case KC_RESET: if (!record->event.pressed) { #ifdef RGBLIGHT_ENABLE rgblight_enable(); rgblight_mode(1); rgblight_setrgb(0xff, 0x00, 0x00); #endif reset_keyboard(); } return false; break; case EPRM: if (record->event.pressed) { eeconfig_init(); } return false; break; case VRSN: if (record->event.pressed) { SEND_STRING(QMK_KEYBOARD "/" QMK_KEYMAP " @ " QMK_VERSION); } return false; break; case KC_SECRET_1 ... KC_SECRET_5: if (!record->event.pressed) { send_string_P(secret[keycode - KC_SECRET_1]); } return false; break; case KC_RGB_T: // Because I want the option to go back to normal RGB mode rather than always layer indication #ifdef RGBLIGHT_ENABLE if (record->event.pressed) { rgb_layer_change = !rgb_layer_change; } #endif return false; break; #ifdef RGBLIGHT_ENABLE case RGB_MODE_FORWARD ... RGB_MODE_GRADIENT: // quantum_keycodes.h L400 for definitions if (record->event.pressed) { //This disrables layer indication, as it's assumed that if you're changing this ... you want that disabled rgb_layer_change = false; } return true; break; #endif } return process_record_keymap(keycode, record); } // Runs state check and changes underglow color and animation // on layer change, no matter where the change was initiated // Then runs keymap's layer change check uint32_t layer_state_set_user(uint32_t state) { #ifdef RGBLIGHT_ENABLE uint8_t default_layer = eeconfig_read_default_layer(); if (rgb_layer_change) { switch (biton32(state)) { case _NAV: rgblight_set_blue; rgblight_mode(1); break; case _SYMB: rgblight_set_blue; rgblight_mode(2); break; case _MOUS: rgblight_set_yellow; rgblight_mode(1); break; case _MACROS: rgblight_set_orange; is_overwatch ? rgblight_mode(17) : rgblight_mode(18); break; case _MEDIA: rgblight_set_green; rgblight_mode(22); break; case _GAMEPAD: rgblight_set_orange; rgblight_mode(17); break; case _DIABLO: rgblight_set_red; rgblight_mode(5); break; case _RAISE: rgblight_set_yellow; rgblight_mode(5); break; case _LOWER: rgblight_set_orange; rgblight_mode(5); break; case _ADJUST: rgblight_set_red; rgblight_mode(23); break; case _COVECUBE: rgblight_set_green; rgblight_mode(2); break; default: if (default_layer & (1UL << _COLEMAK)) { rgblight_set_magenta; } else if (default_layer & (1UL << _DVORAK)) { rgblight_set_green; } else if (default_layer & (1UL << _WORKMAN)) { rgblight_set_purple; } else { rgblight_set_teal; } rgblight_mode(1); break; } } #endif return layer_state_set_keymap (state); }