/* Copyright 2021 Glorious, LLC Copyright 2021 Jonavin Eng @Jonavin Copyright 2022 gourdo1 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 . */ // 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 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 | * |=============================================================================================================| * | ` ~ | 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 | ; : | ' " | Enter || PgDn | * |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------| * | LShift | 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_BSLS, 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_ENT, KC_PGDN, LSFTCAPSWIN, 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 | ____ | ____ | Reset || Home | * |---------+------+------+------+------+------+------+------+------+------+------+------+------+-------++------| * | Capslock |RGBHUD|RGBVAD|RGBHUI| ____|GMAIL |HTMAIL| ____ | ____ | ____ | ____ | ____ | __________ || End | * |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------| * | __________ |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,TG_CTLSPC, _______, _______, RGB_TOD, RGB_TOI, _______, RGB_TOG, _______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO, _______, _______, OUTLOOK, TG(_GAME),SWAP_L, SWAP_R, RESET, KC_HOME, KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, LOCKPC, _______, _______, _______, KC_END, _______, 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,TG_CTLSPC, _______, _______, RGB_TOD, RGB_TOI, _______, RGB_TOG, _______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO, _______, _______, OUTLOOK, KC_PAUS, SWAP_L, SWAP_R, RESET, KC_HOME, KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, LOCKPC, _______, _______, _______, KC_END, _______, 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_BSLS, 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_ENT, KC_PGDN, _______, 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); } if (user_config.disable_ctrl_space) { rgb_matrix_set_color(LED_8, RGB_GREEN); } else { rgb_matrix_set_color(LED_8, 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 }