#include QMK_KEYBOARD_H #include "tetris_text.h" // Each layer gets a name for readability, which is then used in the keymap matrix below. // The underscores don't mean anything - you can have a layer called STUFF or any other name. // Layer names don't all need to be of the same length, obviously, and you can also skip them // entirely and just use numbers. #define _BL 0 #define _FL 1 #define _CL 2 enum custom_keycodes { TETRIS_START = SAFE_RANGE }; const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { /* Keymap _BL: Base Layer (Default Layer) */ [_BL] = LAYOUT( KC_GESC, 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_GRV, KC_BSPC, KC_PGUP, 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_PGDN, KC_CAPS, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_NUHS, KC_ENT, KC_LSFT, KC_NUBS, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RO, KC_RSFT, KC_UP, KC_LCTL, KC_LGUI, KC_LALT, KC_MHEN, KC_SPC,KC_SPC, KC_HENK, KC_RALT, KC_RCTL, MO(_FL), KC_LEFT, KC_DOWN, KC_RGHT), /* Keymap _FL: Function Layer */ [_FL] = LAYOUT( KC_GRV, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, _______, KC_DEL, BL_STEP, _______, _______, _______,_______,_______,F(1) ,_______,_______,KC_PSCR,KC_SLCK, KC_PAUS, _______, _______, _______, _______, _______, _______, MO(_CL),_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, _______, _______, _______, _______,_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, _______, KC_PGUP, _______, _______, _______, _______, _______,_______, _______, _______, _______, MO(_FL), KC_HOME, KC_PGDN, KC_END), /* Keymap _CL: Control layer */ [_CL] = LAYOUT( _______, _______, _______,_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, _______, RGB_TOG, RGB_VAI, _______, _______, _______,_______,RESET, _______,_______,_______,_______,_______, _______, _______, _______, _______, RGB_VAD, _______, _______, MO(_CL),_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, _______, MO(_FL), _______, _______,_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, MO(_FL), RGB_SAI, _______, _______, _______,_______, RGB_MOD, RGB_MOD, _______, _______, _______, _______, RGB_HUD, RGB_SAD, RGB_HUI), }; static uint8_t tetris_key_presses = 0; static uint16_t tetris_timer = 0; static uint8_t tetris_running = 0; static int tetris_keypress = 0; /* * Set up tetris */ bool process_record_user(uint16_t keycode, keyrecord_t *record) { if (record->event.pressed) { tetris_key_presses++; } if (tetris_running && record->event.pressed) { tetris_keypress = 0; switch (keycode) { case KC_UP: tetris_keypress = 1; break; case KC_LEFT: tetris_keypress = 2; break; case KC_DOWN: tetris_keypress = 3; break; case KC_RIGHT: tetris_keypress = 4; break; // Make ESC stop tetris (on keyboards other than clueboard) // case KC_ESC: tetris_running = 0; return false; } if (tetris_keypress != 0) { return false; } } switch (keycode) { case KC_GESC: // clueboard specific hook to make escape quite tetris if (tetris_running) { tetris_running = 0; return false; } break; case TETRIS_START: if (record->event.pressed) { tetris_running = 1; tetris_timer = 0; tetris_keypress = 0; // set randomness using total number of key presses tetris_start(tetris_key_presses); } return false; } return true; } // Runs constantly in the background, in a loop. void matrix_scan_user(void) { if (tetris_running) { tetris_timer++; if (tetris_timer > 1000) { // every 1000 times this is run is about 100 ms. if (!tetris_tick(100)) { // game over tetris_running = 0; } tetris_timer = 0; } } } void tetris_send_up(void) { tap_code(KC_UP); } void tetris_send_left(void) { tap_code(KC_LEFT); } void tetris_send_down(void) { tap_code(KC_DOWN); } void tetris_send_right(void) { tap_code(KC_RGHT); } void tetris_send_backspace(void) { tap_code(KC_BSPC); } void tetris_send_delete(void) { tap_code(KC_DEL); } void tetris_send_string(const char *s) { for (int i = 0; s[i] != 0; i++) { if (s[i] >= 'a' && s[i] <= 'z') { tap_code(KC_A + (s[i] - 'a')); } else if (s[i] >= 'A' && s[i] <= 'Z') { tap_code16(S(KC_A + (s[i] - 'A'))); } else if (s[i] >= '1' && s[i] <= '9') { tap_code(KC_1 + (s[i] - '1')); } else { switch (s[i]) { case ' ': tap_code(KC_SPACE); break; case '.': tap_code(KC_DOT); break; case '0': tap_code(KC_0); break; } } } } void tetris_send_newline(void) { tap_code(KC_ENT); } int tetris_get_keypress(void) { int out = tetris_keypress; tetris_keypress = 0; return out; }