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/*
Copyright 2017 Christopher Courtney <drashna@live.com> @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 <http://www.gnu.org/licenses/>.
*/
#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);
}