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#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;
}