diff options
author | gourdo1 <gourdo1@users.noreply.github.com> | 2022-07-02 07:11:26 -0700 |
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committer | GitHub <noreply@github.com> | 2022-07-03 00:11:26 +1000 |
commit | 97dfdcb2bd5013259f8500bcd31aaaa4826145c6 (patch) | |
tree | 14887079ac94b68d5406ae9daab042168e9e92f3 /keyboards/gmmk/pro/rev1/iso/keymaps | |
parent | d694488e2e39e9b599775a49fd711acc768e3915 (diff) |
[keymap] Update gourdo1 keymap for Q2 changes (#17398)
Diffstat (limited to 'keyboards/gmmk/pro/rev1/iso/keymaps')
6 files changed, 1431 insertions, 0 deletions
diff --git a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/config.h b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/config.h new file mode 100644 index 0000000000..a37fb08d31 --- /dev/null +++ b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/config.h @@ -0,0 +1,146 @@ +/* Copyright 2021 Jonavin Eng @Jonavin + Copyright 2022 gourdo1 <gourdo1@outlook.com> + +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/>. +*/ + +#pragma once + +// Force n-key rollover +#define FORCE_NKRO + +// Set TT to two taps +#define TAPPING_TOGGLE 2 + +#ifdef COMMAND_ENABLE +#define IS_COMMAND() (get_mods() == MOD_MASK_CTRL) //debug commands accessed by holding down both CTRLs: https://github.com/qmk/qmk_firmware/blob/master/docs/feature_command.md +#endif + +// Caps Word configuration +#define BOTH_SHIFTS_TURNS_ON_CAPS_WORD +#define CAPS_WORD_IDLE_TIMEOUT 10000 // Automatically turn off after x milliseconds of idle. 0 to never timeout. + +// Handle GRAVESC combo keys +#define GRAVE_ESC_ALT_OVERRIDE +// Always send Escape if Alt is pressed +#define GRAVE_ESC_CTRL_OVERRIDE +// Always send Escape if Control is pressed + +// #define TAPPING_TERM 180 +#define TAPPING_TERM 300 +#define TAPPING_TERM_PER_KEY + +#ifdef RGB_MATRIX_ENABLE + #define RGB_DISABLE_WHEN_USB_SUSPENDED + #define RGB_MATRIX_KEYPRESSES // Enables REACTIVE & SPLASH modes + #define RGB_MATRIX_FRAMEBUFFER_EFFECTS // Enables Heatmap, Rain + + // RGB step values + #define RGBLIGHT_HUE_STEP 32 // The number of steps to cycle through the hue by (default 10) + #define RGBLIGHT_SAT_STEP 17 // The number of steps to increment the saturation by (default 17) + #define RGBLIGHT_VAL_STEP 17 // The number of steps to increment the brightness by (default 17) + + // Startup values, when none have been set + #define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_SOLID_REACTIVE // Sets the default effect mode, if none has been set (was RGB_MATRIX_SOLID_COLOR) + #define RGB_MATRIX_STARTUP_HUE 24 // Sets the default hue value, if none has been set + #define RGB_MATRIX_STARTUP_SAT 255 // Sets the default saturation value, if none has been set + #define RGB_MATRIX_STARTUP_VAL 127 // Sets the default brightness value, if none has been set + #define RGB_MATRIX_STARTUP_SPD 127 // Sets the default animation speed, if none has been set + + // Uncomment any #undef line below to turn OFF any default enabled RGB background effect (enabled in keyboards/gmmk/pro/config.h). + #undef ENABLE_RGB_MATRIX_ALPHAS_MODS // Solid color (seems redundant; seems same as RGB_MATRIX_SOLID_COLOR?) + //#undef ENABLE_RGB_MATRIX_GRADIENT_UP_DOWN // Static, horizontal rainbow + //#undef ENABLE_RGB_MATRIX_GRADIENT_LEFT_RIGHT // Static, vertical Rainbow + //#undef ENABLE_RGB_MATRIX_BREATHING // Breathing animation using selected HSV color + #undef ENABLE_RGB_MATRIX_BAND_SAT // Single hue band fading saturation scrolling left to right (with white) + //#undef ENABLE_RGB_MATRIX_BAND_VAL // Single hue band fading brightness scrolling left to right (with black) + #undef ENABLE_RGB_MATRIX_BAND_PINWHEEL_SAT // Single hue 3 blade spinning pinwheel fades sat (with white) + //#undef ENABLE_RGB_MATRIX_BAND_PINWHEEL_VAL // Single hue 3 blade spinning pinwheel fades brightness (with black) + #undef ENABLE_RGB_MATRIX_BAND_SPIRAL_SAT // Single hue spinning spiral fades brightness (with white) + //#undef ENABLE_RGB_MATRIX_BAND_SPIRAL_VAL // Single hue spinning spiral fades brightness (with black) + //#undef ENABLE_RGB_MATRIX_CYCLE_ALL // Full keyboard cycling through rainbow + //#undef ENABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT // Full gradient moving left to right + //#undef ENABLE_RGB_MATRIX_CYCLE_UP_DOWN // Full gradient scrolling top to bottom + #undef ENABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON // Full gradient chevron scrolling left to right (too similar to cycle left right) + //#undef ENABLE_RGB_MATRIX_CYCLE_OUT_IN // Rainbow circles coming to center. + #undef ENABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL // Two Rainbow circles coming to 1/3 and 2/3 points. (seems mostly redundant with above) + #undef ENABLE_RGB_MATRIX_CYCLE_PINWHEEL // Built-in cycling pinwheel (seems redundant with below) + //#undef ENABLE_RGB_MATRIX_CYCLE_SPIRAL // Full gradient spinning spiral around center of keyboard + #undef ENABLE_RGB_MATRIX_RAINBOW_BEACON // Spinning rainbow (more distracting transitions) + //#undef ENABLE_RGB_MATRIX_RAINBOW_PINWHEELS // Spinning rainbow (smoother) + #undef ENABLE_RGB_MATRIX_DUAL_BEACON // Two rainbows spinning around keyboard (distracting, busy) + #undef ENABLE_RGB_MATRIX_RAINDROPS // Sustained raindrops of blue, green, yellow (confusing to use with RGB layers) + //#undef ENABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS // Sustained raindrops of blue, purple, pink, green (confusing to use with RGB layers, but slightly better than above) + #undef ENABLE_RGB_MATRIX_HUE_BREATHING // Hue shifts up a slight amount at the same time, then shifts back (very subtle) + #undef ENABLE_RGB_MATRIX_HUE_PENDULUM // Hue shifts up a slight amount in a wave to the right, then back to the left (very subtle) + #undef ENABLE_RGB_MATRIX_HUE_WAVE // Hue shifts up a slight amount and then back down in a wave to the right (very subtle) + //#undef ENABLE_RGB_MATRIX_PIXEL_RAIN // Non-sustained raindrops of pastel colors + #undef ENABLE_RGB_MATRIX_PIXEL_FLOW // More active version of pixel rain with quick cycling (unusable, very distracting) + #undef ENABLE_RGB_MATRIX_PIXEL_FRACTAL // Same as Pixel Flow but with current HSV only (somewhat distracting) + //Only enabled if RGB_MATRIX_FRAMEBUFFER_EFFECTS is defined + //#undef ENABLE_RGB_MATRIX_TYPING_HEATMAP // Fading heatmap that follows keystrokes (has buggy side LEDs that glow red) + //#undef ENABLE_RGB_MATRIX_DIGITAL_RAIN // The Matrix (has buggy side LEDs that glow red) + //Only enabled if RGB_MATRIX_KEYPRESSES or RGB_MATRIX_KEYRELEASES is defined + //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE // Key hits shown in current hue - all other keys black + //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE // Keyboard lights up in chosen hue, key hits shown in complementary hue (try this as default?) + #undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE // Hue & value pulse around a single key hit then fades value out (Single key) + //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE // same as above but more intense (Multi-key) + #undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS // Column and Row single current color fade (Single key) + //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS // Column and Row single color fade. (Multi-key) + #undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS // Hue & value pulse away on the same column and row of key hit then fades (Single key) + //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS // Hue & value pulse away on the same column and row of multi-key hit then fades + //#undef ENABLE_RGB_MATRIX_SPLASH // Full rainbow pulses from key hit. All else black. + #undef ENABLE_RGB_MATRIX_MULTISPLASH // Full rainbow pulses from multi-keys. All else black. (distracting on multiple keystroke hits) + #undef ENABLE_RGB_MATRIX_SOLID_SPLASH // Single color pulses from key hit. All else black. (distracting on multiple key hits) + //#undef ENABLE_RGB_MATRIX_SOLID_MULTISPLASH // Single color pulses from muli-keys. All else black. +#endif //RGB_MATRIX_ENABLE + +// Add a layer for colemak -- set "COLEMAK_LAYER_ENABLE = yes" in rules.mk to enable +#if defined COLEMAK_LAYER_ENABLE + #ifdef GAME_ENABLE + #define DYNAMIC_KEYMAP_LAYER_COUNT 6 + #define _COLEMAK 5 + #else + #define DYNAMIC_KEYMAP_LAYER_COUNT 5 + #define _COLEMAK 4 + #endif //GAME_ENABLE +#endif // COLEMAK_LAYER_ENABLE + +/* +// Mouse Keys Accelerated Mode Definitions +#define MOUSEKEY_DELAY 3 // Delay between pressing a movement key and cursor movement (default: 10) +#define MOUSEKEY_INTERVAL 13 // Time between cursor movements in milliseconds (default: 20); Try setting to 1000/monitor refresh for smooth movement. +#define MOUSEKEY_MOVE_DELTA 8 // Step size (default: 8) +#define MOUSEKEY_MAX_SPEED 9 // Maximum cursor speed at which acceleration stops (default: 10) +#define MOUSEKEY_TIME_TO_MAX 150 // Time until maximum cursor speed is reached (default: 30) +#define MOUSEKEY_WHEEL_DELAY 0 // Delay between pressing a wheel key and wheel movement (default: 10) +#define MOUSEKEY_WHEEL_INTERVAL 80 // Time between wheel movements (default: 80) +#define MOUSEKEY_WHEEL_MAX_SPEED 8 // Maximum number of scroll steps per scroll action (default: 8) +#define MOUSEKEY_WHEEL_TIME_TO_MAX 40 // Time until maximum scroll speed is reached (default: 40) +*/ + +// Mouse Keys Kinetic Mode Definitions +#define MK_KINETIC_SPEED // Enable Kinetic mode: Uses a quadratic curve on cursor speed to allow precise movements at the beginning and increases speed thereafter. +#define MOUSEKEY_DELAY 3 // Delay between pressing a movement key and cursor movement (default: 10) +#define MOUSEKEY_INTERVAL 13 // Time between cursor movements in milliseconds (default: 20); Try setting to 1000/monitor refresh for smooth movement. +#define MOUSEKEY_MOVE_DELTA 5 // Step size for accelerating from initial to base speed (default: 8) +#define MOUSEKEY_MOVE_MAX 50 // use instead of BASE SPEED to limit speed in Kinetic mode +#define MOUSEKEY_INITIAL_SPEED 100 // Initial speed of the cursor in pixels per second (default: 100) +//#define MOUSEKEY_BASE_SPEED 800 // (broken in QMK 0.16.0) Maximum cursor speed at which acceleration stops (default: 1000) +#define MOUSEKEY_DECELERATED_SPEED 400 // Decelerated cursor speed (default: 400) +#define MOUSEKEY_ACCELERATED_SPEED 2000 // Accelerated cursor speed (default: 3000) +#define MOUSEKEY_WHEEL_INITIAL_MOVEMENTS 16 // Initial number of movements of the mouse wheel (default: 16) +#define MOUSEKEY_WHEEL_BASE_MOVEMENTS 32 // Maximum number of movements at which acceleration stops (default: 32) +#define MOUSEKEY_WHEEL_ACCELERATED_MOVEMENTS 48 // Accelerated wheel movements (default: 48) +#define MOUSEKEY_WHEEL_DECELERATED_MOVEMENTS 8 // Decelerated wheel movements (default: 8) diff --git a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/keymap.c b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/keymap.c new file mode 100644 index 0000000000..24a1e8a359 --- /dev/null +++ b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/keymap.c @@ -0,0 +1,682 @@ +/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com> + Copyright 2021 Jonavin Eng @Jonavin + Copyright 2022 RustyBrakes (ISO conversion) + Copyright 2022 gourdo1 <gourdo1@outlook.com> + +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/>. +*/ + +// 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 <math.h> + +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 | + * |=============================================================================================================| + * | ISO | 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 | ; : | ' " | ISO| Enter || PgDn | + * |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------| + * | LShift | ISO | 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_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_NUHS, KC_ENT, KC_PGDN, + LSFTCAPSWIN,KC_NUBS, 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 | ____ | ____ | || Home | + * |---------+------+------+------+------+------+------+------+------+------+------+------+------+ ++------| + * | Capslock |RGBHUD|RGBVAD|RGBHUI| ____|GMAIL |HTMAIL| ____ | ____ | ____ | ____ | ____ | ___ | ____ || End | + * |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------| + * | ____ |RESET |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_SPCMOD, _______, _______, RGB_TOD, RGB_TOI, _______, RGB_TOG, + _______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO, _______, _______, OUTLOOK, TG(_GAME),SWAP_L, SWAP_R, KC_HOME, + KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, LOCKPC, _______, _______, _______, _______, KC_END, + _______, RESET, 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_SPCMOD, _______, _______, RGB_TOD, RGB_TOI, _______, RGB_TOG, + _______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO, _______, _______, OUTLOOK, KC_PAUS, SWAP_L, SWAP_R, KC_HOME, + KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, LOCKPC, _______, _______, _______, _______, KC_END, + _______, RESET, 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_PGUP, + _______, KC_A, KC_R, KC_S, KC_T, KC_D, KC_H, KC_N, KC_E, KC_I, KC_O, KC_QUOT, KC_NUHS, KC_ENT, KC_PGDN, + _______, KC_NUBS, 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_space_mods) { + 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 +}
\ No newline at end of file diff --git a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/paddlegame.h b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/paddlegame.h new file mode 100644 index 0000000000..3d33975cfe --- /dev/null +++ b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/paddlegame.h @@ -0,0 +1,48 @@ +/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com> + Copyright 2021 Tomas Guinan + +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/>. +*/ + +#ifdef GAME_ENABLE +const uint16_t GAME_TIMER[] = { + 400, 350, 300, 250, 400, 350, 300, 250, 225, 200, 175, 150 +}; + +bool game_start = false; +HSV last_hsv; +static uint8_t paddle_pos_full; +static uint8_t paddle_lives; +static uint8_t level_number; +static uint8_t bounce_count; +static uint8_t damage_count; +static uint16_t damage_timer; +static uint16_t ball_timer; + +struct BallStruct +{ + uint8_t x; + uint8_t y; + bool on; + bool up; + bool left; + bool enemy; +}; + +struct BallStruct ball[2]; + +void init_ball(uint8_t i); +void hurt_paddle(void); + +#endif //GAME_ENABLE
\ No newline at end of file diff --git a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/readme.md b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/readme.md new file mode 100644 index 0000000000..31f4539fde --- /dev/null +++ b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/readme.md @@ -0,0 +1,122 @@ +# [gourdo1's](mailto:gourdo1@outlook.com) GMMK Pro ISO layout + +This Windows-centric ISO layout is based on [Jonavin's](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/iso/keymaps/jonavin) GMMK Pro layout with several additions, fixes, a tweaked keymap, updated layers, [Tomas Guinan's paddle game](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame) and expanded RGB controls. + +![image](https://raw.githubusercontent.com/gourdo1/media/main/susuwatari.jpg) + +## Features: + +### Core Functionality + +* ISO layout (added July xx, 2022) +* [VIA](https://www.caniusevia.com/) support enabled (added Mar 16, 2022) +* Most [default Glorious shortcuts](https://cdn.shopify.com/s/files/1/0549/2681/files/GMMK_Pro_User_Guide.pdf) enabled +* [N-key Rollover](https://en.wikipedia.org/wiki/Rollover_\(keyboard\)#n-key_rollover) (NKRO) -- toggled with Fn+R +* 1000Hz polling rate with 5ms debounce time for quick response in games +* Mouse Keys! Don't want to move your hands off the keyboard or you didn't bring it with you on the road? Use cursor keys to move the mouse. +* Overlay numpad on 789-UIOP-JKL;-M,. & Space-bar mapped to Enter key for rapid number entry +* Gaming mode (Fn+Win-key) locks out Win-key as well as double-tap Shift Capslock; Also RGB highlights WSAD and nearby gaming related keys +* [Caps Word](https://getreuer.info/posts/keyboards/caps-word/index.html) enabled: To capitalize the next word only, press and release both left and right shift keys at the same time. (added Feb 25, 2022) +* Multi-monitor app moving shortcuts: Fn+[,] (square brackets) to move current app window to next monitor (added Apr 11, 2022) +* Capslock toggled by double tap of Left Shift key or Fn + Capslock (RGB green highlighted) +* Paddle game accessible via Fn+P; Hit Fn+P again or double tap ESC to exit (added May 5, 2022) +* Single-handed shortcut for Ctrl-Alt-Delete: Fn+/ (added May 14, 2022) +* Single-handed shortcut for Win-L (lock Windows): Fn+L (added May 17, 2022) +* Domain shortcuts: Fn+.=".com", Fn+O="outlook.com", Fn+Y="yahoo.com", Fn+H="hotmail.com", Fn+G="gmail.com". (added Apr 7, 2022) +* Fn-Backslash for [Bootloader mode](https://github.com/qmk/qmk_firmware/blob/master/docs/newbs_flashing.md) +* Home key on F13, Del key right of Backspace +* Insert accessible via Shift-Backspace (so shift delete still works in Windows Explorer) +* PrtScrn, Scroll Lock, Pause/Break are top right on the keyboard: Fn+F11, Fn+F12, Fn+F13 +* [Colemak](https://colemak.com/) key layout support (Layer accessible via Left Shift + turn Encoder clockwise until side LEDs light up purple) +* Double tap ESC any time to revert to base layer (added Feb 26, 2022) +* RGB backlight effects expanded to include framebuffer effects and reactive keypress modes (updated May 24, 2022) +* RGB backlight now remembers last color & effect settings after power down (updated May 24, 2022) + +### Numpad + Mouse Keys (Capslock key) + +* Overlay numpad + [Mouse Keys](https://github.com/qmk/qmk_firmware/blob/master/docs/feature_mouse_keys.md) are accessed through Capslock key hold (temp) or double press (locked) with RGB highlighting +* Numpad uses Space-bar as Enter for rapid number entry (added May 17, 2022) +* This layer disables much of the keyboard, except X/C/V for cut/copy/paste, WASD for cursor, Q/E for PgUp/PgDn, cursor keys become mouse keys, surrounding keys become mouse buttons and all number keys become numpad versions (so Alt char codes work regardless of which set you use) +* Fn and N keys light up orange if system numlock is off (inverted status), indicating numpad keys will not deliver expected output (Fn+N to toggle) +* Double zero on comma key. +* [Mouse Keys](https://github.com/qmk/qmk_firmware/blob/master/docs/feature_mouse_keys.md) allow you to use the mouse without taking your hand off the keyboard. (added Mar 15, 2022) +* Mouse controls are: Cursor keys = move mouse; RShift = button1, End = button2, RCtrl = button3, PgUp/PgDn = Scroll wheel +* Mouse Keys can also be accessed as a standalone layer by Left Shift-turning the Encoder until the cursor keys light up green + +### Encoder Functionality + +* Default knob turn changes volume; button press toggles mute +* Exponential encoder - quick repeated volume up doubles increase; quick repeated volume down triples decrease (added Feb 17, 2022) +* Fn + knob turn changes RGB idle timeout +* Fn + knob push puts PC to Sleep (Added May 14, 2022) +* holding Left Shift changes layers +* holding Right Shift navigates page up/down +* holding Left Ctrl navigates prev/next word +* holding Right Ctrl changes RGB hue/color +* holding Left Alt changes media prev/next track + +### Paddle Game + +* Based on [Tomas Guinan's excellent GMMK Pro paddle game](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame) +* Paddle Game playable by pressing Fn+P (P lights up green in Fn layer if game is enabled in firmware, otherwise it lights up red) +* Use rotary encoder to control paddle +* Contains 12 levels, indicated by blue LED on F-key row +* Player has 4 lives, indicated by nav cluster +* Deflect white balls while avoiding red ones +* Use Fn+P, double tap ESC or otherwise change layer to quit game + +### Global RGB Controls + +* RGB backlight lighting effect: Fn+up/down +* RGB backlight effect speed: Fn+left/right +* RGB backlight hue cycle: Fn+A/D +* RGB backlight brightness: Fn+W/S +* RGB backlight saturation: Fn+Q/E (added Feb 4, 2022) +* RGB backlight night mode toggle: Fn+Z (indicators still work) +* RGB backlight timeout: Fn+Encoder or "-" and "=" (default 15 minutes) (updated Apr 7, 2022) + * indicators in Fn layer using RGB in F-key and number rows to show the current timeout in minutes +* Fn+Z to turn off RGB backlighting (indicator lights still work); press again to toggle +* RGB indicators on left side LEDs in order from top: System NumLock off (orange), Scroll Lock (red), Numpad (blue), Capslock (green). + +### Advanced Controls + +* Fn+\ to get to bootloader mode +* Fn+[ESC] to clear EEPROM (then unplug and re-plug) (added Apr 11, 2022) +* Fn+R to toggle N-key Rollover (added Apr 11, 2022) +* Fn+/ is single-handed shortcut to Ctrl-Alt-Delete (added May 14, 2022) +* Fn+L is single-handed shortcut to Win-L (lock Windows) (added May 17, 2022) +* Fn+[Encoder press] to sleep Windows PC (added May 14, 2022) + +Link to latest firmware binary: https://github.com/gourdo1/media/raw/main/gmmk_pro_rev1_ansi_gourdo1.bin + +Link to cheatsheet: https://github.com/gourdo1/media/raw/main/GMMK_Pro_Cheatsheet.pdf + + +## rules.mk Options + +STARTUP_NUMLOCK_ON = yes - Turns on NUMLOCK by default + +ENCODER_DEFAULTACTIONS_ENABLE = yes - Enabled default encoder functions + +TD_LSFT_CAPSLOCK_ENABLE = yes - This will enable double tap on Left Shift to toggle CAPSLOCK when using KC_LSFTCAPS + +IDLE_TIMEOUT_ENABLE = yes - Enables Timer functionality; for RGB idle timeouts that can be changed dynamically + +INVERT_NUMLOCK_INDICATOR - Inverts the Numlock indicator, LED is on when numlock is off -- numlock interferes with overlay numpad, so should be off when numpad layer is active unless you have an external numpad. + +COLEMAK_LAYER_ENABLE = yes - Enables optional 5th layer for COLEMAK layout. Use Shift + encoder to enter 5th layer. + +GAME_ENABLE ?= yes - Enables Paddle Game + +## Layer Diagrams +### Base layer +![image](https://raw.githubusercontent.com/gourdo1/media/main/base.png) + +### Fn Layer +![image](https://raw.githubusercontent.com/gourdo1/media/main/fn1.png) + +### Layer 2 (Numpad) +![image](https://raw.githubusercontent.com/gourdo1/media/main/numpad.png) + +### COLEMAK layer +![image](https://user-images.githubusercontent.com/71780717/131235050-980d2f54-2d23-4ae8-a83f-9fcdbe60d6cb.png) diff --git a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rgb_matrix_map.h b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rgb_matrix_map.h new file mode 100644 index 0000000000..36e42ee7f4 --- /dev/null +++ b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rgb_matrix_map.h @@ -0,0 +1,411 @@ +/* Copyright 2021 Jonavin Eng @Jonavin + Copyright 2022 gourdo1 <gourdo1@outlook.com> + +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/>. +*/ + +#ifdef RGB_MATRIX_ENABLE + +//Define variables for Game +bool fn_active = false; +RGB rgb_value; + +// Custom GMMK Pro-specific RGB color customizations (defaults found in quantum/color.h) +#define RGB_GODSPEED 0x00, 0xE4, 0xFF // color for matching keycaps +#define RGB_NAUTILUS 0x00, 0xA4, 0xA9 // Nautilus Font colors +#define RGB_OFFBLUE 0x00, 0x80, 0xFF // new color: blue with a hint of green +#define RGB_DKRED 0x28, 0x00, 0x00 // new color: dark red +#define RGB_ORANGE2 0xFF, 0x28, 0x00 // fix: reduced green from 80 to 28 +#define RGB_PURPLE2 0x80, 0x00, 0xFF // fix: increased red from 7A to 80 +#define RGB_SPRINGGREEN2 0x00, 0xFF, 0x10 // fix: blue was 80, now 10 +#define RGB_YELLOW2 0xFF, 0xB0, 0x00 // fix: green was FF, now B0 +#define RGB_OFF RGB_BLACK + +// Added by gourdo1 for RGB testing +// Red Green Blue Expected GMMK Pro result +#define RGB_TEST1 0xFF, 0x00, 0x00 // Q - red good! +#define RGB_TEST2 0x0F, 0xFF, 0x00 // W - green good! +#define RGB_TEST3 0x00, 0x00, 0xFF // E - blue good! +#define RGB_TEST4 0xFF, 0xB0, 0x00 // R - yellow slightly green heavy - reduced green LED by quite a bit +#define RGB_TEST5 0x00, 0xFF, 0xFF // T - cyan good! +#define RGB_TEST6 0xFF, 0x00, 0xFF // Y - magenta very slightly blue heavy? +#define RGB_TEST7 0xFF, 0x28, 0x00 // U - orange very green heavy at default +#define RGB_TEST8 0xFF, 0x00, 0x80 // I - pink good! +#define RGB_TEST9 0x80, 0xFF, 0x00 // O - chartreus good! +#define RGB_TEST10 0x00, 0xFF, 0x10 // P - springgrn fixed: was too blue because green LED has blue in it already +#define RGB_TEST11 0x00, 0x80, 0xFF // A - grn blue good! +#define RGB_TEST12 0x80, 0x00, 0xFF // S - purple good! + +// RGB LED locations +enum led_location_map { + LED_ESC, // 0, ESC, k13 + LED_GRV, // 1, `, k16 + LED_TAB, // 2, Tab, k11 + LED_CAPS, // 3, Caps, k21 + LED_LSFT, // 4, Sh_L, k00 + LED_LCTL, // 5, Ct_L, k06 + LED_F1, // 6, F1, k26 + LED_1, // 7, 1, k17 + LED_Q, // 8, Q, k10 + LED_A, // 9, A, k12 + LED_Z, // 10, Z, k14 + LED_LWIN, // 11, Win_L, k90 + LED_F2, // 12, F2, k36 + LED_2, // 13, 2, k27 + LED_W, // 14, W, k20 + LED_S, // 15, S, k22 + LED_X, // 16, X, k24 + LED_LALT, // 17, Alt_L, k93 + LED_F3, // 18, F3, k31 + LED_3, // 19, 3, k37 + LED_E, // 20, E, k30 + LED_D, // 21, D, k32 + LED_C, // 22, C, k34 + LED_F4, // 23, F4, k33 + LED_4, // 24, 4, k47 + LED_R, // 25, R, k40 + LED_F, // 26, F, k42 + LED_V, // 27, V, k44 + LED_F5, // 28, F5, k07 + LED_5, // 29, 5, k46 + LED_T, // 30, T, k41 + LED_G, // 31, G, k43 + LED_B, // 32, B, k45 + LED_SPC, // 33, SPACE, k94 + LED_F6, // 34, F6, k63 + LED_6, // 35, 6, k56 + LED_Y, // 36, Y, k51 + LED_H, // 37, H, k53 + LED_N, // 38, N, k55 + LED_F7, // 39, F7, k71 + LED_7, // 40, 7, k57 + LED_U, // 41, U, k50 + LED_J, // 42, J, k52 + LED_M, // 43, M, k54 + LED_F8, // 44, F8, k76 + LED_8, // 45, 8, k67 + LED_I, // 46, I, k60 + LED_K, // 47, K, k62 + LED_COMM, // 48, ,, k64 + LED_RALT, // 49, Alt_R, k95 + LED_F9, // 50, F9, ka6 + LED_9, // 51, 9, k77 + LED_O, // 52, O, k70 + LED_L, // 53, L, k72 + LED_DOT, // 54, ., k74 + LED_FN, // 55, FN, k92 + LED_F10, // 56, F10, ka7 + LED_0, // 57, 0, k87 + LED_P, // 58, P, k80 + LED_SCLN, // 59, ;, k82 + LED_SLSH, // 60, ?, k85 + LED_F11, // 61, F11, ka3 + LED_MINS, // 62, -, k86 + LED_LBRC, // 63, [, k81 + LED_QUOT, // 64, ", k83 + LED_RCTL, // 65, Ct_R, k04 + LED_F12, // 66, F12, ka5 + LED_BSLS, // 67, \, k23 + LED_L1, // 68, LED, l01 + LED_R1, // 69, LED, l11 + LED_PRT, // 70, Prt, k97 + LED_L2, // 71, LED, l02 + LED_R2, // 72, LED, l12 + LED_DEL, // 73, Del, k65 + LED_L3, // 74, LED, l03 + LED_R3, // 75, LED, l13 + LED_PGUP, // 76, PgUp, k15 + LED_L4, // 77, LED, l04 + LED_R4, // 78, LED, l14 + LED_EQL, // 79, =, k66 + LED_RIGHT, // 80, Right, k05 + LED_L5, // 81, LED, l05 + LED_R5, // 82, LED, l15 + LED_END, // 83, End, k75 + LED_L6, // 84, LED, l06 + LED_R6, // 85, LED, l16 + LED_BSPC, // 86, BSpc, ka1 + LED_PGDN, // 87, PgDn, k25 + LED_L7, // 88, LED, l07 + LED_R7, // 89, LED, l17 + LED_RBRC, // 90, ], k61 + LED_RSFT, // 91, Sh_R, k91 + LED_L8, // 92, LED, l08 + LED_R8, // 93, LED, l18 + LED_UP, // 94, Up, k35 + LED_HASH, // 95, #, k84 + LED_LEFT, // 96, Left, k03 + LED_ENT, // 97, Enter, ka4 + LED_DOWN // 98, Down, k73 +}; + +const uint8_t LED_LIST_WASD[] = { + LED_W, + LED_A, + LED_S, + LED_D +}; + +const uint8_t LED_LIST_ARROWS[] = { + LED_LEFT, + LED_RIGHT, + LED_UP, + LED_DOWN +}; + +const uint8_t LED_LIST_FUNCROW[] = { + LED_ESC, + LED_F1, + LED_F2, + LED_F3, + LED_F4, + LED_F5, + LED_F6, + LED_F7, + LED_F8, + LED_F9, + LED_F10, + LED_F11, + LED_F12, + LED_PRT +}; + +const uint8_t LED_LIST_NUMROW[] = { + LED_GRV, + LED_1, + LED_2, + LED_3, + LED_4, + LED_5, + LED_6, + LED_7, + LED_8, + LED_9, + LED_0, + LED_MINS, + LED_EQL, + LED_BSPC, + LED_DEL +}; + +const uint8_t LED_LIST_LETTERS[] = { +/* LED_1, + LED_2, + LED_3, + LED_4, + LED_5, + LED_6, + LED_7, + LED_8, + LED_9, + LED_0, */ + LED_Q, + LED_W, + LED_E, + LED_R, + LED_T, + LED_Y, + LED_U, + LED_I, + LED_O, + LED_P, + LED_A, + LED_S, + LED_D, + LED_F, + LED_G, + LED_H, + LED_J, + LED_K, + LED_L, + LED_Z, + LED_X, + LED_C, + LED_V, + LED_B, + LED_N, + LED_M +}; + +const uint8_t LED_LIST_NUMPAD[] = { + LED_1, + LED_2, + LED_3, + LED_4, + LED_5, + LED_6, + LED_7, + LED_8, + LED_9, + LED_0, + LED_MINS, + LED_EQL, + LED_U, + LED_I, + LED_O, + LED_P, + LED_J, + LED_K, + LED_L, + LED_SCLN, + LED_ENT, + LED_M, + LED_COMM, + LED_DOT, + LED_SLSH, + LED_END, + LED_RIGHT +}; + +const uint8_t LED_SIDE_LEFT[] = { + LED_L1, + LED_L2, + LED_L3, + LED_L4, + LED_L5, + LED_L6, + LED_L7, + LED_L8 +}; + +const uint8_t LED_SIDE_RIGHT[] = { + LED_R1, + LED_R2, + LED_R3, + LED_R4, + LED_R5, + LED_R6, + LED_R7, + LED_R8 +}; + +#ifdef GAME_ENABLE +// Game LED rules +const uint8_t GAME_LIVES[] = { + LED_DEL, + LED_PGUP, + LED_PGDN, + LED_END +}; +const uint8_t GAME_PADDLE[] = { + LED_Z, + LED_X, + LED_C, + LED_V, + LED_B, + LED_N, + LED_M, + LED_COMM, + LED_DOT, + LED_SLSH +}; +const uint8_t GAME_SMILE1[] = { + LED_A, + LED_S, + LED_D, + LED_F, + LED_G, + LED_H, + LED_J, + LED_K, + LED_L, + LED_SCLN, + LED_QUOT +}; +const uint8_t GAME_SMILE2[] = { + LED_2, + LED_3, + LED_4, + LED_5, + LED_6, + LED_7, + LED_8, + LED_9, + LED_0, + LED_MINS, + LED_EQL +}; +const uint8_t GAME_R4[] = { + LED_X, + LED_C, + LED_V, + LED_B, + LED_N, + LED_M, + LED_COMM, + LED_DOT +}; +const uint8_t GAME_R3[] = { + LED_S, + LED_D, + LED_F, + LED_G, + LED_H, + LED_J, + LED_K, + LED_L, + LED_SCLN +}; +const uint8_t GAME_R2[] = { + LED_W, + LED_E, + LED_R, + LED_T, + LED_Y, + LED_U, + LED_I, + LED_O, + LED_P, + LED_LBRC +}; +const uint8_t GAME_R1[] = { + LED_2, + LED_3, + LED_4, + LED_5, + LED_6, + LED_7, + LED_8, + LED_9, + LED_0, + LED_MINS, + LED_EQL +}; +const uint8_t GAME_R0[] = { + LED_F1, + LED_F2, + LED_F3, + LED_F4, + LED_F5, + LED_F6, + LED_F7, + LED_F8, + LED_F9, + LED_F10, + LED_F11, + LED_F12 +}; +const uint8_t LED_GAME_OVER[] = { + LED_5, + LED_8, + LED_F, + LED_G, + LED_H, + LED_J, + LED_C, + LED_M +}; +#endif //GAME_ENABLE + +#endif
\ No newline at end of file diff --git a/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rules.mk b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rules.mk new file mode 100644 index 0000000000..37e81e3dbb --- /dev/null +++ b/keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rules.mk @@ -0,0 +1,22 @@ +LTO_ENABLE = yes # link time optimization -- achieves a smaller compiled size +CONSOLE_ENABLE = no +COMMAND_ENABLE = no +MOUSEKEY_ENABLE = yes + +VIA_ENABLE = yes +TAP_DANCE_ENABLE = yes +BOOTMAGIC_ENABLE = yes # Enable Bootmagic Lite +CAPS_WORD_ENABLE = yes # Enable built-in Caps Word functionality + +TD_LSFT_CAPSLOCK_ENABLE = yes +IDLE_TIMEOUT_ENABLE = yes +STARTUP_NUMLOCK_ON = yes +ENCODER_DEFAULTACTIONS_ENABLE = no + +COLEMAK_LAYER_ENABLE = yes # Enable Colemak layer / set to no to disable +INVERT_NUMLOCK_INDICATOR = yes + +GAME_ENABLE ?= yes # Enable Paddle Game / set to no to disable +ifeq ($(strip $(GAME_ENABLE)), yes) + OPT_DEFS += -DGAME_ENABLE +endif |