mirror of https://github.com/qmk/qmk_firmware
445 lines
13 KiB
C
445 lines
13 KiB
C
/* Copyright 2017 REPLACE_WITH_YOUR_NAME
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "woodpad.h"
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// Each layer gets a name for readability, which is then used in the keymap matrix below.
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// The underscores don't mean anything - you can have a layer called STUFF or any other name.
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// Layer names don't all need to be of the same length, obviously, and you can also skip them
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// entirely and just use numbers.
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#define _NUMLOCK 0
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#define _NAV 1
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#define _DIABLO 2
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#define _MACROS 3
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#define _MEDIA 4
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// Fillers to make layering more clear
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#define _______ KC_TRNS
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#define XXXXXXX KC_NO
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//define layer change stuff for underglow indicator
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bool skip_leds = false;
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bool is_overwatch = false;
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//This is both for underglow, and Diablo 3 macros
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bool has_layer_changed = false;
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static uint8_t current_layer;
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#ifdef TAP_DANCE_ENABLE
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//define diablo macro timer variables
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static uint16_t diablo_timer[4];
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static uint8_t diablo_times[] = { 0, 1, 3, 5, 10, 30 };
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static uint8_t diablo_key_time[4];
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bool check_dtimer(uint8_t dtimer) {
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// has the correct number of seconds elapsed (as defined by diablo_times)
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return (timer_elapsed(diablo_timer[dtimer]) < (diablo_key_time[dtimer] * 1000)) ? false : true;
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};
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#endif
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enum custom_keycodes {
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PLACEHOLDER = SAFE_RANGE, // can always be here
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KC_DIABLO_CLEAR,
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KC_OVERWATCH,
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KC_SALT,
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KC_MORESALT,
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KC_SALTHARD,
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KC_GOODGAME,
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KC_SYMM,
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KC_DOOMFIST,
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KC_JUSTGAME,
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KC_GLHF,
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KC_TORB
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};
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#ifdef TAP_DANCE_ENABLE
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enum {
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TD_DIABLO_1 = 0,
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TD_DIABLO_2,
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TD_DIABLO_3,
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TD_DIABLO_4
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};
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// Cycle through the times for the macro, starting at 0, for disabled.
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// Max of six values, so don't exceed
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void diablo_tapdance_master(qk_tap_dance_state_t *state, void *user_data, uint8_t diablo_key) {
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if (state->count >= 7) {
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diablo_key_time[diablo_key] = diablo_times[0];
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reset_tap_dance(state);
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}
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else {
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diablo_key_time[diablo_key] = diablo_times[state->count - 1];
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}
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}
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// Would rather have one function for all of this, but no idea how to do that...
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void diablo_tapdance1(qk_tap_dance_state_t *state, void *user_data) {
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diablo_tapdance_master(state, user_data, 0);
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}
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void diablo_tapdance2(qk_tap_dance_state_t *state, void *user_data) {
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diablo_tapdance_master(state, user_data, 1);
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}
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void diablo_tapdance3(qk_tap_dance_state_t *state, void *user_data) {
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diablo_tapdance_master(state, user_data, 2);
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}
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void diablo_tapdance4(qk_tap_dance_state_t *state, void *user_data) {
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diablo_tapdance_master(state, user_data, 3);
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}
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//Tap Dance Definitions
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qk_tap_dance_action_t tap_dance_actions[] = {
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// tap once to disable, and more to enable timed micros
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[TD_DIABLO_1] = ACTION_TAP_DANCE_FN(diablo_tapdance1),
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[TD_DIABLO_2] = ACTION_TAP_DANCE_FN(diablo_tapdance2),
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[TD_DIABLO_3] = ACTION_TAP_DANCE_FN(diablo_tapdance3),
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[TD_DIABLO_4] = ACTION_TAP_DANCE_FN(diablo_tapdance4),
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};
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#endif
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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[_NUMLOCK] = KEYMAP( /* Base */
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TG(_NAV), TG(_DIABLO), TG(_MACROS), KC_PSLS,\
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KC_P7, KC_P8, KC_P9, KC_PAST, \
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KC_P4, KC_P5, KC_P6, KC_PMNS, \
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KC_P1, KC_P2, KC_P3, KC_PPLS, \
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LT(_MEDIA,KC_P0), KC_PDOT, KC_COLN, KC_PENT \
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),
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[_NAV] = KEYMAP( /* Base */
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_______, _______, _______, _______,\
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KC_HOME, KC_UP, KC_PGUP, _______, \
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KC_LEFT, XXXXXXX, KC_RIGHT, _______, \
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KC_END, KC_DOWN, KC_PGDN, _______, \
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KC_INS, KC_DEL, _______, _______ \
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),
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#ifdef TAP_DANCE_ENABLE
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[_DIABLO] = KEYMAP( /* Base */
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KC_ESC, _______, _______, _______,\
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KC_S, KC_F, KC_I, KC_M, \
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KC_1, KC_2, KC_3, KC_4, \
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TD(TD_DIABLO_1), TD(TD_DIABLO_2), TD(TD_DIABLO_3), TD(TD_DIABLO_4), \
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_______, KC_DIABLO_CLEAR, KC_Q, SFT_T(KC_SPACE) \
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),
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#else
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[_DIABLO] = KEYMAP( /* Base */
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KC_ESC, _______, _______, _______,\
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KC_S, KC_F, KC_I, KC_M, \
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KC_1, KC_2, KC_3, KC_4, \
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XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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_______, KC_DIABLO_CLEAR, KC_Q, SFT_T(KC_SPACE) \
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),
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#endif
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[_MACROS] = KEYMAP( /* Base */
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KC_OVERWATCH, _______, _______, XXXXXXX,\
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XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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XXXXXXX, XXXXXXX, XXXXXXX, KC_JUSTGAME, \
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KC_SYMM, KC_DOOMFIST, KC_TORB, KC_GOODGAME, \
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KC_SALT, KC_MORESALT, KC_SALTHARD, KC_GLHF \
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),
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[_MEDIA] = KEYMAP( /* Base */
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RESET, KC_MUTE, KC_VOLD, KC_VOLU,\
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_______, _______, RGB_HUI, RGB_HUD, \
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KC_MPLY, KC_MSTP, KC_MPRV, KC_MNXT, \
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RGB_TOG, RGB_MOD, RGB_SAI, RGB_VAI, \
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_______, _______, RGB_SAD, RGB_VAD \
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),
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};
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const uint16_t PROGMEM fn_actions[] = {
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};
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const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt)
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{
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switch (id) {
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case 0:
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if (record->event.pressed) {
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// Output Keyboard Firmware info
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SEND_STRING(QMK_KEYBOARD "/" QMK_KEYMAP );
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return false;
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}
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}
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return MACRO_NONE;
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};
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void numlock_led_on(void) {
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PORTF |= (1<<7);
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}
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void numlock_led_off(void) {
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PORTF &= ~(1<<7);
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}
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bool process_record_user(uint16_t keycode, keyrecord_t *record) {
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uint16_t kc;
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if (is_overwatch) {
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kc = KC_BSPC;
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} else {
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kc = KC_ENTER;
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}
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switch (keycode) {
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#ifdef TAP_DANCE_ENABLE
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case KC_DIABLO_CLEAR: // reset all Diable timers, disabling them
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if (record->event.pressed) {
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uint8_t dtime;
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for (dtime = 0; dtime < 4; dtime++) {
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diablo_key_time[dtime] = diablo_times[0];
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}
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}
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return false;
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break;
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#endif
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case KC_OVERWATCH: // reset all Diable timers, disabling them
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if (record->event.pressed) {
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is_overwatch = !is_overwatch;
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has_layer_changed = true;
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}
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return false;
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break;
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case KC_SALT:
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if (!record->event.pressed) {
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register_code(kc);
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unregister_code(kc);
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_delay_ms(50);
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SEND_STRING("Salt, salt, salt...");
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register_code(KC_ENTER);
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unregister_code(KC_ENTER);
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}
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return false;
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break;
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case KC_MORESALT:
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if (!record->event.pressed) {
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register_code(kc);
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unregister_code(kc);
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_delay_ms(50);
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SEND_STRING("Please sir, can I have some more salt?!");
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register_code(KC_ENTER);
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unregister_code(KC_ENTER);
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}
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return false;
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break;
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case KC_SALTHARD:
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if (!record->event.pressed) {
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register_code(kc);
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unregister_code(kc);
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_delay_ms(50);
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SEND_STRING("Your salt only makes my penis that much harder, and even more aggressive!");
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register_code(KC_ENTER);
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unregister_code(KC_ENTER);
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}
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return false;
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break;
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case KC_GOODGAME:
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if (!record->event.pressed) {
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register_code(kc);
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unregister_code(kc);
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_delay_ms(50);
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SEND_STRING("Good game, everyone!");
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register_code(KC_ENTER);
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unregister_code(KC_ENTER);
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}
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return false;
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break;
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case KC_GLHF:
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if (!record->event.pressed) {
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register_code(kc);
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unregister_code(kc);
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_delay_ms(50);
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SEND_STRING("Good luck, have fun!!!");
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register_code(KC_ENTER);
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unregister_code(KC_ENTER);
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}
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return false;
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break;
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case KC_SYMM:
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if (!record->event.pressed) {
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register_code(kc);
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unregister_code(kc);
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_delay_ms(50);
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SEND_STRING("Left click to win!");
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register_code(KC_ENTER);
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unregister_code(KC_ENTER);
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}
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return false;
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break;
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case KC_DOOMFIST:
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if (!record->event.pressed) {
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register_code(kc);
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unregister_code(kc);
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_delay_ms(50);
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SEND_STRING("Hey, look at me. I'm Doomfist, and I'm overpowered! All I do is spam punches all day! I'm DPS, tank and defense, rolled into one! All I need is team healing to be complete!");
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register_code(KC_ENTER);
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unregister_code(KC_ENTER);
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}
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return false;
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break;
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case KC_JUSTGAME:
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if (!record->event.pressed) {
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register_code(kc);
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unregister_code(kc);
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_delay_ms(50);
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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.");
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register_code(KC_ENTER);
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unregister_code(KC_ENTER);
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}
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return false;
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break;
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case KC_TORB:
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if (!record->event.pressed) {
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register_code(kc);
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unregister_code(kc);
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_delay_ms(50);
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SEND_STRING("That was positively riveting!");
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register_code(KC_ENTER);
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unregister_code(KC_ENTER);
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}
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return false;
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break;
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}
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return true;
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}
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#ifdef TAP_DANCE_ENABLE
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// Sends the key press to system, but only if on the Diablo layer
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void send_diablo_keystroke(uint8_t diablo_key) {
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if (current_layer == _DIABLO) {
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switch (diablo_key) {
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case 0:
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SEND_STRING("1");
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break;
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case 1:
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SEND_STRING("2");
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break;
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case 2:
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SEND_STRING("3");
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break;
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case 3:
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SEND_STRING("4");
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break;
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}
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}
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}
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// Checks each of the 4 timers/keys to see if enough time has elapsed
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// Runs the "send string" command if enough time has passed, and resets the timer.
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void run_diablo_macro_check(void) {
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uint8_t dtime;
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for (dtime = 0; dtime < 4; dtime++) {
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if (check_dtimer(dtime) && diablo_key_time[dtime]) {
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diablo_timer[dtime] = timer_read();
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send_diablo_keystroke(dtime);
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}
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}
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}
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#endif
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void matrix_init_user(void) {
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has_layer_changed = true;
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// set Numlock LED to output and low
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DDRF |= (1<<7);
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PORTF &= ~(1<<7);
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if (!(host_keyboard_leds() & (1 << USB_LED_NUM_LOCK)) ){
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register_code(KC_NUMLOCK);
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unregister_code(KC_NUMLOCK);
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}
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}
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void matrix_scan_user(void) {
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uint8_t layer = biton32(layer_state);
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#ifdef RGBLIGHT_ENABLE
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numlock_led_off();
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// Check layer, and apply color if its changed since last check
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switch (layer) {
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case _NAV:
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if (has_layer_changed) {
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rgblight_sethsv(240, 255, 255);
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rgblight_mode(1);
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}
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break;
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case _MACROS:
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if (has_layer_changed) {
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rgblight_sethsv(30, 255, 255);
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if (is_overwatch) {
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rgblight_mode(17);
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} else {
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rgblight_mode(18);
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}
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}
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if (is_overwatch) {
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numlock_led_on();
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}
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break;
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case _DIABLO:
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if (has_layer_changed) {
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rgblight_sethsv(0, 255, 255);
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rgblight_mode(5);
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}
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break;
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case _MEDIA:
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if (has_layer_changed) {
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rgblight_sethsv(120, 255, 255);
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rgblight_mode(22);
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}
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break;
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default:
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if (has_layer_changed) {
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rgblight_sethsv(195, 255, 255);
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rgblight_mode(1);
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}
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break;
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}
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#endif
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// Update layer status at the end, so this sets the default color
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// rather than relying on the init, which was unreliably...
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// Probably due to a timing issue, but this requires no additional code
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if (current_layer == layer) {
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has_layer_changed = false;
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}
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else {
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has_layer_changed = true;
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current_layer = layer;
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}
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// Run Diablo 3 macro checking code.
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#ifdef TAP_DANCE_ENABLE
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run_diablo_macro_check();
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#endif
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}
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void led_set_user(uint8_t usb_led) {
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}
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