mirror of
https://github.com/qmk/qmk_firmware.git
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99 lines
5.9 KiB
C
99 lines
5.9 KiB
C
/* Copyright 2023 Moritz Plattner
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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 QMK_KEYBOARD_H
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enum layers{
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BASE,
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GAME,
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_FN1
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};
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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[BASE] = LAYOUT_75_iso( /* keymap for layer 0 */
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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, KC_F13, KC_PSCR, KC_DEL,
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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, KC_PGUP,
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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_PGDN,
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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_HOME,
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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_RSFT, KC_UP, KC_END,
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KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, MO(_FN1),KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
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),
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[GAME] = LAYOUT_75_iso( /* keymap for layer 1 - GAME disables WIN key and has RGB layer indicators */
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KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
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KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
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KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
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KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
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KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
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KC_TRNS, KC_NO, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS
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),
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[_FN1] = LAYOUT_75_iso( /* keymap for layer 2 */
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KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, RGB_TOG, RGB_VAD, RGB_VAI, KC_MPRV, KC_MPLY, KC_MNXT, KC_VOLD, KC_VOLU, KC_MUTE, KC_TRNS, KC_TRNS, KC_TRNS,
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KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, RGB_RMOD,
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RGB_TOG, RGB_VAI, RGB_HUI, RGB_SAI, RGB_SPI, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, RGB_MOD,
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KC_TRNS, RGB_VAD, RGB_HUD, RGB_SAD, RGB_SPD, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
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KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, NK_TOGG,KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
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KC_TRNS, TG(GAME),KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS
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),
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};
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/* RGB matrix indicator code
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It reads the current matrix color, offsets the hue by 30,
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and sets val to RGB_MATRIX_MAXIMUM_BRIGHTNESS (by default, 255)
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This is applied to both caps lock, and other indicator keys for layer 1 */
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bool rgb_matrix_indicators_user(void) {
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HSV hsv_ind = {rgb_matrix_get_hue()+30,255,RGB_MATRIX_MAXIMUM_BRIGHTNESS};
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RGB rgb_ind = hsv_to_rgb(hsv_ind);
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/* Sets Caps to different color as indicator. If RGB mode is rain, and caps indicator is off, the LED will always be off.
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This is to avoid having the LED persist on until the animation randomly refreshes it. */
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if (host_keyboard_led_state().caps_lock) {
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rgb_matrix_set_color(CAPS_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
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} else if (rgb_matrix_get_mode() == 10) {
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rgb_matrix_set_color(CAPS_LED_INDEX, 0, 0, 0);
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}
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/* Sets W, A, S, D, LGUI to a different color as layer indicator */
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if(IS_LAYER_ON(1)) {
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HSV hsv_ind = {rgb_matrix_get_hue()+30,255,RGB_MATRIX_MAXIMUM_BRIGHTNESS};
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RGB rgb_ind = hsv_to_rgb(hsv_ind);
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rgb_matrix_set_color(W_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
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rgb_matrix_set_color(A_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
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rgb_matrix_set_color(S_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
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rgb_matrix_set_color(D_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
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rgb_matrix_set_color(WIN_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
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}
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return true;
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}
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layer_state_t layer_state_set_user(layer_state_t state) {
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/* If reverting to base layer (no special LED effects) and rain animation is on, set "layer 1" mods back to matrix color to avoid single key persistence*/
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if(!IS_LAYER_ON_STATE(state, 1) && rgb_matrix_get_mode() == 10) {
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HSV hsv_mat = rgb_matrix_get_hsv();
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RGB rgb_mat = hsv_to_rgb(hsv_mat);
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rgb_matrix_set_color(W_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
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rgb_matrix_set_color(A_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
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rgb_matrix_set_color(S_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
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rgb_matrix_set_color(D_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
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rgb_matrix_set_color(WIN_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
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}
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return state;
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}
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