mirror of
https://github.com/qmk/qmk_firmware.git
synced 2024-12-21 00:53:23 +00:00
714 lines
33 KiB
C
714 lines
33 KiB
C
/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
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Copyright 2021 Jonavin Eng @Jonavin
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Copyright 2022 gourdo1 <gourdo1@outlook.com>
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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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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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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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// Note: Many advanced functions referenced in this file are defined in /users/gourdo1/gourdo1.c
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#include QMK_KEYBOARD_H
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#include "rgb_matrix_map.h"
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#include "gourdo1.h"
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#include "paddlegame.h"
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#include <math.h>
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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/* Base Layout
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*
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* ,-------------------------------------------------------------------------------------------------------------.
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* | Esc || F1 | F2 | F3 | F4 || F5 | F6 | F7 | F8 || F9 | F10 | F11 | F12 || Home || Mute |
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* |=============================================================================================================|
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* | ` ~ | 1 ! | 2 @ | 3 # | 4 $ | 5 % | 6 ^ | 7 & | 8 * | 9 ( | 0 ) | - _ | = + | Backspc || Del |
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* |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------|
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* | Tab | Q | W | E | R | T | Y | U | I | O | P | [ } | ] } | \ | || PgUp |
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* |---------+------+------+------+------+------+------+------+------+------+------+------+------+-------++------|
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* | Capslock | A | S | D | F | G | H | J | K | L | ; : | ' " | Enter || PgDn |
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* |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------|
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* | LShift | Z | X | C | V | B | N | M | , < | . > | / ? | RShift || Up || End |
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* |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======|
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* | Ctrl | Win | LAlt | Space | RAlt | Fn | Ctrl || Left | Down | Rght |
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* `------------------------------------------------------------------------------------------------------------'
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*/
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[_BASE] = LAYOUT(
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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, LEFTOFENC, ENCFUNC,
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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, BELOWENC,
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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_BSLS, KC_PGUP,
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CAPSNUM, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_ENT, KC_PGDN,
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KC_LSFT, 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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/* FN1 Layout
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*
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* ,-------------------------------------------------------------------------------------------------------------.
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* | Esc ||MyCmp |WbHom | Calc |MdSel ||MdPrv |MdNxt |MdPly |MdStp ||VolDn |VolUp |PrScr |ScrLk ||Pause ||Sleep |
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* |=============================================================================================================|
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* | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ |RGBTOD|RGBTOI| ________ ||RGBTOG|
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* |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------|
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* | ______ |RGBSAD|RGBVAI|RGBSAI| NKRO | ____ |YAHOO | ____ | ____ |OUTLK |Pause | ____ | ____ |QK_BOOT|| Home |
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* |---------+------+------+------+------+------+------+------+------+------+------+------+------+-------++------|
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* | Capslock |RGBHUD|RGBVAD|RGBHUI| ____|GMAIL |HTMAIL| ____ | ____ | ____ | ____ | ____ | __________ || End |
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* |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------|
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* | __________ |RGBNIT| ____ | ____ | ____ | ____ |NumLk | ____ | ____ |DOTCOM| CAD | ______ ||RGBMOD|| ____ |
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* |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======|
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* | ____ | WinKyLk | ____ | _____ | ____ | ____ | ____ ||RGBSPD|RGBRMD|RGBSPI|
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* `------------------------------------------------------------------------------------------------------------'
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*/
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#ifdef GAME_ENABLE
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[_FN1] = LAYOUT(
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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_SCRL, KC_PAUS, KC_SLEP,
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PRNCONF, TG_CAPS, TG_PAD, TG_ESC, TG_DEL, TG_TDCAP,TG_ENC, TG_INS,TG_SPCMOD,TG_AUTOCR, _______, RGB_TOD, RGB_TOI, _______, RGB_TOG,
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_______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO, _______, _______, OUTLOOK, TG(_GAME),SWAP_L, SWAP_R, QK_BOOT, KC_HOME,
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KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, LOCKPC, _______, _______, _______, KC_END,
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_______, RGB_NITE,_______, _______, _______, QK_BOOT, KC_NUM, _______, _______, DOTCOM, KC_CAD, _______, RGB_MOD, _______,
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_______, WINLOCK, _______, _______, _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI
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),
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[_GAME] = LAYOUT(
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______
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),
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#else
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[_FN1] = LAYOUT(
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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_SCRL, KC_PAUS, KC_SLEP,
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PRNCONF, TG_CAPS, TG_PAD, TG_ESC, TG_DEL, TG_TDCAP,TG_ENC, TG_INS,TG_SPCMOD,TG_AUTOCR, _______, RGB_TOD, RGB_TOI, _______, RGB_TOG,
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_______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO, _______, _______, OUTLOOK, KC_PAUS, SWAP_L, SWAP_R, QK_BOOT, KC_HOME,
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KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, LOCKPC, _______, _______, _______, KC_END,
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_______, RGB_NITE,_______, _______, _______, QK_BOOT, KC_NUM, _______, _______, DOTCOM, KC_CAD, _______, RGB_MOD, _______,
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_______, WINLOCK, _______, _______, _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI
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),
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#endif //GAME_ENABLE
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/* _NUMPADMOUSE Layout
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* 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.
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* ,-------------------------------------------------------------------------------------------------------------.
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* | ____ || ____ | ____ | ____ | ____ || ____ | ____ | ____ | ____ || ____ | ____ | ____ | ____ || ____ || ____ |
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* |=============================================================================================================|
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* | ____ | P1 | P2 | P3 | P4 | P5 | P6 | P7 | P8 | P9 | P0 | P- | P+ | ________ || ____ |
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* |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------|
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* | ______ | PGUP | Up | PGDN | None | None | None | P4 | P5 | P6 | P+ | ____ | ____ | _____ || WhUp |
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* |---------+------+------+------+------+------+------+------+------+------+------+------+------+-------++------|
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* | ________ | Left | Down | Rght | None| None | None | P1 | P2 | P3 | P* | ____ | P-Enter || WhDn |
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* |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------|
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* | __________ | None | ____ | ____ | ____ | None | None | 0 | 00 | P. | P/ | MBt1 ||MS_UP || MBt2 |
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* |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======|
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* | ____ | ____ | ____ | _____ | ____ | ____ | MBt3 ||MS_LT |MS_DN |MS_RT |
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* `------------------------------------------------------------------------------------------------------------'
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*/
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[_NUMPADMOUSE] = LAYOUT(
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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_______, KC_P1, KC_P2, KC_P3, KC_P4, KC_P5, KC_P6, KC_P7, KC_P8, KC_P9, KC_P0, KC_PMNS, KC_PPLS, _______, _______,
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_______, KC_PGUP, KC_UP, KC_PGDN, KC_NO, KC_NO, KC_NO, KC_P4, KC_P5, KC_P6, KC_PPLS, _______, _______, _______, KC_WH_U,
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_______, 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,
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_______, KC_NO, _______, _______, _______, _______, _______, KC_P0, KC_00, KC_PDOT, KC_PSLS, KC_BTN1, KC_MS_U, KC_BTN2,
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_______, _______, _______, KC_PENT, _______, _______, KC_BTN3, KC_MS_L, KC_MS_D, KC_MS_R
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),
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[_MOUSEKEY] = LAYOUT(
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_WH_U,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_WH_D,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_BTN1, KC_MS_U, KC_BTN2,
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_______, _______, _______, _______, _______, _______, KC_BTN3, KC_MS_L, KC_MS_D, KC_MS_R
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),
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#ifdef COLEMAK_LAYER_ENABLE
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[_COLEMAK] = LAYOUT(
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_______, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, _______, _______,
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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, _______, _______,
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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_BSLS, KC_PGUP,
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_______, KC_A, KC_R, KC_S, KC_T, KC_D, KC_H, KC_N, KC_E, KC_I, KC_O, KC_QUOT, KC_ENT, KC_PGDN,
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_______, 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,
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_______, _______, _______, KC_SPC, KC_RALT, _______, KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
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),
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#endif // COLEMAK_LAYER_ENABLE
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};
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#if defined(ENCODER_ENABLE) && !defined(ENCODER_DEFAULTACTIONS_ENABLE) // Encoder Functionality when not using userspace defaults
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void encoder_action_rgbhue(bool clockwise) {
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if (clockwise)
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rgblight_increase_hue_noeeprom();
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else
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rgblight_decrease_hue_noeeprom();
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}
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bool encoder_update_user(uint8_t index, bool clockwise) {
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uint8_t mods_state = get_mods();
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if (mods_state & MOD_BIT(KC_LSFT)) { // If you are holding L shift, encoder changes layers
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encoder_action_layerchange(clockwise);
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} else if (mods_state & MOD_BIT(KC_RSFT)) { // If you are holding R shift, Page up/dn
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unregister_mods(MOD_BIT(KC_RSFT));
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encoder_action_navpage(clockwise);
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register_mods(MOD_BIT(KC_RSFT));
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} else if (mods_state & MOD_BIT(KC_LCTL)) { // if holding Left Ctrl, navigate next/prev word
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encoder_action_navword(clockwise);
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} else if (mods_state & MOD_BIT(KC_RCTL)) { // if holding Right Ctrl, change rgb hue/colour
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encoder_action_rgbhue(clockwise);
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} else if (mods_state & MOD_BIT(KC_LALT)) { // if holding Left Alt, change media next/prev track
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encoder_action_mediatrack(clockwise);
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} else {
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switch (get_highest_layer(layer_state)) {
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case _FN1:
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#ifdef IDLE_TIMEOUT_ENABLE
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timeout_update_threshold(clockwise);
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#endif
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break;
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#ifdef GAME_ENABLE
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case _GAME:
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// Game: Paddle movement
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if (damage_count == 0) {
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if (clockwise) {
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if (paddle_pos_full < 15) ++paddle_pos_full;
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} else {
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if (paddle_pos_full > 0) --paddle_pos_full;
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}
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}
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break;
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#endif //GAME_ENABLE
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default:
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encoder_action_volume(clockwise); // Otherwise it just changes volume
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break;
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}
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}
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//return true; //set to return false to counteract enabled encoder in pro.c
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return false;
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}
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#endif // ENCODER_ENABLE && !ENCODER_DEFAULTACTIONS_ENABLE
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#ifdef RGB_MATRIX_ENABLE
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// Game logic
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#ifdef GAME_ENABLE
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void init_ball(uint8_t i) {
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i &= 1;
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ball[i].on = true;
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ball[i].up = false;
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ball[i].y = 0;
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ball[i].x = rand() % 16;
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// Set initial ball state
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if (ball[i].x < 8) {
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ball[i].left = false;
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} else {
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ball[i].x -= 4;
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ball[i].left = true;
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}
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// 1/4 chance of being an enemy ball after level 6
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if (level_number > 3) {
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ball[i].enemy = ((rand() % 4) == 0);
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} else {
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ball[i].enemy = false;
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}
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}
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void hurt_paddle(void) {
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if (paddle_lives > 0) {
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--paddle_lives;
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}
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damage_timer = timer_read();
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damage_count = 10;
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// Reset board
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init_ball(0);
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ball[1].on = false;
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}
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#endif //GAME_ENABLE
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// Capslock, Scroll lock and Numlock indicator on Left side lights.
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bool rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
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if (get_rgb_nightmode()) rgb_matrix_set_color_all(RGB_OFF);
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led_t led_state = host_keyboard_led_state();
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// Scroll Lock RGB setup
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if (led_state.scroll_lock) {
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rgb_matrix_set_color(LED_L3, RGB_RED);
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rgb_matrix_set_color(LED_L4, RGB_RED);
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rgb_matrix_set_color(LED_TAB, RGB_RED);
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rgb_matrix_set_color(LED_F12, RGB_RED);
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}
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/*
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// System NumLock warning indicator RGB setup
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#ifdef INVERT_NUMLOCK_INDICATOR
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if (!led_state.num_lock) { // on if NUM lock is OFF to bring attention to overlay numpad not functional when enabled
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rgb_matrix_set_color(LED_GRV, RGB_ORANGE2);
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rgb_matrix_set_color(LED_L1, RGB_ORANGE2);
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rgb_matrix_set_color(LED_L2, RGB_ORANGE2);
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rgb_matrix_set_color(LED_N, RGB_ORANGE2);
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rgb_matrix_set_color(LED_FN, RGB_ORANGE2);
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}
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#else
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if (led_state.num_lock) { // Normal, on if NUM lock is ON
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rgb_matrix_set_color(LED_GRV, RGB_ORANGE2);
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rgb_matrix_set_color(LED_L1, RGB_ORANGE2);
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rgb_matrix_set_color(LED_L2, RGB_ORANGE2);
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rgb_matrix_set_color(LED_N, RGB_ORANGE2);
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rgb_matrix_set_color(LED_FN, RGB_ORANGE2);
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}
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#endif // INVERT_NUMLOCK_INDICATOR
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*/
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// CapsLock RGB setup
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if (led_state.caps_lock) {
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if (user_config.rgb_hilite_caps) {
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for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_LETTERS); i++) {
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rgb_matrix_set_color(LED_LIST_LETTERS[i], RGB_CHARTREUSE);
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}
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rgb_matrix_set_color(LED_L7, RGB_CHARTREUSE);
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rgb_matrix_set_color(LED_L8, RGB_CHARTREUSE);
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rgb_matrix_set_color(LED_LSFT, RGB_CHARTREUSE);
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}
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else {
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rgb_matrix_set_color(LED_L7, RGB_CHARTREUSE);
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rgb_matrix_set_color(LED_L8, RGB_CHARTREUSE);
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rgb_matrix_set_color(LED_LSFT, RGB_CHARTREUSE);
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}
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}
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// Winkey disabled (gaming) mode RGB setup
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if (keymap_config.no_gui) {
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rgb_matrix_set_color(LED_LWIN, RGB_RED); //light up Winkey red when disabled
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rgb_matrix_set_color(LED_W, RGB_CHARTREUSE); //light up gaming keys with WSAD higlighted
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rgb_matrix_set_color(LED_S, RGB_CHARTREUSE);
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rgb_matrix_set_color(LED_A, RGB_CHARTREUSE);
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rgb_matrix_set_color(LED_D, RGB_CHARTREUSE);
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rgb_matrix_set_color(LED_Q, RGB_ORANGE2);
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rgb_matrix_set_color(LED_E, RGB_ORANGE2);
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rgb_matrix_set_color(LED_R, RGB_ORANGE2);
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rgb_matrix_set_color(LED_TAB, RGB_ORANGE2);
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rgb_matrix_set_color(LED_F, RGB_ORANGE2);
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rgb_matrix_set_color(LED_Z, RGB_ORANGE2);
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rgb_matrix_set_color(LED_X, RGB_ORANGE2);
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rgb_matrix_set_color(LED_C, RGB_ORANGE2);
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rgb_matrix_set_color(LED_V, RGB_ORANGE2);
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rgb_matrix_set_color(LED_SPC, RGB_ORANGE2);
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rgb_matrix_set_color(LED_LCTL, RGB_ORANGE2);
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rgb_matrix_set_color(LED_LSFT, RGB_ORANGE2);
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}
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// Fn selector mode RGB setup
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switch (get_highest_layer(layer_state)) { // special handling per layer
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case _FN1: // on Fn layer select what the encoder does when pressed
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rgb_matrix_set_color(LED_FN, RGB_RED); //FN key
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//NEW RGB LIGHTING TO RING KEYBOARD ON FN LAYER ACTIVATION:
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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);
|
|
|
|
// Indicator for paddle game enabled in build
|
|
#ifdef GAME_ENABLE
|
|
rgb_matrix_set_color(LED_P, RGB_CHARTREUSE);
|
|
#else
|
|
rgb_matrix_set_color(LED_P, RGB_RED);
|
|
#endif // GAME_ENABLE
|
|
|
|
// System NumLock warning indicator RGB setup
|
|
#ifdef INVERT_NUMLOCK_INDICATOR
|
|
if (!led_state.num_lock) { // on if NUM lock is OFF to bring attention to overlay numpad not functional when enabled
|
|
rgb_matrix_set_color(LED_N, RGB_ORANGE2);
|
|
}
|
|
#else
|
|
if (led_state.num_lock) { // Normal, on if NUM lock is ON
|
|
rgb_matrix_set_color(LED_N, RGB_ORANGE2);
|
|
}
|
|
#endif // INVERT_NUMLOCK_INDICATOR
|
|
|
|
//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);
|
|
}
|
|
if (user_config.autocorrect) {
|
|
rgb_matrix_set_color(LED_9, RGB_GREEN);
|
|
} else {
|
|
rgb_matrix_set_color(LED_9, 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:
|
|
#ifdef INVERT_NUMLOCK_INDICATOR
|
|
if (!led_state.num_lock) { // on if NUM lock is OFF to bring attention to overlay numpad not functional when enabled
|
|
rgb_matrix_set_color(LED_N, RGB_ORANGE2);
|
|
}
|
|
#else
|
|
if (led_state.num_lock) { // Normal, on if NUM lock is ON
|
|
rgb_matrix_set_color(LED_N, RGB_ORANGE2);
|
|
}
|
|
#endif // INVERT_NUMLOCK_INDICATOR
|
|
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 < ARRAY_SIZE(LED_GAME_OVER); 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;
|
|
}
|
|
return false;
|
|
}
|
|
#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
|
|
}
|