mirror of
https://github.com/qmk/qmk_firmware.git
synced 2024-12-17 15:13:23 +00:00
476 lines
16 KiB
C
476 lines
16 KiB
C
/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
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Copyright 2021 Tomas Guinan
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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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#include QMK_KEYBOARD_H
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#include "rgb_matrix_map.h"
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#include "paddlegame.h"
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#include <math.h>
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enum custom_layers {
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_BASE,
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_FN1,
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_MO2,
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_MO3,
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};
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enum custom_keycodes {
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KC_00 = SAFE_RANGE,
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KC_WINLK, //Toggles Win key on and off
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};
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bool process_record_user(uint16_t keycode, keyrecord_t *record) {
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switch (keycode) {
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case KC_00:
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if (record->event.pressed) {
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// when keycode KC_00 is pressed
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SEND_STRING("00");
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} else {
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// when keycode KC_00 is released
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}
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break;
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case KC_WINLK:
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if (record->event.pressed) {
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if(!keymap_config.no_gui) {
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process_magic(GUI_OFF, record);
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} else {
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process_magic(GUI_ON, record);
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}
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} else unregister_code16(keycode);
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break;
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}
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return true;
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};
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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// ESC F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Del Rotary(Mute)
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// ~ 1 2 3 4 5 6 7 8 9 0 - (=) BackSpc Home
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// Tab Q W E R T Y U I O P [ ] \ PgUp
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// Caps A S D F G H J K L ; " Enter PgDn
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// Sh_L Z X C V B N M , . ? Sh_R Up End
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// Ct_L Win_L Alt_L SPACE Alt_R FN Ct_R Left Down Right
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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, KC_DEL, KC_MUTE,
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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_HOME,
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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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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_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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KC_SLEP, KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_PSCR, KC_SCRL, KC_PAUS, _______, KC_INS, _______,
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RGB_TOG, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_HUD, RGB_HUI, _______, RGB_M_P,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, TO(_MO2), RGB_SAD, RGB_SAI, QK_BOOT, RGB_M_B,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_RMOD, RGB_MOD, _______, RGB_M_R,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_VAI, RGB_M_SW,
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_______, KC_WINLK, _______, _______, _______, _______, _______, RGB_SPD, RGB_VAD, RGB_SPI
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),
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[_MO2] = 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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_______, _______, _______, _______, _______, TG(_MO2), _______, _______, _______, _______
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),
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[_MO3] = 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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};
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#ifdef ENCODER_ENABLE // Encoder Functionality
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bool encoder_update_user(uint8_t index, bool clockwise) {
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switch(get_highest_layer(layer_state)) {
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case _FN1:
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if ( clockwise ) {
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tap_code16(KC_PGDN);
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} else {
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tap_code16(KC_PGUP);
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}
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break;
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case _MO2:
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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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case _BASE:
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default:
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if ( clockwise ) {
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tap_code(KC_VOLU);
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} else {
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tap_code(KC_VOLD);
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}
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break;
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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
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#ifdef RGB_MATRIX_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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// 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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switch(get_highest_layer(layer_state)) {
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case _FN1:
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// Light up FN layer keys
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if (!fn_active) {
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fn_active = true;
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rgb_value.r = 0xff;
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rgb_value.g = 0x00;
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rgb_value.b = 0x00;
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}
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if (rgb_value.r == 0xff && rgb_value.g < 0xff) {
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if (rgb_value.b > 0) { --rgb_value.b; }
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else { ++rgb_value.g; }
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} else if (rgb_value.g == 0xff && rgb_value.b < 0xff) {
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if (rgb_value.r > 0) { --rgb_value.r; }
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else { ++rgb_value.b; }
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} else if (rgb_value.b == 0xff && rgb_value.r < 0xff) {
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if (rgb_value.g > 0) { --rgb_value.g; }
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else { ++rgb_value.r; }
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}
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for (uint8_t i=0; i<ARRAY_SIZE(LED_RGB); i++) {
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rgb_matrix_set_color(LED_RGB[i], rgb_value.r, rgb_value.g, rgb_value.b);
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}
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for (uint8_t i=0; i<ARRAY_SIZE(LED_WHITE); i++) {
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rgb_matrix_set_color(LED_WHITE[i], RGB_WHITE);
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}
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for (uint8_t i=0; i<ARRAY_SIZE(LED_GREEN); i++) {
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rgb_matrix_set_color(LED_GREEN[i], RGB_GREEN);
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}
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rgb_matrix_set_color(LED_ESC, RGB_RED);
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rgb_matrix_set_color(LED_LWIN, RGB_BLUE);
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break;
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case _MO2:
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// Paddle game
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if (!game_start) {
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srand((unsigned int)timer_read());
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// Store user light settings
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last_hsv = rgb_matrix_get_hsv();
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rgb_matrix_sethsv_noeeprom(0, 0, 0);
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rgb_value.r = 0xff;
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rgb_value.g = 0x00;
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rgb_value.b = 0x00;
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paddle_pos_full = 8;
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paddle_lives = 4;
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bounce_count = 0;
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level_number = 0;
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damage_count = 0;
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init_ball(0);
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ball[1].on = false;
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ball_timer = timer_read();
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game_start = true;
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}
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// Set level indicator
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if (level_number < 12) {
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rgb_matrix_set_color(GAME_R0[level_number], RGB_BLUE);
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}
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// Set life bar
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for (uint8_t i=0; i < paddle_lives ; i++) {
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rgb_matrix_set_color(GAME_LIVES[i], RGB_GREEN);
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}
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uint8_t paddle_pos = paddle_pos_full >> 1;
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if (damage_count > 0) {
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// Flash paddle when receiving damage
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if (timer_elapsed(damage_timer) > 500) {
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--damage_count;
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damage_timer = timer_read();
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}
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if ((damage_count & 1) == 0) {
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for (uint8_t i=0; i < 3 ; i++) {
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rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_RED);
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}
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}
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if (damage_count == 0) {
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ball_timer = timer_read();
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}
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} else if (paddle_lives == 0) {
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// Game over
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for (uint8_t i=0; i<ARRAY_SIZE(LED_GAME_OVER); i++) {
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rgb_matrix_set_color(LED_GAME_OVER[i], RGB_RED);
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}
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} else if (level_number >= 12) {
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// You win
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if (rgb_value.r == 0xff && rgb_value.g < 0xff) {
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if (rgb_value.b > 0) { --rgb_value.b; }
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else { ++rgb_value.g; }
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} else if (rgb_value.g == 0xff && rgb_value.b < 0xff) {
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if (rgb_value.r > 0) { --rgb_value.r; }
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else { ++rgb_value.b; }
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} else if (rgb_value.b == 0xff && rgb_value.r < 0xff) {
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if (rgb_value.g > 0) { --rgb_value.g; }
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else { ++rgb_value.r; }
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}
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for (uint8_t i=0; i < 3 ; i++) {
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rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], rgb_value.r, rgb_value.g, rgb_value.b);
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}
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rgb_matrix_set_color(GAME_SMILE1[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b);
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rgb_matrix_set_color(GAME_SMILE1[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b);
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rgb_matrix_set_color(GAME_SMILE2[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b);
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rgb_matrix_set_color(GAME_SMILE2[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b);
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} else {
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// normal game loop
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// Set paddle position
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for (uint8_t i=0; i < 3 ; i++) {
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rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_GREEN);
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}
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// Ball movement logic happens at intervals
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if (timer_elapsed(ball_timer) > GAME_TIMER[level_number]) {
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for (int i=0; i<2; ++i) {
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if (ball[i].on) {
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// Ball movement
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if (ball[i].up) {
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if (ball[i].y > 0) {
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--ball[i].y;
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if (!ball[i].left) ++ball[i].x;
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} else {
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// Count reflections. If > 10, increase level
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++bounce_count;
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if (bounce_count >= 10) {
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bounce_count = 0;
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++level_number;
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}
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ball[i].on = false;
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}
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} else {
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++ball[i].y;
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if (ball[i].left) --ball[i].x;
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if (ball[i].y > 4) {
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// Remove a life if ball isn't returned and isn't enemy
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if (!ball[i].enemy) {
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hurt_paddle();
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i = 2;
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} else {
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ball[i].on = false;
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}
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}
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}
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}
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}
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if (ball[0].y == 4 && !ball[1].on) {
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init_ball(1);
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}
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if (ball[1].y == 4 && !ball[0].on) {
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init_ball(0);
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}
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if (!ball[0].on && !ball[1].on) {
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init_ball(0);
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}
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ball_timer = timer_read();
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}
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// Other ball stuff
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for (int i=0; i<2; ++i) {
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if (ball[i].on) {
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// Ball deflection logic
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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)) {
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if (!ball[i].enemy) {
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--ball[i].y;
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if (!ball[i].left) { ++ball[i].x; }
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ball[i].up = true;
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} else {
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hurt_paddle();
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i = 2;
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}
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}
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// Ball display
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switch (ball[i].y) {
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case 0:
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if (ball[i].enemy) {
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rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_RED);
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} else {
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rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_WHITE);
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}
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break;
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case 1:
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if (ball[i].enemy) {
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rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_RED);
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} else {
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rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_WHITE);
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}
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break;
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case 2:
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if (ball[i].enemy) {
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rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_RED);
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} else {
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rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_WHITE);
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}
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break;
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case 3:
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if (ball[i].enemy) {
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rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_RED);
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} else {
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rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_WHITE);
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}
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break;
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case 4:
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if (ball[i].enemy) {
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rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_RED);
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} else {
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rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_WHITE);
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}
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break;
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}
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}
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}
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}
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break;
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default:
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fn_active = false;
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if (game_start) {
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// Reset lighting settings
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game_start = false;
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rgb_matrix_sethsv_noeeprom(last_hsv.h, last_hsv.s, last_hsv.v);
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}
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break;
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}
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led_t led_state = host_keyboard_led_state();
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if (led_state.caps_lock) {
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if (!caps_active) {
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caps_active = true;
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caps_flash_on = true;
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caps_flasher = timer_read();
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}
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if (timer_elapsed(caps_flasher) > 500) {
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caps_flasher = timer_read();
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caps_flash_on = !caps_flash_on;
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}
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rgb_matrix_set_color(LED_CAPS, RGB_WHITE);
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if (caps_flash_on) {
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for (uint8_t i=0; i<ARRAY_SIZE(LED_SIDE_LEFT); i++) {
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rgb_matrix_set_color(LED_SIDE_LEFT[i], RGB_RED);
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rgb_matrix_set_color(LED_SIDE_RIGHT[i], RGB_RED);
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}
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} else {
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for (uint8_t i=0; i<ARRAY_SIZE(LED_SIDE_LEFT); i++) {
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rgb_matrix_set_color(LED_SIDE_LEFT[i], 0, 0, 0);
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rgb_matrix_set_color(LED_SIDE_RIGHT[i], 0, 0, 0);
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}
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}
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} else {
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caps_active = false;
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}
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if (led_state.scroll_lock) {
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rgb_matrix_set_color(LED_F10, RGB_WHITE);
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}
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if (keymap_config.no_gui) {
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rgb_matrix_set_color(LED_LWIN, RGB_RED); //light up Win key when disabled
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}
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return false;
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}
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#endif
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void keyboard_post_init_user(void) {
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#ifdef RGB_MATRIX_ENABLE
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rgb_matrix_set_color_all(RGB_RED); // Default startup colour
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#endif
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}
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