qmk_firmware/keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/keymap.c
Jeff Epler 9632360caa
Use a macro to compute the size of arrays at compile time (#18044)
* Add ARRAY_SIZE and CEILING utility macros

* Apply a coccinelle patch to use ARRAY_SIZE

* fix up some straggling items

* Fix 'make test:secure'

* Enhance ARRAY_SIZE macro to reject acting on pointers

The previous definition would not produce a diagnostic for
```
int *p;
size_t num_elem = ARRAY_SIZE(p)
```
but the new one will.

* explicitly get definition of ARRAY_SIZE

* Convert to ARRAY_SIZE when const is involved

The following spatch finds additional instances where the array is
const and the division is by the size of the type, not the size of
the first element:
```
@ rule5a using "empty.iso" @
type T;
const T[] E;
@@

- (sizeof(E)/sizeof(T))
+ ARRAY_SIZE(E)

@ rule6a using "empty.iso" @
type T;
const T[] E;
@@

- sizeof(E)/sizeof(T)
+ ARRAY_SIZE(E)
```

* New instances of ARRAY_SIZE added since initial spatch run

* Use `ARRAY_SIZE` in docs (found by grep)

* Manually use ARRAY_SIZE

hs_set is expected to be the same size as uint16_t, though it's made
of two 8-bit integers

* Just like char, sizeof(uint8_t) is guaranteed to be 1

This is at least true on any plausible system where qmk is actually used.

Per my understanding it's universally true, assuming that uint8_t exists:
https://stackoverflow.com/questions/48655310/can-i-assume-that-sizeofuint8-t-1

* Run qmk-format on core C files touched in this branch

Co-authored-by: Stefan Kerkmann <karlk90@pm.me>
2022-08-30 10:20:04 +02:00

710 lines
33 KiB
C

/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
Copyright 2021 Jonavin Eng @Jonavin
Copyright 2022 gourdo1 <gourdo1@outlook.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
// Note: Many advanced functions referenced in this file are defined in /users/gourdo1/gourdo1.c
#include QMK_KEYBOARD_H
#include "rgb_matrix_map.h"
#include "gourdo1.h"
#include "paddlegame.h"
#include <math.h>
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
/* Base Layout
*
* ,-------------------------------------------------------------------------------------------------------------.
* | Esc || F1 | F2 | F3 | F4 || F5 | F6 | F7 | F8 || F9 | F10 | F11 | F12 || Home || Mute |
* |=============================================================================================================|
* | ` ~ | 1 ! | 2 @ | 3 # | 4 $ | 5 % | 6 ^ | 7 & | 8 * | 9 ( | 0 ) | - _ | = + | Backspc || Del |
* |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------|
* | Tab | Q | W | E | R | T | Y | U | I | O | P | [ } | ] } | \ | || PgUp |
* |---------+------+------+------+------+------+------+------+------+------+------+------+------+-------++------|
* | Capslock | A | S | D | F | G | H | J | K | L | ; : | ' " | Enter || PgDn |
* |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------|
* | LShift | Z | X | C | V | B | N | M | , < | . > | / ? | RShift || Up || End |
* |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======|
* | Ctrl | Win | LAlt | Space | RAlt | Fn | Ctrl || Left | Down | Rght |
* `------------------------------------------------------------------------------------------------------------'
*/
[_BASE] = LAYOUT(
KC_ESC, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, LEFTOFENC, ENCFUNC,
KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, KC_BSPC, BELOWENC,
KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC, KC_BSLS, KC_PGUP,
CAPSNUM, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_ENT, KC_PGDN,
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,
KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, MO(_FN1),KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
),
/* FN1 Layout
*
* ,-------------------------------------------------------------------------------------------------------------.
* | Esc ||MyCmp |WbHom | Calc |MdSel ||MdPrv |MdNxt |MdPly |MdStp ||VolDn |VolUp |PrScr |ScrLk ||Pause ||Sleep |
* |=============================================================================================================|
* | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ |RGBTOD|RGBTOI| ________ ||RGBTOG|
* |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------|
* | ______ |RGBSAD|RGBVAI|RGBSAI| NKRO | ____ |YAHOO | ____ | ____ |OUTLK |Pause | ____ | ____ |QK_BOOT|| Home |
* |---------+------+------+------+------+------+------+------+------+------+------+------+------+-------++------|
* | Capslock |RGBHUD|RGBVAD|RGBHUI| ____|GMAIL |HTMAIL| ____ | ____ | ____ | ____ | ____ | __________ || End |
* |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------|
* | __________ |RGBNIT| ____ | ____ | ____ | ____ |NumLk | ____ | ____ |DOTCOM| CAD | ______ ||RGBMOD|| ____ |
* |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======|
* | ____ | WinKyLk | ____ | _____ | ____ | ____ | ____ ||RGBSPD|RGBRMD|RGBSPI|
* `------------------------------------------------------------------------------------------------------------'
*/
#ifdef GAME_ENABLE
[_FN1] = LAYOUT(
EE_CLR, KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SLCK, KC_PAUS, KC_SLEP,
PRNCONF, TG_CAPS, TG_PAD, TG_ESC, TG_DEL, TG_TDCAP,TG_ENC, TG_INS,TG_SPCMOD,TG_AUTOCR, _______, RGB_TOD, RGB_TOI, _______, RGB_TOG,
_______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO, _______, _______, OUTLOOK, TG(_GAME),SWAP_L, SWAP_R, QK_BOOT, KC_HOME,
KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, LOCKPC, _______, _______, _______, KC_END,
_______, RGB_NITE,_______, _______, _______, QK_BOOT, KC_NLCK, _______, _______, DOTCOM, KC_CAD, _______, RGB_MOD, _______,
_______, WINLOCK, _______, _______, _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI
),
[_GAME] = LAYOUT(
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______
),
#else
[_FN1] = LAYOUT(
EE_CLR, KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SLCK, KC_PAUS, KC_SLEP,
PRNCONF, TG_CAPS, TG_PAD, TG_ESC, TG_DEL, TG_TDCAP,TG_ENC, TG_INS,TG_SPCMOD,TG_AUTOCR, _______, RGB_TOD, RGB_TOI, _______, RGB_TOG,
_______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO, _______, _______, OUTLOOK, KC_PAUS, SWAP_L, SWAP_R, QK_BOOT, KC_HOME,
KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL, HOTMAIL, _______, _______, LOCKPC, _______, _______, _______, KC_END,
_______, RGB_NITE,_______, _______, _______, QK_BOOT, KC_NLCK, _______, _______, DOTCOM, KC_CAD, _______, RGB_MOD, _______,
_______, WINLOCK, _______, _______, _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI
),
#endif //GAME_ENABLE
/* _NUMPADMOUSE Layout
* Note: A symbol preceded by "P" is a Numpad-encoded version of the key -- any app that differentiates will recognize the char as coming from a physical numpad.
* ,-------------------------------------------------------------------------------------------------------------.
* | ____ || ____ | ____ | ____ | ____ || ____ | ____ | ____ | ____ || ____ | ____ | ____ | ____ || ____ || ____ |
* |=============================================================================================================|
* | ____ | P1 | P2 | P3 | P4 | P5 | P6 | P7 | P8 | P9 | P0 | P- | P+ | ________ || ____ |
* |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------|
* | ______ | PGUP | Up | PGDN | None | None | None | P4 | P5 | P6 | P+ | ____ | ____ | _____ || WhUp |
* |---------+------+------+------+------+------+------+------+------+------+------+------+------+-------++------|
* | ________ | Left | Down | Rght | None| None | None | P1 | P2 | P3 | P* | ____ | P-Enter || WhDn |
* |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------|
* | __________ | None | ____ | ____ | ____ | None | None | 0 | 00 | P. | P/ | MBt1 ||MS_UP || MBt2 |
* |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======|
* | ____ | ____ | ____ | _____ | ____ | ____ | MBt3 ||MS_LT |MS_DN |MS_RT |
* `------------------------------------------------------------------------------------------------------------'
*/
[_NUMPADMOUSE] = LAYOUT(
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, KC_P1, KC_P2, KC_P3, KC_P4, KC_P5, KC_P6, KC_P7, KC_P8, KC_P9, KC_P0, KC_PMNS, KC_PPLS, _______, _______,
_______, KC_PGUP, KC_UP, KC_PGDN, KC_NO, KC_NO, KC_NO, KC_P4, KC_P5, KC_P6, KC_PPLS, _______, _______, _______, KC_WH_U,
_______, KC_LEFT, KC_DOWN, KC_RGHT, KC_NO, KC_NO, KC_NO, KC_P1, KC_P2, KC_P3, KC_PAST, _______, KC_PENT, KC_WH_D,
_______, KC_NO, _______, _______, _______, _______, _______, KC_P0, KC_00, KC_PDOT, KC_PSLS, KC_BTN1, KC_MS_U, KC_BTN2,
_______, _______, _______, KC_PENT, _______, _______, KC_BTN3, KC_MS_L, KC_MS_D, KC_MS_R
),
[_MOUSEKEY] = LAYOUT(
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_WH_U,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_WH_D,
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_BTN1, KC_MS_U, KC_BTN2,
_______, _______, _______, _______, _______, _______, KC_BTN3, KC_MS_L, KC_MS_D, KC_MS_R
),
#ifdef COLEMAK_LAYER_ENABLE
[_COLEMAK] = LAYOUT(
_______, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, _______, _______,
KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, _______, _______,
KC_TAB, KC_Q, KC_W, KC_F, KC_P, KC_G, KC_J, KC_L, KC_U, KC_Y, KC_SCLN, KC_LBRC, KC_RBRC, KC_BSLS, KC_PGUP,
_______, KC_A, KC_R, KC_S, KC_T, KC_D, KC_H, KC_N, KC_E, KC_I, KC_O, KC_QUOT, KC_ENT, KC_PGDN,
_______, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_K, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_END,
_______, _______, _______, KC_SPC, KC_RALT, _______, KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
),
#endif // COLEMAK_LAYER_ENABLE
};
#if defined(ENCODER_ENABLE) && !defined(ENCODER_DEFAULTACTIONS_ENABLE) // Encoder Functionality when not using userspace defaults
void encoder_action_rgbhue(bool clockwise) {
if (clockwise)
rgblight_increase_hue_noeeprom();
else
rgblight_decrease_hue_noeeprom();
}
bool encoder_update_user(uint8_t index, bool clockwise) {
uint8_t mods_state = get_mods();
if (mods_state & MOD_BIT(KC_LSFT)) { // If you are holding L shift, encoder changes layers
encoder_action_layerchange(clockwise);
} else if (mods_state & MOD_BIT(KC_RSFT)) { // If you are holding R shift, Page up/dn
unregister_mods(MOD_BIT(KC_RSFT));
encoder_action_navpage(clockwise);
register_mods(MOD_BIT(KC_RSFT));
} else if (mods_state & MOD_BIT(KC_LCTL)) { // if holding Left Ctrl, navigate next/prev word
encoder_action_navword(clockwise);
} else if (mods_state & MOD_BIT(KC_RCTL)) { // if holding Right Ctrl, change rgb hue/colour
encoder_action_rgbhue(clockwise);
} else if (mods_state & MOD_BIT(KC_LALT)) { // if holding Left Alt, change media next/prev track
encoder_action_mediatrack(clockwise);
} else {
switch (get_highest_layer(layer_state)) {
case _FN1:
#ifdef IDLE_TIMEOUT_ENABLE
timeout_update_threshold(clockwise);
#endif
break;
#ifdef GAME_ENABLE
case _GAME:
// Game: Paddle movement
if (damage_count == 0) {
if (clockwise) {
if (paddle_pos_full < 15) ++paddle_pos_full;
} else {
if (paddle_pos_full > 0) --paddle_pos_full;
}
}
break;
#endif //GAME_ENABLE
default:
encoder_action_volume(clockwise); // Otherwise it just changes volume
break;
}
}
//return true; //set to return false to counteract enabled encoder in pro.c
return false;
}
#endif // ENCODER_ENABLE && !ENCODER_DEFAULTACTIONS_ENABLE
#ifdef RGB_MATRIX_ENABLE
// Game logic
#ifdef GAME_ENABLE
void init_ball(uint8_t i) {
i &= 1;
ball[i].on = true;
ball[i].up = false;
ball[i].y = 0;
ball[i].x = rand() % 16;
// Set initial ball state
if (ball[i].x < 8) {
ball[i].left = false;
} else {
ball[i].x -= 4;
ball[i].left = true;
}
// 1/4 chance of being an enemy ball after level 6
if (level_number > 3) {
ball[i].enemy = ((rand() % 4) == 0);
} else {
ball[i].enemy = false;
}
}
void hurt_paddle(void) {
if (paddle_lives > 0) {
--paddle_lives;
}
damage_timer = timer_read();
damage_count = 10;
// Reset board
init_ball(0);
ball[1].on = false;
}
#endif //GAME_ENABLE
// Capslock, Scroll lock and Numlock indicator on Left side lights.
void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
if (get_rgb_nightmode()) rgb_matrix_set_color_all(RGB_OFF);
// Scroll Lock RGB setup
if (IS_HOST_LED_ON(USB_LED_SCROLL_LOCK)) {
rgb_matrix_set_color(LED_L3, RGB_RED);
rgb_matrix_set_color(LED_L4, RGB_RED);
rgb_matrix_set_color(LED_TAB, RGB_RED);
rgb_matrix_set_color(LED_F12, RGB_RED);
}
/*
// System NumLock warning indicator RGB setup
#ifdef INVERT_NUMLOCK_INDICATOR
if (!IS_HOST_LED_ON(USB_LED_NUM_LOCK)) { // on if NUM lock is OFF to bring attention to overlay numpad not functional when enabled
rgb_matrix_set_color(LED_GRV, RGB_ORANGE2);
rgb_matrix_set_color(LED_L1, RGB_ORANGE2);
rgb_matrix_set_color(LED_L2, RGB_ORANGE2);
rgb_matrix_set_color(LED_N, RGB_ORANGE2);
rgb_matrix_set_color(LED_FN, RGB_ORANGE2);
}
#else
if (IS_HOST_LED_ON(USB_LED_NUM_LOCK)) { // Normal, on if NUM lock is ON
rgb_matrix_set_color(LED_GRV, RGB_ORANGE2);
rgb_matrix_set_color(LED_L1, RGB_ORANGE2);
rgb_matrix_set_color(LED_L2, RGB_ORANGE2);
rgb_matrix_set_color(LED_N, RGB_ORANGE2);
rgb_matrix_set_color(LED_FN, RGB_ORANGE2);
}
#endif // INVERT_NUMLOCK_INDICATOR
*/
// CapsLock RGB setup
if (IS_HOST_LED_ON(USB_LED_CAPS_LOCK)) {
if (user_config.rgb_hilite_caps) {
for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_LETTERS); i++) {
rgb_matrix_set_color(LED_LIST_LETTERS[i], RGB_CHARTREUSE);
}
rgb_matrix_set_color(LED_L7, RGB_CHARTREUSE);
rgb_matrix_set_color(LED_L8, RGB_CHARTREUSE);
rgb_matrix_set_color(LED_LSFT, RGB_CHARTREUSE);
}
else {
rgb_matrix_set_color(LED_L7, RGB_CHARTREUSE);
rgb_matrix_set_color(LED_L8, RGB_CHARTREUSE);
rgb_matrix_set_color(LED_LSFT, RGB_CHARTREUSE);
}
}
// Winkey disabled (gaming) mode RGB setup
if (keymap_config.no_gui) {
rgb_matrix_set_color(LED_LWIN, RGB_RED); //light up Winkey red when disabled
rgb_matrix_set_color(LED_W, RGB_CHARTREUSE); //light up gaming keys with WSAD higlighted
rgb_matrix_set_color(LED_S, RGB_CHARTREUSE);
rgb_matrix_set_color(LED_A, RGB_CHARTREUSE);
rgb_matrix_set_color(LED_D, RGB_CHARTREUSE);
rgb_matrix_set_color(LED_Q, RGB_ORANGE2);
rgb_matrix_set_color(LED_E, RGB_ORANGE2);
rgb_matrix_set_color(LED_R, RGB_ORANGE2);
rgb_matrix_set_color(LED_TAB, RGB_ORANGE2);
rgb_matrix_set_color(LED_F, RGB_ORANGE2);
rgb_matrix_set_color(LED_Z, RGB_ORANGE2);
rgb_matrix_set_color(LED_X, RGB_ORANGE2);
rgb_matrix_set_color(LED_C, RGB_ORANGE2);
rgb_matrix_set_color(LED_V, RGB_ORANGE2);
rgb_matrix_set_color(LED_SPC, RGB_ORANGE2);
rgb_matrix_set_color(LED_LCTL, RGB_ORANGE2);
rgb_matrix_set_color(LED_LSFT, RGB_ORANGE2);
}
// Fn selector mode RGB setup
switch (get_highest_layer(layer_state)) { // special handling per layer
case _FN1: // on Fn layer select what the encoder does when pressed
rgb_matrix_set_color(LED_FN, RGB_RED); //FN key
//NEW RGB LIGHTING TO RING KEYBOARD ON FN LAYER ACTIVATION:
for (uint8_t j = 0; j < ARRAYSIZE(LED_LIST_FUNCROW); j++) {
rgb_matrix_set_color(LED_LIST_FUNCROW[j], RGB_RED);
}
rgb_matrix_set_color(LED_LCTL, RGB_RED);
rgb_matrix_set_color(LED_LALT, RGB_RED);
rgb_matrix_set_color(LED_SPC, RGB_RED);
rgb_matrix_set_color(LED_LWIN, RGB_RED);
//rgb_matrix_set_color(LED_RALT, RGB_RED);
rgb_matrix_set_color(LED_FN, RGB_OFFBLUE);
//rgb_matrix_set_color(LED_RCTL, RGB_RED);
rgb_matrix_set_color(LED_BSLS, RGB_RED);
rgb_matrix_set_color(LED_L1, RGB_RED);
rgb_matrix_set_color(LED_L2, RGB_RED);
rgb_matrix_set_color(LED_L3, RGB_RED);
rgb_matrix_set_color(LED_L4, RGB_RED);
rgb_matrix_set_color(LED_L5, RGB_RED);
rgb_matrix_set_color(LED_L6, RGB_RED);
rgb_matrix_set_color(LED_L7, RGB_RED);
rgb_matrix_set_color(LED_L8, RGB_RED);
rgb_matrix_set_color(LED_DOWN, RGB_RED);
rgb_matrix_set_color(LED_LEFT, RGB_RED);
rgb_matrix_set_color(LED_RIGHT, RGB_RED);
rgb_matrix_set_color(LED_R1, RGB_RED);
rgb_matrix_set_color(LED_R2, RGB_RED);
rgb_matrix_set_color(LED_R3, RGB_RED);
rgb_matrix_set_color(LED_R4, RGB_RED);
rgb_matrix_set_color(LED_R5, RGB_RED);
rgb_matrix_set_color(LED_R6, RGB_RED);
rgb_matrix_set_color(LED_R7, RGB_RED);
rgb_matrix_set_color(LED_R8, RGB_RED);
rgb_matrix_set_color(LED_MINS, RGB_OFFBLUE);
rgb_matrix_set_color(LED_EQL, RGB_OFFBLUE);
// 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 (!IS_HOST_LED_ON(USB_LED_NUM_LOCK)) { // on if NUM lock is OFF to bring attention to overlay numpad not functional when enabled
rgb_matrix_set_color(LED_N, RGB_ORANGE2);
}
#else
if (IS_HOST_LED_ON(USB_LED_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 (!IS_HOST_LED_ON(USB_LED_NUM_LOCK)) { // on if NUM lock is OFF to bring attention to overlay numpad not functional when enabled
rgb_matrix_set_color(LED_N, RGB_ORANGE2);
}
#else
if (IS_HOST_LED_ON(USB_LED_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;
}
}
#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
}