mirror of
https://github.com/qmk/qmk_firmware.git
synced 2024-12-18 07:33:26 +00:00
9632360caa
* 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>
710 lines
33 KiB
C
710 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_SLCK, 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_NLCK, _______, _______, 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_SLCK, 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_NLCK, _______, _______, 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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void 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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// Scroll Lock RGB setup
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if (IS_HOST_LED_ON(USB_LED_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 (!IS_HOST_LED_ON(USB_LED_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 (IS_HOST_LED_ON(USB_LED_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 (IS_HOST_LED_ON(USB_LED_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);
|
|
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
|
|
} |