mirror of https://github.com/qmk/qmk_firmware
634 lines
18 KiB
C
634 lines
18 KiB
C
#include "bbaserdem.h"
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/*---------------*\
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|*-----MOUSE-----*|
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\*---------------*/
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#ifdef MOUSEKEY_ENABLE
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#include "mousekey.h"
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#endif
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/*-------------*\
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|*-----RGB-----*|
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\*-------------*/
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#ifdef RGBLIGHT_ENABLE
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#include "rgblight.h"
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#endif
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/*-------------*\
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|*---UNICODE---*|
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\*-------------*/
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#ifdef UNICODE_ENABLE
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#endif
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/*-----------------*\
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|*-----SECRETS-----*|
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\*-----------------*/
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// Enabled by adding a non-tracked secrets.h to this dir.
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#if (__has_include("secrets.h"))
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#include "secrets.h"
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#endif
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/*---------------*\
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|*-----MUSIC-----*|
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\*---------------*/
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#ifdef AUDIO_ENABLE
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float tone_game[][2] = SONG(ZELDA_PUZZLE);
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float tone_return[][2] = SONG(ZELDA_TREASURE);
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float tone_linux[][2] = SONG(UNICODE_LINUX);
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float tone_windows[][2] = SONG(UNICODE_WINDOWS);
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#endif
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/*-------------------*\
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|*-----TAP-DANCE-----*|
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\*-------------------*/
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#ifdef TAP_DANCE_ENABLE
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qk_tap_dance_action_t tap_dance_actions[] = {
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// Shift on double tap of semicolon
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[SCL] = ACTION_TAP_DANCE_DOUBLE( KC_SCLN, KC_COLN )
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};
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#endif
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/* In keymaps, instead of writing _user functions, write _keymap functions
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* The __attribute__((weak)) allows for empty definitions here, and during
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* compilation, if these functions are defined elsewhere, they are written
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* over. This allows to include custom code from keymaps in the generic code
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* in this file.
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*/
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__attribute__ ((weak)) void matrix_init_keymap(void) { }
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__attribute__ ((weak)) void matrix_scan_keymap(void) { }
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__attribute__ ((weak)) bool process_record_keymap(uint16_t keycode, keyrecord_t *record) {
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return true;
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}
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__attribute__ ((weak)) uint32_t layer_state_set_keymap (uint32_t state) {
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return state;
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}
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__attribute__ ((weak)) void led_set_keymap(uint8_t usb_led) { }
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/* ----------------------- *\
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* -----RGB Functions----- *
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\* ----------------------- */
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#ifdef RGBLIGHT_ENABLE
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// Storage variables
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extern rgblight_config_t rgblight_config;
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bool base_sta; // Keeps track if in saveable state
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bool base_tog; // Whether base state is active or not
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int base_hue; // Hue value of base state
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int base_sat; // Saturation value of base state
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int base_val; // Brightness value of base state
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uint8_t base_mod; // Animation mode of the base state
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// Save the current state of the rgb mode
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void rgblight_saveBase(void) {
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base_hue = rgblight_config.hue;
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base_sat = rgblight_config.sat;
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base_val = rgblight_config.val;
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base_mod = rgblight_config.mode;
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base_tog = rgblight_config.enable;
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base_sta = false; // If saving, that means base layer is being left
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}
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// Load the base state back
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void rgblight_loadBase(void) {
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// Don't do anything if not enabled
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if ( !base_sta ) {
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if ( base_tog ) {
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rgblight_enable();
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rgblight_mode( base_mod );
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rgblight_sethsv( base_hue, base_sat, base_val );
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} else {
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rgblight_disable();
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}
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}
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// Mark that base is loaded, and to be saved before leaving
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base_sta = true;
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}
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// Set to plain HSV color
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void rgblight_colorStatic( int hu, int sa, int va ) {
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// First, it must be enabled or color change is not written
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rgblight_enable();
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rgblight_mode(1);
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rgblight_sethsv(hu,sa,va);
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}
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/* HSV values
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* white ( 0, 0, 255)
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* red ( 0, 255, 255)
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* coral ( 16, 176, 255)
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* orange ( 39, 255, 255)
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* goldenrod ( 43, 218, 218)
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* gold ( 51, 255, 255)
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* yellow ( 60, 255, 255)
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* chartreuse ( 90, 255, 255)
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* green (120, 255, 255)
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* springgreen (150, 255, 255)
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* turquoise (174, 90, 112)
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* teal (180, 255, 128)
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* cyan (180, 255, 255)
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* azure (186, 102, 255)
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* blue (240, 255, 255)
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* purple (270, 255, 255)
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* magenta (300, 255, 255)
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* pink (330, 128, 255)
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*/
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// Set RGBLIGHT state depending on layer
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void rgblight_change( uint8_t this_layer ) {
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// Save state, if saving is requested
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if ( base_sta ) {
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rgblight_saveBase();
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}
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// Change RGB light
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switch ( this_layer ) {
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case _DV:
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// Load base layer
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rgblight_loadBase();
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break;
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case _AL:
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// Do yellow for alternate
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rgblight_colorStatic( 60,255,255);
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break;
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case _GA:
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// Do purple for game
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rgblight_colorStatic(285,255,255);
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break;
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case _NU:
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// Do azure for number
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rgblight_colorStatic(186,200,255);
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break;
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case _SE:
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// Do red for settings
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rgblight_colorStatic( 16,255,255);
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break;
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case _MO:
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// Do green for mouse
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rgblight_colorStatic(120,255,255);
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break;
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case _MU:
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// Do orange for music
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rgblight_colorStatic( 39,255,255);
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break;
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default:
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// Something went wrong
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rgblight_colorStatic( 0,255,255);
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break;
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}
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}
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#endif
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/*---------------------*\
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|*-----MATRIX INIT-----*|
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\*---------------------*/
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void matrix_init_user (void) {
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// Keymap specific things, do it first thing to allow for delays etc
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matrix_init_keymap();
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// Correct unicode
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#ifdef UNICODE_ENABLE
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set_unicode_input_mode(UC_LNX);
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#endif
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// Make beginning layer DVORAK
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set_single_persistent_default_layer(_DV);
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//--RGB light initialize base layer
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#ifdef RGBLIGHT_ENABLE
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// Base hue is white, and RGB disabled
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base_hue = 100;
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base_sat = 0;
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base_val = 255;
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base_mod = 2;
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base_tog = false;
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rgblight_enable();
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rgblight_mode(base_mod);
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rgblight_sethsv(base_hue,base_sat,base_val);
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rgblight_disable();
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rgblight_loadBase();
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#endif
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}
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/*---------------------*\
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|*-----MATRIX SCAN-----*|
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\*---------------------*/
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void matrix_scan_user (void) {
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// Keymap specific, do it first
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matrix_scan_keymap();
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}
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/*------------------*\
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|*-----KEYCODES-----*|
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\*------------------*/
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bool process_record_user(uint16_t keycode, keyrecord_t *record) {
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// Shift check
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bool is_capital = ( keyboard_report->mods & (MOD_BIT(KC_LSFT)|MOD_BIT(KC_RSFT)) );
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static bool lock_flag = false;
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uint8_t layer = biton32 (layer_state);
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switch (keycode) {
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// Secrets implementation
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#if (__has_include("secrets.h"))
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case SECRET1:
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if( !record->event.pressed ) {
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send_string_P( secret[ keycode - SECRET1 ] );
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}
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return false;
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break;
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case SECRET2:
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if( !record->event.pressed ) {
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send_string_P( secret[ keycode - SECRET2 ] );
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}
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return false;
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break;
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case SECRET3:
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if( !record->event.pressed ) {
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send_string_P( secret[ keycode - SECRET3 ] );
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}
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return false;
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break;
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#endif
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// If these keys are pressed, load base layer config, and mark saving
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#ifdef RGBLIGHT_ENABLE
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case RGB_TOG:
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case RGB_MOD:
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case RGB_VAI:
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case RGB_VAD:
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case RGB_SAI:
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case RGB_SAD:
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case RGB_HUI:
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case RGB_HUD:
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if ( !base_sta ) {
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rgblight_loadBase();
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}
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return true;
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break;
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#endif
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// Lock functionality: These layers are locked if the LOCKED buttons are
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// pressed. Otherwise, they are momentary toggles
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case K_LOCK:
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if (record->event.pressed) {
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lock_flag = !lock_flag;
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}
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return false;
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break;
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case K_MOUSE:
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if (record->event.pressed) {
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layer_on(_MO);
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lock_flag = false;
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} else {
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if ( lock_flag ) {
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lock_flag = false;
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} else {
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layer_off(_MO);
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}
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}
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return false;
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break;
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case K_NUMBR:
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if (record->event.pressed) {
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layer_on(_NU);
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lock_flag = false;
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} else {
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if ( lock_flag ) {
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lock_flag = false;
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} else {
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layer_off(_NU);
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}
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}
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return false;
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break;
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// Layer switches with sound
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case K_GAMES:
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if (record->event.pressed) {
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// On press, turn off layer if active
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if ( layer == _GA ) {
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#ifdef AUDIO_ENABLE
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stop_all_notes();
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PLAY_SONG(tone_return);
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#endif
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layer_off(_GA);
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}
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} else {
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// After click, turn on layer if accessed from setting
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if ( layer == _SE ) {
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#ifdef AUDIO_ENABLE
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stop_all_notes();
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PLAY_SONG(tone_game);
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#endif
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layer_on(_GA);
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layer_off(_SE);
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}
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}
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return false;
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break;
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case MU_TOG:
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if (record->event.pressed) {
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// On press, turn off layer if active
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if ( layer == _SE ) {
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layer_off(_SE);
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layer_on(_MU);
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} else {
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layer_off(_MU);
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}
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}
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return true;
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break;
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//------UNICODE
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// Unicode switches with sound
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#ifdef UNICODE_ENABLE
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case UNI_LI:
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if (record->event.pressed) {
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#ifdef AUDIO_ENABLE
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stop_all_notes();
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PLAY_SONG(tone_linux);
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#endif
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set_unicode_input_mode(UC_LNX);
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}
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return false;
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break;
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case UNI_WN:
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if (record->event.pressed) {
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#ifdef AUDIO_ENABLE
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stop_all_notes();
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PLAY_SONG(tone_windows);
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#endif
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set_unicode_input_mode(UC_WIN);
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}
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return false;
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break;
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// Turkish letters, with capital functionality
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case TUR_A:
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if (record->event.pressed) {
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if ( is_capital ) {
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unicode_input_start();
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register_hex(0x00c2);
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unicode_input_finish();
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} else {
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unicode_input_start();
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register_hex(0x00e2);
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unicode_input_finish();
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}
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}
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return false;
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break;
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case TUR_O:
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if (record->event.pressed) {
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if ( is_capital ) {
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unicode_input_start();
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register_hex(0x00d6);
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unicode_input_finish();
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} else {
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unicode_input_start();
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register_hex(0x00f6);
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unicode_input_finish();
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}
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}
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return false;
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break;
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case TUR_U:
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if (record->event.pressed) {
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if ( is_capital ) {
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unicode_input_start();
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register_hex(0x00dc);
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unicode_input_finish();
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} else {
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unicode_input_start();
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register_hex(0x00fc);
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unicode_input_finish();
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}
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}
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return false;
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break;
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case TUR_I:
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if (record->event.pressed) {
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if ( is_capital ) {
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unicode_input_start();
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register_hex(0x0130);
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unicode_input_finish();
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} else {
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unicode_input_start();
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register_hex(0x0131);
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unicode_input_finish();
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}
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}
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return false;
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break;
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case TUR_G:
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if (record->event.pressed) {
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if ( is_capital ) {
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unicode_input_start();
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register_hex(0x011e);
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unicode_input_finish();
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} else {
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unicode_input_start();
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register_hex(0x011f);
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unicode_input_finish();
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}
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}
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return false;
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break;
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case TUR_C:
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if (record->event.pressed) {
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if ( is_capital ) {
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unicode_input_start();
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register_hex(0x00c7);
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unicode_input_finish();
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} else {
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unicode_input_start();
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register_hex(0x00e7);
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unicode_input_finish();
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}
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}
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return false;
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break;
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case TUR_S:
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if (record->event.pressed) {
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if ( is_capital ) {
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unicode_input_start();
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register_hex(0x015e);
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unicode_input_finish();
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} else {
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unicode_input_start();
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register_hex(0x015f);
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unicode_input_finish();
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}
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}
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return false;
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break;
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#endif
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//-------Diagonal mouse movements
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#ifdef MOUSEKEY_ENABLE
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case MO_NE:
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if( record->event.pressed ) {
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mousekey_on(MO_N);
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mousekey_on(MO_E);
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mousekey_send();
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} else {
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mousekey_off(MO_N);
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mousekey_off(MO_E);
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mousekey_send();
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}
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return false;
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break;
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case MO_NW:
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if( record->event.pressed ) {
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mousekey_on(MO_N);
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mousekey_on(MO_W);
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mousekey_send();
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} else {
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mousekey_off(MO_N);
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mousekey_off(MO_W);
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mousekey_send();
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}
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return false;
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break;
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case MO_SE:
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if( record->event.pressed ) {
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mousekey_on(MO_S);
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mousekey_on(MO_E);
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mousekey_send();
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} else {
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mousekey_off(MO_S);
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mousekey_off(MO_E);
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mousekey_send();
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}
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return false;
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break;
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case MO_SW:
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if( record->event.pressed ) {
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mousekey_on(MO_S);
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mousekey_on(MO_W);
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mousekey_send();
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} else {
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mousekey_off(MO_S);
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mousekey_off(MO_W);
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mousekey_send();
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}
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return false;
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break;
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case MO_S_NE:
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if( record->event.pressed ) {
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mousekey_on(MO_S_N);
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mousekey_on(MO_S_E);
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mousekey_send();
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} else {
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mousekey_off(MO_S_N);
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mousekey_off(MO_S_E);
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mousekey_send();
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}
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return false;
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break;
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case MO_S_NW:
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if( record->event.pressed ) {
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mousekey_on(MO_S_N);
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mousekey_on(MO_S_W);
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mousekey_send();
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} else {
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mousekey_off(MO_S_N);
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mousekey_off(MO_S_W);
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mousekey_send();
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}
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return false;
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break;
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case MO_S_SE:
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if( record->event.pressed ) {
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mousekey_on(MO_S_S);
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mousekey_on(MO_S_E);
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mousekey_send();
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} else {
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mousekey_off(MO_S_S);
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mousekey_off(MO_S_E);
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mousekey_send();
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}
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return false;
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break;
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case MO_S_SW:
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if( record->event.pressed ) {
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mousekey_on(MO_S_S);
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mousekey_on(MO_S_W);
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mousekey_send();
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} else {
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mousekey_off(MO_S_S);
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mousekey_off(MO_S_W);
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mousekey_send();
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}
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return false;
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break;
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#endif
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//------DOUBLE PRESS, with added left navigation
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case DBL_SPC:
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if( record->event.pressed ) {
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SEND_STRING(" "SS_TAP(X_LEFT));
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}
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return false;
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break;
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case DBL_ANG:
|
|
if( record->event.pressed ) {
|
|
SEND_STRING("<>"SS_TAP(X_LEFT));
|
|
}
|
|
return false;
|
|
break;
|
|
case DBL_PAR:
|
|
if( record->event.pressed ) {
|
|
SEND_STRING("()"SS_TAP(X_LEFT));
|
|
}
|
|
return false;
|
|
break;
|
|
case DBL_SQR:
|
|
if( record->event.pressed ) {
|
|
SEND_STRING("[]"SS_TAP(X_LEFT));
|
|
}
|
|
return false;
|
|
break;
|
|
case DBL_BRC:
|
|
if( record->event.pressed ) {
|
|
SEND_STRING("{}"SS_TAP(X_LEFT));
|
|
}
|
|
return false;
|
|
break;
|
|
case DBL_QUO:
|
|
if( record->event.pressed ) {
|
|
SEND_STRING("\'\'"SS_TAP(X_LEFT));
|
|
}
|
|
return false;
|
|
break;
|
|
case DBL_DQT:
|
|
if( record->event.pressed ) {
|
|
SEND_STRING("\"\""SS_TAP(X_LEFT));
|
|
}
|
|
return false;
|
|
break;
|
|
case DBL_GRV:
|
|
if( record->event.pressed ) {
|
|
SEND_STRING("``"SS_TAP(X_LEFT));
|
|
}
|
|
return false;
|
|
break;
|
|
// END OF KEYCODES
|
|
}
|
|
return process_record_keymap(keycode, record);
|
|
}
|
|
|
|
/*----------------------*\
|
|
|*-----LAYER CHANGE-----*|
|
|
\*----------------------*/
|
|
|
|
uint32_t layer_state_set_user(uint32_t state) {
|
|
|
|
state = layer_state_set_keymap (state);
|
|
#ifdef RGBLIGHT_ENABLE
|
|
// Change RGB lighting depending on the last layer activated
|
|
rgblight_change( biton32(state) );
|
|
#endif
|
|
return state;
|
|
}
|