keymap.c 12 KB

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  1. /* Copyright 2015-2017 Jack Humbert
  2. *
  3. * This program is free software: you can redistribute it and/or modify
  4. * it under the terms of the GNU General Public License as published by
  5. * the Free Software Foundation, either version 2 of the License, or
  6. * (at your option) any later version.
  7. *
  8. * This program is distributed in the hope that it will be useful,
  9. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  10. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  11. * GNU General Public License for more details.
  12. *
  13. * You should have received a copy of the GNU General Public License
  14. * along with this program. If not, see <http://www.gnu.org/licenses/>.
  15. */
  16. #include QMK_KEYBOARD_H
  17. extern keymap_config_t keymap_config;
  18. bool isGame = false;
  19. bool isMusic = false;
  20. enum planck_layers {
  21. _COLEMAK,
  22. _GAME,
  23. _MUSIC,
  24. _LOWER,
  25. _RAISE,
  26. _ADJUST,
  27. };
  28. enum planck_keycodes {
  29. COLEMAK = SAFE_RANGE,
  30. GCTOGG,
  31. MCTOGG,
  32. LOWER,
  33. RAISE,
  34. LENNY,
  35. COMMENTHEAD,
  36. RICKANDMORT,
  37. MARIO,
  38. MARIOE,
  39. OVERWATCH,
  40. DOOM,
  41. DISNEY,
  42. NUMBERONE,
  43. CABBAGE,
  44. OLDSPICE,
  45. };
  46. enum {
  47. TD_SPC_ENT = 0,
  48. TD_ESC_CAPS
  49. };
  50. qk_tap_dance_action_t tap_dance_actions[] = {
  51. [TD_SPC_ENT] = ACTION_TAP_DANCE_DOUBLE(KC_SPC, KC_ENT),
  52. [TD_ESC_CAPS] = ACTION_TAP_DANCE_DOUBLE(KC_ESC, KC_CAPS)
  53. };
  54. const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
  55. /* Colemak
  56. * ,-----------------------------------------------------------------------------------.
  57. * | Tab | Q | W | F | P | G | J | L | U | Y | ; | = |
  58. * |------+------+------+------+------+-------------+------+------+------+------+------|
  59. * | Esc | A | R | S | T | D | H | N | E | I | O | " |
  60. * |------+------+------+------+------+------|------+------+------+------+------+------|
  61. * | Shift| Z | X | C | V | B | K | M | , | . | / | - |
  62. * |------+------+------+------+------+------+------+------+------+------+------+------|
  63. * | Ctrl | GUI | Alt |lenny |Lower | shift|space |Raise | macro|macro2|macro3|QWERTY|
  64. * `-----------------------------------------------------------------------------------'
  65. */
  66. [_COLEMAK] = LAYOUT_planck_grid(
  67. KC_TAB, KC_Q, KC_W, KC_F, KC_P, KC_G, KC_J, KC_L, KC_U, KC_Y, KC_SCLN, KC_EQL,
  68. KC_ESC, KC_A, KC_R, KC_S, KC_T, KC_D, KC_H, KC_N, KC_E, KC_I, KC_O, KC_QUOT,
  69. KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_K, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_MINS,
  70. KC_LCTL, KC_LGUI, KC_LALT, LENNY, LOWER, RSFT_T(KC_BSPC), TD(TD_SPC_ENT), RAISE, COMMENTHEAD, RICKANDMORT, KC_LEFT, KC_RGHT
  71. ),
  72. /* Lower
  73. * ,-----------------------------------------------------------------------------------.
  74. * | | | | [ | ] | | ( | ) | { | } | | + |
  75. * |------+------+------+------+------+-------------+------+------+------+------+------|
  76. * | Del | F1 | F2 | F3 | F4 | F5 | F6 | left | down | up | right| | |
  77. * |------+------+------+------+------+------|------+------+------+------+------+------|
  78. * | | F7 | F8 | F9 | F10 | F11 | F12 | | | | | _ |
  79. * |------+------+------+------+------+------+------+------+------+------+------+------|
  80. * | | | | | | | | Next | Vol- | Vol+ | Play |
  81. * `-----------------------------------------------------------------------------------'
  82. */
  83. [_LOWER] = LAYOUT_planck_grid(
  84. _______, _______, _______, KC_LBRC, KC_RBRC, _______, KC_LPRN, KC_RPRN, KC_LCBR, KC_RCBR, _______, S(KC_EQL),
  85. KC_DEL, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_LEFT, KC_DOWN, KC_UP, KC_RGHT, KC_PIPE,
  86. _______, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, _______, _______, _______, _______, KC_UNDS,
  87. _______, _______, _______, _______, _______, _______, _______, _______, KC_MNXT, KC_VOLD, KC_VOLU, KC_MPLY
  88. ),
  89. /* Raise
  90. * ,-----------------------------------------------------------------------------------.
  91. * | ` | ! | @ | # | $ | % | ^ | & | * | ( | ) | DEL |
  92. * |------+------+------+------+------+-------------+------+------+------+------+------|
  93. * | ~ | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | \ |
  94. * |------+------+------+------+------+------|------+------+------+------+------+------|
  95. * | | | | | | | | | | | | |
  96. * |------+------+------+------+------+------+------+------+------+------+------+------|
  97. * | | | | | | | | | bl- | bl+ | GCTG |
  98. * `-----------------------------------------------------------------------------------'
  99. */
  100. [_RAISE] = LAYOUT_planck_grid(
  101. KC_GRV, KC_EXLM, KC_AT, KC_HASH, KC_DLR, KC_PERC, KC_CIRC, KC_AMPR, KC_ASTR, KC_LPRN, KC_RPRN, KC_DEL,
  102. KC_TILD, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_BSLS,
  103. _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
  104. _______, _______, _______, _______, _______, _______, _______, _______, _______, BL_DEC, MCTOGG, GCTOGG
  105. ),
  106. /* Adjust (Lower + Raise)
  107. * ,-----------------------------------------------------------------------------------.
  108. * | | Reset| | | | | | | | | | Del |
  109. * |------+------+------+------+------+-------------+------+------+------+------+------|
  110. * | | | |Aud on|Audoff|AGnorm|AGswap|Qwerty|Colemk|Dvorak|Plover| |
  111. * |------+------+------+------+------+------|------+------+------+------+------+------|
  112. * | |Voice-|Voice+|Mus on|Musoff|MIDIon|MIDIof| | | | | |
  113. * |------+------+------+------+------+------+------+------+------+------+------+------|
  114. * | | | | | | | | | | | |
  115. * `-----------------------------------------------------------------------------------'
  116. */
  117. [_ADJUST] = LAYOUT_planck_grid(
  118. _______, RESET, DEBUG, RGB_TOG, RGB_MOD, RGB_HUI, RGB_HUD, RGB_SAI, RGB_SAD, RGB_VAI, RGB_VAD, KC_DEL ,
  119. _______, _______, MU_MOD, AU_ON, AU_OFF, AG_NORM, AG_SWAP, _______, COLEMAK, _______, _______, _______,
  120. _______, MUV_DE, MUV_IN, MU_ON, MU_OFF, _______, _______, TERM_ON, TERM_OFF, _______, _______, _______,
  121. _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______
  122. ),
  123. [_GAME] = LAYOUT_planck_grid(
  124. KC_TAB, KC_Q, KC_W, KC_F, KC_P, KC_G, KC_J, KC_L, KC_U, KC_Y, KC_SCLN, KC_EQL,
  125. KC_ESC, KC_A, KC_R, KC_S, KC_T, KC_D, KC_H, KC_N, KC_E, KC_I, KC_O, KC_QUOT,
  126. KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_K, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_MINS,
  127. KC_LCTL, RAISE, KC_LALT, LOWER, KC_SPC, RSFT_T(KC_BSPC), TD(TD_SPC_ENT), RAISE, KC_LEFT, KC_DOWN, KC_UP, KC_RIGHT
  128. ),
  129. [_MUSIC] = LAYOUT_planck_grid(
  130. MARIO, MARIOE, OVERWATCH, DOOM, DISNEY, NUMBERONE, CABBAGE, OLDSPICE, _______, _______, _______, _______,
  131. _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
  132. _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
  133. _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______
  134. )
  135. };
  136. #ifdef AUDIO_ENABLE
  137. float guitar[][2] = SONG(GUITAR_SOUND);
  138. float mario[][2] = SONG(MARIO_THEME);
  139. float marioe[][2] = SONG(MARIO_GAMEOVER);
  140. float overwatch[][2] = SONG(OVERWATCH_THEME);
  141. float doom[][2] = SONG(E1M1_DOOM);
  142. float disney[][2] = SONG(DISNEY_SONG);
  143. float numberone[][2] = SONG(NUMBER_ONE);
  144. float cabbage[][2] = SONG(CABBAGE_SONG);
  145. float oldspice[][2] = SONG(OLD_SPICE);
  146. #endif
  147. void setLayer(int layer) {
  148. if (layer == _COLEMAK) {
  149. #ifdef AUDIO_ENABLE
  150. stop_all_notes();
  151. PLAY_SONG(marioe);
  152. #endif
  153. set_single_persistent_default_layer(_COLEMAK);
  154. #ifdef BACKLIGHT_ENABLE
  155. backlight_set(0);
  156. #endif
  157. } else if (layer == _GAME) {
  158. #ifdef AUDIO_ENABLE
  159. stop_all_notes();
  160. PLAY_SONG(mario);
  161. #endif
  162. set_single_persistent_default_layer(_GAME);
  163. #ifdef BACKLIGHT_ENABLE
  164. backlight_set(15);
  165. #endif
  166. } else if (layer == _MUSIC) {
  167. #ifdef AUDIO_ENABLE
  168. stop_all_notes();
  169. PLAY_SONG(guitar);
  170. #endif
  171. set_single_persistent_default_layer(_MUSIC);
  172. #ifdef BACKLIGHT_ENABLE
  173. backlight_set(1);
  174. #endif
  175. }
  176. }
  177. bool process_record_user(uint16_t keycode, keyrecord_t *record) {
  178. switch (keycode) {
  179. case COLEMAK:
  180. if (record->event.pressed) {
  181. set_single_persistent_default_layer(_COLEMAK);
  182. #ifdef BACKLIGHT_ENABLE
  183. backlight_set(0);
  184. #endif
  185. }
  186. return false;
  187. break;
  188. case GCTOGG:
  189. if (record->event.pressed) {
  190. if (isGame) {
  191. if (isMusic)
  192. setLayer(_MUSIC);
  193. else
  194. setLayer(_COLEMAK);
  195. isGame = false;
  196. } else {
  197. setLayer(_GAME);
  198. isGame = true;
  199. }
  200. }
  201. return false;
  202. break;
  203. case MCTOGG:
  204. if (record->event.pressed) {
  205. if (isMusic) {
  206. if (isGame)
  207. setLayer(_GAME);
  208. else
  209. setLayer(_COLEMAK);
  210. isMusic = false;
  211. } else {
  212. setLayer(_MUSIC);
  213. isMusic = true;
  214. }
  215. }
  216. return false;
  217. break;
  218. case LOWER:
  219. if (record->event.pressed) {
  220. layer_on(_LOWER);
  221. update_tri_layer(_LOWER, _RAISE, _ADJUST);
  222. } else {
  223. layer_off(_LOWER);
  224. update_tri_layer(_LOWER, _RAISE, _ADJUST);
  225. }
  226. return false;
  227. break;
  228. case RAISE:
  229. if (record->event.pressed) {
  230. layer_on(_RAISE);
  231. update_tri_layer(_LOWER, _RAISE, _ADJUST);
  232. } else {
  233. layer_off(_RAISE);
  234. update_tri_layer(_LOWER, _RAISE, _ADJUST);
  235. }
  236. return false;
  237. break;
  238. case LENNY:
  239. if (record->event.pressed) {
  240. SEND_STRING("()");
  241. }
  242. return false; break;
  243. case COMMENTHEAD:
  244. if (record->event.pressed) {
  245. SEND_STRING("// ---------------------------------------------------------------");
  246. }
  247. return false; break;
  248. case RICKANDMORT:
  249. if (record->event.pressed) {
  250. SEND_STRING("// ***************************************************************");
  251. }
  252. return false; break;
  253. case MARIO:
  254. if(record->event.pressed) {
  255. #ifdef AUDIO_ENABLE
  256. PLAY_SONG(mario);
  257. #endif
  258. }
  259. return false; break;
  260. case MARIOE:
  261. if(record->event.pressed) {
  262. #ifdef AUDIO_ENABLE
  263. PLAY_SONG(marioe);
  264. #endif
  265. }
  266. return false; break;
  267. case OVERWATCH:
  268. if(record->event.pressed) {
  269. #ifdef AUDIO_ENABLE
  270. PLAY_SONG(overwatch);
  271. #endif
  272. }
  273. return false; break;
  274. case DOOM:
  275. if(record->event.pressed) {
  276. #ifdef AUDIO_ENABLE
  277. PLAY_SONG(doom);
  278. #endif
  279. }
  280. return false; break;
  281. case DISNEY:
  282. if(record->event.pressed) {
  283. #ifdef AUDIO_ENABLE
  284. PLAY_SONG(disney);
  285. #endif
  286. }
  287. return false; break;
  288. case NUMBERONE:
  289. if(record->event.pressed) {
  290. #ifdef AUDIO_ENABLE
  291. PLAY_SONG(numberone);
  292. #endif
  293. }
  294. return false; break;
  295. case CABBAGE:
  296. if(record->event.pressed) {
  297. #ifdef AUDIO_ENABLE
  298. PLAY_SONG(cabbage);
  299. #endif
  300. }
  301. return false; break;
  302. case OLDSPICE:
  303. if(record->event.pressed) {
  304. #ifdef AUDIO_ENABLE
  305. PLAY_SONG(oldspice);
  306. #endif
  307. }
  308. return false; break;
  309. }
  310. return true;
  311. }
  312. void matrix_init_user(void) {
  313. set_single_persistent_default_layer(_COLEMAK);
  314. isGame = false;
  315. #ifdef BACKLIGHT_ENABLE
  316. backlight_level(0);
  317. #endif
  318. }