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 "planck.h"
  17. #include "action_layer.h"
  18. extern keymap_config_t keymap_config;
  19. bool isGame = false;
  20. bool isMusic = false;
  21. enum planck_layers {
  22. _COLEMAK,
  23. _GAME,
  24. _MUSIC,
  25. _LOWER,
  26. _RAISE,
  27. _ADJUST,
  28. };
  29. enum planck_keycodes {
  30. COLEMAK = SAFE_RANGE,
  31. GCTOGG,
  32. MCTOGG,
  33. LOWER,
  34. RAISE,
  35. LENNY,
  36. COMMENTHEAD,
  37. RICKANDMORT,
  38. MARIO,
  39. MARIOE,
  40. OVERWATCH,
  41. DOOM,
  42. DISNEY,
  43. NUMBERONE,
  44. CABBAGE,
  45. OLDSPICE,
  46. };
  47. enum {
  48. TD_SPC_ENT = 0,
  49. TD_ESC_CAPS
  50. };
  51. qk_tap_dance_action_t tap_dance_actions[] = {
  52. [TD_SPC_ENT] = ACTION_TAP_DANCE_DOUBLE(KC_SPC, KC_ENT),
  53. [TD_ESC_CAPS] = ACTION_TAP_DANCE_DOUBLE(KC_ESC, KC_CAPS)
  54. };
  55. const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
  56. /* Colemak
  57. * ,-----------------------------------------------------------------------------------.
  58. * | Tab | Q | W | F | P | G | J | L | U | Y | ; | = |
  59. * |------+------+------+------+------+-------------+------+------+------+------+------|
  60. * | Esc | A | R | S | T | D | H | N | E | I | O | " |
  61. * |------+------+------+------+------+------|------+------+------+------+------+------|
  62. * | Shift| Z | X | C | V | B | K | M | , | . | / | - |
  63. * |------+------+------+------+------+------+------+------+------+------+------+------|
  64. * | Ctrl | GUI | Alt |lenny |Lower | shift|space |Raise | macro|macro2|macro3|QWERTY|
  65. * `-----------------------------------------------------------------------------------'
  66. */
  67. [_COLEMAK] = {
  68. {KC_TAB, KC_Q, KC_W, KC_F, KC_P, KC_G, KC_J, KC_L, KC_U, KC_Y, KC_SCLN, KC_EQL},
  69. {KC_ESC, KC_A, KC_R, KC_S, KC_T, KC_D, KC_H, KC_N, KC_E, KC_I, KC_O, KC_QUOT},
  70. {KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_K, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_MINS},
  71. {KC_LCTL, KC_LGUI, KC_LALT, LENNY, LOWER, RSFT_T(KC_BSPC), TD(TD_SPC_ENT), RAISE, COMMENTHEAD, RICKANDMORT, KC_LEFT, KC_RGHT}
  72. },
  73. /* Lower
  74. * ,-----------------------------------------------------------------------------------.
  75. * | | | | [ | ] | | ( | ) | { | } | | + |
  76. * |------+------+------+------+------+-------------+------+------+------+------+------|
  77. * | Del | F1 | F2 | F3 | F4 | F5 | F6 | left | down | up | right| | |
  78. * |------+------+------+------+------+------|------+------+------+------+------+------|
  79. * | | F7 | F8 | F9 | F10 | F11 | F12 | | | | | _ |
  80. * |------+------+------+------+------+------+------+------+------+------+------+------|
  81. * | | | | | | | | Next | Vol- | Vol+ | Play |
  82. * `-----------------------------------------------------------------------------------'
  83. */
  84. [_LOWER] = {
  85. {_______, _______, _______, KC_LBRC, KC_RBRC, _______, KC_LPRN, KC_RPRN, KC_LCBR, KC_RCBR, _______, S(KC_EQL)},
  86. {KC_DEL, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_LEFT, KC_DOWN, KC_UP, KC_RGHT, KC_PIPE},
  87. {_______, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, _______, _______, _______, _______, KC_UNDS},
  88. {_______, _______, _______, _______, _______, _______, _______, _______, KC_MNXT, KC_VOLD, KC_VOLU, KC_MPLY}
  89. },
  90. /* Raise
  91. * ,-----------------------------------------------------------------------------------.
  92. * | ` | ! | @ | # | $ | % | ^ | & | * | ( | ) | DEL |
  93. * |------+------+------+------+------+-------------+------+------+------+------+------|
  94. * | ~ | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | \ |
  95. * |------+------+------+------+------+------|------+------+------+------+------+------|
  96. * | | | | | | | | | | | | |
  97. * |------+------+------+------+------+------+------+------+------+------+------+------|
  98. * | | | | | | | | | bl- | bl+ | GCTG |
  99. * `-----------------------------------------------------------------------------------'
  100. */
  101. [_RAISE] = {
  102. {KC_GRV, KC_EXLM, KC_AT, KC_HASH, KC_DLR, KC_PERC, KC_CIRC, KC_AMPR, KC_ASTR, KC_LPRN, KC_RPRN, KC_DEL},
  103. {KC_TILD, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_BSLS},
  104. {_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______},
  105. {_______, _______, _______, _______, _______, _______, _______, _______, _______, BL_DEC, MCTOGG, GCTOGG}
  106. },
  107. /* Adjust (Lower + Raise)
  108. * ,-----------------------------------------------------------------------------------.
  109. * | | Reset| | | | | | | | | | Del |
  110. * |------+------+------+------+------+-------------+------+------+------+------+------|
  111. * | | | |Aud on|Audoff|AGnorm|AGswap|Qwerty|Colemk|Dvorak|Plover| |
  112. * |------+------+------+------+------+------|------+------+------+------+------+------|
  113. * | |Voice-|Voice+|Mus on|Musoff|MIDIon|MIDIof| | | | | |
  114. * |------+------+------+------+------+------+------+------+------+------+------+------|
  115. * | | | | | | | | | | | |
  116. * `-----------------------------------------------------------------------------------'
  117. */
  118. [_ADJUST] = {
  119. {_______, RESET, DEBUG, RGB_TOG, RGB_MOD, RGB_HUI, RGB_HUD, RGB_SAI, RGB_SAD, RGB_VAI, RGB_VAD, KC_DEL },
  120. {_______, _______, MU_MOD, AU_ON, AU_OFF, AG_NORM, AG_SWAP, _______, COLEMAK, _______, _______, _______},
  121. {_______, MUV_DE, MUV_IN, MU_ON, MU_OFF, _______, _______, TERM_ON, TERM_OFF, _______, _______, _______},
  122. {_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______}
  123. },
  124. [_GAME] = {
  125. {KC_TAB, KC_Q, KC_W, KC_F, KC_P, KC_G, KC_J, KC_L, KC_U, KC_Y, KC_SCLN, KC_EQL},
  126. {KC_ESC, KC_A, KC_R, KC_S, KC_T, KC_D, KC_H, KC_N, KC_E, KC_I, KC_O, KC_QUOT},
  127. {KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_K, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_MINS},
  128. {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}
  129. },
  130. [_MUSIC] = {
  131. {MARIO, MARIOE, OVERWATCH, DOOM, DISNEY, NUMBERONE, CABBAGE, OLDSPICE, _______, _______, _______, _______},
  132. {_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______},
  133. {_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______},
  134. {_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______}
  135. }
  136. };
  137. #ifdef AUDIO_ENABLE
  138. float guitar[][2] = SONG(GUITAR_SOUND);
  139. float mario[][2] = SONG(MARIO_THEME);
  140. float marioe[][2] = SONG(MARIO_GAMEOVER);
  141. float overwatch[][2] = SONG(OVERWATCH_THEME);
  142. float doom[][2] = SONG(E1M1_DOOM);
  143. float disney[][2] = SONG(DISNEY_SONG);
  144. float numberone[][2] = SONG(NUMBER_ONE);
  145. float cabbage[][2] = SONG(CABBAGE_SONG);
  146. float oldspice[][2] = SONG(OLD_SPICE);
  147. #endif
  148. void setLayer(int layer) {
  149. if (layer == _COLEMAK) {
  150. #ifdef AUDIO_ENABLE
  151. stop_all_notes();
  152. PLAY_SONG(marioe);
  153. #endif
  154. set_single_persistent_default_layer(_COLEMAK);
  155. #ifdef BACKLIGHT_ENABLE
  156. backlight_set(0);
  157. #endif
  158. } else if (layer == _GAME) {
  159. #ifdef AUDIO_ENABLE
  160. stop_all_notes();
  161. PLAY_SONG(mario);
  162. #endif
  163. set_single_persistent_default_layer(_GAME);
  164. #ifdef BACKLIGHT_ENABLE
  165. backlight_set(15);
  166. #endif
  167. } else if (layer == _MUSIC) {
  168. #ifdef AUDIO_ENABLE
  169. stop_all_notes();
  170. PLAY_SONG(guitar);
  171. #endif
  172. set_single_persistent_default_layer(_MUSIC);
  173. #ifdef BACKLIGHT_ENABLE
  174. backlight_set(1);
  175. #endif
  176. }
  177. }
  178. bool process_record_user(uint16_t keycode, keyrecord_t *record) {
  179. switch (keycode) {
  180. case COLEMAK:
  181. if (record->event.pressed) {
  182. set_single_persistent_default_layer(_COLEMAK);
  183. #ifdef BACKLIGHT_ENABLE
  184. backlight_set(0);
  185. #endif
  186. }
  187. return false;
  188. break;
  189. case GCTOGG:
  190. if (record->event.pressed) {
  191. if (isGame) {
  192. if (isMusic)
  193. setLayer(_MUSIC);
  194. else
  195. setLayer(_COLEMAK);
  196. isGame = false;
  197. } else {
  198. setLayer(_GAME);
  199. isGame = true;
  200. }
  201. }
  202. return false;
  203. break;
  204. case MCTOGG:
  205. if (record->event.pressed) {
  206. if (isMusic) {
  207. if (isGame)
  208. setLayer(_GAME);
  209. else
  210. setLayer(_COLEMAK);
  211. isMusic = false;
  212. } else {
  213. setLayer(_MUSIC);
  214. isMusic = true;
  215. }
  216. }
  217. return false;
  218. break;
  219. case LOWER:
  220. if (record->event.pressed) {
  221. layer_on(_LOWER);
  222. update_tri_layer(_LOWER, _RAISE, _ADJUST);
  223. } else {
  224. layer_off(_LOWER);
  225. update_tri_layer(_LOWER, _RAISE, _ADJUST);
  226. }
  227. return false;
  228. break;
  229. case RAISE:
  230. if (record->event.pressed) {
  231. layer_on(_RAISE);
  232. update_tri_layer(_LOWER, _RAISE, _ADJUST);
  233. } else {
  234. layer_off(_RAISE);
  235. update_tri_layer(_LOWER, _RAISE, _ADJUST);
  236. }
  237. return false;
  238. break;
  239. case LENNY:
  240. if (record->event.pressed) {
  241. SEND_STRING("()");
  242. }
  243. return false; break;
  244. case COMMENTHEAD:
  245. if (record->event.pressed) {
  246. SEND_STRING("// ---------------------------------------------------------------");
  247. }
  248. return false; break;
  249. case RICKANDMORT:
  250. if (record->event.pressed) {
  251. SEND_STRING("// ***************************************************************");
  252. }
  253. return false; break;
  254. case MARIO:
  255. if(record->event.pressed) {
  256. #ifdef AUDIO_ENABLE
  257. PLAY_SONG(mario);
  258. #endif
  259. }
  260. return false; break;
  261. case MARIOE:
  262. if(record->event.pressed) {
  263. #ifdef AUDIO_ENABLE
  264. PLAY_SONG(marioe);
  265. #endif
  266. }
  267. return false; break;
  268. case OVERWATCH:
  269. if(record->event.pressed) {
  270. #ifdef AUDIO_ENABLE
  271. PLAY_SONG(overwatch);
  272. #endif
  273. }
  274. return false; break;
  275. case DOOM:
  276. if(record->event.pressed) {
  277. #ifdef AUDIO_ENABLE
  278. PLAY_SONG(doom);
  279. #endif
  280. }
  281. return false; break;
  282. case DISNEY:
  283. if(record->event.pressed) {
  284. #ifdef AUDIO_ENABLE
  285. PLAY_SONG(disney);
  286. #endif
  287. }
  288. return false; break;
  289. case NUMBERONE:
  290. if(record->event.pressed) {
  291. #ifdef AUDIO_ENABLE
  292. PLAY_SONG(numberone);
  293. #endif
  294. }
  295. return false; break;
  296. case CABBAGE:
  297. if(record->event.pressed) {
  298. #ifdef AUDIO_ENABLE
  299. PLAY_SONG(cabbage);
  300. #endif
  301. }
  302. return false; break;
  303. case OLDSPICE:
  304. if(record->event.pressed) {
  305. #ifdef AUDIO_ENABLE
  306. PLAY_SONG(oldspice);
  307. #endif
  308. }
  309. return false; break;
  310. }
  311. return true;
  312. }
  313. void matrix_init_user(void) {
  314. set_single_persistent_default_layer(_COLEMAK);
  315. isGame = false;
  316. #ifdef BACKLIGHT_ENABLE
  317. backlight_level(0);
  318. #endif
  319. }