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keymap.c 14 KB

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  1. #include "viterbi.h"
  2. #include "action_layer.h"
  3. #include "eeconfig.h"
  4. extern keymap_config_t keymap_config;
  5. // Each layer gets a name for readability, which is then used in the keymap matrix below.
  6. // The underscores don't mean anything - you can have a layer called STUFF or any other name.
  7. // Layer names don't all need to be of the same length, obviously, and you can also skip them
  8. // entirely and just use numbers.
  9. #define _NUMNAV 0
  10. #define _DIABLO 1
  11. #define _GAMEPAD 2
  12. #define _MACROS 3
  13. #define _MEDIA 4
  14. #define _COVECUBE 5
  15. enum custom_keycodes {
  16. KC_DIABLO_CLEAR = SAFE_RANGE,
  17. KC_P00,
  18. KC_MAKE,
  19. KC_OVERWATCH,
  20. KC_SALT,
  21. KC_MORESALT,
  22. KC_SALTHARD,
  23. KC_GOODGAME,
  24. KC_SYMM,
  25. KC_DOOMFIST,
  26. KC_JUSTGAME,
  27. KC_GLHF,
  28. KC_TORB,
  29. KC_AIM
  30. };
  31. // Fillers to make layering more clear
  32. #define _______ KC_TRNS
  33. #define XXXXXXX KC_NO
  34. #define MACROS TG(_MACROS)
  35. #define DIABLO TG(_DIABLO)
  36. #define GAMEPAD TG(_GAMEPAD)
  37. #define MEDIA TG(_MEDIA)
  38. #define COVECUBE TG(_COVECUBE)
  39. bool is_overwatch = false;
  40. #ifdef RGBLIGHT_ENABLE
  41. #define rgblight_set_blue rgblight_sethsv (0xFF, 0xFF, 0xFF);
  42. #define rgblight_set_red rgblight_sethsv (0x00, 0xFF, 0xFF);
  43. #define rgblight_set_green rgblight_sethsv (0x78, 0xFF, 0xFF);
  44. #define rgblight_set_orange rgblight_sethsv (0x1E, 0xFF, 0xFF);
  45. #define rgblight_set_teal rgblight_sethsv (0xC3, 0xFF, 0xFF);
  46. #define rgblight_set_magenta rgblight_sethsv (0x12C, 0xFF, 0xFF);
  47. #define rgblight_set_yellow rgblight_sethsv (0x3C, 0xFF, 0xFF);
  48. #define rgblight_set_purple rgblight_sethsv (0x10E, 0xFF, 0xFF);
  49. #endif
  50. #ifdef TAP_DANCE_ENABLE
  51. //define diablo macro timer variables
  52. static uint16_t diablo_timer[4];
  53. static uint8_t diablo_times[] = { 0, 1, 3, 5, 10, 30 };
  54. static uint8_t diablo_key_time[4];
  55. bool check_dtimer(uint8_t dtimer) {
  56. // has the correct number of seconds elapsed (as defined by diablo_times)
  57. return (timer_elapsed(diablo_timer[dtimer]) < (diablo_key_time[dtimer] * 1000)) ? false : true;
  58. };
  59. enum {
  60. TD_DIABLO_1 = 0,
  61. TD_DIABLO_2,
  62. TD_DIABLO_3,
  63. TD_DIABLO_4
  64. };
  65. // Cycle through the times for the macro, starting at 0, for disabled.
  66. // Max of six values, so don't exceed
  67. void diablo_tapdance_master(qk_tap_dance_state_t *state, void *user_data, uint8_t diablo_key) {
  68. if (state->count >= 7) {
  69. diablo_key_time[diablo_key] = diablo_times[0];
  70. reset_tap_dance(state);
  71. }
  72. else {
  73. diablo_key_time[diablo_key] = diablo_times[state->count - 1];
  74. }
  75. }
  76. // Would rather have one function for all of this, but no idea how to do that...
  77. void diablo_tapdance1(qk_tap_dance_state_t *state, void *user_data) {
  78. diablo_tapdance_master(state, user_data, 0);
  79. }
  80. void diablo_tapdance2(qk_tap_dance_state_t *state, void *user_data) {
  81. diablo_tapdance_master(state, user_data, 1);
  82. }
  83. void diablo_tapdance3(qk_tap_dance_state_t *state, void *user_data) {
  84. diablo_tapdance_master(state, user_data, 2);
  85. }
  86. void diablo_tapdance4(qk_tap_dance_state_t *state, void *user_data) {
  87. diablo_tapdance_master(state, user_data, 3);
  88. }
  89. //Tap Dance Definitions
  90. qk_tap_dance_action_t tap_dance_actions[] = {
  91. // tap once to disable, and more to enable timed micros
  92. [TD_DIABLO_1] = ACTION_TAP_DANCE_FN(diablo_tapdance1),
  93. [TD_DIABLO_2] = ACTION_TAP_DANCE_FN(diablo_tapdance2),
  94. [TD_DIABLO_3] = ACTION_TAP_DANCE_FN(diablo_tapdance3),
  95. [TD_DIABLO_4] = ACTION_TAP_DANCE_FN(diablo_tapdance4),
  96. };
  97. #endif
  98. const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
  99. [_NUMNAV] = KEYMAP(
  100. MACROS, DIABLO, GAMEPAD, KC_NLCK, KC_SLCK, KC_COLN, KC_PSLS, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  101. MEDIA, KC_CALC, COVECUBE,KC_P7, KC_P8, KC_P9, KC_PAST, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  102. KC_HOME, KC_DEL, KC_PGUP, KC_P4, KC_P5, KC_P6, KC_PMNS, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  103. KC_END, KC_UP, KC_PGDN, KC_P1, KC_P2, KC_P3, KC_PPLS, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  104. KC_LEFT, KC_DOWN, KC_RGHT, KC_P0, KC_P00, KC_PDOT, KC_PENT, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
  105. ),
  106. [_DIABLO] = KEYMAP(
  107. KC_ESC, DIABLO, KC_V, KC_D, XXXXXXX, XXXXXXX, KC_L, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  108. KC_TAB, KC_S, KC_F, KC_I, KC_M, KC_T, KC_J, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  109. KC_Q, KC_1, KC_2, KC_3, KC_4, KC_G, KC_F, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  110. KC_LCTL, (TD_DIABLO_1), TD(TD_DIABLO_2), TD(TD_DIABLO_3), TD(TD_DIABLO_4), KC_Z, KC_DIABLO_CLEAR, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  111. KC_LALT, KC_F4, KC_F5, KC_F8, KC_F9, KC_F10, SFT_T(KC_SPACE), XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
  112. ),
  113. [_GAMEPAD] = KEYMAP( // Game pad layout designed primarily for Overwatch
  114. MACROS, KC_ESC, GAMEPAD, KC_1, KC_2, KC_3, KC_4, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  115. MEDIA, KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  116. KC_Z, KC_LCTL, KC_A, KC_S, KC_D, KC_F, KC_G, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  117. KC_Y, KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  118. KC_F1, KC_U, KC_I, KC_Y, KC_V, KC_SPC, KC_V, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
  119. ),
  120. [_MACROS] = KEYMAP(
  121. MACROS, XXXXXXX, GAMEPAD, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  122. XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  123. KC_SYMM, KC_TORB, KC_DOOMFIST, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  124. KC_GLHF, KC_GOODGAME, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  125. KC_SALT, KC_MORESALT, KC_SALTHARD, KC_JUSTGAME, KC_AIM, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
  126. ),
  127. [_COVECUBE] = KEYMAP(
  128. COVECUBE, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  129. XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  130. XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  131. XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  132. XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
  133. ),
  134. [_MEDIA] = KEYMAP(
  135. RESET, KC_MAKE, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  136. MEDIA, XXXXXXX, RGB_SAI, RGB_VAI, RGB_M_P, RGB_M_B, RGB_M_R, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  137. RGB_TOG, RGB_MOD, RGB_SAD, RGB_VAD, RGB_M_SW,RGB_M_SN,RGB_M_K, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  138. KC_MPLY, KC_MSTP, KC_MPRV, KC_MNXT, RGB_M_K, RGB_M_X, RGB_M_G, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  139. KC_MUTE, KC_VOLD, KC_VOLU, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
  140. )
  141. };
  142. bool process_record_user(uint16_t keycode, keyrecord_t *record) {
  143. uint16_t kc;
  144. if (is_overwatch) {
  145. kc = KC_BSPC;
  146. }
  147. else {
  148. kc = KC_ENTER;
  149. }
  150. // Once a delay command is added to "SEND_STRING",
  151. // replace these with X_BSPC and X_ENTER instead.
  152. // and add "SS_TAP(kc) SS_DELAY(50)" to all of the
  153. // SEND_STRING commands, to compress things.
  154. switch (keycode) {
  155. #ifdef TAP_DANCE_ENABLE
  156. case KC_DIABLO_CLEAR: // reset all Diable timers, disabling them
  157. if (record->event.pressed) {
  158. uint8_t dtime;
  159. for (dtime = 0; dtime < 4; dtime++) {
  160. diablo_key_time[dtime] = diablo_times[0];
  161. }
  162. }
  163. return false;
  164. break;
  165. #endif
  166. case KC_P00:
  167. if (!record->event.pressed) {
  168. register_code(KC_P0);
  169. unregister_code(KC_P0);
  170. register_code(KC_P0);
  171. unregister_code(KC_P0);
  172. }
  173. return false;
  174. break;
  175. case KC_MAKE:
  176. if (!record->event.pressed) {
  177. SEND_STRING("make " QMK_KEYBOARD ":" QMK_KEYMAP SS_TAP(X_ENTER));
  178. }
  179. return false;
  180. break;
  181. case KC_OVERWATCH: // reset all Diable timers, disabling them
  182. if (record->event.pressed) {
  183. is_overwatch = !is_overwatch;
  184. }
  185. #ifdef RGBLIGHT_ENABLE
  186. is_overwatch ? rgblight_mode(17) : rgblight_mode(18);
  187. #endif
  188. return false;
  189. break;
  190. case KC_SALT:
  191. if (!record->event.pressed) {
  192. register_code(kc);
  193. unregister_code(kc);
  194. _delay_ms(50);
  195. SEND_STRING("Salt, salt, salt..." SS_TAP(X_ENTER));
  196. }
  197. return false;
  198. break;
  199. case KC_MORESALT:
  200. if (!record->event.pressed) {
  201. register_code(kc);
  202. unregister_code(kc);
  203. _delay_ms(50);
  204. SEND_STRING("Please sir, can I have some more salt?!" SS_TAP(X_ENTER));
  205. }
  206. return false;
  207. break;
  208. case KC_SALTHARD:
  209. if (!record->event.pressed) {
  210. register_code(kc);
  211. unregister_code(kc);
  212. _delay_ms(50);
  213. SEND_STRING("Your salt only makes my penis that much harder, and even more aggressive!" SS_TAP(X_ENTER));
  214. }
  215. return false;
  216. break;
  217. case KC_GOODGAME:
  218. if (!record->event.pressed) {
  219. register_code(kc);
  220. unregister_code(kc);
  221. _delay_ms(50);
  222. SEND_STRING("Good game, everyone!" SS_TAP(X_ENTER));
  223. }
  224. return false;
  225. break;
  226. case KC_GLHF:
  227. if (!record->event.pressed) {
  228. register_code(kc);
  229. unregister_code(kc);
  230. _delay_ms(50);
  231. SEND_STRING("Good luck, have fun!!!" SS_TAP(X_ENTER));
  232. }
  233. return false;
  234. break;
  235. case KC_SYMM:
  236. if (!record->event.pressed) {
  237. register_code(kc);
  238. unregister_code(kc);
  239. _delay_ms(50);
  240. SEND_STRING("Left click to win!" SS_TAP(X_ENTER));
  241. }
  242. return false;
  243. break;
  244. case KC_JUSTGAME:
  245. if (!record->event.pressed) {
  246. register_code(kc);
  247. unregister_code(kc);
  248. _delay_ms(50);
  249. SEND_STRING("It may be a game, but if you don't want to actually try, please go play AI, so that people that actually want to take the game seriously and \"get good\" have a place to do so without trolls like you throwing games." SS_TAP(X_ENTER));
  250. }
  251. return false;
  252. break;
  253. case KC_TORB:
  254. if (!record->event.pressed) {
  255. register_code(kc);
  256. unregister_code(kc);
  257. _delay_ms(50);
  258. SEND_STRING("That was positively riveting! SS_TAP(X_ENTER)");
  259. }
  260. return false;
  261. break;
  262. case KC_AIM:
  263. if (!record->event.pressed) {
  264. register_code(kc);
  265. unregister_code(kc);
  266. _delay_ms(50);
  267. SEND_STRING("That aim is absolutely amazing. It's almost like you're a machine!" SS_TAP(X_ENTER));
  268. _delay_ms(50);
  269. SEND_STRING("Wait! That aim is TOO good! You're clearly using an aim hack! CHEATER!" SS_TAP(X_ENTER));
  270. }
  271. return false;
  272. break;
  273. }
  274. return true;
  275. }
  276. #ifdef TAP_DANCE_ENABLE
  277. // Sends the key press to system, but only if on the Diablo layer
  278. void send_diablo_keystroke(uint8_t diablo_key) {
  279. if (biton32(layer_state) == _DIABLO) {
  280. switch (diablo_key) {
  281. case 0:
  282. SEND_STRING("1");
  283. break;
  284. case 1:
  285. SEND_STRING("2");
  286. break;
  287. case 2:
  288. SEND_STRING("3");
  289. break;
  290. case 3:
  291. SEND_STRING("4");
  292. break;
  293. }
  294. }
  295. }
  296. // Checks each of the 4 timers/keys to see if enough time has elapsed
  297. // Runs the "send string" command if enough time has passed, and resets the timer.
  298. void run_diablo_macro_check(void) {
  299. uint8_t dtime;
  300. for (dtime = 0; dtime < 4; dtime++) {
  301. if (check_dtimer(dtime) && diablo_key_time[dtime]) {
  302. diablo_timer[dtime] = timer_read();
  303. send_diablo_keystroke(dtime);
  304. }
  305. }
  306. }
  307. #endif
  308. void matrix_init_user(void) { // Runs boot tasks for keyboard
  309. #ifdef RGBLIGHT_ENABLE
  310. rgblight_enable();
  311. rgblight_set_teal;
  312. rgblight_mode(1);
  313. #endif
  314. };
  315. void matrix_scan_user(void) { // runs frequently to update info
  316. #ifdef TAP_DANCE_ENABLE
  317. // Run Diablo 3 macro checking code.
  318. run_diablo_macro_check();
  319. #endif
  320. };
  321. uint32_t layer_state_set_kb(uint32_t state) {
  322. #ifdef RGBLIGHT_ENABLE
  323. rgblight_enable();
  324. switch (biton32(state)) {
  325. case _NUMNAV:
  326. rgblight_set_teal;
  327. rgblight_mode(2);
  328. break;
  329. case _MACROS:
  330. rgblight_set_orange;
  331. is_overwatch ? rgblight_mode(17) : rgblight_mode(18);
  332. break;
  333. case _DIABLO:
  334. rgblight_set_red;
  335. rgblight_mode(5);
  336. break;
  337. case _GAMEPAD:
  338. rgblight_set_yellow;
  339. rgblight_mode(1);
  340. break;
  341. case _MEDIA:
  342. rgblight_set_blue;
  343. rgblight_mode(1);
  344. break;
  345. case _COVECUBE:
  346. rgblight_set_green;
  347. rgblight_mode(2);
  348. }
  349. #endif
  350. return state;
  351. }