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 _GMACRO 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_RESET,
  20. KC_OVERWATCH,
  21. KC_SALT,
  22. KC_MORESALT,
  23. KC_SALTHARD,
  24. KC_GOODGAME,
  25. KC_SYMM,
  26. KC_DOOMFIST,
  27. KC_JUSTGAME,
  28. KC_GLHF,
  29. KC_TORB,
  30. KC_AIM
  31. };
  32. // Fillers to make layering more clear
  33. #define _______ KC_TRNS
  34. #define XXXXXXX KC_NO
  35. #define GMACRO TG(_GMACRO)
  36. #define DIABLO TG(_DIABLO)
  37. #define GAMEPAD TG(_GAMEPAD)
  38. #define MEDIA TG(_MEDIA)
  39. #define COVECUBE TG(_COVECUBE)
  40. bool is_overwatch = false;
  41. #ifdef RGBLIGHT_ENABLE
  42. #define rgblight_set_blue rgblight_sethsv (0xFF, 0xFF, 0xFF);
  43. #define rgblight_set_red rgblight_sethsv (0x00, 0xFF, 0xFF);
  44. #define rgblight_set_green rgblight_sethsv (0x78, 0xFF, 0xFF);
  45. #define rgblight_set_orange rgblight_sethsv (0x1E, 0xFF, 0xFF);
  46. #define rgblight_set_teal rgblight_sethsv (0xC3, 0xFF, 0xFF);
  47. #define rgblight_set_magenta rgblight_sethsv (0x12C, 0xFF, 0xFF);
  48. #define rgblight_set_yellow rgblight_sethsv (0x3C, 0xFF, 0xFF);
  49. #define rgblight_set_purple rgblight_sethsv (0x10E, 0xFF, 0xFF);
  50. #endif
  51. #ifdef TAP_DANCE_ENABLE
  52. //define diablo macro timer variables
  53. static uint16_t diablo_timer[4];
  54. static uint8_t diablo_times[] = { 0, 1, 3, 5, 10, 30 };
  55. static uint8_t diablo_key_time[4];
  56. bool check_dtimer(uint8_t dtimer) {
  57. // has the correct number of seconds elapsed (as defined by diablo_times)
  58. return (timer_elapsed(diablo_timer[dtimer]) < (diablo_key_time[dtimer] * 1000)) ? false : true;
  59. };
  60. enum {
  61. TD_DIABLO_1 = 0,
  62. TD_DIABLO_2,
  63. TD_DIABLO_3,
  64. TD_DIABLO_4
  65. };
  66. // Cycle through the times for the macro, starting at 0, for disabled.
  67. // Max of six values, so don't exceed
  68. void diablo_tapdance_master(qk_tap_dance_state_t *state, void *user_data, uint8_t diablo_key) {
  69. if (state->count >= 7) {
  70. diablo_key_time[diablo_key] = diablo_times[0];
  71. reset_tap_dance(state);
  72. }
  73. else {
  74. diablo_key_time[diablo_key] = diablo_times[state->count - 1];
  75. }
  76. }
  77. // Would rather have one function for all of this, but no idea how to do that...
  78. void diablo_tapdance1(qk_tap_dance_state_t *state, void *user_data) {
  79. diablo_tapdance_master(state, user_data, 0);
  80. }
  81. void diablo_tapdance2(qk_tap_dance_state_t *state, void *user_data) {
  82. diablo_tapdance_master(state, user_data, 1);
  83. }
  84. void diablo_tapdance3(qk_tap_dance_state_t *state, void *user_data) {
  85. diablo_tapdance_master(state, user_data, 2);
  86. }
  87. void diablo_tapdance4(qk_tap_dance_state_t *state, void *user_data) {
  88. diablo_tapdance_master(state, user_data, 3);
  89. }
  90. //Tap Dance Definitions
  91. qk_tap_dance_action_t tap_dance_actions[] = {
  92. // tap once to disable, and more to enable timed micros
  93. [TD_DIABLO_1] = ACTION_TAP_DANCE_FN(diablo_tapdance1),
  94. [TD_DIABLO_2] = ACTION_TAP_DANCE_FN(diablo_tapdance2),
  95. [TD_DIABLO_3] = ACTION_TAP_DANCE_FN(diablo_tapdance3),
  96. [TD_DIABLO_4] = ACTION_TAP_DANCE_FN(diablo_tapdance4),
  97. };
  98. #endif
  99. const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
  100. [_NUMNAV] = KEYMAP(
  101. GMACRO, DIABLO, GAMEPAD, KC_NLCK, KC_SLCK, KC_COLN, KC_PSLS, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  102. MEDIA, KC_CALC, COVECUBE,KC_P7, KC_P8, KC_P9, KC_PAST, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  103. KC_HOME, KC_DEL, KC_PGUP, KC_P4, KC_P5, KC_P6, KC_PMNS, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  104. KC_END, KC_UP, KC_PGDN, KC_P1, KC_P2, KC_P3, KC_PPLS, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  105. KC_LEFT, KC_DOWN, KC_RGHT, KC_P0, KC_P00, KC_PDOT, KC_PENT, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
  106. ),
  107. [_DIABLO] = KEYMAP(
  108. KC_ESC, DIABLO, KC_V, KC_D, XXXXXXX, XXXXXXX, KC_L, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  109. KC_TAB, KC_S, KC_F, KC_I, KC_M, KC_T, KC_J, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  110. KC_Q, KC_1, KC_2, KC_3, KC_4, KC_G, KC_F, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  111. 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, \
  112. KC_LALT, KC_F4, KC_F5, KC_F8, KC_F9, KC_F10, SFT_T(KC_SPACE), XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
  113. ),
  114. [_GAMEPAD] = KEYMAP( // Game pad layout designed primarily for Overwatch
  115. GMACRO, KC_ESC, GAMEPAD, KC_1, KC_2, KC_3, KC_4, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  116. MEDIA, KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  117. KC_Z, KC_LCTL, KC_A, KC_S, KC_D, KC_F, KC_G, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  118. KC_Y, KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  119. KC_F1, KC_U, KC_I, KC_Y, KC_V, KC_SPC, KC_V, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
  120. ),
  121. [_GMACRO] = KEYMAP(
  122. GMACRO, XXXXXXX, GAMEPAD, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  123. XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  124. KC_SYMM, KC_TORB, KC_DOOMFIST, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  125. KC_GLHF, KC_GOODGAME, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  126. KC_SALT, KC_MORESALT, KC_SALTHARD, KC_JUSTGAME, KC_AIM, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
  127. ),
  128. [_COVECUBE] = KEYMAP(
  129. COVECUBE, 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. XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
  134. ),
  135. [_MEDIA] = KEYMAP(
  136. KC_RESET,KC_MAKE, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  137. MEDIA, XXXXXXX, RGB_SAI, RGB_VAI, RGB_M_P, RGB_M_B, RGB_M_R, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  138. RGB_TOG, RGB_MOD, RGB_SAD, RGB_VAD, RGB_M_SW,RGB_M_SN,RGB_M_K, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  139. KC_MPLY, KC_MSTP, KC_MPRV, KC_MNXT, RGB_M_K, RGB_M_X, RGB_M_G, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
  140. KC_MUTE, KC_VOLD, KC_VOLU, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
  141. )
  142. };
  143. bool process_record_user(uint16_t keycode, keyrecord_t *record) {
  144. uint16_t kc;
  145. if (is_overwatch) {
  146. kc = KC_BSPC;
  147. }
  148. else {
  149. kc = KC_ENTER;
  150. }
  151. // Once a delay command is added to "SEND_STRING",
  152. // replace these with X_BSPC and X_ENTER instead.
  153. // and add "SS_TAP(kc) SS_DELAY(50)" to all of the
  154. // SEND_STRING commands, to compress things.
  155. switch (keycode) {
  156. #ifdef TAP_DANCE_ENABLE
  157. case KC_DIABLO_CLEAR: // reset all Diable timers, disabling them
  158. if (record->event.pressed) {
  159. uint8_t dtime;
  160. for (dtime = 0; dtime < 4; dtime++) {
  161. diablo_key_time[dtime] = diablo_times[0];
  162. }
  163. }
  164. return false;
  165. break;
  166. #endif
  167. case KC_P00:
  168. if (!record->event.pressed) {
  169. register_code(KC_P0);
  170. unregister_code(KC_P0);
  171. register_code(KC_P0);
  172. unregister_code(KC_P0);
  173. }
  174. return false;
  175. break;
  176. case KC_MAKE:
  177. if (!record->event.pressed) {
  178. SEND_STRING("make " QMK_KEYBOARD ":" QMK_KEYMAP SS_TAP(X_ENTER));
  179. }
  180. return false;
  181. break;
  182. case KC_RESET:
  183. if (!record->event.pressed) {
  184. #ifdef RGBLIGHT_ENABLE
  185. rgblight_enable();
  186. rgblight_mode(1);
  187. rgblight_setrgb(0xff, 0x00, 0x00);
  188. #endif
  189. reset_keyboard();
  190. }
  191. return false;
  192. break;
  193. case KC_OVERWATCH: // reset all Diable timers, disabling them
  194. if (record->event.pressed) {
  195. is_overwatch = !is_overwatch;
  196. }
  197. #ifdef RGBLIGHT_ENABLE
  198. is_overwatch ? rgblight_mode(17) : rgblight_mode(18);
  199. #endif
  200. return false;
  201. break;
  202. case KC_SALT:
  203. if (!record->event.pressed) {
  204. register_code(kc);
  205. unregister_code(kc);
  206. _delay_ms(50);
  207. SEND_STRING("Salt, salt, salt..." SS_TAP(X_ENTER));
  208. }
  209. return false;
  210. break;
  211. case KC_MORESALT:
  212. if (!record->event.pressed) {
  213. register_code(kc);
  214. unregister_code(kc);
  215. _delay_ms(50);
  216. SEND_STRING("Please sir, can I have some more salt?!" SS_TAP(X_ENTER));
  217. }
  218. return false;
  219. break;
  220. case KC_SALTHARD:
  221. if (!record->event.pressed) {
  222. register_code(kc);
  223. unregister_code(kc);
  224. _delay_ms(50);
  225. SEND_STRING("Your salt only makes my penis that much harder, and even more aggressive!" SS_TAP(X_ENTER));
  226. }
  227. return false;
  228. break;
  229. case KC_GOODGAME:
  230. if (!record->event.pressed) {
  231. register_code(kc);
  232. unregister_code(kc);
  233. _delay_ms(50);
  234. SEND_STRING("Good game, everyone!" SS_TAP(X_ENTER));
  235. }
  236. return false;
  237. break;
  238. case KC_GLHF:
  239. if (!record->event.pressed) {
  240. register_code(kc);
  241. unregister_code(kc);
  242. _delay_ms(50);
  243. SEND_STRING("Good luck, have fun!!!" SS_TAP(X_ENTER));
  244. }
  245. return false;
  246. break;
  247. case KC_SYMM:
  248. if (!record->event.pressed) {
  249. register_code(kc);
  250. unregister_code(kc);
  251. _delay_ms(50);
  252. SEND_STRING("Left click to win!" SS_TAP(X_ENTER));
  253. }
  254. return false;
  255. break;
  256. case KC_JUSTGAME:
  257. if (!record->event.pressed) {
  258. register_code(kc);
  259. unregister_code(kc);
  260. _delay_ms(50);
  261. 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));
  262. }
  263. return false;
  264. break;
  265. case KC_TORB:
  266. if (!record->event.pressed) {
  267. register_code(kc);
  268. unregister_code(kc);
  269. _delay_ms(50);
  270. SEND_STRING("That was positively riveting! SS_TAP(X_ENTER)");
  271. }
  272. return false;
  273. break;
  274. case KC_AIM:
  275. if (!record->event.pressed) {
  276. register_code(kc);
  277. unregister_code(kc);
  278. _delay_ms(50);
  279. SEND_STRING("That aim is absolutely amazing. It's almost like you're a machine!" SS_TAP(X_ENTER));
  280. _delay_ms(50);
  281. SEND_STRING("Wait! That aim is TOO good! You're clearly using an aim hack! CHEATER!" SS_TAP(X_ENTER));
  282. }
  283. return false;
  284. break;
  285. }
  286. return true;
  287. }
  288. #ifdef TAP_DANCE_ENABLE
  289. // Sends the key press to system, but only if on the Diablo layer
  290. void send_diablo_keystroke(uint8_t diablo_key) {
  291. if (biton32(layer_state) == _DIABLO) {
  292. switch (diablo_key) {
  293. case 0:
  294. SEND_STRING("1");
  295. break;
  296. case 1:
  297. SEND_STRING("2");
  298. break;
  299. case 2:
  300. SEND_STRING("3");
  301. break;
  302. case 3:
  303. SEND_STRING("4");
  304. break;
  305. }
  306. }
  307. }
  308. // Checks each of the 4 timers/keys to see if enough time has elapsed
  309. // Runs the "send string" command if enough time has passed, and resets the timer.
  310. void run_diablo_macro_check(void) {
  311. uint8_t dtime;
  312. for (dtime = 0; dtime < 4; dtime++) {
  313. if (check_dtimer(dtime) && diablo_key_time[dtime]) {
  314. diablo_timer[dtime] = timer_read();
  315. send_diablo_keystroke(dtime);
  316. }
  317. }
  318. }
  319. #endif
  320. void matrix_init_user(void) { // Runs boot tasks for keyboard
  321. #ifdef RGBLIGHT_ENABLE
  322. rgblight_enable();
  323. rgblight_set_teal;
  324. rgblight_mode(1);
  325. #endif
  326. };
  327. void matrix_scan_user(void) { // runs frequently to update info
  328. #ifdef TAP_DANCE_ENABLE
  329. // Run Diablo 3 macro checking code.
  330. run_diablo_macro_check();
  331. #endif
  332. };
  333. uint32_t layer_state_set_kb(uint32_t state) {
  334. #ifdef RGBLIGHT_ENABLE
  335. rgblight_enable();
  336. switch (biton32(state)) {
  337. case _NUMNAV:
  338. rgblight_set_teal;
  339. rgblight_mode(2);
  340. break;
  341. case _GMACRO:
  342. rgblight_set_orange;
  343. is_overwatch ? rgblight_mode(17) : rgblight_mode(18);
  344. break;
  345. case _DIABLO:
  346. rgblight_set_red;
  347. rgblight_mode(5);
  348. break;
  349. case _GAMEPAD:
  350. rgblight_set_yellow;
  351. rgblight_mode(1);
  352. break;
  353. case _MEDIA:
  354. rgblight_set_blue;
  355. rgblight_mode(1);
  356. break;
  357. case _COVECUBE:
  358. rgblight_set_green;
  359. rgblight_mode(2);
  360. }
  361. #endif
  362. return state;
  363. }