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qmk_firmware/keyboards/planck/keymaps/dodger/keymap.c

339 lines
12 KiB
C

/* Copyright 2015-2017 Jack Humbert
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "planck.h"
#include "action_layer.h"
extern keymap_config_t keymap_config;
bool isGame = false;
bool isMusic = false;
enum planck_layers {
_COLEMAK,
_GAME,
_MUSIC,
_LOWER,
_RAISE,
_ADJUST,
};
enum planck_keycodes {
COLEMAK = SAFE_RANGE,
GCTOGG,
MCTOGG,
LOWER,
RAISE,
LENNY,
COMMENTHEAD,
RICKANDMORT,
MARIO,
MARIOE,
OVERWATCH,
DOOM,
DISNEY,
NUMBERONE,
CABBAGE,
OLDSPICE,
};
enum {
TD_SPC_ENT = 0,
TD_ESC_CAPS
};
qk_tap_dance_action_t tap_dance_actions[] = {
[TD_SPC_ENT] = ACTION_TAP_DANCE_DOUBLE(KC_SPC, KC_ENT),
[TD_ESC_CAPS] = ACTION_TAP_DANCE_DOUBLE(KC_ESC, KC_CAPS)
};
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
/* Colemak
* ,-----------------------------------------------------------------------------------.
* | Tab | Q | W | F | P | G | J | L | U | Y | ; | = |
* |------+------+------+------+------+-------------+------+------+------+------+------|
* | Esc | A | R | S | T | D | H | N | E | I | O | " |
* |------+------+------+------+------+------|------+------+------+------+------+------|
* | Shift| Z | X | C | V | B | K | M | , | . | / | - |
* |------+------+------+------+------+------+------+------+------+------+------+------|
* | Ctrl | GUI | Alt |lenny |Lower | shift|space |Raise | macro|macro2|macro3|QWERTY|
* `-----------------------------------------------------------------------------------'
*/
[_COLEMAK] = {
{KC_TAB, KC_Q, KC_W, KC_F, KC_P, KC_G, KC_J, KC_L, KC_U, KC_Y, KC_SCLN, KC_EQL},
{KC_ESC, KC_A, KC_R, KC_S, KC_T, KC_D, KC_H, KC_N, KC_E, KC_I, KC_O, KC_QUOT},
{KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_K, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_MINS},
{KC_LCTL, KC_LGUI, KC_LALT, LENNY, LOWER, RSFT_T(KC_BSPC), TD(TD_SPC_ENT), RAISE, COMMENTHEAD, RICKANDMORT, KC_LEFT, KC_RGHT}
},
/* Lower
* ,-----------------------------------------------------------------------------------.
* | | | | [ | ] | | ( | ) | { | } | | + |
* |------+------+------+------+------+-------------+------+------+------+------+------|
* | Del | F1 | F2 | F3 | F4 | F5 | F6 | left | down | up | right| | |
* |------+------+------+------+------+------|------+------+------+------+------+------|
* | | F7 | F8 | F9 | F10 | F11 | F12 | | | | | _ |
* |------+------+------+------+------+------+------+------+------+------+------+------|
* | | | | | | | | Next | Vol- | Vol+ | Play |
* `-----------------------------------------------------------------------------------'
*/
[_LOWER] = {
{_______, _______, _______, KC_LBRC, KC_RBRC, _______, KC_LPRN, KC_RPRN, KC_LCBR, KC_RCBR, _______, S(KC_EQL)},
{KC_DEL, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_LEFT, KC_DOWN, KC_UP, KC_RGHT, KC_PIPE},
{_______, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, _______, _______, _______, _______, KC_UNDS},
{_______, _______, _______, _______, _______, _______, _______, _______, KC_MNXT, KC_VOLD, KC_VOLU, KC_MPLY}
},
/* Raise
* ,-----------------------------------------------------------------------------------.
* | ` | ! | @ | # | $ | % | ^ | & | * | ( | ) | DEL |
* |------+------+------+------+------+-------------+------+------+------+------+------|
* | ~ | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | \ |
* |------+------+------+------+------+------|------+------+------+------+------+------|
* | | | | | | | | | | | | |
* |------+------+------+------+------+------+------+------+------+------+------+------|
* | | | | | | | | | bl- | bl+ | GCTG |
* `-----------------------------------------------------------------------------------'
*/
[_RAISE] = {
{KC_GRV, KC_EXLM, KC_AT, KC_HASH, KC_DLR, KC_PERC, KC_CIRC, KC_AMPR, KC_ASTR, KC_LPRN, KC_RPRN, KC_DEL},
{KC_TILD, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_BSLS},
{_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______},
{_______, _______, _______, _______, _______, _______, _______, _______, _______, BL_DEC, MCTOGG, GCTOGG}
},
/* Adjust (Lower + Raise)
* ,-----------------------------------------------------------------------------------.
* | | Reset| | | | | | | | | | Del |
* |------+------+------+------+------+-------------+------+------+------+------+------|
* | | | |Aud on|Audoff|AGnorm|AGswap|Qwerty|Colemk|Dvorak|Plover| |
* |------+------+------+------+------+------|------+------+------+------+------+------|
* | |Voice-|Voice+|Mus on|Musoff|MIDIon|MIDIof| | | | | |
* |------+------+------+------+------+------+------+------+------+------+------+------|
* | | | | | | | | | | | |
* `-----------------------------------------------------------------------------------'
*/
[_ADJUST] = {
{_______, RESET, DEBUG, RGB_TOG, RGB_MOD, RGB_HUI, RGB_HUD, RGB_SAI, RGB_SAD, RGB_VAI, RGB_VAD, KC_DEL },
{_______, _______, MU_MOD, AU_ON, AU_OFF, AG_NORM, AG_SWAP, _______, COLEMAK, _______, _______, _______},
{_______, MUV_DE, MUV_IN, MU_ON, MU_OFF, _______, _______, TERM_ON, TERM_OFF, _______, _______, _______},
{_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______}
},
[_GAME] = {
{KC_TAB, KC_Q, KC_W, KC_F, KC_P, KC_G, KC_J, KC_L, KC_U, KC_Y, KC_SCLN, KC_EQL},
{KC_ESC, KC_A, KC_R, KC_S, KC_T, KC_D, KC_H, KC_N, KC_E, KC_I, KC_O, KC_QUOT},
{KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_K, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_MINS},
{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}
},
[_MUSIC] = {
{MARIO, MARIOE, OVERWATCH, DOOM, DISNEY, NUMBERONE, CABBAGE, OLDSPICE, _______, _______, _______, _______},
{_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______},
{_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______},
{_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______}
}
};
#ifdef AUDIO_ENABLE
float guitar[][2] = SONG(GUITAR_SOUND);
float mario[][2] = SONG(MARIO_THEME);
float marioe[][2] = SONG(MARIO_GAMEOVER);
float overwatch[][2] = SONG(OVERWATCH_THEME);
float doom[][2] = SONG(E1M1_DOOM);
float disney[][2] = SONG(DISNEY_SONG);
float numberone[][2] = SONG(NUMBER_ONE);
float cabbage[][2] = SONG(CABBAGE_SONG);
float oldspice[][2] = SONG(OLD_SPICE);
#endif
void setLayer(int layer) {
if (layer == _COLEMAK) {
#ifdef AUDIO_ENABLE
stop_all_notes();
PLAY_SONG(marioe);
#endif
set_single_persistent_default_layer(_COLEMAK);
#ifdef BACKLIGHT_ENABLE
backlight_set(0);
#endif
} else if (layer == _GAME) {
#ifdef AUDIO_ENABLE
stop_all_notes();
PLAY_SONG(mario);
#endif
set_single_persistent_default_layer(_GAME);
#ifdef BACKLIGHT_ENABLE
backlight_set(15);
#endif
} else if (layer == _MUSIC) {
#ifdef AUDIO_ENABLE
stop_all_notes();
PLAY_SONG(guitar);
#endif
set_single_persistent_default_layer(_MUSIC);
#ifdef BACKLIGHT_ENABLE
backlight_set(1);
#endif
}
}
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
switch (keycode) {
case COLEMAK:
if (record->event.pressed) {
set_single_persistent_default_layer(_COLEMAK);
#ifdef BACKLIGHT_ENABLE
backlight_set(0);
#endif
}
return false;
break;
case GCTOGG:
if (record->event.pressed) {
if (isGame) {
if (isMusic)
setLayer(_MUSIC);
else
setLayer(_COLEMAK);
isGame = false;
} else {
setLayer(_GAME);
isGame = true;
}
}
return false;
break;
case MCTOGG:
if (record->event.pressed) {
if (isMusic) {
if (isGame)
setLayer(_GAME);
else
setLayer(_COLEMAK);
isMusic = false;
} else {
setLayer(_MUSIC);
isMusic = true;
}
}
return false;
break;
case LOWER:
if (record->event.pressed) {
layer_on(_LOWER);
update_tri_layer(_LOWER, _RAISE, _ADJUST);
} else {
layer_off(_LOWER);
update_tri_layer(_LOWER, _RAISE, _ADJUST);
}
return false;
break;
case RAISE:
if (record->event.pressed) {
layer_on(_RAISE);
update_tri_layer(_LOWER, _RAISE, _ADJUST);
} else {
layer_off(_RAISE);
update_tri_layer(_LOWER, _RAISE, _ADJUST);
}
return false;
break;
case LENNY:
if (record->event.pressed) {
SEND_STRING("()");
}
return false; break;
case COMMENTHEAD:
if (record->event.pressed) {
SEND_STRING("// ---------------------------------------------------------------");
}
return false; break;
case RICKANDMORT:
if (record->event.pressed) {
SEND_STRING("// ***************************************************************");
}
return false; break;
case MARIO:
if(record->event.pressed) {
#ifdef AUDIO_ENABLE
PLAY_SONG(mario);
#endif
}
return false; break;
case MARIOE:
if(record->event.pressed) {
#ifdef AUDIO_ENABLE
PLAY_SONG(marioe);
#endif
}
return false; break;
case OVERWATCH:
if(record->event.pressed) {
#ifdef AUDIO_ENABLE
PLAY_SONG(overwatch);
#endif
}
return false; break;
case DOOM:
if(record->event.pressed) {
#ifdef AUDIO_ENABLE
PLAY_SONG(doom);
#endif
}
return false; break;
case DISNEY:
if(record->event.pressed) {
#ifdef AUDIO_ENABLE
PLAY_SONG(disney);
#endif
}
return false; break;
case NUMBERONE:
if(record->event.pressed) {
#ifdef AUDIO_ENABLE
PLAY_SONG(numberone);
#endif
}
return false; break;
case CABBAGE:
if(record->event.pressed) {
#ifdef AUDIO_ENABLE
PLAY_SONG(cabbage);
#endif
}
return false; break;
case OLDSPICE:
if(record->event.pressed) {
#ifdef AUDIO_ENABLE
PLAY_SONG(oldspice);
#endif
}
return false; break;
}
return true;
}
void matrix_init_user(void) {
set_single_persistent_default_layer(_COLEMAK);
isGame = false;
#ifdef BACKLIGHT_ENABLE
backlight_level(0);
#endif
}