[keymap] Update gourdo1 keymap for Q2 changes (#17398)
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					 18 changed files with 2703 additions and 629 deletions
				
			
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// Copyright 2021-2022 Google LLC
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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//     https://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//
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//
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// For full documentation, see
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// https://getreuer.info/posts/keyboards/caps-word
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#include "caps_word.h"
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static bool caps_word_active = false;
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#if CAPS_WORD_IDLE_TIMEOUT > 0
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#if CAPS_WORD_IDLE_TIMEOUT < 100 || CAPS_WORD_IDLE_TIMEOUT > 30000
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// Constrain timeout to a sensible range. With the 16-bit timer, the longest
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// representable timeout is 32768 ms, rounded here to 30000 ms = half a minute.
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#error "caps_word: CAPS_WORD_IDLE_TIMEOUT must be between 100 and 30000 ms"
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#endif
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static uint16_t idle_timer = 0;
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void caps_word_task(void) {
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  if (caps_word_active && timer_expired(timer_read(), idle_timer)) {
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    caps_word_set(false);
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  }
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}
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#endif  // CAPS_WORD_IDLE_TIMEOUT > 0
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bool process_caps_word(uint16_t keycode, keyrecord_t* record) {
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#ifndef NO_ACTION_ONESHOT
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  const uint8_t mods = get_mods() | get_oneshot_mods();
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#else
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  const uint8_t mods = get_mods();
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#endif  // NO_ACTION_ONESHOT
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  if (!caps_word_active) {
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    // Pressing both shift keys at the same time enables caps word.
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    if ((mods & MOD_MASK_SHIFT) == MOD_MASK_SHIFT) {
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      caps_word_set(true);  // Activate Caps Word.
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      return false;
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    }
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    return true;
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  } else {
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#if CAPS_WORD_IDLE_TIMEOUT > 0
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    idle_timer = record->event.time + CAPS_WORD_IDLE_TIMEOUT;
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#endif  // CAPS_WORD_IDLE_TIMEOUT > 0
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  }
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  if (!record->event.pressed) { return true; }
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  if (!(mods & ~MOD_MASK_SHIFT)) {
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    switch (keycode) {
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      // Ignore MO, TO, TG, TT, and OSL layer switch keys.
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      case QK_MOMENTARY ... QK_MOMENTARY_MAX:
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      case QK_TO ... QK_TO_MAX:
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      case QK_TOGGLE_LAYER ... QK_TOGGLE_LAYER_MAX:
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      case QK_LAYER_TAP_TOGGLE ... QK_LAYER_TAP_TOGGLE_MAX:
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      case QK_ONE_SHOT_LAYER ... QK_ONE_SHOT_LAYER_MAX:
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        return true;
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#ifndef NO_ACTION_TAPPING
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      case QK_MOD_TAP ... QK_MOD_TAP_MAX:
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        if (record->tap.count == 0) {
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          // Deactivate if a mod becomes active through holding a mod-tap key.
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          caps_word_set(false);
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          return true;
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        }
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        keycode &= 0xff;
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        break;
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#ifndef NO_ACTION_LAYER
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      case QK_LAYER_TAP ... QK_LAYER_TAP_MAX:
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#endif  // NO_ACTION_LAYER
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        if (record->tap.count == 0) { return true; }
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        keycode &= 0xff;
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        break;
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#endif  // NO_ACTION_TAPPING
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#ifdef SWAP_HANDS_ENABLE
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      case QK_SWAP_HANDS ... QK_SWAP_HANDS_MAX:
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        if (keycode > 0x56F0 || record->tap.count == 0) { return true; }
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        keycode &= 0xff;
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        break;
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#endif  // SWAP_HANDS_ENABLE
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    }
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    if (caps_word_press_user(keycode)) {
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      return true;
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    }
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  }
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  caps_word_set(false);  // Deactivate Caps Word.
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  return true;
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}
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void caps_word_set(bool active) {
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  if (active != caps_word_active) {
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    if (active) {
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      clear_mods();
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#ifndef NO_ACTION_ONESHOT
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      clear_oneshot_mods();
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#endif  // NO_ACTION_ONESHOT
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#if CAPS_WORD_IDLE_TIMEOUT > 0
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      idle_timer = timer_read() + CAPS_WORD_IDLE_TIMEOUT;
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#endif  // CAPS_WORD_IDLE_TIMEOUT > 0
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    } else if ((get_weak_mods() & MOD_BIT(KC_LSFT)) != 0) {
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      // If the weak shift mod is still on, turn it off and send an update to
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      // the host computer.
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      del_weak_mods(MOD_BIT(KC_LSFT));
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      send_keyboard_report();
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    }
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    caps_word_active = active;
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    caps_word_set_user(active);
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  }
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}
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bool caps_word_get(void) { return caps_word_active; }
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__attribute__((weak)) void caps_word_set_user(bool active) {}
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__attribute__((weak)) bool caps_word_press_user(uint16_t keycode) {
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  switch (keycode) {
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    // Keycodes that continue Caps Word, with shift applied.
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    case KC_A ... KC_Z:
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      add_weak_mods(MOD_BIT(KC_LSFT));  // Apply shift to the next key.
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      return true;
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    // Keycodes that continue Caps Word, without shifting.
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    case KC_1 ... KC_0:
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    case KC_BSPC:
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    case KC_MINS:
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    case KC_UNDS:
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      return true;
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    default:
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      return false;  // Deactivate Caps Word.
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  }
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}
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			@ -1,127 +0,0 @@
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// Copyright 2021-2022 Google LLC
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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//     https://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//
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//
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// Caps Word, activated by pressing both shift keys at the same time.
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//
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// This library implements "Caps Word", which is like conventional Caps Lock,
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// but automatically disables itself at the end of the word. This is useful for
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// typing all-caps identifiers like `MOD_MASK_ALT`.
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//
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// Caps Word is activated by pressing the left and right shift keys at the same
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// time. This way you don't need a dedicated key for using Caps Word. I've
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// tested that this works as expected with one-shot mods and Space Cadet Shift.
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// If your shift keys are mod-taps, activate Caps Word by holding both shift
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// mod-tap keys until the tapping term, release them, then begin typing.
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//
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// Optionally, Caps Word may be configured to deactivate if the keyboard is idle
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// for some time. This is useful to mitigate unintended shifting when you get
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// interrupted or switch to the mouse while Caps Word is active. In your
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// config.h, define `CAPS_WORD_IDLE_TIMEOUT` with a time in milliseconds:
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//
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//   #define CAPS_WORD_IDLE_TIMEOUT 5000  // Turn off Caps Word after 5 seconds.
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//
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// and in your keymap.c, define (or add to) `matrix_scan_user()` as
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//
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//   void matrix_scan_user(void) {
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//     caps_word_task();
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//     // Other tasks...
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//   }
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//
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// For full documentation, see
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// https://getreuer.info/posts/keyboards/caps-word
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#pragma once
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#include QMK_KEYBOARD_H
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// Call this function from `process_record_user()` to implement Caps Word.
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bool process_caps_word(uint16_t keycode, keyrecord_t* record);
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// If CAPS_WORD_IDLE_TIMEOUT is set, call `caps_word_task()` from
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// `matrix_scan_user()` as described above.
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//
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// If CAPS_WORD_IDLE_TIMEOUT isn't set, calling this function has no effect (but
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// will still compile).
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#if CAPS_WORD_IDLE_TIMEOUT > 0
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void caps_word_task(void);
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#else
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static inline void caps_word_task(void) {}
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#endif
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// Activates or deactivates Caps Word. For instance activate Caps Word with a
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// combo by defining a `COMBO_ACTION` that calls `caps_word_set(true)`:
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//
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// void process_combo_event(uint16_t combo_index, bool pressed) {
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//   switch(combo_index) {
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//     case CAPS_COMBO:
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//       if (pressed) {
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//         caps_word_set(true);  // Activate Caps Word.
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//       }
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//       break;
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//
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//     // Other combos...
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//   }
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// }
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void caps_word_set(bool active);
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// Returns whether Caps Word is currently active.
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bool caps_word_get(void);
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// An optional callback that gets called when Caps Word turns on or off. This is
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// useful to represent the current Caps Word state, e.g. by setting an LED or
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// playing a sound. In your keymap, define
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//
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//   void caps_word_set_user(bool active) {
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//     if (active) {
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//       // Do something when Caps Word activates.
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//     } else {
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//       // Do something when Caps Word deactivates.
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//     }
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//   }
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void caps_word_set_user(bool active);
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// An optional callback which is called on every key press while Caps Word is
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// active. When the key should be shifted (that is, a letter key), the callback
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// should call `add_weak_mods(MOD_BIT(KC_LSFT))` to shift the key. The callback
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// also determines whether the key should continue Caps Word. Returning true
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// continues the current "word", while returning false is "word breaking" and
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// deactivates Caps Word. The default callback is
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//
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//   bool caps_word_press_user(uint16_t keycode) {
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//     switch (keycode) {
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//       // Keycodes that continue Caps Word, with shift applied.
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//       case KC_A ... KC_Z:
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//         add_weak_mods(MOD_BIT(KC_LSFT));  // Apply shift to the next key.
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//         return true;
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//
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//       // Keycodes that continue Caps Word, without shifting.
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//       case KC_1 ... KC_0:
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//       case KC_BSPC:
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//       case KC_MINS:
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//       case KC_UNDS:
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//         return true;
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//
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//       default:
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//         return false;  // Deactivate Caps Word.
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//     }
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//   }
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//
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// To customize, copy the above function into your keymap and add/remove
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// keycodes to the above cases.
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//
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// NOTE: Outside of this callback, you can use `caps_word_set(false)` to
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// deactivate Caps Word.
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bool caps_word_press_user(uint16_t keycode);
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			@ -1,5 +1,5 @@
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/* Copyright 2021 Jonavin Eng @Jonavin
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   Copyright 2022 gourdo1 <jcblake@outlook.com>
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   Copyright 2022 gourdo1 <gourdo1@outlook.com>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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			@ -17,10 +17,21 @@ along with this program.  If not, see <http://www.gnu.org/licenses/>.
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#pragma once
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#define TAPPING_TOGGLE 2
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// TT set to two taps
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// Force n-key rollover
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#define FORCE_NKRO
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/* Handle GRAVESC combo keys */
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// Set TT to two taps
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#define TAPPING_TOGGLE 2
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#ifdef COMMAND_ENABLE
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#define IS_COMMAND() (get_mods() == MOD_MASK_CTRL) //debug commands accessed by holding down both CTRLs: https://github.com/qmk/qmk_firmware/blob/master/docs/feature_command.md
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#endif
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// Caps Word configuration
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#define BOTH_SHIFTS_TURNS_ON_CAPS_WORD
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#define CAPS_WORD_IDLE_TIMEOUT 10000      // Automatically turn off after x milliseconds of idle. 0 to never timeout.
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// Handle GRAVESC combo keys
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#define GRAVE_ESC_ALT_OVERRIDE
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// Always send Escape if Alt is pressed
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#define GRAVE_ESC_CTRL_OVERRIDE
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						 | 
				
			
			@ -31,19 +42,79 @@ along with this program.  If not, see <http://www.gnu.org/licenses/>.
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#define TAPPING_TERM_PER_KEY
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#ifdef RGB_MATRIX_ENABLE
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#define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_SOLID_COLOR
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#define RGB_DISABLE_WHEN_USB_SUSPENDED
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#endif
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    #define RGB_DISABLE_WHEN_USB_SUSPENDED
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    #define RGB_MATRIX_KEYPRESSES            // Enables REACTIVE & SPLASH modes
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    #define RGB_MATRIX_FRAMEBUFFER_EFFECTS   // Enables Heatmap, Rain
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// RGB step values
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#define RGBLIGHT_HUE_STEP 32 // The number of steps to cycle through the hue by (default 10)
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#define RGBLIGHT_SAT_STEP 17 // The number of steps to increment the saturation by (default 17)
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#define RGBLIGHT_VAL_STEP 17 // The number of steps to increment the brightness by (default 17)
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    // RGB step values
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    #define RGBLIGHT_HUE_STEP 32             // The number of steps to cycle through the hue by (default 10)
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		||||
    #define RGBLIGHT_SAT_STEP 17             // The number of steps to increment the saturation by (default 17)
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		||||
    #define RGBLIGHT_VAL_STEP 17             // The number of steps to increment the brightness by (default 17)
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// add fifth layer for colemak  -- set "COLEMAK_LAYER_ENABLE = yes" in rules.mk to enable
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    // Startup values, when none have been set
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    #define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_SOLID_REACTIVE // Sets the default effect mode, if none has been set (was RGB_MATRIX_SOLID_COLOR)
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    #define RGB_MATRIX_STARTUP_HUE 24                         // Sets the default hue value, if none has been set
 | 
			
		||||
    #define RGB_MATRIX_STARTUP_SAT 255                        // Sets the default saturation value, if none has been set
 | 
			
		||||
    #define RGB_MATRIX_STARTUP_VAL 127                        // Sets the default brightness value, if none has been set
 | 
			
		||||
    #define RGB_MATRIX_STARTUP_SPD 127                        // Sets the default animation speed, if none has been set
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    // Uncomment any #undef line below to turn OFF any default enabled RGB background effect (enabled in keyboards/gmmk/pro/config.h).
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		||||
    #undef ENABLE_RGB_MATRIX_ALPHAS_MODS                      // Solid color (seems redundant; seems same as RGB_MATRIX_SOLID_COLOR?)
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    //#undef ENABLE_RGB_MATRIX_GRADIENT_UP_DOWN               // Static, horizontal rainbow
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_GRADIENT_LEFT_RIGHT            // Static, vertical Rainbow
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_BREATHING                      // Breathing animation using selected HSV color
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_BAND_SAT                         // Single hue band fading saturation scrolling left to right (with white)
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_BAND_VAL                       // Single hue band fading brightness scrolling left to right (with black)
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_BAND_PINWHEEL_SAT                // Single hue 3 blade spinning pinwheel fades sat (with white)
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_BAND_PINWHEEL_VAL              // Single hue 3 blade spinning pinwheel fades brightness (with black)
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_BAND_SPIRAL_SAT                  // Single hue spinning spiral fades brightness (with white)
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_BAND_SPIRAL_VAL                // Single hue spinning spiral fades brightness (with black)
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_CYCLE_ALL                      // Full keyboard cycling through rainbow
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT               // Full gradient moving left to right
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_CYCLE_UP_DOWN                  // Full gradient scrolling top to bottom
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON           // Full gradient chevron scrolling left to right (too similar to cycle left right)
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_CYCLE_OUT_IN                   // Rainbow circles coming to center.
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL                // Two Rainbow circles coming to 1/3 and 2/3 points. (seems mostly redundant with above)
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_CYCLE_PINWHEEL                   // Built-in cycling pinwheel (seems redundant with below)
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_CYCLE_SPIRAL                   // Full gradient spinning spiral around center of keyboard
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_RAINBOW_BEACON                   // Spinning rainbow (more distracting transitions)
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_RAINBOW_PINWHEELS              // Spinning rainbow (smoother)
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_DUAL_BEACON                      // Two rainbows spinning around keyboard (distracting, busy)
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_RAINDROPS                        // Sustained raindrops of blue, green, yellow (confusing to use with RGB layers)
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS            // Sustained raindrops of blue, purple, pink, green (confusing to use with RGB layers, but slightly better than above)
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_HUE_BREATHING                    // Hue shifts up a slight amount at the same time, then shifts back (very subtle)
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_HUE_PENDULUM                     // Hue shifts up a slight amount in a wave to the right, then back to the left (very subtle)
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_HUE_WAVE                         // Hue shifts up a slight amount and then back down in a wave to the right (very subtle)
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_PIXEL_RAIN                     // Non-sustained raindrops of pastel colors
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_PIXEL_FLOW                       // More active version of pixel rain with quick cycling (unusable, very distracting)
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_PIXEL_FRACTAL                    // Same as Pixel Flow but with current HSV only (somewhat distracting)
 | 
			
		||||
        //Only enabled if RGB_MATRIX_FRAMEBUFFER_EFFECTS is defined
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_TYPING_HEATMAP                 // Fading heatmap that follows keystrokes (has buggy side LEDs that glow red)
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_DIGITAL_RAIN                   // The Matrix (has buggy side LEDs that glow red)
 | 
			
		||||
        //Only enabled if RGB_MATRIX_KEYPRESSES or RGB_MATRIX_KEYRELEASES is defined
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE          // Key hits shown in current hue - all other keys black
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE                 // Keyboard lights up in chosen hue, key hits shown in complementary hue (try this as default?)
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE              // Hue & value pulse around a single key hit then fades value out (Single key)
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE       // same as above but more intense (Multi-key)
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS             // Column and Row single current color fade (Single key)
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS      // Column and Row single color fade. (Multi-key)
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS             // Hue & value pulse away on the same column and row of key hit then fades (Single key)
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS      // Hue & value pulse away on the same column and row of multi-key hit then fades
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_SPLASH                         // Full rainbow pulses from key hit. All else black.
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_MULTISPLASH                      // Full rainbow pulses from multi-keys. All else black. (distracting on multiple keystroke hits)
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_SOLID_SPLASH                     // Single color pulses from key hit. All else black. (distracting on multiple key hits)
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_SOLID_MULTISPLASH              // Single color pulses from muli-keys. All else black.
 | 
			
		||||
#endif //RGB_MATRIX_ENABLE
 | 
			
		||||
 | 
			
		||||
// Add a layer for colemak  -- set "COLEMAK_LAYER_ENABLE = yes" in rules.mk to enable
 | 
			
		||||
#if defined COLEMAK_LAYER_ENABLE
 | 
			
		||||
#define DYNAMIC_KEYMAP_LAYER_COUNT 5
 | 
			
		||||
#define _COLEMAK 4
 | 
			
		||||
    #ifdef GAME_ENABLE
 | 
			
		||||
        #define DYNAMIC_KEYMAP_LAYER_COUNT 6
 | 
			
		||||
        #define _COLEMAK 5
 | 
			
		||||
    #else
 | 
			
		||||
        #define DYNAMIC_KEYMAP_LAYER_COUNT 5
 | 
			
		||||
        #define _COLEMAK 4
 | 
			
		||||
    #endif //GAME_ENABLE
 | 
			
		||||
#endif // COLEMAK_LAYER_ENABLE
 | 
			
		||||
 | 
			
		||||
/*
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1,7 +1,7 @@
 | 
			
		|||
/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
 | 
			
		||||
   Copyright 2021 Jonavin Eng @Jonavin
 | 
			
		||||
   Copyright 2022 gourdo1 <jcblake@outlook.com>
 | 
			
		||||
   
 | 
			
		||||
   Copyright 2022 gourdo1 <gourdo1@outlook.com>
 | 
			
		||||
 | 
			
		||||
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
 | 
			
		||||
| 
						 | 
				
			
			@ -16,7 +16,7 @@ You should have received a copy of the GNU General Public License
 | 
			
		|||
along with this program.  If not, see <http://www.gnu.org/licenses/>.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
// Note: Several advanced functions referenced in this file (like Tap Dance functions) are defined in users/gourdo1/gourdo1.c
 | 
			
		||||
// Note: Several advanced functions referenced in this file (like Tap Dance functions) are defined in /users/gourdo1/gourdo1.c
 | 
			
		||||
 | 
			
		||||
#include QMK_KEYBOARD_H
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -24,6 +24,10 @@ along with this program.  If not, see <http://www.gnu.org/licenses/>.
 | 
			
		|||
 | 
			
		||||
#include "gourdo1.h"
 | 
			
		||||
 | 
			
		||||
#include "paddlegame.h"
 | 
			
		||||
 | 
			
		||||
#include <math.h>
 | 
			
		||||
 | 
			
		||||
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
 | 
			
		||||
 | 
			
		||||
    /* Base Layout
 | 
			
		||||
| 
						 | 
				
			
			@ -44,39 +48,60 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
 | 
			
		|||
     */
 | 
			
		||||
 | 
			
		||||
    [_BASE] = LAYOUT(
 | 
			
		||||
        KC_ESCLYR, KC_F1, KC_F2,   KC_F3,   KC_F4,   KC_F5,   KC_F6,   KC_F7,   KC_F8,   KC_F9,   KC_F10,  KC_F11,  KC_F12,  KC_HOME,          KC_MUTE,
 | 
			
		||||
        KC_GRV,  KC_1,    KC_2,    KC_3,    KC_4,    KC_5,    KC_6,    KC_7,    KC_8,    KC_9,    KC_0,    KC_MINS, KC_EQL,  KC_BSPC,          KC_DEL,
 | 
			
		||||
        KC_ESC,  KC_F1,   KC_F2,   KC_F3,   KC_F4,   KC_F5,   KC_F6,   KC_F7,   KC_F8,   KC_F9,   KC_F10,  KC_F11,  KC_F12,  LEFTOFENC,        ENCFUNC,
 | 
			
		||||
        KC_GRV,  KC_1,    KC_2,    KC_3,    KC_4,    KC_5,    KC_6,    KC_7,    KC_8,    KC_9,    KC_0,    KC_MINS, KC_EQL,  KC_BSPC,          BELOWENC,
 | 
			
		||||
        KC_TAB,  KC_Q,    KC_W,    KC_E,    KC_R,    KC_T,    KC_Y,    KC_U,    KC_I,    KC_O,    KC_P,    KC_LBRC, KC_RBRC, KC_BSLS,          KC_PGUP,
 | 
			
		||||
        TT(_NUMPADMOUSE), KC_A, KC_S, KC_D, KC_F,    KC_G,    KC_H,    KC_J,    KC_K,    KC_L,    KC_SCLN, KC_QUOT,          KC_ENT,           KC_PGDN,
 | 
			
		||||
        KC_LSFTCAPSWIN,   KC_Z,    KC_X,    KC_C,    KC_V,    KC_B,    KC_N,    KC_M,    KC_COMM, KC_DOT,  KC_SLSH,          KC_RSFT, KC_UP,   KC_END,
 | 
			
		||||
        CAPSNUM, KC_A,    KC_S,    KC_D,    KC_F,    KC_G,    KC_H,    KC_J,    KC_K,    KC_L,    KC_SCLN, KC_QUOT,          KC_ENT,           KC_PGDN,
 | 
			
		||||
        LSFTCAPSWIN,      KC_Z,    KC_X,    KC_C,    KC_V,    KC_B,    KC_N,    KC_M,    KC_COMM, KC_DOT,  KC_SLSH,          KC_RSFT, KC_UP,   KC_END,
 | 
			
		||||
        KC_LCTL, KC_LGUI, KC_LALT,                            KC_SPC,                             KC_RALT, MO(_FN1),KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
 | 
			
		||||
    ),
 | 
			
		||||
 | 
			
		||||
    /* FN1 Layout
 | 
			
		||||
     *
 | 
			
		||||
     * ,-------------------------------------------------------------------------------------------------------------.
 | 
			
		||||
     * | Esc  ||MyCmp |WbHom | Calc |MdSel ||MdPrv |MdNxt |MdPly |MdStp ||VolDn |VolUp |PrScr |ScrLk ||Pause || ____ |
 | 
			
		||||
     * | Esc  ||MyCmp |WbHom | Calc |MdSel ||MdPrv |MdNxt |MdPly |MdStp ||VolDn |VolUp |PrScr |ScrLk ||Pause ||Sleep |
 | 
			
		||||
     * |=============================================================================================================|
 | 
			
		||||
     * | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ |RGBTOD|RGBTOI| ________ ||RGBTOG|
 | 
			
		||||
     * |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------|
 | 
			
		||||
     * |  ______ |RGBSAD|RGBVAI|RGBSAI| NKRO | ____ |YAHOO | ____ | ____ |OUTLK |Pause | ____ | ____ | Reset || Home |
 | 
			
		||||
     * |  ______ |RGBSAD|RGBVAI|RGBSAI| NKRO | ____ |YAHOO | ____ | ____ |OUTLK |Pause | ____ | ____ |QK_BOOT|| Home |
 | 
			
		||||
     * |---------+------+------+------+------+------+------+------+------+------+------+------+------+-------++------|
 | 
			
		||||
     * |  Capslock  |RGBHUD|RGBVAD|RGBHUI| ____|GMAIL |HTMAIL| ____ | ____ | ____ | ____ | ____ | __________ || End  |
 | 
			
		||||
     * |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------|
 | 
			
		||||
     * |  __________  |RGBNIT| ____ | ____ | ____ | ____ |NumLk | ____ | ____ |DOTCOM| ____ | ______ ||RGBMOD|| ____ |
 | 
			
		||||
     * |  __________  |RGBNIT| ____ | ____ | ____ | ____ |NumLk | ____ | ____ |DOTCOM| CAD  | ______ ||RGBMOD|| ____ |
 | 
			
		||||
     * |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======|
 | 
			
		||||
     * |  ____  | WinKyLk |  ____  |               _____                  | ____ | ____ | ____ ||RGBSPD|RGBRMD|RGBSPI|
 | 
			
		||||
     * `------------------------------------------------------------------------------------------------------------'
 | 
			
		||||
     */
 | 
			
		||||
 | 
			
		||||
    #ifdef GAME_ENABLE
 | 
			
		||||
    [_FN1] = LAYOUT(
 | 
			
		||||
        EE_CLR, KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SLCK, KC_PAUS,          _______,
 | 
			
		||||
        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_TOD, RGB_TOI, _______,          RGB_TOG,
 | 
			
		||||
        _______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______,   YAHOO, _______, _______, OUTLOOK, KC_PAUS,  SWAP_L,  SWAP_R, RESET,            KC_HOME,
 | 
			
		||||
        KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______,   GMAIL, HOTMAIL, _______, _______, _______, _______, _______,          _______,          KC_END,
 | 
			
		||||
        _______,          RGB_NITE,_______, _______, _______, _______, KC_NLCK, _______, _______,  DOTCOM,  KC_CAD,          _______, RGB_MOD, _______,
 | 
			
		||||
        EE_CLR,  KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SLCK, KC_PAUS,           KC_SLEP,
 | 
			
		||||
        PRNCONF, TG_CAPS, TG_PAD,  TG_ESC,  TG_DEL,  TG_TDCAP,TG_ENC,  TG_INS,TG_SPCMOD, _______, _______, RGB_TOD, RGB_TOI, _______,           RGB_TOG,
 | 
			
		||||
        _______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO,   _______, _______, OUTLOOK, TG(_GAME),SWAP_L, SWAP_R,  QK_BOOT,           KC_HOME,
 | 
			
		||||
        KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL,   HOTMAIL, _______, _______, LOCKPC,  _______, _______,          _______,           KC_END,
 | 
			
		||||
        _______,          RGB_NITE,_______, _______, _______, _______, KC_NLCK, _______, _______, DOTCOM,  KC_CAD,           _______, RGB_MOD,  _______,
 | 
			
		||||
        _______, WINLOCK, _______,                            _______,                            _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI
 | 
			
		||||
    ),
 | 
			
		||||
 | 
			
		||||
    [_GAME] = LAYOUT(
 | 
			
		||||
        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          _______,
 | 
			
		||||
        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          _______,
 | 
			
		||||
        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          _______,
 | 
			
		||||
        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          _______,          _______,
 | 
			
		||||
        _______,          _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          _______, _______, _______,
 | 
			
		||||
        _______, _______, _______,                            _______,                            _______, _______, _______, _______, _______, _______
 | 
			
		||||
    ),
 | 
			
		||||
 | 
			
		||||
    #else
 | 
			
		||||
    [_FN1] = LAYOUT(
 | 
			
		||||
        EE_CLR,  KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SLCK, KC_PAUS,           KC_SLEP,
 | 
			
		||||
        PRNCONF, TG_CAPS, TG_PAD,  TG_ESC,  TG_DEL,  TG_TDCAP,TG_ENC,  TG_INS,TG_SPCMOD, _______, _______, RGB_TOD, RGB_TOI, _______,           RGB_TOG,
 | 
			
		||||
        _______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO,   _______, _______, OUTLOOK, KC_PAUS, SWAP_L,  SWAP_R,  QK_BOOT,           KC_HOME,
 | 
			
		||||
        KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL,   HOTMAIL, _______, _______, LOCKPC,  _______, _______,          _______,           KC_END,
 | 
			
		||||
        _______,          RGB_NITE,_______, _______, _______, _______, KC_NLCK, _______, _______, DOTCOM,  KC_CAD,           _______, RGB_MOD,  _______,
 | 
			
		||||
        _______, KC_WINLCK, _______,                          _______,                            _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI
 | 
			
		||||
    ),
 | 
			
		||||
    #endif  //GAME_ENABLE
 | 
			
		||||
 | 
			
		||||
    /* _NUMPADMOUSE Layout
 | 
			
		||||
     *  Note: A symbol preceded by "P" is a Numpad-encoded version of the key -- any app that differentiates will recognize the char as coming from a physical numpad.
 | 
			
		||||
| 
						 | 
				
			
			@ -101,7 +126,7 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
 | 
			
		|||
        _______, KC_PGUP, KC_UP,   KC_PGDN, KC_NO,   KC_NO,   KC_NO,   KC_P4,   KC_P5,   KC_P6,   KC_PPLS, _______, _______, _______,          KC_WH_U,
 | 
			
		||||
        _______, KC_LEFT, KC_DOWN, KC_RGHT, KC_NO,   KC_NO,   KC_NO,   KC_P1,   KC_P2,   KC_P3,   KC_PAST, _______,          KC_PENT,          KC_WH_D,
 | 
			
		||||
        _______,          KC_NO,   _______, _______, _______, KC_NO,   KC_NO,   KC_P0,   KC_00,   KC_PDOT, KC_PSLS,          KC_BTN1, KC_MS_U, KC_BTN2,
 | 
			
		||||
        _______, _______, _______,                            _______,                            _______, _______, KC_BTN3, KC_MS_L, KC_MS_D, KC_MS_R
 | 
			
		||||
        _______, _______, _______,                            KC_PENT,                            _______, _______, KC_BTN3, KC_MS_L, KC_MS_D, KC_MS_R
 | 
			
		||||
    ),
 | 
			
		||||
 | 
			
		||||
    [_MOUSEKEY] = LAYOUT(
 | 
			
		||||
| 
						 | 
				
			
			@ -115,19 +140,19 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
 | 
			
		|||
 | 
			
		||||
    #ifdef COLEMAK_LAYER_ENABLE
 | 
			
		||||
    [_COLEMAK] = LAYOUT(
 | 
			
		||||
        _______,  KC_F1,   KC_F2,   KC_F3,   KC_F4,   KC_F5,   KC_F6,   KC_F7,   KC_F8,   KC_F9,   KC_F10,  KC_F11,  KC_F12,  KC_DEL,           KC_MUTE,
 | 
			
		||||
        KC_GRV,  KC_1,    KC_2,    KC_3,    KC_4,    KC_5,    KC_6,    KC_7,    KC_8,    KC_9,    KC_0,    KC_MINS, KC_EQL,  KC_BSPC,          KC_HOME,
 | 
			
		||||
        _______, KC_F1,   KC_F2,   KC_F3,   KC_F4,   KC_F5,   KC_F6,   KC_F7,   KC_F8,   KC_F9,   KC_F10,  KC_F11,  KC_F12,  _______,          _______,
 | 
			
		||||
        KC_GRV,  KC_1,    KC_2,    KC_3,    KC_4,    KC_5,    KC_6,    KC_7,    KC_8,    KC_9,    KC_0,    KC_MINS, KC_EQL,  _______,          _______,
 | 
			
		||||
        KC_TAB,  KC_Q,    KC_W,    KC_F,    KC_P,    KC_G,    KC_J,    KC_L,    KC_U,    KC_Y,    KC_SCLN, KC_LBRC, KC_RBRC, KC_BSLS,          KC_PGUP,
 | 
			
		||||
        _______, KC_A, KC_R,    KC_S,    KC_T,    KC_D,    KC_H,    KC_N,    KC_E,    KC_I,    KC_O,    KC_QUOT,          KC_ENT,           KC_PGDN,
 | 
			
		||||
        _______,   KC_Z,    KC_X,    KC_C,    KC_V,    KC_B,    KC_K,    KC_M,    KC_COMM, KC_DOT,  KC_SLSH,          KC_RSFT, KC_UP,   KC_END,
 | 
			
		||||
        _______, _______, _______,                            KC_SPC,                             KC_RALT, _______,KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
 | 
			
		||||
        ),
 | 
			
		||||
        _______, KC_A,    KC_R,    KC_S,    KC_T,    KC_D,    KC_H,    KC_N,    KC_E,    KC_I,    KC_O,    KC_QUOT,          KC_ENT,           KC_PGDN,
 | 
			
		||||
        _______,          KC_Z,    KC_X,    KC_C,    KC_V,    KC_B,    KC_K,    KC_M,    KC_COMM, KC_DOT,  KC_SLSH,          KC_RSFT, KC_UP,   KC_END,
 | 
			
		||||
        _______, _______, _______,                            KC_SPC,                             KC_RALT, _______, KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
 | 
			
		||||
    ),
 | 
			
		||||
    #endif // COLEMAK_LAYER_ENABLE
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#if defined(ENCODER_ENABLE) && !defined(ENCODER_DEFAULTACTIONS_ENABLE) // Encoder Functionality when not using userspace defaults
 | 
			
		||||
void encoder_action_rgbhue(bool clockwise) {
 | 
			
		||||
    if (clockwise)       
 | 
			
		||||
    if (clockwise)
 | 
			
		||||
        rgblight_increase_hue_noeeprom();
 | 
			
		||||
    else
 | 
			
		||||
        rgblight_decrease_hue_noeeprom();
 | 
			
		||||
| 
						 | 
				
			
			@ -154,6 +179,18 @@ bool encoder_update_user(uint8_t index, bool clockwise) {
 | 
			
		|||
            timeout_update_threshold(clockwise);
 | 
			
		||||
            #endif
 | 
			
		||||
            break;
 | 
			
		||||
            #ifdef GAME_ENABLE
 | 
			
		||||
        case _GAME:
 | 
			
		||||
            // Game: Paddle movement
 | 
			
		||||
            if (damage_count == 0) {
 | 
			
		||||
                if (clockwise) {
 | 
			
		||||
                    if (paddle_pos_full < 15) ++paddle_pos_full;
 | 
			
		||||
                } else {
 | 
			
		||||
                    if (paddle_pos_full > 0) --paddle_pos_full;
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
            break;
 | 
			
		||||
            #endif //GAME_ENABLE
 | 
			
		||||
        default:
 | 
			
		||||
            encoder_action_volume(clockwise); // Otherwise it just changes volume
 | 
			
		||||
            break;
 | 
			
		||||
| 
						 | 
				
			
			@ -165,6 +202,45 @@ bool encoder_update_user(uint8_t index, bool clockwise) {
 | 
			
		|||
#endif // ENCODER_ENABLE && !ENCODER_DEFAULTACTIONS_ENABLE
 | 
			
		||||
 | 
			
		||||
#ifdef RGB_MATRIX_ENABLE
 | 
			
		||||
 | 
			
		||||
// Game logic
 | 
			
		||||
#ifdef GAME_ENABLE
 | 
			
		||||
void init_ball(uint8_t i) {
 | 
			
		||||
    i &= 1;
 | 
			
		||||
    ball[i].on = true;
 | 
			
		||||
    ball[i].up = false;
 | 
			
		||||
    ball[i].y = 0;
 | 
			
		||||
    ball[i].x = rand() % 16;
 | 
			
		||||
 | 
			
		||||
    // Set initial ball state
 | 
			
		||||
    if (ball[i].x < 8) {
 | 
			
		||||
        ball[i].left = false;
 | 
			
		||||
    } else {
 | 
			
		||||
        ball[i].x -= 4;
 | 
			
		||||
        ball[i].left = true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // 1/4 chance of being an enemy ball after level 6
 | 
			
		||||
    if (level_number > 3) {
 | 
			
		||||
        ball[i].enemy = ((rand() % 4) == 0);
 | 
			
		||||
    } else {
 | 
			
		||||
        ball[i].enemy = false;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void hurt_paddle(void) {
 | 
			
		||||
    if (paddle_lives > 0) {
 | 
			
		||||
        --paddle_lives;
 | 
			
		||||
    }
 | 
			
		||||
    damage_timer = timer_read();
 | 
			
		||||
    damage_count = 10;
 | 
			
		||||
 | 
			
		||||
    // Reset board
 | 
			
		||||
    init_ball(0);
 | 
			
		||||
    ball[1].on = false;
 | 
			
		||||
}
 | 
			
		||||
#endif //GAME_ENABLE
 | 
			
		||||
 | 
			
		||||
// Capslock, Scroll lock and Numlock indicator on Left side lights.
 | 
			
		||||
void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
 | 
			
		||||
    if (get_rgb_nightmode()) rgb_matrix_set_color_all(RGB_OFF);
 | 
			
		||||
| 
						 | 
				
			
			@ -174,6 +250,7 @@ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
 | 
			
		|||
        rgb_matrix_set_color(LED_L3, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_L4, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_TAB, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_F12, RGB_RED);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // System NumLock warning indicator RGB setup
 | 
			
		||||
| 
						 | 
				
			
			@ -197,12 +274,19 @@ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
 | 
			
		|||
 | 
			
		||||
    // CapsLock RGB setup
 | 
			
		||||
    if (IS_HOST_LED_ON(USB_LED_CAPS_LOCK)) {
 | 
			
		||||
        for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_LETTERS); i++) {
 | 
			
		||||
            rgb_matrix_set_color(LED_LIST_LETTERS[i], RGB_CHARTREUSE);
 | 
			
		||||
        if (user_config.rgb_hilite_caps) {
 | 
			
		||||
            for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_LETTERS); i++) {
 | 
			
		||||
                rgb_matrix_set_color(LED_LIST_LETTERS[i], RGB_CHARTREUSE);
 | 
			
		||||
            }
 | 
			
		||||
            rgb_matrix_set_color(LED_L7, RGB_CHARTREUSE);
 | 
			
		||||
            rgb_matrix_set_color(LED_L8, RGB_CHARTREUSE);
 | 
			
		||||
            rgb_matrix_set_color(LED_LSFT, RGB_CHARTREUSE);
 | 
			
		||||
        }
 | 
			
		||||
        else {
 | 
			
		||||
            rgb_matrix_set_color(LED_L7, RGB_CHARTREUSE);
 | 
			
		||||
            rgb_matrix_set_color(LED_L8, RGB_CHARTREUSE);
 | 
			
		||||
            rgb_matrix_set_color(LED_LSFT, RGB_CHARTREUSE);
 | 
			
		||||
        }
 | 
			
		||||
        rgb_matrix_set_color(LED_L7, RGB_CHARTREUSE);
 | 
			
		||||
        rgb_matrix_set_color(LED_L8, RGB_CHARTREUSE);
 | 
			
		||||
        rgb_matrix_set_color(LED_LSFT, RGB_CHARTREUSE);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Winkey disabled (gaming) mode RGB setup
 | 
			
		||||
| 
						 | 
				
			
			@ -239,9 +323,9 @@ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
 | 
			
		|||
        rgb_matrix_set_color(LED_LALT, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_SPC, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_LWIN, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_RALT, RGB_RED);
 | 
			
		||||
        //rgb_matrix_set_color(LED_RALT, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_FN, RGB_OFFBLUE);
 | 
			
		||||
        rgb_matrix_set_color(LED_RCTL, RGB_RED);
 | 
			
		||||
        //rgb_matrix_set_color(LED_RCTL, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_BSLS, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_L1, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_L2, RGB_RED);
 | 
			
		||||
| 
						 | 
				
			
			@ -264,37 +348,90 @@ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
 | 
			
		|||
        rgb_matrix_set_color(LED_R8, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_MINS, RGB_OFFBLUE);
 | 
			
		||||
        rgb_matrix_set_color(LED_EQL, RGB_OFFBLUE);
 | 
			
		||||
        #ifdef GAME_ENABLE
 | 
			
		||||
        rgb_matrix_set_color(LED_P, RGB_CHARTREUSE);
 | 
			
		||||
        #else
 | 
			
		||||
        rgb_matrix_set_color(LED_P, RGB_RED);
 | 
			
		||||
        #endif // GAME_ENABLE
 | 
			
		||||
 | 
			
		||||
        //Add RGB statuses for user.config toggles
 | 
			
		||||
        if (user_config.rgb_hilite_caps) {
 | 
			
		||||
        rgb_matrix_set_color(LED_1, RGB_GREEN);
 | 
			
		||||
        } else {
 | 
			
		||||
        rgb_matrix_set_color(LED_1, RGB_PURPLE);
 | 
			
		||||
        }
 | 
			
		||||
        if (user_config.rgb_hilite_numpad) {
 | 
			
		||||
        rgb_matrix_set_color(LED_2, RGB_GREEN);
 | 
			
		||||
        } else {
 | 
			
		||||
        rgb_matrix_set_color(LED_2, RGB_PURPLE);
 | 
			
		||||
        }
 | 
			
		||||
        if (user_config.esc_double_tap_to_baselyr) {
 | 
			
		||||
        rgb_matrix_set_color(LED_3, RGB_GREEN);
 | 
			
		||||
        } else {
 | 
			
		||||
        rgb_matrix_set_color(LED_3, RGB_PURPLE);
 | 
			
		||||
        }
 | 
			
		||||
        if (user_config.del_right_home_top) {
 | 
			
		||||
        rgb_matrix_set_color(LED_4, RGB_GREEN);
 | 
			
		||||
        } else {
 | 
			
		||||
        rgb_matrix_set_color(LED_4, RGB_PURPLE);
 | 
			
		||||
        }
 | 
			
		||||
        if (user_config.double_tap_shift_for_capslock) {
 | 
			
		||||
        rgb_matrix_set_color(LED_5, RGB_GREEN);
 | 
			
		||||
        } else {
 | 
			
		||||
        rgb_matrix_set_color(LED_5, RGB_PURPLE);
 | 
			
		||||
        }
 | 
			
		||||
        if (user_config.encoder_press_mute_or_media) {
 | 
			
		||||
        rgb_matrix_set_color(LED_6, RGB_GREEN);
 | 
			
		||||
        } else {
 | 
			
		||||
        rgb_matrix_set_color(LED_6, RGB_PURPLE);
 | 
			
		||||
        }
 | 
			
		||||
        if (user_config.ins_on_shft_bkspc_or_del) {
 | 
			
		||||
        rgb_matrix_set_color(LED_7, RGB_GREEN);
 | 
			
		||||
        } else {
 | 
			
		||||
        rgb_matrix_set_color(LED_7, RGB_PURPLE);
 | 
			
		||||
        }
 | 
			
		||||
        if (user_config.disable_space_mods) {
 | 
			
		||||
        rgb_matrix_set_color(LED_8, RGB_GREEN);
 | 
			
		||||
        } else {
 | 
			
		||||
        rgb_matrix_set_color(LED_8, RGB_PURPLE);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Add RGB Timeout Indicator -- shows 0 to 139 using F row and num row; larger numbers using 16bit code
 | 
			
		||||
        uint16_t timeout_threshold = get_timeout_threshold();
 | 
			
		||||
        if (timeout_threshold <= 10) rgb_matrix_set_color(LED_LIST_FUNCROW[timeout_threshold], RGB_CYAN);
 | 
			
		||||
        if (timeout_threshold <= 10) rgb_matrix_set_color(LED_LIST_FUNCROW[timeout_threshold], RGB_BLUE);
 | 
			
		||||
        else if (timeout_threshold < 140) {
 | 
			
		||||
            rgb_matrix_set_color(LED_LIST_FUNCROW[(timeout_threshold / 10)], RGB_CYAN);
 | 
			
		||||
            rgb_matrix_set_color(LED_LIST_NUMROW[(timeout_threshold % 10)], RGB_CYAN);
 | 
			
		||||
            rgb_matrix_set_color(LED_LIST_FUNCROW[(timeout_threshold % 10)], RGB_BLUE);
 | 
			
		||||
        } else { // >= 140 minutes, just show these 3 lights
 | 
			
		||||
            rgb_matrix_set_color(LED_LIST_NUMROW[10], RGB_CYAN);
 | 
			
		||||
            rgb_matrix_set_color(LED_LIST_NUMROW[11], RGB_CYAN);
 | 
			
		||||
            rgb_matrix_set_color(LED_LIST_NUMROW[12], RGB_CYAN);
 | 
			
		||||
            rgb_matrix_set_color(LED_LIST_FUNCROW[10], RGB_CYAN);
 | 
			
		||||
            rgb_matrix_set_color(LED_LIST_FUNCROW[11], RGB_CYAN);
 | 
			
		||||
            rgb_matrix_set_color(LED_LIST_FUNCROW[12], RGB_CYAN);
 | 
			
		||||
        }
 | 
			
		||||
        break;
 | 
			
		||||
 | 
			
		||||
        // Numpad & Mouse Keys overlay RGB
 | 
			
		||||
    case _NUMPADMOUSE:
 | 
			
		||||
        for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_NUMPAD); i++) {
 | 
			
		||||
            rgb_matrix_set_color(LED_LIST_NUMPAD[i], RGB_OFFBLUE);
 | 
			
		||||
        if (user_config.rgb_hilite_numpad) {
 | 
			
		||||
            for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_NUMPAD); i++) {
 | 
			
		||||
                rgb_matrix_set_color(LED_LIST_NUMPAD[i], RGB_OFFBLUE);
 | 
			
		||||
            }
 | 
			
		||||
            rgb_matrix_set_color(LED_L5, RGB_OFFBLUE);
 | 
			
		||||
            rgb_matrix_set_color(LED_L6, RGB_OFFBLUE);
 | 
			
		||||
            rgb_matrix_set_color(LED_CAPS, RGB_OFFBLUE);
 | 
			
		||||
            rgb_matrix_set_color(LED_UP, RGB_CHARTREUSE);
 | 
			
		||||
            rgb_matrix_set_color(LED_DOWN, RGB_CHARTREUSE);
 | 
			
		||||
            rgb_matrix_set_color(LED_LEFT, RGB_CHARTREUSE);
 | 
			
		||||
            rgb_matrix_set_color(LED_RIGHT, RGB_CHARTREUSE);
 | 
			
		||||
            rgb_matrix_set_color(LED_RCTL, RGB_CHARTREUSE);
 | 
			
		||||
            rgb_matrix_set_color(LED_RSFT, RGB_CHARTREUSE);
 | 
			
		||||
            rgb_matrix_set_color(LED_END, RGB_CHARTREUSE);
 | 
			
		||||
            rgb_matrix_set_color(LED_PGUP, RGB_CHARTREUSE);
 | 
			
		||||
            rgb_matrix_set_color(LED_PGDN, RGB_CHARTREUSE);
 | 
			
		||||
        } else {
 | 
			
		||||
            rgb_matrix_set_color(LED_L5, RGB_OFFBLUE);
 | 
			
		||||
            rgb_matrix_set_color(LED_L6, RGB_OFFBLUE);
 | 
			
		||||
            rgb_matrix_set_color(LED_CAPS, RGB_OFFBLUE);
 | 
			
		||||
        }
 | 
			
		||||
        rgb_matrix_set_color(LED_L5, RGB_OFFBLUE);
 | 
			
		||||
        rgb_matrix_set_color(LED_L6, RGB_OFFBLUE);
 | 
			
		||||
        rgb_matrix_set_color(LED_CAPS, RGB_OFFBLUE);
 | 
			
		||||
        rgb_matrix_set_color(LED_UP, RGB_CHARTREUSE);
 | 
			
		||||
        rgb_matrix_set_color(LED_DOWN, RGB_CHARTREUSE);
 | 
			
		||||
        rgb_matrix_set_color(LED_LEFT, RGB_CHARTREUSE);
 | 
			
		||||
        rgb_matrix_set_color(LED_RIGHT, RGB_CHARTREUSE);
 | 
			
		||||
        rgb_matrix_set_color(LED_RCTL, RGB_CHARTREUSE);
 | 
			
		||||
        rgb_matrix_set_color(LED_RSFT, RGB_CHARTREUSE);
 | 
			
		||||
        rgb_matrix_set_color(LED_END, RGB_CHARTREUSE);
 | 
			
		||||
        rgb_matrix_set_color(LED_PGUP, RGB_CHARTREUSE);
 | 
			
		||||
        rgb_matrix_set_color(LED_PGDN, RGB_CHARTREUSE);
 | 
			
		||||
        break;
 | 
			
		||||
 | 
			
		||||
        // MOUSEKEYS mode RGB
 | 
			
		||||
| 
						 | 
				
			
			@ -308,19 +445,229 @@ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
 | 
			
		|||
        rgb_matrix_set_color(LED_END, RGB_CYAN);
 | 
			
		||||
        rgb_matrix_set_color(LED_PGUP, RGB_OFFBLUE);
 | 
			
		||||
        rgb_matrix_set_color(LED_PGDN, RGB_OFFBLUE);
 | 
			
		||||
 | 
			
		||||
        break;
 | 
			
		||||
 | 
			
		||||
    // Colemak layer RGB
 | 
			
		||||
    #ifdef COLEMAK_LAYER_ENABLE
 | 
			
		||||
        // Colemak layer RGB
 | 
			
		||||
        #ifdef COLEMAK_LAYER_ENABLE
 | 
			
		||||
    case _COLEMAK:
 | 
			
		||||
        for (uint8_t i = 0; i < ARRAYSIZE(LED_SIDE_RIGHT); i++) {
 | 
			
		||||
            rgb_matrix_set_color(LED_SIDE_RIGHT[i], RGB_MAGENTA);
 | 
			
		||||
            rgb_matrix_set_color(LED_SIDE_LEFT[i], RGB_MAGENTA);
 | 
			
		||||
        }
 | 
			
		||||
        break;
 | 
			
		||||
    #endif
 | 
			
		||||
        #endif
 | 
			
		||||
 | 
			
		||||
        // Paddle game logic
 | 
			
		||||
        #ifdef GAME_ENABLE
 | 
			
		||||
    case _GAME:
 | 
			
		||||
        if (!game_start) {
 | 
			
		||||
            srand((unsigned int) timer_read());
 | 
			
		||||
 | 
			
		||||
            // Store user light settings
 | 
			
		||||
            last_hsv = rgb_matrix_get_hsv();
 | 
			
		||||
            rgb_matrix_sethsv_noeeprom(0, 0, 0);
 | 
			
		||||
 | 
			
		||||
            paddle_pos_full = 8;
 | 
			
		||||
            paddle_lives = 4;
 | 
			
		||||
            bounce_count = 0;
 | 
			
		||||
            level_number = 0;
 | 
			
		||||
            damage_count = 0;
 | 
			
		||||
 | 
			
		||||
            init_ball(0);
 | 
			
		||||
            ball[1].on = false;
 | 
			
		||||
            ball_timer = timer_read();
 | 
			
		||||
 | 
			
		||||
            game_start = true;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Set level indicator
 | 
			
		||||
        if (level_number < 12) {
 | 
			
		||||
            rgb_matrix_set_color(GAME_R0[level_number], RGB_BLUE);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Set life bar
 | 
			
		||||
        for (uint8_t i = 0; i < paddle_lives; i++) {
 | 
			
		||||
            rgb_matrix_set_color(GAME_LIVES[i], RGB_GREEN);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        uint8_t paddle_pos = paddle_pos_full >> 1;
 | 
			
		||||
 | 
			
		||||
        if (damage_count > 0) {
 | 
			
		||||
            // Flash paddle when receiving damage
 | 
			
		||||
            if (timer_elapsed(damage_timer) > 500) {
 | 
			
		||||
                --damage_count;
 | 
			
		||||
                damage_timer = timer_read();
 | 
			
		||||
            }
 | 
			
		||||
            if ((damage_count & 1) == 0) {
 | 
			
		||||
                for (uint8_t i = 0; i < 3; i++) {
 | 
			
		||||
                    rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_RED);
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
            if (damage_count == 0) {
 | 
			
		||||
                ball_timer = timer_read();
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
        } else if (paddle_lives == 0) {
 | 
			
		||||
            // Game over
 | 
			
		||||
            for (uint8_t i = 0; i < sizeof(LED_GAME_OVER) / sizeof(LED_GAME_OVER[0]); i++) {
 | 
			
		||||
                rgb_matrix_set_color(LED_GAME_OVER[i], RGB_RED);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
        } else if (level_number >= 12) {
 | 
			
		||||
            // You win
 | 
			
		||||
            if (rgb_value.r == 0xff && rgb_value.g < 0xff) {
 | 
			
		||||
                if (rgb_value.b > 0) {
 | 
			
		||||
                    --rgb_value.b;
 | 
			
		||||
                } else {
 | 
			
		||||
                    ++rgb_value.g;
 | 
			
		||||
                }
 | 
			
		||||
            } else if (rgb_value.g == 0xff && rgb_value.b < 0xff) {
 | 
			
		||||
                if (rgb_value.r > 0) {
 | 
			
		||||
                    --rgb_value.r;
 | 
			
		||||
                } else {
 | 
			
		||||
                    ++rgb_value.b;
 | 
			
		||||
                }
 | 
			
		||||
            } else if (rgb_value.b == 0xff && rgb_value.r < 0xff) {
 | 
			
		||||
                if (rgb_value.g > 0) {
 | 
			
		||||
                    --rgb_value.g;
 | 
			
		||||
                } else {
 | 
			
		||||
                    ++rgb_value.r;
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            for (uint8_t i = 0; i < 3; i++) {
 | 
			
		||||
                rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], rgb_value.r, rgb_value.g, rgb_value.b);
 | 
			
		||||
            }
 | 
			
		||||
            rgb_matrix_set_color(GAME_SMILE1[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b);
 | 
			
		||||
            rgb_matrix_set_color(GAME_SMILE1[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b);
 | 
			
		||||
            rgb_matrix_set_color(GAME_SMILE2[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b);
 | 
			
		||||
            rgb_matrix_set_color(GAME_SMILE2[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b);
 | 
			
		||||
 | 
			
		||||
        } else {
 | 
			
		||||
            // normal game loop
 | 
			
		||||
 | 
			
		||||
            // Set paddle position
 | 
			
		||||
            for (uint8_t i = 0; i < 3; i++) {
 | 
			
		||||
                rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_GREEN);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            // Ball movement logic happens at intervals
 | 
			
		||||
            if (timer_elapsed(ball_timer) > GAME_TIMER[level_number]) {
 | 
			
		||||
                for (int i = 0; i < 2; ++i) {
 | 
			
		||||
                    if (ball[i].on) {
 | 
			
		||||
                        // Ball movement
 | 
			
		||||
                        if (ball[i].up) {
 | 
			
		||||
                            if (ball[i].y > 0) {
 | 
			
		||||
                                --ball[i].y;
 | 
			
		||||
                                if (!ball[i].left) ++ball[i].x;
 | 
			
		||||
                            } else {
 | 
			
		||||
                                // Count reflections. If > 10, increase level
 | 
			
		||||
                                ++bounce_count;
 | 
			
		||||
                                if (bounce_count >= 10) {
 | 
			
		||||
                                    bounce_count = 0;
 | 
			
		||||
                                    ++level_number;
 | 
			
		||||
                                }
 | 
			
		||||
                                ball[i].on = false;
 | 
			
		||||
                            }
 | 
			
		||||
                        } else {
 | 
			
		||||
                            ++ball[i].y;
 | 
			
		||||
                            if (ball[i].left) --ball[i].x;
 | 
			
		||||
                            if (ball[i].y > 4) {
 | 
			
		||||
                                // Remove a life if ball isn't returned and isn't enemy
 | 
			
		||||
                                if (!ball[i].enemy) {
 | 
			
		||||
                                    hurt_paddle();
 | 
			
		||||
                                    i = 2;
 | 
			
		||||
                                } else {
 | 
			
		||||
                                    ball[i].on = false;
 | 
			
		||||
                                }
 | 
			
		||||
                            }
 | 
			
		||||
                        }
 | 
			
		||||
                    }
 | 
			
		||||
                }
 | 
			
		||||
                if (ball[0].y == 4 && !ball[1].on) {
 | 
			
		||||
                    init_ball(1);
 | 
			
		||||
                }
 | 
			
		||||
                if (ball[1].y == 4 && !ball[0].on) {
 | 
			
		||||
                    init_ball(0);
 | 
			
		||||
                }
 | 
			
		||||
                if (!ball[0].on && !ball[1].on) {
 | 
			
		||||
                    init_ball(0);
 | 
			
		||||
                }
 | 
			
		||||
                ball_timer = timer_read();
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            // Other ball stuff
 | 
			
		||||
            for (int i = 0; i < 2; ++i) {
 | 
			
		||||
                if (ball[i].on) {
 | 
			
		||||
                    // Ball deflection logic
 | 
			
		||||
                    if (!ball[i].up && ball[i].y == 4 && (ball[i].x == paddle_pos || ball[i].x == paddle_pos - 1 || ball[i].x == paddle_pos + 1)) {
 | 
			
		||||
                        if (!ball[i].enemy) {
 | 
			
		||||
                            --ball[i].y;
 | 
			
		||||
                            if (!ball[i].left) {
 | 
			
		||||
                                ++ball[i].x;
 | 
			
		||||
                            }
 | 
			
		||||
                            ball[i].up = true;
 | 
			
		||||
                        } else {
 | 
			
		||||
                            hurt_paddle();
 | 
			
		||||
                            i = 2;
 | 
			
		||||
                        }
 | 
			
		||||
                    }
 | 
			
		||||
 | 
			
		||||
                    // Ball display
 | 
			
		||||
                    switch (ball[i].y) {
 | 
			
		||||
                    case 0:
 | 
			
		||||
                        if (ball[i].enemy) {
 | 
			
		||||
                            rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_RED);
 | 
			
		||||
                        } else {
 | 
			
		||||
                            rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_WHITE);
 | 
			
		||||
                        }
 | 
			
		||||
                        break;
 | 
			
		||||
 | 
			
		||||
                    case 1:
 | 
			
		||||
                        if (ball[i].enemy) {
 | 
			
		||||
                            rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_RED);
 | 
			
		||||
                        } else {
 | 
			
		||||
                            rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_WHITE);
 | 
			
		||||
                        }
 | 
			
		||||
                        break;
 | 
			
		||||
 | 
			
		||||
                    case 2:
 | 
			
		||||
                        if (ball[i].enemy) {
 | 
			
		||||
                            rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_RED);
 | 
			
		||||
                        } else {
 | 
			
		||||
                            rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_WHITE);
 | 
			
		||||
                        }
 | 
			
		||||
                        break;
 | 
			
		||||
 | 
			
		||||
                    case 3:
 | 
			
		||||
                        if (ball[i].enemy) {
 | 
			
		||||
                            rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_RED);
 | 
			
		||||
                        } else {
 | 
			
		||||
                            rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_WHITE);
 | 
			
		||||
                        }
 | 
			
		||||
                        break;
 | 
			
		||||
 | 
			
		||||
                    case 4:
 | 
			
		||||
                        if (ball[i].enemy) {
 | 
			
		||||
                            rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_RED);
 | 
			
		||||
                        } else {
 | 
			
		||||
                            rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_WHITE);
 | 
			
		||||
                        }
 | 
			
		||||
                        break;
 | 
			
		||||
                    }
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        break;
 | 
			
		||||
        #endif //GAME_ENABLE
 | 
			
		||||
    default:
 | 
			
		||||
        #ifdef GAME_ENABLE
 | 
			
		||||
        if (game_start) {
 | 
			
		||||
            // Reset lighting settings
 | 
			
		||||
            game_start = false;
 | 
			
		||||
            rgb_matrix_sethsv_noeeprom(last_hsv.h, last_hsv.s, last_hsv.v);
 | 
			
		||||
        }
 | 
			
		||||
        #endif //GAME_ENABLE
 | 
			
		||||
        break;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			@ -329,8 +676,6 @@ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
 | 
			
		|||
void keyboard_post_init_keymap(void) {
 | 
			
		||||
    // keyboard_post_init_user() moved to userspace
 | 
			
		||||
    #ifdef RGB_MATRIX_ENABLE
 | 
			
		||||
    rgb_matrix_mode_noeeprom(RGB_MATRIX_SOLID_COLOR);
 | 
			
		||||
    rgb_matrix_sethsv_noeeprom(20, 255, 127); // Default startup color (Hue:amber Saturation:full Value(brightness):mid)
 | 
			
		||||
    activate_rgb_nightmode(false); // Set to true if you want to startup in nightmode, otherwise use Fn + Z to toggle
 | 
			
		||||
    #endif
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										48
									
								
								keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/paddlegame.h
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
										48
									
								
								keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/paddlegame.h
									
										
									
									
									
										Normal file
									
								
							| 
						 | 
				
			
			@ -0,0 +1,48 @@
 | 
			
		|||
/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
 | 
			
		||||
   Copyright 2021 Tomas Guinan
 | 
			
		||||
 | 
			
		||||
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/>.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifdef GAME_ENABLE
 | 
			
		||||
const uint16_t GAME_TIMER[] = { 
 | 
			
		||||
	400, 350, 300, 250, 400, 350, 300, 250, 225, 200, 175, 150
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
bool game_start = false;
 | 
			
		||||
HSV last_hsv;
 | 
			
		||||
static uint8_t paddle_pos_full;
 | 
			
		||||
static uint8_t paddle_lives;
 | 
			
		||||
static uint8_t level_number;
 | 
			
		||||
static uint8_t bounce_count;
 | 
			
		||||
static uint8_t damage_count;
 | 
			
		||||
static uint16_t damage_timer;
 | 
			
		||||
static uint16_t ball_timer;
 | 
			
		||||
 | 
			
		||||
struct BallStruct
 | 
			
		||||
{
 | 
			
		||||
	uint8_t x;
 | 
			
		||||
	uint8_t y;
 | 
			
		||||
	bool on;
 | 
			
		||||
	bool up;
 | 
			
		||||
	bool left;
 | 
			
		||||
	bool enemy;
 | 
			
		||||
};
 | 
			
		||||
	
 | 
			
		||||
struct BallStruct ball[2];
 | 
			
		||||
 | 
			
		||||
void init_ball(uint8_t i);
 | 
			
		||||
void hurt_paddle(void);
 | 
			
		||||
 | 
			
		||||
#endif //GAME_ENABLE
 | 
			
		||||
| 
						 | 
				
			
			@ -1,6 +1,6 @@
 | 
			
		|||
# gourdo1's GMMK Pro ANSI layout
 | 
			
		||||
# [gourdo1's](mailto:gourdo1@outlook.com) GMMK Pro ANSI layout
 | 
			
		||||
 | 
			
		||||
This Windows-centric layout is based on [Jonavin's](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/ansi/keymaps/jonavin) GMMK Pro layout with several additions, modifications, a tweaked keymap, updated layers and expanded RGB controls.
 | 
			
		||||
This Windows-centric ANSI layout is based on [Jonavin's](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/jonavin) GMMK Pro layout with many additions, fixes, a revamped keymap, persistent user customizations, updated layers, [Tomas Guinan's paddle game](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame) and expanded RGB effects and controls.
 | 
			
		||||
 | 
			
		||||

 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -8,26 +8,51 @@ This Windows-centric layout is based on [Jonavin's](https://github.com/qmk/qmk_f
 | 
			
		|||
 | 
			
		||||
### Core Functionality
 | 
			
		||||
 | 
			
		||||
* Quick & Easy Customization: Open a text editor and hit [FN]` (tilde key) to view toggle-able features. (added Jun 29, 2022)
 | 
			
		||||
* [VIA](https://www.caniusevia.com/) support enabled (added Mar 16, 2022)
 | 
			
		||||
* Most [default Glorious shortcuts](https://cdn.shopify.com/s/files/1/0549/2681/files/GMMK_Pro_User_Guide.pdf) enabled
 | 
			
		||||
* [N-key Rollover](https://en.wikipedia.org/wiki/Rollover_\(keyboard\)#n-key_rollover) (NKRO) -- toggled with FN+R
 | 
			
		||||
* Gaming mode (FN + Win-key) locks out Win-key as well as double-tap Shift Capslock; Also RGB highlights WSAD and nearby gaming related keys
 | 
			
		||||
* [Caps Word](https://getreuer.info/posts/keyboards/caps-word/index.html) enabled: To capitalize the next word only, press and release both left and right shift keys at the same time. (added Feb 25, 2022)
 | 
			
		||||
* Multi-monitor app moving shortcuts: FN + [,] (square brackets) to move current app window to next monitor (added Apr 11, 2022)
 | 
			
		||||
* Domain shortcuts: FN+.=".com", FN+O="outlook.com", FN+Y="yahoo.com", FN+H="hotmail.com", FN+G="gmail.com". (added Apr 7, 2022)
 | 
			
		||||
* [N-key Rollover](https://en.wikipedia.org/wiki/Rollover_\(keyboard\)#n-key_rollover) (NKRO) -- toggled with [FN]R
 | 
			
		||||
* 1000Hz polling rate with 5ms debounce time for quick response in games
 | 
			
		||||
* Mouse Keys! Don't want to move your hands off the keyboard or you didn't bring it with you? Use cursor keys to move the mouse
 | 
			
		||||
* Overlay numpad on 789-UIOP-JKL;-M,. & Space-bar mapped to Enter key for rapid number entry
 | 
			
		||||
* Gaming mode ([FN]Win-key) locks out Win-key and double-tap Shift Capslock; Also RGB highlights WSAD and nearby gaming keys
 | 
			
		||||
* Caps Word enabled: To capitalize the next word only, press and release left and right shift at the same time. (added Feb 25, 2022)
 | 
			
		||||
* Multi-monitor app moving shortcuts: [FN] ],[ (square brackets) to move current app window to next monitor (added Apr 11, 2022)
 | 
			
		||||
* Capslock toggled by double tap of Left Shift key or FN + Capslock (RGB green highlighted)
 | 
			
		||||
* Fn-Backslash for [Bootloader mode](https://github.com/qmk/qmk_firmware/blob/master/docs/newbs_flashing.md)
 | 
			
		||||
* Paddle game accessible via [FN]P. Hit [FN]P again or double tap [ESC] to exit (added May 5, 2022)
 | 
			
		||||
* Single-handed shortcut for Ctrl-Alt-Delete: [FN]/ (added May 14, 2022)
 | 
			
		||||
* Single-handed shortcut for WinKey-L (lock Windows): [FN]L (added May 17, 2022)
 | 
			
		||||
* Domain shortcuts: [FN]. for .com, [FN]O for outlook.com, [FN]Y for yahoo.com, [FN]H for hotmail.com, [FN]G for gmail.com. (added Apr 7, 2022)
 | 
			
		||||
* FN-Backslash for [Bootloader mode](https://github.com/qmk/qmk_firmware/blob/master/docs/newbs_flashing.md)
 | 
			
		||||
* Home key on F13, Del key right of Backspace
 | 
			
		||||
* Insert accessible via Shift-Backspace (so shift delete still works in Windows Explorer)
 | 
			
		||||
* PrtScrn, Scroll Lock, Pause/Break are top right on the keyboard: Fn+F11, Fn+F12, Fn+F13
 | 
			
		||||
* [Colemak](https://colemak.com/) key layout support (Layer accessible via Left Shift + turn Encoder clockwise until side LEDs light up purple)
 | 
			
		||||
* PrtScrn, Scroll Lock, Pause/Break are top right on the keyboard: [FN]F11, [FN]F12, [FN]F13
 | 
			
		||||
* [Colemak](https://colemak.com/) key layout support (Accessible via Left Shift + turn Encoder clockwise until side LEDs light up purple)
 | 
			
		||||
* Double tap ESC any time to revert to base layer (added Feb 26, 2022)
 | 
			
		||||
* RGB backlight effects expanded to include framebuffer effects and reactive keypress modes (updated May 24, 2022)
 | 
			
		||||
* RGB backlight now remembers last color & effect settings after power down (updated May 24, 2022)
 | 
			
		||||
 | 
			
		||||
### Quick & Easy Customization
 | 
			
		||||
* Below features can be toggled by holding [FN] and pressing the number corresponding to that feature. Changes are saved to EEPROM for persistence.
 | 
			
		||||
* Print current settings by opening a text editor and pressing [FN]~ (CAUTION: verbose!)
 | 
			
		||||
* Quick view current settings by holding [FN] and viewing RGB under number keys (green means ON, violet means OFF)
 | 
			
		||||
 | 
			
		||||
#### Toggle-able Settings:
 | 
			
		||||
    1. CapsLock RGB - highlight under alpha keys
 | 
			
		||||
    2. Numpad RGB - highlight under numpad layer keys
 | 
			
		||||
    3. ESC key - Double tap ESC key to go to base layer
 | 
			
		||||
    4. Swap DEL and HOME - Default is DEL to the right of BKSPC & HOME is above BKSPC
 | 
			
		||||
    5. Capslock function - Toggle between double tap LShift for CapsLock with Numpad on CapsLock key (default) and standard CapsLock
 | 
			
		||||
    6. Encoder button - default mutes volume; alternate plays/pauses media
 | 
			
		||||
    7. Insert function - Toggle between SHIFT-BKSPC and SHIFT-DEL
 | 
			
		||||
    8. Modded-Space override - Use standard Space in place of modded-Space functions
 | 
			
		||||
 | 
			
		||||
### Numpad + Mouse Keys (Capslock key)
 | 
			
		||||
 | 
			
		||||
* Overlay numpad + [Mouse Keys](https://github.com/qmk/qmk_firmware/blob/master/docs/feature_mouse_keys.md) are accessed through Capslock key hold (temp) or double press (locked) with RGB highlighting
 | 
			
		||||
* Numpad uses Space-bar as Enter for rapid number entry (added May 17, 2022)
 | 
			
		||||
* This layer disables much of the keyboard, except X/C/V for cut/copy/paste, WASD for cursor, Q/E for PgUp/PgDn, cursor keys become mouse keys, surrounding keys become mouse buttons and all number keys become numpad versions (so Alt char codes work regardless of which set you use)
 | 
			
		||||
* Fn & N keys light up orange if system numlock is off (inverted status), indicating numpad keys will not deliver expected output (FN + N to toggle)
 | 
			
		||||
* FN and N keys light up orange if system numlock is off (inverted status), indicating numpad keys will not deliver expected output ([FN]N to toggle)
 | 
			
		||||
* Double zero on comma key.
 | 
			
		||||
* [Mouse Keys](https://github.com/qmk/qmk_firmware/blob/master/docs/feature_mouse_keys.md) allow you to use the mouse without taking your hand off the keyboard. (added Mar 15, 2022)
 | 
			
		||||
* Mouse controls are: Cursor keys = move mouse; RShift = button1, End = button2, RCtrl = button3, PgUp/PgDn = Scroll wheel
 | 
			
		||||
| 
						 | 
				
			
			@ -37,40 +62,54 @@ This Windows-centric layout is based on [Jonavin's](https://github.com/qmk/qmk_f
 | 
			
		|||
 | 
			
		||||
* Default knob turn changes volume; button press toggles mute
 | 
			
		||||
* Exponential encoder - quick repeated volume up doubles increase; quick repeated volume down triples decrease (added Feb 17, 2022)
 | 
			
		||||
* FN knob turn changes RGB idle timeout
 | 
			
		||||
* FN + knob turn changes RGB idle timeout
 | 
			
		||||
* FN + knob push puts PC to Sleep (Added May 14, 2022)
 | 
			
		||||
* holding Left Shift changes layers
 | 
			
		||||
* holding Right Shift navigates page up/down
 | 
			
		||||
* holding Left Ctrl navigates prev/next word
 | 
			
		||||
* holding Right Ctrl changes RGB hue/color
 | 
			
		||||
* holding Left Alt changes media prev/next track
 | 
			
		||||
 | 
			
		||||
### Paddle Game
 | 
			
		||||
 | 
			
		||||
* Based on [Tomas Guinan's excellent GMMK Pro paddle game](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame)
 | 
			
		||||
* Paddle Game playable by pressing [FN]P (P lights up green in FN layer if game is enabled in firmware, otherwise it lights up red)
 | 
			
		||||
* Use rotary encoder to control paddle
 | 
			
		||||
* Contains 12 levels, indicated by blue LED on F-key row
 | 
			
		||||
* Player has 4 lives, indicated by nav cluster
 | 
			
		||||
* Deflect white balls while avoiding red ones
 | 
			
		||||
* Use [FN]P, double tap ESC or otherwise change layer to quit game
 | 
			
		||||
 | 
			
		||||
### Global RGB Controls
 | 
			
		||||
 | 
			
		||||
* RGB backlight lighting effect: FN + up/down
 | 
			
		||||
* RGB backlight effect speed: FN + left/right
 | 
			
		||||
* RGB backlight hue cycle: FN + A/D
 | 
			
		||||
* RGB backlight brightness: FN + W/S
 | 
			
		||||
* RGB backlight saturation: FN + Q/E (added Feb 4, 2022)
 | 
			
		||||
* RGB backlight night mode toggle: FN + Z (indicators still work)
 | 
			
		||||
* RGB backlight timeout: FN + Encoder or "-" and "=" (default 15 minutes) (updated Apr 7, 2022)
 | 
			
		||||
    * indicators in FN layer using RGB in F-key and number rows to show the current timeout in minutes
 | 
			
		||||
* RGB indicators on left side LEDs: Capslock (green), Scroll Lock (red), and Num Lock not set (orange) 
 | 
			
		||||
* FN + Z to turn off RGB backlighting; press again to toggle
 | 
			
		||||
* RGB backlight lighting effect: [FN]up/down
 | 
			
		||||
* RGB backlight effect speed: [FN]left/right
 | 
			
		||||
* RGB backlight hue cycle: [FN]A/D
 | 
			
		||||
* RGB backlight brightness: [FN]W/S
 | 
			
		||||
* RGB backlight saturation: [FN]Q/E (added Feb 4, 2022)
 | 
			
		||||
* RGB backlight night mode toggle: [FN]Z (indicators still work)
 | 
			
		||||
* RGB backlight timeout: [FN]Encoder or "-" and "=" (default 15 minutes) (updated June 28, 2022)
 | 
			
		||||
    *  F-key row indicator lights (cyan and blue) in FN layer display the current backlight timeout in minutes
 | 
			
		||||
* [FN]Z to turn off RGB backlighting (indicator lights still work); press again to toggle
 | 
			
		||||
* Left side RGB indicators in order from top: System NumLock off (orange), Scroll Lock (red), Numpad (blue), Capslock (green).
 | 
			
		||||
 | 
			
		||||
### Advanced Controls
 | 
			
		||||
 | 
			
		||||
* FN + \ to get to bootloader mode
 | 
			
		||||
* FN + [ESC] to clear EEPROM (then unplug and re-plug) (added Apr 11, 2022)
 | 
			
		||||
* FN + R to toggle N-key Rollover (added Apr 11, 2022)
 | 
			
		||||
* [FN]\ to get to bootloader mode
 | 
			
		||||
* [FN][ESC] to clear EEPROM (added Apr 11, 2022)
 | 
			
		||||
* [FN]R to toggle N-key Rollover (added Apr 11, 2022)
 | 
			
		||||
* [FN]/ is single-handed shortcut to Ctrl-Alt-Delete (added May 14, 2022)
 | 
			
		||||
* [FN]L is single-handed shortcut to Win-L (lock Windows) (added May 17, 2022)
 | 
			
		||||
* [FN][Encoder press] to sleep Windows PC (added May 14, 2022)
 | 
			
		||||
 | 
			
		||||
Link to latest firmware binary: https://github.com/gourdo1/media/raw/main/gmmk_pro_ansi_gourdo1.bin
 | 
			
		||||
Link to latest firmware binary: https://github.com/gourdo1/gmmkpro-media/raw/main/gmmk_pro_rev1_ansi_gourdo1.bin
 | 
			
		||||
 | 
			
		||||
Link to cheatsheet: https://github.com/gourdo1/media/raw/main/GMMK_Pro_Cheatsheet.pdf
 | 
			
		||||
Link to cheatsheet: https://github.com/gourdo1/gmmkpro-media/raw/main/GMMK_Pro_Cheatsheet.pdf
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
## rules.mk Options
 | 
			
		||||
 | 
			
		||||
STARTUP_NUMLOCK_ON = yes             - turns on NUMLOCK by default
 | 
			
		||||
STARTUP_NUMLOCK_ON = yes             - Turns on NUMLOCK by default
 | 
			
		||||
 | 
			
		||||
ENCODER_DEFAULTACTIONS_ENABLE = yes  - Enabled default encoder functions
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -78,20 +117,21 @@ TD_LSFT_CAPSLOCK_ENABLE = yes        - This will enable double tap on Left Shift
 | 
			
		|||
 | 
			
		||||
IDLE_TIMEOUT_ENABLE = yes            - Enables Timer functionality; for RGB idle timeouts that can be changed dynamically
 | 
			
		||||
 | 
			
		||||
INVERT_NUMLOCK_INDICATOR             - inverts the Numlock indicator, LED is on when numlock is off -- numlock interferes with numpad keys, so should generally be off when numpad layer is active.
 | 
			
		||||
INVERT_NUMLOCK_INDICATOR             - Inverts the Numlock indicator, LED is on when numlock is off -- numlock interferes with overlay numpad, so should  be off when numpad layer is active unless you have an external numpad.
 | 
			
		||||
 | 
			
		||||
COLEMAK_LAYER_ENABLE = yes           - Enable optional 5th layer for COLEMAK layout. Use Shift + encoder to enter 5th layer.
 | 
			
		||||
COLEMAK_LAYER_ENABLE = yes           - Enables optional 5th layer for COLEMAK layout. Use Shift + encoder to enter 5th layer.
 | 
			
		||||
 | 
			
		||||
GAME_ENABLE ?= yes                   - Enables Paddle Game
 | 
			
		||||
 | 
			
		||||
## Layer Diagrams
 | 
			
		||||
### Base layer
 | 
			
		||||

 | 
			
		||||

 | 
			
		||||
 | 
			
		||||
### Fn Layer
 | 
			
		||||

 | 
			
		||||
### FN Layer
 | 
			
		||||

 | 
			
		||||
 | 
			
		||||
### Layer 2 (Numpad)
 | 
			
		||||

 | 
			
		||||

 | 
			
		||||
 | 
			
		||||
### COLEMAK layer
 | 
			
		||||

 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1,5 +1,5 @@
 | 
			
		|||
/* Copyright 2021 Jonavin Eng @Jonavin
 | 
			
		||||
   Copyright 2022 gourdo1 <jcblake@outlook.com>
 | 
			
		||||
   Copyright 2022 gourdo1 <gourdo1@outlook.com>
 | 
			
		||||
   
 | 
			
		||||
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
 | 
			
		||||
| 
						 | 
				
			
			@ -16,6 +16,11 @@ along with this program.  If not, see <http://www.gnu.org/licenses/>.
 | 
			
		|||
*/
 | 
			
		||||
 | 
			
		||||
#ifdef RGB_MATRIX_ENABLE
 | 
			
		||||
 | 
			
		||||
//Define variables for Game
 | 
			
		||||
bool fn_active = false;
 | 
			
		||||
RGB rgb_value;
 | 
			
		||||
 | 
			
		||||
// Custom GMMK Pro-specific RGB color customizations (defaults found in quantum/color.h)
 | 
			
		||||
#define RGB_GODSPEED 0x00, 0xE4, 0xFF     // color for matching keycaps
 | 
			
		||||
#define RGB_NAUTILUS 0x00, 0xA4, 0xA9     // Nautilus Font colors
 | 
			
		||||
| 
						 | 
				
			
			@ -194,7 +199,7 @@ const uint8_t LED_LIST_NUMROW[] = {
 | 
			
		|||
};
 | 
			
		||||
 | 
			
		||||
const uint8_t LED_LIST_LETTERS[] = {
 | 
			
		||||
    LED_1,
 | 
			
		||||
/*    LED_1,
 | 
			
		||||
    LED_2,
 | 
			
		||||
    LED_3,
 | 
			
		||||
    LED_4,
 | 
			
		||||
| 
						 | 
				
			
			@ -203,7 +208,7 @@ const uint8_t LED_LIST_LETTERS[] = {
 | 
			
		|||
    LED_7,
 | 
			
		||||
    LED_8,
 | 
			
		||||
    LED_9,
 | 
			
		||||
    LED_0,
 | 
			
		||||
    LED_0, */
 | 
			
		||||
    LED_Q,
 | 
			
		||||
    LED_W,
 | 
			
		||||
    LED_E,
 | 
			
		||||
| 
						 | 
				
			
			@ -284,4 +289,122 @@ const uint8_t LED_SIDE_RIGHT[] = {
 | 
			
		|||
    LED_R8
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#ifdef GAME_ENABLE
 | 
			
		||||
// Game LED rules
 | 
			
		||||
const uint8_t GAME_LIVES[] = {
 | 
			
		||||
    LED_DEL,
 | 
			
		||||
    LED_PGUP,
 | 
			
		||||
    LED_PGDN,
 | 
			
		||||
    LED_END
 | 
			
		||||
};
 | 
			
		||||
const uint8_t GAME_PADDLE[] = {
 | 
			
		||||
    LED_Z,
 | 
			
		||||
    LED_X,
 | 
			
		||||
    LED_C,
 | 
			
		||||
    LED_V,
 | 
			
		||||
    LED_B,
 | 
			
		||||
    LED_N,
 | 
			
		||||
    LED_M,
 | 
			
		||||
    LED_COMM,
 | 
			
		||||
    LED_DOT,
 | 
			
		||||
    LED_SLSH
 | 
			
		||||
};
 | 
			
		||||
const uint8_t GAME_SMILE1[] = {
 | 
			
		||||
    LED_A,
 | 
			
		||||
    LED_S,
 | 
			
		||||
    LED_D,
 | 
			
		||||
    LED_F,
 | 
			
		||||
    LED_G,
 | 
			
		||||
    LED_H,
 | 
			
		||||
    LED_J,
 | 
			
		||||
    LED_K,
 | 
			
		||||
    LED_L,
 | 
			
		||||
    LED_SCLN,
 | 
			
		||||
    LED_QUOT
 | 
			
		||||
};
 | 
			
		||||
const uint8_t GAME_SMILE2[] = {
 | 
			
		||||
    LED_2,
 | 
			
		||||
    LED_3,
 | 
			
		||||
    LED_4,
 | 
			
		||||
    LED_5,
 | 
			
		||||
    LED_6,
 | 
			
		||||
    LED_7,
 | 
			
		||||
    LED_8,
 | 
			
		||||
    LED_9,
 | 
			
		||||
    LED_0,
 | 
			
		||||
    LED_MINS,
 | 
			
		||||
    LED_EQL
 | 
			
		||||
};
 | 
			
		||||
const uint8_t GAME_R4[] = {
 | 
			
		||||
    LED_X,
 | 
			
		||||
    LED_C,
 | 
			
		||||
    LED_V,
 | 
			
		||||
    LED_B,
 | 
			
		||||
    LED_N,
 | 
			
		||||
    LED_M,
 | 
			
		||||
    LED_COMM,
 | 
			
		||||
    LED_DOT
 | 
			
		||||
};
 | 
			
		||||
const uint8_t GAME_R3[] = {
 | 
			
		||||
    LED_S,
 | 
			
		||||
    LED_D,
 | 
			
		||||
    LED_F,
 | 
			
		||||
    LED_G,
 | 
			
		||||
    LED_H,
 | 
			
		||||
    LED_J,
 | 
			
		||||
    LED_K,
 | 
			
		||||
    LED_L,
 | 
			
		||||
    LED_SCLN
 | 
			
		||||
};
 | 
			
		||||
const uint8_t GAME_R2[] = {
 | 
			
		||||
    LED_W,
 | 
			
		||||
    LED_E,
 | 
			
		||||
    LED_R,
 | 
			
		||||
    LED_T,
 | 
			
		||||
    LED_Y,
 | 
			
		||||
    LED_U,
 | 
			
		||||
    LED_I,
 | 
			
		||||
    LED_O,
 | 
			
		||||
    LED_P,
 | 
			
		||||
    LED_LBRC
 | 
			
		||||
};
 | 
			
		||||
const uint8_t GAME_R1[] = {
 | 
			
		||||
    LED_2,
 | 
			
		||||
    LED_3,
 | 
			
		||||
    LED_4,
 | 
			
		||||
    LED_5,
 | 
			
		||||
    LED_6,
 | 
			
		||||
    LED_7,
 | 
			
		||||
    LED_8,
 | 
			
		||||
    LED_9,
 | 
			
		||||
    LED_0,
 | 
			
		||||
    LED_MINS,
 | 
			
		||||
    LED_EQL
 | 
			
		||||
};
 | 
			
		||||
const uint8_t GAME_R0[] = {
 | 
			
		||||
    LED_F1,
 | 
			
		||||
    LED_F2,
 | 
			
		||||
    LED_F3,
 | 
			
		||||
    LED_F4,
 | 
			
		||||
    LED_F5,
 | 
			
		||||
    LED_F6,
 | 
			
		||||
    LED_F7,
 | 
			
		||||
    LED_F8,
 | 
			
		||||
    LED_F9,
 | 
			
		||||
    LED_F10,
 | 
			
		||||
    LED_F11,
 | 
			
		||||
    LED_F12
 | 
			
		||||
};
 | 
			
		||||
const uint8_t LED_GAME_OVER[] = {
 | 
			
		||||
    LED_5,
 | 
			
		||||
    LED_8,
 | 
			
		||||
    LED_F,
 | 
			
		||||
    LED_G,
 | 
			
		||||
    LED_H,
 | 
			
		||||
    LED_J,
 | 
			
		||||
    LED_C,
 | 
			
		||||
    LED_M
 | 
			
		||||
};
 | 
			
		||||
#endif //GAME_ENABLE
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
| 
						 | 
				
			
			@ -1,18 +1,18 @@
 | 
			
		|||
SRC += caps_word.c
 | 
			
		||||
 | 
			
		||||
LTO_ENABLE = yes               # link time optimization -- achieves a smaller compiled size
 | 
			
		||||
CONSOLE_ENABLE = no
 | 
			
		||||
COMMAND_ENABLE = no
 | 
			
		||||
MOUSEKEY_ENABLE = yes
 | 
			
		||||
 | 
			
		||||
VIA_ENABLE = yes
 | 
			
		||||
TAP_DANCE_ENABLE = yes
 | 
			
		||||
BOOTMAGIC_ENABLE = yes         # Enable Bootmagic Lite
 | 
			
		||||
VIA_ENABLE = yes
 | 
			
		||||
 | 
			
		||||
TD_LSFT_CAPSLOCK_ENABLE = yes
 | 
			
		||||
MOUSEKEY_ENABLE = yes
 | 
			
		||||
TAP_DANCE_ENABLE = yes
 | 
			
		||||
CAPS_WORD_ENABLE = yes         # Enable built-in Caps Word functionality
 | 
			
		||||
IDLE_TIMEOUT_ENABLE = yes
 | 
			
		||||
STARTUP_NUMLOCK_ON = yes
 | 
			
		||||
ENCODER_DEFAULTACTIONS_ENABLE = no
 | 
			
		||||
 | 
			
		||||
COLEMAK_LAYER_ENABLE = yes     # Enable Colemak layer / set to no to disable
 | 
			
		||||
INVERT_NUMLOCK_INDICATOR = yes
 | 
			
		||||
GAME_ENABLE ?= yes             # Enable Paddle Game / set to no to disable
 | 
			
		||||
ifeq ($(strip $(GAME_ENABLE)), yes)
 | 
			
		||||
    OPT_DEFS += -DGAME_ENABLE
 | 
			
		||||
endif
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
							
								
								
									
										146
									
								
								keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/config.h
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
										146
									
								
								keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/config.h
									
										
									
									
									
										Normal file
									
								
							| 
						 | 
				
			
			@ -0,0 +1,146 @@
 | 
			
		|||
/* Copyright 2021 Jonavin Eng @Jonavin
 | 
			
		||||
   Copyright 2022 gourdo1 <gourdo1@outlook.com>
 | 
			
		||||
   
 | 
			
		||||
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/>.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#pragma once
 | 
			
		||||
 | 
			
		||||
// Force n-key rollover
 | 
			
		||||
#define FORCE_NKRO
 | 
			
		||||
 | 
			
		||||
// Set TT to two taps
 | 
			
		||||
#define TAPPING_TOGGLE 2
 | 
			
		||||
 | 
			
		||||
#ifdef COMMAND_ENABLE
 | 
			
		||||
#define IS_COMMAND() (get_mods() == MOD_MASK_CTRL) //debug commands accessed by holding down both CTRLs: https://github.com/qmk/qmk_firmware/blob/master/docs/feature_command.md
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
// Caps Word configuration
 | 
			
		||||
#define BOTH_SHIFTS_TURNS_ON_CAPS_WORD
 | 
			
		||||
#define CAPS_WORD_IDLE_TIMEOUT 10000      // Automatically turn off after x milliseconds of idle. 0 to never timeout.
 | 
			
		||||
 | 
			
		||||
// Handle GRAVESC combo keys
 | 
			
		||||
#define GRAVE_ESC_ALT_OVERRIDE
 | 
			
		||||
// Always send Escape if Alt is pressed
 | 
			
		||||
#define GRAVE_ESC_CTRL_OVERRIDE
 | 
			
		||||
// Always send Escape if Control is pressed
 | 
			
		||||
 | 
			
		||||
// #define TAPPING_TERM 180
 | 
			
		||||
#define TAPPING_TERM 300
 | 
			
		||||
#define TAPPING_TERM_PER_KEY
 | 
			
		||||
 | 
			
		||||
#ifdef RGB_MATRIX_ENABLE
 | 
			
		||||
    #define RGB_DISABLE_WHEN_USB_SUSPENDED
 | 
			
		||||
    #define RGB_MATRIX_KEYPRESSES            // Enables REACTIVE & SPLASH modes
 | 
			
		||||
    #define RGB_MATRIX_FRAMEBUFFER_EFFECTS   // Enables Heatmap, Rain
 | 
			
		||||
 | 
			
		||||
    // RGB step values
 | 
			
		||||
    #define RGBLIGHT_HUE_STEP 32             // The number of steps to cycle through the hue by (default 10)
 | 
			
		||||
    #define RGBLIGHT_SAT_STEP 17             // The number of steps to increment the saturation by (default 17)
 | 
			
		||||
    #define RGBLIGHT_VAL_STEP 17             // The number of steps to increment the brightness by (default 17)
 | 
			
		||||
 | 
			
		||||
    // Startup values, when none have been set
 | 
			
		||||
    #define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_SOLID_REACTIVE // Sets the default effect mode, if none has been set (was RGB_MATRIX_SOLID_COLOR)
 | 
			
		||||
    #define RGB_MATRIX_STARTUP_HUE 24                         // Sets the default hue value, if none has been set
 | 
			
		||||
    #define RGB_MATRIX_STARTUP_SAT 255                        // Sets the default saturation value, if none has been set
 | 
			
		||||
    #define RGB_MATRIX_STARTUP_VAL 127                        // Sets the default brightness value, if none has been set
 | 
			
		||||
    #define RGB_MATRIX_STARTUP_SPD 127                        // Sets the default animation speed, if none has been set
 | 
			
		||||
 | 
			
		||||
    // Uncomment any #undef line below to turn OFF any default enabled RGB background effect (enabled in keyboards/gmmk/pro/config.h).
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_ALPHAS_MODS                      // Solid color (seems redundant; seems same as RGB_MATRIX_SOLID_COLOR?)
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_GRADIENT_UP_DOWN               // Static, horizontal rainbow
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_GRADIENT_LEFT_RIGHT            // Static, vertical Rainbow
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_BREATHING                      // Breathing animation using selected HSV color
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_BAND_SAT                         // Single hue band fading saturation scrolling left to right (with white)
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_BAND_VAL                       // Single hue band fading brightness scrolling left to right (with black)
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_BAND_PINWHEEL_SAT                // Single hue 3 blade spinning pinwheel fades sat (with white)
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_BAND_PINWHEEL_VAL              // Single hue 3 blade spinning pinwheel fades brightness (with black)
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_BAND_SPIRAL_SAT                  // Single hue spinning spiral fades brightness (with white)
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_BAND_SPIRAL_VAL                // Single hue spinning spiral fades brightness (with black)
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_CYCLE_ALL                      // Full keyboard cycling through rainbow
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT               // Full gradient moving left to right
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_CYCLE_UP_DOWN                  // Full gradient scrolling top to bottom
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON           // Full gradient chevron scrolling left to right (too similar to cycle left right)
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_CYCLE_OUT_IN                   // Rainbow circles coming to center.
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL                // Two Rainbow circles coming to 1/3 and 2/3 points. (seems mostly redundant with above)
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_CYCLE_PINWHEEL                   // Built-in cycling pinwheel (seems redundant with below)
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_CYCLE_SPIRAL                   // Full gradient spinning spiral around center of keyboard
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_RAINBOW_BEACON                   // Spinning rainbow (more distracting transitions)
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_RAINBOW_PINWHEELS              // Spinning rainbow (smoother)
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_DUAL_BEACON                      // Two rainbows spinning around keyboard (distracting, busy)
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_RAINDROPS                        // Sustained raindrops of blue, green, yellow (confusing to use with RGB layers)
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS            // Sustained raindrops of blue, purple, pink, green (confusing to use with RGB layers, but slightly better than above)
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_HUE_BREATHING                    // Hue shifts up a slight amount at the same time, then shifts back (very subtle)
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_HUE_PENDULUM                     // Hue shifts up a slight amount in a wave to the right, then back to the left (very subtle)
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_HUE_WAVE                         // Hue shifts up a slight amount and then back down in a wave to the right (very subtle)
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_PIXEL_RAIN                     // Non-sustained raindrops of pastel colors
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_PIXEL_FLOW                       // More active version of pixel rain with quick cycling (unusable, very distracting)
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_PIXEL_FRACTAL                    // Same as Pixel Flow but with current HSV only (somewhat distracting)
 | 
			
		||||
        //Only enabled if RGB_MATRIX_FRAMEBUFFER_EFFECTS is defined
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_TYPING_HEATMAP                 // Fading heatmap that follows keystrokes (has buggy side LEDs that glow red)
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_DIGITAL_RAIN                   // The Matrix (has buggy side LEDs that glow red)
 | 
			
		||||
        //Only enabled if RGB_MATRIX_KEYPRESSES or RGB_MATRIX_KEYRELEASES is defined
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE          // Key hits shown in current hue - all other keys black
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE                 // Keyboard lights up in chosen hue, key hits shown in complementary hue (try this as default?)
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE              // Hue & value pulse around a single key hit then fades value out (Single key)
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE       // same as above but more intense (Multi-key)
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS             // Column and Row single current color fade (Single key)
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS      // Column and Row single color fade. (Multi-key)
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS             // Hue & value pulse away on the same column and row of key hit then fades (Single key)
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS      // Hue & value pulse away on the same column and row of multi-key hit then fades
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_SPLASH                         // Full rainbow pulses from key hit. All else black.
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_MULTISPLASH                      // Full rainbow pulses from multi-keys. All else black. (distracting on multiple keystroke hits)
 | 
			
		||||
    #undef ENABLE_RGB_MATRIX_SOLID_SPLASH                     // Single color pulses from key hit. All else black. (distracting on multiple key hits)
 | 
			
		||||
    //#undef ENABLE_RGB_MATRIX_SOLID_MULTISPLASH              // Single color pulses from muli-keys. All else black.
 | 
			
		||||
#endif //RGB_MATRIX_ENABLE
 | 
			
		||||
 | 
			
		||||
// Add a layer for colemak  -- set "COLEMAK_LAYER_ENABLE = yes" in rules.mk to enable
 | 
			
		||||
#if defined COLEMAK_LAYER_ENABLE
 | 
			
		||||
    #ifdef GAME_ENABLE
 | 
			
		||||
        #define DYNAMIC_KEYMAP_LAYER_COUNT 6
 | 
			
		||||
        #define _COLEMAK 5
 | 
			
		||||
    #else
 | 
			
		||||
        #define DYNAMIC_KEYMAP_LAYER_COUNT 5
 | 
			
		||||
        #define _COLEMAK 4
 | 
			
		||||
    #endif //GAME_ENABLE
 | 
			
		||||
#endif // COLEMAK_LAYER_ENABLE
 | 
			
		||||
 | 
			
		||||
/*
 | 
			
		||||
// Mouse Keys Accelerated Mode Definitions
 | 
			
		||||
#define MOUSEKEY_DELAY 3               // Delay between pressing a movement key and cursor movement (default: 10)
 | 
			
		||||
#define MOUSEKEY_INTERVAL 13           // Time between cursor movements in milliseconds (default: 20); Try setting to 1000/monitor refresh for smooth movement.
 | 
			
		||||
#define MOUSEKEY_MOVE_DELTA 8          // Step size (default: 8)
 | 
			
		||||
#define MOUSEKEY_MAX_SPEED 9           // Maximum cursor speed at which acceleration stops (default: 10)
 | 
			
		||||
#define MOUSEKEY_TIME_TO_MAX 150       // Time until maximum cursor speed is reached (default: 30)
 | 
			
		||||
#define MOUSEKEY_WHEEL_DELAY 0         // Delay between pressing a wheel key and wheel movement (default: 10)
 | 
			
		||||
#define MOUSEKEY_WHEEL_INTERVAL 80     // Time between wheel movements (default: 80)
 | 
			
		||||
#define MOUSEKEY_WHEEL_MAX_SPEED 8     // Maximum number of scroll steps per scroll action (default: 8)
 | 
			
		||||
#define MOUSEKEY_WHEEL_TIME_TO_MAX 40  // Time until maximum scroll speed is reached (default: 40)
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
// Mouse Keys Kinetic Mode Definitions
 | 
			
		||||
#define MK_KINETIC_SPEED                        // Enable Kinetic mode:  Uses a quadratic curve on cursor speed to allow precise movements at the beginning and increases speed thereafter.
 | 
			
		||||
#define MOUSEKEY_DELAY 3                        // Delay between pressing a movement key and cursor movement (default: 10)
 | 
			
		||||
#define MOUSEKEY_INTERVAL 13                    // Time between cursor movements in milliseconds (default: 20); Try setting to 1000/monitor refresh for smooth movement.
 | 
			
		||||
#define MOUSEKEY_MOVE_DELTA 5                   // Step size for accelerating from initial to base speed (default: 8)
 | 
			
		||||
#define MOUSEKEY_MOVE_MAX 50                    // use instead of BASE SPEED to limit speed in Kinetic mode
 | 
			
		||||
#define MOUSEKEY_INITIAL_SPEED 100              // Initial speed of the cursor in pixels per second (default: 100)
 | 
			
		||||
//#define MOUSEKEY_BASE_SPEED 800               // (broken in QMK 0.16.0) Maximum cursor speed at which acceleration stops (default: 1000)
 | 
			
		||||
#define MOUSEKEY_DECELERATED_SPEED 400          // Decelerated cursor speed (default: 400)
 | 
			
		||||
#define MOUSEKEY_ACCELERATED_SPEED 2000         // Accelerated cursor speed (default: 3000)
 | 
			
		||||
#define MOUSEKEY_WHEEL_INITIAL_MOVEMENTS 16     // Initial number of movements of the mouse wheel (default: 16)
 | 
			
		||||
#define MOUSEKEY_WHEEL_BASE_MOVEMENTS 32        // Maximum number of movements at which acceleration stops (default: 32)
 | 
			
		||||
#define MOUSEKEY_WHEEL_ACCELERATED_MOVEMENTS 48 // Accelerated wheel movements (default: 48)
 | 
			
		||||
#define MOUSEKEY_WHEEL_DECELERATED_MOVEMENTS 8  // Decelerated wheel movements (default: 8)
 | 
			
		||||
							
								
								
									
										682
									
								
								keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/keymap.c
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
										682
									
								
								keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/keymap.c
									
										
									
									
									
										Normal file
									
								
							| 
						 | 
				
			
			@ -0,0 +1,682 @@
 | 
			
		|||
/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
 | 
			
		||||
   Copyright 2021 Jonavin Eng @Jonavin
 | 
			
		||||
   Copyright 2022 RustyBrakes (ISO conversion)
 | 
			
		||||
   Copyright 2022 gourdo1 <gourdo1@outlook.com>
 | 
			
		||||
   
 | 
			
		||||
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/>.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
// Note: Several advanced functions referenced in this file (like Tap Dance functions) are defined in /users/gourdo1/gourdo1.c
 | 
			
		||||
 | 
			
		||||
#include QMK_KEYBOARD_H
 | 
			
		||||
 | 
			
		||||
#include "rgb_matrix_map.h"
 | 
			
		||||
 | 
			
		||||
#include "gourdo1.h"
 | 
			
		||||
 | 
			
		||||
#include "paddlegame.h"
 | 
			
		||||
 | 
			
		||||
#include <math.h>
 | 
			
		||||
 | 
			
		||||
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
 | 
			
		||||
 | 
			
		||||
    /* Base Layout
 | 
			
		||||
     *
 | 
			
		||||
     * ,-------------------------------------------------------------------------------------------------------------.
 | 
			
		||||
     * | Esc  ||  F1  |  F2  |  F3  |  F4  ||  F5  |  F6  |  F7  |  F8  ||  F9  | F10  | F11  | F12  || Home || Mute |
 | 
			
		||||
     * |=============================================================================================================|
 | 
			
		||||
     * | ISO  |  1 ! |  2 @ |  3 # |  4 $ |  5 % |  6 ^ |  7 & |  8 * |  9 ( |  0 ) |  - _ |  = + |  Backspc || Del  |
 | 
			
		||||
     * |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------|
 | 
			
		||||
     * |   Tab   |  Q   |  W   |  E   |  R   |  T   |  Y   |  U   |  I   |  O   |  P   | [ }  | ] }  |       || PgUp |
 | 
			
		||||
     * |---------+------+------+------+------+------+------+------+------+------+------+------+------+       ++------|
 | 
			
		||||
     * |  Capslock  |  A   |  S   |  D   |  F  |  G   |  H   |  J   |  K   |  L   | ; :  | ' "  | ISO| Enter || PgDn |
 | 
			
		||||
     * |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------|
 | 
			
		||||
     * | LShift | ISO |  Z   |  X   |  C   |  V   |  B   |  N   |  M   | , <  | . >  | / ?  | RShift ||  Up  || End  |
 | 
			
		||||
     * |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======|
 | 
			
		||||
     * |  Ctrl  |   Win  |  LAlt  |               Space                  | RAlt |  Fn  | Ctrl || Left | Down | Rght |
 | 
			
		||||
     * `------------------------------------------------------------------------------------------------------------'
 | 
			
		||||
     */
 | 
			
		||||
 | 
			
		||||
    [_BASE] = LAYOUT(
 | 
			
		||||
        KC_ESC,  KC_F1,   KC_F2,   KC_F3,   KC_F4,   KC_F5,   KC_F6,   KC_F7,   KC_F8,   KC_F9,   KC_F10,  KC_F11,  KC_F12,  LEFTOFENC,        ENCFUNC,
 | 
			
		||||
        KC_GRV,  KC_1,    KC_2,    KC_3,    KC_4,    KC_5,    KC_6,    KC_7,    KC_8,    KC_9,    KC_0,    KC_MINS, KC_EQL,  KC_BSPC,          BELOWENC,
 | 
			
		||||
        KC_TAB,  KC_Q,    KC_W,    KC_E,    KC_R,    KC_T,    KC_Y,    KC_U,    KC_I,    KC_O,    KC_P,    KC_LBRC, KC_RBRC,                   KC_PGUP,
 | 
			
		||||
        CAPSNUM, KC_A,    KC_S,    KC_D,    KC_F,    KC_G,    KC_H,    KC_J,    KC_K,    KC_L,    KC_SCLN, KC_QUOT, KC_NUHS, KC_ENT,           KC_PGDN,
 | 
			
		||||
        LSFTCAPSWIN,KC_NUBS, KC_Z, KC_X,    KC_C,    KC_V,    KC_B,    KC_N,    KC_M,    KC_COMM, KC_DOT,  KC_SLSH,          KC_RSFT, KC_UP,   KC_END,
 | 
			
		||||
        KC_LCTL, KC_LGUI, KC_LALT,                            KC_SPC,                             KC_RALT, MO(_FN1),KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
 | 
			
		||||
    ),
 | 
			
		||||
 | 
			
		||||
    /* FN1 Layout
 | 
			
		||||
     *
 | 
			
		||||
     * ,-------------------------------------------------------------------------------------------------------------.
 | 
			
		||||
     * | Esc  ||MyCmp |WbHom | Calc |MdSel ||MdPrv |MdNxt |MdPly |MdStp ||VolDn |VolUp |PrScr |ScrLk ||Pause ||Sleep |
 | 
			
		||||
     * |=============================================================================================================|
 | 
			
		||||
     * | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ |RGBTOD|RGBTOI| ________ ||RGBTOG|
 | 
			
		||||
     * |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------|
 | 
			
		||||
     * |  ______ |RGBSAD|RGBVAI|RGBSAI| NKRO | ____ |YAHOO | ____ | ____ |OUTLK |Pause | ____ | ____ |       || Home |
 | 
			
		||||
     * |---------+------+------+------+------+------+------+------+------+------+------+------+------+       ++------|
 | 
			
		||||
     * |  Capslock  |RGBHUD|RGBVAD|RGBHUI| ____|GMAIL |HTMAIL| ____ | ____ | ____ | ____ | ____ | ___ | ____ || End  |
 | 
			
		||||
     * |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------|
 | 
			
		||||
     * |  ____ |RESET |RGBNIT| ____ | ____ | ____ | ____ |NumLk | ____ | ____ |DOTCOM| CAD  | ______ ||RGBMOD|| ____ |
 | 
			
		||||
     * |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======|
 | 
			
		||||
     * |  ____  | WinKyLk |  ____  |               _____                  | ____ | ____ | ____ ||RGBSPD|RGBRMD|RGBSPI|
 | 
			
		||||
     * `------------------------------------------------------------------------------------------------------------'
 | 
			
		||||
     */
 | 
			
		||||
 | 
			
		||||
    #ifdef GAME_ENABLE
 | 
			
		||||
    [_FN1] = LAYOUT(
 | 
			
		||||
        EE_CLR,  KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SLCK, KC_PAUS,           KC_SLEP,
 | 
			
		||||
        PRNCONF, TG_CAPS, TG_PAD,  TG_ESC,  TG_DEL,  TG_TDCAP,TG_ENC,  TG_INS,TG_SPCMOD, _______, _______, RGB_TOD, RGB_TOI, _______,           RGB_TOG,
 | 
			
		||||
        _______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO,   _______, _______, OUTLOOK, TG(_GAME),SWAP_L, SWAP_R,                     KC_HOME,
 | 
			
		||||
        KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL,   HOTMAIL, _______, _______, LOCKPC,  _______, _______, _______, _______,           KC_END,
 | 
			
		||||
        _______, RESET,   RGB_NITE,_______, _______, _______, _______, KC_NLCK, _______, _______, DOTCOM,  KC_CAD,           _______, RGB_MOD,  _______,
 | 
			
		||||
        _______, WINLOCK, _______,                            _______,                            _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI
 | 
			
		||||
    ),
 | 
			
		||||
 | 
			
		||||
    [_GAME] = LAYOUT(
 | 
			
		||||
        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          _______,
 | 
			
		||||
        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          _______,
 | 
			
		||||
        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,                   _______,
 | 
			
		||||
        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          _______,
 | 
			
		||||
        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          _______, _______, _______,
 | 
			
		||||
        _______, _______, _______,                            _______,                            _______, _______, _______, _______, _______, _______
 | 
			
		||||
    ),
 | 
			
		||||
 | 
			
		||||
    #else
 | 
			
		||||
    [_FN1] = LAYOUT(
 | 
			
		||||
        EE_CLR,  KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SLCK, KC_PAUS,           KC_SLEP,
 | 
			
		||||
        PRNCONF, TG_CAPS, TG_PAD,  TG_ESC,  TG_DEL,  TG_TDCAP,TG_ENC,  TG_INS,TG_SPCMOD, _______, _______, RGB_TOD, RGB_TOI, _______,           RGB_TOG,
 | 
			
		||||
        _______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO,   _______, _______, OUTLOOK, KC_PAUS, SWAP_L,  SWAP_R,                     KC_HOME,
 | 
			
		||||
        KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL,   HOTMAIL, _______, _______, LOCKPC,  _______, _______, _______, _______,           KC_END,
 | 
			
		||||
        _______, RESET,   RGB_NITE,_______, _______, _______, _______, KC_NLCK, _______, _______, DOTCOM,  KC_CAD,           _______, RGB_MOD,  _______,
 | 
			
		||||
        _______, KC_WINLCK, _______,                          _______,                            _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI
 | 
			
		||||
    ),
 | 
			
		||||
    #endif  //GAME_ENABLE
 | 
			
		||||
 | 
			
		||||
    /* _NUMPADMOUSE Layout
 | 
			
		||||
     *  Note: A symbol preceded by "P" is a Numpad-encoded version of the key -- any app that differentiates will recognize the char as coming from a physical numpad.
 | 
			
		||||
     * ,-------------------------------------------------------------------------------------------------------------.
 | 
			
		||||
     * | ____ || ____ | ____ | ____ | ____ || ____ | ____ | ____ | ____ || ____ | ____ | ____ | ____ || ____ || ____ |
 | 
			
		||||
     * |=============================================================================================================|
 | 
			
		||||
     * | ____ |  P1  |  P2  |  P3  |  P4  |  P5  |  P6  |  P7  |  P8  |  P9  |  P0  |  P-  |  P+  | ________ || ____ |
 | 
			
		||||
     * |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------|
 | 
			
		||||
     * |  ______ | PGUP |  Up  | PGDN | None | None | None |  P4  |  P5  |  P6  |  P+  | ____ | ____ |       || WhUp |
 | 
			
		||||
     * |---------+------+------+------+------+------+------+------+------+------+------+------+------+       ++------|
 | 
			
		||||
     * |  ________  | Left | Down | Rght | None| None | None |  P1  |  P2  |  P3  |  P*  | ___ | ___ |P-Enter|| WhDn |
 | 
			
		||||
     * |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------|
 | 
			
		||||
     * |  __________  | None | ____ | ____ | ____ | None | None |   0  |  00  |  P.  |  P/  |  MBt1  ||MS_UP || MBt2 |
 | 
			
		||||
     * |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======|
 | 
			
		||||
     * |  ____  |  ____  |  ____  |               _____                  | ____ | ____ | MBt3 ||MS_LT |MS_DN |MS_RT |
 | 
			
		||||
     * `------------------------------------------------------------------------------------------------------------'
 | 
			
		||||
     */
 | 
			
		||||
 | 
			
		||||
    [_NUMPADMOUSE] = LAYOUT(
 | 
			
		||||
        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          _______,
 | 
			
		||||
        _______, KC_P1,   KC_P2,   KC_P3,   KC_P4,   KC_P5,   KC_P6,   KC_P7,   KC_P8,   KC_P9,   KC_P0,   KC_PMNS, KC_PPLS, _______,          _______,
 | 
			
		||||
        _______, KC_PGUP, KC_UP,   KC_PGDN, KC_NO,   KC_NO,   KC_NO,   KC_P4,   KC_P5,   KC_P6,   KC_PPLS, _______, _______,                   KC_WH_U,
 | 
			
		||||
        _______, KC_LEFT, KC_DOWN, KC_RGHT, KC_NO,   KC_NO,   KC_NO,   KC_P1,   KC_P2,   KC_P3,   KC_PAST, _______, _______, KC_PENT,          KC_WH_D,
 | 
			
		||||
        _______, _______, KC_NO,   _______, _______, _______, KC_NO,   KC_NO,   KC_P0,   KC_00,   KC_PDOT, KC_PSLS,          KC_BTN1, KC_MS_U, KC_BTN2,
 | 
			
		||||
        _______, _______, _______,                            KC_PENT,                            _______, _______, KC_BTN3, KC_MS_L, KC_MS_D, KC_MS_R
 | 
			
		||||
    ),
 | 
			
		||||
 | 
			
		||||
    [_MOUSEKEY] = LAYOUT(
 | 
			
		||||
        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          _______,
 | 
			
		||||
        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          _______,
 | 
			
		||||
        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,                   KC_WH_U,
 | 
			
		||||
        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          KC_WH_D,
 | 
			
		||||
        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          KC_BTN1, KC_MS_U, KC_BTN2,
 | 
			
		||||
        _______, _______, _______,                            _______,                            _______, _______, KC_BTN3, KC_MS_L, KC_MS_D, KC_MS_R
 | 
			
		||||
    ),
 | 
			
		||||
 | 
			
		||||
    #ifdef COLEMAK_LAYER_ENABLE
 | 
			
		||||
    [_COLEMAK] = LAYOUT(
 | 
			
		||||
        _______, KC_F1,   KC_F2,   KC_F3,   KC_F4,   KC_F5,   KC_F6,   KC_F7,   KC_F8,   KC_F9,   KC_F10,  KC_F11,  KC_F12,  _______,          _______,
 | 
			
		||||
        KC_GRV,  KC_1,    KC_2,    KC_3,    KC_4,    KC_5,    KC_6,    KC_7,    KC_8,    KC_9,    KC_0,    KC_MINS, KC_EQL,  _______,          _______,
 | 
			
		||||
        KC_TAB,  KC_Q,    KC_W,    KC_F,    KC_P,    KC_G,    KC_J,    KC_L,    KC_U,    KC_Y,    KC_SCLN, KC_LBRC, KC_RBRC,                   KC_PGUP,
 | 
			
		||||
        _______, KC_A,    KC_R,    KC_S,    KC_T,    KC_D,    KC_H,    KC_N,    KC_E,    KC_I,    KC_O,    KC_QUOT, KC_NUHS, KC_ENT,           KC_PGDN,
 | 
			
		||||
        _______, KC_NUBS, KC_Z,    KC_X,    KC_C,    KC_V,    KC_B,    KC_K,    KC_M,    KC_COMM, KC_DOT,  KC_SLSH,          KC_RSFT, KC_UP,   KC_END,
 | 
			
		||||
        _______, _______, _______,                            KC_SPC,                             KC_RALT, _______, KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
 | 
			
		||||
    ),
 | 
			
		||||
    #endif // COLEMAK_LAYER_ENABLE
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#if defined(ENCODER_ENABLE) && !defined(ENCODER_DEFAULTACTIONS_ENABLE) // Encoder Functionality when not using userspace defaults
 | 
			
		||||
void encoder_action_rgbhue(bool clockwise) {
 | 
			
		||||
    if (clockwise)
 | 
			
		||||
        rgblight_increase_hue_noeeprom();
 | 
			
		||||
    else
 | 
			
		||||
        rgblight_decrease_hue_noeeprom();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool encoder_update_user(uint8_t index, bool clockwise) {
 | 
			
		||||
    uint8_t mods_state = get_mods();
 | 
			
		||||
    if (mods_state & MOD_BIT(KC_LSFT)) { // If you are holding L shift, encoder changes layers
 | 
			
		||||
        encoder_action_layerchange(clockwise);
 | 
			
		||||
    } else if (mods_state & MOD_BIT(KC_RSFT)) { // If you are holding R shift, Page up/dn
 | 
			
		||||
        unregister_mods(MOD_BIT(KC_RSFT));
 | 
			
		||||
        encoder_action_navpage(clockwise);
 | 
			
		||||
        register_mods(MOD_BIT(KC_RSFT));
 | 
			
		||||
    } else if (mods_state & MOD_BIT(KC_LCTL)) { // if holding Left Ctrl, navigate next/prev word
 | 
			
		||||
        encoder_action_navword(clockwise);
 | 
			
		||||
    } else if (mods_state & MOD_BIT(KC_RCTL)) { // if holding Right Ctrl, change rgb hue/colour
 | 
			
		||||
        encoder_action_rgbhue(clockwise);
 | 
			
		||||
    } else if (mods_state & MOD_BIT(KC_LALT)) { // if holding Left Alt, change media next/prev track
 | 
			
		||||
        encoder_action_mediatrack(clockwise);
 | 
			
		||||
    } else {
 | 
			
		||||
        switch (get_highest_layer(layer_state)) {
 | 
			
		||||
        case _FN1:
 | 
			
		||||
            #ifdef IDLE_TIMEOUT_ENABLE
 | 
			
		||||
            timeout_update_threshold(clockwise);
 | 
			
		||||
            #endif
 | 
			
		||||
            break;
 | 
			
		||||
            #ifdef GAME_ENABLE
 | 
			
		||||
        case _GAME:
 | 
			
		||||
            // Game: Paddle movement
 | 
			
		||||
            if (damage_count == 0) {
 | 
			
		||||
                if (clockwise) {
 | 
			
		||||
                    if (paddle_pos_full < 15) ++paddle_pos_full;
 | 
			
		||||
                } else {
 | 
			
		||||
                    if (paddle_pos_full > 0) --paddle_pos_full;
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
            break;
 | 
			
		||||
            #endif //GAME_ENABLE
 | 
			
		||||
        default:
 | 
			
		||||
            encoder_action_volume(clockwise); // Otherwise it just changes volume
 | 
			
		||||
            break;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    //return true; //set to return false to counteract enabled encoder in pro.c
 | 
			
		||||
    return false;
 | 
			
		||||
}
 | 
			
		||||
#endif // ENCODER_ENABLE && !ENCODER_DEFAULTACTIONS_ENABLE
 | 
			
		||||
 | 
			
		||||
#ifdef RGB_MATRIX_ENABLE
 | 
			
		||||
 | 
			
		||||
// Game logic
 | 
			
		||||
#ifdef GAME_ENABLE
 | 
			
		||||
void init_ball(uint8_t i) {
 | 
			
		||||
    i &= 1;
 | 
			
		||||
    ball[i].on = true;
 | 
			
		||||
    ball[i].up = false;
 | 
			
		||||
    ball[i].y = 0;
 | 
			
		||||
    ball[i].x = rand() % 16;
 | 
			
		||||
 | 
			
		||||
    // Set initial ball state
 | 
			
		||||
    if (ball[i].x < 8) {
 | 
			
		||||
        ball[i].left = false;
 | 
			
		||||
    } else {
 | 
			
		||||
        ball[i].x -= 4;
 | 
			
		||||
        ball[i].left = true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // 1/4 chance of being an enemy ball after level 6
 | 
			
		||||
    if (level_number > 3) {
 | 
			
		||||
        ball[i].enemy = ((rand() % 4) == 0);
 | 
			
		||||
    } else {
 | 
			
		||||
        ball[i].enemy = false;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void hurt_paddle(void) {
 | 
			
		||||
    if (paddle_lives > 0) {
 | 
			
		||||
        --paddle_lives;
 | 
			
		||||
    }
 | 
			
		||||
    damage_timer = timer_read();
 | 
			
		||||
    damage_count = 10;
 | 
			
		||||
 | 
			
		||||
    // Reset board
 | 
			
		||||
    init_ball(0);
 | 
			
		||||
    ball[1].on = false;
 | 
			
		||||
}
 | 
			
		||||
#endif //GAME_ENABLE
 | 
			
		||||
 | 
			
		||||
// Capslock, Scroll lock and Numlock indicator on Left side lights.
 | 
			
		||||
void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
 | 
			
		||||
    if (get_rgb_nightmode()) rgb_matrix_set_color_all(RGB_OFF);
 | 
			
		||||
 | 
			
		||||
    // Scroll Lock RGB setup
 | 
			
		||||
    if (IS_HOST_LED_ON(USB_LED_SCROLL_LOCK)) {
 | 
			
		||||
        rgb_matrix_set_color(LED_L3, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_L4, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_TAB, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_F12, RGB_RED);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // System NumLock warning indicator RGB setup
 | 
			
		||||
    #ifdef INVERT_NUMLOCK_INDICATOR
 | 
			
		||||
    if (!IS_HOST_LED_ON(USB_LED_NUM_LOCK)) { // on if NUM lock is OFF to bring attention to overlay numpad not functional when enabled
 | 
			
		||||
        rgb_matrix_set_color(LED_GRV, RGB_ORANGE2);
 | 
			
		||||
        rgb_matrix_set_color(LED_L1, RGB_ORANGE2);
 | 
			
		||||
        rgb_matrix_set_color(LED_L2, RGB_ORANGE2);
 | 
			
		||||
        rgb_matrix_set_color(LED_N, RGB_ORANGE2);
 | 
			
		||||
        rgb_matrix_set_color(LED_FN, RGB_ORANGE2);
 | 
			
		||||
    }
 | 
			
		||||
    #else
 | 
			
		||||
    if (IS_HOST_LED_ON(USB_LED_NUM_LOCK)) { // Normal, on if NUM lock is ON
 | 
			
		||||
        rgb_matrix_set_color(LED_GRV, RGB_ORANGE2);
 | 
			
		||||
        rgb_matrix_set_color(LED_L1, RGB_ORANGE2);
 | 
			
		||||
        rgb_matrix_set_color(LED_L2, RGB_ORANGE2);
 | 
			
		||||
        rgb_matrix_set_color(LED_N, RGB_ORANGE2);
 | 
			
		||||
        rgb_matrix_set_color(LED_FN, RGB_ORANGE2);
 | 
			
		||||
    }
 | 
			
		||||
    #endif // INVERT_NUMLOCK_INDICATOR
 | 
			
		||||
 | 
			
		||||
    // CapsLock RGB setup
 | 
			
		||||
    if (IS_HOST_LED_ON(USB_LED_CAPS_LOCK)) {
 | 
			
		||||
        if (user_config.rgb_hilite_caps) {
 | 
			
		||||
            for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_LETTERS); i++) {
 | 
			
		||||
                rgb_matrix_set_color(LED_LIST_LETTERS[i], RGB_CHARTREUSE);
 | 
			
		||||
            }
 | 
			
		||||
            rgb_matrix_set_color(LED_L7, RGB_CHARTREUSE);
 | 
			
		||||
            rgb_matrix_set_color(LED_L8, RGB_CHARTREUSE);
 | 
			
		||||
            rgb_matrix_set_color(LED_LSFT, RGB_CHARTREUSE);
 | 
			
		||||
        }
 | 
			
		||||
        else {
 | 
			
		||||
            rgb_matrix_set_color(LED_L7, RGB_CHARTREUSE);
 | 
			
		||||
            rgb_matrix_set_color(LED_L8, RGB_CHARTREUSE);
 | 
			
		||||
            rgb_matrix_set_color(LED_LSFT, RGB_CHARTREUSE);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Winkey disabled (gaming) mode RGB setup
 | 
			
		||||
    if (keymap_config.no_gui) {
 | 
			
		||||
        rgb_matrix_set_color(LED_LWIN, RGB_RED); //light up Winkey red when disabled
 | 
			
		||||
        rgb_matrix_set_color(LED_W, RGB_CHARTREUSE); //light up gaming keys with WSAD higlighted
 | 
			
		||||
        rgb_matrix_set_color(LED_S, RGB_CHARTREUSE);
 | 
			
		||||
        rgb_matrix_set_color(LED_A, RGB_CHARTREUSE);
 | 
			
		||||
        rgb_matrix_set_color(LED_D, RGB_CHARTREUSE);
 | 
			
		||||
        rgb_matrix_set_color(LED_Q, RGB_ORANGE2);
 | 
			
		||||
        rgb_matrix_set_color(LED_E, RGB_ORANGE2);
 | 
			
		||||
        rgb_matrix_set_color(LED_R, RGB_ORANGE2);
 | 
			
		||||
        rgb_matrix_set_color(LED_TAB, RGB_ORANGE2);
 | 
			
		||||
        rgb_matrix_set_color(LED_F, RGB_ORANGE2);
 | 
			
		||||
        rgb_matrix_set_color(LED_Z, RGB_ORANGE2);
 | 
			
		||||
        rgb_matrix_set_color(LED_X, RGB_ORANGE2);
 | 
			
		||||
        rgb_matrix_set_color(LED_C, RGB_ORANGE2);
 | 
			
		||||
        rgb_matrix_set_color(LED_V, RGB_ORANGE2);
 | 
			
		||||
        rgb_matrix_set_color(LED_SPC, RGB_ORANGE2);
 | 
			
		||||
        rgb_matrix_set_color(LED_LCTL, RGB_ORANGE2);
 | 
			
		||||
        rgb_matrix_set_color(LED_LSFT, RGB_ORANGE2);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Fn selector mode RGB setup
 | 
			
		||||
    switch (get_highest_layer(layer_state)) { // special handling per layer
 | 
			
		||||
    case _FN1: // on Fn layer select what the encoder does when pressed
 | 
			
		||||
        rgb_matrix_set_color(LED_FN, RGB_RED); //FN key
 | 
			
		||||
 | 
			
		||||
        //NEW RGB LIGHTING TO RING KEYBOARD ON FN LAYER ACTIVATION:
 | 
			
		||||
        for (uint8_t j = 0; j < ARRAYSIZE(LED_LIST_FUNCROW); j++) {
 | 
			
		||||
            rgb_matrix_set_color(LED_LIST_FUNCROW[j], RGB_RED);
 | 
			
		||||
        }
 | 
			
		||||
        rgb_matrix_set_color(LED_LCTL, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_LALT, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_SPC, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_LWIN, RGB_RED);
 | 
			
		||||
        //rgb_matrix_set_color(LED_RALT, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_FN, RGB_OFFBLUE);
 | 
			
		||||
        //rgb_matrix_set_color(LED_RCTL, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_BSLS, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_L1, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_L2, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_L3, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_L4, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_L5, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_L6, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_L7, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_L8, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_DOWN, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_LEFT, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_RIGHT, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_R1, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_R2, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_R3, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_R4, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_R5, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_R6, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_R7, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_R8, RGB_RED);
 | 
			
		||||
        rgb_matrix_set_color(LED_MINS, RGB_OFFBLUE);
 | 
			
		||||
        rgb_matrix_set_color(LED_EQL, RGB_OFFBLUE);
 | 
			
		||||
        #ifdef GAME_ENABLE
 | 
			
		||||
        rgb_matrix_set_color(LED_P, RGB_CHARTREUSE);
 | 
			
		||||
        #else
 | 
			
		||||
        rgb_matrix_set_color(LED_P, RGB_RED);
 | 
			
		||||
        #endif // GAME_ENABLE
 | 
			
		||||
 | 
			
		||||
        //Add RGB statuses for user.config toggles
 | 
			
		||||
        if (user_config.rgb_hilite_caps) {
 | 
			
		||||
        rgb_matrix_set_color(LED_1, RGB_GREEN);
 | 
			
		||||
        } else {
 | 
			
		||||
        rgb_matrix_set_color(LED_1, RGB_PURPLE);
 | 
			
		||||
        }
 | 
			
		||||
        if (user_config.rgb_hilite_numpad) {
 | 
			
		||||
        rgb_matrix_set_color(LED_2, RGB_GREEN);
 | 
			
		||||
        } else {
 | 
			
		||||
        rgb_matrix_set_color(LED_2, RGB_PURPLE);
 | 
			
		||||
        }
 | 
			
		||||
        if (user_config.esc_double_tap_to_baselyr) {
 | 
			
		||||
        rgb_matrix_set_color(LED_3, RGB_GREEN);
 | 
			
		||||
        } else {
 | 
			
		||||
        rgb_matrix_set_color(LED_3, RGB_PURPLE);
 | 
			
		||||
        }
 | 
			
		||||
        if (user_config.del_right_home_top) {
 | 
			
		||||
        rgb_matrix_set_color(LED_4, RGB_GREEN);
 | 
			
		||||
        } else {
 | 
			
		||||
        rgb_matrix_set_color(LED_4, RGB_PURPLE);
 | 
			
		||||
        }
 | 
			
		||||
        if (user_config.double_tap_shift_for_capslock) {
 | 
			
		||||
        rgb_matrix_set_color(LED_5, RGB_GREEN);
 | 
			
		||||
        } else {
 | 
			
		||||
        rgb_matrix_set_color(LED_5, RGB_PURPLE);
 | 
			
		||||
        }
 | 
			
		||||
        if (user_config.encoder_press_mute_or_media) {
 | 
			
		||||
        rgb_matrix_set_color(LED_6, RGB_GREEN);
 | 
			
		||||
        } else {
 | 
			
		||||
        rgb_matrix_set_color(LED_6, RGB_PURPLE);
 | 
			
		||||
        }
 | 
			
		||||
        if (user_config.ins_on_shft_bkspc_or_del) {
 | 
			
		||||
        rgb_matrix_set_color(LED_7, RGB_GREEN);
 | 
			
		||||
        } else {
 | 
			
		||||
        rgb_matrix_set_color(LED_7, RGB_PURPLE);
 | 
			
		||||
        }
 | 
			
		||||
        if (user_config.disable_space_mods) {
 | 
			
		||||
        rgb_matrix_set_color(LED_8, RGB_GREEN);
 | 
			
		||||
        } else {
 | 
			
		||||
        rgb_matrix_set_color(LED_8, RGB_PURPLE);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Add RGB Timeout Indicator -- shows 0 to 139 using F row and num row; larger numbers using 16bit code
 | 
			
		||||
        uint16_t timeout_threshold = get_timeout_threshold();
 | 
			
		||||
        if (timeout_threshold <= 10) rgb_matrix_set_color(LED_LIST_FUNCROW[timeout_threshold], RGB_BLUE);
 | 
			
		||||
        else if (timeout_threshold < 140) {
 | 
			
		||||
            rgb_matrix_set_color(LED_LIST_FUNCROW[(timeout_threshold / 10)], RGB_CYAN);
 | 
			
		||||
            rgb_matrix_set_color(LED_LIST_FUNCROW[(timeout_threshold % 10)], RGB_BLUE);
 | 
			
		||||
        } else { // >= 140 minutes, just show these 3 lights
 | 
			
		||||
            rgb_matrix_set_color(LED_LIST_FUNCROW[10], RGB_CYAN);
 | 
			
		||||
            rgb_matrix_set_color(LED_LIST_FUNCROW[11], RGB_CYAN);
 | 
			
		||||
            rgb_matrix_set_color(LED_LIST_FUNCROW[12], RGB_CYAN);
 | 
			
		||||
        }
 | 
			
		||||
        break;
 | 
			
		||||
 | 
			
		||||
        // Numpad & Mouse Keys overlay RGB
 | 
			
		||||
    case _NUMPADMOUSE:
 | 
			
		||||
        if (user_config.rgb_hilite_numpad) {
 | 
			
		||||
            for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_NUMPAD); i++) {
 | 
			
		||||
                rgb_matrix_set_color(LED_LIST_NUMPAD[i], RGB_OFFBLUE);
 | 
			
		||||
            }
 | 
			
		||||
            rgb_matrix_set_color(LED_L5, RGB_OFFBLUE);
 | 
			
		||||
            rgb_matrix_set_color(LED_L6, RGB_OFFBLUE);
 | 
			
		||||
            rgb_matrix_set_color(LED_CAPS, RGB_OFFBLUE);
 | 
			
		||||
            rgb_matrix_set_color(LED_UP, RGB_CHARTREUSE);
 | 
			
		||||
            rgb_matrix_set_color(LED_DOWN, RGB_CHARTREUSE);
 | 
			
		||||
            rgb_matrix_set_color(LED_LEFT, RGB_CHARTREUSE);
 | 
			
		||||
            rgb_matrix_set_color(LED_RIGHT, RGB_CHARTREUSE);
 | 
			
		||||
            rgb_matrix_set_color(LED_RCTL, RGB_CHARTREUSE);
 | 
			
		||||
            rgb_matrix_set_color(LED_RSFT, RGB_CHARTREUSE);
 | 
			
		||||
            rgb_matrix_set_color(LED_END, RGB_CHARTREUSE);
 | 
			
		||||
            rgb_matrix_set_color(LED_PGUP, RGB_CHARTREUSE);
 | 
			
		||||
            rgb_matrix_set_color(LED_PGDN, RGB_CHARTREUSE);
 | 
			
		||||
        } else {
 | 
			
		||||
            rgb_matrix_set_color(LED_L5, RGB_OFFBLUE);
 | 
			
		||||
            rgb_matrix_set_color(LED_L6, RGB_OFFBLUE);
 | 
			
		||||
            rgb_matrix_set_color(LED_CAPS, RGB_OFFBLUE);
 | 
			
		||||
        }
 | 
			
		||||
        break;
 | 
			
		||||
 | 
			
		||||
        // MOUSEKEYS mode RGB
 | 
			
		||||
    case _MOUSEKEY:
 | 
			
		||||
        rgb_matrix_set_color(LED_UP, RGB_CHARTREUSE);
 | 
			
		||||
        rgb_matrix_set_color(LED_DOWN, RGB_CHARTREUSE);
 | 
			
		||||
        rgb_matrix_set_color(LED_LEFT, RGB_CHARTREUSE);
 | 
			
		||||
        rgb_matrix_set_color(LED_RIGHT, RGB_CHARTREUSE);
 | 
			
		||||
        rgb_matrix_set_color(LED_RCTL, RGB_CYAN);
 | 
			
		||||
        rgb_matrix_set_color(LED_RSFT, RGB_CYAN);
 | 
			
		||||
        rgb_matrix_set_color(LED_END, RGB_CYAN);
 | 
			
		||||
        rgb_matrix_set_color(LED_PGUP, RGB_OFFBLUE);
 | 
			
		||||
        rgb_matrix_set_color(LED_PGDN, RGB_OFFBLUE);
 | 
			
		||||
        break;
 | 
			
		||||
 | 
			
		||||
        // Colemak layer RGB
 | 
			
		||||
        #ifdef COLEMAK_LAYER_ENABLE
 | 
			
		||||
    case _COLEMAK:
 | 
			
		||||
        for (uint8_t i = 0; i < ARRAYSIZE(LED_SIDE_RIGHT); i++) {
 | 
			
		||||
            rgb_matrix_set_color(LED_SIDE_RIGHT[i], RGB_MAGENTA);
 | 
			
		||||
            rgb_matrix_set_color(LED_SIDE_LEFT[i], RGB_MAGENTA);
 | 
			
		||||
        }
 | 
			
		||||
        break;
 | 
			
		||||
        #endif
 | 
			
		||||
 | 
			
		||||
        // Paddle game logic
 | 
			
		||||
        #ifdef GAME_ENABLE
 | 
			
		||||
    case _GAME:
 | 
			
		||||
        if (!game_start) {
 | 
			
		||||
            srand((unsigned int) timer_read());
 | 
			
		||||
 | 
			
		||||
            // Store user light settings
 | 
			
		||||
            last_hsv = rgb_matrix_get_hsv();
 | 
			
		||||
            rgb_matrix_sethsv_noeeprom(0, 0, 0);
 | 
			
		||||
 | 
			
		||||
            paddle_pos_full = 8;
 | 
			
		||||
            paddle_lives = 4;
 | 
			
		||||
            bounce_count = 0;
 | 
			
		||||
            level_number = 0;
 | 
			
		||||
            damage_count = 0;
 | 
			
		||||
 | 
			
		||||
            init_ball(0);
 | 
			
		||||
            ball[1].on = false;
 | 
			
		||||
            ball_timer = timer_read();
 | 
			
		||||
 | 
			
		||||
            game_start = true;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Set level indicator
 | 
			
		||||
        if (level_number < 12) {
 | 
			
		||||
            rgb_matrix_set_color(GAME_R0[level_number], RGB_BLUE);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Set life bar
 | 
			
		||||
        for (uint8_t i = 0; i < paddle_lives; i++) {
 | 
			
		||||
            rgb_matrix_set_color(GAME_LIVES[i], RGB_GREEN);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        uint8_t paddle_pos = paddle_pos_full >> 1;
 | 
			
		||||
 | 
			
		||||
        if (damage_count > 0) {
 | 
			
		||||
            // Flash paddle when receiving damage
 | 
			
		||||
            if (timer_elapsed(damage_timer) > 500) {
 | 
			
		||||
                --damage_count;
 | 
			
		||||
                damage_timer = timer_read();
 | 
			
		||||
            }
 | 
			
		||||
            if ((damage_count & 1) == 0) {
 | 
			
		||||
                for (uint8_t i = 0; i < 3; i++) {
 | 
			
		||||
                    rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_RED);
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
            if (damage_count == 0) {
 | 
			
		||||
                ball_timer = timer_read();
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
        } else if (paddle_lives == 0) {
 | 
			
		||||
            // Game over
 | 
			
		||||
            for (uint8_t i = 0; i < sizeof(LED_GAME_OVER) / sizeof(LED_GAME_OVER[0]); i++) {
 | 
			
		||||
                rgb_matrix_set_color(LED_GAME_OVER[i], RGB_RED);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
        } else if (level_number >= 12) {
 | 
			
		||||
            // You win
 | 
			
		||||
            if (rgb_value.r == 0xff && rgb_value.g < 0xff) {
 | 
			
		||||
                if (rgb_value.b > 0) {
 | 
			
		||||
                    --rgb_value.b;
 | 
			
		||||
                } else {
 | 
			
		||||
                    ++rgb_value.g;
 | 
			
		||||
                }
 | 
			
		||||
            } else if (rgb_value.g == 0xff && rgb_value.b < 0xff) {
 | 
			
		||||
                if (rgb_value.r > 0) {
 | 
			
		||||
                    --rgb_value.r;
 | 
			
		||||
                } else {
 | 
			
		||||
                    ++rgb_value.b;
 | 
			
		||||
                }
 | 
			
		||||
            } else if (rgb_value.b == 0xff && rgb_value.r < 0xff) {
 | 
			
		||||
                if (rgb_value.g > 0) {
 | 
			
		||||
                    --rgb_value.g;
 | 
			
		||||
                } else {
 | 
			
		||||
                    ++rgb_value.r;
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            for (uint8_t i = 0; i < 3; i++) {
 | 
			
		||||
                rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], rgb_value.r, rgb_value.g, rgb_value.b);
 | 
			
		||||
            }
 | 
			
		||||
            rgb_matrix_set_color(GAME_SMILE1[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b);
 | 
			
		||||
            rgb_matrix_set_color(GAME_SMILE1[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b);
 | 
			
		||||
            rgb_matrix_set_color(GAME_SMILE2[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b);
 | 
			
		||||
            rgb_matrix_set_color(GAME_SMILE2[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b);
 | 
			
		||||
 | 
			
		||||
        } else {
 | 
			
		||||
            // normal game loop
 | 
			
		||||
 | 
			
		||||
            // Set paddle position
 | 
			
		||||
            for (uint8_t i = 0; i < 3; i++) {
 | 
			
		||||
                rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_GREEN);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            // Ball movement logic happens at intervals
 | 
			
		||||
            if (timer_elapsed(ball_timer) > GAME_TIMER[level_number]) {
 | 
			
		||||
                for (int i = 0; i < 2; ++i) {
 | 
			
		||||
                    if (ball[i].on) {
 | 
			
		||||
                        // Ball movement
 | 
			
		||||
                        if (ball[i].up) {
 | 
			
		||||
                            if (ball[i].y > 0) {
 | 
			
		||||
                                --ball[i].y;
 | 
			
		||||
                                if (!ball[i].left) ++ball[i].x;
 | 
			
		||||
                            } else {
 | 
			
		||||
                                // Count reflections. If > 10, increase level
 | 
			
		||||
                                ++bounce_count;
 | 
			
		||||
                                if (bounce_count >= 10) {
 | 
			
		||||
                                    bounce_count = 0;
 | 
			
		||||
                                    ++level_number;
 | 
			
		||||
                                }
 | 
			
		||||
                                ball[i].on = false;
 | 
			
		||||
                            }
 | 
			
		||||
                        } else {
 | 
			
		||||
                            ++ball[i].y;
 | 
			
		||||
                            if (ball[i].left) --ball[i].x;
 | 
			
		||||
                            if (ball[i].y > 4) {
 | 
			
		||||
                                // Remove a life if ball isn't returned and isn't enemy
 | 
			
		||||
                                if (!ball[i].enemy) {
 | 
			
		||||
                                    hurt_paddle();
 | 
			
		||||
                                    i = 2;
 | 
			
		||||
                                } else {
 | 
			
		||||
                                    ball[i].on = false;
 | 
			
		||||
                                }
 | 
			
		||||
                            }
 | 
			
		||||
                        }
 | 
			
		||||
                    }
 | 
			
		||||
                }
 | 
			
		||||
                if (ball[0].y == 4 && !ball[1].on) {
 | 
			
		||||
                    init_ball(1);
 | 
			
		||||
                }
 | 
			
		||||
                if (ball[1].y == 4 && !ball[0].on) {
 | 
			
		||||
                    init_ball(0);
 | 
			
		||||
                }
 | 
			
		||||
                if (!ball[0].on && !ball[1].on) {
 | 
			
		||||
                    init_ball(0);
 | 
			
		||||
                }
 | 
			
		||||
                ball_timer = timer_read();
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            // Other ball stuff
 | 
			
		||||
            for (int i = 0; i < 2; ++i) {
 | 
			
		||||
                if (ball[i].on) {
 | 
			
		||||
                    // Ball deflection logic
 | 
			
		||||
                    if (!ball[i].up && ball[i].y == 4 && (ball[i].x == paddle_pos || ball[i].x == paddle_pos - 1 || ball[i].x == paddle_pos + 1)) {
 | 
			
		||||
                        if (!ball[i].enemy) {
 | 
			
		||||
                            --ball[i].y;
 | 
			
		||||
                            if (!ball[i].left) {
 | 
			
		||||
                                ++ball[i].x;
 | 
			
		||||
                            }
 | 
			
		||||
                            ball[i].up = true;
 | 
			
		||||
                        } else {
 | 
			
		||||
                            hurt_paddle();
 | 
			
		||||
                            i = 2;
 | 
			
		||||
                        }
 | 
			
		||||
                    }
 | 
			
		||||
 | 
			
		||||
                    // Ball display
 | 
			
		||||
                    switch (ball[i].y) {
 | 
			
		||||
                    case 0:
 | 
			
		||||
                        if (ball[i].enemy) {
 | 
			
		||||
                            rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_RED);
 | 
			
		||||
                        } else {
 | 
			
		||||
                            rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_WHITE);
 | 
			
		||||
                        }
 | 
			
		||||
                        break;
 | 
			
		||||
 | 
			
		||||
                    case 1:
 | 
			
		||||
                        if (ball[i].enemy) {
 | 
			
		||||
                            rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_RED);
 | 
			
		||||
                        } else {
 | 
			
		||||
                            rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_WHITE);
 | 
			
		||||
                        }
 | 
			
		||||
                        break;
 | 
			
		||||
 | 
			
		||||
                    case 2:
 | 
			
		||||
                        if (ball[i].enemy) {
 | 
			
		||||
                            rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_RED);
 | 
			
		||||
                        } else {
 | 
			
		||||
                            rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_WHITE);
 | 
			
		||||
                        }
 | 
			
		||||
                        break;
 | 
			
		||||
 | 
			
		||||
                    case 3:
 | 
			
		||||
                        if (ball[i].enemy) {
 | 
			
		||||
                            rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_RED);
 | 
			
		||||
                        } else {
 | 
			
		||||
                            rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_WHITE);
 | 
			
		||||
                        }
 | 
			
		||||
                        break;
 | 
			
		||||
 | 
			
		||||
                    case 4:
 | 
			
		||||
                        if (ball[i].enemy) {
 | 
			
		||||
                            rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_RED);
 | 
			
		||||
                        } else {
 | 
			
		||||
                            rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_WHITE);
 | 
			
		||||
                        }
 | 
			
		||||
                        break;
 | 
			
		||||
                    }
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        break;
 | 
			
		||||
        #endif //GAME_ENABLE
 | 
			
		||||
    default:
 | 
			
		||||
        #ifdef GAME_ENABLE
 | 
			
		||||
        if (game_start) {
 | 
			
		||||
            // Reset lighting settings
 | 
			
		||||
            game_start = false;
 | 
			
		||||
            rgb_matrix_sethsv_noeeprom(last_hsv.h, last_hsv.s, last_hsv.v);
 | 
			
		||||
        }
 | 
			
		||||
        #endif //GAME_ENABLE
 | 
			
		||||
        break;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
void keyboard_post_init_keymap(void) {
 | 
			
		||||
    // keyboard_post_init_user() moved to userspace
 | 
			
		||||
    #ifdef RGB_MATRIX_ENABLE
 | 
			
		||||
    activate_rgb_nightmode(false); // Set to true if you want to startup in nightmode, otherwise use Fn + Z to toggle
 | 
			
		||||
    #endif
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										48
									
								
								keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/paddlegame.h
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
										48
									
								
								keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/paddlegame.h
									
										
									
									
									
										Normal file
									
								
							| 
						 | 
				
			
			@ -0,0 +1,48 @@
 | 
			
		|||
/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
 | 
			
		||||
   Copyright 2021 Tomas Guinan
 | 
			
		||||
 | 
			
		||||
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/>.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifdef GAME_ENABLE
 | 
			
		||||
const uint16_t GAME_TIMER[] = { 
 | 
			
		||||
	400, 350, 300, 250, 400, 350, 300, 250, 225, 200, 175, 150
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
bool game_start = false;
 | 
			
		||||
HSV last_hsv;
 | 
			
		||||
static uint8_t paddle_pos_full;
 | 
			
		||||
static uint8_t paddle_lives;
 | 
			
		||||
static uint8_t level_number;
 | 
			
		||||
static uint8_t bounce_count;
 | 
			
		||||
static uint8_t damage_count;
 | 
			
		||||
static uint16_t damage_timer;
 | 
			
		||||
static uint16_t ball_timer;
 | 
			
		||||
 | 
			
		||||
struct BallStruct
 | 
			
		||||
{
 | 
			
		||||
	uint8_t x;
 | 
			
		||||
	uint8_t y;
 | 
			
		||||
	bool on;
 | 
			
		||||
	bool up;
 | 
			
		||||
	bool left;
 | 
			
		||||
	bool enemy;
 | 
			
		||||
};
 | 
			
		||||
	
 | 
			
		||||
struct BallStruct ball[2];
 | 
			
		||||
 | 
			
		||||
void init_ball(uint8_t i);
 | 
			
		||||
void hurt_paddle(void);
 | 
			
		||||
 | 
			
		||||
#endif //GAME_ENABLE
 | 
			
		||||
							
								
								
									
										122
									
								
								keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/readme.md
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
										122
									
								
								keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/readme.md
									
										
									
									
									
										Normal file
									
								
							| 
						 | 
				
			
			@ -0,0 +1,122 @@
 | 
			
		|||
# [gourdo1's](mailto:gourdo1@outlook.com) GMMK Pro ISO layout
 | 
			
		||||
 | 
			
		||||
This Windows-centric ISO layout is based on [Jonavin's](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/iso/keymaps/jonavin) GMMK Pro layout with several additions, fixes, a tweaked keymap, updated layers, [Tomas Guinan's paddle game](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame) and expanded RGB controls.
 | 
			
		||||
 | 
			
		||||

 | 
			
		||||
 | 
			
		||||
## Features:
 | 
			
		||||
 | 
			
		||||
### Core Functionality
 | 
			
		||||
 | 
			
		||||
* ISO layout (added July xx, 2022)
 | 
			
		||||
* [VIA](https://www.caniusevia.com/) support enabled (added Mar 16, 2022)
 | 
			
		||||
* Most [default Glorious shortcuts](https://cdn.shopify.com/s/files/1/0549/2681/files/GMMK_Pro_User_Guide.pdf) enabled
 | 
			
		||||
* [N-key Rollover](https://en.wikipedia.org/wiki/Rollover_\(keyboard\)#n-key_rollover) (NKRO) -- toggled with Fn+R
 | 
			
		||||
* 1000Hz polling rate with 5ms debounce time for quick response in games
 | 
			
		||||
* Mouse Keys! Don't want to move your hands off the keyboard or you didn't bring it with you on the road? Use cursor keys to move the mouse.
 | 
			
		||||
* Overlay numpad on 789-UIOP-JKL;-M,. & Space-bar mapped to Enter key for rapid number entry
 | 
			
		||||
* Gaming mode (Fn+Win-key) locks out Win-key as well as double-tap Shift Capslock; Also RGB highlights WSAD and nearby gaming related keys
 | 
			
		||||
* [Caps Word](https://getreuer.info/posts/keyboards/caps-word/index.html) enabled: To capitalize the next word only, press and release both left and right shift keys at the same time. (added Feb 25, 2022)
 | 
			
		||||
* Multi-monitor app moving shortcuts: Fn+[,] (square brackets) to move current app window to next monitor (added Apr 11, 2022)
 | 
			
		||||
* Capslock toggled by double tap of Left Shift key or Fn + Capslock (RGB green highlighted)
 | 
			
		||||
* Paddle game accessible via Fn+P; Hit Fn+P again or double tap ESC to exit (added May 5, 2022)
 | 
			
		||||
* Single-handed shortcut for Ctrl-Alt-Delete: Fn+/ (added May 14, 2022)
 | 
			
		||||
* Single-handed shortcut for Win-L (lock Windows): Fn+L (added May 17, 2022)
 | 
			
		||||
* Domain shortcuts: Fn+.=".com", Fn+O="outlook.com", Fn+Y="yahoo.com", Fn+H="hotmail.com", Fn+G="gmail.com". (added Apr 7, 2022)
 | 
			
		||||
* Fn-Backslash for [Bootloader mode](https://github.com/qmk/qmk_firmware/blob/master/docs/newbs_flashing.md)
 | 
			
		||||
* Home key on F13, Del key right of Backspace
 | 
			
		||||
* Insert accessible via Shift-Backspace (so shift delete still works in Windows Explorer)
 | 
			
		||||
* PrtScrn, Scroll Lock, Pause/Break are top right on the keyboard: Fn+F11, Fn+F12, Fn+F13
 | 
			
		||||
* [Colemak](https://colemak.com/) key layout support (Layer accessible via Left Shift + turn Encoder clockwise until side LEDs light up purple)
 | 
			
		||||
* Double tap ESC any time to revert to base layer (added Feb 26, 2022)
 | 
			
		||||
* RGB backlight effects expanded to include framebuffer effects and reactive keypress modes (updated May 24, 2022)
 | 
			
		||||
* RGB backlight now remembers last color & effect settings after power down (updated May 24, 2022)
 | 
			
		||||
 | 
			
		||||
### Numpad + Mouse Keys (Capslock key)
 | 
			
		||||
 | 
			
		||||
* Overlay numpad + [Mouse Keys](https://github.com/qmk/qmk_firmware/blob/master/docs/feature_mouse_keys.md) are accessed through Capslock key hold (temp) or double press (locked) with RGB highlighting
 | 
			
		||||
* Numpad uses Space-bar as Enter for rapid number entry (added May 17, 2022)
 | 
			
		||||
* This layer disables much of the keyboard, except X/C/V for cut/copy/paste, WASD for cursor, Q/E for PgUp/PgDn, cursor keys become mouse keys, surrounding keys become mouse buttons and all number keys become numpad versions (so Alt char codes work regardless of which set you use)
 | 
			
		||||
* Fn and N keys light up orange if system numlock is off (inverted status), indicating numpad keys will not deliver expected output (Fn+N to toggle)
 | 
			
		||||
* Double zero on comma key.
 | 
			
		||||
* [Mouse Keys](https://github.com/qmk/qmk_firmware/blob/master/docs/feature_mouse_keys.md) allow you to use the mouse without taking your hand off the keyboard. (added Mar 15, 2022)
 | 
			
		||||
* Mouse controls are: Cursor keys = move mouse; RShift = button1, End = button2, RCtrl = button3, PgUp/PgDn = Scroll wheel
 | 
			
		||||
* Mouse Keys can also be accessed as a standalone layer by Left Shift-turning the Encoder until the cursor keys light up green
 | 
			
		||||
 | 
			
		||||
### Encoder Functionality
 | 
			
		||||
 | 
			
		||||
* Default knob turn changes volume; button press toggles mute
 | 
			
		||||
* Exponential encoder - quick repeated volume up doubles increase; quick repeated volume down triples decrease (added Feb 17, 2022)
 | 
			
		||||
* Fn + knob turn changes RGB idle timeout
 | 
			
		||||
* Fn + knob push puts PC to Sleep (Added May 14, 2022)
 | 
			
		||||
* holding Left Shift changes layers
 | 
			
		||||
* holding Right Shift navigates page up/down
 | 
			
		||||
* holding Left Ctrl navigates prev/next word
 | 
			
		||||
* holding Right Ctrl changes RGB hue/color
 | 
			
		||||
* holding Left Alt changes media prev/next track
 | 
			
		||||
 | 
			
		||||
### Paddle Game
 | 
			
		||||
 | 
			
		||||
* Based on [Tomas Guinan's excellent GMMK Pro paddle game](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame)
 | 
			
		||||
* Paddle Game playable by pressing Fn+P (P lights up green in Fn layer if game is enabled in firmware, otherwise it lights up red)
 | 
			
		||||
* Use rotary encoder to control paddle
 | 
			
		||||
* Contains 12 levels, indicated by blue LED on F-key row
 | 
			
		||||
* Player has 4 lives, indicated by nav cluster
 | 
			
		||||
* Deflect white balls while avoiding red ones
 | 
			
		||||
* Use Fn+P, double tap ESC or otherwise change layer to quit game
 | 
			
		||||
 | 
			
		||||
### Global RGB Controls
 | 
			
		||||
 | 
			
		||||
* RGB backlight lighting effect: Fn+up/down
 | 
			
		||||
* RGB backlight effect speed: Fn+left/right
 | 
			
		||||
* RGB backlight hue cycle: Fn+A/D
 | 
			
		||||
* RGB backlight brightness: Fn+W/S
 | 
			
		||||
* RGB backlight saturation: Fn+Q/E (added Feb 4, 2022)
 | 
			
		||||
* RGB backlight night mode toggle: Fn+Z (indicators still work)
 | 
			
		||||
* RGB backlight timeout: Fn+Encoder or "-" and "=" (default 15 minutes) (updated Apr 7, 2022)
 | 
			
		||||
    * indicators in Fn layer using RGB in F-key and number rows to show the current timeout in minutes
 | 
			
		||||
* Fn+Z to turn off RGB backlighting (indicator lights still work); press again to toggle
 | 
			
		||||
* RGB indicators on left side LEDs in order from top: System NumLock off (orange), Scroll Lock (red), Numpad (blue), Capslock (green).
 | 
			
		||||
 | 
			
		||||
### Advanced Controls
 | 
			
		||||
 | 
			
		||||
* Fn+\ to get to bootloader mode
 | 
			
		||||
* Fn+[ESC] to clear EEPROM (then unplug and re-plug) (added Apr 11, 2022)
 | 
			
		||||
* Fn+R to toggle N-key Rollover (added Apr 11, 2022)
 | 
			
		||||
* Fn+/ is single-handed shortcut to Ctrl-Alt-Delete (added May 14, 2022)
 | 
			
		||||
* Fn+L is single-handed shortcut to Win-L (lock Windows) (added May 17, 2022)
 | 
			
		||||
* Fn+[Encoder press] to sleep Windows PC (added May 14, 2022)
 | 
			
		||||
 | 
			
		||||
Link to latest firmware binary: https://github.com/gourdo1/media/raw/main/gmmk_pro_rev1_ansi_gourdo1.bin
 | 
			
		||||
 | 
			
		||||
Link to cheatsheet: https://github.com/gourdo1/media/raw/main/GMMK_Pro_Cheatsheet.pdf
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
## rules.mk Options
 | 
			
		||||
 | 
			
		||||
STARTUP_NUMLOCK_ON = yes             - Turns on NUMLOCK by default
 | 
			
		||||
 | 
			
		||||
ENCODER_DEFAULTACTIONS_ENABLE = yes  - Enabled default encoder functions
 | 
			
		||||
 | 
			
		||||
TD_LSFT_CAPSLOCK_ENABLE = yes        - This will enable double tap on Left Shift to toggle CAPSLOCK when using KC_LSFTCAPS
 | 
			
		||||
 | 
			
		||||
IDLE_TIMEOUT_ENABLE = yes            - Enables Timer functionality; for RGB idle timeouts that can be changed dynamically
 | 
			
		||||
 | 
			
		||||
INVERT_NUMLOCK_INDICATOR             - Inverts the Numlock indicator, LED is on when numlock is off -- numlock interferes with overlay numpad, so should  be off when numpad layer is active unless you have an external numpad.
 | 
			
		||||
 | 
			
		||||
COLEMAK_LAYER_ENABLE = yes           - Enables optional 5th layer for COLEMAK layout. Use Shift + encoder to enter 5th layer.
 | 
			
		||||
 | 
			
		||||
GAME_ENABLE ?= yes                   - Enables Paddle Game
 | 
			
		||||
 | 
			
		||||
## Layer Diagrams
 | 
			
		||||
### Base layer
 | 
			
		||||

 | 
			
		||||
 | 
			
		||||
### Fn Layer
 | 
			
		||||

 | 
			
		||||
 | 
			
		||||
### Layer 2 (Numpad)
 | 
			
		||||

 | 
			
		||||
 | 
			
		||||
### COLEMAK layer
 | 
			
		||||

 | 
			
		||||
							
								
								
									
										411
									
								
								keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rgb_matrix_map.h
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
										411
									
								
								keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rgb_matrix_map.h
									
										
									
									
									
										Normal file
									
								
							| 
						 | 
				
			
			@ -0,0 +1,411 @@
 | 
			
		|||
/* Copyright 2021 Jonavin Eng @Jonavin
 | 
			
		||||
   Copyright 2022 gourdo1 <gourdo1@outlook.com>
 | 
			
		||||
   
 | 
			
		||||
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/>.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifdef RGB_MATRIX_ENABLE
 | 
			
		||||
 | 
			
		||||
//Define variables for Game
 | 
			
		||||
bool fn_active = false;
 | 
			
		||||
RGB rgb_value;
 | 
			
		||||
 | 
			
		||||
// Custom GMMK Pro-specific RGB color customizations (defaults found in quantum/color.h)
 | 
			
		||||
#define RGB_GODSPEED 0x00, 0xE4, 0xFF     // color for matching keycaps
 | 
			
		||||
#define RGB_NAUTILUS 0x00, 0xA4, 0xA9     // Nautilus Font colors
 | 
			
		||||
#define RGB_OFFBLUE 0x00, 0x80, 0xFF      // new color: blue with a hint of green
 | 
			
		||||
#define RGB_DKRED 0x28, 0x00, 0x00        // new color: dark red
 | 
			
		||||
#define RGB_ORANGE2 0xFF, 0x28, 0x00      // fix: reduced green from 80 to 28
 | 
			
		||||
#define RGB_PURPLE2 0x80, 0x00, 0xFF      // fix: increased red from 7A to 80
 | 
			
		||||
#define RGB_SPRINGGREEN2 0x00, 0xFF, 0x10 // fix: blue was 80, now 10
 | 
			
		||||
#define RGB_YELLOW2 0xFF, 0xB0, 0x00      // fix: green was FF, now B0
 | 
			
		||||
#define RGB_OFF RGB_BLACK
 | 
			
		||||
 | 
			
		||||
// Added by gourdo1 for RGB testing
 | 
			
		||||
//                Red   Green Blue          Expected  GMMK Pro result
 | 
			
		||||
#define RGB_TEST1 0xFF, 0x00, 0x00   // Q - red       good!
 | 
			
		||||
#define RGB_TEST2 0x0F, 0xFF, 0x00   // W - green     good!
 | 
			
		||||
#define RGB_TEST3 0x00, 0x00, 0xFF   // E - blue      good!
 | 
			
		||||
#define RGB_TEST4 0xFF, 0xB0, 0x00   // R - yellow    slightly green heavy - reduced green LED by quite a bit
 | 
			
		||||
#define RGB_TEST5 0x00, 0xFF, 0xFF   // T - cyan      good!
 | 
			
		||||
#define RGB_TEST6 0xFF, 0x00, 0xFF   // Y - magenta   very slightly blue heavy?
 | 
			
		||||
#define RGB_TEST7 0xFF, 0x28, 0x00   // U - orange    very green heavy at default
 | 
			
		||||
#define RGB_TEST8 0xFF, 0x00, 0x80   // I - pink      good!
 | 
			
		||||
#define RGB_TEST9 0x80, 0xFF, 0x00   // O - chartreus good!
 | 
			
		||||
#define RGB_TEST10 0x00, 0xFF, 0x10  // P - springgrn fixed: was too blue because green LED has blue in it already
 | 
			
		||||
#define RGB_TEST11 0x00, 0x80, 0xFF  // A - grn blue  good!
 | 
			
		||||
#define RGB_TEST12 0x80, 0x00, 0xFF  // S - purple    good!
 | 
			
		||||
 | 
			
		||||
// RGB LED locations
 | 
			
		||||
enum led_location_map {
 | 
			
		||||
    LED_ESC, // 0, ESC, k13
 | 
			
		||||
    LED_GRV, // 1, `, k16
 | 
			
		||||
    LED_TAB, // 2, Tab, k11
 | 
			
		||||
    LED_CAPS, // 3, Caps, k21
 | 
			
		||||
    LED_LSFT, // 4, Sh_L, k00
 | 
			
		||||
    LED_LCTL, // 5, Ct_L, k06
 | 
			
		||||
    LED_F1, // 6, F1, k26
 | 
			
		||||
    LED_1, // 7, 1, k17
 | 
			
		||||
    LED_Q, // 8, Q, k10
 | 
			
		||||
    LED_A, // 9, A, k12
 | 
			
		||||
    LED_Z, // 10, Z, k14
 | 
			
		||||
    LED_LWIN, // 11, Win_L, k90
 | 
			
		||||
    LED_F2, // 12, F2, k36
 | 
			
		||||
    LED_2, // 13, 2, k27
 | 
			
		||||
    LED_W, // 14, W, k20
 | 
			
		||||
    LED_S, // 15, S, k22
 | 
			
		||||
    LED_X, // 16, X, k24
 | 
			
		||||
    LED_LALT, // 17, Alt_L, k93
 | 
			
		||||
    LED_F3, // 18, F3, k31
 | 
			
		||||
    LED_3, // 19, 3, k37
 | 
			
		||||
    LED_E, // 20, E, k30
 | 
			
		||||
    LED_D, // 21, D, k32
 | 
			
		||||
    LED_C, // 22, C, k34
 | 
			
		||||
    LED_F4, // 23, F4, k33
 | 
			
		||||
    LED_4, // 24, 4, k47
 | 
			
		||||
    LED_R, // 25, R, k40
 | 
			
		||||
    LED_F, // 26, F, k42
 | 
			
		||||
    LED_V, // 27, V, k44
 | 
			
		||||
    LED_F5, // 28, F5, k07
 | 
			
		||||
    LED_5, // 29, 5, k46
 | 
			
		||||
    LED_T, // 30, T, k41
 | 
			
		||||
    LED_G, // 31, G, k43
 | 
			
		||||
    LED_B, // 32, B, k45
 | 
			
		||||
    LED_SPC, // 33, SPACE, k94
 | 
			
		||||
    LED_F6, // 34, F6, k63
 | 
			
		||||
    LED_6, // 35, 6, k56
 | 
			
		||||
    LED_Y, // 36, Y, k51
 | 
			
		||||
    LED_H, // 37, H, k53
 | 
			
		||||
    LED_N, // 38, N, k55
 | 
			
		||||
    LED_F7, // 39, F7, k71
 | 
			
		||||
    LED_7, // 40, 7, k57
 | 
			
		||||
    LED_U, // 41, U, k50
 | 
			
		||||
    LED_J, // 42, J, k52
 | 
			
		||||
    LED_M, // 43, M, k54
 | 
			
		||||
    LED_F8, // 44, F8, k76
 | 
			
		||||
    LED_8, // 45, 8, k67
 | 
			
		||||
    LED_I, // 46, I, k60
 | 
			
		||||
    LED_K, // 47, K, k62
 | 
			
		||||
    LED_COMM, // 48, ,, k64
 | 
			
		||||
    LED_RALT, // 49, Alt_R, k95
 | 
			
		||||
    LED_F9, // 50, F9, ka6
 | 
			
		||||
    LED_9, // 51, 9, k77
 | 
			
		||||
    LED_O, // 52, O, k70
 | 
			
		||||
    LED_L, // 53, L, k72
 | 
			
		||||
    LED_DOT, // 54, ., k74
 | 
			
		||||
    LED_FN, // 55, FN, k92
 | 
			
		||||
    LED_F10, // 56, F10, ka7
 | 
			
		||||
    LED_0, // 57, 0, k87
 | 
			
		||||
    LED_P, // 58, P, k80
 | 
			
		||||
    LED_SCLN, // 59, ;, k82
 | 
			
		||||
    LED_SLSH, // 60, ?, k85
 | 
			
		||||
    LED_F11, // 61, F11, ka3
 | 
			
		||||
    LED_MINS, // 62, -, k86
 | 
			
		||||
    LED_LBRC, // 63, [, k81
 | 
			
		||||
    LED_QUOT, // 64, ", k83
 | 
			
		||||
    LED_RCTL, // 65, Ct_R, k04
 | 
			
		||||
    LED_F12, // 66, F12, ka5
 | 
			
		||||
    LED_BSLS, // 67, \, k23
 | 
			
		||||
    LED_L1, // 68, LED, l01
 | 
			
		||||
    LED_R1, // 69, LED, l11
 | 
			
		||||
    LED_PRT, // 70, Prt, k97
 | 
			
		||||
    LED_L2, // 71, LED, l02
 | 
			
		||||
    LED_R2, // 72, LED, l12
 | 
			
		||||
    LED_DEL, // 73, Del, k65
 | 
			
		||||
    LED_L3, // 74, LED, l03
 | 
			
		||||
    LED_R3, // 75, LED, l13
 | 
			
		||||
    LED_PGUP, // 76, PgUp, k15
 | 
			
		||||
    LED_L4, // 77, LED, l04
 | 
			
		||||
    LED_R4, // 78, LED, l14
 | 
			
		||||
    LED_EQL, // 79, =, k66
 | 
			
		||||
    LED_RIGHT, // 80, Right, k05
 | 
			
		||||
    LED_L5, // 81, LED, l05
 | 
			
		||||
    LED_R5, // 82, LED, l15
 | 
			
		||||
    LED_END, // 83, End, k75
 | 
			
		||||
    LED_L6, // 84, LED, l06
 | 
			
		||||
    LED_R6, // 85, LED, l16
 | 
			
		||||
    LED_BSPC, // 86, BSpc, ka1
 | 
			
		||||
    LED_PGDN, // 87, PgDn, k25
 | 
			
		||||
    LED_L7, // 88, LED, l07
 | 
			
		||||
    LED_R7, // 89, LED, l17
 | 
			
		||||
    LED_RBRC, // 90, ], k61
 | 
			
		||||
    LED_RSFT, // 91, Sh_R, k91
 | 
			
		||||
    LED_L8, // 92, LED, l08
 | 
			
		||||
    LED_R8, // 93, LED, l18
 | 
			
		||||
    LED_UP, // 94, Up, k35
 | 
			
		||||
    LED_HASH, // 95, #, k84
 | 
			
		||||
    LED_LEFT, // 96, Left, k03
 | 
			
		||||
    LED_ENT, // 97, Enter, ka4
 | 
			
		||||
    LED_DOWN // 98, Down, k73
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
const uint8_t LED_LIST_WASD[] = {
 | 
			
		||||
    LED_W,
 | 
			
		||||
    LED_A,
 | 
			
		||||
    LED_S,
 | 
			
		||||
    LED_D
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
const uint8_t LED_LIST_ARROWS[] = {
 | 
			
		||||
    LED_LEFT,
 | 
			
		||||
    LED_RIGHT,
 | 
			
		||||
    LED_UP,
 | 
			
		||||
    LED_DOWN
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
const uint8_t LED_LIST_FUNCROW[] = {
 | 
			
		||||
    LED_ESC,
 | 
			
		||||
    LED_F1,
 | 
			
		||||
    LED_F2,
 | 
			
		||||
    LED_F3,
 | 
			
		||||
    LED_F4,
 | 
			
		||||
    LED_F5,
 | 
			
		||||
    LED_F6,
 | 
			
		||||
    LED_F7,
 | 
			
		||||
    LED_F8,
 | 
			
		||||
    LED_F9,
 | 
			
		||||
    LED_F10,
 | 
			
		||||
    LED_F11,
 | 
			
		||||
    LED_F12,
 | 
			
		||||
    LED_PRT
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
const uint8_t LED_LIST_NUMROW[] = {
 | 
			
		||||
    LED_GRV,
 | 
			
		||||
    LED_1,
 | 
			
		||||
    LED_2,
 | 
			
		||||
    LED_3,
 | 
			
		||||
    LED_4,
 | 
			
		||||
    LED_5,
 | 
			
		||||
    LED_6,
 | 
			
		||||
    LED_7,
 | 
			
		||||
    LED_8,
 | 
			
		||||
    LED_9,
 | 
			
		||||
    LED_0,
 | 
			
		||||
    LED_MINS,
 | 
			
		||||
    LED_EQL,
 | 
			
		||||
    LED_BSPC,
 | 
			
		||||
    LED_DEL
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
const uint8_t LED_LIST_LETTERS[] = {
 | 
			
		||||
/*    LED_1,
 | 
			
		||||
    LED_2,
 | 
			
		||||
    LED_3,
 | 
			
		||||
    LED_4,
 | 
			
		||||
    LED_5,
 | 
			
		||||
    LED_6,
 | 
			
		||||
    LED_7,
 | 
			
		||||
    LED_8,
 | 
			
		||||
    LED_9,
 | 
			
		||||
    LED_0, */
 | 
			
		||||
    LED_Q,
 | 
			
		||||
    LED_W,
 | 
			
		||||
    LED_E,
 | 
			
		||||
    LED_R,
 | 
			
		||||
    LED_T,
 | 
			
		||||
    LED_Y,
 | 
			
		||||
    LED_U,
 | 
			
		||||
    LED_I,
 | 
			
		||||
    LED_O,
 | 
			
		||||
    LED_P,
 | 
			
		||||
    LED_A,
 | 
			
		||||
    LED_S,
 | 
			
		||||
    LED_D,
 | 
			
		||||
    LED_F,
 | 
			
		||||
    LED_G,
 | 
			
		||||
    LED_H,
 | 
			
		||||
    LED_J,
 | 
			
		||||
    LED_K,
 | 
			
		||||
    LED_L,
 | 
			
		||||
    LED_Z,
 | 
			
		||||
    LED_X,
 | 
			
		||||
    LED_C,
 | 
			
		||||
    LED_V,
 | 
			
		||||
    LED_B,
 | 
			
		||||
    LED_N,
 | 
			
		||||
    LED_M
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
const uint8_t LED_LIST_NUMPAD[] = {
 | 
			
		||||
    LED_1,
 | 
			
		||||
    LED_2,
 | 
			
		||||
    LED_3,
 | 
			
		||||
    LED_4,
 | 
			
		||||
    LED_5,
 | 
			
		||||
    LED_6,
 | 
			
		||||
    LED_7,
 | 
			
		||||
    LED_8,
 | 
			
		||||
    LED_9,
 | 
			
		||||
    LED_0,
 | 
			
		||||
    LED_MINS,
 | 
			
		||||
    LED_EQL,
 | 
			
		||||
    LED_U,
 | 
			
		||||
    LED_I,
 | 
			
		||||
    LED_O,
 | 
			
		||||
    LED_P,
 | 
			
		||||
    LED_J,
 | 
			
		||||
    LED_K,
 | 
			
		||||
    LED_L,
 | 
			
		||||
    LED_SCLN,
 | 
			
		||||
    LED_ENT,
 | 
			
		||||
    LED_M,
 | 
			
		||||
    LED_COMM,
 | 
			
		||||
    LED_DOT,
 | 
			
		||||
    LED_SLSH,
 | 
			
		||||
    LED_END,
 | 
			
		||||
    LED_RIGHT
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
const uint8_t LED_SIDE_LEFT[] = {
 | 
			
		||||
    LED_L1,
 | 
			
		||||
    LED_L2,
 | 
			
		||||
    LED_L3,
 | 
			
		||||
    LED_L4,
 | 
			
		||||
    LED_L5,
 | 
			
		||||
    LED_L6,
 | 
			
		||||
    LED_L7,
 | 
			
		||||
    LED_L8
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
const uint8_t LED_SIDE_RIGHT[] = {
 | 
			
		||||
    LED_R1,
 | 
			
		||||
    LED_R2,
 | 
			
		||||
    LED_R3,
 | 
			
		||||
    LED_R4,
 | 
			
		||||
    LED_R5,
 | 
			
		||||
    LED_R6,
 | 
			
		||||
    LED_R7,
 | 
			
		||||
    LED_R8
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#ifdef GAME_ENABLE
 | 
			
		||||
// Game LED rules
 | 
			
		||||
const uint8_t GAME_LIVES[] = {
 | 
			
		||||
    LED_DEL,
 | 
			
		||||
    LED_PGUP,
 | 
			
		||||
    LED_PGDN,
 | 
			
		||||
    LED_END
 | 
			
		||||
};
 | 
			
		||||
const uint8_t GAME_PADDLE[] = {
 | 
			
		||||
    LED_Z,
 | 
			
		||||
    LED_X,
 | 
			
		||||
    LED_C,
 | 
			
		||||
    LED_V,
 | 
			
		||||
    LED_B,
 | 
			
		||||
    LED_N,
 | 
			
		||||
    LED_M,
 | 
			
		||||
    LED_COMM,
 | 
			
		||||
    LED_DOT,
 | 
			
		||||
    LED_SLSH
 | 
			
		||||
};
 | 
			
		||||
const uint8_t GAME_SMILE1[] = {
 | 
			
		||||
    LED_A,
 | 
			
		||||
    LED_S,
 | 
			
		||||
    LED_D,
 | 
			
		||||
    LED_F,
 | 
			
		||||
    LED_G,
 | 
			
		||||
    LED_H,
 | 
			
		||||
    LED_J,
 | 
			
		||||
    LED_K,
 | 
			
		||||
    LED_L,
 | 
			
		||||
    LED_SCLN,
 | 
			
		||||
    LED_QUOT
 | 
			
		||||
};
 | 
			
		||||
const uint8_t GAME_SMILE2[] = {
 | 
			
		||||
    LED_2,
 | 
			
		||||
    LED_3,
 | 
			
		||||
    LED_4,
 | 
			
		||||
    LED_5,
 | 
			
		||||
    LED_6,
 | 
			
		||||
    LED_7,
 | 
			
		||||
    LED_8,
 | 
			
		||||
    LED_9,
 | 
			
		||||
    LED_0,
 | 
			
		||||
    LED_MINS,
 | 
			
		||||
    LED_EQL
 | 
			
		||||
};
 | 
			
		||||
const uint8_t GAME_R4[] = {
 | 
			
		||||
    LED_X,
 | 
			
		||||
    LED_C,
 | 
			
		||||
    LED_V,
 | 
			
		||||
    LED_B,
 | 
			
		||||
    LED_N,
 | 
			
		||||
    LED_M,
 | 
			
		||||
    LED_COMM,
 | 
			
		||||
    LED_DOT
 | 
			
		||||
};
 | 
			
		||||
const uint8_t GAME_R3[] = {
 | 
			
		||||
    LED_S,
 | 
			
		||||
    LED_D,
 | 
			
		||||
    LED_F,
 | 
			
		||||
    LED_G,
 | 
			
		||||
    LED_H,
 | 
			
		||||
    LED_J,
 | 
			
		||||
    LED_K,
 | 
			
		||||
    LED_L,
 | 
			
		||||
    LED_SCLN
 | 
			
		||||
};
 | 
			
		||||
const uint8_t GAME_R2[] = {
 | 
			
		||||
    LED_W,
 | 
			
		||||
    LED_E,
 | 
			
		||||
    LED_R,
 | 
			
		||||
    LED_T,
 | 
			
		||||
    LED_Y,
 | 
			
		||||
    LED_U,
 | 
			
		||||
    LED_I,
 | 
			
		||||
    LED_O,
 | 
			
		||||
    LED_P,
 | 
			
		||||
    LED_LBRC
 | 
			
		||||
};
 | 
			
		||||
const uint8_t GAME_R1[] = {
 | 
			
		||||
    LED_2,
 | 
			
		||||
    LED_3,
 | 
			
		||||
    LED_4,
 | 
			
		||||
    LED_5,
 | 
			
		||||
    LED_6,
 | 
			
		||||
    LED_7,
 | 
			
		||||
    LED_8,
 | 
			
		||||
    LED_9,
 | 
			
		||||
    LED_0,
 | 
			
		||||
    LED_MINS,
 | 
			
		||||
    LED_EQL
 | 
			
		||||
};
 | 
			
		||||
const uint8_t GAME_R0[] = {
 | 
			
		||||
    LED_F1,
 | 
			
		||||
    LED_F2,
 | 
			
		||||
    LED_F3,
 | 
			
		||||
    LED_F4,
 | 
			
		||||
    LED_F5,
 | 
			
		||||
    LED_F6,
 | 
			
		||||
    LED_F7,
 | 
			
		||||
    LED_F8,
 | 
			
		||||
    LED_F9,
 | 
			
		||||
    LED_F10,
 | 
			
		||||
    LED_F11,
 | 
			
		||||
    LED_F12
 | 
			
		||||
};
 | 
			
		||||
const uint8_t LED_GAME_OVER[] = {
 | 
			
		||||
    LED_5,
 | 
			
		||||
    LED_8,
 | 
			
		||||
    LED_F,
 | 
			
		||||
    LED_G,
 | 
			
		||||
    LED_H,
 | 
			
		||||
    LED_J,
 | 
			
		||||
    LED_C,
 | 
			
		||||
    LED_M
 | 
			
		||||
};
 | 
			
		||||
#endif //GAME_ENABLE
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
							
								
								
									
										22
									
								
								keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rules.mk
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
										22
									
								
								keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rules.mk
									
										
									
									
									
										Normal file
									
								
							| 
						 | 
				
			
			@ -0,0 +1,22 @@
 | 
			
		|||
LTO_ENABLE = yes               # link time optimization -- achieves a smaller compiled size
 | 
			
		||||
CONSOLE_ENABLE = no
 | 
			
		||||
COMMAND_ENABLE = no
 | 
			
		||||
MOUSEKEY_ENABLE = yes
 | 
			
		||||
 | 
			
		||||
VIA_ENABLE = yes
 | 
			
		||||
TAP_DANCE_ENABLE = yes
 | 
			
		||||
BOOTMAGIC_ENABLE = yes         # Enable Bootmagic Lite
 | 
			
		||||
CAPS_WORD_ENABLE = yes         # Enable built-in Caps Word functionality
 | 
			
		||||
 | 
			
		||||
TD_LSFT_CAPSLOCK_ENABLE = yes
 | 
			
		||||
IDLE_TIMEOUT_ENABLE = yes
 | 
			
		||||
STARTUP_NUMLOCK_ON = yes
 | 
			
		||||
ENCODER_DEFAULTACTIONS_ENABLE = no
 | 
			
		||||
 | 
			
		||||
COLEMAK_LAYER_ENABLE = yes     # Enable Colemak layer / set to no to disable
 | 
			
		||||
INVERT_NUMLOCK_INDICATOR = yes
 | 
			
		||||
 | 
			
		||||
GAME_ENABLE ?= yes             # Enable Paddle Game / set to no to disable
 | 
			
		||||
ifeq ($(strip $(GAME_ENABLE)), yes)
 | 
			
		||||
    OPT_DEFS += -DGAME_ENABLE
 | 
			
		||||
endif
 | 
			
		||||
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