Add Anvil Native keyboard (#19333)
Co-authored-by: Drashna Jaelre <drashna@live.com>
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								keyboards/teleport/native/iso/keymaps/via/keymap.c
									
										
									
									
									
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								keyboards/teleport/native/iso/keymaps/via/keymap.c
									
										
									
									
									
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							|  | @ -0,0 +1,98 @@ | |||
| /* Copyright 2023 Moritz Plattner
 | ||||
|  * | ||||
|  * This program is free software: you can redistribute it and/or modify | ||||
|  * it under the terms of the GNU General Public License as published by | ||||
|  * the Free Software Foundation, either version 2 of the License, or | ||||
|  * (at your option) any later version. | ||||
|  * | ||||
|  * This program is distributed in the hope that it will be useful, | ||||
|  * but WITHOUT ANY WARRANTY; without even the implied warranty of | ||||
|  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | ||||
|  * GNU General Public License for more details. | ||||
|  * | ||||
|  * You should have received a copy of the GNU General Public License | ||||
|  * along with this program.  If not, see <http://www.gnu.org/licenses/>.
 | ||||
|  */ | ||||
| #include QMK_KEYBOARD_H | ||||
| 
 | ||||
| enum layers{ | ||||
|     BASE, | ||||
|     GAME, | ||||
|     _FN1 | ||||
| }; | ||||
| 
 | ||||
| const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { | ||||
| 
 | ||||
|     [BASE] = LAYOUT_75_iso(    /* keymap for layer 0 */ | ||||
|         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, KC_F13, KC_PSCR,   KC_DEL, | ||||
|         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_PGUP, | ||||
|         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_ENT,      KC_PGDN, | ||||
|         KC_CAPS, 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_HOME, | ||||
|         KC_LSFT, 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 | ||||
|     ), | ||||
| 
 | ||||
|     [GAME] = LAYOUT_75_iso(    /* keymap for layer 1 - GAME disables WIN key and has RGB layer indicators */ | ||||
|         KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, | ||||
|         KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,      KC_TRNS,     KC_TRNS, | ||||
|         KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,      KC_TRNS,     KC_TRNS, | ||||
|         KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,                   KC_TRNS, | ||||
|         KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,          KC_TRNS, KC_TRNS, | ||||
|         KC_TRNS, KC_NO,   KC_TRNS,                            KC_TRNS,                            KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS | ||||
|     ), | ||||
|      | ||||
|     [_FN1] = LAYOUT_75_iso(    /* keymap for layer 2 */ | ||||
|         KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, RGB_TOG, RGB_VAD, RGB_VAI, KC_MPRV, KC_MPLY, KC_MNXT, KC_VOLD, KC_VOLU, KC_MUTE, KC_TRNS, KC_TRNS, KC_TRNS, | ||||
|         KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,      KC_TRNS,     RGB_RMOD, | ||||
|         RGB_TOG, RGB_VAI, RGB_HUI, RGB_SAI, RGB_SPI, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,      KC_TRNS,     RGB_MOD, | ||||
|         KC_TRNS, RGB_VAD, RGB_HUD, RGB_SAD, RGB_SPD, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,                   KC_TRNS, | ||||
|         KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, MAGIC_TOGGLE_NKRO,KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, | ||||
|         KC_TRNS, TG(GAME),KC_TRNS,                            KC_TRNS,                            KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS | ||||
|     ), | ||||
| }; | ||||
| 
 | ||||
| /* RGB matrix indicator code
 | ||||
| It reads the current matrix color, offsets the hue by 30,  | ||||
| and sets val to either 255 or, if defined, RGB_MATRIX_MAXIMUM_BRIGHTNESS | ||||
| This is applied to both caps lock, and other indicator keys for layer 1 */ | ||||
| 
 | ||||
| bool rgb_matrix_indicators_user(void) { | ||||
|     HSV hsv_ind = {rgb_matrix_get_hue()+30,255,INDICATOR_MAX_BRIGHTNESS}; | ||||
|     RGB rgb_ind = hsv_to_rgb(hsv_ind); | ||||
| 
 | ||||
|     /* Sets Caps to different color as indicator. If RGB mode is rain, and caps indicator is off, the LED will always be off.
 | ||||
|     This is to avoid having the LED persist on until the animation randomly refreshes it. */ | ||||
|     if (host_keyboard_led_state().caps_lock) { | ||||
|       rgb_matrix_set_color(CAPS_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b); | ||||
|     } else if (rgb_matrix_get_mode() == 10) { | ||||
|       rgb_matrix_set_color(CAPS_LED_INDEX, 0, 0, 0); | ||||
|     } | ||||
| 
 | ||||
|     /* Sets W, A, S, D, LGUI to a different color as layer indicator */ | ||||
|     if(IS_LAYER_ON(1)) { | ||||
|       HSV hsv_ind = {rgb_matrix_get_hue()+30,255,INDICATOR_MAX_BRIGHTNESS}; | ||||
|       RGB rgb_ind = hsv_to_rgb(hsv_ind); | ||||
| 
 | ||||
|       rgb_matrix_set_color(W_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b); | ||||
|       rgb_matrix_set_color(A_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b); | ||||
|       rgb_matrix_set_color(S_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b); | ||||
|       rgb_matrix_set_color(D_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b); | ||||
|       rgb_matrix_set_color(WIN_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b); | ||||
|     } | ||||
|     return true; | ||||
| } | ||||
| 
 | ||||
| layer_state_t layer_state_set_user(layer_state_t state) { | ||||
|     /* If reverting to base layer (no special LED effects) and rain animation is on, set "layer 1" mods back to matrix color to avoid single key persistence*/ | ||||
|     if(!IS_LAYER_ON_STATE(state, 1) && rgb_matrix_get_mode() == 10) { | ||||
|         HSV hsv_mat = rgb_matrix_get_hsv(); | ||||
|         RGB rgb_mat = hsv_to_rgb(hsv_mat); | ||||
| 
 | ||||
|         rgb_matrix_set_color(W_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b); | ||||
|         rgb_matrix_set_color(A_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b); | ||||
|         rgb_matrix_set_color(S_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b); | ||||
|         rgb_matrix_set_color(D_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b); | ||||
|         rgb_matrix_set_color(WIN_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b); | ||||
|     } | ||||
|     return state; | ||||
| } | ||||
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