4cdb86c730
* Move Sol, Zen, & Zygomorph keyboards to RGBKB folder * Updated default keymaps * Fixing more areas due too folder moves * Fixing Zen layer numbers * Fixing zygomorph layer comments * Fixing Colmak comments * Fixing Sol Colmak readme * Macro alignment * Zen rev2 configuration json * Fixing sol ifdef * Fixing Sol info.json
282 lines
8.2 KiB
C
282 lines
8.2 KiB
C
#include QMK_KEYBOARD_H
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#ifdef PROTOCOL_LUFA
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#include "lufa.h"
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#include "split_util.h"
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#endif
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#ifdef SSD1306OLED
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#include "common/ssd1306.h"
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#endif
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extern keymap_config_t keymap_config;
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#ifdef RGBLIGHT_ENABLE
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//Following line allows macro to read current RGB settings
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extern rgblight_config_t rgblight_config;
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#endif
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extern uint8_t is_master;
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// Each layer gets a name for readability, which is then used in the keymap matrix below.
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// The underscores don't mean anything - you can have a layer called STUFF or any other name.
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// Layer names don't all need to be of the same length, obviously, and you can also skip them
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// entirely and just use numbers.
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enum layer_number {
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_QWERTY = 0,
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_MACROPAD,
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_FN,
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_ADJ
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};
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enum custom_keycodes {
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QWERTY = SAFE_RANGE,
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MACROPAD,
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FN,
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ADJ,
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BACKLIT,
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RGBRST
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};
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enum macro_keycodes {
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KC_SAMPLEMACRO,
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};
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#define FN_ESC LT(_FN, KC_ESC)
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#define FN_CAPS LT(_FN, KC_CAPS)
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// Define your non-alpha grouping in this define's LAYOUT, and all your BASE_LAYERS will share the same mod/macro columns
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#define BASE_LAYOUT( \
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_00, _01, _02, _03, _04, \
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_10, _11, _12, _13, _14, \
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_20, _21, _22, _23, _24, \
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_30, _31, _32, _33, _34 \
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) \
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LAYOUT_ortho_5x6( \
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KC_GESC, _00, _01, _02, _03, _04, \
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KC_TAB, _10, _11, _12, _13, _14, \
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FN_CAPS, _20, _21, _22, _23, _24, \
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KC_LSFT, _30, _31, _32, _33, _34, \
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KC_LCTL, KC_LGUI, KC_LALT, RGB_TOG, ADJ, KC_SPC \
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)
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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[_QWERTY] = BASE_LAYOUT( \
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KC_1, KC_2, KC_3, KC_4, KC_5, \
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KC_Q, KC_W, KC_E, KC_R, KC_T, \
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KC_A, KC_S, KC_D, KC_F, KC_G, \
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KC_Z, KC_X, KC_C, KC_V, KC_B \
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),
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[_MACROPAD] = BASE_LAYOUT( \
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KC_F13, KC_F14, KC_F15, KC_F16, KC_F17, \
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KC_F18, KC_F19, KC_F20, KC_F21, KC_F22, \
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KC_A, KC_S, KC_D, KC_F, KC_G, \
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KC_Z, KC_X, KC_C, KC_V, KC_B \
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),
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[_FN] = LAYOUT_ortho_5x6( \
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KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, \
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_______, KC_PGDN, KC_UP, KC_PGUP, _______, _______, \
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_______, KC_LEFT, KC_DOWN, KC_RGHT, _______, _______, \
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_______, _______, _______, _______, _______, _______, \
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_______, _______, _______, RGB_MOD, _______, _______ \
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),
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[_ADJ] = LAYOUT_ortho_5x6( \
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KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, \
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_______, RGB_SAD, RGB_VAI, RGB_SAI, RESET, _______, \
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_______, RGB_HUD, RGB_VAD, RGB_HUI, RGBRST, _______, \
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_______, _______, _______, _______, _______, _______, \
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_______, _______, _______, RGB_MOD, _______, _______ \
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)
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};
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// define variables for reactive RGB
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bool TOG_STATUS = false;
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int RGB_current_mode;
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// Setting ADJ layer RGB back to default
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void update_tri_layer_RGB(uint8_t layer1, uint8_t layer2, uint8_t layer3) {
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if (IS_LAYER_ON(layer1) && IS_LAYER_ON(layer2)) {
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#ifdef RGBLIGHT_ENABLE
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//rgblight_mode(RGB_current_mode);
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#endif
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layer_on(layer3);
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} else {
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layer_off(layer3);
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}
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}
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bool process_record_user(uint16_t keycode, keyrecord_t *record) {
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//uint8_t shifted = get_mods() & (MOD_BIT(KC_LSHIFT) | MOD_BIT(KC_RSHIFT));
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switch (keycode) {
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case QWERTY:
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if (record->event.pressed) {
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set_single_persistent_default_layer(_QWERTY);
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}
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return false;
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break;
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case MACROPAD:
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if(record->event.pressed) {
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set_single_persistent_default_layer(_MACROPAD);
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}
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return false;
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break;
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case FN:
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if (record->event.pressed) {
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//not sure how to have keyboard check mode and set it to a variable, so my work around
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//uses another variable that would be set to true after the first time a reactive key is pressed.
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if (TOG_STATUS) { //TOG_STATUS checks is another reactive key currently pressed, only changes RGB mode if returns false
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} else {
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TOG_STATUS = !TOG_STATUS;
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#ifdef RGBLIGHT_ENABLE
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//rgblight_mode(15);
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#endif
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}
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layer_on(_FN);
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} else {
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#ifdef RGBLIGHT_ENABLE
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//rgblight_mode(RGB_current_mode); // revert RGB to initial mode prior to RGB mode change
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#endif
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layer_off(_FN);
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TOG_STATUS = false;
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}
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return false;
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break;
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case ADJ:
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if (record->event.pressed) {
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layer_on(_ADJ);
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} else {
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layer_off(_ADJ);
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}
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return false;
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break;
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//led operations - RGB mode change now updates the RGB_current_mode to allow the right RGB mode to be set after reactive keys are released
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case RGBRST:
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#ifdef RGBLIGHT_ENABLE
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if (record->event.pressed) {
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eeconfig_update_rgblight_default();
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rgblight_enable();
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RGB_current_mode = rgblight_config.mode;
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}
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#endif
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break;
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}
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return true;
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}
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void matrix_init_user(void) {
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#ifdef RGBLIGHT_ENABLE
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RGB_current_mode = rgblight_config.mode;
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#endif
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//SSD1306 OLED init, make sure to add #define SSD1306OLED in config.h
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#ifdef SSD1306OLED
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iota_gfx_init(!has_usb()); // turns on the display
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#endif
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}
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//SSD1306 OLED update loop, make sure to add #define SSD1306OLED in config.h
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#ifdef SSD1306OLED
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// hook point for 'led_test' keymap
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// 'default' keymap's led_test_init() is empty function, do nothing
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// 'led_test' keymap's led_test_init() force rgblight_mode_noeeprom(35);
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__attribute__ ((weak))
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void led_test_init(void) {}
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void matrix_scan_user(void) {
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led_test_init();
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iota_gfx_task(); // this is what updates the display continuously
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}
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void matrix_update(struct CharacterMatrix *dest,
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const struct CharacterMatrix *source) {
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if (memcmp(dest->display, source->display, sizeof(dest->display))) {
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memcpy(dest->display, source->display, sizeof(dest->display));
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dest->dirty = true;
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}
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}
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//assign the right code to your layers for OLED display
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#define L_BASE 0
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#define L_FN (1<<_FN)
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#define L_ADJ (1<<_ADJ)
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static void render_logo(struct CharacterMatrix *matrix) {
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static char logo[]={
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0x80,0x81,0x82,0x83,0x84,0x85,0x86,0x87,0x88,0x89,0x8a,0x8b,0x8c,0x8d,0x8e,0x8f,0x90,0x91,0x92,0x93,0x94,
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0xa0,0xa1,0xa2,0xa3,0xa4,0xa5,0xa6,0xa7,0xa8,0xa9,0xaa,0xab,0xac,0xad,0xae,0xaf,0xb0,0xb1,0xb2,0xb3,0xb4,
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0xc0,0xc1,0xc2,0xc3,0xc4,0xc5,0xc6,0xc7,0xc8,0xc9,0xca,0xcb,0xcc,0xcd,0xce,0xcf,0xd0,0xd1,0xd2,0xd3,0xd4,
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0};
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matrix_write(matrix, logo);
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//matrix_write_P(&matrix, PSTR(" Split keyboard kit"));
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}
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void render_status(struct CharacterMatrix *matrix) {
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// Render to mode icon
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static char logo[][2][3]={{{0x95,0x96,0},{0xb5,0xb6,0}},{{0x97,0x98,0},{0xb7,0xb8,0}}};
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if(keymap_config.swap_lalt_lgui==false){
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matrix_write(matrix, logo[0][0]);
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matrix_write_P(matrix, PSTR("\n"));
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matrix_write(matrix, logo[0][1]);
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}else{
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matrix_write(matrix, logo[1][0]);
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matrix_write_P(matrix, PSTR("\n"));
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matrix_write(matrix, logo[1][1]);
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}
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// Define layers here, Have not worked out how to have text displayed for each layer. Copy down the number you see and add a case for it below
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char buf[40];
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snprintf(buf,sizeof(buf), "Undef-%ld", layer_state);
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matrix_write_P(matrix, PSTR("\nLayer: "));
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switch (layer_state) {
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case L_BASE:
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matrix_write_P(matrix, PSTR("Default"));
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break;
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case L_FN:
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matrix_write_P(matrix, PSTR("FN"));
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break;
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case L_ADJ:
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case L_ADJ_TRI:
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matrix_write_P(matrix, PSTR("ADJ"));
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break;
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default:
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matrix_write(matrix, buf);
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}
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// Host Keyboard LED Status
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char led[40];
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snprintf(led, sizeof(led), "\n%s %s %s",
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(host_keyboard_leds() & (1<<USB_LED_NUM_LOCK)) ? "NUMLOCK" : " ",
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(host_keyboard_leds() & (1<<USB_LED_CAPS_LOCK)) ? "CAPS" : " ",
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(host_keyboard_leds() & (1<<USB_LED_SCROLL_LOCK)) ? "SCLK" : " ");
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matrix_write(matrix, led);
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}
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void iota_gfx_task_user(void) {
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struct CharacterMatrix matrix;
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#if DEBUG_TO_SCREEN
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if (debug_enable) {
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return;
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}
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#endif
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matrix_clear(&matrix);
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if(is_master){
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render_status(&matrix);
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}else{
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render_logo(&matrix);
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}
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matrix_update(&display, &matrix);
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}
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#endif
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