qmk_sweep_skeletyl/keyboards/viterbi/keymaps/drashna/keymap.c
drashna f3534f999f Updated keymaps (#1853)
* Add woodpad

* Cleanup

* Remove misc layouts for woodpad

* Move woodpad to handwired

* Updated RGB Underglow info

* Cleanup macros

* Fix odd merge issue

* Tweaked RGB lighting stuff

* Start to merge orthodox/ergodox keymaps (persistant layers)

* Add forced NKRO

* Added Colemak and Dvorak layers to default orthodox keymap

* Added default layer (qwerty/colemak/dvorak) detection to RGB Underglow

* Updated macros and added workman keymaps

* Fixed RGB lighting for Workman layout

* Add leader keys

* Remove force NKRO

* Add Viterbi one handed layout and minor tweaks to others
2017-10-21 18:27:54 -10:00

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15 KiB
C

#include "viterbi.h"
#include "action_layer.h"
#include "eeconfig.h"
extern keymap_config_t keymap_config;
// Each layer gets a name for readability, which is then used in the keymap matrix below.
// The underscores don't mean anything - you can have a layer called STUFF or any other name.
// Layer names don't all need to be of the same length, obviously, and you can also skip them
// entirely and just use numbers.
#define _NUMNAV 0
#define _DIABLO 1
#define _MACROS 2
#define _GAMEPAD 3
#define _MEDIA 4
enum custom_keycodes {
KC_DIABLO_CLEAR = SAFE_RANGE,
KC_P00,
KC_OVERWATCH,
KC_SALT,
KC_MORESALT,
KC_SALTHARD,
KC_GOODGAME,
KC_SYMM,
KC_DOOMFIST,
KC_JUSTGAME,
KC_GLHF,
KC_TORB
};
// Fillers to make layering more clear
#define _______ KC_TRNS
#define XXXXXXX KC_NO
#define MACROS TG(_MACROS)
#define DIABLO TG(_DIABLO)
#define GAMEPAD TG(_GAMEPAD)
#define MEDIA TG(_MEDIA)
bool is_overwatch = false;
//This is both for underglow, and Diablo 3 macros
static uint8_t current_layer = 0;
bool has_layer_changed = true;
#define rgblight_set_blue rgblight_sethsv (0xFF, 0xFF, 0xFF);
#define rgblight_set_red rgblight_sethsv(0x00, 0xFF, 0xFF);
#define rgblight_set_green rgblight_sethsv (0x78, 0xFF, 0xFF);
#define rgblight_set_orange rgblight_sethsv (0x1E, 0xFF, 0xFF);
#define rgblight_set_teal rgblight_sethsv (0xC3, 0xFF, 0xFF);
#define rgblight_set_magenta rgblight_sethsv (0x12C, 0xFF, 0xFF);
#define rgblight_set_urine rgblight_sethsv (0x3C, 0xFF, 0xFF);
#define rgblight_set_purple rgblight_sethsv (0x10E, 0xFF, 0xFF);
#ifdef TAP_DANCE_ENABLE
//define diablo macro timer variables
static uint16_t diablo_timer[4];
static uint8_t diablo_times[] = { 0, 1, 3, 5, 10, 30 };
static uint8_t diablo_key_time[4];
bool check_dtimer(uint8_t dtimer) {
// has the correct number of seconds elapsed (as defined by diablo_times)
return (timer_elapsed(diablo_timer[dtimer]) < (diablo_key_time[dtimer] * 1000)) ? false : true;
};
enum {
TD_DIABLO_1 = 0,
TD_DIABLO_2,
TD_DIABLO_3,
TD_DIABLO_4
};
// Cycle through the times for the macro, starting at 0, for disabled.
// Max of six values, so don't exceed
void diablo_tapdance_master(qk_tap_dance_state_t *state, void *user_data, uint8_t diablo_key) {
if (state->count >= 7) {
diablo_key_time[diablo_key] = diablo_times[0];
reset_tap_dance(state);
}
else {
diablo_key_time[diablo_key] = diablo_times[state->count - 1];
}
}
// Would rather have one function for all of this, but no idea how to do that...
void diablo_tapdance1(qk_tap_dance_state_t *state, void *user_data) {
diablo_tapdance_master(state, user_data, 0);
}
void diablo_tapdance2(qk_tap_dance_state_t *state, void *user_data) {
diablo_tapdance_master(state, user_data, 1);
}
void diablo_tapdance3(qk_tap_dance_state_t *state, void *user_data) {
diablo_tapdance_master(state, user_data, 2);
}
void diablo_tapdance4(qk_tap_dance_state_t *state, void *user_data) {
diablo_tapdance_master(state, user_data, 3);
}
//Tap Dance Definitions
qk_tap_dance_action_t tap_dance_actions[] = {
// tap once to disable, and more to enable timed micros
[TD_DIABLO_1] = ACTION_TAP_DANCE_FN(diablo_tapdance1),
[TD_DIABLO_2] = ACTION_TAP_DANCE_FN(diablo_tapdance2),
[TD_DIABLO_3] = ACTION_TAP_DANCE_FN(diablo_tapdance3),
[TD_DIABLO_4] = ACTION_TAP_DANCE_FN(diablo_tapdance4),
};
#endif
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
/* QWERTY
* ,------------------------------------------------. ,------------------------------------------------.
* | Ins | ` | 1 | 2 | 3 | 4 | 5 | | 6 | 7 | 8 | 9 | 0 | Bksp | Del |
* |------+------+------+------+------+------+------| |------+------+------+------+------+------+------|
* | - | Tab | Q | W | E | R | T | | Y | U | I | O | P | [ | ] |
* |------+------+------+------+------+------+------| |------+------+------+------+------+------+------|
* | = | Esc | A | S | D | F | G | | H | J | K | L | ; | " |Enter |
* |------+------+------+------+------+------+------| |------+------+------+------+------+------+------|
* | Pg Up| Shift| Z | X | C | V | B | | N | M | , | . | / | Home | End |
* |------+------+------+------+------+------+------| |------+------+------+------+------+------+------|
* | Pg Dn|Adjust| Ctrl | Alt | GUI |Lower |Space | |Space |Raise | Left | Down | Up | Right| \ |
* `------------------------------------------------' `------------------------------------------------'
*/
[_NUMNAV] = KEYMAP(
MACROS, DIABLO, GAMEPAD, KC_NLCK, KC_SCLK, KC_PTSC, KC_PSLS, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
MEDIA, XXXXXXX, XXXXXXX, KC_P7, KC_P8, KC_P9, KC_PAST, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
KC_HOME, KC_DEL, KC_PGUP, KC_P4, KC_P5, KC_P6, KC_PMNS, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
KC_END, KC_UP, KC_PGDN, KC_P1, KC_P2, KC_P3, KC_PPLS, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
KC_LEFT, KC_DOWN, KC_RGHT, KC_P0, KC_P00, KC_PDOT, KC_PENT, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
),
/* Lower
* ,------------------------------------------------. ,------------------------------------------------.
* | | ~ | F1 | F3 | F3 | F4 | F5 | | F6 | F7 | F8 | F9 | F10 | F11 | F12 |
* |------+------+------+------+------+------+------| |------+------+------+------+------+------+------|
* | _ | | ! | @ | # | $ | % | | ^ | & | * | ( | ) | { | } |
* |------+------+------+------+------+------+------| |------+------+------+------+------+------+------|
* | + | | F1 | F2 | F3 | F4 | F5 | | F6 | _ | + | { | } | | |
* |------+------+------+------+------+------+------| |------+------+------+------+------+------+------|
* | | | F7 | F8 | F9 | F10 | F11 | | F12 | | | | | | |
* |------+------+------+------+------+------+------| |------+------+------+------+------+------+------|
* | | | | | | | | | | | Next | Vol- | Vol+ | Play | |
* `------------------------------------------------' `------------------------------------------------'
*/
[_DIABLO] = KEYMAP(
_______, _______, _______, _______, _______, _______, _______, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
_______, _______, _______, _______, _______, _______, _______, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
_______, _______, _______, _______, _______, _______, _______, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
_______, _______, _______, _______, _______, _______, _______, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
_______, _______, _______, _______, _______, _______, _______, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
),
[_MACROS] = KEYMAP(
_______, _______, _______, _______, _______, _______, _______, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
_______, _______, _______, _______, _______, _______, _______, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
_______, _______, _______, _______, _______, _______, _______, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
_______, _______, _______, _______, _______, _______, _______, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
_______, _______, _______, _______, _______, _______, _______, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
),
[_MEDIA] = KEYMAP(
_______, _______, _______, _______, _______, _______, _______, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
_______, _______, _______, _______, _______, _______, _______, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
_______, _______, _______, _______, _______, _______, _______, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
_______, _______, _______, _______, _______, _______, _______, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
_______, _______, _______, _______, _______, _______, _______, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
)
};
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
uint16_t kc;
if (is_overwatch) {
kc = KC_BSPC;
}
else {
kc = KC_ENTER;
}
switch (keycode) {
#ifdef TAP_DANCE_ENABLE
case KC_DIABLO_CLEAR: // reset all Diable timers, disabling them
if (record->event.pressed) {
uint8_t dtime;
for (dtime = 0; dtime < 4; dtime++) {
diablo_key_time[dtime] = diablo_times[0];
}
}
return false;
break;
#endif
case KC_P00:
if (!record->event.pressed) {
register_code(KC_P0);
unregister_code(KC_P0);
register_code(KC_P0);
unregister_code(KC_P0);
}
return false;
break;
case KC_OVERWATCH: // reset all Diable timers, disabling them
if (record->event.pressed) {
is_overwatch = !is_overwatch;
has_layer_changed = true;
}
return false;
break;
case KC_SALT:
if (!record->event.pressed) {
register_code(kc);
unregister_code(kc);
_delay_ms(50);
SEND_STRING("Salt, salt, salt...");
register_code(KC_ENTER);
unregister_code(KC_ENTER);
}
return false;
break;
case KC_MORESALT:
if (!record->event.pressed) {
register_code(kc);
unregister_code(kc);
_delay_ms(50);
SEND_STRING("Please sir, can I have some more salt?!");
register_code(KC_ENTER);
unregister_code(KC_ENTER);
}
return false;
break;
case KC_SALTHARD:
if (!record->event.pressed) {
register_code(kc);
unregister_code(kc);
_delay_ms(50);
SEND_STRING("Your salt only makes my penis that much harder, and even more aggressive!");
register_code(KC_ENTER);
unregister_code(KC_ENTER);
}
return false;
break;
case KC_GOODGAME:
if (!record->event.pressed) {
register_code(kc);
unregister_code(kc);
_delay_ms(50);
SEND_STRING("Good game, everyone!");
register_code(KC_ENTER);
unregister_code(KC_ENTER);
}
return false;
break;
case KC_GLHF:
if (!record->event.pressed) {
register_code(kc);
unregister_code(kc);
_delay_ms(50);
SEND_STRING("Good luck, have fun!!!");
register_code(KC_ENTER);
unregister_code(KC_ENTER);
}
return false;
break;
case KC_SYMM:
if (!record->event.pressed) {
register_code(kc);
unregister_code(kc);
_delay_ms(50);
SEND_STRING("Left click to win!");
register_code(KC_ENTER);
unregister_code(KC_ENTER);
}
return false;
break;
case KC_DOOMFIST:
if (!record->event.pressed) {
register_code(kc);
unregister_code(kc);
_delay_ms(50);
SEND_STRING("Hey, look at me. I'm Doomfist, and I'm overpowered! All I do is spam punches all day! I'm DPS, tank and defense, rolled into one! All I need is team healing to be complete!");
register_code(KC_ENTER);
unregister_code(KC_ENTER);
}
return false;
break;
case KC_JUSTGAME:
if (!record->event.pressed) {
register_code(kc);
unregister_code(kc);
_delay_ms(50);
SEND_STRING("It may be a game, but if you don't want to actually try, please go play AI, so that people that actually want to take the game seriously and \"get good\" have a place to do so without trolls like you throwing games.");
register_code(KC_ENTER);
unregister_code(KC_ENTER);
}
return false;
break;
case KC_TORB:
if (!record->event.pressed) {
register_code(kc);
unregister_code(kc);
_delay_ms(50);
SEND_STRING("That was positively riveting!");
register_code(KC_ENTER);
unregister_code(KC_ENTER);
}
return false;
break;
}
return true;
}
#ifdef TAP_DANCE_ENABLE
// Sends the key press to system, but only if on the Diablo layer
void send_diablo_keystroke(uint8_t diablo_key) {
if (current_layer == _DIABLO) {
switch (diablo_key) {
case 0:
SEND_STRING("1");
break;
case 1:
SEND_STRING("2");
break;
case 2:
SEND_STRING("3");
break;
case 3:
SEND_STRING("4");
break;
}
}
}
// Checks each of the 4 timers/keys to see if enough time has elapsed
// Runs the "send string" command if enough time has passed, and resets the timer.
void run_diablo_macro_check(void) {
uint8_t dtime;
for (dtime = 0; dtime < 4; dtime++) {
if (check_dtimer(dtime) && diablo_key_time[dtime]) {
diablo_timer[dtime] = timer_read();
send_diablo_keystroke(dtime);
}
}
}
#endif
void matrix_scan_user(void) { // runs frequently to update info
uint8_t layer = biton32(layer_state);
if (layer != current_layer) {
has_layer_changed = true;
current_layer = layer;
}
// Check layer, and apply color if its changed since last check
if (has_layer_changed) {
switch (layer) {
case _NUMNAV:
rgblight_set_teal;
rgblight_mode(2);
break;
case _MACROS:
rgblight_set_orange;
if (is_overwatch) {
rgblight_mode(17);
}
else {
rgblight_mode(18);
}
break;
case _DIABLO:
rgblight_set_red;
rgblight_mode(5);
break;
case _GAMEPAD:
rgblight_set_urine;
rgblight_mode(1);
break;
case _MEDIA:
rgblight_set_blue;
rgblight_mode(1);
break;
}
has_layer_changed = false;
}
#ifdef TAP_DANCE_ENABLE
// Run Diablo 3 macro checking code.
run_diablo_macro_check();
#endif
};