[keymap] Update gourdo1 keymap for Q2 changes (#17398)

This commit is contained in:
gourdo1
2022-07-03 00:11:26 +10:00
committed by GitHub
parent d694488e2e
commit 97dfdcb2bd
18 changed files with 2703 additions and 629 deletions
@@ -1,150 +0,0 @@
// Copyright 2021-2022 Google LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// https://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//
// For full documentation, see
// https://getreuer.info/posts/keyboards/caps-word
#include "caps_word.h"
static bool caps_word_active = false;
#if CAPS_WORD_IDLE_TIMEOUT > 0
#if CAPS_WORD_IDLE_TIMEOUT < 100 || CAPS_WORD_IDLE_TIMEOUT > 30000
// Constrain timeout to a sensible range. With the 16-bit timer, the longest
// representable timeout is 32768 ms, rounded here to 30000 ms = half a minute.
#error "caps_word: CAPS_WORD_IDLE_TIMEOUT must be between 100 and 30000 ms"
#endif
static uint16_t idle_timer = 0;
void caps_word_task(void) {
if (caps_word_active && timer_expired(timer_read(), idle_timer)) {
caps_word_set(false);
}
}
#endif // CAPS_WORD_IDLE_TIMEOUT > 0
bool process_caps_word(uint16_t keycode, keyrecord_t* record) {
#ifndef NO_ACTION_ONESHOT
const uint8_t mods = get_mods() | get_oneshot_mods();
#else
const uint8_t mods = get_mods();
#endif // NO_ACTION_ONESHOT
if (!caps_word_active) {
// Pressing both shift keys at the same time enables caps word.
if ((mods & MOD_MASK_SHIFT) == MOD_MASK_SHIFT) {
caps_word_set(true); // Activate Caps Word.
return false;
}
return true;
} else {
#if CAPS_WORD_IDLE_TIMEOUT > 0
idle_timer = record->event.time + CAPS_WORD_IDLE_TIMEOUT;
#endif // CAPS_WORD_IDLE_TIMEOUT > 0
}
if (!record->event.pressed) { return true; }
if (!(mods & ~MOD_MASK_SHIFT)) {
switch (keycode) {
// Ignore MO, TO, TG, TT, and OSL layer switch keys.
case QK_MOMENTARY ... QK_MOMENTARY_MAX:
case QK_TO ... QK_TO_MAX:
case QK_TOGGLE_LAYER ... QK_TOGGLE_LAYER_MAX:
case QK_LAYER_TAP_TOGGLE ... QK_LAYER_TAP_TOGGLE_MAX:
case QK_ONE_SHOT_LAYER ... QK_ONE_SHOT_LAYER_MAX:
return true;
#ifndef NO_ACTION_TAPPING
case QK_MOD_TAP ... QK_MOD_TAP_MAX:
if (record->tap.count == 0) {
// Deactivate if a mod becomes active through holding a mod-tap key.
caps_word_set(false);
return true;
}
keycode &= 0xff;
break;
#ifndef NO_ACTION_LAYER
case QK_LAYER_TAP ... QK_LAYER_TAP_MAX:
#endif // NO_ACTION_LAYER
if (record->tap.count == 0) { return true; }
keycode &= 0xff;
break;
#endif // NO_ACTION_TAPPING
#ifdef SWAP_HANDS_ENABLE
case QK_SWAP_HANDS ... QK_SWAP_HANDS_MAX:
if (keycode > 0x56F0 || record->tap.count == 0) { return true; }
keycode &= 0xff;
break;
#endif // SWAP_HANDS_ENABLE
}
if (caps_word_press_user(keycode)) {
return true;
}
}
caps_word_set(false); // Deactivate Caps Word.
return true;
}
void caps_word_set(bool active) {
if (active != caps_word_active) {
if (active) {
clear_mods();
#ifndef NO_ACTION_ONESHOT
clear_oneshot_mods();
#endif // NO_ACTION_ONESHOT
#if CAPS_WORD_IDLE_TIMEOUT > 0
idle_timer = timer_read() + CAPS_WORD_IDLE_TIMEOUT;
#endif // CAPS_WORD_IDLE_TIMEOUT > 0
} else if ((get_weak_mods() & MOD_BIT(KC_LSFT)) != 0) {
// If the weak shift mod is still on, turn it off and send an update to
// the host computer.
del_weak_mods(MOD_BIT(KC_LSFT));
send_keyboard_report();
}
caps_word_active = active;
caps_word_set_user(active);
}
}
bool caps_word_get(void) { return caps_word_active; }
__attribute__((weak)) void caps_word_set_user(bool active) {}
__attribute__((weak)) bool caps_word_press_user(uint16_t keycode) {
switch (keycode) {
// Keycodes that continue Caps Word, with shift applied.
case KC_A ... KC_Z:
add_weak_mods(MOD_BIT(KC_LSFT)); // Apply shift to the next key.
return true;
// Keycodes that continue Caps Word, without shifting.
case KC_1 ... KC_0:
case KC_BSPC:
case KC_MINS:
case KC_UNDS:
return true;
default:
return false; // Deactivate Caps Word.
}
}
@@ -1,127 +0,0 @@
// Copyright 2021-2022 Google LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// https://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//
// Caps Word, activated by pressing both shift keys at the same time.
//
// This library implements "Caps Word", which is like conventional Caps Lock,
// but automatically disables itself at the end of the word. This is useful for
// typing all-caps identifiers like `MOD_MASK_ALT`.
//
// Caps Word is activated by pressing the left and right shift keys at the same
// time. This way you don't need a dedicated key for using Caps Word. I've
// tested that this works as expected with one-shot mods and Space Cadet Shift.
// If your shift keys are mod-taps, activate Caps Word by holding both shift
// mod-tap keys until the tapping term, release them, then begin typing.
//
// Optionally, Caps Word may be configured to deactivate if the keyboard is idle
// for some time. This is useful to mitigate unintended shifting when you get
// interrupted or switch to the mouse while Caps Word is active. In your
// config.h, define `CAPS_WORD_IDLE_TIMEOUT` with a time in milliseconds:
//
// #define CAPS_WORD_IDLE_TIMEOUT 5000 // Turn off Caps Word after 5 seconds.
//
// and in your keymap.c, define (or add to) `matrix_scan_user()` as
//
// void matrix_scan_user(void) {
// caps_word_task();
// // Other tasks...
// }
//
// For full documentation, see
// https://getreuer.info/posts/keyboards/caps-word
#pragma once
#include QMK_KEYBOARD_H
// Call this function from `process_record_user()` to implement Caps Word.
bool process_caps_word(uint16_t keycode, keyrecord_t* record);
// If CAPS_WORD_IDLE_TIMEOUT is set, call `caps_word_task()` from
// `matrix_scan_user()` as described above.
//
// If CAPS_WORD_IDLE_TIMEOUT isn't set, calling this function has no effect (but
// will still compile).
#if CAPS_WORD_IDLE_TIMEOUT > 0
void caps_word_task(void);
#else
static inline void caps_word_task(void) {}
#endif
// Activates or deactivates Caps Word. For instance activate Caps Word with a
// combo by defining a `COMBO_ACTION` that calls `caps_word_set(true)`:
//
// void process_combo_event(uint16_t combo_index, bool pressed) {
// switch(combo_index) {
// case CAPS_COMBO:
// if (pressed) {
// caps_word_set(true); // Activate Caps Word.
// }
// break;
//
// // Other combos...
// }
// }
void caps_word_set(bool active);
// Returns whether Caps Word is currently active.
bool caps_word_get(void);
// An optional callback that gets called when Caps Word turns on or off. This is
// useful to represent the current Caps Word state, e.g. by setting an LED or
// playing a sound. In your keymap, define
//
// void caps_word_set_user(bool active) {
// if (active) {
// // Do something when Caps Word activates.
// } else {
// // Do something when Caps Word deactivates.
// }
// }
void caps_word_set_user(bool active);
// An optional callback which is called on every key press while Caps Word is
// active. When the key should be shifted (that is, a letter key), the callback
// should call `add_weak_mods(MOD_BIT(KC_LSFT))` to shift the key. The callback
// also determines whether the key should continue Caps Word. Returning true
// continues the current "word", while returning false is "word breaking" and
// deactivates Caps Word. The default callback is
//
// bool caps_word_press_user(uint16_t keycode) {
// switch (keycode) {
// // Keycodes that continue Caps Word, with shift applied.
// case KC_A ... KC_Z:
// add_weak_mods(MOD_BIT(KC_LSFT)); // Apply shift to the next key.
// return true;
//
// // Keycodes that continue Caps Word, without shifting.
// case KC_1 ... KC_0:
// case KC_BSPC:
// case KC_MINS:
// case KC_UNDS:
// return true;
//
// default:
// return false; // Deactivate Caps Word.
// }
// }
//
// To customize, copy the above function into your keymap and add/remove
// keycodes to the above cases.
//
// NOTE: Outside of this callback, you can use `caps_word_set(false)` to
// deactivate Caps Word.
bool caps_word_press_user(uint16_t keycode);
@@ -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
@@ -17,10 +17,21 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#pragma once
#define TAPPING_TOGGLE 2
// TT set to two taps
// Force n-key rollover
#define FORCE_NKRO
/* Handle GRAVESC combo keys */
// 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
@@ -31,19 +42,79 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#define TAPPING_TERM_PER_KEY
#ifdef RGB_MATRIX_ENABLE
#define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_SOLID_COLOR
#define RGB_DISABLE_WHEN_USB_SUSPENDED
#endif
#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)
// 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)
// add fifth layer for colemak -- set "COLEMAK_LAYER_ENABLE = yes" in rules.mk to enable
// 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
#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
/*
File diff suppressed because it is too large Load Diff
@@ -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.
![image](https://raw.githubusercontent.com/gourdo1/media/main/susuwatari.jpg)
@@ -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
![image](https://raw.githubusercontent.com/gourdo1/media/main/base.png)
![image](https://raw.githubusercontent.com/gourdo1/gmmkpro-media/main/base.png)
### Fn Layer
![image](https://raw.githubusercontent.com/gourdo1/media/main/fn1.png)
### FN Layer
![image](https://raw.githubusercontent.com/gourdo1/gmmkpro-media/main/fn1.png)
### Layer 2 (Numpad)
![image](https://raw.githubusercontent.com/gourdo1/media/main/numpad.png)
![image](https://raw.githubusercontent.com/gourdo1/gmmkpro-media/main/numpad.png)
### COLEMAK layer
![image](https://user-images.githubusercontent.com/71780717/131235050-980d2f54-2d23-4ae8-a83f-9fcdbe60d6cb.png)
@@ -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
@@ -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)
File diff suppressed because it is too large Load Diff
@@ -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
@@ -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.
![image](https://raw.githubusercontent.com/gourdo1/media/main/susuwatari.jpg)
## 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
![image](https://raw.githubusercontent.com/gourdo1/media/main/base.png)
### Fn Layer
![image](https://raw.githubusercontent.com/gourdo1/media/main/fn1.png)
### Layer 2 (Numpad)
![image](https://raw.githubusercontent.com/gourdo1/media/main/numpad.png)
### COLEMAK layer
![image](https://user-images.githubusercontent.com/71780717/131235050-980d2f54-2d23-4ae8-a83f-9fcdbe60d6cb.png)
@@ -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
@@ -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
+73
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@@ -0,0 +1,73 @@
// Copyright 2022 Google LLC
// SPDX-License-Identifier: Apache-2.0
#pragma once
#include "gourdo1.h"
static bool process_capsnum(uint16_t keycode, keyrecord_t * record) {
static bool toggled = false;
static bool tapped = false;
static uint16_t tap_timer = 0;
if (keycode == CAPSNUM) {
if (user_config.double_tap_shift_for_capslock) {
// Act as TT(_NUMPADMOUSE)
if (record -> event.pressed) { // CAPSNUM key was pressed
// Check whether the key was recently tapped
if (tapped && !timer_expired(record -> event.time, tap_timer)) {
// This is a double tap (or possibly a triple tap or more)
// Toggle the layer on.
toggled = true;
} else if (toggled) {
// Otherwise if currently toggled, turn it off
toggled = false;
tapped = false;
layer_off(_NUMPADMOUSE);
}
// Set that the first tap occurred in a potential double tap
tapped = true;
tap_timer = record -> event.time + TAPPING_TERM;
layer_on(_NUMPADMOUSE);
} else if (!toggled) {
// If not currently toggled, turn off on key release
layer_off(_NUMPADMOUSE);
return false;
}
} else { // When double_tap_shift_for_capslock == false
// Act as KC_CAPS
if (record -> event.pressed) {
register_code(KC_CAPS);
} else {
unregister_code(KC_CAPS);
}
}
return false;
} else {
// On an event with any other key, reset the double tap state
tapped = false;
}
return true;
}
static bool process_esc_to_base(uint16_t keycode, keyrecord_t * record) {
static bool tapped = false;
static uint16_t tap_timer = 0;
if (keycode == KC_ESC) {
if (user_config.esc_double_tap_to_baselyr) {
if (record -> event.pressed) {
if (tapped && !timer_expired(record -> event.time, tap_timer)) {
// The key was double tapped.
layer_clear();
}
tapped = true;
tap_timer = record -> event.time + TAPPING_TERM;
}
}
} else {
// On an event with any other key, reset the double tap state.
tapped = false;
}
return true;
}
+411 -213
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+45 -23
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@@ -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
@@ -20,36 +20,49 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
// DEFINE MACROS
#define ARRAYSIZE(arr) sizeof(arr) / sizeof(arr[0])
// LAYERS
// LAYERS -- Note: to avoid compile problems, make sure total layers matches DYNAMIC_KEYMAP_LAYER_COUNT defined in config.h (where _COLEMAK layer is defined)
enum custom_user_layers {
_BASE,
_FN1,
_NUMPADMOUSE,
_MOUSEKEY,
#ifdef GAME_ENABLE
_GAME
#endif //GAME_ENABLE
};
#define KC_CAD LALT(LCTL(KC_DEL))
#define LOCKPC LGUI(KC_L)
#define KC_AF4 LALT(KC_F4)
#define KC_TASK LCTL(LSFT(KC_ESC))
#define CT_PGUP RCTL(KC_PGUP)
#define CT_PGDN RCTL(KC_PGDN)
#define CT_HOME RCTL(KC_HOME)
#define CT_END RCTL(KC_END)
#define KC_SFTUP RSFT_T(KC_UP) // Shift when held, Up arrow when tapped
#define KC_RAISESPC LT(_MOUSEKEY, KC_SPC) // _MOUSEKEY layer mod when held, space when tapped
#define KC_LOWERSPC LT(_NUMPADMOUSE, KC_SPC) // _NUMPAD-MOUSE layer mod when held, space when tapped
#define KC_SHIFTSPC LSFT(KC_SPC)
#define SWAP_L SGUI(KC_LEFT) // Swap application to left display
#define SWAP_R SGUI(KC_RGHT) // Swap application to right display
#define SWAP_L SGUI(KC_LEFT) // Swap application to left display
#define SWAP_R SGUI(KC_RGHT) // Swap application to right display
// KEYCODES
enum custom_user_keycodes {
KC_00 = SAFE_RANGE,
ENCFUNC,
KC_WINLCK, // Toggles Win key on and off
ENCFUNC, // Encoder function
CAPSNUM, // Capslock key function
LEFTOFENC, // Key to the left of the encoder (i.e. F13)
BELOWENC, // Key below encoder
PRNCONF, // Print verbose statuses of all user_config toggles
WINLOCK, // Toggles Windows key on and off
RGB_TOI, // Timeout idle time up
RGB_TOD, // Timeout idle time down
RGB_NITE, // Turns off all rgb but allow rgb indicators to work
RGB_NITE, // Disables RGB backlighting effects but allows RGB indicators to still work
TG_CAPS, // Toggles RGB highlighting of alphas during capslock
TG_PAD, // Toggles RGB highlighting of keys on numpad+mousekeys layer
TG_TDCAP, // Toggles double tap shift (tapdance) for CapsLock
TG_DEL, // Swaps DEL and HOME key locations
TG_ENC, // Toggle Encoder functionality
TG_ESC, // Toggle ESC tapdance for _BASE layer
TG_INS, // Toggle location of INS
TG_SPCMOD, // Toggle disabling of modded-SPACE functions
YAHOO, // yahoo.com
OUTLOOK, // outlook.com
@@ -66,24 +79,33 @@ enum custom_user_keycodes {
KC_TSTOG, // Tab Scroll Toggle
NEW_SAFE_RANGE // new safe range for keymap level custom keycodes
NEW_SAFE_RANGE // New safe range for keymap level custom keycodes
};
#ifdef TD_LSFT_CAPSLOCK_ENABLE
// Tap Dance Definitions
enum custom_tapdance {
TD_LSFT_CAPSLOCK,
TD_LSFT_CAPS_WIN,
TD_ESC_BASELYR
};
#define KC_LSFTCAPS TD(TD_LSFT_CAPSLOCK)
#define KC_LSFTCAPSWIN TD(TD_LSFT_CAPS_WIN)
#define KC_ESCLYR TD(TD_ESC_BASELYR)
#else // regular Shift
#define KC_LSFTCAPS KC_LSFT
// regular Escape
#define KC_ESCLYR KC_ESC
#endif // TD_LSFT_CAPSLOCK_ENABLE
// Set up boolean variables to track user customizable configuration options
typedef union {
uint32_t raw;
struct {
bool rgb_hilite_caps :1;
bool rgb_hilite_numpad :1;
bool esc_double_tap_to_baselyr :1;
bool del_right_home_top :1;
bool double_tap_shift_for_capslock :1;
bool encoder_press_mute_or_media :1;
bool ins_on_shft_bkspc_or_del :1;
bool disable_space_mods :1;
};
} user_config_t;
user_config_t user_config;
#define LSFTCAPSWIN TD(TD_LSFT_CAPS_WIN)
// ENCODER ACTIONS
#ifdef ENCODER_ENABLE
+2 -2
View File
@@ -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
@@ -15,8 +15,8 @@ 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
#include "gourdo1.h"
#ifdef ENCODER_ENABLE