#include QMK_KEYBOARD_H // 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. #define _BL 0 #define _FL 1 #define _CL 2 enum custom_keycodes { S_BSKTC = SAFE_RANGE, S_ODEJY, S_RCKBY, S_DOEDR, S_SCALE, S_ONEUP, S_COIN, S_SONIC, S_ZELDA }; #ifdef AUDIO_ENABLE float song_basketcase[][2] = SONG(BASKET_CASE); float song_ode_to_joy[][2] = SONG(ODE_TO_JOY); float song_rock_a_bye_baby[][2] = SONG(ROCK_A_BYE_BABY); float song_doe_a_deer[][2] = SONG(DOE_A_DEER); float song_scale[][2] = SONG(MUSIC_SCALE_SOUND); float song_coin[][2] = SONG(COIN_SOUND); float song_one_up[][2] = SONG(ONE_UP_SOUND); float song_sonic_ring[][2] = SONG(SONIC_RING); float song_zelda_puzzle[][2] = SONG(ZELDA_PUZZLE); #endif const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { /* Keymap _BL: Base Layer (Default Layer) */ [_BL] = LAYOUT( KC_GESC,KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS,KC_EQL, KC_BSPC, KC_PGUP, \ KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC,KC_RBRC,KC_BSLS, KC_PGDN, \ KC_CAPS,KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN,KC_QUOT, KC_ENT, \ KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM,KC_DOT, KC_SLSH, KC_RSFT, KC_UP, \ KC_LCTL,KC_LGUI,KC_LALT, KC_SPC, KC_SPC, KC_RGUI,KC_RALT,MO(_FL),KC_RCTL,KC_LEFT,KC_DOWN,KC_RGHT), /* Keymap _FL: Function Layer */ [_FL] = LAYOUT( KC_GRV, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, KC_DEL, KC_VOLU, \ _______,_______,_______,_______,_______,_______,_______,_______,_______,KC_MPRV,KC_MPLY,KC_MNXT,_______,KC_MUTE, KC_VOLD, \ _______,_______,MO(_CL),_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, \ _______, _______,_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, KC_PGUP, \ _______,_______,_______, _______,_______, _______,_______,MO(_FL),_______,KC_HOME,KC_PGDN,KC_END), /* Keymap _CL: Control layer */ [_CL] = LAYOUT( BL_STEP,RGB_M_P,RGB_M_B,RGB_M_R,RGB_M_SW,RGB_M_SN,RGB_M_K,RGB_M_X,RGB_M_G,_______,_______,_______,_______, RGB_TOG, RGB_VAI, \ _______,_______,_______,_______,RESET, _______,_______,_______,_______,_______,_______,_______,_______,_______, RGB_VAD, \ _______,_______,MO(_CL),_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, \ _______, _______,_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, RGB_SAI, \ _______,_______,_______, RGB_MOD,RGB_MOD, _______,_______,MO(_FL),_______,RGB_HUD,RGB_SAD,RGB_HUI), }; bool process_record_user(uint16_t keycode, keyrecord_t *record) { switch (keycode) { case S_BSKTC: if (record->event.pressed) { stop_all_notes(); PLAY_SONG(song_basketcase); } return false; case S_ODEJY: if (record->event.pressed) { stop_all_notes(); PLAY_SONG(song_ode_to_joy); } return false; case S_RCKBY: if (record->event.pressed) { stop_all_notes(); PLAY_SONG(song_rock_a_bye_baby); } return false; case S_DOEDR: if (record->event.pressed) { stop_all_notes(); PLAY_SONG(song_doe_a_deer); } return false; case S_SCALE: if (record->event.pressed) { stop_all_notes(); PLAY_SONG(song_scale); } return false; case S_ONEUP: if (record->event.pressed) { stop_all_notes(); PLAY_SONG(song_one_up); } return false; case S_COIN: if (record->event.pressed) { stop_all_notes(); PLAY_SONG(song_coin); } return false; case S_SONIC: if (record->event.pressed) { stop_all_notes(); PLAY_SONG(song_sonic_ring); } return false; case S_ZELDA: if (record->event.pressed) { stop_all_notes(); PLAY_SONG(song_zelda_puzzle); } return false; } return true; }