/* Copyright 2015-2017 Jack Humbert * * 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 . */ #pragma message "You may need to add LAYOUT_planck_grid to your keymap layers - see default for an example" #include "planck.h" #include "action_layer.h" extern keymap_config_t keymap_config; bool isGame = false; bool isMusic = false; enum planck_layers { _COLEMAK, _GAME, _MUSIC, _LOWER, _RAISE, _ADJUST, }; enum planck_keycodes { COLEMAK = SAFE_RANGE, GCTOGG, MCTOGG, LOWER, RAISE, LENNY, COMMENTHEAD, RICKANDMORT, MARIO, MARIOE, OVERWATCH, DOOM, DISNEY, NUMBERONE, CABBAGE, OLDSPICE, }; enum { TD_SPC_ENT = 0, TD_ESC_CAPS }; qk_tap_dance_action_t tap_dance_actions[] = { [TD_SPC_ENT] = ACTION_TAP_DANCE_DOUBLE(KC_SPC, KC_ENT), [TD_ESC_CAPS] = ACTION_TAP_DANCE_DOUBLE(KC_ESC, KC_CAPS) }; const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { /* Colemak * ,-----------------------------------------------------------------------------------. * | Tab | Q | W | F | P | G | J | L | U | Y | ; | = | * |------+------+------+------+------+-------------+------+------+------+------+------| * | Esc | A | R | S | T | D | H | N | E | I | O | " | * |------+------+------+------+------+------|------+------+------+------+------+------| * | Shift| Z | X | C | V | B | K | M | , | . | / | - | * |------+------+------+------+------+------+------+------+------+------+------+------| * | Ctrl | GUI | Alt |lenny |Lower | shift|space |Raise | macro|macro2|macro3|QWERTY| * `-----------------------------------------------------------------------------------' */ [_COLEMAK] = { {KC_TAB, KC_Q, KC_W, KC_F, KC_P, KC_G, KC_J, KC_L, KC_U, KC_Y, KC_SCLN, KC_EQL}, {KC_ESC, KC_A, KC_R, KC_S, KC_T, KC_D, KC_H, KC_N, KC_E, KC_I, KC_O, KC_QUOT}, {KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_K, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_MINS}, {KC_LCTL, KC_LGUI, KC_LALT, LENNY, LOWER, RSFT_T(KC_BSPC), TD(TD_SPC_ENT), RAISE, COMMENTHEAD, RICKANDMORT, KC_LEFT, KC_RGHT} }, /* Lower * ,-----------------------------------------------------------------------------------. * | | | | [ | ] | | ( | ) | { | } | | + | * |------+------+------+------+------+-------------+------+------+------+------+------| * | Del | F1 | F2 | F3 | F4 | F5 | F6 | left | down | up | right| | | * |------+------+------+------+------+------|------+------+------+------+------+------| * | | F7 | F8 | F9 | F10 | F11 | F12 | | | | | _ | * |------+------+------+------+------+------+------+------+------+------+------+------| * | | | | | | | | Next | Vol- | Vol+ | Play | * `-----------------------------------------------------------------------------------' */ [_LOWER] = { {_______, _______, _______, KC_LBRC, KC_RBRC, _______, KC_LPRN, KC_RPRN, KC_LCBR, KC_RCBR, _______, S(KC_EQL)}, {KC_DEL, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_LEFT, KC_DOWN, KC_UP, KC_RGHT, KC_PIPE}, {_______, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, _______, _______, _______, _______, KC_UNDS}, {_______, _______, _______, _______, _______, _______, _______, _______, KC_MNXT, KC_VOLD, KC_VOLU, KC_MPLY} }, /* Raise * ,-----------------------------------------------------------------------------------. * | ` | ! | @ | # | $ | % | ^ | & | * | ( | ) | DEL | * |------+------+------+------+------+-------------+------+------+------+------+------| * | ~ | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | \ | * |------+------+------+------+------+------|------+------+------+------+------+------| * | | | | | | | | | | | | | * |------+------+------+------+------+------+------+------+------+------+------+------| * | | | | | | | | | bl- | bl+ | GCTG | * `-----------------------------------------------------------------------------------' */ [_RAISE] = { {KC_GRV, KC_EXLM, KC_AT, KC_HASH, KC_DLR, KC_PERC, KC_CIRC, KC_AMPR, KC_ASTR, KC_LPRN, KC_RPRN, KC_DEL}, {KC_TILD, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_BSLS}, {_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______}, {_______, _______, _______, _______, _______, _______, _______, _______, _______, BL_DEC, MCTOGG, GCTOGG} }, /* Adjust (Lower + Raise) * ,-----------------------------------------------------------------------------------. * | | Reset| | | | | | | | | | Del | * |------+------+------+------+------+-------------+------+------+------+------+------| * | | | |Aud on|Audoff|AGnorm|AGswap|Qwerty|Colemk|Dvorak|Plover| | * |------+------+------+------+------+------|------+------+------+------+------+------| * | |Voice-|Voice+|Mus on|Musoff|MIDIon|MIDIof| | | | | | * |------+------+------+------+------+------+------+------+------+------+------+------| * | | | | | | | | | | | | * `-----------------------------------------------------------------------------------' */ [_ADJUST] = { {_______, RESET, DEBUG, RGB_TOG, RGB_MOD, RGB_HUI, RGB_HUD, RGB_SAI, RGB_SAD, RGB_VAI, RGB_VAD, KC_DEL }, {_______, _______, MU_MOD, AU_ON, AU_OFF, AG_NORM, AG_SWAP, _______, COLEMAK, _______, _______, _______}, {_______, MUV_DE, MUV_IN, MU_ON, MU_OFF, _______, _______, TERM_ON, TERM_OFF, _______, _______, _______}, {_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______} }, [_GAME] = { {KC_TAB, KC_Q, KC_W, KC_F, KC_P, KC_G, KC_J, KC_L, KC_U, KC_Y, KC_SCLN, KC_EQL}, {KC_ESC, KC_A, KC_R, KC_S, KC_T, KC_D, KC_H, KC_N, KC_E, KC_I, KC_O, KC_QUOT}, {KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_K, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_MINS}, {KC_LCTL, RAISE, KC_LALT, LOWER, KC_SPC, RSFT_T(KC_BSPC), TD(TD_SPC_ENT), RAISE, KC_LEFT, KC_DOWN, KC_UP, KC_RIGHT} }, [_MUSIC] = { {MARIO, MARIOE, OVERWATCH, DOOM, DISNEY, NUMBERONE, CABBAGE, OLDSPICE, _______, _______, _______, _______}, {_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______}, {_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______}, {_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______} } }; #ifdef AUDIO_ENABLE float guitar[][2] = SONG(GUITAR_SOUND); float mario[][2] = SONG(MARIO_THEME); float marioe[][2] = SONG(MARIO_GAMEOVER); float overwatch[][2] = SONG(OVERWATCH_THEME); float doom[][2] = SONG(E1M1_DOOM); float disney[][2] = SONG(DISNEY_SONG); float numberone[][2] = SONG(NUMBER_ONE); float cabbage[][2] = SONG(CABBAGE_SONG); float oldspice[][2] = SONG(OLD_SPICE); #endif void setLayer(int layer) { if (layer == _COLEMAK) { #ifdef AUDIO_ENABLE stop_all_notes(); PLAY_SONG(marioe); #endif set_single_persistent_default_layer(_COLEMAK); #ifdef BACKLIGHT_ENABLE backlight_set(0); #endif } else if (layer == _GAME) { #ifdef AUDIO_ENABLE stop_all_notes(); PLAY_SONG(mario); #endif set_single_persistent_default_layer(_GAME); #ifdef BACKLIGHT_ENABLE backlight_set(15); #endif } else if (layer == _MUSIC) { #ifdef AUDIO_ENABLE stop_all_notes(); PLAY_SONG(guitar); #endif set_single_persistent_default_layer(_MUSIC); #ifdef BACKLIGHT_ENABLE backlight_set(1); #endif } } bool process_record_user(uint16_t keycode, keyrecord_t *record) { switch (keycode) { case COLEMAK: if (record->event.pressed) { set_single_persistent_default_layer(_COLEMAK); #ifdef BACKLIGHT_ENABLE backlight_set(0); #endif } return false; break; case GCTOGG: if (record->event.pressed) { if (isGame) { if (isMusic) setLayer(_MUSIC); else setLayer(_COLEMAK); isGame = false; } else { setLayer(_GAME); isGame = true; } } return false; break; case MCTOGG: if (record->event.pressed) { if (isMusic) { if (isGame) setLayer(_GAME); else setLayer(_COLEMAK); isMusic = false; } else { setLayer(_MUSIC); isMusic = true; } } return false; break; case LOWER: if (record->event.pressed) { layer_on(_LOWER); update_tri_layer(_LOWER, _RAISE, _ADJUST); } else { layer_off(_LOWER); update_tri_layer(_LOWER, _RAISE, _ADJUST); } return false; break; case RAISE: if (record->event.pressed) { layer_on(_RAISE); update_tri_layer(_LOWER, _RAISE, _ADJUST); } else { layer_off(_RAISE); update_tri_layer(_LOWER, _RAISE, _ADJUST); } return false; break; case LENNY: if (record->event.pressed) { SEND_STRING("()"); } return false; break; case COMMENTHEAD: if (record->event.pressed) { SEND_STRING("// ---------------------------------------------------------------"); } return false; break; case RICKANDMORT: if (record->event.pressed) { SEND_STRING("// ***************************************************************"); } return false; break; case MARIO: if(record->event.pressed) { #ifdef AUDIO_ENABLE PLAY_SONG(mario); #endif } return false; break; case MARIOE: if(record->event.pressed) { #ifdef AUDIO_ENABLE PLAY_SONG(marioe); #endif } return false; break; case OVERWATCH: if(record->event.pressed) { #ifdef AUDIO_ENABLE PLAY_SONG(overwatch); #endif } return false; break; case DOOM: if(record->event.pressed) { #ifdef AUDIO_ENABLE PLAY_SONG(doom); #endif } return false; break; case DISNEY: if(record->event.pressed) { #ifdef AUDIO_ENABLE PLAY_SONG(disney); #endif } return false; break; case NUMBERONE: if(record->event.pressed) { #ifdef AUDIO_ENABLE PLAY_SONG(numberone); #endif } return false; break; case CABBAGE: if(record->event.pressed) { #ifdef AUDIO_ENABLE PLAY_SONG(cabbage); #endif } return false; break; case OLDSPICE: if(record->event.pressed) { #ifdef AUDIO_ENABLE PLAY_SONG(oldspice); #endif } return false; break; } return true; } void matrix_init_user(void) { set_single_persistent_default_layer(_COLEMAK); isGame = false; #ifdef BACKLIGHT_ENABLE backlight_level(0); #endif }