/* Copyright 2017 REPLACE_WITH_YOUR_NAME * * 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 . */ #include "woodpad.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. // 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 _NUMLOCK 0 #define _NAV 1 #define _DIABLO 2 #define _MACROS 3 #define _MEDIA 4 // Fillers to make layering more clear #define _______ KC_TRNS #define XXXXXXX KC_NO //define layer change stuff for underglow indicator bool skip_leds = false; bool is_overwatch = false; //This is both for underglow, and Diablo 3 macros bool has_layer_changed = false; static uint8_t current_layer; #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; }; #endif enum custom_keycodes { PLACEHOLDER = SAFE_RANGE, // can always be here KC_DIABLO_CLEAR, KC_OVERWATCH, KC_SALT, KC_MORESALT, KC_SALTHARD, KC_GOODGAME, KC_SYMM, KC_DOOMFIST, KC_JUSTGAME, KC_GLHF, KC_TORB }; #ifdef TAP_DANCE_ENABLE 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] = { [_NUMLOCK] = KEYMAP( /* Base */ TG(_NAV), TG(_DIABLO), TG(_MACROS), KC_PSLS,\ KC_P7, KC_P8, KC_P9, KC_PAST, \ KC_P4, KC_P5, KC_P6, KC_PMNS, \ KC_P1, KC_P2, KC_P3, KC_PPLS, \ LT(_MEDIA,KC_P0), KC_PDOT, KC_COLN, KC_PENT \ ), [_NAV] = KEYMAP( /* Base */ _______, _______, _______, _______,\ KC_HOME, KC_UP, KC_PGUP, _______, \ KC_LEFT, XXXXXXX, KC_RIGHT, _______, \ KC_END, KC_DOWN, KC_PGDN, _______, \ KC_INS, KC_DEL, _______, _______ \ ), #ifdef TAP_DANCE_ENABLE [_DIABLO] = KEYMAP( /* Base */ KC_ESC, _______, _______, _______,\ KC_S, KC_F, KC_I, KC_M, \ KC_1, KC_2, KC_3, KC_4, \ TD(TD_DIABLO_1), TD(TD_DIABLO_2), TD(TD_DIABLO_3), TD(TD_DIABLO_4), \ _______, KC_DIABLO_CLEAR, KC_Q, SFT_T(KC_SPACE) \ ), #else [_DIABLO] = KEYMAP( /* Base */ KC_ESC, _______, _______, _______,\ KC_S, KC_F, KC_I, KC_M, \ KC_1, KC_2, KC_3, KC_4, \ XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \ _______, KC_DIABLO_CLEAR, KC_Q, SFT_T(KC_SPACE) \ ), #endif [_MACROS] = KEYMAP( /* Base */ KC_OVERWATCH, _______, _______, XXXXXXX,\ XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \ XXXXXXX, XXXXXXX, XXXXXXX, KC_JUSTGAME, \ KC_SYMM, KC_DOOMFIST, KC_TORB, KC_GOODGAME, \ KC_SALT, KC_MORESALT, KC_SALTHARD, KC_GLHF \ ), [_MEDIA] = KEYMAP( /* Base */ _______, KC_MUTE, KC_VOLD, KC_VOLU,\ _______, _______, RGB_HUI, RGB_HUD, \ KC_MPLY, KC_MSTP, KC_MPRV, KC_MNXT, \ RGB_TOG, RGB_MOD, RGB_SAI, RGB_VAI, \ _______, _______, RGB_SAD, RGB_VAD \ ), }; const uint16_t PROGMEM fn_actions[] = { }; const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt) { switch (id) { case 0: if (record->event.pressed) { // Output Keyboard Firmware info SEND_STRING(QMK_KEYBOARD "/" QMK_KEYMAP ); return false; } } return MACRO_NONE; }; void numlock_led_on(void) { PORTF |= (1<<7); } void numlock_led_off(void) { PORTF &= ~(1<<7); } 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_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_init_user(void) { has_layer_changed = true; // set Numlock LED to output and low DDRF |= (1<<7); PORTF &= ~(1<<7); } void matrix_scan_user(void) { uint8_t layer = biton32(layer_state); #ifdef RGBLIGHT_ENABLE numlock_led_off(); // Check layer, and apply color if its changed since last check switch (layer) { case _NAV: if (has_layer_changed) { rgblight_sethsv(240, 255, 255); rgblight_mode(1); } break; case _MACROS: if (has_layer_changed) { rgblight_sethsv(30, 255, 255); if (is_overwatch) { rgblight_mode(17); } else { rgblight_mode(18); } } if (is_overwatch) { numlock_led_on(); } break; case _DIABLO: if (has_layer_changed) { rgblight_sethsv(0, 255, 255); rgblight_mode(5); } break; case _MEDIA: if (has_layer_changed) { rgblight_sethsv(120, 255, 255); rgblight_mode(22); } break; default: if (has_layer_changed) { rgblight_sethsv(195, 255, 255); rgblight_mode(1); } break; } #endif // Update layer status at the end, so this sets the default color // rather than relying on the init, which was unreliably... // Probably due to a timing issue, but this requires no additional code if (current_layer == layer) { has_layer_changed = false; } else { has_layer_changed = true; current_layer = layer; } // Run Diablo 3 macro checking code. #ifdef TAP_DANCE_ENABLE run_diablo_macro_check(); #endif } void led_set_user(uint8_t usb_led) { }