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407 lines
14 KiB
407 lines
14 KiB
#include "viterbi.h"
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#include "action_layer.h"
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#include "eeconfig.h"
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extern keymap_config_t keymap_config;
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// Each layer gets a name for readability, which is then used in the keymap matrix below.
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// The underscores don't mean anything - you can have a layer called STUFF or any other name.
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// Layer names don't all need to be of the same length, obviously, and you can also skip them
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// entirely and just use numbers.
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#define _NUMNAV 0
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#define _DIABLO 1
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#define _GAMEPAD 2
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#define _MACROS 3
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#define _MEDIA 4
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#define _COVECUBE 5
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enum custom_keycodes {
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KC_DIABLO_CLEAR = SAFE_RANGE,
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KC_P00,
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KC_MAKE,
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KC_OVERWATCH,
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KC_SALT,
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KC_MORESALT,
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KC_SALTHARD,
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KC_GOODGAME,
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KC_SYMM,
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KC_DOOMFIST,
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KC_JUSTGAME,
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KC_GLHF,
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KC_TORB,
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KC_AIM
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};
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// Fillers to make layering more clear
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#define _______ KC_TRNS
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#define XXXXXXX KC_NO
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#define MACROS TG(_MACROS)
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#define DIABLO TG(_DIABLO)
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#define GAMEPAD TG(_GAMEPAD)
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#define MEDIA TG(_MEDIA)
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#define COVECUBE TG(_COVECUBE)
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bool is_overwatch = false;
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#ifdef RGBLIGHT_ENABLE
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#define rgblight_set_blue rgblight_sethsv (0xFF, 0xFF, 0xFF);
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#define rgblight_set_red rgblight_sethsv (0x00, 0xFF, 0xFF);
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#define rgblight_set_green rgblight_sethsv (0x78, 0xFF, 0xFF);
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#define rgblight_set_orange rgblight_sethsv (0x1E, 0xFF, 0xFF);
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#define rgblight_set_teal rgblight_sethsv (0xC3, 0xFF, 0xFF);
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#define rgblight_set_magenta rgblight_sethsv (0x12C, 0xFF, 0xFF);
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#define rgblight_set_yellow rgblight_sethsv (0x3C, 0xFF, 0xFF);
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#define rgblight_set_purple rgblight_sethsv (0x10E, 0xFF, 0xFF);
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#endif
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#ifdef TAP_DANCE_ENABLE
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//define diablo macro timer variables
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static uint16_t diablo_timer[4];
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static uint8_t diablo_times[] = { 0, 1, 3, 5, 10, 30 };
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static uint8_t diablo_key_time[4];
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bool check_dtimer(uint8_t dtimer) {
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// has the correct number of seconds elapsed (as defined by diablo_times)
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return (timer_elapsed(diablo_timer[dtimer]) < (diablo_key_time[dtimer] * 1000)) ? false : true;
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};
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enum {
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TD_DIABLO_1 = 0,
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TD_DIABLO_2,
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TD_DIABLO_3,
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TD_DIABLO_4
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};
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// Cycle through the times for the macro, starting at 0, for disabled.
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// Max of six values, so don't exceed
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void diablo_tapdance_master(qk_tap_dance_state_t *state, void *user_data, uint8_t diablo_key) {
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if (state->count >= 7) {
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diablo_key_time[diablo_key] = diablo_times[0];
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reset_tap_dance(state);
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}
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else {
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diablo_key_time[diablo_key] = diablo_times[state->count - 1];
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}
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}
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// Would rather have one function for all of this, but no idea how to do that...
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void diablo_tapdance1(qk_tap_dance_state_t *state, void *user_data) {
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diablo_tapdance_master(state, user_data, 0);
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}
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void diablo_tapdance2(qk_tap_dance_state_t *state, void *user_data) {
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diablo_tapdance_master(state, user_data, 1);
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}
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void diablo_tapdance3(qk_tap_dance_state_t *state, void *user_data) {
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diablo_tapdance_master(state, user_data, 2);
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}
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void diablo_tapdance4(qk_tap_dance_state_t *state, void *user_data) {
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diablo_tapdance_master(state, user_data, 3);
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}
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//Tap Dance Definitions
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qk_tap_dance_action_t tap_dance_actions[] = {
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// tap once to disable, and more to enable timed micros
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[TD_DIABLO_1] = ACTION_TAP_DANCE_FN(diablo_tapdance1),
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[TD_DIABLO_2] = ACTION_TAP_DANCE_FN(diablo_tapdance2),
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[TD_DIABLO_3] = ACTION_TAP_DANCE_FN(diablo_tapdance3),
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[TD_DIABLO_4] = ACTION_TAP_DANCE_FN(diablo_tapdance4),
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};
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#endif
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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[_NUMNAV] = KEYMAP(
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MACROS, DIABLO, GAMEPAD, KC_NLCK, KC_SLCK, KC_COLN, KC_PSLS, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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MEDIA, KC_CALC, COVECUBE,KC_P7, KC_P8, KC_P9, KC_PAST, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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KC_HOME, KC_DEL, KC_PGUP, KC_P4, KC_P5, KC_P6, KC_PMNS, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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KC_END, KC_UP, KC_PGDN, KC_P1, KC_P2, KC_P3, KC_PPLS, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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KC_LEFT, KC_DOWN, KC_RGHT, KC_P0, KC_P00, KC_PDOT, KC_PENT, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
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),
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[_DIABLO] = KEYMAP(
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KC_ESC, DIABLO, KC_V, KC_D, XXXXXXX, XXXXXXX, KC_L, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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KC_TAB, KC_S, KC_F, KC_I, KC_M, KC_T, KC_J, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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KC_Q, KC_1, KC_2, KC_3, KC_4, KC_G, KC_F, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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KC_LCTL, (TD_DIABLO_1), TD(TD_DIABLO_2), TD(TD_DIABLO_3), TD(TD_DIABLO_4), KC_Z, KC_DIABLO_CLEAR, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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KC_LALT, KC_F4, KC_F5, KC_F8, KC_F9, KC_F10, SFT_T(KC_SPACE), XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
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),
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[_GAMEPAD] = KEYMAP( // Game pad layout designed primarily for Overwatch
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MACROS, KC_ESC, GAMEPAD, KC_1, KC_2, KC_3, KC_4, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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MEDIA, KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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KC_Z, KC_LCTL, KC_A, KC_S, KC_D, KC_F, KC_G, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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KC_Y, KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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KC_F1, KC_U, KC_I, KC_Y, KC_V, KC_SPC, KC_V, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
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),
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[_MACROS] = KEYMAP(
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MACROS, XXXXXXX, GAMEPAD, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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KC_SYMM, KC_TORB, KC_DOOMFIST, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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KC_GLHF, KC_GOODGAME, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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KC_SALT, KC_MORESALT, KC_SALTHARD, KC_JUSTGAME, KC_AIM, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
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),
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[_COVECUBE] = KEYMAP(
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COVECUBE, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
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),
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[_MEDIA] = KEYMAP(
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RESET, KC_MAKE, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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MEDIA, XXXXXXX, RGB_SAI, RGB_VAI, RGB_M_P, RGB_M_B, RGB_M_R, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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RGB_TOG, RGB_MOD, RGB_SAD, RGB_VAD, RGB_M_SW,RGB_M_SN,RGB_M_K, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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KC_MPLY, KC_MSTP, KC_MPRV, KC_MNXT, RGB_M_K, RGB_M_X, RGB_M_G, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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KC_MUTE, KC_VOLD, KC_VOLU, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
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)
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};
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bool process_record_user(uint16_t keycode, keyrecord_t *record) {
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uint16_t kc;
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if (is_overwatch) {
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kc = KC_BSPC;
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}
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else {
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kc = KC_ENTER;
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}
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// Once a delay command is added to "SEND_STRING",
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// replace these with X_BSPC and X_ENTER instead.
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// and add "SS_TAP(kc) SS_DELAY(50)" to all of the
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// SEND_STRING commands, to compress things.
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switch (keycode) {
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#ifdef TAP_DANCE_ENABLE
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case KC_DIABLO_CLEAR: // reset all Diable timers, disabling them
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if (record->event.pressed) {
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uint8_t dtime;
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for (dtime = 0; dtime < 4; dtime++) {
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diablo_key_time[dtime] = diablo_times[0];
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}
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}
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return false;
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break;
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#endif
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case KC_P00:
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if (!record->event.pressed) {
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register_code(KC_P0);
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unregister_code(KC_P0);
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register_code(KC_P0);
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unregister_code(KC_P0);
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}
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return false;
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break;
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case KC_MAKE:
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if (!record->event.pressed) {
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SEND_STRING("make " QMK_KEYBOARD ":" QMK_KEYMAP SS_TAP(X_ENTER));
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}
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return false;
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break;
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case KC_OVERWATCH: // reset all Diable timers, disabling them
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if (record->event.pressed) {
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is_overwatch = !is_overwatch;
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}
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#ifdef RGBLIGHT_ENABLE
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is_overwatch ? rgblight_mode(17) : rgblight_mode(18);
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#endif
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return false;
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break;
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case KC_SALT:
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if (!record->event.pressed) {
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register_code(kc);
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unregister_code(kc);
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_delay_ms(50);
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SEND_STRING("Salt, salt, salt..." SS_TAP(X_ENTER));
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}
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return false;
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break;
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case KC_MORESALT:
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if (!record->event.pressed) {
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register_code(kc);
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unregister_code(kc);
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_delay_ms(50);
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SEND_STRING("Please sir, can I have some more salt?!" SS_TAP(X_ENTER));
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}
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return false;
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break;
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case KC_SALTHARD:
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if (!record->event.pressed) {
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register_code(kc);
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unregister_code(kc);
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_delay_ms(50);
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SEND_STRING("Your salt only makes my penis that much harder, and even more aggressive!" SS_TAP(X_ENTER));
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}
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return false;
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break;
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case KC_GOODGAME:
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if (!record->event.pressed) {
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register_code(kc);
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unregister_code(kc);
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_delay_ms(50);
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SEND_STRING("Good game, everyone!" SS_TAP(X_ENTER));
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}
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return false;
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break;
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case KC_GLHF:
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if (!record->event.pressed) {
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register_code(kc);
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unregister_code(kc);
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_delay_ms(50);
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SEND_STRING("Good luck, have fun!!!" SS_TAP(X_ENTER));
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}
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return false;
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break;
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case KC_SYMM:
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if (!record->event.pressed) {
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register_code(kc);
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unregister_code(kc);
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_delay_ms(50);
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SEND_STRING("Left click to win!" SS_TAP(X_ENTER));
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}
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return false;
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break;
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case KC_JUSTGAME:
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if (!record->event.pressed) {
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register_code(kc);
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unregister_code(kc);
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_delay_ms(50);
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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." SS_TAP(X_ENTER));
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}
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return false;
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break;
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case KC_TORB:
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if (!record->event.pressed) {
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register_code(kc);
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unregister_code(kc);
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_delay_ms(50);
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SEND_STRING("That was positively riveting! SS_TAP(X_ENTER)");
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}
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return false;
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break;
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case KC_AIM:
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if (!record->event.pressed) {
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register_code(kc);
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unregister_code(kc);
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_delay_ms(50);
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SEND_STRING("That aim is absolutely amazing. It's almost like you're a machine!" SS_TAP(X_ENTER));
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_delay_ms(50);
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SEND_STRING("Wait! That aim is TOO good! You're clearly using an aim hack! CHEATER!" SS_TAP(X_ENTER));
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}
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return false;
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break;
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}
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return true;
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}
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#ifdef TAP_DANCE_ENABLE
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// Sends the key press to system, but only if on the Diablo layer
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void send_diablo_keystroke(uint8_t diablo_key) {
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if (biton32(layer_state) == _DIABLO) {
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switch (diablo_key) {
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case 0:
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SEND_STRING("1");
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break;
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case 1:
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SEND_STRING("2");
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break;
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case 2:
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SEND_STRING("3");
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break;
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case 3:
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SEND_STRING("4");
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break;
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}
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}
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}
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// Checks each of the 4 timers/keys to see if enough time has elapsed
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// Runs the "send string" command if enough time has passed, and resets the timer.
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void run_diablo_macro_check(void) {
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uint8_t dtime;
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for (dtime = 0; dtime < 4; dtime++) {
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if (check_dtimer(dtime) && diablo_key_time[dtime]) {
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diablo_timer[dtime] = timer_read();
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send_diablo_keystroke(dtime);
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}
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}
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}
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#endif
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void matrix_init_user(void) { // Runs boot tasks for keyboard
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#ifdef RGBLIGHT_ENABLE
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rgblight_enable();
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rgblight_set_teal;
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rgblight_mode(1);
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#endif
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};
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void matrix_scan_user(void) { // runs frequently to update info
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#ifdef TAP_DANCE_ENABLE
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// Run Diablo 3 macro checking code.
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run_diablo_macro_check();
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#endif
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};
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uint32_t layer_state_set_kb(uint32_t state) {
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#ifdef RGBLIGHT_ENABLE
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rgblight_enable();
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switch (biton32(state)) {
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case _NUMNAV:
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rgblight_set_teal;
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rgblight_mode(2);
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break;
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case _MACROS:
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rgblight_set_orange;
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is_overwatch ? rgblight_mode(17) : rgblight_mode(18);
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break;
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case _DIABLO:
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rgblight_set_red;
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rgblight_mode(5);
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break;
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case _GAMEPAD:
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rgblight_set_yellow;
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rgblight_mode(1);
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break;
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case _MEDIA:
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rgblight_set_blue;
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rgblight_mode(1);
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break;
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case _COVECUBE:
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rgblight_set_green;
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rgblight_mode(2);
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}
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#endif
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return state;
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}
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