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qmk_firmware/users/drashna/drashna.c
Drashna Jaelre 1bb77c0875
Update to drashna keymaps and userspace (#2756)
* Re-add NO_SECRETS option

* Add Thumb Clusters defines for default layout

* Minor tweaks

* More Minor tweaks

* Revert Orthodox layers and move function keys around

* Fix keymap so it will compile under the Infinity

Since I haven't added 'pretty' layouts to it yet

* Cleanup of userspace

* Cleanup keymaps

* OMG fix Workman

* Move mods layer key around

* Reduce debounce in Ergodox EZ

* Fix Infinity layers

* Add list of pins used by Ergdox EZ for easy reference

* Revert "Reduce debounce in Ergodox EZ"

This reverts commit 8a3db2673b419ef8032c40a6d29156cef632f9cd.

* Add Clicky toggle to Orthodox

* Fix Audio Clicky keycode

* Enable Faux Clicky by default

* Add Unicode stuff
2018-04-20 17:53:19 -07:00

554 lines
16 KiB
C

/*
Copyright 2017 Christopher Courtney <drashna@live.com> @drashna
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/>.
*/
#include "drashna.h"
#include "version.h"
#if (__has_include("secrets.h") && !defined(NO_SECRETS))
#include "secrets.h"
#else
// `PROGMEM const char secret[][x]` may work better, but it takes up more space in the firmware
// And I'm not familiar enough to know which is better or why...
PROGMEM const char secret[][64] = {
"test1",
"test2",
"test3",
"test4",
"test5"
};
#endif
#ifdef FAUXCLICKY_ENABLE
float fauxclicky_pressed_note[2] = MUSICAL_NOTE(_A6, 2); // (_D4, 0.25);
float fauxclicky_released_note[2] = MUSICAL_NOTE(_A6, 2); // (_C4, 0.125);
#else // FAUXCLICKY_ENABLE
float fauxclicky_pressed[][2] = SONG(S__NOTE(_A6)); // change to your tastes
float fauxclicky_released[][2] = SONG(S__NOTE(_A6)); // change to your tastes
#endif // FAUXCLICKY_ENABLE
float tone_copy[][2] = SONG(SCROLL_LOCK_ON_SOUND);
float tone_paste[][2] = SONG(SCROLL_LOCK_OFF_SOUND);
bool faux_click_enabled = false;
bool is_overwatch = false;
static uint16_t copy_paste_timer;
#ifdef RGBLIGHT_ENABLE
bool rgb_layer_change = true;
#endif
#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;
};
// 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_D3_1] = ACTION_TAP_DANCE_FN(diablo_tapdance1),
[TD_D3_2] = ACTION_TAP_DANCE_FN(diablo_tapdance2),
[TD_D3_3] = ACTION_TAP_DANCE_FN(diablo_tapdance3),
[TD_D3_4] = ACTION_TAP_DANCE_FN(diablo_tapdance4),
};
// Sends the key press to system, but only if on the Diablo layer
void send_diablo_keystroke(uint8_t diablo_key) {
if (biton32(layer_state) == _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 // TAP_DANCE_ENABLE
// Add reconfigurable functions here, for keymap customization
// This allows for a global, userspace functions, and continued
// customization of the keymap. Use _keymap instead of _user
// functions in the keymaps
__attribute__ ((weak))
void matrix_init_keymap(void) {}
__attribute__ ((weak))
void matrix_scan_keymap(void) {}
__attribute__ ((weak))
bool process_record_keymap(uint16_t keycode, keyrecord_t *record) {
return true;
}
__attribute__ ((weak))
uint32_t layer_state_set_keymap (uint32_t state) {
return state;
}
__attribute__ ((weak))
void led_set_keymap(uint8_t usb_led) {}
// Call user matrix init, set default RGB colors and then
// call the keymap's init function
void matrix_init_user(void) {
#ifdef RGBLIGHT_ENABLE
uint8_t default_layer = eeconfig_read_default_layer();
rgblight_enable();
if (true) {
if (default_layer & (1UL << _COLEMAK)) {
rgblight_sethsv_magenta();
}
else if (default_layer & (1UL << _DVORAK)) {
rgblight_sethsv_green();
}
else if (default_layer & (1UL << _WORKMAN)) {
rgblight_sethsv_goldenrod();
}
else {
rgblight_sethsv_teal();
}
}
else
{
rgblight_setrgb_red();
rgblight_mode(5);
}
#endif // RGBLIGHT_ENABLE
#if ( defined(UNICODE_ENABLE) || defined(UNICODEMAP_ENABLE) || defined(UCIS_ENABLE) )
set_unicode_input_mode(UC_WINC);
#endif //UNICODE_ENABLE
matrix_init_keymap();
}
// No global matrix scan code, so just run keymap's matrix
// scan function
void matrix_scan_user(void) {
#ifdef TAP_DANCE_ENABLE // Run Diablo 3 macro checking code.
run_diablo_macro_check();
#endif // TAP_DANCE_ENABLE
matrix_scan_keymap();
}
void tap(uint16_t keycode){
register_code(keycode);
unregister_code(keycode);
};
// This block is for all of the gaming macros, as they were all doing
// the same thing, but with differring text sent.
bool send_game_macro(const char *str, keyrecord_t *record, bool override) {
if (!record->event.pressed || override) {
clear_keyboard();
tap(is_overwatch ? KC_BSPC : KC_ENTER);
wait_ms(50);
send_string(str);
wait_ms(50);
tap(KC_ENTER);
}
if (override) wait_ms(3000);
return false;
}
// Defines actions tor my global custom keycodes. Defined in drashna.h file
// Then runs the _keymap's record handier if not processed here
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
// If console is enabled, it will print the matrix position and status of each key pressed
#ifdef CONSOLE_ENABLE
xprintf("KL: row: %u, column: %u, pressed: %u\n", record->event.key.col, record->event.key.row, record->event.pressed);
#endif //CONSOLE_ENABLE
switch (keycode) {
case KC_QWERTY:
if (record->event.pressed) {
set_single_persistent_default_layer(_QWERTY);
}
return false;
break;
case KC_COLEMAK:
if (record->event.pressed) {
set_single_persistent_default_layer(_COLEMAK);
}
return false;
break;
case KC_DVORAK:
if (record->event.pressed) {
set_single_persistent_default_layer(_DVORAK);
}
return false;
break;
case KC_WORKMAN:
if (record->event.pressed) {
set_single_persistent_default_layer(_WORKMAN);
}
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 ADJUST:
if (record->event.pressed) {
layer_on(_ADJUST);
}
else {
layer_off(_ADJUST);
}
return false;
break;
case KC_MAKE: // Compiles the firmware, and adds the flash command based on keyboard bootloader
if (!record->event.pressed) {
SEND_STRING("make " QMK_KEYBOARD ":" QMK_KEYMAP
#if (defined(BOOTLOADER_DFU) || defined(BOOTLOADER_LUFA_DFU) || defined(BOOTLOADER_QMK_DFU))
":dfu"
#elif defined(BOOTLOADER_HALFKAY)
":teensy"
#elif defined(BOOTLOADER_CATERINA)
":avrdude"
#endif // bootloader options
SS_TAP(X_ENTER));
}
return false;
break;
case KC_RESET: // Custom RESET code that sets RGBLights to RED
if (!record->event.pressed) {
#ifdef RGBLIGHT_ENABLE
rgblight_enable();
rgblight_mode(1);
rgblight_setrgb_red();
#endif // RGBLIGHT_ENABLE
reset_keyboard();
}
return false;
break;
case EPRM: // Resets EEPROM
if (record->event.pressed) {
eeconfig_init();
}
return false;
break;
case VRSN: // Prints firmware version
if (record->event.pressed) {
SEND_STRING(QMK_KEYBOARD "/" QMK_KEYMAP " @ " QMK_VERSION ", Built on: " QMK_BUILDDATE);
}
return false;
break;
case KC_SECRET_1 ... KC_SECRET_5: // Secrets! Externally defined strings, not stored in repo
if (!record->event.pressed) {
clear_oneshot_layer_state(ONESHOT_OTHER_KEY_PRESSED);
send_string_P(secret[keycode - KC_SECRET_1]);
}
return false;
break;
// These are a serious of gaming macros.
// Only enables for the viterbi, basically,
// to save on firmware space, since it's limited.
#if !(defined(KEYBOARD_orthodox_rev1) || defined(KEYBOARD_orthodox_rev3) || defined(KEYBOARD_ergodox_ez))
case KC_OVERWATCH: // Toggle's if we hit "ENTER" or "BACKSPACE" to input macros
if (record->event.pressed) { is_overwatch = !is_overwatch; }
#ifdef RGBLIGHT_ENABLE
is_overwatch ? rgblight_mode(17) : rgblight_mode(18);
#endif //RGBLIGHT_ENABLE
return false; break;
case KC_SALT:
return send_game_macro("Salt, salt, salt...", record, false);
case KC_MORESALT:
return send_game_macro("Please sir, can I have some more salt?!", record, false);
case KC_SALTHARD:
return send_game_macro("Your salt only makes me harder, and even more aggressive!", record, false);
case KC_GOODGAME:
return send_game_macro("Good game, everyone!", record, false);
case KC_GLHF:
return send_game_macro("Good luck, have fun!!!", record, false);
case KC_SYMM:
return send_game_macro("Left click to win!", record, false);
case KC_JUSTGAME:
return send_game_macro("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.", record, false);
case KC_TORB:
return send_game_macro("That was positively riveting!", record, false);
case KC_AIM:
send_game_macro("That aim is absolutely amazing. It's almost like you're a machine!", record, true);
return send_game_macro("Wait! That aim is TOO good! You're clearly using an aim hack! CHEATER!", record, false);
case KC_C9:
return send_game_macro("OMG!!! C9!!!", record, false);
case KC_GGEZ:
return send_game_macro("That was a fantastic game, though it was a bit easy. Try harder next time!", record, false);
#endif // !(defined(KEYBOARD_orthodox_rev1) || defined(KEYBOARD_orthodox_rev3) || defined(KEYBOARD_ergodox_ez))
#ifdef TAP_DANCE_ENABLE
case KC_DIABLO_CLEAR: // reset all Diablo 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 // TAP_DANCE_ENABLE
case KC_RGB_T: // This allows me to use underglow as layer indication, or as normal
#ifdef RGBLIGHT_ENABLE
if (record->event.pressed) {
rgb_layer_change = !rgb_layer_change;
if (rgb_layer_change) {
layer_state_set(layer_state); // This is needed to immediately set the layer color (looks better)
}
}
#endif // RGBLIGHT_ENABLE
return false; break;
#ifdef RGBLIGHT_ENABLE
case RGB_MODE_FORWARD ... RGB_MODE_GRADIENT: // quantum_keycodes.h L400 for definitions
if (record->event.pressed) { //This disables layer indication, as it's assumed that if you're changing this ... you want that disabled
rgb_layer_change = false;
}
return true; break;
#endif // RGBLIGHT_ENABLE
case KC_CCCV: // One key copy/paste
if(record->event.pressed){
copy_paste_timer = timer_read();
} else {
if (timer_elapsed(copy_paste_timer) > TAPPING_TERM) { // Hold, copy
register_code(KC_LCTL);
tap(KC_C);
unregister_code(KC_LCTL);
#ifdef AUDIO_ENABLE
PLAY_SONG(tone_copy);
#endif
} else { // Tap, paste
register_code(KC_LCTL);
tap(KC_V);
unregister_code(KC_LCTL);
#ifdef AUDIO_ENABLE
PLAY_SONG(tone_paste);
#endif
}
}
return false;
break;
#ifdef UNICODE_ENABLE
case UC_FLIP: // (╯°□°)╯ ︵ ┻━┻
if (record->event.pressed) {
register_code(KC_RSFT);
tap(KC_9);
unregister_code(KC_RSFT);
process_unicode((0x256F | QK_UNICODE), record); // Arm
process_unicode((0x00B0 | QK_UNICODE), record); // Eye
process_unicode((0x25A1 | QK_UNICODE), record); // Mouth
process_unicode((0x00B0 | QK_UNICODE), record); // Eye
register_code(KC_RSFT);
tap(KC_0);
unregister_code(KC_RSFT);
process_unicode((0x256F | QK_UNICODE), record); // Arm
tap(KC_SPC);
process_unicode((0x0361 | QK_UNICODE), record); // Flippy
tap(KC_SPC);
process_unicode((0x253B | QK_UNICODE), record); // Table
process_unicode((0x2501 | QK_UNICODE), record); // Table
process_unicode((0x253B | QK_UNICODE), record); // Table
}
return false;
break;
#endif // UNICODE_ENABLE
}
return process_record_keymap(keycode, record);
}
// Runs state check and changes underglow color and animation
// on layer change, no matter where the change was initiated
// Then runs keymap's layer change check
uint32_t layer_state_set_user(uint32_t state) {
#ifdef RGBLIGHT_ENABLE
uint8_t default_layer = eeconfig_read_default_layer();
if (rgb_layer_change) {
switch (biton32(state)) {
case _NAV:
rgblight_sethsv_blue();
rgblight_mode(1);
break;
case _SYMB:
rgblight_sethsv_blue();
rgblight_mode(2);
break;
case _MOUS:
rgblight_sethsv_yellow();
rgblight_mode(1);
break;
case _MACROS:
rgblight_sethsv_orange();
is_overwatch ? rgblight_mode(17) : rgblight_mode(18);
break;
case _MEDIA:
rgblight_sethsv_chartreuse();
rgblight_mode(22);
break;
case _GAMEPAD:
rgblight_sethsv_orange();
rgblight_mode(17);
break;
case _DIABLO:
rgblight_sethsv_red();
rgblight_mode(5);
break;
case _RAISE:
rgblight_sethsv_yellow();
rgblight_mode(5);
break;
case _LOWER:
rgblight_sethsv_orange();
rgblight_mode(5);
break;
case _ADJUST:
rgblight_sethsv_red();
rgblight_mode(23);
break;
case _COVECUBE:
rgblight_sethsv_green();
rgblight_mode(2);
break;
default: // for any other layers, or the default layer
if (default_layer & (1UL << _COLEMAK)) {
rgblight_sethsv_magenta();
}
else if (default_layer & (1UL << _DVORAK)) {
rgblight_sethsv_green();
}
else if (default_layer & (1UL << _WORKMAN)) {
rgblight_sethsv_goldenrod();
}
else {
rgblight_sethsv_teal();
}
if (biton32(state) == _MODS) { // If the non-OSM layer is enabled, then breathe
rgblight_mode(2);
} else { // otherwise, stay solid
rgblight_mode(1);
}
break;
}
}
#endif // RGBLIGHT_ENABLE
return layer_state_set_keymap (state);
}
// Any custom LED code goes here.
// So far, I only have keyboard specific code,
// So nothing goes here.
void led_set_user(uint8_t usb_led) {
led_set_keymap(usb_led);
}