forked from forks/qmk_firmware
1bb77c0875
* 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
554 lines
16 KiB
C
554 lines
16 KiB
C
/*
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Copyright 2017 Christopher Courtney <drashna@live.com> @drashna
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "drashna.h"
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#include "version.h"
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#if (__has_include("secrets.h") && !defined(NO_SECRETS))
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#include "secrets.h"
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#else
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// `PROGMEM const char secret[][x]` may work better, but it takes up more space in the firmware
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// And I'm not familiar enough to know which is better or why...
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PROGMEM const char secret[][64] = {
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"test1",
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"test2",
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"test3",
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"test4",
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"test5"
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};
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#endif
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#ifdef FAUXCLICKY_ENABLE
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float fauxclicky_pressed_note[2] = MUSICAL_NOTE(_A6, 2); // (_D4, 0.25);
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float fauxclicky_released_note[2] = MUSICAL_NOTE(_A6, 2); // (_C4, 0.125);
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#else // FAUXCLICKY_ENABLE
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float fauxclicky_pressed[][2] = SONG(S__NOTE(_A6)); // change to your tastes
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float fauxclicky_released[][2] = SONG(S__NOTE(_A6)); // change to your tastes
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#endif // FAUXCLICKY_ENABLE
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float tone_copy[][2] = SONG(SCROLL_LOCK_ON_SOUND);
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float tone_paste[][2] = SONG(SCROLL_LOCK_OFF_SOUND);
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bool faux_click_enabled = false;
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bool is_overwatch = false;
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static uint16_t copy_paste_timer;
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#ifdef RGBLIGHT_ENABLE
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bool rgb_layer_change = true;
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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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// 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_D3_1] = ACTION_TAP_DANCE_FN(diablo_tapdance1),
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[TD_D3_2] = ACTION_TAP_DANCE_FN(diablo_tapdance2),
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[TD_D3_3] = ACTION_TAP_DANCE_FN(diablo_tapdance3),
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[TD_D3_4] = ACTION_TAP_DANCE_FN(diablo_tapdance4),
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};
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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 // TAP_DANCE_ENABLE
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// Add reconfigurable functions here, for keymap customization
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// This allows for a global, userspace functions, and continued
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// customization of the keymap. Use _keymap instead of _user
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// functions in the keymaps
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__attribute__ ((weak))
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void matrix_init_keymap(void) {}
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__attribute__ ((weak))
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void matrix_scan_keymap(void) {}
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__attribute__ ((weak))
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bool process_record_keymap(uint16_t keycode, keyrecord_t *record) {
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return true;
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}
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__attribute__ ((weak))
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uint32_t layer_state_set_keymap (uint32_t state) {
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return state;
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}
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__attribute__ ((weak))
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void led_set_keymap(uint8_t usb_led) {}
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// Call user matrix init, set default RGB colors and then
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// call the keymap's init function
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void matrix_init_user(void) {
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#ifdef RGBLIGHT_ENABLE
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uint8_t default_layer = eeconfig_read_default_layer();
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rgblight_enable();
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if (true) {
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if (default_layer & (1UL << _COLEMAK)) {
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rgblight_sethsv_magenta();
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}
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else if (default_layer & (1UL << _DVORAK)) {
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rgblight_sethsv_green();
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}
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else if (default_layer & (1UL << _WORKMAN)) {
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rgblight_sethsv_goldenrod();
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}
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else {
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rgblight_sethsv_teal();
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}
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}
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else
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{
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rgblight_setrgb_red();
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rgblight_mode(5);
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}
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#endif // RGBLIGHT_ENABLE
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#if ( defined(UNICODE_ENABLE) || defined(UNICODEMAP_ENABLE) || defined(UCIS_ENABLE) )
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set_unicode_input_mode(UC_WINC);
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#endif //UNICODE_ENABLE
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matrix_init_keymap();
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}
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// No global matrix scan code, so just run keymap's matrix
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// scan function
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void matrix_scan_user(void) {
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#ifdef TAP_DANCE_ENABLE // Run Diablo 3 macro checking code.
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run_diablo_macro_check();
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#endif // TAP_DANCE_ENABLE
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matrix_scan_keymap();
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}
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void tap(uint16_t keycode){
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register_code(keycode);
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unregister_code(keycode);
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};
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// This block is for all of the gaming macros, as they were all doing
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// the same thing, but with differring text sent.
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bool send_game_macro(const char *str, keyrecord_t *record, bool override) {
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if (!record->event.pressed || override) {
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clear_keyboard();
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tap(is_overwatch ? KC_BSPC : KC_ENTER);
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wait_ms(50);
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send_string(str);
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wait_ms(50);
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tap(KC_ENTER);
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}
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if (override) wait_ms(3000);
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return false;
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}
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// Defines actions tor my global custom keycodes. Defined in drashna.h file
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// Then runs the _keymap's record handier if not processed here
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bool process_record_user(uint16_t keycode, keyrecord_t *record) {
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// If console is enabled, it will print the matrix position and status of each key pressed
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#ifdef CONSOLE_ENABLE
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xprintf("KL: row: %u, column: %u, pressed: %u\n", record->event.key.col, record->event.key.row, record->event.pressed);
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#endif //CONSOLE_ENABLE
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switch (keycode) {
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case KC_QWERTY:
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if (record->event.pressed) {
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set_single_persistent_default_layer(_QWERTY);
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}
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return false;
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break;
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case KC_COLEMAK:
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if (record->event.pressed) {
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set_single_persistent_default_layer(_COLEMAK);
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}
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return false;
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break;
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case KC_DVORAK:
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if (record->event.pressed) {
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set_single_persistent_default_layer(_DVORAK);
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}
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return false;
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break;
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case KC_WORKMAN:
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if (record->event.pressed) {
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set_single_persistent_default_layer(_WORKMAN);
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}
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return false;
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break;
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case LOWER:
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if (record->event.pressed) {
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layer_on(_LOWER);
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update_tri_layer(_LOWER, _RAISE, _ADJUST);
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}
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else {
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layer_off(_LOWER);
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update_tri_layer(_LOWER, _RAISE, _ADJUST);
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}
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return false;
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break;
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case RAISE:
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if (record->event.pressed) {
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layer_on(_RAISE);
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update_tri_layer(_LOWER, _RAISE, _ADJUST);
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}
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else {
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layer_off(_RAISE);
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update_tri_layer(_LOWER, _RAISE, _ADJUST);
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}
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return false;
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break;
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case ADJUST:
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if (record->event.pressed) {
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layer_on(_ADJUST);
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}
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else {
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layer_off(_ADJUST);
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}
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return false;
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break;
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case KC_MAKE: // Compiles the firmware, and adds the flash command based on keyboard bootloader
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if (!record->event.pressed) {
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SEND_STRING("make " QMK_KEYBOARD ":" QMK_KEYMAP
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#if (defined(BOOTLOADER_DFU) || defined(BOOTLOADER_LUFA_DFU) || defined(BOOTLOADER_QMK_DFU))
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":dfu"
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#elif defined(BOOTLOADER_HALFKAY)
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":teensy"
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#elif defined(BOOTLOADER_CATERINA)
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":avrdude"
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#endif // bootloader options
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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_RESET: // Custom RESET code that sets RGBLights to RED
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if (!record->event.pressed) {
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#ifdef RGBLIGHT_ENABLE
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rgblight_enable();
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rgblight_mode(1);
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rgblight_setrgb_red();
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#endif // RGBLIGHT_ENABLE
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reset_keyboard();
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}
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return false;
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break;
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case EPRM: // Resets EEPROM
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if (record->event.pressed) {
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eeconfig_init();
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}
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return false;
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break;
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case VRSN: // Prints firmware version
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if (record->event.pressed) {
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SEND_STRING(QMK_KEYBOARD "/" QMK_KEYMAP " @ " QMK_VERSION ", Built on: " QMK_BUILDDATE);
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}
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return false;
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break;
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case KC_SECRET_1 ... KC_SECRET_5: // Secrets! Externally defined strings, not stored in repo
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if (!record->event.pressed) {
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clear_oneshot_layer_state(ONESHOT_OTHER_KEY_PRESSED);
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send_string_P(secret[keycode - KC_SECRET_1]);
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}
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return false;
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break;
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// These are a serious of gaming macros.
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// Only enables for the viterbi, basically,
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// to save on firmware space, since it's limited.
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#if !(defined(KEYBOARD_orthodox_rev1) || defined(KEYBOARD_orthodox_rev3) || defined(KEYBOARD_ergodox_ez))
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case KC_OVERWATCH: // Toggle's if we hit "ENTER" or "BACKSPACE" to input macros
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if (record->event.pressed) { is_overwatch = !is_overwatch; }
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#ifdef RGBLIGHT_ENABLE
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is_overwatch ? rgblight_mode(17) : rgblight_mode(18);
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#endif //RGBLIGHT_ENABLE
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return false; break;
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case KC_SALT:
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return send_game_macro("Salt, salt, salt...", record, false);
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case KC_MORESALT:
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return send_game_macro("Please sir, can I have some more salt?!", record, false);
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case KC_SALTHARD:
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return send_game_macro("Your salt only makes me harder, and even more aggressive!", record, false);
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case KC_GOODGAME:
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return send_game_macro("Good game, everyone!", record, false);
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case KC_GLHF:
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return send_game_macro("Good luck, have fun!!!", record, false);
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case KC_SYMM:
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return send_game_macro("Left click to win!", record, false);
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case KC_JUSTGAME:
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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);
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case KC_TORB:
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return send_game_macro("That was positively riveting!", record, false);
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case KC_AIM:
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send_game_macro("That aim is absolutely amazing. It's almost like you're a machine!", record, true);
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return send_game_macro("Wait! That aim is TOO good! You're clearly using an aim hack! CHEATER!", record, false);
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case KC_C9:
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return send_game_macro("OMG!!! C9!!!", record, false);
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case KC_GGEZ:
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return send_game_macro("That was a fantastic game, though it was a bit easy. Try harder next time!", record, false);
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#endif // !(defined(KEYBOARD_orthodox_rev1) || defined(KEYBOARD_orthodox_rev3) || defined(KEYBOARD_ergodox_ez))
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#ifdef TAP_DANCE_ENABLE
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case KC_DIABLO_CLEAR: // reset all Diablo 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; break;
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#endif // TAP_DANCE_ENABLE
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case KC_RGB_T: // This allows me to use underglow as layer indication, or as normal
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#ifdef RGBLIGHT_ENABLE
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if (record->event.pressed) {
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rgb_layer_change = !rgb_layer_change;
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if (rgb_layer_change) {
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layer_state_set(layer_state); // This is needed to immediately set the layer color (looks better)
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}
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}
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#endif // RGBLIGHT_ENABLE
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return false; break;
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#ifdef RGBLIGHT_ENABLE
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case RGB_MODE_FORWARD ... RGB_MODE_GRADIENT: // quantum_keycodes.h L400 for definitions
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if (record->event.pressed) { //This disables layer indication, as it's assumed that if you're changing this ... you want that disabled
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rgb_layer_change = false;
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}
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return true; break;
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#endif // RGBLIGHT_ENABLE
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case KC_CCCV: // One key copy/paste
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if(record->event.pressed){
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copy_paste_timer = timer_read();
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} else {
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if (timer_elapsed(copy_paste_timer) > TAPPING_TERM) { // Hold, copy
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register_code(KC_LCTL);
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tap(KC_C);
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unregister_code(KC_LCTL);
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#ifdef AUDIO_ENABLE
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PLAY_SONG(tone_copy);
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#endif
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} else { // Tap, paste
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register_code(KC_LCTL);
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tap(KC_V);
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unregister_code(KC_LCTL);
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#ifdef AUDIO_ENABLE
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PLAY_SONG(tone_paste);
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#endif
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}
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}
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return false;
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break;
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#ifdef UNICODE_ENABLE
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case UC_FLIP: // (╯°□°)╯ ︵ ┻━┻
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if (record->event.pressed) {
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register_code(KC_RSFT);
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tap(KC_9);
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unregister_code(KC_RSFT);
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process_unicode((0x256F | QK_UNICODE), record); // Arm
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process_unicode((0x00B0 | QK_UNICODE), record); // Eye
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process_unicode((0x25A1 | QK_UNICODE), record); // Mouth
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process_unicode((0x00B0 | QK_UNICODE), record); // Eye
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register_code(KC_RSFT);
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tap(KC_0);
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unregister_code(KC_RSFT);
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process_unicode((0x256F | QK_UNICODE), record); // Arm
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tap(KC_SPC);
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process_unicode((0x0361 | QK_UNICODE), record); // Flippy
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tap(KC_SPC);
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process_unicode((0x253B | QK_UNICODE), record); // Table
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process_unicode((0x2501 | QK_UNICODE), record); // Table
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process_unicode((0x253B | QK_UNICODE), record); // Table
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}
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return false;
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break;
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#endif // UNICODE_ENABLE
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}
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return process_record_keymap(keycode, record);
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}
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// Runs state check and changes underglow color and animation
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// on layer change, no matter where the change was initiated
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// Then runs keymap's layer change check
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uint32_t layer_state_set_user(uint32_t state) {
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#ifdef RGBLIGHT_ENABLE
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uint8_t default_layer = eeconfig_read_default_layer();
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|
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if (rgb_layer_change) {
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switch (biton32(state)) {
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case _NAV:
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rgblight_sethsv_blue();
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rgblight_mode(1);
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break;
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case _SYMB:
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rgblight_sethsv_blue();
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rgblight_mode(2);
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break;
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case _MOUS:
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rgblight_sethsv_yellow();
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rgblight_mode(1);
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break;
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case _MACROS:
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rgblight_sethsv_orange();
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is_overwatch ? rgblight_mode(17) : rgblight_mode(18);
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break;
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case _MEDIA:
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|
rgblight_sethsv_chartreuse();
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|
rgblight_mode(22);
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|
break;
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case _GAMEPAD:
|
|
rgblight_sethsv_orange();
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|
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);
|
|
}
|