qmk_firmware/keyboards/rgbkb/zygomorph/keymaps/5x6pad/keymap.c
XScorpion2 4cdb86c730 [Keyboard] Create RGBKB Folder (#5858)
* Move Sol, Zen, & Zygomorph keyboards to RGBKB folder

* Updated default keymaps

* Fixing more areas due too folder moves

* Fixing Zen layer numbers

* Fixing zygomorph layer comments

* Fixing Colmak comments

* Fixing Sol Colmak readme

* Macro alignment

* Zen rev2 configuration json

* Fixing sol ifdef

* Fixing Sol info.json
2019-05-14 11:58:56 -07:00

283 lines
8.2 KiB
C

#include QMK_KEYBOARD_H
#ifdef PROTOCOL_LUFA
#include "lufa.h"
#include "split_util.h"
#endif
#ifdef SSD1306OLED
#include "common/ssd1306.h"
#endif
extern keymap_config_t keymap_config;
#ifdef RGBLIGHT_ENABLE
//Following line allows macro to read current RGB settings
extern rgblight_config_t rgblight_config;
#endif
extern uint8_t is_master;
// 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.
enum layer_number {
_QWERTY = 0,
_MACROPAD,
_FN,
_ADJ
};
enum custom_keycodes {
QWERTY = SAFE_RANGE,
MACROPAD,
FN,
ADJ,
BACKLIT,
RGBRST
};
enum macro_keycodes {
KC_SAMPLEMACRO,
};
#define FN_ESC LT(_FN, KC_ESC)
#define FN_CAPS LT(_FN, KC_CAPS)
// Define your non-alpha grouping in this define's LAYOUT, and all your BASE_LAYERS will share the same mod/macro columns
#define BASE_LAYOUT( \
_00, _01, _02, _03, _04, \
_10, _11, _12, _13, _14, \
_20, _21, _22, _23, _24, \
_30, _31, _32, _33, _34 \
) \
LAYOUT_ortho_5x6( \
KC_GESC, _00, _01, _02, _03, _04, \
KC_TAB, _10, _11, _12, _13, _14, \
FN_CAPS, _20, _21, _22, _23, _24, \
KC_LSFT, _30, _31, _32, _33, _34, \
KC_LCTL, KC_LGUI, KC_LALT, RGB_TOG, ADJ, KC_SPC \
)
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[_QWERTY] = BASE_LAYOUT( \
KC_1, KC_2, KC_3, KC_4, KC_5, \
KC_Q, KC_W, KC_E, KC_R, KC_T, \
KC_A, KC_S, KC_D, KC_F, KC_G, \
KC_Z, KC_X, KC_C, KC_V, KC_B \
),
[_MACROPAD] = BASE_LAYOUT( \
KC_F13, KC_F14, KC_F15, KC_F16, KC_F17, \
KC_F18, KC_F19, KC_F20, KC_F21, KC_F22, \
KC_A, KC_S, KC_D, KC_F, KC_G, \
KC_Z, KC_X, KC_C, KC_V, KC_B \
),
[_FN] = LAYOUT_ortho_5x6( \
KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, \
_______, KC_PGDN, KC_UP, KC_PGUP, _______, _______, \
_______, KC_LEFT, KC_DOWN, KC_RGHT, _______, _______, \
_______, _______, _______, _______, _______, _______, \
_______, _______, _______, RGB_MOD, _______, _______ \
),
[_ADJ] = LAYOUT_ortho_5x6( \
KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, \
_______, RGB_SAD, RGB_VAI, RGB_SAI, RESET, _______, \
_______, RGB_HUD, RGB_VAD, RGB_HUI, RGBRST, _______, \
_______, _______, _______, _______, _______, _______, \
_______, _______, _______, RGB_MOD, _______, _______ \
)
};
// define variables for reactive RGB
bool TOG_STATUS = false;
int RGB_current_mode;
// Setting ADJ layer RGB back to default
void update_tri_layer_RGB(uint8_t layer1, uint8_t layer2, uint8_t layer3) {
if (IS_LAYER_ON(layer1) && IS_LAYER_ON(layer2)) {
#ifdef RGBLIGHT_ENABLE
//rgblight_mode(RGB_current_mode);
#endif
layer_on(layer3);
} else {
layer_off(layer3);
}
}
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
//uint8_t shifted = get_mods() & (MOD_BIT(KC_LSHIFT) | MOD_BIT(KC_RSHIFT));
switch (keycode) {
case QWERTY:
if (record->event.pressed) {
set_single_persistent_default_layer(_QWERTY);
}
return false;
break;
case MACROPAD:
if(record->event.pressed) {
set_single_persistent_default_layer(_MACROPAD);
}
return false;
break;
case FN:
if (record->event.pressed) {
//not sure how to have keyboard check mode and set it to a variable, so my work around
//uses another variable that would be set to true after the first time a reactive key is pressed.
if (TOG_STATUS) { //TOG_STATUS checks is another reactive key currently pressed, only changes RGB mode if returns false
} else {
TOG_STATUS = !TOG_STATUS;
#ifdef RGBLIGHT_ENABLE
//rgblight_mode(15);
#endif
}
layer_on(_FN);
} else {
#ifdef RGBLIGHT_ENABLE
//rgblight_mode(RGB_current_mode); // revert RGB to initial mode prior to RGB mode change
#endif
layer_off(_FN);
TOG_STATUS = false;
}
return false;
break;
case ADJ:
if (record->event.pressed) {
layer_on(_ADJ);
} else {
layer_off(_ADJ);
}
return false;
break;
//led operations - RGB mode change now updates the RGB_current_mode to allow the right RGB mode to be set after reactive keys are released
case RGBRST:
#ifdef RGBLIGHT_ENABLE
if (record->event.pressed) {
eeconfig_update_rgblight_default();
rgblight_enable();
RGB_current_mode = rgblight_config.mode;
}
#endif
break;
}
return true;
}
void matrix_init_user(void) {
#ifdef RGBLIGHT_ENABLE
RGB_current_mode = rgblight_config.mode;
#endif
//SSD1306 OLED init, make sure to add #define SSD1306OLED in config.h
#ifdef SSD1306OLED
iota_gfx_init(!has_usb()); // turns on the display
#endif
}
//SSD1306 OLED update loop, make sure to add #define SSD1306OLED in config.h
#ifdef SSD1306OLED
// hook point for 'led_test' keymap
// 'default' keymap's led_test_init() is empty function, do nothing
// 'led_test' keymap's led_test_init() force rgblight_mode_noeeprom(35);
__attribute__ ((weak))
void led_test_init(void) {}
void matrix_scan_user(void) {
led_test_init();
iota_gfx_task(); // this is what updates the display continuously
}
void matrix_update(struct CharacterMatrix *dest,
const struct CharacterMatrix *source) {
if (memcmp(dest->display, source->display, sizeof(dest->display))) {
memcpy(dest->display, source->display, sizeof(dest->display));
dest->dirty = true;
}
}
//assign the right code to your layers for OLED display
#define L_BASE 0
#define L_FN (1<<_FN)
#define L_ADJ (1<<_ADJ)
static void render_logo(struct CharacterMatrix *matrix) {
static char logo[]={
0x80,0x81,0x82,0x83,0x84,0x85,0x86,0x87,0x88,0x89,0x8a,0x8b,0x8c,0x8d,0x8e,0x8f,0x90,0x91,0x92,0x93,0x94,
0xa0,0xa1,0xa2,0xa3,0xa4,0xa5,0xa6,0xa7,0xa8,0xa9,0xaa,0xab,0xac,0xad,0xae,0xaf,0xb0,0xb1,0xb2,0xb3,0xb4,
0xc0,0xc1,0xc2,0xc3,0xc4,0xc5,0xc6,0xc7,0xc8,0xc9,0xca,0xcb,0xcc,0xcd,0xce,0xcf,0xd0,0xd1,0xd2,0xd3,0xd4,
0};
matrix_write(matrix, logo);
//matrix_write_P(&matrix, PSTR(" Split keyboard kit"));
}
void render_status(struct CharacterMatrix *matrix) {
// Render to mode icon
static char logo[][2][3]={{{0x95,0x96,0},{0xb5,0xb6,0}},{{0x97,0x98,0},{0xb7,0xb8,0}}};
if(keymap_config.swap_lalt_lgui==false){
matrix_write(matrix, logo[0][0]);
matrix_write_P(matrix, PSTR("\n"));
matrix_write(matrix, logo[0][1]);
}else{
matrix_write(matrix, logo[1][0]);
matrix_write_P(matrix, PSTR("\n"));
matrix_write(matrix, logo[1][1]);
}
// Define layers here, Have not worked out how to have text displayed for each layer. Copy down the number you see and add a case for it below
char buf[40];
snprintf(buf,sizeof(buf), "Undef-%ld", layer_state);
matrix_write_P(matrix, PSTR("\nLayer: "));
switch (layer_state) {
case L_BASE:
matrix_write_P(matrix, PSTR("Default"));
break;
case L_FN:
matrix_write_P(matrix, PSTR("FN"));
break;
case L_ADJ:
case L_ADJ_TRI:
matrix_write_P(matrix, PSTR("ADJ"));
break;
default:
matrix_write(matrix, buf);
}
// Host Keyboard LED Status
char led[40];
snprintf(led, sizeof(led), "\n%s %s %s",
(host_keyboard_leds() & (1<<USB_LED_NUM_LOCK)) ? "NUMLOCK" : " ",
(host_keyboard_leds() & (1<<USB_LED_CAPS_LOCK)) ? "CAPS" : " ",
(host_keyboard_leds() & (1<<USB_LED_SCROLL_LOCK)) ? "SCLK" : " ");
matrix_write(matrix, led);
}
void iota_gfx_task_user(void) {
struct CharacterMatrix matrix;
#if DEBUG_TO_SCREEN
if (debug_enable) {
return;
}
#endif
matrix_clear(&matrix);
if(is_master){
render_status(&matrix);
}else{
render_logo(&matrix);
}
matrix_update(&display, &matrix);
}
#endif