From 999391f3ae6bab3fe1784d0f53bffd0320a9e076 Mon Sep 17 00:00:00 2001 From: Tomas Guinan Date: Tue, 17 Aug 2021 19:43:27 -0300 Subject: [PATCH] Created "paddlegame" keymap (#13629) * Added gmmk pro paddlegame keymap * Replaced config.h with my own * Adjust code to better fit style guide * Update readme to include layout * Fixed keymap, was missing a few keys * Replaced all instances of _isWinKeyDisabled with keymap_config.no_gui * Update keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c Co-authored-by: Drashna Jaelre Co-authored-by: Tomas Guinan Co-authored-by: Drashna Jaelre --- .../gmmk/pro/ansi/keymaps/paddlegame/config.h | 24 + .../gmmk/pro/ansi/keymaps/paddlegame/keymap.c | 471 ++++++++++++++++++ .../pro/ansi/keymaps/paddlegame/paddlegame.h | 46 ++ .../pro/ansi/keymaps/paddlegame/readme.md | 18 + .../ansi/keymaps/paddlegame/rgb_matrix_map.h | 181 +++++++ .../gmmk/pro/ansi/keymaps/paddlegame/rules.mk | 4 + 6 files changed, 744 insertions(+) create mode 100644 keyboards/gmmk/pro/ansi/keymaps/paddlegame/config.h create mode 100644 keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c create mode 100644 keyboards/gmmk/pro/ansi/keymaps/paddlegame/paddlegame.h create mode 100644 keyboards/gmmk/pro/ansi/keymaps/paddlegame/readme.md create mode 100644 keyboards/gmmk/pro/ansi/keymaps/paddlegame/rgb_matrix_map.h create mode 100644 keyboards/gmmk/pro/ansi/keymaps/paddlegame/rules.mk diff --git a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/config.h b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/config.h new file mode 100644 index 000000000..a1fe42765 --- /dev/null +++ b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/config.h @@ -0,0 +1,24 @@ +/* Copyright 2021 Tomas Guinan + * + * 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 . + */ + +#pragma once + +#ifdef RGB_MATRIX_ENABLE + #define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_SOLID_COLOR + #define RGB_DISABLE_WHEN_USB_SUSPENDED true +#endif + +#define FORCE_NKRO diff --git a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c new file mode 100644 index 000000000..5c702b168 --- /dev/null +++ b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c @@ -0,0 +1,471 @@ +/* Copyright 2021 Glorious, LLC + Copyright 2021 Tomas Guinan + +This program is free software: you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation, either version 2 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program. If not, see . +*/ + +#include QMK_KEYBOARD_H +#include "rgb_matrix_map.h" +#include "paddlegame.h" +#include + +enum custom_layers { + _BASE, + _FN1, + _MO2, + _MO3, +}; + +enum custom_keycodes { + KC_00 = SAFE_RANGE, + KC_WINLK, //Toggles Win key on and off +}; + +bool process_record_user(uint16_t keycode, keyrecord_t *record) { + switch (keycode) { + case KC_00: + if (record->event.pressed) { + // when keycode KC_00 is pressed + SEND_STRING("00"); + } else { + // when keycode KC_00 is released + } + break; + + case KC_WINLK: + if (record->event.pressed) { + if(!keymap_config.no_gui) { + process_magic(GUI_OFF, record); + } else { + process_magic(GUI_ON, record); + } + } else unregister_code16(keycode); + break; + } + return true; +}; + + +const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { + +// ESC F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Del Rotary(Mute) +// ~ 1 2 3 4 5 6 7 8 9 0 - (=) BackSpc Home +// Tab Q W E R T Y U I O P [ ] \ PgUp +// Caps A S D F G H J K L ; " Enter PgDn +// Sh_L Z X C V B N M , . ? Sh_R Up End +// Ct_L Win_L Alt_L SPACE Alt_R FN Ct_R Left Down Right + + + [_BASE] = LAYOUT( + KC_ESC, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, KC_DEL, KC_MUTE, + KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, KC_BSPC, KC_HOME, + KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC, KC_BSLS, KC_PGUP, + KC_CAPS, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_ENT, KC_PGDN, + KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_END, + KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, MO(_FN1), KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT + ), + + [_FN1] = LAYOUT( + KC_SLEP, KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_PSCR, KC_SLCK, KC_PAUS, _______, KC_INS, _______, + RGB_TOG, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_HUD, RGB_HUI, _______, RGB_M_P, + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, TO(_MO2), RGB_SAD, RGB_SAI, RESET, RGB_M_B, + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_RMOD, RGB_MOD, _______, RGB_M_R, + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_VAI, RGB_M_SW, + _______, KC_WINLK, _______, _______, _______, _______, _______, RGB_SPD, RGB_VAD, RGB_SPI + ), + + [_MO2] = LAYOUT( + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, + _______, _______, _______, _______, _______, TG(_MO2), _______, _______, _______, _______ + ), + + [_MO3] = LAYOUT( + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, + _______, _______, _______, _______, _______, _______, _______, _______, _______, _______ + ), + +}; + +#ifdef ENCODER_ENABLE // Encoder Functionality + + bool encoder_update_user(uint8_t index, bool clockwise) { + + switch(get_highest_layer(layer_state)) { + case _FN1: + if ( clockwise ) { + tap_code16(KC_PGDN); + } else { + tap_code16(KC_PGUP); + } + break; + + case _MO2: + // Game: Paddle movement + if (damage_count == 0) { + if ( clockwise ) { + if (paddle_pos_full < 15) ++paddle_pos_full; + } else { + if (paddle_pos_full > 0) --paddle_pos_full; + } + } + break; + + case _BASE: + default: + if ( clockwise ) { + tap_code(KC_VOLU); + } else { + tap_code(KC_VOLD); + } + break; + } + return true; + } +#endif + +#ifdef RGB_MATRIX_ENABLE + void init_ball(uint8_t i) { + i &= 1; + ball[i].on = true; + ball[i].up = false; + ball[i].y = 0; + ball[i].x = rand() % 16; + + // Set initial ball state + if (ball[i].x < 8) { + ball[i].left = false; + } else { + ball[i].x -= 4; + ball[i].left = true; + } + + // 1/4 chance of being an enemy ball after level 6 + if (level_number > 3) { + ball[i].enemy = ((rand() % 4) == 0); + } else { + ball[i].enemy = false; + } + } + + void hurt_paddle(void) { + if (paddle_lives > 0) { + --paddle_lives; + } + damage_timer = timer_read(); + damage_count = 10; + + // Reset board + init_ball(0); + ball[1].on = false; + } + + // Capslock, Scroll lock and Numlock indicator on Left side lights. + void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) { + switch(get_highest_layer(layer_state)) { + case _FN1: + // Light up FN layer keys + if (!fn_active) { + fn_active = true; + rgb_value.r = 0xff; + rgb_value.g = 0x00; + rgb_value.b = 0x00; + } + + if (rgb_value.r == 0xff && rgb_value.g < 0xff) { + if (rgb_value.b > 0) { --rgb_value.b; } + else { ++rgb_value.g; } + } else if (rgb_value.g == 0xff && rgb_value.b < 0xff) { + if (rgb_value.r > 0) { --rgb_value.r; } + else { ++rgb_value.b; } + } else if (rgb_value.b == 0xff && rgb_value.r < 0xff) { + if (rgb_value.g > 0) { --rgb_value.g; } + else { ++rgb_value.r; } + } + + for (uint8_t i=0; i> 1; + + if (damage_count > 0) { + // Flash paddle when receiving damage + if (timer_elapsed(damage_timer) > 500) { + --damage_count; + damage_timer = timer_read(); + } + if ((damage_count & 1) == 0) { + for (uint8_t i=0; i < 3 ; i++) { + rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_RED); + } + } + if (damage_count == 0) { + ball_timer = timer_read(); + } + + + } else if (paddle_lives == 0) { + // Game over + for (uint8_t i=0; i= 12) { + // You win + if (rgb_value.r == 0xff && rgb_value.g < 0xff) { + if (rgb_value.b > 0) { --rgb_value.b; } + else { ++rgb_value.g; } + } else if (rgb_value.g == 0xff && rgb_value.b < 0xff) { + if (rgb_value.r > 0) { --rgb_value.r; } + else { ++rgb_value.b; } + } else if (rgb_value.b == 0xff && rgb_value.r < 0xff) { + if (rgb_value.g > 0) { --rgb_value.g; } + else { ++rgb_value.r; } + } + + for (uint8_t i=0; i < 3 ; i++) { + rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], rgb_value.r, rgb_value.g, rgb_value.b); + } + rgb_matrix_set_color(GAME_SMILE1[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b); + rgb_matrix_set_color(GAME_SMILE1[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b); + rgb_matrix_set_color(GAME_SMILE2[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b); + rgb_matrix_set_color(GAME_SMILE2[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b); + + } else { + // normal game loop + + // Set paddle position + for (uint8_t i=0; i < 3 ; i++) { + rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_GREEN); + } + + // Ball movement logic happens at intervals + if (timer_elapsed(ball_timer) > GAME_TIMER[level_number]) { + for (int i=0; i<2; ++i) { + if (ball[i].on) { + // Ball movement + if (ball[i].up) { + if (ball[i].y > 0) { + --ball[i].y; + if (!ball[i].left) ++ball[i].x; + } else { + // Count reflections. If > 10, increase level + ++bounce_count; + if (bounce_count >= 10) { + bounce_count = 0; + ++level_number; + } + ball[i].on = false; + } + } else { + ++ball[i].y; + if (ball[i].left) --ball[i].x; + if (ball[i].y > 4) { + // Remove a life if ball isn't returned and isn't enemy + if (!ball[i].enemy) { + hurt_paddle(); + i = 2; + } else { + ball[i].on = false; + } + } + } + } + } + if (ball[0].y == 4 && !ball[1].on) { + init_ball(1); + } + if (ball[1].y == 4 && !ball[0].on) { + init_ball(0); + } + if (!ball[0].on && !ball[1].on) { + init_ball(0); + } + ball_timer = timer_read(); + } + + // Other ball stuff + for (int i=0; i<2; ++i) { + if (ball[i].on) { + // Ball deflection logic + if (!ball[i].up && ball[i].y == 4 && (ball[i].x == paddle_pos || ball[i].x == paddle_pos - 1 || ball[i].x == paddle_pos + 1)) { + if (!ball[i].enemy) { + --ball[i].y; + if (!ball[i].left) { ++ball[i].x; } + ball[i].up = true; + } else { + hurt_paddle(); + i = 2; + } + } + + // Ball display + switch (ball[i].y) { + case 0: + if (ball[i].enemy) { + rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_RED); + } else { + rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_WHITE); + } + break; + + case 1: + if (ball[i].enemy) { + rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_RED); + } else { + rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_WHITE); + } + break; + + case 2: + if (ball[i].enemy) { + rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_RED); + } else { + rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_WHITE); + } + break; + + case 3: + if (ball[i].enemy) { + rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_RED); + } else { + rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_WHITE); + } + break; + + case 4: + if (ball[i].enemy) { + rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_RED); + } else { + rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_WHITE); + } + break; + } + } + } + } + + + break; + + default: + fn_active = false; + if (game_start) { + // Reset lighting settings + game_start = false; + rgb_matrix_sethsv_noeeprom(last_hsv.h, last_hsv.s, last_hsv.v); + } + break; + } + + if (IS_HOST_LED_ON(USB_LED_CAPS_LOCK)) { + if (!caps_active) { + caps_active = true; + caps_flash_on = true; + caps_flasher = timer_read(); + } + if (timer_elapsed(caps_flasher) > 500) { + caps_flasher = timer_read(); + caps_flash_on = !caps_flash_on; + } + + rgb_matrix_set_color(LED_CAPS, RGB_WHITE); + if (caps_flash_on) { + for (uint8_t i=0; i + Copyright 2021 Tomas Guinan + +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 . +*/ + + +const uint16_t GAME_TIMER[] = { + 400, 350, 300, 250, 400, 350, 300, 250, 225, 200, 175, 150 +}; + +bool game_start = false; +HSV last_hsv; +static uint8_t paddle_pos_full; +static uint8_t paddle_lives; +static uint8_t level_number; +static uint8_t bounce_count; +static uint8_t damage_count; +static uint16_t damage_timer; +static uint16_t ball_timer; + +struct BallStruct +{ + uint8_t x; + uint8_t y; + bool on; + bool up; + bool left; + bool enemy; +}; + +struct BallStruct ball[2]; + +void init_ball(uint8_t i); +void hurt_paddle(void); \ No newline at end of file diff --git a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/readme.md b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/readme.md new file mode 100644 index 000000000..c6da7f5f4 --- /dev/null +++ b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/readme.md @@ -0,0 +1,18 @@ +![GMMK Pro Paddle Game zLayout Image](https://i.imgur.com/RYcKyOj.png) + +# Paddle Game GMMK Pro layout by Tomas Guinan + +- Add Print Screen, Scroll Lock, Pause/Break, Insert to Fn layer +- Toggle backlight using Fn+` + - If you don't like using a backlight but wnat to play the paddle game or + use other RGB features, turn RGB on and set brightness to 0 +- Usable Fn layer keys are backlit +- Implement Win key lock using Fn+Win like in Glorious Core firmware +- Caps Lock and Scroll Lock keys light up white when active +- Caps Lock has red flashing side lights like in Glorious Core firmware +- Layer 2 includes Paddle Game, playable by pressing Fn+P + - Use rotary encoder to control paddle + - Contains 12 levels, indicated by blue LED on F row + - Player has 4 lives, indicated by nav cluster + - Deflect white balls while avoiding red ones + - Press Fn to quit game diff --git a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/rgb_matrix_map.h b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/rgb_matrix_map.h new file mode 100644 index 000000000..06d34ba6c --- /dev/null +++ b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/rgb_matrix_map.h @@ -0,0 +1,181 @@ +/* Copyright 2021 Tomas Guinan + * + * 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 . + */ + + +#ifdef RGB_MATRIX_ENABLE + + bool fn_active = false; + bool caps_active = false; + bool caps_flash_on = false; + + static uint16_t caps_flasher = 0; + RGB rgb_value; + + // RGB LED locations + enum led_location_map { + LED_ESC, // 0, ESC, k13 + LED_GRV, // 1, ~, k16 + LEB_TAB, // 2, Tab, k11 + LED_CAPS, // 3, Caps, k21 + LED_LSFT, // 4, Sh_L, k00 + LED_LCTL, // 5, Ct_L, k06 + LED_F1, // 6, F1, k26 + LED_1, // 7, 1, k17 + LED_Q, // 8, Q, k10 + LED_A, // 9, A, k12 + LED_Z, // 10, Z, k14 + LED_LWIN, // 11, Win_L, k90 + LED_F2, // 12, F2, k36 + LED_2, // 13, 2, k27 + LED_W, // 14, W, k20 + LED_S, // 15, S, k22 + LED_X, // 16, X, k24 + LED_LALT, // 17, Alt_L, k93 + LED_F3, // 18, F3, k31 + LED_3, // 19, 3, k37 + LED_E, // 20, E, k30 + LED_D, // 21, D, k32 + LED_C, // 22, C, k34 + LED_F4, // 23, F4, k33 + LED_4, // 24, 4, k47 + LED_R, // 25, R, k40 + LED_F, // 26, F, k42 + LED_V, // 27, V, k44 + LED_F5, // 28, F5, k07 + LED_5, // 29, 5, k46 + LED_T, // 30, T, k41 + LED_G, // 31, G, k43 + LED_B, // 32, B, k45 + LED_SPC, // 33, SPACE, k94 + LED_F6, // 34, F6, k63 + LED_6, // 35, 6, k56 + LED_Y, // 36, Y, k51 + LED_H, // 37, H, k53 + LED_N, // 38, N, k55 + LED_F7, // 39, F7, k71 + LED_7, // 40, 7, k57 + LED_U, // 41, U, k50 + LED_J, // 42, J, k52 + LED_M, // 43, M, k54 + LED_F8, // 44, F8, k76 + LED_8, // 45, 8, k67 + LED_I, // 46, I, k60 + LED_K, // 47, K, k62 + LED_COMM, // 48, ,, k64 + LED_RALT, // 49, Alt_R, k95 + LED_F9, // 50, F9, ka6 + LED_9, // 51, 9, k77 + LED_O, // 52, O, k70 + LED_L, // 53, L, k72 + LED_DOT, // 54, ., k74 + LED_FN, // 55, FN, k92 + LED_F10, // 56, F10, ka7 + LED_0, // 57, 0, k87 + LED_P, // 58, P, k80 + LED_SCLN, // 59, ;, k82 + LED_SLSH, // 60, ?, k85 + LED_F11, // 61, F11, ka3 + LED_MINS, // 62, -, k86 + LED_LBRC, // 63, [, k81 + LED_QUOT, // 64, ", k83 + LED_RCTL, // 65, Ct_R, k04 + LED_F12, // 66, F12, ka5 + LED_L1, // 67, LED, l01 + LED_R1, // 68, LED, l11 + LED_DEL, // 69, Del, k97 + LED_L2, // 70, LED, l02 + LED_R2, // 71, LED, l12 + LED_HOME, // 72, Home, k65 + LED_L3, // 73, LED, l03 + LED_R3, // 74, LED, l13 + LED_PGUP, // 75, PgUp, k15 + LED_L4, // 76, LED, l04 + LED_R4, // 77, LED, l14 + LED_EQL, // 78, =, k66 + LED_RIGHT, // 79, Right, k05 + LED_L5, // 80, LED, l05 + LED_R5, // 81, LED, l15 + LED_END, // 82, End, k75 + LED_L6, // 83, LED, l06 + LED_R6, // 84, LED, l16 + LED_BSPC, // 85, BSpc, ka1 + LED_PGDN, // 86, PgDn, k25 + LED_L7, // 87, LED, l07 + LED_R7, // 88, LED, l17 + LED_RBRC, // 89, ], k61 + LED_RSFT, // 90, Sh_R, k91 + LED_L8, // 91, LED, l08 + LED_R8, // 92, LED, l18 + LED_BSLS, // 93, \, ka2 + LED_UP, // 94, Up, k35 + LED_LEFT, // 95, Left, k03 + LED_ENT, // 96, Enter, ka4 + LED_DOWN // 97, Down, k73 + }; + + const uint8_t LED_RGB[] = { + LED_MINS, LED_EQL, + LED_LBRC, LED_RBRC, + LED_SCLN, LED_QUOT, + LED_HOME, LED_PGUP, LED_PGDN, LED_END, + LED_UP, LED_DOWN, LED_LEFT, LED_RIGHT + }; + + const uint8_t LED_GREEN[] = { + LED_F1, LED_F2, LED_F3, LED_F4, + LED_F5, LED_F6, LED_F7, LED_F8 + }; + + const uint8_t LED_WHITE[] = { + LED_F9, LED_F10, LED_F11, LED_DEL + }; + + const uint8_t LED_SIDE_LEFT[] = { LED_L1, LED_L2, LED_L3, LED_L4, LED_L5, LED_L6, LED_L7, LED_L8}; + + const uint8_t LED_SIDE_RIGHT[] = { LED_R1, LED_R2, LED_R3, LED_R4, LED_R5, LED_R6, LED_R7, LED_R8}; + + // Breakout LED rules + + const uint8_t GAME_LIVES[] = { LED_HOME, LED_PGUP, LED_PGDN, LED_END }; + const uint8_t GAME_PADDLE[] = { + LED_Z, LED_X, LED_C, LED_V, LED_B, LED_N, LED_M, LED_COMM, LED_DOT, LED_SLSH + }; + const uint8_t GAME_SMILE1[] = { + LED_A, LED_S, LED_D, LED_F, LED_G, LED_H, LED_J, LED_K, LED_L, LED_SCLN, LED_QUOT + }; + const uint8_t GAME_SMILE2[] = { + LED_2, LED_3, LED_4, LED_5, LED_6, LED_7, LED_8, LED_9, LED_0, LED_MINS, LED_EQL + }; + const uint8_t GAME_R4[] = { + LED_X, LED_C, LED_V, LED_B, LED_N, LED_M, LED_COMM, LED_DOT + }; + const uint8_t GAME_R3[] = { + LED_S, LED_D, LED_F, LED_G, LED_H, LED_J, LED_K, LED_L, LED_SCLN + }; + const uint8_t GAME_R2[] = { + LED_W, LED_E, LED_R, LED_T, LED_Y, LED_U, LED_I, LED_O, LED_P, LED_LBRC + }; + const uint8_t GAME_R1[] = { + LED_2, LED_3, LED_4, LED_5, LED_6, LED_7, LED_8, LED_9, LED_0, LED_MINS, LED_EQL + }; + const uint8_t GAME_R0[] = { + LED_F1, LED_F2, LED_F3, LED_F4, LED_F5, LED_F6, LED_F7, LED_F8, LED_F9, LED_F10, LED_F11, LED_F12 + }; + + const uint8_t LED_GAME_OVER[] = { LED_5, LED_8, LED_F, LED_G, LED_H, LED_J, LED_C, LED_M }; + + +#endif \ No newline at end of file diff --git a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/rules.mk b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/rules.mk new file mode 100644 index 000000000..925d8a5a5 --- /dev/null +++ b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/rules.mk @@ -0,0 +1,4 @@ +MOUSEKEY_ENABLE = no +BOOTMAGIC_ENABLE = lite +RGB_MATRIX_ENABLE = yes +ENCODER_ENABLE = yes