#include "drashna.h" #include "quantum.h" #include "action.h" #include "version.h" // 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; } bool is_overwatch = false; // 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_set_magenta; } else if (default_layer & (1UL << _DVORAK)) { rgblight_set_green; } else if (default_layer & (1UL << _WORKMAN)) { rgblight_set_purple; } else { rgblight_set_teal; } } else { rgblight_set_red; rgblight_mode(5); } #endif matrix_init_keymap(); } // No global matrix scan code, so just run keymap's matix // scan function void matrix_scan_user(void) { matrix_scan_keymap(); } #ifdef AUDIO_ENABLE float tone_qwerty[][2] = SONG(QWERTY_SOUND); float tone_dvorak[][2] = SONG(DVORAK_SOUND); float tone_colemak[][2] = SONG(COLEMAK_SOUND); float tone_workman[][2] = SONG(PLOVER_SOUND); #endif void persistent_default_layer_set(uint16_t default_layer) { eeconfig_update_default_layer(default_layer); default_layer_set(default_layer); } // Defines actions tor my global custom keycodes. Defined in drashna.h file // Then runs the _keymap's recod handier if not processed here bool process_record_user(uint16_t keycode, keyrecord_t *record) { #ifdef CONSOLE_ENABLE xprintf("KL: row: %u, column: %u, pressed: %u\n", record->event.key.col, record->event.key.row, record->event.pressed); #endif switch (keycode) { case KC_QWERTY: if (record->event.pressed) { #ifdef AUDIO_ENABLE PLAY_SONG(tone_qwerty); #endif persistent_default_layer_set(1UL << _QWERTY); } return false; break; case KC_COLEMAK: if (record->event.pressed) { #ifdef AUDIO_ENABLE PLAY_SONG(tone_colemak); #endif persistent_default_layer_set(1UL << _COLEMAK); } return false; break; case KC_DVORAK: if (record->event.pressed) { #ifdef AUDIO_ENABLE PLAY_SONG(tone_dvorak); #endif persistent_default_layer_set(1UL << _DVORAK); } return false; break; case KC_WORKMAN: if (record->event.pressed) { #ifdef AUDIO_ENABLE PLAY_SONG(tone_workman); #endif persistent_default_layer_set(1UL << _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; #if !(defined(KEYBOARD_orthodox_rev1) || defined(KEYBOARD_ergodox_ez)) case KC_OVERWATCH: if (record->event.pressed) { is_overwatch = !is_overwatch; } #ifdef RGBLIGHT_ENABLE is_overwatch ? rgblight_mode(17) : rgblight_mode(18); #endif return false; break; case KC_SALT: if (!record->event.pressed) { register_code(is_overwatch ? KC_BSPC : KC_ENTER); unregister_code(is_overwatch ? KC_BSPC : KC_ENTER); _delay_ms(50); SEND_STRING("Salt, salt, salt..."); register_code(KC_ENTER); unregister_code(KC_ENTER); } return false; break; case KC_MORESALT: if (!record->event.pressed) { register_code(is_overwatch ? KC_BSPC : KC_ENTER); unregister_code(is_overwatch ? KC_BSPC : KC_ENTER); _delay_ms(50); SEND_STRING("Please sir, can I have some more salt?!"); register_code(KC_ENTER); unregister_code(KC_ENTER); } return false; break; case KC_SALTHARD: if (!record->event.pressed) { register_code(is_overwatch ? KC_BSPC : KC_ENTER); unregister_code(is_overwatch ? KC_BSPC : KC_ENTER); _delay_ms(50); SEND_STRING("Your salt only makes me harder, and even more aggressive!"); register_code(KC_ENTER); unregister_code(KC_ENTER); } return false; break; case KC_GOODGAME: if (!record->event.pressed) { register_code(is_overwatch ? KC_BSPC : KC_ENTER); unregister_code(is_overwatch ? KC_BSPC : KC_ENTER); _delay_ms(50); SEND_STRING("Good game, everyone!"); register_code(KC_ENTER); unregister_code(KC_ENTER); } return false; break; case KC_GLHF: if (!record->event.pressed) { register_code(is_overwatch ? KC_BSPC : KC_ENTER); unregister_code(is_overwatch ? KC_BSPC : KC_ENTER); _delay_ms(50); SEND_STRING("Good luck, have fun!!!"); register_code(KC_ENTER); unregister_code(KC_ENTER); } return false; break; case KC_SYMM: if (!record->event.pressed) { register_code(is_overwatch ? KC_BSPC : KC_ENTER); unregister_code(is_overwatch ? KC_BSPC : KC_ENTER); _delay_ms(50); SEND_STRING("Left click to win!"); register_code(KC_ENTER); unregister_code(KC_ENTER); } return false; break; case KC_JUSTGAME: if (!record->event.pressed) { register_code(is_overwatch ? KC_BSPC : KC_ENTER); unregister_code(is_overwatch ? KC_BSPC : KC_ENTER); _delay_ms(50); 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."); register_code(KC_ENTER); unregister_code(KC_ENTER); } return false; break; case KC_TORB: if (!record->event.pressed) { register_code(is_overwatch ? KC_BSPC : KC_ENTER); unregister_code(is_overwatch ? KC_BSPC : KC_ENTER); _delay_ms(50); SEND_STRING("That was positively riveting!"); register_code(KC_ENTER); unregister_code(KC_ENTER); } return false; break; case KC_AIM: if (!record->event.pressed) { register_code(is_overwatch ? KC_BSPC : KC_ENTER); unregister_code(is_overwatch ? KC_BSPC : KC_ENTER); _delay_ms(50); SEND_STRING("That aim is absolutely amazing. It's almost like you're a machine!" SS_TAP(X_ENTER)); _delay_ms(50); SEND_STRING("Wait! That aim is TOO good! You're clearly using an aim hack! CHEATER!" SS_TAP(X_ENTER)); } return false; break; #endif case KC_MAKE: if (!record->event.pressed) { SEND_STRING("make " QMK_KEYBOARD ":" QMK_KEYMAP); #ifndef CATERINA_BOOTLOADER SEND_STRING(":teensy "); #else SEND_STRING(" "); #endif #ifdef RGBLIGHT_ENABLE SEND_STRING("RGBLIGHT_ENABLE=yes "); #else SEND_STRING("RGBLIGHT_ENABLE=no "); #endif #ifdef AUDIO_ENABLE SEND_STRING("AUDIO_ENABLE=yes "); #else SEND_STRING("AUDIO_ENABLE=no "); #endif #ifdef FAUXCLICKY_ENABLE SEND_STRING("FAUXCLICKY_ENABLE=yes "); #else SEND_STRING("FAUXCLICKY_ENABLE=no "); #endif SEND_STRING(SS_TAP(X_ENTER)); } return false; break; case KC_RESET: if (!record->event.pressed) { #ifdef RGBLIGHT_ENABLE rgblight_enable(); rgblight_mode(1); rgblight_setrgb(0xff, 0x00, 0x00); #endif reset_keyboard(); } return false; break; case EPRM: if (record->event.pressed) { eeconfig_init(); } return false; break; case VRSN: if (record->event.pressed) { SEND_STRING(QMK_KEYBOARD "/" QMK_KEYMAP " @ " QMK_VERSION); } return false; break; } 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(); switch (biton32(state)) { case _NAV: rgblight_set_blue; rgblight_mode(1); break; case _SYMB: rgblight_set_blue; rgblight_mode(2); break; case _MOUS: rgblight_set_yellow; rgblight_mode(1); break; case _MACROS: rgblight_set_orange; is_overwatch ? rgblight_mode(17) : rgblight_mode(18); break; case _MEDIA: rgblight_set_green; rgblight_mode(22); break; case _OVERWATCH: rgblight_set_orange; rgblight_mode(17); break; case _DIABLO: rgblight_set_red; rgblight_mode(5); break; case _RAISE: rgblight_set_yellow; rgblight_mode(5); break; case _LOWER: rgblight_set_orange; rgblight_mode(5); break; case _ADJUST: rgblight_set_red; rgblight_mode(23); break; case _COVECUBE: rgblight_set_green; rgblight_mode(2); default: if (default_layer & (1UL << _COLEMAK)) { rgblight_set_magenta; } else if (default_layer & (1UL << _DVORAK)) { rgblight_set_green; } else if (default_layer & (1UL << _WORKMAN)) { rgblight_set_purple; } else { rgblight_set_teal; } rgblight_mode(1); break; } #endif return layer_state_set_keymap (state); }