#include QMK_KEYBOARD_H enum keyboard_layers { _BL, _FL, _CL }; enum custom_keycodes { S_BSKTC = SAFE_RANGE, S_ODEJY, S_RCKBY, S_DOEDR, S_SCALE, S_ONEUP, S_COIN, S_SONIC, S_ZELDA }; #ifdef AUDIO_ENABLE float song_basketcase[][2] = SONG(BASKET_CASE); float song_ode_to_joy[][2] = SONG(ODE_TO_JOY); float song_rock_a_bye_baby[][2] = SONG(ROCK_A_BYE_BABY); float song_doe_a_deer[][2] = SONG(DOE_A_DEER); float song_scale[][2] = SONG(MUSIC_SCALE_SOUND); float song_coin[][2] = SONG(COIN_SOUND); float song_one_up[][2] = SONG(ONE_UP_SOUND); float song_sonic_ring[][2] = SONG(SONIC_RING); float song_zelda_puzzle[][2] = SONG(ZELDA_PUZZLE); #endif const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { /* Layer 0: Default Layer * ,-----------------------------------------------------------. * |Esc| 1| 2| 3| 4| 5| 6| 7| 8| 9| 0| -| =| `|BSp| * |-----------------------------------------------------------| * |Tab | Q| W| E| R| T| Y| U| I| O| P| [| ]| \| * |-----------------------------------------------------------| * |Contro| A| S| D| F| G| H| J| K| L| ;| '|Enter | * |-----------------------------------------------------------| * |Shift | Z| X| C| V| B| N| M| ,| .| /|Shift |Fn0| * |-----------------------------------------------------------' * |Ctrl |Gui|Alt | Space |Alt |Gui|Fn |Ctrl | * `-----------------------------------------------------------' */ [_BL] = LAYOUT_all( KC_GESC,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_GRV, KC_BSPC, 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_CAPS, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN,KC_QUOT,KC_NUHS, KC_ENT, KC_LSFT, KC_NUBS,KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM,KC_DOT, KC_SLSH, KC_RSFT, KC_BSLS, KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, KC_RGUI, MO(_FL), KC_RCTL), [_FL] = LAYOUT_all( 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, _______,_______, _______, _______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, _______,MO(_CL),_______,_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, _______, _______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, _______, _______,_______,_______, _______, _______, _______, MO(_FL), _______), [_CL] = LAYOUT_all( BL_STEP,S_BSKTC,S_ODEJY,S_RCKBY,S_DOEDR,S_SCALE,S_ONEUP,S_COIN, S_SONIC,S_ZELDA,_______,_______,_______,_______,_______, _______, _______,_______,_______,RESET, _______,_______,_______,_______,_______,_______,_______,_______,_______, _______, _______,MO(_CL),_______,_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, _______, _______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, _______, _______, _______, _______, MO(_FL), _______) }; bool process_record_user(uint16_t keycode, keyrecord_t *record) { switch (keycode) { case S_BSKTC: if (record->event.pressed) { stop_all_notes(); PLAY_SONG(song_basketcase); } return false; case S_ODEJY: if (record->event.pressed) { stop_all_notes(); PLAY_SONG(song_ode_to_joy); } return false; case S_RCKBY: if (record->event.pressed) { stop_all_notes(); PLAY_SONG(song_rock_a_bye_baby); } return false; case S_DOEDR: if (record->event.pressed) { stop_all_notes(); PLAY_SONG(song_doe_a_deer); } return false; case S_SCALE: if (record->event.pressed) { stop_all_notes(); PLAY_SONG(song_scale); } return false; case S_ONEUP: if (record->event.pressed) { stop_all_notes(); PLAY_SONG(song_one_up); } return false; case S_COIN: if (record->event.pressed) { stop_all_notes(); PLAY_SONG(song_coin); } return false; case S_SONIC: if (record->event.pressed) { stop_all_notes(); PLAY_SONG(song_sonic_ring); } return false; case S_ZELDA: if (record->event.pressed) { stop_all_notes(); PLAY_SONG(song_zelda_puzzle); } return false; } return true; }