qmk-dactyl-manuform-a/keyboards/viterbi/keymaps/drashna/keymap.c

211 lines
8.8 KiB
C

#include "viterbi.h"
#include "action_layer.h"
#include "eeconfig.h"
#include "drashna.h"
extern keymap_config_t keymap_config;
// 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.
// Fillers to make layering more clear
#define _______ KC_TRNS
#define XXXXXXX KC_NO
#define LMACRO TG(_MACROS)
#define DIABLO TG(_DIABLO)
#define GAMEPAD TG(_OVERWATCH)
#define MEDIA TG(_MEDIA)
#define COVECUBE TG(_COVECUBE)
#ifdef TAP_DANCE_ENABLE
//define diablo macro timer variables
static uint16_t diablo_timer[4];
static uint8_t diablo_times[] = { 0, 1, 3, 5, 10, 30 };
static uint8_t diablo_key_time[4];
bool check_dtimer(uint8_t dtimer) {
// has the correct number of seconds elapsed (as defined by diablo_times)
return (timer_elapsed(diablo_timer[dtimer]) < (diablo_key_time[dtimer] * 1000)) ? false : true;
};
enum {
TD_D3_1 = 0,
TD_D3_2,
TD_D3_3,
TD_D3_4
};
// Cycle through the times for the macro, starting at 0, for disabled.
// Max of six values, so don't exceed
void diablo_tapdance_master(qk_tap_dance_state_t *state, void *user_data, uint8_t diablo_key) {
if (state->count >= 7) {
diablo_key_time[diablo_key] = diablo_times[0];
reset_tap_dance(state);
}
else {
diablo_key_time[diablo_key] = diablo_times[state->count - 1];
}
}
// Would rather have one function for all of this, but no idea how to do that...
void diablo_tapdance1(qk_tap_dance_state_t *state, void *user_data) {
diablo_tapdance_master(state, user_data, 0);
}
void diablo_tapdance2(qk_tap_dance_state_t *state, void *user_data) {
diablo_tapdance_master(state, user_data, 1);
}
void diablo_tapdance3(qk_tap_dance_state_t *state, void *user_data) {
diablo_tapdance_master(state, user_data, 2);
}
void diablo_tapdance4(qk_tap_dance_state_t *state, void *user_data) {
diablo_tapdance_master(state, user_data, 3);
}
//Tap Dance Definitions
qk_tap_dance_action_t tap_dance_actions[] = {
// tap once to disable, and more to enable timed micros
[TD_D3_1] = ACTION_TAP_DANCE_FN(diablo_tapdance1),
[TD_D3_2] = ACTION_TAP_DANCE_FN(diablo_tapdance2),
[TD_D3_3] = ACTION_TAP_DANCE_FN(diablo_tapdance3),
[TD_D3_4] = ACTION_TAP_DANCE_FN(diablo_tapdance4),
};
#endif
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[_NUMLOCK] = KEYMAP(
LMACRO, DIABLO, GAMEPAD, KC_NLCK, KC_SLCK, KC_COLN, KC_PSLS, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
MEDIA, KC_CALC, COVECUBE, KC_P7, KC_P8, KC_P9, KC_PAST, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
KC_HOME, KC_DEL, KC_PGUP, KC_P4, KC_P5, KC_P6, KC_PMNS, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
KC_END, KC_UP, KC_PGDN, KC_P1, KC_P2, KC_P3, KC_PPLS, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
KC_LEFT, KC_DOWN, K C_RGHT, KC_P0, KC_KP_00,KC_PDOT, KC_PENT, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
),
[_DIABLO] = KEYMAP(
KC_ESC, DIABLO, KC_V, KC_D, XXXXXXX, XXXXXXX, KC_L, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
KC_TAB, KC_S, KC_F, KC_I, KC_M, KC_T, KC_J, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
KC_Q, KC_1, KC_2, KC_3, KC_4, KC_G, KC_F, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
KC_LCTL, TD(TD_D3_1), TD(TD_D3_2), TD(TD_D3_3), TD(TD_D3_4), KC_Z, KC_DIABLO_CLEAR, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
KC_LALT, KC_F4, KC_F5, KC_F8, KC_F9, KC_F10, SFT_T(KC_SPACE), XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
),
[_OVERWATCH] = KEYMAP( // Game pad layout designed primarily for Overwatch
LMACRO, KC_ESC, GAMEPAD, KC_1, KC_2, KC_3, KC_4, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
MEDIA, KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
KC_Z, KC_LCTL, KC_A, KC_S, KC_D, KC_F, KC_G, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
KC_Y, KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
KC_F1, KC_U, KC_I, KC_Y, KC_V, KC_SPC, KC_V, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
),
[_MACROS] = KEYMAP(
LMACRO, XXXXXXX, GAMEPAD, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
KC_SYMM, KC_TORB, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
KC_GLHF, KC_GOODGAME, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
KC_SALT, KC_MORESALT, KC_SALTHARD, KC_JUSTGAME, KC_AIM, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
),
[_COVECUBE] = KEYMAP(
COVECUBE, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
),
[_MEDIA] = KEYMAP(
KC_RESET,KC_MAKE, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
MEDIA, XXXXXXX, RGB_SAI, RGB_VAI, RGB_M_P, RGB_M_B, RGB_M_R, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
RGB_TOG, RGB_MOD, RGB_SAD, RGB_VAD, RGB_M_SW,RGB_M_SN,RGB_M_K, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
KC_MPLY, KC_MSTP, KC_MPRV, KC_MNXT, RGB_M_K, RGB_M_X, RGB_M_G, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
KC_MUTE, KC_VOLD, KC_VOLU, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
)
};
bool process_record_keymap(uint16_t keycode, keyrecord_t *record) {
switch (keycode) {
#ifdef TAP_DANCE_ENABLE
case KC_DIABLO_CLEAR: // reset all Diable timers, disabling them
if (record->event.pressed) {
uint8_t dtime;
for (dtime = 0; dtime < 4; dtime++) {
diablo_key_time[dtime] = diablo_times[0];
}
}
return false;
break;
#endif
}
return true;
}
#ifdef TAP_DANCE_ENABLE
// Sends the key press to system, but only if on the Diablo layer
void send_diablo_keystroke(uint8_t diablo_key) {
if (biton32(layer_state) == _DIABLO) {
switch (diablo_key) {
case 0:
SEND_STRING("1");
break;
case 1:
SEND_STRING("2");
break;
case 2:
SEND_STRING("3");
break;
case 3:
SEND_STRING("4");
break;
}
}
}
// Checks each of the 4 timers/keys to see if enough time has elapsed
// Runs the "send string" command if enough time has passed, and resets the timer.
void run_diablo_macro_check(void) {
uint8_t dtime;
for (dtime = 0; dtime < 4; dtime++) {
if (check_dtimer(dtime) && diablo_key_time[dtime]) {
diablo_timer[dtime] = timer_read();
send_diablo_keystroke(dtime);
}
}
}
#endif
void matrix_scan_keymap(void) { // runs frequently to update info
#ifdef TAP_DANCE_ENABLE
// Run Diablo 3 macro checking code.
run_diablo_macro_check();
#endif
};