Merge remote-tracking branch 'origin/master' into develop

daktil_manuform
QMK Bot 2020-12-06 20:04:55 +00:00
commit 0e65e9ad51
4 changed files with 243 additions and 0 deletions

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/* Copyright 2020 encg
*
* 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 <http://www.gnu.org/licenses/>.
*/
#pragma once
#define UNICODE_SELECTED_MODES UC_MAC, UC_WINC
#define UNICODE_CYCLE_PERSIST true

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/* Copyright 2020 encg
*
* 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 <http://www.gnu.org/licenses/>.
*/
#include QMK_KEYBOARD_H
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
enum my_keycodes {
SPIN = SAFE_RANGE,
RULES,
};
enum unicode_names {
COW,
BTTR,
CHIKN,
FISH,
SEED,
RENV,
MBAG,
FACE,
WING,
SIGN,
WAVE
};
const uint32_t PROGMEM unicode_map[] = {
[COW] = 0x1F404, // 🐄
[BTTR] = 0x1F9C8, // 🧈
[CHIKN] = 0x1F414, // 🐔
[FISH] = 0x1F3A3, // 🎣
[SEED] = 0x1F331, // 🌱
[RENV] = 0x1F9E7, // 🧧
[MBAG] = 0x1F4B0, // 💰
[FACE] = 0x1F911, // 🤑
[WING] = 0x1F4B8, // 💸
[SIGN] = 0x1F4B2, // 💲
[WAVE] = 0x1F44B, // 👋
};
/* Emojis stored in an array in order to be randomly accessed */
const char* emoji[5] = {"🐄", "🧈", "🐔", "🎣", "🌱"};
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
switch (keycode) {
case SPIN:
if (record->event.pressed) {
/* Seed RNG used by rand() with timer_read() https://beta.docs.qmk.fm/developing-qmk/qmk-reference/ref_functions#software-timers */
srand(timer_read());
int rng1 = rand() % 5;
send_unicode_string(emoji[rng1]);
wait_ms(200);
int rng2 = rand() % 5;
send_unicode_string(emoji[rng2]);
wait_ms(200);
int rng3 = rand() % 5;
send_unicode_string(emoji[rng3]);
wait_ms(200);
if (rng1 == rng2 && rng1 == rng3) {
if (rng1 == 0) {
wait_ms(200);
SEND_STRING(" ");
send_unicode_string("🧧🧧🧧");
wait_ms(200);
SEND_STRING("\n");
} else if (rng1 == 1) {
wait_ms(200);
SEND_STRING(" ");
send_unicode_string("💰💰💰");
wait_ms(200);
SEND_STRING("\n");
} else if (rng1 == 2) {
wait_ms(200);
SEND_STRING(" ");
send_unicode_string("🤑🤑🤑");
wait_ms(200);
SEND_STRING("\n");
} else if (rng1 == 3) {
wait_ms(200);
SEND_STRING(" ");
send_unicode_string("💲💲💲");
wait_ms(200);
SEND_STRING("\n");
} else if (rng1 == 4) {
wait_ms(200);
SEND_STRING(" ");
send_unicode_string("📈📈📈");
wait_ms(200);
SEND_STRING("\n");
}
} else {
SEND_STRING(" ");
send_unicode_string("👋💸");
SEND_STRING("\n");
}
}
return false;
break;
case RULES:
if (record->event.pressed) {
send_unicode_string("🐄");
wait_ms(200);
send_unicode_string("🐄");
wait_ms(200);
send_unicode_string("🐄");
wait_ms(200);
SEND_STRING(" ");
send_unicode_string("🧧");
wait_ms(200);
send_unicode_string("🧧");
wait_ms(200);
send_unicode_string("🧧");
SEND_STRING("\n");
wait_ms(100);
send_unicode_string("🧈");
wait_ms(200);
send_unicode_string("🧈");
wait_ms(200);
send_unicode_string("🧈");
wait_ms(200);
SEND_STRING(" ");
send_unicode_string("💰");
wait_ms(200);
send_unicode_string("💰");
wait_ms(200);
send_unicode_string("💰");
SEND_STRING("\n");
wait_ms(100);
send_unicode_string("🐔");
wait_ms(200);
send_unicode_string("🐔");
wait_ms(200);
send_unicode_string("🐔");
wait_ms(200);
SEND_STRING(" ");
send_unicode_string("🤑");
wait_ms(200);
send_unicode_string("🤑");
wait_ms(200);
send_unicode_string("🤑");
SEND_STRING("\n");
wait_ms(100);
send_unicode_string("🎣");
wait_ms(200);
send_unicode_string("🎣");
wait_ms(200);
send_unicode_string("🎣");
wait_ms(200);
SEND_STRING(" ");
send_unicode_string("💲");
wait_ms(200);
send_unicode_string("💲");
wait_ms(200);
send_unicode_string("💲");
SEND_STRING("\n");
wait_ms(100);
send_unicode_string("🌱");
wait_ms(200);
send_unicode_string("🌱");
wait_ms(200);
send_unicode_string("🌱");
wait_ms(200);
SEND_STRING(" ");
send_unicode_string("📈");
wait_ms(200);
send_unicode_string("📈");
wait_ms(200);
send_unicode_string("📈");
SEND_STRING("\n\n");
}
return false;
break;
}
return false;
};
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[0] = LAYOUT(
SPIN, /* bottom button */
RULES /* top button */
)
};

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# encg's Keymap
## What is this?
A simple slot machine emulator for the [2% Milk Keyboard](https://github.com/Spaceman/SpaceboardsHardware/tree/master/Keyboards/2%25%20Milk). This idea is based on the [implementation by /u/ln8r on /r/mechanicalkeyboards](https://www.reddit.com/r/MechanicalKeyboards/comments/hcw21b/2_milk_slot_machine/).
## How does it work?
The top button outputs all possible winning emoji combinations followed by a corresponding "score." Emojis are output one-by-one with a short delay to simulate the "slots" feel.
![IMG](https://i.imgur.com/rUc3IOn.gif)
The bottom button outputs 3 random emojis one by one. The random function takes `timer_read()` as its seed value [(referenced here)](https://beta.docs.qmk.fm/developing-qmk/qmk-reference/ref_functions#software-timers).
![IMG](https://i.imgur.com/4EREsIq.png)
## Unicode Setup
This keymap's default unicode input mode is `UC_WINC` which requires [WinCompose](https://github.com/samhocevar/wincompose). For other OSes, see [QMK documentation on unicode input modes](https://docs.qmk.fm/#/feature_unicode?id=input-modes).
## Ideas for the future
- [ ] Factor in emoji hierarchy into RNG algorithm
- [ ] Random/Wildcard emoji
- [ ] Keep a count for winng combinations
- [ ] Implement tap dance for easily switching unicode input types

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UNICODEMAP_ENABLE = yes