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-rw-r--r--keyboards/gmmk/pro/ansi/keymaps/paddlegame/config.h24
-rw-r--r--keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c471
-rw-r--r--keyboards/gmmk/pro/ansi/keymaps/paddlegame/paddlegame.h46
-rw-r--r--keyboards/gmmk/pro/ansi/keymaps/paddlegame/readme.md18
-rw-r--r--keyboards/gmmk/pro/ansi/keymaps/paddlegame/rgb_matrix_map.h181
-rw-r--r--keyboards/gmmk/pro/ansi/keymaps/paddlegame/rules.mk4
6 files changed, 744 insertions, 0 deletions
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 @@
1/* Copyright 2021 Tomas Guinan
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 2 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 */
16
17#pragma once
18
19#ifdef RGB_MATRIX_ENABLE
20 #define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_SOLID_COLOR
21 #define RGB_DISABLE_WHEN_USB_SUSPENDED true
22#endif
23
24#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 @@
1/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
2 Copyright 2021 Tomas Guinan
3
4This program is free software: you can redistribute it and/or modify
5it under the terms of the GNU General Public License as published by
6the Free Software Foundation, either version 2 of the License, or
7(at your option) any later version.
8
9This program is distributed in the hope that it will be useful,
10but WITHOUT ANY WARRANTY; without even the implied warranty of
11MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12GNU General Public License for more details.
13
14You should have received a copy of the GNU General Public License
15along with this program. If not, see <http://www.gnu.org/licenses/>.
16*/
17
18#include QMK_KEYBOARD_H
19#include "rgb_matrix_map.h"
20#include "paddlegame.h"
21#include <math.h>
22
23enum custom_layers {
24 _BASE,
25 _FN1,
26 _MO2,
27 _MO3,
28};
29
30enum custom_keycodes {
31 KC_00 = SAFE_RANGE,
32 KC_WINLK, //Toggles Win key on and off
33};
34
35bool process_record_user(uint16_t keycode, keyrecord_t *record) {
36 switch (keycode) {
37 case KC_00:
38 if (record->event.pressed) {
39 // when keycode KC_00 is pressed
40 SEND_STRING("00");
41 } else {
42 // when keycode KC_00 is released
43 }
44 break;
45
46 case KC_WINLK:
47 if (record->event.pressed) {
48 if(!keymap_config.no_gui) {
49 process_magic(GUI_OFF, record);
50 } else {
51 process_magic(GUI_ON, record);
52 }
53 } else unregister_code16(keycode);
54 break;
55 }
56 return true;
57};
58
59
60const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
61
62// ESC F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Del Rotary(Mute)
63// ~ 1 2 3 4 5 6 7 8 9 0 - (=) BackSpc Home
64// Tab Q W E R T Y U I O P [ ] \ PgUp
65// Caps A S D F G H J K L ; " Enter PgDn
66// Sh_L Z X C V B N M , . ? Sh_R Up End
67// Ct_L Win_L Alt_L SPACE Alt_R FN Ct_R Left Down Right
68
69
70 [_BASE] = LAYOUT(
71 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,
72 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,
73 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,
74 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,
75 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,
76 KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, MO(_FN1), KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
77 ),
78
79 [_FN1] = LAYOUT(
80 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, _______,
81 RGB_TOG, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_HUD, RGB_HUI, _______, RGB_M_P,
82 _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, TO(_MO2), RGB_SAD, RGB_SAI, RESET, RGB_M_B,
83 _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_RMOD, RGB_MOD, _______, RGB_M_R,
84 _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_VAI, RGB_M_SW,
85 _______, KC_WINLK, _______, _______, _______, _______, _______, RGB_SPD, RGB_VAD, RGB_SPI
86 ),
87
88 [_MO2] = LAYOUT(
89 _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
90 _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
91 _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
92 _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
93 _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
94 _______, _______, _______, _______, _______, TG(_MO2), _______, _______, _______, _______
95 ),
96
97 [_MO3] = LAYOUT(
98 _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
99 _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
100 _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
101 _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
102 _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
103 _______, _______, _______, _______, _______, _______, _______, _______, _______, _______
104 ),
105
106};
107
108#ifdef ENCODER_ENABLE // Encoder Functionality
109
110 bool encoder_update_user(uint8_t index, bool clockwise) {
111
112 switch(get_highest_layer(layer_state)) {
113 case _FN1:
114 if ( clockwise ) {
115 tap_code16(KC_PGDN);
116 } else {
117 tap_code16(KC_PGUP);
118 }
119 break;
120
121 case _MO2:
122 // Game: Paddle movement
123 if (damage_count == 0) {
124 if ( clockwise ) {
125 if (paddle_pos_full < 15) ++paddle_pos_full;
126 } else {
127 if (paddle_pos_full > 0) --paddle_pos_full;
128 }
129 }
130 break;
131
132 case _BASE:
133 default:
134 if ( clockwise ) {
135 tap_code(KC_VOLU);
136 } else {
137 tap_code(KC_VOLD);
138 }
139 break;
140 }
141 return true;
142 }
143#endif
144
145#ifdef RGB_MATRIX_ENABLE
146 void init_ball(uint8_t i) {
147 i &= 1;
148 ball[i].on = true;
149 ball[i].up = false;
150 ball[i].y = 0;
151 ball[i].x = rand() % 16;
152
153 // Set initial ball state
154 if (ball[i].x < 8) {
155 ball[i].left = false;
156 } else {
157 ball[i].x -= 4;
158 ball[i].left = true;
159 }
160
161 // 1/4 chance of being an enemy ball after level 6
162 if (level_number > 3) {
163 ball[i].enemy = ((rand() % 4) == 0);
164 } else {
165 ball[i].enemy = false;
166 }
167 }
168
169 void hurt_paddle(void) {
170 if (paddle_lives > 0) {
171 --paddle_lives;
172 }
173 damage_timer = timer_read();
174 damage_count = 10;
175
176 // Reset board
177 init_ball(0);
178 ball[1].on = false;
179 }
180
181 // Capslock, Scroll lock and Numlock indicator on Left side lights.
182 void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
183 switch(get_highest_layer(layer_state)) {
184 case _FN1:
185 // Light up FN layer keys
186 if (!fn_active) {
187 fn_active = true;
188 rgb_value.r = 0xff;
189 rgb_value.g = 0x00;
190 rgb_value.b = 0x00;
191 }
192
193 if (rgb_value.r == 0xff && rgb_value.g < 0xff) {
194 if (rgb_value.b > 0) { --rgb_value.b; }
195 else { ++rgb_value.g; }
196 } else if (rgb_value.g == 0xff && rgb_value.b < 0xff) {
197 if (rgb_value.r > 0) { --rgb_value.r; }
198 else { ++rgb_value.b; }
199 } else if (rgb_value.b == 0xff && rgb_value.r < 0xff) {
200 if (rgb_value.g > 0) { --rgb_value.g; }
201 else { ++rgb_value.r; }
202 }
203
204 for (uint8_t i=0; i<sizeof(LED_RGB)/sizeof(LED_RGB[0]); i++) {
205 rgb_matrix_set_color(LED_RGB[i], rgb_value.r, rgb_value.g, rgb_value.b);
206 }
207
208 for (uint8_t i=0; i<sizeof(LED_WHITE)/sizeof(LED_WHITE[0]); i++) {
209 rgb_matrix_set_color(LED_WHITE[i], RGB_WHITE);
210 }
211
212 for (uint8_t i=0; i<sizeof(LED_GREEN)/sizeof(LED_GREEN[0]); i++) {
213 rgb_matrix_set_color(LED_GREEN[i], RGB_GREEN);
214 }
215
216 rgb_matrix_set_color(LED_ESC, RGB_RED);
217
218 rgb_matrix_set_color(LED_LWIN, RGB_BLUE);
219 break;
220
221 case _MO2:
222 // Paddle game
223 if (!game_start) {
224 srand((unsigned int)timer_read());
225
226 // Store user light settings
227 last_hsv = rgb_matrix_get_hsv();
228 rgb_matrix_sethsv_noeeprom(0, 0, 0);
229
230 rgb_value.r = 0xff;
231 rgb_value.g = 0x00;
232 rgb_value.b = 0x00;
233
234 paddle_pos_full = 8;
235 paddle_lives = 4;
236 bounce_count = 0;
237 level_number = 0;
238 damage_count = 0;
239
240 init_ball(0);
241 ball[1].on = false;
242 ball_timer = timer_read();
243
244 game_start = true;
245 }
246
247 // Set level indicator
248 if (level_number < 12) {
249 rgb_matrix_set_color(GAME_R0[level_number], RGB_BLUE);
250 }
251
252 // Set life bar
253 for (uint8_t i=0; i < paddle_lives ; i++) {
254 rgb_matrix_set_color(GAME_LIVES[i], RGB_GREEN);
255 }
256
257 uint8_t paddle_pos = paddle_pos_full >> 1;
258
259 if (damage_count > 0) {
260 // Flash paddle when receiving damage
261 if (timer_elapsed(damage_timer) > 500) {
262 --damage_count;
263 damage_timer = timer_read();
264 }
265 if ((damage_count & 1) == 0) {
266 for (uint8_t i=0; i < 3 ; i++) {
267 rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_RED);
268 }
269 }
270 if (damage_count == 0) {
271 ball_timer = timer_read();
272 }
273
274
275 } else if (paddle_lives == 0) {
276 // Game over
277 for (uint8_t i=0; i<sizeof(LED_GAME_OVER)/sizeof(LED_GAME_OVER[0]); i++) {
278 rgb_matrix_set_color(LED_GAME_OVER[i], RGB_RED);
279 }
280
281 } else if (level_number >= 12) {
282 // You win
283 if (rgb_value.r == 0xff && rgb_value.g < 0xff) {
284 if (rgb_value.b > 0) { --rgb_value.b; }
285 else { ++rgb_value.g; }
286 } else if (rgb_value.g == 0xff && rgb_value.b < 0xff) {
287 if (rgb_value.r > 0) { --rgb_value.r; }
288 else { ++rgb_value.b; }
289 } else if (rgb_value.b == 0xff && rgb_value.r < 0xff) {
290 if (rgb_value.g > 0) { --rgb_value.g; }
291 else { ++rgb_value.r; }
292 }
293
294 for (uint8_t i=0; i < 3 ; i++) {
295 rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], rgb_value.r, rgb_value.g, rgb_value.b);
296 }
297 rgb_matrix_set_color(GAME_SMILE1[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b);
298 rgb_matrix_set_color(GAME_SMILE1[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b);
299 rgb_matrix_set_color(GAME_SMILE2[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b);
300 rgb_matrix_set_color(GAME_SMILE2[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b);
301
302 } else {
303 // normal game loop
304
305 // Set paddle position
306 for (uint8_t i=0; i < 3 ; i++) {
307 rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_GREEN);
308 }
309
310 // Ball movement logic happens at intervals
311 if (timer_elapsed(ball_timer) > GAME_TIMER[level_number]) {
312 for (int i=0; i<2; ++i) {
313 if (ball[i].on) {
314 // Ball movement
315 if (ball[i].up) {
316 if (ball[i].y > 0) {
317 --ball[i].y;
318 if (!ball[i].left) ++ball[i].x;
319 } else {
320 // Count reflections. If > 10, increase level
321 ++bounce_count;
322 if (bounce_count >= 10) {
323 bounce_count = 0;
324 ++level_number;
325 }
326 ball[i].on = false;
327 }
328 } else {
329 ++ball[i].y;
330 if (ball[i].left) --ball[i].x;
331 if (ball[i].y > 4) {
332 // Remove a life if ball isn't returned and isn't enemy
333 if (!ball[i].enemy) {
334 hurt_paddle();
335 i = 2;
336 } else {
337 ball[i].on = false;
338 }
339 }
340 }
341 }
342 }
343 if (ball[0].y == 4 && !ball[1].on) {
344 init_ball(1);
345 }
346 if (ball[1].y == 4 && !ball[0].on) {
347 init_ball(0);
348 }
349 if (!ball[0].on && !ball[1].on) {
350 init_ball(0);
351 }
352 ball_timer = timer_read();
353 }
354
355 // Other ball stuff
356 for (int i=0; i<2; ++i) {
357 if (ball[i].on) {
358 // Ball deflection logic
359 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)) {
360 if (!ball[i].enemy) {
361 --ball[i].y;
362 if (!ball[i].left) { ++ball[i].x; }
363 ball[i].up = true;
364 } else {
365 hurt_paddle();
366 i = 2;
367 }
368 }
369
370 // Ball display
371 switch (ball[i].y) {
372 case 0:
373 if (ball[i].enemy) {
374 rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_RED);
375 } else {
376 rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_WHITE);
377 }
378 break;
379
380 case 1:
381 if (ball[i].enemy) {
382 rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_RED);
383 } else {
384 rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_WHITE);
385 }
386 break;
387
388 case 2:
389 if (ball[i].enemy) {
390 rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_RED);
391 } else {
392 rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_WHITE);
393 }
394 break;
395
396 case 3:
397 if (ball[i].enemy) {
398 rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_RED);
399 } else {
400 rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_WHITE);
401 }
402 break;
403
404 case 4:
405 if (ball[i].enemy) {
406 rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_RED);
407 } else {
408 rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_WHITE);
409 }
410 break;
411 }
412 }
413 }
414 }
415
416
417 break;
418
419 default:
420 fn_active = false;
421 if (game_start) {
422 // Reset lighting settings
423 game_start = false;
424 rgb_matrix_sethsv_noeeprom(last_hsv.h, last_hsv.s, last_hsv.v);
425 }
426 break;
427 }
428
429 if (IS_HOST_LED_ON(USB_LED_CAPS_LOCK)) {
430 if (!caps_active) {
431 caps_active = true;
432 caps_flash_on = true;
433 caps_flasher = timer_read();
434 }
435 if (timer_elapsed(caps_flasher) > 500) {
436 caps_flasher = timer_read();
437 caps_flash_on = !caps_flash_on;
438 }
439
440 rgb_matrix_set_color(LED_CAPS, RGB_WHITE);
441 if (caps_flash_on) {
442 for (uint8_t i=0; i<sizeof(LED_SIDE_LEFT)/sizeof(LED_SIDE_LEFT[0]); i++) {
443 rgb_matrix_set_color(LED_SIDE_LEFT[i], RGB_RED);
444 rgb_matrix_set_color(LED_SIDE_RIGHT[i], RGB_RED);
445 }
446 } else {
447 for (uint8_t i=0; i<sizeof(LED_SIDE_LEFT)/sizeof(LED_SIDE_LEFT[0]); i++) {
448 rgb_matrix_set_color(LED_SIDE_LEFT[i], 0, 0, 0);
449 rgb_matrix_set_color(LED_SIDE_RIGHT[i], 0, 0, 0);
450 }
451 }
452 } else {
453 caps_active = false;
454 }
455 if (IS_HOST_LED_ON(USB_LED_SCROLL_LOCK)) {
456 rgb_matrix_set_color(LED_F10, RGB_WHITE);
457 }
458 if (keymap_config.no_gui) {
459 rgb_matrix_set_color(LED_LWIN, RGB_RED); //light up Win key when disabled
460 }
461 }
462
463#endif
464
465void keyboard_post_init_user(void) {
466
467 #ifdef RGB_MATRIX_ENABLE
468 rgb_matrix_set_color_all(RGB_RED); // Default startup colour
469 #endif
470
471}
diff --git a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/paddlegame.h b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/paddlegame.h
new file mode 100644
index 000000000..27df2dd70
--- /dev/null
+++ b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/paddlegame.h
@@ -0,0 +1,46 @@
1/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
2 Copyright 2021 Tomas Guinan
3
4This program is free software: you can redistribute it and/or modify
5it under the terms of the GNU General Public License as published by
6the Free Software Foundation, either version 2 of the License, or
7(at your option) any later version.
8
9This program is distributed in the hope that it will be useful,
10but WITHOUT ANY WARRANTY; without even the implied warranty of
11MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12GNU General Public License for more details.
13
14You should have received a copy of the GNU General Public License
15along with this program. If not, see <http://www.gnu.org/licenses/>.
16*/
17
18
19const uint16_t GAME_TIMER[] = {
20 400, 350, 300, 250, 400, 350, 300, 250, 225, 200, 175, 150
21};
22
23bool game_start = false;
24HSV last_hsv;
25static uint8_t paddle_pos_full;
26static uint8_t paddle_lives;
27static uint8_t level_number;
28static uint8_t bounce_count;
29static uint8_t damage_count;
30static uint16_t damage_timer;
31static uint16_t ball_timer;
32
33struct BallStruct
34{
35 uint8_t x;
36 uint8_t y;
37 bool on;
38 bool up;
39 bool left;
40 bool enemy;
41};
42
43struct BallStruct ball[2];
44
45void init_ball(uint8_t i);
46void 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 @@
1![GMMK Pro Paddle Game zLayout Image](https://i.imgur.com/RYcKyOj.png)
2
3# Paddle Game GMMK Pro layout by Tomas Guinan
4
5- Add Print Screen, Scroll Lock, Pause/Break, Insert to Fn layer
6- Toggle backlight using Fn+`
7 - If you don't like using a backlight but wnat to play the paddle game or
8 use other RGB features, turn RGB on and set brightness to 0
9- Usable Fn layer keys are backlit
10- Implement Win key lock using Fn+Win like in Glorious Core firmware
11- Caps Lock and Scroll Lock keys light up white when active
12- Caps Lock has red flashing side lights like in Glorious Core firmware
13- Layer 2 includes Paddle Game, playable by pressing Fn+P
14 - Use rotary encoder to control paddle
15 - Contains 12 levels, indicated by blue LED on F row
16 - Player has 4 lives, indicated by nav cluster
17 - Deflect white balls while avoiding red ones
18 - 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 @@
1/* Copyright 2021 Tomas Guinan
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 2 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 */
16
17
18#ifdef RGB_MATRIX_ENABLE
19
20 bool fn_active = false;
21 bool caps_active = false;
22 bool caps_flash_on = false;
23
24 static uint16_t caps_flasher = 0;
25 RGB rgb_value;
26
27 // RGB LED locations
28 enum led_location_map {
29 LED_ESC, // 0, ESC, k13
30 LED_GRV, // 1, ~, k16
31 LEB_TAB, // 2, Tab, k11
32 LED_CAPS, // 3, Caps, k21
33 LED_LSFT, // 4, Sh_L, k00
34 LED_LCTL, // 5, Ct_L, k06
35 LED_F1, // 6, F1, k26
36 LED_1, // 7, 1, k17
37 LED_Q, // 8, Q, k10
38 LED_A, // 9, A, k12
39 LED_Z, // 10, Z, k14
40 LED_LWIN, // 11, Win_L, k90
41 LED_F2, // 12, F2, k36
42 LED_2, // 13, 2, k27
43 LED_W, // 14, W, k20
44 LED_S, // 15, S, k22
45 LED_X, // 16, X, k24
46 LED_LALT, // 17, Alt_L, k93
47 LED_F3, // 18, F3, k31
48 LED_3, // 19, 3, k37
49 LED_E, // 20, E, k30
50 LED_D, // 21, D, k32
51 LED_C, // 22, C, k34
52 LED_F4, // 23, F4, k33
53 LED_4, // 24, 4, k47
54 LED_R, // 25, R, k40
55 LED_F, // 26, F, k42
56 LED_V, // 27, V, k44
57 LED_F5, // 28, F5, k07
58 LED_5, // 29, 5, k46
59 LED_T, // 30, T, k41
60 LED_G, // 31, G, k43
61 LED_B, // 32, B, k45
62 LED_SPC, // 33, SPACE, k94
63 LED_F6, // 34, F6, k63
64 LED_6, // 35, 6, k56
65 LED_Y, // 36, Y, k51
66 LED_H, // 37, H, k53
67 LED_N, // 38, N, k55
68 LED_F7, // 39, F7, k71
69 LED_7, // 40, 7, k57
70 LED_U, // 41, U, k50
71 LED_J, // 42, J, k52
72 LED_M, // 43, M, k54
73 LED_F8, // 44, F8, k76
74 LED_8, // 45, 8, k67
75 LED_I, // 46, I, k60
76 LED_K, // 47, K, k62
77 LED_COMM, // 48, ,, k64
78 LED_RALT, // 49, Alt_R, k95
79 LED_F9, // 50, F9, ka6
80 LED_9, // 51, 9, k77
81 LED_O, // 52, O, k70
82 LED_L, // 53, L, k72
83 LED_DOT, // 54, ., k74
84 LED_FN, // 55, FN, k92
85 LED_F10, // 56, F10, ka7
86 LED_0, // 57, 0, k87
87 LED_P, // 58, P, k80
88 LED_SCLN, // 59, ;, k82
89 LED_SLSH, // 60, ?, k85
90 LED_F11, // 61, F11, ka3
91 LED_MINS, // 62, -, k86
92 LED_LBRC, // 63, [, k81
93 LED_QUOT, // 64, ", k83
94 LED_RCTL, // 65, Ct_R, k04
95 LED_F12, // 66, F12, ka5
96 LED_L1, // 67, LED, l01
97 LED_R1, // 68, LED, l11
98 LED_DEL, // 69, Del, k97
99 LED_L2, // 70, LED, l02
100 LED_R2, // 71, LED, l12
101 LED_HOME, // 72, Home, k65
102 LED_L3, // 73, LED, l03
103 LED_R3, // 74, LED, l13
104 LED_PGUP, // 75, PgUp, k15
105 LED_L4, // 76, LED, l04
106 LED_R4, // 77, LED, l14
107 LED_EQL, // 78, =, k66
108 LED_RIGHT, // 79, Right, k05
109 LED_L5, // 80, LED, l05
110 LED_R5, // 81, LED, l15
111 LED_END, // 82, End, k75
112 LED_L6, // 83, LED, l06
113 LED_R6, // 84, LED, l16
114 LED_BSPC, // 85, BSpc, ka1
115 LED_PGDN, // 86, PgDn, k25
116 LED_L7, // 87, LED, l07
117 LED_R7, // 88, LED, l17
118 LED_RBRC, // 89, ], k61
119 LED_RSFT, // 90, Sh_R, k91
120 LED_L8, // 91, LED, l08
121 LED_R8, // 92, LED, l18
122 LED_BSLS, // 93, \, ka2
123 LED_UP, // 94, Up, k35
124 LED_LEFT, // 95, Left, k03
125 LED_ENT, // 96, Enter, ka4
126 LED_DOWN // 97, Down, k73
127 };
128
129 const uint8_t LED_RGB[] = {
130 LED_MINS, LED_EQL,
131 LED_LBRC, LED_RBRC,
132 LED_SCLN, LED_QUOT,
133 LED_HOME, LED_PGUP, LED_PGDN, LED_END,
134 LED_UP, LED_DOWN, LED_LEFT, LED_RIGHT
135 };
136
137 const uint8_t LED_GREEN[] = {
138 LED_F1, LED_F2, LED_F3, LED_F4,
139 LED_F5, LED_F6, LED_F7, LED_F8
140 };
141
142 const uint8_t LED_WHITE[] = {
143 LED_F9, LED_F10, LED_F11, LED_DEL
144 };
145
146 const uint8_t LED_SIDE_LEFT[] = { LED_L1, LED_L2, LED_L3, LED_L4, LED_L5, LED_L6, LED_L7, LED_L8};
147
148 const uint8_t LED_SIDE_RIGHT[] = { LED_R1, LED_R2, LED_R3, LED_R4, LED_R5, LED_R6, LED_R7, LED_R8};
149
150 // Breakout LED rules
151
152 const uint8_t GAME_LIVES[] = { LED_HOME, LED_PGUP, LED_PGDN, LED_END };
153 const uint8_t GAME_PADDLE[] = {
154 LED_Z, LED_X, LED_C, LED_V, LED_B, LED_N, LED_M, LED_COMM, LED_DOT, LED_SLSH
155 };
156 const uint8_t GAME_SMILE1[] = {
157 LED_A, LED_S, LED_D, LED_F, LED_G, LED_H, LED_J, LED_K, LED_L, LED_SCLN, LED_QUOT
158 };
159 const uint8_t GAME_SMILE2[] = {
160 LED_2, LED_3, LED_4, LED_5, LED_6, LED_7, LED_8, LED_9, LED_0, LED_MINS, LED_EQL
161 };
162 const uint8_t GAME_R4[] = {
163 LED_X, LED_C, LED_V, LED_B, LED_N, LED_M, LED_COMM, LED_DOT
164 };
165 const uint8_t GAME_R3[] = {
166 LED_S, LED_D, LED_F, LED_G, LED_H, LED_J, LED_K, LED_L, LED_SCLN
167 };
168 const uint8_t GAME_R2[] = {
169 LED_W, LED_E, LED_R, LED_T, LED_Y, LED_U, LED_I, LED_O, LED_P, LED_LBRC
170 };
171 const uint8_t GAME_R1[] = {
172 LED_2, LED_3, LED_4, LED_5, LED_6, LED_7, LED_8, LED_9, LED_0, LED_MINS, LED_EQL
173 };
174 const uint8_t GAME_R0[] = {
175 LED_F1, LED_F2, LED_F3, LED_F4, LED_F5, LED_F6, LED_F7, LED_F8, LED_F9, LED_F10, LED_F11, LED_F12
176 };
177
178 const uint8_t LED_GAME_OVER[] = { LED_5, LED_8, LED_F, LED_G, LED_H, LED_J, LED_C, LED_M };
179
180
181#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 @@
1MOUSEKEY_ENABLE = no
2BOOTMAGIC_ENABLE = lite
3RGB_MATRIX_ENABLE = yes
4ENCODER_ENABLE = yes