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-rw-r--r--keyboards/rgbkb/zygomorph/keymaps/5x6pad/keymap.c282
1 files changed, 282 insertions, 0 deletions
diff --git a/keyboards/rgbkb/zygomorph/keymaps/5x6pad/keymap.c b/keyboards/rgbkb/zygomorph/keymaps/5x6pad/keymap.c
new file mode 100644
index 0000000000..c6138b43a3
--- /dev/null
+++ b/keyboards/rgbkb/zygomorph/keymaps/5x6pad/keymap.c
@@ -0,0 +1,282 @@
+#include QMK_KEYBOARD_H
+#ifdef PROTOCOL_LUFA
+#include "lufa.h"
+#include "split_util.h"
+#endif
+#ifdef SSD1306OLED
+ #include "common/ssd1306.h"
+#endif
+
+extern keymap_config_t keymap_config;
+
+#ifdef RGBLIGHT_ENABLE
+//Following line allows macro to read current RGB settings
+extern rgblight_config_t rgblight_config;
+#endif
+
+extern uint8_t is_master;
+
+// 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.
+enum layer_number {
+ _QWERTY = 0,
+ _MACROPAD,
+ _FN,
+ _ADJ
+};
+
+enum custom_keycodes {
+ QWERTY = SAFE_RANGE,
+ MACROPAD,
+ FN,
+ ADJ,
+ BACKLIT,
+ RGBRST
+};
+
+enum macro_keycodes {
+ KC_SAMPLEMACRO,
+};
+
+
+
+#define FN_ESC LT(_FN, KC_ESC)
+#define FN_CAPS LT(_FN, KC_CAPS)
+// Define your non-alpha grouping in this define's LAYOUT, and all your BASE_LAYERS will share the same mod/macro columns
+
+#define BASE_LAYOUT( \
+ _00, _01, _02, _03, _04, \
+ _10, _11, _12, _13, _14, \
+ _20, _21, _22, _23, _24, \
+ _30, _31, _32, _33, _34 \
+) \
+LAYOUT_ortho_5x6( \
+ KC_GESC, _00, _01, _02, _03, _04, \
+ KC_TAB, _10, _11, _12, _13, _14, \
+ FN_CAPS, _20, _21, _22, _23, _24, \
+ KC_LSFT, _30, _31, _32, _33, _34, \
+ KC_LCTL, KC_LGUI, KC_LALT, RGB_TOG, ADJ, KC_SPC \
+)
+
+const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
+ [_QWERTY] = BASE_LAYOUT( \
+ KC_1, KC_2, KC_3, KC_4, KC_5, \
+ KC_Q, KC_W, KC_E, KC_R, KC_T, \
+ KC_A, KC_S, KC_D, KC_F, KC_G, \
+ KC_Z, KC_X, KC_C, KC_V, KC_B \
+ ),
+
+ [_MACROPAD] = BASE_LAYOUT( \
+ KC_F13, KC_F14, KC_F15, KC_F16, KC_F17, \
+ KC_F18, KC_F19, KC_F20, KC_F21, KC_F22, \
+ KC_A, KC_S, KC_D, KC_F, KC_G, \
+ KC_Z, KC_X, KC_C, KC_V, KC_B \
+ ),
+
+ [_FN] = LAYOUT_ortho_5x6( \
+ KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, \
+ _______, KC_PGDN, KC_UP, KC_PGUP, _______, _______, \
+ _______, KC_LEFT, KC_DOWN, KC_RGHT, _______, _______, \
+ _______, _______, _______, _______, _______, _______, \
+ _______, _______, _______, RGB_MOD, _______, _______ \
+ ),
+
+ [_ADJ] = LAYOUT_ortho_5x6( \
+ KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, \
+ _______, RGB_SAD, RGB_VAI, RGB_SAI, RESET, _______, \
+ _______, RGB_HUD, RGB_VAD, RGB_HUI, RGBRST, _______, \
+ _______, _______, _______, _______, _______, _______, \
+ _______, _______, _______, RGB_MOD, _______, _______ \
+ )
+};
+
+// define variables for reactive RGB
+bool TOG_STATUS = false;
+int RGB_current_mode;
+
+// Setting ADJ layer RGB back to default
+void update_tri_layer_RGB(uint8_t layer1, uint8_t layer2, uint8_t layer3) {
+ if (IS_LAYER_ON(layer1) && IS_LAYER_ON(layer2)) {
+ #ifdef RGBLIGHT_ENABLE
+ //rgblight_mode(RGB_current_mode);
+ #endif
+ layer_on(layer3);
+ } else {
+ layer_off(layer3);
+ }
+}
+
+bool process_record_user(uint16_t keycode, keyrecord_t *record) {
+ //uint8_t shifted = get_mods() & (MOD_BIT(KC_LSHIFT) | MOD_BIT(KC_RSHIFT));
+
+ switch (keycode) {
+ case QWERTY:
+ if (record->event.pressed) {
+ set_single_persistent_default_layer(_QWERTY);
+ }
+ return false;
+ break;
+ case MACROPAD:
+ if(record->event.pressed) {
+ set_single_persistent_default_layer(_MACROPAD);
+ }
+ return false;
+ break;
+ case FN:
+ if (record->event.pressed) {
+ //not sure how to have keyboard check mode and set it to a variable, so my work around
+ //uses another variable that would be set to true after the first time a reactive key is pressed.
+ if (TOG_STATUS) { //TOG_STATUS checks is another reactive key currently pressed, only changes RGB mode if returns false
+ } else {
+ TOG_STATUS = !TOG_STATUS;
+ #ifdef RGBLIGHT_ENABLE
+ //rgblight_mode(15);
+ #endif
+ }
+ layer_on(_FN);
+ } else {
+ #ifdef RGBLIGHT_ENABLE
+ //rgblight_mode(RGB_current_mode); // revert RGB to initial mode prior to RGB mode change
+ #endif
+ layer_off(_FN);
+ TOG_STATUS = false;
+ }
+ return false;
+ break;
+ case ADJ:
+ if (record->event.pressed) {
+ layer_on(_ADJ);
+ } else {
+ layer_off(_ADJ);
+ }
+ return false;
+ break;
+ //led operations - RGB mode change now updates the RGB_current_mode to allow the right RGB mode to be set after reactive keys are released
+ case RGBRST:
+ #ifdef RGBLIGHT_ENABLE
+ if (record->event.pressed) {
+ eeconfig_update_rgblight_default();
+ rgblight_enable();
+ RGB_current_mode = rgblight_config.mode;
+ }
+ #endif
+ break;
+ }
+ return true;
+}
+
+void matrix_init_user(void) {
+ #ifdef RGBLIGHT_ENABLE
+ RGB_current_mode = rgblight_config.mode;
+ #endif
+ //SSD1306 OLED init, make sure to add #define SSD1306OLED in config.h
+ #ifdef SSD1306OLED
+ iota_gfx_init(!has_usb()); // turns on the display
+ #endif
+}
+
+
+//SSD1306 OLED update loop, make sure to add #define SSD1306OLED in config.h
+#ifdef SSD1306OLED
+
+// hook point for 'led_test' keymap
+// 'default' keymap's led_test_init() is empty function, do nothing
+// 'led_test' keymap's led_test_init() force rgblight_mode_noeeprom(35);
+__attribute__ ((weak))
+void led_test_init(void) {}
+
+void matrix_scan_user(void) {
+ led_test_init();
+ iota_gfx_task(); // this is what updates the display continuously
+}
+
+void matrix_update(struct CharacterMatrix *dest,
+ const struct CharacterMatrix *source) {
+ if (memcmp(dest->display, source->display, sizeof(dest->display))) {
+ memcpy(dest->display, source->display, sizeof(dest->display));
+ dest->dirty = true;
+ }
+}
+
+//assign the right code to your layers for OLED display
+#define L_BASE 0
+#define L_FN (1<<_FN)
+#define L_ADJ (1<<_ADJ)
+
+static void render_logo(struct CharacterMatrix *matrix) {
+
+ static char logo[]={
+ 0x80,0x81,0x82,0x83,0x84,0x85,0x86,0x87,0x88,0x89,0x8a,0x8b,0x8c,0x8d,0x8e,0x8f,0x90,0x91,0x92,0x93,0x94,
+ 0xa0,0xa1,0xa2,0xa3,0xa4,0xa5,0xa6,0xa7,0xa8,0xa9,0xaa,0xab,0xac,0xad,0xae,0xaf,0xb0,0xb1,0xb2,0xb3,0xb4,
+ 0xc0,0xc1,0xc2,0xc3,0xc4,0xc5,0xc6,0xc7,0xc8,0xc9,0xca,0xcb,0xcc,0xcd,0xce,0xcf,0xd0,0xd1,0xd2,0xd3,0xd4,
+ 0};
+ matrix_write(matrix, logo);
+ //matrix_write_P(&matrix, PSTR(" Split keyboard kit"));
+}
+
+
+
+void render_status(struct CharacterMatrix *matrix) {
+
+ // Render to mode icon
+ static char logo[][2][3]={{{0x95,0x96,0},{0xb5,0xb6,0}},{{0x97,0x98,0},{0xb7,0xb8,0}}};
+ if(keymap_config.swap_lalt_lgui==false){
+ matrix_write(matrix, logo[0][0]);
+ matrix_write_P(matrix, PSTR("\n"));
+ matrix_write(matrix, logo[0][1]);
+ }else{
+ matrix_write(matrix, logo[1][0]);
+ matrix_write_P(matrix, PSTR("\n"));
+ matrix_write(matrix, logo[1][1]);
+ }
+
+ // Define layers here, Have not worked out how to have text displayed for each layer. Copy down the number you see and add a case for it below
+ char buf[40];
+ snprintf(buf,sizeof(buf), "Undef-%ld", layer_state);
+ matrix_write_P(matrix, PSTR("\nLayer: "));
+ switch (layer_state) {
+ case L_BASE:
+ matrix_write_P(matrix, PSTR("Default"));
+ break;
+ case L_FN:
+ matrix_write_P(matrix, PSTR("FN"));
+ break;
+ case L_ADJ:
+ case L_ADJ_TRI:
+ matrix_write_P(matrix, PSTR("ADJ"));
+ break;
+ default:
+ matrix_write(matrix, buf);
+ }
+
+ // Host Keyboard LED Status
+ char led[40];
+ snprintf(led, sizeof(led), "\n%s %s %s",
+ (host_keyboard_leds() & (1<<USB_LED_NUM_LOCK)) ? "NUMLOCK" : " ",
+ (host_keyboard_leds() & (1<<USB_LED_CAPS_LOCK)) ? "CAPS" : " ",
+ (host_keyboard_leds() & (1<<USB_LED_SCROLL_LOCK)) ? "SCLK" : " ");
+ matrix_write(matrix, led);
+}
+
+
+void iota_gfx_task_user(void) {
+ struct CharacterMatrix matrix;
+
+#if DEBUG_TO_SCREEN
+ if (debug_enable) {
+ return;
+ }
+#endif
+
+ matrix_clear(&matrix);
+ if(is_master){
+ render_status(&matrix);
+ }else{
+ render_logo(&matrix);
+ }
+ matrix_update(&display, &matrix);
+}
+
+#endif