qmk/users/romus/romus.c
Xelus22 b73a29aaea
[Bug] Develop - Change uint32_t to layer_state_t (#13596)
* fix sat75

* update uint32_t to layer_state
2021-07-19 09:50:55 -07:00

558 lines
15 KiB
C

#include "romus.h"
/*---------------*\
|*-----MOUSE-----*|
\*---------------*/
#ifdef MOUSEKEY_ENABLE
#include "mousekey.h"
#endif
/*-------------*\
|*-----RGB-----*|
\*-------------*/
#ifdef RGBLIGHT_ENABLE
#include "rgblight.h"
#endif
/*-------------*\
|*---UNICODE---*|
\*-------------*/
#ifdef UNICODE_ENABLE
#endif
/*-----------------*\
|*-----SECRETS-----*|
\*-----------------*/
// Enabled by adding a non-tracked secrets.h to this dir.
#if (__has_include("secrets.h"))
#include "secrets.h"
#endif
/*---------------*\
|*-----MUSIC-----*|
\*---------------*/
#ifdef AUDIO_ENABLE
float tone_game[][2] = SONG(ZELDA_PUZZLE);
float tone_return[][2] = SONG(ZELDA_TREASURE);
float tone_linux[][2] = SONG(UNICODE_LINUX);
float tone_windows[][2] = SONG(UNICODE_WINDOWS);
#endif
/*-------------------*\
|*-----TAP-DANCE-----*|
\*-------------------*/
#ifdef TAP_DANCE_ENABLE
qk_tap_dance_action_t tap_dance_actions[] = {
// Shift on double tap of semicolon
[SCL] = ACTION_TAP_DANCE_DOUBLE( KC_SCLN, KC_COLN )
};
#endif
/* In keymaps, instead of writing _user functions, write _keymap functions
* The __attribute__((weak)) allows for empty definitions here, and during
* compilation, if these functions are defined elsewhere, they are written
* over. This allows to include custom code from keymaps in the generic code
* in this file.
*/
__attribute__ ((weak)) void matrix_init_keymap(void) { }
__attribute__ ((weak)) void matrix_scan_keymap(void) { }
__attribute__ ((weak)) bool process_record_keymap(uint16_t keycode, keyrecord_t *record) {
return true;
}
__attribute__ ((weak)) uint32_t layer_state_set_keymap (uint32_t state) {
return state;
}
__attribute__ ((weak)) void led_set_keymap(uint8_t usb_led) { }
/* ----------------------- *\
* -----RGB Functions----- *
\* ----------------------- */
#ifdef RGBLIGHT_ENABLE
// Set RGBLIGHT state depending on layer
void rgblight_change( uint8_t this_layer ) {
// Enable RGB light; will not work without this
//rgblight_enable_noeeprom();
// Change RGB light
switch ( this_layer ) {
case _DV:
// Load base layer
rgblight_disable_noeeprom();
break;
case _AL:
// Do yellow for alternate
rgblight_enable_noeeprom();
rgblight_sethsv_noeeprom( 60,255,255);
break;
case _GA:
// Do purple for game
rgblight_enable_noeeprom();
rgblight_sethsv_noeeprom(285,255,255);
break;
case _NU:
// Do azure for number
rgblight_enable_noeeprom();
rgblight_sethsv_noeeprom(186,200,255);
break;
case _SE:
// Do red for settings
rgblight_enable_noeeprom();
rgblight_sethsv_noeeprom( 16,255,255);
break;
case _MO:
// Do green for mouse
rgblight_enable_noeeprom();
rgblight_sethsv_noeeprom(120,255,255);
break;
case _MU:
// Do orange for music
rgblight_enable_noeeprom();
rgblight_sethsv_noeeprom( 39,255,255);
break;
default:
// Something went wrong
rgblight_enable_noeeprom();
rgblight_sethsv_noeeprom( 0,255,255);
break;
}
}
#endif
/*---------------------*\
|*-----MATRIX INIT-----*|
\*---------------------*/
void matrix_init_user (void) {
// Keymap specific things, do it first thing to allow for delays etc
matrix_init_keymap();
// Correct unicode
#ifdef UNICODE_ENABLE
set_unicode_input_mode(UC_LNX);
#endif
// Make beginning layer DVORAK
set_single_persistent_default_layer(_DV);
}
/*---------------------*\
|*-----MATRIX SCAN-----*|
\*---------------------*/
void matrix_scan_user (void) {
// Keymap specific, do it first
matrix_scan_keymap();
}
/*------------------*\
|*-----KEYCODES-----*|
\*------------------*/
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
// Shift check
bool is_capital = ( keyboard_report->mods & (MOD_BIT(KC_LSFT)|MOD_BIT(KC_RSFT)) );
static bool lock_flag = false;
uint8_t layer = biton32 (layer_state);
switch (keycode) {
// Secrets implementation
#if (__has_include("secrets.h"))
case SECRET1:
if( !record->event.pressed ) {
send_string_P( secret[ keycode - SECRET1 ] );
}
return false;
break;
case SECRET2:
if( !record->event.pressed ) {
send_string_P( secret[ keycode - SECRET2 ] );
}
return false;
break;
case SECRET3:
if( !record->event.pressed ) {
send_string_P( secret[ keycode - SECRET3 ] );
}
return false;
break;
#endif
// Lock functionality: These layers are locked if the LOCKED buttons are
// pressed. Otherwise, they are momentary toggles
case K_LOCK:
if (record->event.pressed) {
lock_flag = !lock_flag;
}
return false;
break;
case K_MOUSE:
if (record->event.pressed) {
layer_on(_MO);
lock_flag = false;
} else {
if ( lock_flag ) {
lock_flag = false;
} else {
layer_off(_MO);
}
}
return false;
break;
case K_NUMBR:
if (record->event.pressed) {
layer_on(_NU);
lock_flag = false;
} else {
if ( lock_flag ) {
lock_flag = false;
} else {
layer_off(_NU);
}
}
return false;
break;
// Layer switches with sound
case K_GAMES:
if (record->event.pressed) {
// On press, turn off layer if active
if ( layer == _GA ) {
#ifdef AUDIO_ENABLE
stop_all_notes();
PLAY_SONG(tone_return);
#endif
layer_off(_GA);
}
} else {
// After click, turn on layer if accessed from setting
if ( layer == _SE ) {
#ifdef AUDIO_ENABLE
stop_all_notes();
PLAY_SONG(tone_game);
#endif
layer_on(_GA);
layer_off(_SE);
}
}
return false;
break;
case MU_TOG:
if (record->event.pressed) {
// On press, turn off layer if active
if ( layer == _SE ) {
layer_off(_SE);
layer_on(_MU);
} else {
layer_off(_MU);
}
}
return true;
break;
//------UNICODE
// Unicode switches with sound
#ifdef UNICODE_ENABLE
case UNI_LI:
if (record->event.pressed) {
#ifdef AUDIO_ENABLE
stop_all_notes();
PLAY_SONG(tone_linux);
#endif
set_unicode_input_mode(UC_LNX);
}
return false;
break;
case UNI_WN:
if (record->event.pressed) {
#ifdef AUDIO_ENABLE
stop_all_notes();
PLAY_SONG(tone_windows);
#endif
set_unicode_input_mode(UC_WIN);
}
return false;
break;
// Turkish letters, with capital functionality
case TUR_A:
if (record->event.pressed) {
if ( is_capital ) {
unicode_input_start();
register_hex(0x00c2);
unicode_input_finish();
} else {
unicode_input_start();
register_hex(0x00e2);
unicode_input_finish();
}
}
return false;
break;
case TUR_O:
if (record->event.pressed) {
if ( is_capital ) {
unicode_input_start();
register_hex(0x00d6);
unicode_input_finish();
} else {
unicode_input_start();
register_hex(0x00f6);
unicode_input_finish();
}
}
return false;
break;
case TUR_U:
if (record->event.pressed) {
if ( is_capital ) {
unicode_input_start();
register_hex(0x00dc);
unicode_input_finish();
} else {
unicode_input_start();
register_hex(0x00fc);
unicode_input_finish();
}
}
return false;
break;
case TUR_I:
if (record->event.pressed) {
if ( is_capital ) {
unicode_input_start();
register_hex(0x0130);
unicode_input_finish();
} else {
unicode_input_start();
register_hex(0x0131);
unicode_input_finish();
}
}
return false;
break;
case TUR_G:
if (record->event.pressed) {
if ( is_capital ) {
unicode_input_start();
register_hex(0x011e);
unicode_input_finish();
} else {
unicode_input_start();
register_hex(0x011f);
unicode_input_finish();
}
}
return false;
break;
case TUR_C:
if (record->event.pressed) {
if ( is_capital ) {
unicode_input_start();
register_hex(0x00c7);
unicode_input_finish();
} else {
unicode_input_start();
register_hex(0x00e7);
unicode_input_finish();
}
}
return false;
break;
case TUR_S:
if (record->event.pressed) {
if ( is_capital ) {
unicode_input_start();
register_hex(0x015e);
unicode_input_finish();
} else {
unicode_input_start();
register_hex(0x015f);
unicode_input_finish();
}
}
return false;
break;
#endif
//-------Diagonal mouse movements
#ifdef MOUSEKEY_ENABLE
case MO_NE:
if( record->event.pressed ) {
mousekey_on(MO_N);
mousekey_on(MO_E);
mousekey_send();
} else {
mousekey_off(MO_N);
mousekey_off(MO_E);
mousekey_send();
}
return false;
break;
case MO_NW:
if( record->event.pressed ) {
mousekey_on(MO_N);
mousekey_on(MO_W);
mousekey_send();
} else {
mousekey_off(MO_N);
mousekey_off(MO_W);
mousekey_send();
}
return false;
break;
case MO_SE:
if( record->event.pressed ) {
mousekey_on(MO_S);
mousekey_on(MO_E);
mousekey_send();
} else {
mousekey_off(MO_S);
mousekey_off(MO_E);
mousekey_send();
}
return false;
break;
case MO_SW:
if( record->event.pressed ) {
mousekey_on(MO_S);
mousekey_on(MO_W);
mousekey_send();
} else {
mousekey_off(MO_S);
mousekey_off(MO_W);
mousekey_send();
}
return false;
break;
case MO_S_NE:
if( record->event.pressed ) {
mousekey_on(MO_S_N);
mousekey_on(MO_S_E);
mousekey_send();
} else {
mousekey_off(MO_S_N);
mousekey_off(MO_S_E);
mousekey_send();
}
return false;
break;
case MO_S_NW:
if( record->event.pressed ) {
mousekey_on(MO_S_N);
mousekey_on(MO_S_W);
mousekey_send();
} else {
mousekey_off(MO_S_N);
mousekey_off(MO_S_W);
mousekey_send();
}
return false;
break;
case MO_S_SE:
if( record->event.pressed ) {
mousekey_on(MO_S_S);
mousekey_on(MO_S_E);
mousekey_send();
} else {
mousekey_off(MO_S_S);
mousekey_off(MO_S_E);
mousekey_send();
}
return false;
break;
case MO_S_SW:
if( record->event.pressed ) {
mousekey_on(MO_S_S);
mousekey_on(MO_S_W);
mousekey_send();
} else {
mousekey_off(MO_S_S);
mousekey_off(MO_S_W);
mousekey_send();
}
return false;
break;
#endif
//------DOUBLE PRESS, with added left navigation
case DBL_SPC:
if( record->event.pressed ) {
SEND_STRING(" "SS_TAP(X_LEFT));
}
return false;
break;
case DBL_ANG:
if( record->event.pressed ) {
SEND_STRING("<>"SS_TAP(X_LEFT));
}
return false;
break;
case DBL_PAR:
if( record->event.pressed ) {
SEND_STRING("()"SS_TAP(X_LEFT));
}
return false;
break;
case DBL_SQR:
if( record->event.pressed ) {
SEND_STRING("[]"SS_TAP(X_LEFT));
}
return false;
break;
case DBL_BRC:
if( record->event.pressed ) {
SEND_STRING("{}"SS_TAP(X_LEFT));
}
return false;
break;
case DBL_QUO:
if( record->event.pressed ) {
SEND_STRING("\'\'"SS_TAP(X_LEFT));
}
return false;
break;
case DBL_DQT:
if( record->event.pressed ) {
SEND_STRING("\"\""SS_TAP(X_LEFT));
}
return false;
break;
case DBL_GRV:
if( record->event.pressed ) {
SEND_STRING("``"SS_TAP(X_LEFT));
}
return false;
break;
// END OF KEYCODES
}
return process_record_keymap(keycode, record);
}
/*----------------------*\
|*-----LAYER CHANGE-----*|
\*----------------------*/
layer_state_t layer_state_set_user(layer_state_t state) {
state = layer_state_set_keymap (state);
#ifdef RGBLIGHT_ENABLE
// Change RGB lighting depending on the last layer activated
rgblight_change( biton32(state) );
#endif
return state;
}