9632360caa
* Add ARRAY_SIZE and CEILING utility macros * Apply a coccinelle patch to use ARRAY_SIZE * fix up some straggling items * Fix 'make test:secure' * Enhance ARRAY_SIZE macro to reject acting on pointers The previous definition would not produce a diagnostic for ``` int *p; size_t num_elem = ARRAY_SIZE(p) ``` but the new one will. * explicitly get definition of ARRAY_SIZE * Convert to ARRAY_SIZE when const is involved The following spatch finds additional instances where the array is const and the division is by the size of the type, not the size of the first element: ``` @ rule5a using "empty.iso" @ type T; const T[] E; @@ - (sizeof(E)/sizeof(T)) + ARRAY_SIZE(E) @ rule6a using "empty.iso" @ type T; const T[] E; @@ - sizeof(E)/sizeof(T) + ARRAY_SIZE(E) ``` * New instances of ARRAY_SIZE added since initial spatch run * Use `ARRAY_SIZE` in docs (found by grep) * Manually use ARRAY_SIZE hs_set is expected to be the same size as uint16_t, though it's made of two 8-bit integers * Just like char, sizeof(uint8_t) is guaranteed to be 1 This is at least true on any plausible system where qmk is actually used. Per my understanding it's universally true, assuming that uint8_t exists: https://stackoverflow.com/questions/48655310/can-i-assume-that-sizeofuint8-t-1 * Run qmk-format on core C files touched in this branch Co-authored-by: Stefan Kerkmann <karlk90@pm.me>
472 lines
16 KiB
C
472 lines
16 KiB
C
/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
|
|
Copyright 2021 Tomas Guinan
|
|
|
|
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 "rgb_matrix_map.h"
|
|
#include "paddlegame.h"
|
|
#include <math.h>
|
|
|
|
enum custom_layers {
|
|
_BASE,
|
|
_FN1,
|
|
_MO2,
|
|
_MO3,
|
|
};
|
|
|
|
enum custom_keycodes {
|
|
KC_00 = SAFE_RANGE,
|
|
KC_WINLK, //Toggles Win key on and off
|
|
};
|
|
|
|
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
|
|
switch (keycode) {
|
|
case KC_00:
|
|
if (record->event.pressed) {
|
|
// when keycode KC_00 is pressed
|
|
SEND_STRING("00");
|
|
} else {
|
|
// when keycode KC_00 is released
|
|
}
|
|
break;
|
|
|
|
case KC_WINLK:
|
|
if (record->event.pressed) {
|
|
if(!keymap_config.no_gui) {
|
|
process_magic(GUI_OFF, record);
|
|
} else {
|
|
process_magic(GUI_ON, record);
|
|
}
|
|
} else unregister_code16(keycode);
|
|
break;
|
|
}
|
|
return true;
|
|
};
|
|
|
|
|
|
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
|
|
|
|
// ESC F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Del Rotary(Mute)
|
|
// ~ 1 2 3 4 5 6 7 8 9 0 - (=) BackSpc Home
|
|
// Tab Q W E R T Y U I O P [ ] \ PgUp
|
|
// Caps A S D F G H J K L ; " Enter PgDn
|
|
// Sh_L Z X C V B N M , . ? Sh_R Up End
|
|
// Ct_L Win_L Alt_L SPACE Alt_R FN Ct_R Left Down Right
|
|
|
|
|
|
[_BASE] = LAYOUT(
|
|
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,
|
|
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,
|
|
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,
|
|
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,
|
|
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,
|
|
KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, MO(_FN1), KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
|
|
),
|
|
|
|
[_FN1] = LAYOUT(
|
|
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, _______,
|
|
RGB_TOG, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_HUD, RGB_HUI, _______, RGB_M_P,
|
|
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, TO(_MO2), RGB_SAD, RGB_SAI, QK_BOOT, RGB_M_B,
|
|
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_RMOD, RGB_MOD, _______, RGB_M_R,
|
|
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_VAI, RGB_M_SW,
|
|
_______, KC_WINLK, _______, _______, _______, _______, _______, RGB_SPD, RGB_VAD, RGB_SPI
|
|
),
|
|
|
|
[_MO2] = LAYOUT(
|
|
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
|
|
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
|
|
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
|
|
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
|
|
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
|
|
_______, _______, _______, _______, _______, TG(_MO2), _______, _______, _______, _______
|
|
),
|
|
|
|
[_MO3] = LAYOUT(
|
|
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
|
|
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
|
|
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
|
|
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
|
|
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
|
|
_______, _______, _______, _______, _______, _______, _______, _______, _______, _______
|
|
),
|
|
|
|
};
|
|
|
|
#ifdef ENCODER_ENABLE // Encoder Functionality
|
|
|
|
bool encoder_update_user(uint8_t index, bool clockwise) {
|
|
|
|
switch(get_highest_layer(layer_state)) {
|
|
case _FN1:
|
|
if ( clockwise ) {
|
|
tap_code16(KC_PGDN);
|
|
} else {
|
|
tap_code16(KC_PGUP);
|
|
}
|
|
break;
|
|
|
|
case _MO2:
|
|
// Game: Paddle movement
|
|
if (damage_count == 0) {
|
|
if ( clockwise ) {
|
|
if (paddle_pos_full < 15) ++paddle_pos_full;
|
|
} else {
|
|
if (paddle_pos_full > 0) --paddle_pos_full;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case _BASE:
|
|
default:
|
|
if ( clockwise ) {
|
|
tap_code(KC_VOLU);
|
|
} else {
|
|
tap_code(KC_VOLD);
|
|
}
|
|
break;
|
|
}
|
|
return true;
|
|
}
|
|
#endif
|
|
|
|
#ifdef RGB_MATRIX_ENABLE
|
|
void init_ball(uint8_t i) {
|
|
i &= 1;
|
|
ball[i].on = true;
|
|
ball[i].up = false;
|
|
ball[i].y = 0;
|
|
ball[i].x = rand() % 16;
|
|
|
|
// Set initial ball state
|
|
if (ball[i].x < 8) {
|
|
ball[i].left = false;
|
|
} else {
|
|
ball[i].x -= 4;
|
|
ball[i].left = true;
|
|
}
|
|
|
|
// 1/4 chance of being an enemy ball after level 6
|
|
if (level_number > 3) {
|
|
ball[i].enemy = ((rand() % 4) == 0);
|
|
} else {
|
|
ball[i].enemy = false;
|
|
}
|
|
}
|
|
|
|
void hurt_paddle(void) {
|
|
if (paddle_lives > 0) {
|
|
--paddle_lives;
|
|
}
|
|
damage_timer = timer_read();
|
|
damage_count = 10;
|
|
|
|
// Reset board
|
|
init_ball(0);
|
|
ball[1].on = false;
|
|
}
|
|
|
|
// Capslock, Scroll lock and Numlock indicator on Left side lights.
|
|
void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
|
|
switch(get_highest_layer(layer_state)) {
|
|
case _FN1:
|
|
// Light up FN layer keys
|
|
if (!fn_active) {
|
|
fn_active = true;
|
|
rgb_value.r = 0xff;
|
|
rgb_value.g = 0x00;
|
|
rgb_value.b = 0x00;
|
|
}
|
|
|
|
if (rgb_value.r == 0xff && rgb_value.g < 0xff) {
|
|
if (rgb_value.b > 0) { --rgb_value.b; }
|
|
else { ++rgb_value.g; }
|
|
} else if (rgb_value.g == 0xff && rgb_value.b < 0xff) {
|
|
if (rgb_value.r > 0) { --rgb_value.r; }
|
|
else { ++rgb_value.b; }
|
|
} else if (rgb_value.b == 0xff && rgb_value.r < 0xff) {
|
|
if (rgb_value.g > 0) { --rgb_value.g; }
|
|
else { ++rgb_value.r; }
|
|
}
|
|
|
|
for (uint8_t i=0; i<ARRAY_SIZE(LED_RGB); i++) {
|
|
rgb_matrix_set_color(LED_RGB[i], rgb_value.r, rgb_value.g, rgb_value.b);
|
|
}
|
|
|
|
for (uint8_t i=0; i<ARRAY_SIZE(LED_WHITE); i++) {
|
|
rgb_matrix_set_color(LED_WHITE[i], RGB_WHITE);
|
|
}
|
|
|
|
for (uint8_t i=0; i<ARRAY_SIZE(LED_GREEN); i++) {
|
|
rgb_matrix_set_color(LED_GREEN[i], RGB_GREEN);
|
|
}
|
|
|
|
rgb_matrix_set_color(LED_ESC, RGB_RED);
|
|
|
|
rgb_matrix_set_color(LED_LWIN, RGB_BLUE);
|
|
break;
|
|
|
|
case _MO2:
|
|
// Paddle game
|
|
if (!game_start) {
|
|
srand((unsigned int)timer_read());
|
|
|
|
// Store user light settings
|
|
last_hsv = rgb_matrix_get_hsv();
|
|
rgb_matrix_sethsv_noeeprom(0, 0, 0);
|
|
|
|
rgb_value.r = 0xff;
|
|
rgb_value.g = 0x00;
|
|
rgb_value.b = 0x00;
|
|
|
|
paddle_pos_full = 8;
|
|
paddle_lives = 4;
|
|
bounce_count = 0;
|
|
level_number = 0;
|
|
damage_count = 0;
|
|
|
|
init_ball(0);
|
|
ball[1].on = false;
|
|
ball_timer = timer_read();
|
|
|
|
game_start = true;
|
|
}
|
|
|
|
// Set level indicator
|
|
if (level_number < 12) {
|
|
rgb_matrix_set_color(GAME_R0[level_number], RGB_BLUE);
|
|
}
|
|
|
|
// Set life bar
|
|
for (uint8_t i=0; i < paddle_lives ; i++) {
|
|
rgb_matrix_set_color(GAME_LIVES[i], RGB_GREEN);
|
|
}
|
|
|
|
uint8_t paddle_pos = paddle_pos_full >> 1;
|
|
|
|
if (damage_count > 0) {
|
|
// Flash paddle when receiving damage
|
|
if (timer_elapsed(damage_timer) > 500) {
|
|
--damage_count;
|
|
damage_timer = timer_read();
|
|
}
|
|
if ((damage_count & 1) == 0) {
|
|
for (uint8_t i=0; i < 3 ; i++) {
|
|
rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_RED);
|
|
}
|
|
}
|
|
if (damage_count == 0) {
|
|
ball_timer = timer_read();
|
|
}
|
|
|
|
|
|
} else if (paddle_lives == 0) {
|
|
// Game over
|
|
for (uint8_t i=0; i<ARRAY_SIZE(LED_GAME_OVER); i++) {
|
|
rgb_matrix_set_color(LED_GAME_OVER[i], RGB_RED);
|
|
}
|
|
|
|
} else if (level_number >= 12) {
|
|
// You win
|
|
if (rgb_value.r == 0xff && rgb_value.g < 0xff) {
|
|
if (rgb_value.b > 0) { --rgb_value.b; }
|
|
else { ++rgb_value.g; }
|
|
} else if (rgb_value.g == 0xff && rgb_value.b < 0xff) {
|
|
if (rgb_value.r > 0) { --rgb_value.r; }
|
|
else { ++rgb_value.b; }
|
|
} else if (rgb_value.b == 0xff && rgb_value.r < 0xff) {
|
|
if (rgb_value.g > 0) { --rgb_value.g; }
|
|
else { ++rgb_value.r; }
|
|
}
|
|
|
|
for (uint8_t i=0; i < 3 ; i++) {
|
|
rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], rgb_value.r, rgb_value.g, rgb_value.b);
|
|
}
|
|
rgb_matrix_set_color(GAME_SMILE1[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b);
|
|
rgb_matrix_set_color(GAME_SMILE1[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b);
|
|
rgb_matrix_set_color(GAME_SMILE2[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b);
|
|
rgb_matrix_set_color(GAME_SMILE2[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b);
|
|
|
|
} else {
|
|
// normal game loop
|
|
|
|
// Set paddle position
|
|
for (uint8_t i=0; i < 3 ; i++) {
|
|
rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_GREEN);
|
|
}
|
|
|
|
// Ball movement logic happens at intervals
|
|
if (timer_elapsed(ball_timer) > GAME_TIMER[level_number]) {
|
|
for (int i=0; i<2; ++i) {
|
|
if (ball[i].on) {
|
|
// Ball movement
|
|
if (ball[i].up) {
|
|
if (ball[i].y > 0) {
|
|
--ball[i].y;
|
|
if (!ball[i].left) ++ball[i].x;
|
|
} else {
|
|
// Count reflections. If > 10, increase level
|
|
++bounce_count;
|
|
if (bounce_count >= 10) {
|
|
bounce_count = 0;
|
|
++level_number;
|
|
}
|
|
ball[i].on = false;
|
|
}
|
|
} else {
|
|
++ball[i].y;
|
|
if (ball[i].left) --ball[i].x;
|
|
if (ball[i].y > 4) {
|
|
// Remove a life if ball isn't returned and isn't enemy
|
|
if (!ball[i].enemy) {
|
|
hurt_paddle();
|
|
i = 2;
|
|
} else {
|
|
ball[i].on = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (ball[0].y == 4 && !ball[1].on) {
|
|
init_ball(1);
|
|
}
|
|
if (ball[1].y == 4 && !ball[0].on) {
|
|
init_ball(0);
|
|
}
|
|
if (!ball[0].on && !ball[1].on) {
|
|
init_ball(0);
|
|
}
|
|
ball_timer = timer_read();
|
|
}
|
|
|
|
// Other ball stuff
|
|
for (int i=0; i<2; ++i) {
|
|
if (ball[i].on) {
|
|
// Ball deflection logic
|
|
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)) {
|
|
if (!ball[i].enemy) {
|
|
--ball[i].y;
|
|
if (!ball[i].left) { ++ball[i].x; }
|
|
ball[i].up = true;
|
|
} else {
|
|
hurt_paddle();
|
|
i = 2;
|
|
}
|
|
}
|
|
|
|
// Ball display
|
|
switch (ball[i].y) {
|
|
case 0:
|
|
if (ball[i].enemy) {
|
|
rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_RED);
|
|
} else {
|
|
rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_WHITE);
|
|
}
|
|
break;
|
|
|
|
case 1:
|
|
if (ball[i].enemy) {
|
|
rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_RED);
|
|
} else {
|
|
rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_WHITE);
|
|
}
|
|
break;
|
|
|
|
case 2:
|
|
if (ball[i].enemy) {
|
|
rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_RED);
|
|
} else {
|
|
rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_WHITE);
|
|
}
|
|
break;
|
|
|
|
case 3:
|
|
if (ball[i].enemy) {
|
|
rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_RED);
|
|
} else {
|
|
rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_WHITE);
|
|
}
|
|
break;
|
|
|
|
case 4:
|
|
if (ball[i].enemy) {
|
|
rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_RED);
|
|
} else {
|
|
rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_WHITE);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
break;
|
|
|
|
default:
|
|
fn_active = false;
|
|
if (game_start) {
|
|
// Reset lighting settings
|
|
game_start = false;
|
|
rgb_matrix_sethsv_noeeprom(last_hsv.h, last_hsv.s, last_hsv.v);
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (IS_HOST_LED_ON(USB_LED_CAPS_LOCK)) {
|
|
if (!caps_active) {
|
|
caps_active = true;
|
|
caps_flash_on = true;
|
|
caps_flasher = timer_read();
|
|
}
|
|
if (timer_elapsed(caps_flasher) > 500) {
|
|
caps_flasher = timer_read();
|
|
caps_flash_on = !caps_flash_on;
|
|
}
|
|
|
|
rgb_matrix_set_color(LED_CAPS, RGB_WHITE);
|
|
if (caps_flash_on) {
|
|
for (uint8_t i=0; i<ARRAY_SIZE(LED_SIDE_LEFT); i++) {
|
|
rgb_matrix_set_color(LED_SIDE_LEFT[i], RGB_RED);
|
|
rgb_matrix_set_color(LED_SIDE_RIGHT[i], RGB_RED);
|
|
}
|
|
} else {
|
|
for (uint8_t i=0; i<ARRAY_SIZE(LED_SIDE_LEFT); i++) {
|
|
rgb_matrix_set_color(LED_SIDE_LEFT[i], 0, 0, 0);
|
|
rgb_matrix_set_color(LED_SIDE_RIGHT[i], 0, 0, 0);
|
|
}
|
|
}
|
|
} else {
|
|
caps_active = false;
|
|
}
|
|
if (IS_HOST_LED_ON(USB_LED_SCROLL_LOCK)) {
|
|
rgb_matrix_set_color(LED_F10, RGB_WHITE);
|
|
}
|
|
if (keymap_config.no_gui) {
|
|
rgb_matrix_set_color(LED_LWIN, RGB_RED); //light up Win key when disabled
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
void keyboard_post_init_user(void) {
|
|
|
|
#ifdef RGB_MATRIX_ENABLE
|
|
rgb_matrix_set_color_all(RGB_RED); // Default startup colour
|
|
#endif
|
|
|
|
}
|