qmk-firmware/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame/keymap.c
Jeff Epler 9632360caa
Use a macro to compute the size of arrays at compile time (#18044)
* 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>
2022-08-30 10:20:04 +02:00

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
}