qmk-firmware/keyboards/reviung/reviung41/keymaps/ciutadellla/keymap.c
Ryan cf935d97ae
Fix functions with empty params (#19647)
* Fix functions with empty params

* Found a bunch more
2023-01-20 16:21:17 +00:00

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/* Copyright 2021 @Ciutadellla
*
* 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
enum layer_names {
_BASE,
_LOWER,
_RAISE,
_MOVE,
_ADJUST
};
//UNICODES
#include "process_unicode.h"
enum unicode_names {
CKC_EUR,
N_TILDE,
COMB_ACUTE_ACCENT,
GRINNING_FACE, // 😃
BEAMING_FACE, // 😁
GRINNING_FACE_WITH_SWEAT, // 😅
ROLLING_LAUGHING, // 🤣
FACE_TEARS_JOY, // 😂
WINKING_FACE, // 😉
SMILING_FACE_HALO, // 😇
SMILING_FACE_HEARTS, // 🥰
SMILING_FACE_HEART_EYES, // 😍
FACE_BLOWING_KISS, // 😘
FACE_SAVORING_FOOD, // 😋
ZANY_FACE, // 🤪
HUGGING_FACE, // 🤗
SHUSHING_FACE, // 🤫
THINKING_FACE, // 🤔
FACE_RAISED_EYEBROW, // 🤨
NEUTRAL_FACE, // 😐
SMIRKING_FACE, // 😏
FACE_ROLLING_EYES, // 🙄
PENSIVE_FACE, // 😔
FACE_VOMITING, // 🤮
WOOZY_FACE, // 🥴
PLEADING_FACE, // 🥺
LOUDLY_CRYING_FACE, // 😭
DISAPPOINTED_FACE, // 😞
FACE_SYMBOLS_MOUTH, // 🤬
SMILING_FACE_HORNS, // 😈
SKULL, // 💀
PILE_POO, // 💩
GHOST, // 👻
ALIEN_MONSTER, // 👾
RED_HEART, // ❤
BOMB, // 💣
WAVING_HAND, // 👋
OK_HAND, // 👌
CLAPPING_HANDS, // 👏
EYES, // 👀
MAN_FACEPALMING, // 🤦
TURTLE, // 🐢
SNAKE, // 🐍
SPOUTING_WHALE, // 🐳
DRAGON, // 🐉
TREX, // 🦖
THUMBSDOWN, // 👍
THUMBSUP, // 👎
};
//https://unicode-table.com/en/#00F1
const uint32_t unicode_map[] PROGMEM = {
[CKC_EUR] = 0x20AC, //€
[N_TILDE] = 0x00F1, // ñ
[COMB_ACUTE_ACCENT] = 0x0301, // ´
[GRINNING_FACE] = 0x1F603,
[BEAMING_FACE] = 0x1F601,
[GRINNING_FACE_WITH_SWEAT] = 0x1F605,
[ROLLING_LAUGHING] = 0x1F923,
[FACE_TEARS_JOY] = 0x1F602,
[WINKING_FACE] = 0x1F609,
[SMILING_FACE_HALO] = 0x1F607,
[SMILING_FACE_HEARTS] = 0x1F970,
[SMILING_FACE_HEART_EYES] = 0x1F60D,
[FACE_BLOWING_KISS] = 0x1F618,
[FACE_SAVORING_FOOD] = 0x1F60B,
[ZANY_FACE] = 0x1F92A,
[HUGGING_FACE] = 0x1F917,
[SHUSHING_FACE] = 0x1F92B,
[THINKING_FACE] = 0x1F914,
[FACE_RAISED_EYEBROW] = 0x1F928,
[NEUTRAL_FACE] = 0x1F610,
[SMIRKING_FACE] = 0x1F60F,
[FACE_ROLLING_EYES] = 0x1F644,
[PENSIVE_FACE] = 0x1F614,
[FACE_VOMITING] = 0x1F92E,
[WOOZY_FACE] = 0x1F974,
[PLEADING_FACE] = 0x1F97A,
[LOUDLY_CRYING_FACE] = 0x1F62D,
[DISAPPOINTED_FACE] = 0x1F61E,
[FACE_SYMBOLS_MOUTH] = 0x1F92C,
[SMILING_FACE_HORNS] = 0x1F608,
[SKULL] = 0x1F480,
[PILE_POO] = 0x1F4A9,
[GHOST] = 0x1F47B,
[ALIEN_MONSTER] = 0x1F47E,
[RED_HEART] = 0x2764,
[BOMB] = 0x1F4A3,
[WAVING_HAND] = 0x1F44B,
[OK_HAND] = 0x1F44C,
[CLAPPING_HANDS] = 0x1F44F,
[EYES] = 0x1F440,
[MAN_FACEPALMING] = 0x1F926,
[TURTLE] = 0x1F422,
[SNAKE] = 0x1F40D,
[SPOUTING_WHALE] = 0x1F433,
[DRAGON] = 0x1F409,
[TREX] = 0x1F996,
[THUMBSDOWN] = 0x1F44E,
[THUMBSUP] = 0x1F44D,
};
void matrix_init_user(void){
set_unicode_input_mode(UNICODE_MODE_MACOS);
}
// Shortcut to make keymap more readable
#define KC_OSX_EJECT 0x66
#define LOCK_OSX LSFT(LCTL(KC_OSX_EJECT))
#define SLEEP_OSX LALT(LGUI(KC_OSX_EJECT))
#define KC_C_LF RCTL(KC_LEFT) // control + left
#define KC_C_RT RCTL(KC_RGHT) // control + right
// tap dance declarations
enum {
_TD_TAB_ESC = 0,
_TD_BSPC_WDEL,
_TD_SFT_CAPS,
_TD_SPC_ENT,
_TD_N_NTILDE,
_TD_CTRL_LANG,
_TD_SCLN_NTILDE
};
#define TD_TAB_ESC TD(_TD_TAB_ESC)
#define TD_BSPC_WDEL TD(_TD_BSPC_WDEL)
#define TD_SFT_CAPS TD(_TD_SFT_CAPS)
#define TD_SPC_ENT TD(_TD_SPC_ENT)
#define TD_N_NTILDE TD(_TD_N_NTILDE)
#define TD_CTRL_LANG TD(_TD_CTRL_LANG)
#define TD_SCLN_NTILDE TD(_TD_SCLN_NTILDE) //TP with costum keycodes has to be a funtion
void td_scln_ntilde(tap_dance_state_t *state, void *user_data) {
if (state->count == 1) {
register_code(KC_SCLN);
unregister_code(KC_SCLN);
} else {
send_unicode_string("ñ");
}
reset_tap_dance(state);
}
// Tap Dance Definitions
tap_dance_action_t tap_dance_actions[] = {
[_TD_TAB_ESC] = ACTION_TAP_DANCE_DOUBLE(KC_TAB, KC_ESC),
[_TD_BSPC_WDEL] = ACTION_TAP_DANCE_DOUBLE(KC_BSPC, LALT(KC_BSPC)),
[_TD_SFT_CAPS] = ACTION_TAP_DANCE_DOUBLE(KC_LSFT, KC_CAPS),
[_TD_SPC_ENT] = ACTION_TAP_DANCE_DOUBLE(KC_SPC, KC_ENT),
[_TD_CTRL_LANG] = ACTION_TAP_DANCE_DOUBLE(KC_LCTL, LCTL(LSFT(KC_SPACE))),
[_TD_SCLN_NTILDE] = ACTION_TAP_DANCE_FN(td_scln_ntilde),
};
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
/* Qwerty 0
* ,-----------------------------------------+ +-----------------------------------------.
* | Tab | Q | W | E | R | T | | Y | U | I | O | P | Bksp |
* |------+------+------+------+------+------+ +------+------+------+------+------+------|
* |CtlLNG| A | S | D | F | G | | H | J | K | L | ; | " |
* |------+------+------+------+------+------+ +------+------+------+------+------+------|
* | Shift| Z | X | C | V | B | | N | M | , | . | / | Shift|
* |------+------+------+------+------+------+ +------+------+------+------+------+------|
* | GUI | Lower| Space | Raise| Alt |
* +-------------/ \--------------+
*/
[_BASE] = LAYOUT_reviung41(TD_TAB_ESC, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, TD_BSPC_WDEL, TD_CTRL_LANG, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, TD_SCLN_NTILDE, KC_QUOT, TD_SFT_CAPS, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, RSFT_T(KC_ENT), KC_LGUI, MO(1), TD_SPC_ENT, MO(2), LT(4,KC_NO)),
/* LOWER 1
* ,-----------------------------------------+ +-----------------------------------------.
* | Tab | ! | @ | # | $ | % | | ^ | & | * | () | ) | Del |
* |------+------+------+------+------+------+ +------+------+------+------+------+------|
* | Ctl | _ | + | {} | } | | | | LEFT | DOWN | UP | RIGHT| ´ | " |
* |------+------+------+------+------+------+ +------+------+------+------+------+------|
* | Shift| Esc | Gui | Alt | = | "" | | HOME | END | PGUP | PDOWN| / | Shft |
* |------+------+------+------+------+------+ +------+------+------+------+------+------|
* | GUI | Lower| Space | Raise| Alt |
* +-------------/ \--------------+
*/
[_LOWER] = LAYOUT_reviung41(KC_TRNS, KC_EXLM, KC_AT, KC_HASH, KC_DLR, KC_PERC, KC_CIRC, KC_AMPR, KC_ASTR, KC_LPRN, KC_RPRN, KC_DEL, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_LEFT, KC_DOWN, KC_UP, KC_RGHT, KC_TRNS, KC_TRNS, KC_TRNS, KC_ESC, KC_LGUI, KC_LALT, KC_LCTL, KC_TRNS, KC_HOME, KC_END, KC_PGUP, KC_PGDN, KC_PSCR, MT(MOD_LSFT | MOD_RSFT,KC_SPC), KC_TRNS, KC_TRNS, KC_ENT, MO(3), KC_TRNS),
/* Raise 2
* ,-----------------------------------------+ +-----------------------------------------.
* | | 1 | 2 | 3 | 4 | 5 | | 6 | 7 | 8 | 9 | 0 | DEL |
* |------+------+------+------+------+------+ +------+------+------+------+------+------|
* | | MINS | EQL | LBRC | RBRC | BSLS | | F1 | F2 | F3 | F4 | F5 | F6 |
* |------+------+------+------+------+------+ +------+------+------+------+------+------|
* | | | | | | QUOT | | F7 | F8 | F9 | F10 | F11 | F12 |
* |------+------+------+------+------+------+ +------+------+------+------+------+------|
* | ____ | MO(3)| BSPC | ____ | ____ |
* +-------------/ \--------------+
*/
// [_RAISE] = LAYOUT_reviung41(
// KC_TRNS, KC_P1, KC_P2, KC_P3, KC_P4, KC_P5, KC_P6, KC_P7, KC_P8, KC_P9, KC_P0, KC_DEL,
// KC_TRNS, KC_LPRN, KC_RPRN, KC_LT, KC_GT, KC_AMPR, KC_PMNS, KC_PPLS, KC_HASH, KC_PERC, KC_COLN, KC_PEQL,
// KC_TRNS, KC_LCBR, KC_RCBR, KC_SLSH, KC_INT1, KC_PIPE, KC_PSLS, KC_PAST, KC_PCMM, KC_PDOT, KC_HASH, KC_PENT,
// KC_TRNS, MO(3), KC_BSPC, KC_TRNS, KC_TRNS
// ),
[_RAISE] = LAYOUT_reviung41(
KC_EXLM, KC_AT, KC_HASH, KC_DLR, KC_PERC, KC_CIRC, KC_P7, KC_P8, KC_P9, KC_P0, KC_PPLS, KC_PMNS,
KC_COLN, KC_DQUO, KC_LCBR, KC_RCBR, KC_LT, KC_GT, KC_P4, KC_P5, KC_P6, KC_PERC, KC_PAST, KC_PSLS,
KC_AMPR, KC_PIPE, KC_LPRN, KC_RPRN, KC_LBRC, KC_RBRC, KC_P1, KC_P2, KC_P3, KC_PCMM, KC_PDOT, KC_PEQL,
KC_TRNS, MO(3), KC_PENT, KC_TRNS, KC_TRNS
),
/* _MOVE 3
* ,---------------------------------------------------+ +------------------------------------------.
* | | | | | | | | | WHD | WHU | | | LOCK |
* |-------+-------+-------+---------+-------+---------+ +------+------+------+------+------+-------|
* | | | | | | | | M_L | M_D | M_I | M_R | | SLEEP |
* |-------+-------+-------+---------+-------+---------+ +------+------+------+------+------+-------|
* | | | | | SCRLFT| SCRRGHT | | M_B1 | M_B2| M0 | M2 | | QK_BOOT |
* |-------+-------+-------+---------+-------+---------+ +------+------+------+------+------+-------|
* | ____ | ____ | BSPC | ____ | ____ |
* +-------------/ \--------------+
*/
[_MOVE] = LAYOUT_reviung41(KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_WH_L, KC_WH_D, KC_WH_U, KC_WH_R, KC_ACL2, LOCK_OSX, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, KC_MS_L, KC_MS_D, KC_MS_U, KC_MS_R, KC_ACL0, SLEEP_OSX, KC_F13, KC_F14, KC_F15, KC_F16, KC_C_LF, KC_C_RT, KC_BTN1, KC_BTN2, KC_BTN3, KC_BTN4, KC_BTN5, QK_BOOT, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS),
/* _ADJUST 4
* ,----------------------------------------+ +---------------------------------------------------.
* | 😃 | 😅 | 🤣 | 😉 | 😇 | 🥰 | | RGBUP | HUEUP | RGB_MOD | BRIU | PLAY | VOLU |
* |------+-----+------+------+------+------+ +-------+--------+----------+-------+-------+------|
* | 😍 | 😘 | 🙄 | 😔 | 😭 | 💩 | | RGBDWN| HUEDWN | RGB_TOG | BRID | STOP | VOLD |
* |------+-----+------+------+------+------+ +-------+--------+----------+--------+------+------|
* | 👍 | 👎 | 👏 | 👀 | 🤦 | 👻 | | RGB_TG| | | | | MUTE |
* |------+------+------+------+------+------+ +-------+--------+----------+--------+------+------|
* | GUI | Lower| BSPC | Raise| Alt |
* +-------------/ \--------------+
*/
[_ADJUST] = LAYOUT_reviung41(X(GRINNING_FACE), X(GRINNING_FACE_WITH_SWEAT), X(ROLLING_LAUGHING), X(WINKING_FACE), X(SMILING_FACE_HALO), X(SMILING_FACE_HEARTS), RGB_VAI, RGB_HUI, RGB_MOD, KC_BRIU, KC_MPLY, KC_VOLU, X(SMILING_FACE_HEART_EYES), X(FACE_BLOWING_KISS), X(FACE_ROLLING_EYES), X(PENSIVE_FACE), X(LOUDLY_CRYING_FACE), X(PILE_POO), RGB_VAD, RGB_HUD, RGB_RMOD, KC_BRID, KC_MSTP, KC_VOLD, X(THUMBSUP), X(THUMBSDOWN), X(CLAPPING_HANDS), X(EYES), X(MAN_FACEPALMING), X(GHOST), RGB_TOG, RGB_SAD, RGB_SAI, RGB_SPD, RGB_SPI, KC_MUTE, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS)
};
#ifdef RGBLIGHT_ENABLE
// RGB LED Indicators
const rgblight_segment_t PROGMEM my_capslock_layer[] = RGBLIGHT_LAYER_SEGMENTS(
{0, 11, HSV_RED} // Light 1 LED, starting with LED 0
);
// RGB LED Indicators
const rgblight_segment_t PROGMEM my_base_layer[] = RGBLIGHT_LAYER_SEGMENTS(
{0, 11, HSV_CYAN} // Light 1 LED, starting with LED 0
);
const rgblight_segment_t PROGMEM my_lower_layer[] = RGBLIGHT_LAYER_SEGMENTS(
{0, 11, HSV_GREEN} // Light 1 LED, starting with LED 1
);
// RGB LED Indicators
const rgblight_segment_t PROGMEM my_rise_layer[] = RGBLIGHT_LAYER_SEGMENTS(
{0, 11, HSV_MAGENTA} // Light 1 LED, starting with LED 0
);
// RGB LED Indicators
const rgblight_segment_t PROGMEM my_MOVE_layer[] = RGBLIGHT_LAYER_SEGMENTS(
{0, 11, HSV_YELLOW} // Light 1 LED, starting with LED 0
);
// RGB LED Indicators
const rgblight_segment_t PROGMEM my_ADJUST_layer[] = RGBLIGHT_LAYER_SEGMENTS(
{0, 11, HSV_AZURE} // Light 1 LED, starting with LED 0
);
// Now define the array of layers. Later layers take precedence
const rgblight_segment_t* const PROGMEM my_rgb_layers[] = RGBLIGHT_LAYERS_LIST(
my_base_layer, // 0
my_lower_layer, // 1
my_rise_layer, // 2
my_MOVE_layer, // 3
my_ADJUST_layer, // 4
my_capslock_layer // 5
);
// Enable the LED layers
void keyboard_post_init_user(void) {
rgblight_layers = my_rgb_layers;
}
layer_state_t layer_state_set_user(layer_state_t state) {
rgblight_set_layer_state(1, layer_state_cmp(state, _LOWER));
rgblight_set_layer_state(2, layer_state_cmp(state, _RAISE));
rgblight_set_layer_state(3, layer_state_cmp(state, _MOVE));
rgblight_set_layer_state(4, layer_state_cmp(state, _ADJUST));
return state;
}
bool led_update_user(led_t led_state) {
rgblight_set_layer_state(5, led_state.caps_lock);
return true;
}
#endif