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author | GloriousThrall <74627436+GloriousThrall@users.noreply.github.com> | 2022-05-19 19:47:22 -0500 |
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committer | GitHub <noreply@github.com> | 2022-05-20 01:47:22 +0100 |
commit | 83fa6fe916bfd7d337f05d7805f0a51ad86c8b43 (patch) | |
tree | fc279aa7123dfcf99ba8753ca01082b1f6eadbec /keyboards/gmmk/pro/ansi/keymaps/paddlegame | |
parent | b5608cbb6d8a5a24d9c3b928521acbc57726831f (diff) | |
download | qmk_firmware-83fa6fe916bfd7d337f05d7805f0a51ad86c8b43.tar.gz qmk_firmware-83fa6fe916bfd7d337f05d7805f0a51ad86c8b43.zip |
Move GMMK Pro to allow for multiple revisions (#16423)
* Added GMMK PRO Rev2 WBG7 MCU compatibility. Added GMMK 2 WBG7 MCU compatibility.
* GMMK PRO MCU Updates only (removed other kbs)
* fix problems
* Optimize the code.
* Update form develop branch
* Update
* Updater from qmk/develop
* Update
* Update config.h
* Update config.h
* Remove gmmk pro rev2
* move moults31/keymap.c
* Update
* tidy up
Co-authored-by: Joy <chang.li@westberrytech.com>
Co-authored-by: zvecr <git@zvecr.com>
Diffstat (limited to 'keyboards/gmmk/pro/ansi/keymaps/paddlegame')
6 files changed, 0 insertions, 744 deletions
diff --git a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/config.h b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/config.h deleted file mode 100644 index 4f83c6af1f..0000000000 --- a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/config.h +++ /dev/null @@ -1,24 +0,0 @@ -/* 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/>. - */ - -#pragma once - -#ifdef RGB_MATRIX_ENABLE - #define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_SOLID_COLOR -# define RGB_DISABLE_WHEN_USB_SUSPENDED -#endif - -#define FORCE_NKRO diff --git a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c deleted file mode 100644 index 5c702b1686..0000000000 --- a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c +++ /dev/null @@ -1,471 +0,0 @@ -/* 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, RESET, 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<sizeof(LED_RGB)/sizeof(LED_RGB[0]); i++) { - rgb_matrix_set_color(LED_RGB[i], rgb_value.r, rgb_value.g, rgb_value.b); - } - - for (uint8_t i=0; i<sizeof(LED_WHITE)/sizeof(LED_WHITE[0]); i++) { - rgb_matrix_set_color(LED_WHITE[i], RGB_WHITE); - } - - for (uint8_t i=0; i<sizeof(LED_GREEN)/sizeof(LED_GREEN[0]); 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<sizeof(LED_GAME_OVER)/sizeof(LED_GAME_OVER[0]); 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<sizeof(LED_SIDE_LEFT)/sizeof(LED_SIDE_LEFT[0]); 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<sizeof(LED_SIDE_LEFT)/sizeof(LED_SIDE_LEFT[0]); 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 - -} diff --git a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/paddlegame.h b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/paddlegame.h deleted file mode 100644 index 27df2dd703..0000000000 --- a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/paddlegame.h +++ /dev/null @@ -1,46 +0,0 @@ -/* 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/>. -*/ - - -const uint16_t GAME_TIMER[] = { - 400, 350, 300, 250, 400, 350, 300, 250, 225, 200, 175, 150 -}; - -bool game_start = false; -HSV last_hsv; -static uint8_t paddle_pos_full; -static uint8_t paddle_lives; -static uint8_t level_number; -static uint8_t bounce_count; -static uint8_t damage_count; -static uint16_t damage_timer; -static uint16_t ball_timer; - -struct BallStruct -{ - uint8_t x; - uint8_t y; - bool on; - bool up; - bool left; - bool enemy; -}; - -struct BallStruct ball[2]; - -void init_ball(uint8_t i); -void hurt_paddle(void);
\ No newline at end of file diff --git a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/readme.md b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/readme.md deleted file mode 100644 index c6da7f5f47..0000000000 --- a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/readme.md +++ /dev/null @@ -1,18 +0,0 @@ -![GMMK Pro Paddle Game zLayout Image](https://i.imgur.com/RYcKyOj.png) - -# Paddle Game GMMK Pro layout by Tomas Guinan - -- Add Print Screen, Scroll Lock, Pause/Break, Insert to Fn layer -- Toggle backlight using Fn+` - - If you don't like using a backlight but wnat to play the paddle game or - use other RGB features, turn RGB on and set brightness to 0 -- Usable Fn layer keys are backlit -- Implement Win key lock using Fn+Win like in Glorious Core firmware -- Caps Lock and Scroll Lock keys light up white when active -- Caps Lock has red flashing side lights like in Glorious Core firmware -- Layer 2 includes Paddle Game, playable by pressing Fn+P - - Use rotary encoder to control paddle - - Contains 12 levels, indicated by blue LED on F row - - Player has 4 lives, indicated by nav cluster - - Deflect white balls while avoiding red ones - - Press Fn to quit game diff --git a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/rgb_matrix_map.h b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/rgb_matrix_map.h deleted file mode 100644 index 06d34ba6cb..0000000000 --- a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/rgb_matrix_map.h +++ /dev/null @@ -1,181 +0,0 @@ -/* 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/>. - */ - - -#ifdef RGB_MATRIX_ENABLE - - bool fn_active = false; - bool caps_active = false; - bool caps_flash_on = false; - - static uint16_t caps_flasher = 0; - RGB rgb_value; - - // RGB LED locations - enum led_location_map { - LED_ESC, // 0, ESC, k13 - LED_GRV, // 1, ~, k16 - LEB_TAB, // 2, Tab, k11 - LED_CAPS, // 3, Caps, k21 - LED_LSFT, // 4, Sh_L, k00 - LED_LCTL, // 5, Ct_L, k06 - LED_F1, // 6, F1, k26 - LED_1, // 7, 1, k17 - LED_Q, // 8, Q, k10 - LED_A, // 9, A, k12 - LED_Z, // 10, Z, k14 - LED_LWIN, // 11, Win_L, k90 - LED_F2, // 12, F2, k36 - LED_2, // 13, 2, k27 - LED_W, // 14, W, k20 - LED_S, // 15, S, k22 - LED_X, // 16, X, k24 - LED_LALT, // 17, Alt_L, k93 - LED_F3, // 18, F3, k31 - LED_3, // 19, 3, k37 - LED_E, // 20, E, k30 - LED_D, // 21, D, k32 - LED_C, // 22, C, k34 - LED_F4, // 23, F4, k33 - LED_4, // 24, 4, k47 - LED_R, // 25, R, k40 - LED_F, // 26, F, k42 - LED_V, // 27, V, k44 - LED_F5, // 28, F5, k07 - LED_5, // 29, 5, k46 - LED_T, // 30, T, k41 - LED_G, // 31, G, k43 - LED_B, // 32, B, k45 - LED_SPC, // 33, SPACE, k94 - LED_F6, // 34, F6, k63 - LED_6, // 35, 6, k56 - LED_Y, // 36, Y, k51 - LED_H, // 37, H, k53 - LED_N, // 38, N, k55 - LED_F7, // 39, F7, k71 - LED_7, // 40, 7, k57 - LED_U, // 41, U, k50 - LED_J, // 42, J, k52 - LED_M, // 43, M, k54 - LED_F8, // 44, F8, k76 - LED_8, // 45, 8, k67 - LED_I, // 46, I, k60 - LED_K, // 47, K, k62 - LED_COMM, // 48, ,, k64 - LED_RALT, // 49, Alt_R, k95 - LED_F9, // 50, F9, ka6 - LED_9, // 51, 9, k77 - LED_O, // 52, O, k70 - LED_L, // 53, L, k72 - LED_DOT, // 54, ., k74 - LED_FN, // 55, FN, k92 - LED_F10, // 56, F10, ka7 - LED_0, // 57, 0, k87 - LED_P, // 58, P, k80 - LED_SCLN, // 59, ;, k82 - LED_SLSH, // 60, ?, k85 - LED_F11, // 61, F11, ka3 - LED_MINS, // 62, -, k86 - LED_LBRC, // 63, [, k81 - LED_QUOT, // 64, ", k83 - LED_RCTL, // 65, Ct_R, k04 - LED_F12, // 66, F12, ka5 - LED_L1, // 67, LED, l01 - LED_R1, // 68, LED, l11 - LED_DEL, // 69, Del, k97 - LED_L2, // 70, LED, l02 - LED_R2, // 71, LED, l12 - LED_HOME, // 72, Home, k65 - LED_L3, // 73, LED, l03 - LED_R3, // 74, LED, l13 - LED_PGUP, // 75, PgUp, k15 - LED_L4, // 76, LED, l04 - LED_R4, // 77, LED, l14 - LED_EQL, // 78, =, k66 - LED_RIGHT, // 79, Right, k05 - LED_L5, // 80, LED, l05 - LED_R5, // 81, LED, l15 - LED_END, // 82, End, k75 - LED_L6, // 83, LED, l06 - LED_R6, // 84, LED, l16 - LED_BSPC, // 85, BSpc, ka1 - LED_PGDN, // 86, PgDn, k25 - LED_L7, // 87, LED, l07 - LED_R7, // 88, LED, l17 - LED_RBRC, // 89, ], k61 - LED_RSFT, // 90, Sh_R, k91 - LED_L8, // 91, LED, l08 - LED_R8, // 92, LED, l18 - LED_BSLS, // 93, \, ka2 - LED_UP, // 94, Up, k35 - LED_LEFT, // 95, Left, k03 - LED_ENT, // 96, Enter, ka4 - LED_DOWN // 97, Down, k73 - }; - - const uint8_t LED_RGB[] = { - LED_MINS, LED_EQL, - LED_LBRC, LED_RBRC, - LED_SCLN, LED_QUOT, - LED_HOME, LED_PGUP, LED_PGDN, LED_END, - LED_UP, LED_DOWN, LED_LEFT, LED_RIGHT - }; - - const uint8_t LED_GREEN[] = { - LED_F1, LED_F2, LED_F3, LED_F4, - LED_F5, LED_F6, LED_F7, LED_F8 - }; - - const uint8_t LED_WHITE[] = { - LED_F9, LED_F10, LED_F11, LED_DEL - }; - - const uint8_t LED_SIDE_LEFT[] = { LED_L1, LED_L2, LED_L3, LED_L4, LED_L5, LED_L6, LED_L7, LED_L8}; - - const uint8_t LED_SIDE_RIGHT[] = { LED_R1, LED_R2, LED_R3, LED_R4, LED_R5, LED_R6, LED_R7, LED_R8}; - - // Breakout LED rules - - const uint8_t GAME_LIVES[] = { LED_HOME, LED_PGUP, LED_PGDN, LED_END }; - const uint8_t GAME_PADDLE[] = { - LED_Z, LED_X, LED_C, LED_V, LED_B, LED_N, LED_M, LED_COMM, LED_DOT, LED_SLSH - }; - const uint8_t GAME_SMILE1[] = { - LED_A, LED_S, LED_D, LED_F, LED_G, LED_H, LED_J, LED_K, LED_L, LED_SCLN, LED_QUOT - }; - const uint8_t GAME_SMILE2[] = { - LED_2, LED_3, LED_4, LED_5, LED_6, LED_7, LED_8, LED_9, LED_0, LED_MINS, LED_EQL - }; - const uint8_t GAME_R4[] = { - LED_X, LED_C, LED_V, LED_B, LED_N, LED_M, LED_COMM, LED_DOT - }; - const uint8_t GAME_R3[] = { - LED_S, LED_D, LED_F, LED_G, LED_H, LED_J, LED_K, LED_L, LED_SCLN - }; - const uint8_t GAME_R2[] = { - LED_W, LED_E, LED_R, LED_T, LED_Y, LED_U, LED_I, LED_O, LED_P, LED_LBRC - }; - const uint8_t GAME_R1[] = { - LED_2, LED_3, LED_4, LED_5, LED_6, LED_7, LED_8, LED_9, LED_0, LED_MINS, LED_EQL - }; - const uint8_t GAME_R0[] = { - LED_F1, LED_F2, LED_F3, LED_F4, LED_F5, LED_F6, LED_F7, LED_F8, LED_F9, LED_F10, LED_F11, LED_F12 - }; - - const uint8_t LED_GAME_OVER[] = { LED_5, LED_8, LED_F, LED_G, LED_H, LED_J, LED_C, LED_M }; - - -#endif
\ No newline at end of file diff --git a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/rules.mk b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/rules.mk deleted file mode 100644 index a3f5bfd35c..0000000000 --- a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/rules.mk +++ /dev/null @@ -1,4 +0,0 @@ -MOUSEKEY_ENABLE = no -BOOTMAGIC_ENABLE = yes # Enable Bootmagic Lite -RGB_MATRIX_ENABLE = yes -ENCODER_ENABLE = yes |