1 #include QMK_KEYBOARD_H
3 // Each layer gets a name for readability, which is then used in the keymap matrix below.
4 // The underscores don't mean anything - you can have a layer called STUFF or any other name.
22 float song_basketcase[][2] = SONG(BASKET_CASE);
23 float song_ode_to_joy[][2] = SONG(ODE_TO_JOY);
24 float song_rock_a_bye_baby[][2] = SONG(ROCK_A_BYE_BABY);
25 float song_doe_a_deer[][2] = SONG(DOE_A_DEER);
26 float song_scale[][2] = SONG(MUSIC_SCALE_SOUND);
27 float song_coin[][2] = SONG(COIN_SOUND);
28 float song_one_up[][2] = SONG(ONE_UP_SOUND);
29 float song_sonic_ring[][2] = SONG(SONIC_RING);
30 float song_zelda_puzzle[][2] = SONG(ZELDA_PUZZLE);
33 const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
34 /* Keymap _BL: Base Layer (Default Layer)
37 KC_GESC,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_PGUP, \
38 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_PGDN, \
39 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, \
40 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, \
41 KC_LCTL,KC_LGUI,KC_LALT, KC_SPC, KC_SPC, KC_RGUI,KC_RALT,MO(_FL),KC_RCTL,KC_LEFT,KC_DOWN,KC_RGHT),
43 /* Keymap _FL: Function Layer
46 KC_GRV, 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_VOLU, \
47 _______,_______,_______,_______,_______,_______,_______,_______,_______,KC_MPRV,KC_MPLY,KC_MNXT,_______,KC_MUTE, KC_VOLD, \
48 _______,_______,MO(_CL),_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, \
49 _______, _______,_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, KC_PGUP, \
50 _______,_______,_______, _______,_______, _______,_______,MO(_FL),_______,KC_HOME,KC_PGDN,KC_END),
52 /* Keymap _CL: Control layer
55 BL_STEP,S_ONEUP,S_SCALE,RGB_M_R,RGB_M_SW,RGB_M_SN,RGB_M_K,RGB_M_X,RGB_M_G,_______,_______,_______,_______, BL_TOGG, BL_INC, \
56 _______,_______,_______,_______,RESET, _______,_______,_______,_______,_______,_______,_______,_______,_______, BL_DEC, \
57 _______,_______,MO(_CL),_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, \
58 _______, _______,_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, RGB_SAI, \
59 _______,_______,_______, BL_BRTG,BL_BRTG, _______,_______,MO(_FL),_______,RGB_HUD,RGB_SAD,RGB_HUI),
63 bool process_record_user(uint16_t keycode, keyrecord_t *record) {
67 if (record->event.pressed) {
69 PLAY_SONG(song_basketcase);
73 if (record->event.pressed) {
75 PLAY_SONG(song_ode_to_joy);
79 if (record->event.pressed) {
81 PLAY_SONG(song_rock_a_bye_baby);
85 if (record->event.pressed) {
87 PLAY_SONG(song_doe_a_deer);
91 if (record->event.pressed) {
93 PLAY_SONG(song_scale);
97 if (record->event.pressed) {
99 PLAY_SONG(song_one_up);
103 if (record->event.pressed) {
105 PLAY_SONG(song_coin);
109 if (record->event.pressed) {
111 PLAY_SONG(song_sonic_ring);
115 if (record->event.pressed) {
117 PLAY_SONG(song_zelda_puzzle);