1 #include QMK_KEYBOARD_H
3 #define _______ KC_TRNS
11 enum custom_keycodes {
24 float song_basketcase[][2] = SONG(BASKET_CASE);
25 float song_ode_to_joy[][2] = SONG(ODE_TO_JOY);
26 float song_rock_a_bye_baby[][2] = SONG(ROCK_A_BYE_BABY);
27 float song_doe_a_deer[][2] = SONG(DOE_A_DEER);
28 float song_scale[][2] = SONG(MUSIC_SCALE_SOUND);
29 float song_coin[][2] = SONG(COIN_SOUND);
30 float song_one_up[][2] = SONG(ONE_UP_SOUND);
31 float song_sonic_ring[][2] = SONG(SONIC_RING);
32 float song_zelda_puzzle[][2] = SONG(ZELDA_PUZZLE);
35 const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
36 /* Layer 0: Default Layer
37 * ,-----------------------------------------------------------.
38 * |Esc| 1| 2| 3| 4| 5| 6| 7| 8| 9| 0| -| =| `|BSp|
39 * |-----------------------------------------------------------|
40 * |Tab | Q| W| E| R| T| Y| U| I| O| P| [| ]| \|
41 * |-----------------------------------------------------------|
42 * |Contro| A| S| D| F| G| H| J| K| L| ;| '|Enter |
43 * |-----------------------------------------------------------|
44 * |Shift | Z| X| C| V| B| N| M| ,| .| /|Shift |Fn0|
45 * |-----------------------------------------------------------'
46 * |Ctrl |Gui|Alt | Space |Alt |Gui|Fn |Ctrl |
47 * `-----------------------------------------------------------'
50 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_GRV, KC_BSPC,\
51 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, \
52 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_NUHS, KC_ENT, \
53 KC_LSFT, KC_NUBS,KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM,KC_DOT, KC_SLSH, KC_RSFT, KC_BSLS, \
54 KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, KC_RGUI, MO(_FL), KC_RCTL),
56 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, _______,_______,\
57 _______, _______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______, \
58 _______, _______,MO(_CL),_______,_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, \
59 _______, _______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, _______, \
60 _______,_______,_______, _______, _______, _______, MO(_FL), _______),
62 BL_STEP,S_BSKTC,S_ODEJY,S_RCKBY,S_DOEDR,S_SCALE,S_ONEUP,S_COIN, S_SONIC,S_ZELDA,_______,_______,_______,_______,_______,\
63 _______, _______,_______,_______,RESET, _______,_______,_______,_______,_______,_______,_______,_______,_______, \
64 _______, _______,MO(_CL),_______,_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, \
65 _______, _______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, \
66 _______, _______, _______, _______, _______, _______, MO(_FL), _______)
69 bool process_record_user(uint16_t keycode, keyrecord_t *record) {
72 if (record->event.pressed) {
74 PLAY_SONG(song_basketcase);
78 if (record->event.pressed) {
80 PLAY_SONG(song_ode_to_joy);
84 if (record->event.pressed) {
86 PLAY_SONG(song_rock_a_bye_baby);
90 if (record->event.pressed) {
92 PLAY_SONG(song_doe_a_deer);
96 if (record->event.pressed) {
98 PLAY_SONG(song_scale);
102 if (record->event.pressed) {
104 PLAY_SONG(song_one_up);
108 if (record->event.pressed) {
110 PLAY_SONG(song_coin);
114 if (record->event.pressed) {
116 PLAY_SONG(song_sonic_ring);
120 if (record->event.pressed) {
122 PLAY_SONG(song_zelda_puzzle);