1 #include QMK_KEYBOARD_H
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 /* Layer 0: Default Layer
35 * ,-----------------------------------------------------------.
36 * |Esc| 1| 2| 3| 4| 5| 6| 7| 8| 9| 0| -| =| `|BSp|
37 * |-----------------------------------------------------------|
38 * |Tab | Q| W| E| R| T| Y| U| I| O| P| [| ]| \|
39 * |-----------------------------------------------------------|
40 * |Contro| A| S| D| F| G| H| J| K| L| ;| '|Enter |
41 * |-----------------------------------------------------------|
42 * |Shift | Z| X| C| V| B| N| M| ,| .| /|Shift |Fn0|
43 * |-----------------------------------------------------------'
44 * |Ctrl |Gui|Alt | Space |Alt |Gui|Fn |Ctrl |
45 * `-----------------------------------------------------------'
48 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,\
49 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, \
50 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, \
51 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, \
52 KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, KC_RGUI, MO(_FL), KC_RCTL),
54 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, _______,_______,\
55 _______, _______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______, \
56 _______, _______,MO(_CL),_______,_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, \
57 _______, _______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, _______, \
58 _______,_______,_______, _______, _______, _______, MO(_FL), _______),
60 BL_STEP,S_BSKTC,S_ODEJY,S_RCKBY,S_DOEDR,S_SCALE,S_ONEUP,S_COIN, S_SONIC,S_ZELDA,_______,_______,_______,_______,_______,\
61 _______, _______,_______,_______,RESET, _______,_______,_______,_______,_______,_______,_______,_______,_______, \
62 _______, _______,MO(_CL),_______,_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, \
63 _______, _______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, \
64 _______, _______, _______, _______, _______, _______, MO(_FL), _______)
67 bool process_record_user(uint16_t keycode, keyrecord_t *record) {
70 if (record->event.pressed) {
72 PLAY_SONG(song_basketcase);
76 if (record->event.pressed) {
78 PLAY_SONG(song_ode_to_joy);
82 if (record->event.pressed) {
84 PLAY_SONG(song_rock_a_bye_baby);
88 if (record->event.pressed) {
90 PLAY_SONG(song_doe_a_deer);
94 if (record->event.pressed) {
96 PLAY_SONG(song_scale);
100 if (record->event.pressed) {
102 PLAY_SONG(song_one_up);
106 if (record->event.pressed) {
108 PLAY_SONG(song_coin);
112 if (record->event.pressed) {
114 PLAY_SONG(song_sonic_ring);
118 if (record->event.pressed) {
120 PLAY_SONG(song_zelda_puzzle);